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

Vander spots a forth raider coming from the north.

The werewolf seems to ignore the group and suddenly come to a conclusion. "It's the brother! Take him alive. Kill the others."

But the group was ready for them....

[SBLOCK=OOC]Initative (Bellegon; Deimos; Ghourra; Khazin; Mythra; Vander; Zelgar; Enemy) (1d20+6=14, 1d20+4=17, 1d20+3=22, 1d20+8=13, 1d20+8=28, 1d20+6=18, 1d20+3=14, 1d20+6=11)

Invisible castle is good with you. Everyone go. Zelgar will always go at the start of the enemy turns during that fight, as he has beaten the enemy initiative. [/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 ??;

Gnoll Huntmaster 1: HP -0; AC ??; F ??; R ??; W ??;
Gnoll Huntmaster 2: HP -0; AC ??; F ??; R ??; W ??;
Gnoll Huntmaster 3: HP -0; AC ??; F ??; R ??; W ??;

Dire Wolf 1: HP -0; AC ??; F ??; R ??; W ??;
Dire Wolf 2: HP -0; AC ??; F ??; R ??; W ??;
Dire Wolf 3: HP -0; AC ??; F ??; R ??; W ??;
Dire Wolf 4: HP -0; AC ??; F ??; R ??; W ??;[/SBLOCK]
 

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Vander moves out to attack the newest arrival, then lashes out with a a flurry of attacks. As his attack hits it's mark, the he latches on and teleports himself and the gnoll back toward the rest of his allies, removing the target from his mount. Finally, he backs away a few steps again.[sblock="actions"]Move: to L4
Standard: Fallen Needle vs H3 - 1d20+7=21 Assuming that hits, will adjust turn if not. 1d10+7=10 damage. H3 takes a -2 penalty to attack rolls against Vander until the end of Vander's next turn
Free: Abduction Ki Focus - Vander teleports to P6, teleports H3 to O5
No Action: Flurry of Blows vs H3 - 8 damage
Minor: Fallen Needle - shift 1 square to Q7[/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: 1/1, 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]
 



Following Vander's lead, Ghourra tosses her weapon at the same gnoll. She climbs up on the gallows and waits for the rest to come to her.

[sblock=Actions]Free: Let go of Floating Lantern
Minor:
Draw Gouge
Standard:
Paint the Bulls-Eye (1d20+12=28, 2d6.minroll(2)+4=8)
Target: H3, AC: 28, Damage: 8
Hit: Until the start of Ghourra's next turn, her allies gain a +4 power bonus to damage rolls against the target.
Move: N8[/sblock]

[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: 1, Second Wind [] At-Will Powers: Brand of the Sun, Paint the Bulls-Eye Encounter Powers: Healing Strike [], Martial Doom [], 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]
 

OOC: FYI, in case anyone else in this group is actually melee, don't expect me to be around for flanking. Given the +1 reach on the ki focus and the ability to shift as a minor action with Fallen Needle, I'll rarely actually be adjacent to any enemies other than when they move adjacent to me to attack until my next turn.
 

Vander moves out to attack the newest arrival, then lashes out with a a flurry of attacks. As his attack hits it's mark, the he latches on and teleports himself and the gnoll back toward the rest of his allies, removing the target from his mount. Finally, he backs away a few steps again.

Following Vander's lead, Ghourra tosses her weapon at the same gnoll. She climbs up on the gallows and waits for the rest to come to her.

[SBLOCK=Mechanic]Vander: Hit!
Ghourra: Hit![/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 ??;

Gnoll Huntmaster 1: HP -0; AC 19; F ??; R ??; W ??;
Gnoll Huntmaster 2: HP -0; AC 19; F ??; R ??; W ??;
Gnoll Huntmaster 3: HP -18; AC 19; F ??; R ??; W ??; -2 to hit vs. Vander;

Dire Wolf 1: HP -0; AC ??; F ??; R ??; W ??;
Dire Wolf 2: HP -0; AC ??; F ??; R ??; W ??;
Dire Wolf 3: HP -0; AC ??; F ??; R ??; W ??;
Dire Wolf 4: HP -0; AC ??; F ??; R ??; W ??;[/SBLOCK]
 
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[MENTION=13739]Velmont[/MENTION], why is Bellegon wounded? I thought we took short rest at the temple?

Bellegons eyes roll back in his head, his will projecting the pain he remembers of his first contact with Heart of Quabalrin. The pulse that goes from him raises hackles on all around him, but the gnoll that Vander brought close whimpers, his tail dropping between it's legs.

The drow then moves around gallows to protect the mage from the charge.

[sblock=Actions]
Minor: Curse H3
Standard: Shared Agony vs Will (H3); psychic damage; curse (1d20+9+1=26, 2d12+6+4=30, 1d6=5)
if this bloodies H3 or kills it darkspiral aura goes to 1

Move: O10, gain shadowwalk
[/sblock]
 
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OOC: [MENTION=13739]Velmont[/MENTION]: Sorry, failed to specify, my attack was actually vs reflex (my only attack vs ac is Inescapable Shadow, monk are all vs reflex, assassin at will is vs fort)
 


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