[Adventure]: Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)

H.M.Gimlord

Explorer
GM: Enemy Initiative: 1d20+15=18. Dude! I was robbed!

[MENTION=60965]Iron Sky[/MENTION]: Sorry. I'll do that from now on. Duh. I should have known that.

In any case, Phonix, TikChik, and Max get their turns.
 

log in or register to remove this ad

Someone

Adventurer
"Good try, creature!" says Max. "But how can you hope to win when there are so many of us MANY OF US MaNy oF uS many of us?"

The plant stops its attacks for a moment and lashes wildly in seemingly random directions. Whatever Max did it didn't last long enough, but it gave time for him to escape.

[sblock=actions]
minor: Draw orb
Standard: Maze of mirrors centered on C10 at appropiate height, if the vine isn't at ground level. It fails to hit, but the miss effect applies and the vine is Slowed TENT.
Move: Away to M13[/sblock]

[sblock=mini-stats] Max, human mage 8
Status:
Initiative: +8, Passive perception: 14, Passive Insight: 19
Defenses: AC: 24, Fort: 18, Ref: 23, Will: 22
HP: 36/50, Bloodied: 25, Surge value: 13, Surges/day: 7/7 Speed: 6 squares
Languages: Common, Elven
AP: 1
Powers:
Magic missile, Beguiling Strands, Hypnotism, Phantom Cage
Grasping Shadows, Maze of Mirrors, Phantom Foes, Shield, Noble Presence
Phantom Chasm, Visions of Avarice, Wizard's Escape, Majestic Word, Repulsion armor, Bracers of Escape[/sblock]
 
Last edited:

Iron Sky

Procedurally Generated
"This is a first, don't think I've fought an angry vine before." Phoenix says, filling the air above the party's heads with swirling fire.

OOC: Summary:
Phoenix is in J13 at 50/66hp with Shield ready.
The Vine takes 13 damage and will take 3 more if it ends its turn in the burning zone C8-G12.


[sblock=Actions]
Minor: Draw Dagger (Staff is always out).
Standard: Burning Hands(Close Blast 5, C8-G12, over PCs heads to only hit vines): 1d20+17=27 Reflex, miss, 2d6+20=26(half damage on miss)=13 fire damage and leaves a burning zone that deals 3 damage to any creature that ends its turn in it.
Move: Walk to J13.

Immediate Actions: If an attack that hit Phoenix would miss if her AC/Reflex were 4 higher, she triggers Shield to make the attack miss.

[sblock=Phoenix's Statblock]Phoenix, Female Tiefling Mage/Master of Flame 11
Passive Perception: 22, Passive Insight: 22
AC: 24, Fort:21, Reflex: 24, Will:24, Resist Fire 10 -- Speed:6
HP:50/66, Bloodied:33, Surge Value:16, Surges left:9/9
Initiative +9(x2), Action Points: 1
MBA: +9 AC, 1d4+1 damage. RBA: Range 20, 11 force damage.

Powers: Magic Missile, Scorching Burst, Hypnotism, Infernal Wrath, Burning Spray, Fire Shroud, Ardent Rain, Fire Burst, Fanning the Flames, Shield, Phoenix Step, Second Wind, Flaming Sphere, Summon Magma Beast, Summon Hell Hound, Fire Shield
Items: Spidersilk Mantle, Dagger of Speed, Healing Potion x 1, Flame Bracers

Notes: *Phoenix does not provoke OAs for Ranged or Area attacks. *Phoenix's attacks ignore fire resistance. *Phoenix gains +1 to hit and +2 damage against bloodied foes. *Phoenix does +1d6+2d8 damage and 12 ongoing fire damage on a crit.[/sblock][/sblock]
 

renau1g

First Post
As the lashing vines sweep out and slam into the thri-kreen TIkchik calls out some opening's in its attack and gives his allies some openings to move. Tikchik then draws his own blades and is ready for action.

[sblock=Actions]
Minor: Natural Terrain Understanding - all allies gain +2 AC TENT and can shift 2 as a free action.
Move: Draw Farbond Spell blade
Standard: Draw Harmony Blade
[/sblock]


[sblock=ministats]Tikchik Tiktikchik Male Thri-Kreen Ranger 9
Initiative: +7, Passive Perception: 22, Passive Insight: 17, Senses: Low-light
AC:24, Fort:22, Reflex:19, Will:19
HP:54/70, Bloodied:35, Surge Value:17, Surges left:7/7
Action Points: 1
Powers:
Twin Strike
Throw and Stab

Thri-Kreen Claws
Off-Hand Strike
Disruptive Strike
Lashing Leaves
Invigorating Stride
Natural Terrain Understanding

Jaws of the Wolf
Snarling Wolf Stance
Attacks on the Run
Steadfast Amulet +2
Dwarven Drakescale
Casque of Tactics

Important Stuff:
+1d6 damage on quarry target

Conditions:

Full sheet: http://l4w.wikia.com/wiki/L4W:CS:Tikchik_Tiktikchik_(renau1g))[/sblock]
 

H.M.Gimlord

Explorer
Fire erupts within the tangled mess of sentient vines, yet the verdant creature is not destroyed.

Tendrils rise from the ground forming a thicket barrier that divides the party in two.

Taking advantage of the distraction the vine attacks again, drawing blood from all within its reach.

The newly sprouted vegetation spreads in tangling masses that bind so tightly around both Phoenix and gensai that they cannot move. Riveted thus to the ground, the vines tie themselves off, break free and move toward the rocky mountain wall, leaving the two adventurers cocooned within a knot of green death.[sblock=Enemy Actions]Ambush Vine:
Minor: Sprout Vine at I12

Minor: Sprout Vine at I8

Standard: Lashing Vines
Target 1: Riardon
Attack 1: 1d20+20=36 vs. Reflex Hit
Target 2: TikChik
Attack 2: 1d20+20=34 vs. Reflex Hit
Target 3: Gensai
Attack 3: 1d20+20=40 vs. Reflex Crit
Target 4: Sheng
Attack 4: 1d20+20=38 vs. Reflex Hit
Damage: 2d8+6=16 damage (Sorry, rolled six times, forgot Max and Phoenix were out of reach. Also keep adding multiple damage rolls. I always take the first if I do this).

Gensai takes 22 damage for crit.

Takes 3 Fire daamge

Ambush Vine Shoot 1:
Standard: Wrapping Vines
Target: Phoenix
Attack: 1d20+20=31 vs. Fortitude for 12 damage and Phoenix is restrained (and thus immobilized).

Move: to F13

Ambush Vine Shoot 2:
Standard: Wrapping Vines
Target: Gensai
Attack: 1d20+20=38 vs. Fortitude for 12 damage and Gensai is restrained (and thus immobilized).

Move: to F7
[/sblock][sblock=Status]Phoenix: H10 38/66HP 9/9HS 1AP, Shield readied, +2 AC TENT, Restrained (Save Ends, -2 to Save), Pyromancy Zone deals 3 damage to creatures that end their turn in it UENT Phoenix.
Riardon: E10 74/90HP 9/9HS 1AP +2 AC TENT
Gensai: F9 60/94HP 12/12HS 1AP +2 AC TENT, Restrained (Save Ends, -2 to Save)
TikChik: F10 38/70HP 7/7HS 1AP +2 AC TENT
Sheng: F11 52/84HP 9/9HS 1AP +2 AC TENT
Max: M13 34/50HP 7/7HS 1AP +2 AC TENT

Ambush Vine: C9-D10 261/308HP
Ambush Vine Shoot 1: F13 Minion
Ambush Vine Shoot 2: F7 Minion
[/sblock][sblock=Terrain]The forest and obstacles in the clearing are difficult terrain, unless you have Wild Step or Forest Walk.

The forest provides total concealment.

The rock wall is rough, natural stone, but has no obvious stopping places. It can be climbed with an athletics DC 25 (no DC for creatures with Spider Climb or Burrow). Creatures without Spiderclimb/Burrow who are on the wall grant CA and suffer a penalty of -5 to magical attacks that require a weaopon or implement. MM, obviously, is still an automatic hit.[/sblock][sblock=Map]
RiocParvelRound3.png
[/sblock][sblock=Ambush Vine]
AmbushVine.png

[/sblock][sblock=Ambush Vine Shoot]

AmbushVineShoot.png
[/sblock]
 
Last edited:

Someone

Adventurer
Eew! plants everywhere. Max advances towards the flank, and shoos them away. "Move, tentacular things! or I shall prune you. PRUNE YOU!!

As shallow that promise seems to be, it has some effect. The largest vine jums to the side and collapses in a quivering mass, and one of the smaller ones runs away so fast that hits a rock and unravels into a still mound of vegetation.

OOC: Those were very exact rolls! ambush vine is now at D7-E8 and prone, and minion at F13 is dead. See attached file for changes


[sblock=actions]
Move: to G15
Minor: Draw wand (offhand)
Standard: Beguiling strands directly towards the left and up. It catches and hits both vine shoot and ambush vine. Vine shoot is dead, ambush vine takes 8 damage, is pushed to D7-E8 so AoEs can target it and the minion, takes a -2 penalty to hit Max until the end of the vine's next turn (Beguiling Enchantment feat) and since it was Slowed until the end of my round, it's Prone (World Serpent's Grasp feat)[/sblock]


[sblock=mini-stats] Max, human mage 8
Status:
Initiative: +8, Passive perception: 14, Passive Insight: 19
Defenses: AC: 24, Fort: 18, Ref: 23, Will: 22
HP: 36/50, Bloodied: 25, Surge value: 13, Surges/day: 7/7 Speed: 6 squares
Languages: Common, Elven
AP: 1
Powers:
Magic missile, Beguiling Strands, Hypnotism, Phantom Cage
Grasping Shadows, Maze of Mirrors, Phantom Foes, Shield, Noble Presence
Phantom Chasm, Visions of Avarice, Wizard's Escape, Majestic Word, Repulsion armor, Bracers of Escape[/sblock]
 
Last edited:

Walking Dad

First Post
Riardon

Riardon steps forward and slashes at the vine futilely.

[sblock=OOC]
move: shift 1 sq left
standard: Lion's Roar vs Ambush Vine. Heal TikChik on a hit. miss :(

-----

When you spend an AP, you get a +2 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 22 Insight: 17 Low-light Vision
AC 30 Fortitude 26 Reflex 26 Will 23
Initiative: +6
Hit Points: 90 / 90 Bloodied: 45
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:22 Surges per day: 9 / 9
At-Will Powers: Directing Strike, Intuitive Strike
Encounter Powers: Inspiring Word 3/3, Battlefront Shift, Blink Away, Chilling Cloud, Warlords Favor, Steel Monsoon, Lion's Roar, Feystep Assault, Feystep, Rousing Words, Convey Ally, Amulet of Life
Daily Powers: Calculated Assault, Stand the Fallen, Warlord's Recovery, Strength of Conviction, Dwarven Armor, Sunblade Burst

Condition:

[/sblock][/sblock]
 
Last edited:

Iron Sky

Procedurally Generated
"You'd think a big plant would burn better." Phoenix says, scowling as it weathers the worst of her fire again. She blasts it with a shard of force out of spite.

OOC: Summary:
Phoenix is in J13 at 38/66hp with Shield ready.
The Vine takes 27 damage and will take 3 more if it ends its turn in the burning zone C4-F8.
Minion vine is dead.


[sblock=Actions]Standard: Fire Burst(Burst 2 in 20, B4-F8:
*Attack 1 vs Small Vine: 1d20+17-2(Restrained)=33 Reflex, hit, dead.
*Attack 2 vs Big Vine: 1d20+17-2(Restrained)=27 Reflex, miss, 3d6+20=30, (reroll first 1)=33/2(half damage on miss)=16 fire damage and leaves a burning zone that deals 3 damage to any creature that ends its turn in it.
Move: -
Minor: Incendiary Dagger of Speed: Granted MBA → Magic Missile: Large vine takes 11 force damage.
Save: 1d20=13, saved vs restrained.

Immediate Actions: If an attack that hit Phoenix would miss if her AC/Reflex were 4 higher, she triggers Shield to make the attack miss.

[sblock=Phoenix's Statblock]Phoenix, Female Tiefling Mage/Master of Flame 11
Passive Perception: 22, Passive Insight: 22
AC: 24, Fort:21, Reflex: 24, Will:24, Resist Fire 10 -- Speed:6
HP:50/66, Bloodied:33, Surge Value:16, Surges left:9/9
Initiative +9(x2), Action Points: 1
MBA: +9 AC, 1d4+1 damage. RBA: Range 20, 11 force damage.

Powers: Magic Missile, Scorching Burst, Hypnotism, Infernal Wrath, Burning Spray, Fire Shroud, Ardent Rain, Fire Burst, Fanning the Flames, Shield, Phoenix Step, Second Wind, Flaming Sphere, Summon Magma Beast, Summon Hell Hound, Fire Shield
Items: Spidersilk Mantle, Dagger of Speed, Healing Potion x 1, Flame Bracers

Notes: *Phoenix does not provoke OAs for Ranged or Area attacks. *Phoenix's attacks ignore fire resistance. *Phoenix gains +1 to hit and +2 damage against bloodied foes. *Phoenix does +1d6+2d8 damage and 12 ongoing fire damage on a crit.[/sblock][/sblock]
 
Last edited:

Voda Vosa

First Post
Sheng produces the familiar skull of green vapour with his strange martial stances, and shoots it towards the plant, and then does it again, and again. The barrage of skulls seem to be ineffective except the last one, that makes the plant shudder and convulse.

Demonsoul bolt: 1 hits for 21 dmg, then move to the edge and line 12.
 


Remove ads

Top