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The Jade Frontier, part 2 (DM: THB, Judge: Lord Sessadore)

The door reluctantly opens, revealing a rather unpleasant sight. Several hideous creatures are standing around a fire pit, poking at something you can't see with iron pokers. One of them is a goblin, much resembling the Emissary you defeated earlier. The other two are much larger, at least six feet tall with twisted features and long, wiry limbs. One of them is wearing a featureless leather mask. Chey is close enough to catch the strong odors of burnt flesh and dried blood.

The creatures are somewhat slow to notice your arrival, but the weapons they draw look well-used. The goblin readies a small bow. One of the larger ones draws a hidously barbed flail, while the masked one pulls out the massive, glowing hot poker he was just using.

[sblock=Status]Initiative:
Yishim (22/22)
Firete (28/28)
Cheysuli (31/31)
Brenwar (35/35)
Miranna (35/35)
Bad Guys

Rolls. Remember, the above order doesn't really matter, as we're using group initiative.[/sblock]

[sblock=Monster Info]Here's what you know:

Torturer
AC ?? | Fort ?? | Reflex ?? | Will ??
MBA: ??

Grunt
AC ?? | Fort ?? | Reflex ?? | Will ??
MBA: ??

Sharpshooter
AC ?? | Fort ?? | Reflex ?? | Will ??
MBA: ??[/sblock]
 

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Yishim is quick to gather his arcane strength, and murmers It feels like ages since we last tasted battle. He coats the ground under the foul creatures with ice, knocking them to the ground. Looks like I didn't need the practice. Miranna, Brenwar, will you be coming up?

[sblock=OOC Tactics]Do you really want us squishies behind where you are Miranna or Brenwar? If so I'll scuttlebug back behind you. I think you can get some pretty battlefield coverage in the larger room, but let me know. Chey's pretty exposed where she is, hidden or not.[/sblock]
[sblock=Rolls]
Standard: Icy Terrain on -H,0 (Burst 1)
Grunt 64, Sharpshooter 58, Torturer vs. Reflex (1d20+4=15, 1d20+4=23, 1d20+4=24)
Damage (1d6+4=9)
Hits the Sharpshooter, Crits the Torturer for 10 damage, possibly hits the Grunt. All creatures hit are KNOCKED PRONE, and area is difficult terrain until end of my next turn.

Move: Complicated: If I don't have line of sight to -H,0 then I'll move right until I do prior to my Standard action. If I do have line of sight from where I am I will move back to E,-3 after my Standard IF Miranna and Brenwar are going to come up to join battle. If they indicate no I'll move to H0 which is off the map.

OOC: so nice to be back in combat![/sblock]
 



[sblock= OOC Tactics] The idea of having a line was to have the non-melee characters behind it, and to make the enemy come to us. Since all the non-melee characters are in front of the current line, and the enemy may not come to us, we may want to move up. The possibility of a rescuable hostage also changes things. We might try holding the doorway, but it will be tough to get up there before the enemy gets a turn...

I'll get an in-character action post up tomorrow, but if it influences anyone, Miranna will almost certainly be moving forward. [/sblock]
 

[sblock=Tactics]I say we move to halfway across the room we are in so four of us can stand abrest with the more meatier characters in LOS and Yishim behind. Chey is not in LOS, so she can move straight forward and the maybe me, Miranna and Brenwar can move around Yishim as a sort of distraction of sorts.
The only bad thing about this is that sharpshooter, which will have to be taken out by a ranged attack if we are going to get somewhere.
And, if I have LOS, I can bring targets forward.[/sblock]
 

Brenwar moving slowly in his armor goes toward the door cautious of any projectiles or spells that may go flying about.
[sblock=Combat]
Move Action: Move (F0-> (A)(-1))
Standard Action: Total Defense
I gain +2 all defenses (not factored in below)
Minor Action: None
[/sblock]
[sblock=Stats]Brenwar – Male Human Paladin 2
Initiative: +1, Speed: 5 Passive Perception: 14, Passive Insight: 19
AC: 21 Fort: 15, Reflex: 15, Will: 17
HP: 35/35 , Bloodied: 17 , Surge Value: 8, Surges Left: 13/13
Action Points: 1

OA Basic Melee Attack: +7 Virtuous Strike (Warhammer) 1d10+4 Damage

Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Enfeebling Strike Lay on Hands (3/3 Remaining)
Encounter Powers: Valorous Smite, Call of Challenge, Channel Divinity, Second Wind
Daily Powers: Majestic Halo, Magic Item Daily [/sblock]
 
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Firete moves forward to behind Brenwar and draws her wand, launching a barrage of fire at the sharpshooter with her free hand.

[sblock=Blazing Starfall] Blazing Starfall (1d20+5=9)[/sblock]

[sblock=OOC]Unless that guy has a piss-poor reflex defence, that shot went wide. Perhaps we should try an Intimidate check?[/sblock]
 

Cheysuli squats quietly in the shadows behind the door with her guard up. Judging from her companions looks of worry; and the smells that assail her olfactory senses, things are not quite what was expected. Still, she thought, give it a little bit longer, they may go for the bait.

[sblock=Actions]Standard - Readied Warlock's Curse vs the first enemy to come through the door into my LOS.[/sblock]
[sblock=Ministats:Cheysuli Sage]
Tiefling Warlock (Fey) 2
Character Sheet,
Initiative: +2
Senses: Low-light
P-Perception: 14 P-Insight: 17
HP: 31/31 SurgeValue: 7 Surges: 8/8
AC:16 Fort:13 Ref:15 Will:16

Action Points: 1
Resist: Fire 6
Speed: 6
Languages: Allarian, Elven

:branged: Eldritch Blast +6 vs. Reflex; 1d10 + 5 damage
:bmelee: Spear +3 vs. AC; 1d8 + 0 damage

Combat Notes
Bloodhunt - +1 to attacks vs. Bloodied foes.
Misty Step - Immediately teleport 5 squares as a free action when cursed target is reduced to 0 HP
Prime Shot - +1 attack if no allies are closer to the target.
Shadow Walk - Chey gains concealment if she moves at least 3 squares from where she started (enemies take a -2 penalty to attack rolls).
Viscious Rod - +1d10 on a crit [Implement]; Curse damage = d8's

[sblock=Skills]
Acrobatics +4
Arcana +9
Athletics +3
Bluff +12
Diplomacy +7
Dungeoneering +4
Endurance +5
Heal +4
History +6
Insight +7
Intimidate +10
Nature +5
Perception +4
Religion +6
Stealth +6
Streetwise +7
Thievery +4
[/sblock][sblock=Powers]
Warlock's Curse
Eldritch Blast
Eyebite

Infernal Wrath
Witchfire
Ethereal Stride

Curse of the Dark Dream

[/sblock]
[/sblock]
 
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Miranna took a quick look at the scene which presented itself, then a glance around at her companions. Then she shrugged and gave a deep growl- their plan, as most plans, had not survived first contact with the enemy. Lightning crackled along the blade of her sword as she stepped forward,trying to remain ready for whatever their foes would attempt.

OOC:
>Free: convert longsword to lightning damage
>Move: forward to -A, -2
>Standard: ready action to attack with Lightning Lure, first foe that comes into range (-D or so, ranged 3); +6 vs. FORT, deals 1d6+5 lightning and pulls target to -B,-1 (nearest unoccupied square)

Miranna Stormsong- Stat Block:
[sblock] Human Swordmage 2
Initiative +2/Passive Perception 13/Passive Insight 18
HP 35/Bloodied 17/Surge value 8/Per day= 10
AC 20/FORT 15/REF 17/WILL 17
Speed 6/Size medium/Saves normal
STR 13 (+1)/DEX 13 (+1)/WIS 14 (+2)
CON 14 (+2)/INT 18 (+4)/CHA 8 (-1)
Melee basic: +1 Lightning Longsword +9 (AC), 1d8+5 damage
Ranged basic: Sling +4 (AC), 1d6+1 damage, range 10/20
Skills: Arcana +10; Athletics +7; Endurance +8; History +10; Insight +8
Powers:
Aegis of assault (at will)
Booming blade (at will)
Lightning lure (at will)
Sword burst (at will)
Lightning clash (Encounter)
Thunderwave (Encounter)
Dragon’s teeth (Daily)
Channeling shield (Encounter/Utility)
Amulet of Resolution (daily)
Lightning Longsword (daily)
[/sblock]
 

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