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[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)

OOC: From G6, does Jesse actually have vision on anything? If not, I'll delay my turn and see how things go.
Casting my Grasping Shadow/Phantom Chasm on H9 without vision would be meta-gaming, right?
Unless I can "see" the aura or something.
EDIT: That or a Second Wind.
 
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"Pardon me sir Finnean," Ixenvalignat excuses himself as he steps over the halfling, "Allow me to help clear the way for you." And yet another of the hideous goblins falls to the floor. [sblock=Actions]Move: to D8, being careful to avoid OAs
Minor: Draw sword
Standard: MBA
Target: Cutter at D7
Attack: 1d20+10=22 vs. AC Hit! Cutter at D7 is dead!
[/sblock][sblock=Ministats] Ixenvalignat
Male Dragonborn Warlord Level 3 Initiative: +1
Speed 5
Passive Perceoption: 10; Passive Insight: 10; Senses: Normal Vision
Draconic Fury: +1 to attack rolls while bloodied
Languages: Draconic, Common
AC: 21; Fortitude; 19 Reflex: 15; Will: 18
HP: 42/42
Surge Value: 10; Surges Left: 8/8
Action Points: 1

At Will Powers:
:bmelee: Melee Basic Attack 1d20+10 vs. AC
Hit: 1d10+6 damage

:branged: Ranged Basic Attack 1d20+3 vs. AC
Hit: 1d4 damage

:melee: Brash Assault (Standard) 1d20+10 vs. AC
Hit: 1d10+6 damage

Effect: The target can make a melee basic attack against you as a free action asn has combat advantage for the attack. If the target makes the attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.

:melee: Intuitive Strike (Standard) 1d20+10 vs. Will
Hit: 1d10+6 damage. Until the start of Ixenvalignat's next turn, the next ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.

Encounter Powers:
:close: (5) Dragon Breath (Minor) 1d20+9 vs. Reflex
Hit: 1d6 damage
Bostering Breath Feat: Targets enemies only

Hit: 1d6 Lightning damage

Battlefront Shift (No Action)

Effect: Target (either Ixenvalignat or an ally) shifts half speed on initiative roll

:close: (5) Inspiring Word (Minor) 1 2
Effect: Target within 5 squares spends healing surge for HS value+1d6 hitpoints

Special:
Can be used twice per encounter

:ranged: (5) Encouraging Boost (Minor)
Effect: The target can use its second wind and regain an additional +4 hit points.

Special:
Can be used twice per encounter
:melee: Tactician's Invitation (Standard) 1d20+10 vs. AC
Hit:
2d10+6 Damage. The next time an ally hits the target before the end of Ixenvalignat's next turn, that ally can slide the target two squares, shift 2 squares or deal 4 extra damage to the target.

:melee: Flattening Charge (Standard, Charge)1d20+10+1 vs. AC
Hit: 1d10+6 Damage, and Ixenvalignat knocks the target prone.

Bravura Presence:
If the attack hits, this power is not expended

Miss:
The target gains combat advantage against Ixenvalignat until the start of Ixenvalignat's next turn.

Daily Powers:

:melee: Bastion of Defense 1d20+10 vs. AC
Hit: 3d10+6=Damage. Each ally within 5 squares of Ixenvalignat gains a +1 power bonus to all defenses until the end of the encounter.

Effect: Each ally within 5 squares of Ixenvalignat gains 9 temporary hit poins.

:melee: Brave Warriors 1d20+10 vs. AC
Hit: 3d10+6=Damage.

Miss: Half damage

Effect: Until the end of the encounter, Ixenvalignat gets a +1 power bonus to attack rolls when he charges, and allies get a +1 power bonus to attack rolls when they charge within line of sight of Ixenvalignat.

Feats:


  • Armored Warlord: Ixenvalignat gains proficiency with scale armor, and he increases his number of healing surges by one.
  • Bolstering Breath: Your dragon breath power targets enemies in the area, instead of all creatures in the area. In addition, allies in the area of your dragon breath gain a +1 bonus to attack rolls until the end of your next turn.
  • Enlarged Dragon Breath: You may chose to make your dragon breath power close blast 5 instead of close blast 3.
[/sblock]
 

*Cyrus stalks the shadows as he enters the new room where the others moved into. He swiftly moved into position to strike the unaware victim. Readying his blade he would move to strike but the lone goblin in his endless flailing to stay alive as the others assault his friends, smokes Cyrus in the snout causing his blade to slash the floor instead. Cyrus growled lowly and rubbed his snout.*

Damn goblins...

*He stated quietly to himself.*

[sblock=Actions]Move: Silent Stalker
-Move: Move to C6
-Effect: Cyrus remains hidden until the end of this turn or until he makes an attack.

Standard: Basic Melee Attack
-Target: Goblin Cutter 5 (C7)
-Attack: +11 vs. AC (Miss; 12; Natural 1)[/sblock]

[sblock=Cyrus]Cyrus- Male Khan Executioner 3
Passive Perception: 16, Passive Insight: 11

AC: 20, Fort: 14, Ref: 18, Will: 12

Initiative: +6, Speed: 6

HP: 26/36, Temp HP:
Bloodied: 18, Surge Value: 9, Surges left: 9/9

Powers-
Garrote Strangle
Poisoned Dagger
Quick Lunge
Silent Stalker

Action Point [ ]
Assassin’s Strike [ ]
Predatory Eye [ ]
Second Wind [ ]
Sneak Attack [ ]

Carrion Crawler Brain Juice [ ]

Arrows 23/24[/sblock]
 
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The rats gnaw on Ironheart's hide, and he grimaces in pain. He slams his axe own among them, killing only a few of them but sending the rest scattering. He stands immobile in the doorway as they form back into a pack in the center of the room.

[sblock=Actions]
Aura attack by the rats: MBA on Ironheart (1d20+10=23, 1d6+3=9) Hits for 9 damage, and ongoing 3 damage (save ends)

(I'm not clear if I get Font of Life on that since it was triggered by beginning my turn in the aura, an Font of Life gives me a save at the beginning of my turn. I'll roll it anyway: Save vs Ongoing Damage (Font of Life) (1d20=12) Saved.

Free: mark the rats with Nature's Wrath
Standard: Strength of Stone at the rats: Strength of Stone on Rat Swarm (+2 from CA) (1d20+9+2=29, 1d10+10=12) Hit for 6 damage, and push the rats to J7. Also gain 4 temp hp.

If I'm not allowed to use Font of Life at the beginning of the turn, I'll roll my save now: Save vs Ongoing Damage (1d20=9) With my +2 racial bonus to ongoing damage saves, that passes.

EDIT: I totally forgot I was already taking ongoing damage. Plus I just looke it up, and the start-of-turn order has "ongoing damage", then "other actions", then "end effects". So I definitely take the 3 damage I was already taking, and then either I save with Font of Life and then the rats attack and I start taking 3 ongoing again, or they attack first and then I save from both sets of ongoing. Either way, I save at end of turn, so it doesn't really matter.
[/sblock]

[sblock=L4W Ironheart]
Init: +1 Speed: 68 Perception:13 Insight: 11
AC: 18 Fort: 17 Ref: 11 Will: 13
HP: 28/49 + 4 thp Surges: 13/13 Surge Value: 12 AP: 0
Str:20 Con:18 Dex:10 Int:10 Wis:10 Cha:8

Powers:
Warden's Fury
Warden's Grasp
Strength of Stone
Warden's Lunge
Second Wind
Warforged Resolve
Earth Spikes
Fearsome Ram Attack
Earthgrasp Strike
Form of the Fearsome Ram
Nature's Abundance
[/sblock]
 
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GM: [MENTION=84680]treex[/MENTION]: Based on the map, you do not have line of sight or effect from your current position. Only two remaining bad guys, goblin cutter (C7)and rat swarm (pushed to J8).
 


OOC: [MENTION=84680]treex[/MENTION]: We need you to move into the room (G6) and take out the rats with an area attack (e.g. Grasping Shadows). Ironheart's not going to do much good against them.

Does anyone else have area attacks? All Jesse has is encounters and dailies. They'll go pretty quick if he doesn't have help.
 


Jesse rushes into the heart of the tower, from within come the sound of lots of chittering and squeeking.
Whatever it is, there must be dozens! Maybe hundreds!
The tiefling nearly steps back in hesitation, but takes a moment to regain his calm.

[sblock=actions]Move: Walk to G6
Standard: Second Wind[/sblock]

OOC: Summary:
  • Jesse is now at G6
  • Jesse loses a healing surge to activate Second Wind. He now has 6/7
  • Jesse regains 7 hitpoints
  • Jesse is no longer bloodied
  • Jesse gains +2 to all defenses until the end of his next turn.
 
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[sblock=Tactics]
But you still can't push a swarm with a melee attack.

Dammit! That's the only reason I used an at-will. Not that my encounter power is much better - Earth Spikes will basically do an extra 5 damage to them.

Since I can attack from 2 squares away, I think the best idea is for me to swap places with someone. Then they can hold the door, and I can keep attacking with Warden's Lunge to keep them marked, and Warden's Fury every time they attack the person in the door.
[/sblock]
 

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