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

"Alright I'll lead the way, Miranna stick close. Let us try to use this surprise to our advantage." If no one else has anything to add Brenwar heads down the stairs ready for the action.
[sblock=OOC]
Sounds good pathfinder, let's kick this thing off
[/sblock]
 

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The room has emptied out somewhat, but there are still a couple hobgoblins on duty. One of them doesn't even look up at you as he says, "Shadow seeks sha-"

"You fools, do you think a follower of Palladys serves the Shadow?"
A large hobgoblin wearing bladed armor and carrying a wickedly barbed spear enters from the eastern passage. He levels his spear at the group and howls, "Kill them!"

Not content to lead by words alone, he charges into Brenwar and skewers the paladin. It is not particularly damaging, but it is debilitatingly painful.

The other hobgoblins are quick to follow their leader's example. In an instant they are ready for battle, and more enter the room. They all rush the group, except for one who opens the door to the cage. Firete and Brenwar are wounded, but it could have been worse.

The group must now contest with a trained phalanx of goblinoid warriors.

[sblock=Status]Initiative:
Warchief (64/64)
Grunt 16 (47/47)
Grunt 49 (47/47)
Bombardier Beetle (38/38)
Conscript 33
Conscript 38
Conscript 42
Conscript 85
Yishim (21/22)
Cheysuli (28/31)
Miranna (35/35)
Firete (22/28)
Brenwar (19/35)

They go first.

The Warchief moves into the room and charges Brenwar. Tell me, does a 30 hit your AC? Brenwar takes 6-1=5 damage. In addition, the Warchief has an ability called Lead from the Front. Whenever he hits with a melee attack, all of his allies gain +2 to attack and damage rolls against his target for a turn.

Grunt 16 opens the western door and enters the room. Sadly, he doesn't have enough move left to make an attack.

Grunt 49 charges Brenwar, and misses for a ton of damage.

The Bombardier Beetle is trapped in a cage.

Conscript 33 moves into the room and charges Firete, hitting AC 24 for 6 damage.

Conscript 38 moves to the beetle's cage and opens the door.

Conscript 42 charges Miranna, and misses.

Conscript 85 charges Brenwar, hitting AC 27 for 5 damage.[/sblock]

[sblock=Monster Info]Warchief
AC 21 | Fort 21 | Reflex 18 | Will 19
MBA: +12 vs AC, 1d8+5 damage, and all allies gain a +2 to hit and damage the target until the end of the Warchief's next turn.
Special: While adjacent to a hobgoblin ally, the Warchief gains +2 AC.

Hobgoblin Grunt
AC 20 | Fort 18 | Reflex 16 | Will 16
MBA: +7 vs AC, 1d10+4 damage, and the target is marked and slowed until the end of the Grunt's next turn.
Special: While adjacent to a hobgoblin ally, the Grunt gains +2 AC.

Hobgoblin Conscript
AC 17 | Fort 15 | Reflex 13 | Will 12
Minion
MBA: +6 vs AC, 6 damage.
Special: While adjacent to a hobgoblin ally, the Conscript gains +2 AC.

Genestealer Bombardier Beetle
AC 17 | Fort 14 | Reflex 16 | Will 14
Resist: 10 acid
MBA: +6 vs AC, 1d6+2 damage.[/sblock]
 

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Yishim, as planned, attempts to put the phalanx of creatures to sleep. Unexpectedly, they only become somewhat lethargic. Not good. Not good at all.
[sblock=Actions]Move: Can I shift back to S10 and still see what's going on? If so I do. Otherwise I'll take the MBA.
Standard: Sleep misses everyone. Damn invisible castle. Grunt 16, 49, Conscript 85, Warchief are slowed. [/sblock][sblock=Yishim Stat Block]Yishim- Male Human Wizard 1
Passive Perception: 13, Passive Insight: 18
AC:16, Fort:12, Reflex:15, Will:16 -- Speed:6
HP:21/22, Bloodied:11, Surge Value:5, Surges left:3/7
Initiative +6
Action Points: 0, Second Wind: not used
Powers: Thunderwave, Scorching Burst, Phantom Bolt, Icy Terrain, Sleep[/sblock]
 


Brenwar grimaces as the blows land. "You're right friend I serve serve no shadows." Brenwar unleashes a fury of blows on the armored figure. As he does so a halo of holy light forms around Brenwar's head. "Firete we shall keep that in mind but for now we fight."
[sblock=Plans]
Go ahead and use those action points fellows. Yishim can you clear some minions here I expect they are going to start hurting in a moment. Everyone else how about we start blasting the big spear wielding maniac?
[/sblock]
[sblock=Combat Actions]
Standard Action:Majestic Halo vs. Warchief (1d20+8=15, 3d10+5=17) * Until the end of the encounter any enemy that starts adjacent to Brenwar is subject to a divine challenge.*
Missed so I only get half damage for 8
Minor Action: Divine Challenge the Warchief
Move Action:
Action Point:Virtuous Strike vs. Warchief (1d20+8=27, 1d10+5=12) *I gain a +1 to all defenses and +2 all saves until the start of my next turn (I'm going to need it...)*
12 radiant damage.

I hope I did a total 20 damage to that big bastard.
[/sblock]
[sblock=Character Sheet]
Brenwar – Male Human Paladin 2
Initiative: +1, Speed: 5 Passive Perception: 14, Passive Insight: 19
AC: 23 Fort: 15, Reflex: 15, Will: 17, Resist: 1/all
HP: 19/35, Bloodied: 17 , Surge Value: 8, Surges Left: 4/13
Action Points: 0

Feat Note: Whenever Brenwar spends a healing surge, he gains 3 resistance to all damage until the start of his next turn.

OA Basic Melee Attack: +8 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage

Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Enfeebling Strike Lay on Hands (0/3 Remaining)
Encounter Powers: Valorous Smite, Call of Challenge, Channel Divinity, Second Wind
Daily Powers: Majestic Halo, Magic Item Daily
[/sblock]
 
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Miranna stepped forward to stand beside Brenwar, and a dancing arc of lightning formed along the edge of her sword as she swung at one of the hobgoblins. She could see _something_ in that cage up ahead, but there was no time to worry about it now, with so many foes close at hand. Her blade cut the hobgoblin only lightly, but as it hit the lightning arced wildly across the battlefield, touching nearly all the enemies...

OOC:
>Move: Shift forward to P 11
>Free: use Lightning longsword at-will power to change weapon damage to lightning
>Standard: attack Grunt 49 with Booming Blade, +9 vs AC= 23 (hit, for 7 damage; if Grunt 49 starts turn adjacent to Miranna and then moves away, it takes 1d6+3 thunder damage) ; rolls Roll Lookup
>Free: use Lightning longsword Daily power; Grunt 49 and all enemies within 2 squares take 1d6 lightning damage (should get all the minions)( 5 damage, roll Roll Lookup )
>Minor: Aegis Grunt 16 (so he has to go all the way around Brenwar)
 

As the redskins charge at the adventurers, Cheysuli flinches for a moment as her memory once more takes her back to that tragic night; not so long ago. All around her she sees their horrid grinning faces in flashes of lightning and hears their snarling laughs between the rolls of thunder...

"STOP LAUGHING AT ME!"​

The tiefling suddenly screams to the surprise and bewilderment of her companions, her eyes shed their normal silvery glean and begin to turn a disturbing blood red. Chey's earrings change colour to a deep red also, their light pulsing steadily as it increases in intensity casting eerie shadows about the chamber. She levels her rod at the warchief and bares her teeth at the enemy commander, her face contorted with an animal rage.

"You dare to destroy my home and take my father from me?! You will suffer the eternal torment of the Titans and beg for mercy that will never come!"

In the creatures mind, Cheysuli grows to immense size to tower above him as she steps into the room. Red hot chains fly from the shadows and wrap around his wrists and ankles, dragging him backward kicking and screaming as the floor behind him collapses into the fiery pits of Thatharus.

[sblock=Actions]Minor - Curse Warchief
Standard - :ranged: Curse of the Dark Dream vs Warchief; 1d20+6= 22 vs Will; 3d8+5= 15 psychic damage; 1d8= 8 curse damage and slide the warchief to L11;
Sustain: Minor. Chey slides the target 1 square (save ends).
AP: Standard - :ranged: Witchfire vs Warchief; 1d20+6= 13 vs Reflex; miss
Move - >Q14 gaining concealment from shadow walk
Rolls
[/sblock]
[sblock=Ministats:Cheysuli Sage]
Tiefling Warlock (Fey) 2
Character Sheet,
Initiative: +2
Senses: Low-light
P-Perception: 14 P-Insight: 17
HP: 28/31 SurgeValue: 7 Surges: 3/8
AC:16 Fort:13 Ref:15 Will:16

Action Points: 0
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
concealment


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 +6
Arcana +9
Athletics +5
Bluff +12
Diplomacy +7
Dungeoneering +4
Endurance +5
Heal +4
History +6
Insight +7
Intimidate +10
Nature +5
Perception +4
Religion +6
Stealth +8
Streetwise +7
Thievery +4
[/sblock][sblock=Powers]
Warlock's Curse
Eldritch Blast
Eyebite

Infernal Wrath
Witchfire
Ethereal Stride
Second Wind

Curse of the Dark Dream

[/sblock]
[/sblock]
 
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The chieftain looks very confused at Chey's outburst. He attempts to press the attack, but neither he nor his fellow hobgoblins are able to accomplish much, only dealing a moderate wound to Brenwar.

The beetle scuttles part of the way into the room. Its abdomen vibrates heavily, and then it spits a massive glob of acidic mucus at Brenwar. The paladin attempts to block it with his shield, but at the last second the chieftain reaches out and jerks the shield away. The acid hits Brenwar in the face, causing incredible searing pain. Brenwar collapses.

[sblock=Status]Initiative:
Warchief (16/64, bloodied)
Grunt 16 (42/47, Aegised)
Grunt 49 (35/47)
Bombardier Beetle (38/38)
Conscript 38
Yishim (21/22)
Cheysuli (28/31)
Miranna (35/35)
Firete (22/28)
Brenwar (-2/35, dying, +1 to all defenses, +2 to saves, Slowed, Marked by Grunt 49)

So, hobgoblins have an encounter power which allows them to immediately make a saving throw against one effect on them. The Warchief fails his save, but the grunts pass theirs (rolls).

As a minor, the Warchief uses Tactical Deployment, which allows each ally within 5 to shift 3 squares. Grunt 16 moves around to P12, and Grunt 49 moves to flank Brenwar. The Warchief attacks Brenwar, but misses, and then shifts. He saves against both slowing and Dreaming.

Grunt 16 shifts into a flank and attacks Miranna, missing, naturally.

Grunt 49 attacks Brenwar, hitting AC 25 for 9 8 damage. Brenwar is marked and slowed until the end of the Grunt's next turn. He then shifts to adjacent to the Warchief.

The Bombardier Beetle scuttles forward and spits at Brenwar. It crits for 14 13 acid damage, which drops Brenwar, causing his marks to drop off.

Conscript 38 double moves to confront Chey.[/sblock]

[sblock=Monster Info]Warchief
AC 21 | Fort 21 | Reflex 18 | Will 19
MBA: +12 vs AC, 1d8+5 damage, and all allies gain a +2 to hit and damage the target until the end of the Warchief's next turn.
Special: While adjacent to a hobgoblin ally, the Warchief gains +2 AC.

Hobgoblin Grunt
AC 20 | Fort 18 | Reflex 16 | Will 16
MBA: +7 vs AC, 1d10+4 damage, and the target is marked and slowed until the end of the Grunt's next turn.
Special: While adjacent to a hobgoblin ally, the Grunt gains +2 AC.

Hobgoblin Conscript
AC 17 | Fort 15 | Reflex 13 | Will 12
Minion
MBA: +6 vs AC, 6 damage.
Special: While adjacent to a hobgoblin ally, the Conscript gains +2 AC.

Bombardier Beetle
AC 17 | Fort 14 | Reflex 16 | Will 14
Resist: 10 acid
MBA: +6 vs AC, 1d6+2 damage.[/sblock]
 

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