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

[Adventure] Leader of the Pack ( DM: Velmont, Judge: ??? )

OOC: Sorry to hear that [MENTION=69684]WEContact[/MENTION]. I'll NPC Khazin for this encounter and he will take care of the farmers... if they survive this combat.
 

log in or register to remove this ad

Fools! You are letting them surround us! Mythra waves his hands and a illusory bog materializes in the minds of the two riders to the south.

[sblock=actions]
Move:Owlbear to S8 (did you want us to move our characters ourselves Velmont?)

Standard: Illusory Obstacles L15 area 1.
rolls
First enemy to be hits grants Mythra CA EONT.

W3:16 vs will, on hit: Target is dazed and unable to charge EONT.
F1:vs will, on hit: Target is dazed and unable to charge EONT.
W2: 20 vs will, on hit: Target is dazed and unable to charge EONT.
H2:19 vs will, on hit: Target is dazed and unable to charge EONT.

[/sblock]
[sblock=Mythra]
Mythra Stelwart
Male Eladrin Wizard 6

Medium natural humanoid (Fey)
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 46/46hp, Bloodied 23, Surge Value 11, Surges 9/9
AC 20; Fortitude 18, Reflex 19, Will 20
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:1

Powers:
At will:
Chilling Cloud
Beguiling Strands

Ghost Sound
Light
Mage Hand
Prestidigitation

Encounter:
Fey Step
Illusory Obstacles
Hypnotic Pattern

Shield
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Magma Beast
Summon Iron Cohort

Summoning Tome
Cloak of Translocation
[/sblock]
[sblock=Shield Immediate Interrupt]
Shield (Immediate Interrupt; encounter) ✦ Arcane, Force

Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

[/sblock]
[sblock=Young Owl Bear]
Hp: 15/23 AC:19 Fort21: Ref:17 Will:21 Medium Fey Beast
Init=Mythra
Perception=+12 Dark Vision
Speed 6

Aura 1:Allies gain a +2 power bonus to damage rolls against enemies in Aura. Mythra gains CA against any enemy in aura.

MBA Claw:
+11 vs AC, 1d12+3.

Str:20 Dex:12 Wis:14 Con:17 Int:2 Cha:6
[/sblock]
 
Last edited:

Deimos Vrago, Tiefling Wizard (Mage) 7

Deimos moves (too) boldly forward and releases a powerful compulsion. If it was worth the risk, time will tell.

[sblock=OOC]

move: Move to L9
standard: Beguiling Strands down left

---

Immediate Interruption: Shield (if it prevents a hit by a non-minion)
Immediate Reaction: Infernal Wrath (if hit by enemy in range/ not if weakened)

[sblock=Mini stat block]
Deimos Vrago
Perception: 14 Insight: 21 Low-light Vision
AC 21 Fortitude 18 Reflex 20 Will 21
Initiative: +4
Hit Points: 48 / 48 Bloodied: 24
Temporary Hit Points: -
Resist: fire 8
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 0.5
Healing Surge:12 Surges per day: 6 / 8
At-Will Powers: Magic Missle, Scorching Burst, Beguiling Strands
Encounter Powers: Infernal Wrath, Use Vulnerability, Charm of Misplaced Wrath, Fire Shroud, Fire Sea Travel, Shield, Emerald Eye
Daily Powers: Flaming Sphere, Summon Magma Beast, Stinking Cloud

Condition:

[/sblock][/sblock]
 
Last edited:

Khazin move toward the wolf north who just lost his rider and throw him a bolt of light that slow it.

The werewolf, now too far away and dazed by the magic of the group, can only move toward the group.

One remaining gnoll go into cover of the trees and shoots at Deimos, who raise his magical shield and deflect the blow. The other gnoll go take cover, but being daze, cannot start to shoot.

The slowed wolf can only engage Khazin without attacking him. The remaining three wolf pack attack Deimos, but only one try to bite him and widely miss the Tiefling.

[SBLOCK=Mechanic]Vander: Hit H3
Ghourra: Hit H3
Bellegon: Kill H3
Mythra: Hit everyone
Deimos: Hit everyone except W5.
I'll assume Deimos want to push: F1 is pushed to J19 and W1 and H1 are pushed to B9-C10.

Khazin:
Move: Walk to O7
Minor: Oath of Enmity on W4
Standard: Avenging Shackles vs Will on W4 (1d20+6=18, 1d8+4=5) Hit for 5 damage and W4 is slowed UEoNT

Zelgar
Move: Walk to Q10

Frenzied Werewolf
Start: Regen 5
Move: Walk to P13

Hunmaster 1
Move: Walk to D8
Standard: Longbow vs AC on Deimos (1d20+12=22, 1d10+8=9) Hit.

Deimos
Immediate Interrupt: Shield and Huntmaster 1 miss.

Hunmaster 2
Move: Walk to O18

Dire Wolf 1
Move: Walk to J7-K8
Standard: Bite vs AC on Deimos (1d20+12=14, 2d8+4=14) Miss

Dire Wolf 2
Move: Walk to M10-N11

Dire Wolf 3
Move: Walk to J10-K11

Dire Wolf 4
Move: Walk to M4-N5

[/SBLOCK]

[SBLOCK=Map]Map

Bush and trees: They are difficult movement and give cover.

Gallows: The gallow is 5 feet above the ground. You can crawl under, but it is difficult movement. You can climb on it easily enough (DC 10 Climb) or you can use the stairs (indicated by the arrow)

Stone Wall: The stone wall surround a graveyard. Crossing the stone wall is a difficult movement. They can give cover.

Graveyard: No grave have been identified. They are only pile of moved earth. The criminals that are hanged here have no pity from their executionners.[/SBLOCK]

[SBLOCK=Stats]
Bellegon: HP 44/55; THP 0; HS 7/7; AP 1;
Deimos: HP 42/48; THP 0; HS 7/8; AP 1;
Ghourra: HP 52/52; THP 0; HS 9/10; AP 1;
Khazin: HP 45/45; THP 0; HS 8/8; AP 0;
Mythra: HP 46/46; THP 0; HS 8/9; AP 1;
Owlbear: HP 23/23; THP 0;
Vander: HP 35/35; THP 0; HS 5/7; AP 0; Werewolf Moon Frenzy Stage 1

Zelgar: HP 46/47; THP 0; HS 8/9; AC 20; F 18; R 17; W 18; Werewolf Moon Frenzy Stage 1

Frienzied Werewolf: HP -0; AC ??; F ??; R ??; W 16;

Gnoll Huntmaster 1: HP -5; AC 19; F ??; R 18; W 15;
Gnoll Huntmaster 2: HP -0; AC 19; F ??; R 18; W 15;

Dire Wolf 1: HP -5; AC ??; F ??; R ??; W 16;
Dire Wolf 2: HP -0; AC ??; F ??; R ??; W 16;
Dire Wolf 3: HP -0; AC ??; F ??; R ??; W 16; Grant CA vs Mythra UEoNT
Dire Wolf 4: HP -5; AC ??; F ??; R ??; W 16;[/SBLOCK]
 

Ghourra identifies the werewolf as the biggest threat, so she tosses her weapon at it. The blade strikes him, but her follow up shot goes wide. Still she hopes her allies will pile on and defeat it before it infects anyone else.

"Strike the werewolf, give him all you've got."


[sblock=actions]Standard: Martial Doom (1d20+12=26, 4d6.minroll(2)+8=27)
Action Point: Paint the Bulls-Eye (1d20+12=13, 2d6.minroll(2)+4=14) (MISS)
Move: M9

Interrupt: If Deimos is hit by one of the dire wolves while within 2 squares of Ghourra, she will use Guardian's Counter as an interrupt to swap places with Deimos andthe attack instead and strike back with a basic attack. +12 vs AC 2d6.minroll(2)+8 damage.[/sblock]

OOC: Hit Frenzied Werewolf, AC 26 for 27 damage. The frenzied werewolf grants CA to my allies until the end of Ghourra's next turn, and until then all allies deal 5 extra damage if they hit the Frenzied Werewolf with an AP attack.

[sblock=Ghourra's Stats]Ghourra Gravedigger - Mul Cleric-Warlord 6 Passive Perception 26, Passive Insight 23 AC 25, Fort 20, Reflex 14, Will 19 HP 52/52, Bloodied 26, Surge Value 13, Surges 9/10 Speed 5, Initiative +3 Action Points: 0, Second Wind [] At-Will Powers: Brand of the Sun, Paint the Bulls-Eye Encounter Powers: Healing Strike [], Martial Doom [x], Guardian's Counter [], Incredible Toughness [], Inspiring Word [], Healing Word [], Rousing Words [], Healer's Mercy [] Daily Powers: Inspiring Shot [], Weapon of Astral Flame [], Dwarven Thrower Weapon [], Dwarven Armor[] [/sblock]
 

Deimos Vrago, Tiefling Wizard (Mage) 7

Deimos bursts into a big ball of flames but controls the flare enough to not endanger his allies.

[sblock=OOC]
thanks for doing the push!

standard: Fire Shroud
hit: 9 fire damage, and ongoing 5 fire damage (save ends).
Miss: 4 fire damage.

---

Immediate Interruption: Shield (if it prevents a hit by a non-minion)
Immediate Reaction: Infernal Wrath (if hit by enemy in range/ not if weakened)

[sblock=Mini stat block]
Deimos Vrago
Perception: 14 Insight: 21 Low-light Vision
AC 21 Fortitude 18 Reflex 20 Will 21
Initiative: +4
Hit Points: 48 / 48 Bloodied: 24
Temporary Hit Points: -
Resist: fire 8
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 0.5
Healing Surge:12 Surges per day: 6 / 8
At-Will Powers: Magic Missle, Scorching Burst, Beguiling Strands
Encounter Powers: Infernal Wrath, Use Vulnerability, Charm of Misplaced Wrath, Fire Shroud, Fire Sea Travel, Shield, Emerald Eye
Daily Powers: Flaming Sphere, Summon Magma Beast, Stinking Cloud

Condition:

[/sblock][/sblock]
 
Last edited:


Not all magic is all fire and evocation, mage. Mythra says. He waves his hands and a sphere of hypnotic lights appears, luring the nearby enemies in and slowing their movements.
[sblock=actions]
Move:Owlbear O11

Standard: Hypnotic Pattern M14, lasts until EONT.
Hypnotic pattern attack:+9 vs will OA close burst 3, OA Enemy starts its within 3 squares of pattern:Hit:Target is pulled 3 squares, slowed EOTN, can move in pattern's square, one enemy grants CA to Mythra EONT (resplendent gloves).

Mythra can use the Hypnotic pattern attack
rolls
W2:24 vs Will
W3: 13 vs will
F1: 18 vs will

[MENTION=13739]Velmont[/MENTION] since it is a forced movement can you please tell us which one hit? Thanks :)
[/sblock]

[sblock=Mythra]
Mythra Stelwart
Male Eladrin Wizard 6

Medium natural humanoid (Fey)
Initiative +8; Senses Passive Insight 20, Passive Perception 20
HP 46/46hp, Bloodied 23, Surge Value 11, Surges 9/9
AC 20; Fortitude 18, Reflex 19, Will 20
Saving Throws +5 vs Charm Effects
Speed 6
Action Points:1

Powers:
At will:
Chilling Cloud
Beguiling Strands

Ghost Sound
Light
Mage Hand
Prestidigitation

Encounter:
Fey Step
Illusory Obstacles
Hypnotic Pattern

Shield
Tome of Binding
Second Wind

Daily:
Summon Dretch
Summon Magma Beast
Summon Iron Cohort

Summoning Tome
Cloak of Translocation
[/sblock]
[sblock=Shield Immediate Interrupt]
Shield (Immediate Interrupt; encounter) ✦ Arcane, Force

Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

[/sblock]
[sblock=Young Owl Bear]
Hp: 15/23 AC:19 Fort21: Ref:17 Will:21 Medium Fey Beast
Init=Mythra
Perception=+12 Dark Vision
Speed 6

Aura 1:Allies gain a +2 power bonus to damage rolls against enemies in Aura. Mythra gains CA against any enemy in aura.

MBA Claw:
+11 vs AC, 1d12+3.

Str:20 Dex:12 Wis:14 Con:17 Int:2 Cha:6
[/sblock]
 

Vander bursts into action again, darting forward and raining blows down on the werewolf before darting back away.[sblock="Actions"]Move: to P11
Standard: Fallen Needle vs F1 - 1d20+7=18 vs reflex;1d10+7=13 AC 18, 13 damage if it hits and F1 has a -2 to attack rolls against vander TENT
If Fallen Needle hit
No Action: Flurry of blows vs F1, 8 damage
I'm assuming F1 is still alive after this, in which case:
Free: Supreme Flurry: Shift to R11 and use FoB against F1 again, 6 more damage​
Regardless of whether fallen needle hit or not:
Minor: Fallen Needle - move 3 squares to R8[/sblock][sblock="Stats"]Vander Legion Male Human Monk/Assassin
Initiative: +6, Passive perception: 18, Passive Insight: 13

Defenses:
AC: 19, Fort: 17, Reflex: 18, Will: 14 (12 after -2 from moon frenzy)

Vitality
HP: 35/35, Bloodied: 17, Surge Value: 8, Surges Left: 5/7
Action Points: 0/1, Second Wind: unused

Languages:
Common,

Basic Attacks:
Melee Basic Attack: +8 vs AC - Transcendent Ki Focused Spear 1d8+6
Ranged Basic Attack: +10 vs AC - Transcendent Ki Focused Shuriken 1d4+5

Powers:
At-Will: Fallen Needle (Standard/Minor), Five Storms (Standard/Move), Executioner's Noose, Assassin's Shroud, Stone Fist Flurry of Blows, Shadow Step
Encounter: Eagle Claw Strike (Standard/Move), Inescapable Shadow
Daily: [-]Masterful Spiral[/-], [-]Supreme Flurry[/-]
Item: [-]Transcendent Abduction Ki Focus[/-]

Weapons:
Transcendent Abduction Ki Focus +1
Spear (Main Hand)
Ki Shuriken +1 (Off Hand)

Conditions: Werewolf Moon Frenzy Stage 1 (-2 will)

Transcendent Abduction Ki Focus: Blinking - When Vander hits with a teleportation attack power, he has concealment until the start of his next turn. Reaching - Vander has +1 reach with melee attacks.
Ki Shuriken: Once per turn when Vander uses flurry of blows, it does +2 damage to its targets.
Pointed Step Style: When flurry of blows is triggered by an attack made with a spear, one target of it can be up to 2 squares away from Vander[/sblock]
 

OOC: [MENTION=13739]Velmont[/MENTION], why is Bellegon wounded, didn't we have short rest at the temple? He hsould be 55/55 6/7 surges.

Also, where is F1 now? I'll assume it's in M14 in hypnotic pattern square as that hit and [MENTION=6676620]VanderLegion[/MENTION] has enough move to move that one extra square to get in range.

I would like confirmation of this location since I plan on moving it (slide 1 + slide 2 if I hit with both attacks). Also, was it bloodied by total (by my count of 27+13+8+6 = 54 )damage?

Thanks
 

Into the Woods

Remove ads

Top