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Heroes, Inc., Day 1: Mysterious Strangers

Round 1

Timrin halts in mid-stride when he recognizes the combatants... "By the Watcher, That's Lord Peregion and our detail!!"

With a bellow of rage he charges the nearest evil warrior (the one by Zephyr preferably), "FEAR THE WRATH OF THE LORD PROTECTOR!!!!"

[sblock] Sir Timrin is charging (+2 to hit, AC now 27) he will also use a Smite Evil (+5 to hit, +12 damage, Use Power attack 2, and convert one of his turning attempts to a +5 damage bonus via Divine Might. His attack modifiers should now be +24 to hit, 2d6+10+4+12+5+2d6 holy - assuming they are evil of course ;) [/sblock]

Round 2+

From here on out Sir Timrin will hack and cleave as many enemies as he can reach until they or he hits the turf. He will primarily focus his attacks on one foe until he falls before moving on to the next. He will move to aid those hardest beset, clearing the way for Fin and Arundel to get to the injured.

[sblock] Timrin will make liberal use of his Divine Might feat (burn one turn attempt to add +5 damage to all attacks that round) and Smite Evil (on the first attack on each of the next 2 rounds, +5 to hit, +12 damage). He also has the Cleave feat, a Holy cold iron weapon, and a missle attraction shield should it become important. His AC will revert to 29/30 vs incoming missles. [/sblock]
 

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Alethia runs to help Peregion, dodging the other enemies, using her mace to wack the guy pinning Peregion to the ground and then proceeds to make damnably sure that his lordship's back is covered, figuring that he's the main target.
 
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Arundel warns the rest of you of the mage, then calls down holy fire onto the ballista crew. The alchemists' fire in the ammunition explodes, greatly magniffying the blast. Two crewmen seem to be vaporized, while two others are thrown away from the cart and land burning on the ground.


Activating the company insignia, he heals everyone of 23 dmg. Zephyr wakes up, now at 16hp. He isn't sure if the enemy warriors notice.


Fin's cats swarm up the walls of the building and jump on the mage, hampering his spellcasting through dozens of scratches and bites. You notice that after the first few times they stop biting and only claw. He must taste especially bad. (12dmg to the mage).

Fin starts casting a spell, and the earth around him begins to quake slightly.

Sir Timrin charges at the evil warrior and slices through his chest (46dmg-10dr = 36). Another hit like that should kill him. Timrin notices unusual resistance as the blade starts to penetrate the warrior's skin, and the warrior bleeds unusually. The blood seems merely to fall out. There is little pressure.

Crimson's eyes glow read and she blasts four of the warriors with freezing energy. [Base dmg 72 , 3 of 4 fail saves (the ones that makes it is the one Timrin hurt), - cold res15 = 57, 57, 57, 21]. They all are covered in ice and seem on the border of death, but while their bodies are ravaged, they seem to keep going with unhuman ferocity.

The warriors strike back. The one that Sir Timrin attacks grabs him and wrestles with him, establishing a hold. Another warrior leans over Dyria and punches her repeatedly in the face, trying to make sure she doesn't get up (46 dmg). Despite the pounding she's taking, she wakes up anyway, grabs her whip dagger, and whips it around his neck. She pulls, decapitating him. The warrior 's body, then his head, crumbles to dust, leaving a shadow hanging in the air that dissipates a second after the dust falls to the ground.

Alethia runs up to the warrior pinning Peregion and smashes his skull with her Mace of Disruption. A bolt of energy from the mace enters the warrior and he too bursts into dust and shadow. The energy is a telltale sign that the Mace has struck an undead creature.

(Zephyr and Arundel still get an action this round)

Shando disappears from his attacker's grasp, and appears elsewhere.

Peregion, freed from having to wrestle with the warriors, steps into combat against the two standing near him. With two strokes of his Holy Avenger, he beheads and dusts two remaining warriors. All that remain now are the two where Shando had been and the mage.
 

I just noticed that I did Crimson's second moves first. Should I redo it, or, considering that things are going well so far, just leave it?
 

"I'm going for the mage, someone deal with that bloody giant crossbow," Dyria shouted, as she rose to her feet, and started running towards the wall.

OOC: Dyria will rise from prone, and run towards the wall underneath the mage, and, on subsequent rounds, climbing it, using her masterwork whip and third hand ability to help her climb, until she gets within fifteen feet of him, whereupon she will use her whip dagger to try to disarm his spell component pouch. If the roof is fifteen feet or less from the ground, she'll forgo the climbing to just try to cut his spell component pouch loose.
 

DM_Matt said:
(Zephyr and Arundel still get an action this round)

Shando disappears from his attacker's grasp, and appears elsewhere.

Noting the monk's battered state, Arundel moves over to lay a hand on his shoulder.

"Feel better," he suggests.

OOC: Heal on Shando. /OOC

The energy is a telltale sign that the Mace has struck an undead creature.

OOC: Damn! And me wasting a Sunbeam, too! :) /OOC
 

Falkus said:
"I'm going for the mage, someone deal with that bloody giant crossbow," Dyria shouted, as she rose to her feet, and started running towards the wall.

OOC: Oh, the crossbow's been dealt with, I think... /OOC
 



Crimson (Female 'Human' Psion) AC:26 HPs: 66 PPs: 145

Crimson paused for a moment to regain her breath and survey the area. Concentrating for a moment, Crimson placed a viewing sensor ten feet about where the noise of the cats was coming from and had a look around.

OOC: Move action (recover focus Conc check DC 20 (+14 skill). Manifest Clairvoyant sense above enemy mage and have a look.
 
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