• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[Adventure] Invasion of the Einherjar (DM: CrimsonFlameWielder, Judge: Covaithe )


log in or register to remove this ad

Final Wave

After what seems like forever with the droning sound of pounding wood, a huge orc comes out of the hold of the central ship and walks to the prow. With a grin, he points his large battle axe at the city.

"Come on out, boys! We're wearin' em down! You can feel it callin' to ya, I know you can! Give into it, let it drive you, and go taste victory!"

The orc's words seem to have a rather strong effect on his ship mates, as the rest of his crew empties out onto their decks...and it's a rather scary sight as more than a dozen enemies appear. Raising his large axe, the orc virtually roars at the adventurers, sending his crew into a blood thirsty frenzy as they prepare to take out the opposition before them... However, it seems that the adventurers were ready for the onslaught and move into action immediately...

OOC: Init order:
- Ilex, Fhangrim, and Haaku
- Bad guys
- All good guys (including Leather)

 
Last edited:

OOC: One thing I wanted to clarify.

Is it possible for us to fire the cannons? I had positioned myself where I did assuming so, but when I went back, it didn't appear that was how it was intended to work.

Also I'm still really not clear how they are supposed to work. Is there some sort of delay when you fire them?
 

OOC: The intention of the cannons + Boomer was to allow you guys to keep in the fight whilst still being able to have Boomer fire off a cannon shot (thus the blue orb item he gave each of you), and I was expecting you to use boomer once per encounter. The delay in fire was put in place because it would take Boomer time to re-aim where you designated, and also to allow you guys to get out of the way of the blast.

As such, you spend a standard action to activate and throw the blue orb into the air where you want the blast to be centered, and then boomer does the rest (you can roll all of the dice rolls for attack/damage).

Since you are thinking about firing the cannons yourselves, I'll allow you to aim the cannon as a move action, and fire it as a standard action. Boomer is an NPC, and not quite as fast as you guys are, but he IS proficient in the use of cannons. You guys are not proficient in cannons, but you can make the following attack with the cannon.

Area 2 within 10 (from the cannon); Intelligence vs Reflex; 1d6+5 damage and the area becomes a permanent zone of difficult terrain.


If you decide to let Boomer do the shooting, the attack is +5 vs Reflex, and you don't have to stand there next to the cannons.
 

Fhangrim decides if nothing else, the destruction caused by the cannon fire will make it difficult for the invaders to advance.

He carefully takes aim before instructing his ladies.

"You best cover your ears girls."

The owlbears do their best to keep their noses to the ground ears covered by massive paws.

Fhangrim lights the fuse...

"KABOOOOOOOOOOOOM!"


The cannonball sails right for the front of the ship.

"CRRRAAAAAAAAAACK!"

The shot impacts the bow of the ship sending shrapnel flying. Not only does it severely reduce the seaworthiness of the vessel, it clutters the dock area with debris. One of the bladelings in the rear is shredded by shrapnel, but the one in the center is most unlucky, the cannonball having skipped off the deck, and taken with it half his head on the rebound.

"Everyone fall back and stay at range. Let them come to us instead."

[sblock=Actions]Move: Aim Cannon
Standard: Cannon Fire (damage, EGR12, EBS20, EBS22, EBS24) (1d6+5=11, 1d20=8, 1d20=11, 1d20=20, 1d20=15)[/sblock]

OOC: Fired a cannon shot centered at W6.
Missed EGR12.
Missed ESB20.
Crit and killed ESB22.
Hit and killed ESB24.


[sblock=Fhangrim's Stats]Fhangrim - Gnoll Sentinel 1 Status: Normal Passive Perception 21, Passive Insight 14 AC 16, Fort 15, Reflex 12, Will 14 HP 25/28, Bloodied 14, Surge Value 7, Surges 3/10 Speed 7, Initiative +2 Action Points: 0, Second Wind [] At-Will Powers: Magic Stones Encounter Powers: Combined Attack [], Ferocious Charge [], Healing Word [][] Daily Powers: Summon Fierce Boar [] [/sblock]

[sblock=Ursa Major's Stats]Ursa Major - Gaoler Pygmy Owlbear Passive Perception 23, Passive Insight 13 AC 14, Fort 16, Reflex 12, Will 16 HP 14+4/14, Bloodied 7, Surge Value 3 Speed 6, Initiative +2[/sblock]

[sblock=Ursa Minor's Stats]Ursa Minor - Young Gaoler Pygmy Owlbear Passive Perception 23, Passive Insight 12 AC 14, Fort 16, Reflex 12, Will 16 HP 14/14, Bloodied 7, Surge Value 3 Speed 6, Initiative +2[/sblock]

OOC: We started this fight outnumbered ~3:1 (counting each companion as 1/2). We need to take down a lot of the minions before they get to us.
 
Last edited:

Watching the horde spill out from below deck, Ilex realizes that the cannon is not going to hit where she needs it to. She repositions herself, all the while causing a distraction with her movements.:angel: All the . . . a- um . . . “men”. . . upon the ship are spellbound by her movements and underestimate her ability. As she ends her movement she blows the “boys” a little kiss.:devil: However, the kiss turns deadly as it kicks up a wirlwind around the bow of the ship, throwing four of the bladelings into masts, beams and other objects before tossing them out to sea. Two of the bladelings manage to hang on to the goliath and not get thrown about. With the extra weight of the two bladelings the goliath stands his ground only suffering a minor blow to the shoulder as the weapon of one of the tossed bladelings flies across the ship.

[sblock=actions]
[sblock=Move:] Move from B17 to F14 Noctua Follows from C15 to F13[/sblock]
[sblock=Minor:Spellbinding Beauty:]Hamadryad Aspects (Encounter Minor Personal ) Hamadryad Power
Effect: Choose one of the following aspects each time you use this power. You gain that aspect’s benefits.
Spellbinding Beauty: Every enemy that can see Ilex grants combat advantage to her until the end of her next turn.[/sblock]
[sblock=Standard: Arcane Whirlwind] (Daily Standard Area burst 2 in 10 ✦ Arcane, Evocation, Implement, Thunder, Zone)Wizard Attack 1
Target: Each creature in burst
Attack: +6 vs Reflex
Hit: 2d6+5 thunder damage and Ilex slides the target 1 square.
Miss: Half damage.
Effect: The burst creates a zone of rushing winds that lasts until the end of Ilex's next turn. As a minor action, Ilex can slide one creature within the zone 2 squares. As a move action, Ilex can move the zone 6 squares.
Sustain: Minor - The zone persists, and Ilex can slide one creature within the zone 2 squares.[/sblock][sblock=rolls]
Arcane Wirlwind vs group on left ship (1d20+6+2=17, 1d20+6+2=14, 1d20+6+2=20, 1d20+6+2=10, 1d20+6+2=28, 1d20+6+2=9, 1d20+6+2=11)
Damage for Arcane Wirlwind (2d6+5=7)
[/sblock]
[sblock=Attack Summary]
EBS13 HIT
EBS14 HIT
EBS15 HIT
EBS16
EBS17 HIT
EBS18
EGR10 Half Damage 3[/sblock][/sblock]

[sblock=status][sblock=Ilex Cassine - Hammadryad Witch 3]
Passive Perception 15, Passive Insight 20
AC 15, Fort 14, Reflex 16, Will 18
HP 32/32 Temp HP Bloodied 16, Surge Value 8, Surges 3/8
Speed 6, Initiative +1
Action Points: 0, []Second Wind
At-Will Powers:
Stone Blood,
Hypnotism,
Light,
Mage Hand

Encounter Powers:
[]Chameleon's Mask,
[c]Hamadryad Aspects,
[]Glorious Presence,
[]Herbal Healing,
[]Color Spray,
[]Spidersilk Mantle

Daily Powers:
[]Augury,
[x]Healing Word,
[x]Arcane Whirlwind,
[]Feyswarm Staff,
[]Flute of the Dancing Satyr[color][/sblock]
[sblock=Luna - Moon Wisp Familiar]
AC 17, Fort 15, Reflex 17, Will 19
HP 1/1
Status: Passive [x], Active []
Constant Benefits: Ilex gains +2 to Arcana and Nature
At-Will Powers: Moon Wisp Radiance
Milestone Power: []Moon Bite[/sblock]
[sblock=Noctua Ursus - Young Owlbear Companion - Summoned]
Ferocious Companion: Aura 1 - Allies gain a +2 power bonus to damage rolls against enemies in the aura.
Passive Perception 16, Passive Insight 19
AC 16, Fort 18, Reflex 14, Will 18
HP 16/16 Bloodied 8, Surge Value 4
Speed 6, Initiative +1[/sblock][/sblock]
 
Last edited:

Haaku moves in slightly, but he doesn't close, choosing instead to heed Fhangrim's tactical direction. His hand dips to his belt, and he pulls out a disk of cloudy crystal. A sharpened edge surrounds a roughly hewn grip in a gap in the center of the disc, but the edge is not perfectly circular. It extends to a point in three places, vaguely suggesting an equilateral triangle. Like the toothed jawbone Haaku has carved into a sword, this weapon looks like something he's made himself.

Haaku straightens his arm out behind him, holding the disc level with the ground, the palm of his hand toward the ground. He whirls, drawing his throwing arm from his right side to his left shoulder, and releases the crystal plate mid-swing. It flies straight for the orc leader, filling the air with an eerie, atonal whistle, and then misses the orc by a mile. Instead it dips left and curves around toward the leftmost ship, whirring toward the bladelings on the deck. It rips out the first's throat, misses the second, and then continues to dip left, losing altitude until it's heading straight for Haaku again. The desert dweller catches it deftly, abruptly cutting off that otherworldly whistle, and flicks the blood off of the shining weapon.

[sblock=Actions]
Minor: Draw Chatkcha
Move: ->K10
Standard: Twin Strike MISS EBS16 AC 10, HIT EBS18 AC 17
Result: EBS18 is dead[/sblock]

[sblock=Statblock]Haaku - Male Human Ranger|Fighter 2
Status:

Initiative: +4, Passive perception: 20, Passive Insight: 13
AC:19 Fort:17 Ref:17 Will:14
HP: 29/30 Bloodied: 15 Surge value: 7 Surges/day: 3/8 Speed: 6 squares
AP: 0, Second Wind: unused, Temporary HP: 0

Melee Basic Attack: +10 vs AC, 1d8+8 (off-hand)
Powers:Twin Strike, Footwork Lure, Hunter's Quarry, Heroic Effort, Sohei Flurry, Off-hand Strike, Invigorating Stride, Jaws of the Wolf[/sblock]
 
Last edited:

Seeing his crew being quickly rent asunder from the quick-reacting group of adventurer's the large orc screams at his crew.

"Get yer worthless hides off my boats an' get t'killin, ya sad sacks o'sod!"

Moving with an unearthly frenzy of movement, Goliath and Bladeling leap from the front of their ships, charging straight into the Adventurers and flinging Javelin. Most of their whiplash-like movements are completely ineffective, but the few that do manage to find their marks hit like ten ton boulder, leaving behind deep scratches and bloody wounds in Ilex, Haaku, and Leather. Even some of the Owlbears take minor hits, making them call out to their masters.

Now that his crew was on the attack, the large orc dropped from the ship and moved closer to the rest of his crew, shouting something at them in a strange language.

[sblock=Deep Speech]
"Kill them all! Kill the humanoids and eat their hearts to nourish the power growing within you!"
[/sblock]

Suddenly, the three Goliaths stab out with their heavily bladed spears. One pierces Haaku square in the chest, which bleeds profusely when the blade is removed. Another blade sails straight at Leather, but the experienced fighter turns to the side at just the right time, causing the spear head to glance off of his armor without causing damage. The last Goliath, wanting to follow his master's orders, attacks around Noctua Ursa to pierce Ilex in the side, but it is not a serious wound.




[sblock= Actions]

EGR:

10:
Standard: Charge from F5 to F12, attacking NU w/ Bone Spear. Rolls 12* vs AC, which misses. NU is targeted by E.S. until the start of EGR10's next turn.

11:
Standard: Charge from K4 to K9, attacking Haaku w/ Bone Spear. Rolls 28* vs AC, which hits for 9 damage. Haaku is targeted by E.S. until the start of EGR11's next turn.

12:
Move: Jump check (16; clears 1 square); moves from W5 to W7 with jump, then moves to Q11 to finish move action.
Standard: Charge from Q11 to M12, attacking Leather w/ Bone Spear. Rolls 28* vs AC, which hits for 11 damage.


EBS:

16:
Move: Moves from F4 to D10
Standard: Charges to F13, attacking NU w/ Rusty Blade. Rolls 20* vs AC, which hits for 5 damage.

19:
Move: Moves from V3 to V5. Jump Check (14); Jumps from V5 to T7, ending his movement.
Standard: Attacks Leather with Javelin. Rolls 18* vs AC, which barely misses!

20:
Move: Moves from V4 to W6.
Standard: Attacks Um with Javelin. Rolls 18 vs AC, which hits for 5 damage.

21:
Move: Moves from W3 to Z3 to Z6.
Standard: Attacks UM with Javelin. Rolls 9 vs AC, which misses.

23:
Move: Moves from X3 to AA3 to AA6.
Standard: Attacks UM with Javelin. Rolls 12 vs AC, which misses.


ORM:
Move: Moves from K5 -> K6 -> L7 -> M8 -> M9 -> M10 -> L11
Standard: Uses Mass Assault:
EGR11 vs Haaku: Rolls 26* (should be 26, not 27) vs AC, which hits for 14 damage
EGR12 vs Leather: Rolls 12* vs AC, which misses.
EGR10 vs Ilex: Rolls 21* vs AC, which hits for 8 damage.


* Includes +1 from charge and/or +2 from ORM's Blood Thirsty Frenzy trait.

[/sblock]


[sblock=Status]

EBS:
13 - 15: Dead
16: 1/1 hp; Status: Normal
17-18: Dead
19: 1/1 hp; Status: Normal
20: 1/1 hp; Status: Normal
21: 1/1 hp; Status: Normal
22: Dead
23: 1/1 hp; Status: Normal
24: Dead

EGR:
10: 31+5 tmp/34 hp; Status: Normal
11: 34+5 tmp/34 hp; Status: Normal
12: 34/34 hp; Status: Normal

ORM: ?/? hp; Status: Normal


Ilex: 24 /32; Status: Targeted by E.S. until start of EGR 10's next turn.
----- Noctua Ursa: 11/16; Status: Targeted by E.S. until start of EBS16's next turn.
Haaku: 7/30 hp; Status: Bloodied, Targeted by E.S. until start of EGR11's next turn.
Leather: 20/31 hp; Status: Targeted by E.S. until start of EGR12's next turn.
Fhangrim: 28/28 hp; Status: Normal
----- Ursa Major: 14/14 hp; Status: Normal
----- Ursa Minor: 11/14 hp; Status: Normal

[/sblock]


[sblock=Creature Details]

[sblock=EBS]
Bladeling Minion 1/1 hp (never damaged on a miss)
AC 12; Fort 15; Reflex 14; Will 13

Traits:
Einherjar Savagery: An ally who attacks an enemy who was hit or missed by this creature on its last turn gains a +2 bonus to damage on melee attacks against that enemy until the start of this creature's next turn.
Standard Actions:
Rusty Blade (MBA): +4 vs AC; 5 damage
Javelin: Ranged 10/20; +4 vs AC; 5 damage
Triggered Actions:
Death Spikes (close burst 1):
Triggered when EBS falls to 0 hp or less. Targets all enemies in the burst.
+5 vs Reflex; 9 damage
[/sblock]

[sblock=EGR]
Goliath (Standard) 34/34 hp
AC 13; Fort 14; Reflex 12; Will 13

Traits:
Einherjar Savagery: An ally who attacks an enemy who was hit or missed by this creature on its last turn gains a +2 bonus to damage on melee attacks against that enemy until the start of this creature's next turn.
Standard Actions:
Bone Spear (MBA): Melee 2 (one creature); +6 vs AC; 2d6+5 damage
Brutal Spear (Recharge when first bloodied); Melee 2 (one creature); +6 vs AC; 4d6+5 damage.
Penetrating Spear (Encounter; rager must be bloodied); Melee 2 (one creature); +6 vs AC; 4d6+5 damage, and the target giants vulnerable 5 to all damage until the end of the rager's next turn.
[/sblock]

[sblock=ORM]
Orc Raid Master ?/? hp
AC 16; Fort 15; Reflex 13; Will 14
Traits:
Incite the Mob (Aura 10): An ally within the aura that bloodies an enemy or is bloodied can make a basic attack as a free action.
Blood-thirsty Frenzy: Allies within the ORM's aura gain a +2 bonus to attack rolls while the ORM is conscious. If the ORM falls unconscious, allies within 10 squares of the ORM take a -2 penalty to attack rolls, but gain a +2 bonus to damage rolls against enemies within 10 squares of the ORM.

Standard Actions:
Battle Axe (MBA): Melee 1; +7 vs AC; 1d10+4 damage, and the target slides one square.
Mass Assault (Recharge 4); Effect: One, two, or three allies within the ORM's aura make a melee basic attack as a free action. If an ally hits with this MBA, it gains 5 temp hit points. If there are no conscious allies within the ORM's aura, then the ORM makes two melee basic attacks instead.
Special: If only one ally is selected with this power, it can be used as a minor action and automatically recharges. This power can be used only once per round.

[/sblock]

[/sblock]
 
Last edited:

Fhangrim moves closer to his allies, still keeping cover behind his girls.

His conjures some stones which strike two of the bladelings, and narrowly miss the third.

[sblock=actions]Move: Fhangrim U15, Ursa Minor U14, Ursa Major V14
Standard: Magic Stone (EBS19, 20, 21) (1d20+4=23, 1d20+4=14, 1d20+4=13)[/sblock]

OOC: Magic Stones hits and kills EBS 19.
Magic Stones hits and kills EBS 20.
Magic Stones misses EBS 21.


[sblock=Fhangrim's Stats]Fhangrim - Gnoll Sentinel 1 Status: Normal Passive Perception 21, Passive Insight 14 AC 16, Fort 15, Reflex 12, Will 14 HP 25/28, Bloodied 14, Surge Value 7, Surges 3/10 Speed 7, Initiative +2 Action Points: 0, Second Wind [] At-Will Powers: Magic Stones Encounter Powers: Combined Attack [], Ferocious Charge [], Healing Word [][] Daily Powers: Summon Fierce Boar [] [/sblock]

[sblock=Ursa Major's Stats]Ursa Major - Gaoler Pygmy Owlbear Passive Perception 23, Passive Insight 13 AC 14, Fort 16, Reflex 12, Will 16 HP 14+4/14, Bloodied 7, Surge Value 3 Speed 6, Initiative +2[/sblock]

[sblock=Ursa Minor's Stats]Ursa Minor - Young Gaoler Pygmy Owlbear Passive Perception 23, Passive Insight 12 AC 14, Fort 16, Reflex 12, Will 16 HP 9/14, Bloodied 7, Surge Value 3 Speed 6, Initiative +2[/sblock]
 

OOC: Gah I hate my computer. Took half an hour to load the page again after my initial post, and when I was nearly done writing the post it crashed. Painstakingly rewrote this on my phone.


"Feh!" Haaku spits. They weren't supposed to close the distance so fast- now they had him on his heels. He couldn't mount a full counterattack immediately, as he was too busy protecting his vitals and putting his ranged weapon away, and if he was ever going to get a chance to do so, he would need to set the pace in this fight, retake the momentum. He tests the Orc captain with sword and claw. His strikes are painful, but they lack killing intent- Haaku is simply gaining the brute's measure, focusing on coming out of the next exchange unscathed.

[sblock=Actions]
Minor: Sheathe Chatkcha
Move: Invigorating Stride, no shift
Standard: Twin Strike vs OM HIT AC 18, HIT AC 23
Result: OM takes 13 damage, Haaku uses his Second wind to spend a surge and gain +2 defenses UEoNT [/sblock]

[sblock=Statblock]Haaku - Male Human Ranger|Fighter 2
Status: Bloodied, +2 defenses UEoNT

Initiative: +4, Passive perception: 20, Passive Insight: 13
AC:19 Fort:17 Ref:17 Will:14
HP: 14/30 Bloodied: 15 Surge value: 7 Surges/day: 2/8 Speed: 6 squares
AP: 0, Second Wind: unused, Temporary HP: 0

Melee Basic Attack: +10 vs AC, 1d8+8 (off-hand)
Powers:Twin Strike, Footwork Lure, Hunter's Quarry, Heroic Effort, Sohei Flurry, Off-hand Strike, Invigorating Stride, Jaws of the Wolf[/sblock]
 
Last edited:

Into the Woods

Remove ads

Top