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

"We can already see lights down there, and hear voices. I don't think we can count on more than a moment's surprise- if we get that." Miranna punctuated her words with a shake of her head. "Brenwar and I can hold them for the rest of you to come down- I wouldn't want to have anyone else trying to hold the ground while we're still safe up here."
 

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You land in a large, shallow pool of blood that is slowly draining into four grates in the floor. You're in a massive room with raised platforms on two sides and a large stone arch that can only be the seal. There appears to be some sort of oily film over the opening of the arch. While there isn't anything on the other side of the arch except the wall of the room, when you look through it the stones seem to be cracked and corroded. Opposing the arch is a statue of a massive winged demon.

There are a number of animated skeletons in the room. On one platform a man in dark leathers is standing near a dwarf. You recognize the latter as Bairdon, the owner of Maoleth's general store. On the other platform there are two robed figures in front of an altar. One of them is a fairly young woman, while the other one's features are hidden behind his cowl. The woman looks turns towards you in confusion,
"What the-?"


[sblock=Status]Initiative:
Brenwar (47/47)
Miranna (48/48)
Yishim (29/29)
Cheysuli (41/41)
Firete (36/36)
The Shadowed One (186/186)
Dark Acolyte (54/54)
Bairdon (34/34)
Beserker (66/66)
Skeleton 10
Skeleton 15
Skeleton 19
Skeleton 31
Skeleton 41

I didn't bother rolling for initiative, since you have the drop, so to speak.[/sblock]

[sblock=Monster Info]The Shadowed One
AC 22 | Fort 22 | Reflex 19 | Will 22
MBA: +13 vs AC, 2d6+4 damage, and ongoing 5 necrotic damage.

Dark Acolyte
AC 18 | Fort 15 | Reflex 16 | Will 17
MBA: +9 vs AC, 1d6 necrotic damage, and the target loses a healing surge.

Bairdon
AC 15 | Fort 14 | Reflex 14 | Will 12
MBA: +6 vs AC, 1d10+1 damage.

Beserker
AC 15 | Fort 15 | Reflex 14 | Will 14
MBA: +7 vs AC, 1d12+4 damage (1d12+16 on a crit).

Skeleton
AC 18 | Fort 15 | Reflex 16 | Will 15
Minion
Immune: disease, poison. Resist: 10 necrotic
MBA: +8 vs AC, 5 damage.[/sblock]
 

Attachments

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[sblock=Combat Plans]
So what are we going to do here? Should Miranna and I get either side of the room? In my opinion whoever we decide to target we should all focus on that target (Except Yishim who gets to blast minions at first and the defender on the other side of the room).
Thoughts?
[/sblock]
 

[sblock= Plans/Questions] So, where are we in the round timeline? Are we still in 'round 2'- that is, have we taken our move for descent with the minor (draw weapons) and standard still up for use? Or did we complete round 2, and stand at the top of round 3- on the ground, weapons drawn, ready for a full round of actions? Does the pool of blood qualify as difficult terrain?

For plans: Either Brenwar or Miranna ought to stay close to Yishim to do their Defender-y duty and keep the bad guys off him (Any preference?). Whoever isn't doing that should pick a side and close- we don't want to all stay in a nice Burst 1 group. Firete and Cheysuli ought to be starting thier descent now- since they don't need a surprise, they ought to be able to get to the bottom with a double move. At this point I'm tempted to totally ignore the minions as targets- Miranna or Yishim will be able to clear them out when they bunch up/close to melee. I'd guess we want to focus fire on the probable casters for now, but I'll need to wait and see where we are timeline-wise. I'd also say that since we're at the seal, we can probably throw daily powers and APs- and we will likely need them. [/sblock]
 

ooc: This is round 2. Everyone on the map has a minor and a standard. Chey and Firete can spend this turn making a double move so they could get their full set of actions on the next turn.
 

[sblock=ooc]
Looks like the berserker's side of the room will be a lot easier to hit, but whoever has to defend against the other is going to get hit a lot it looks like. I don't mind volunteering for that side since Brenwar can heal a bit easier than Miranna.
[/sblock]
 

Yishim explodes into action as he draws his orb from his robe. He unleashes a firestorm at the skeletons to the west. Although one escapes without wounds, the other is consumed and collapses. He steps backwards, turns and stares at Bairdon.
May the evil you seek to unleash drag you to the depths of the nine hells!

With that, tentacles rise from the ground, crushing the two skeletons. The bezerker struggles against these new bonds. Bairdon is just a few steps away from the tentacles and escapes its grasp.
[sblock=Actions]Assuming we have our AP back
Minor: Draw Orb as necessary
Standard: Scorching Burst (Enlarged) on K9 Skeleton 15 Hits, Skeleton 41 Miss
Move: If I have a move, shift to L17.
Action Point: With +3 from action Surge, Enlarged Grasping Shadows on J27. Skeleton 19, 31, Berzerker, are hit. Bezerker damage 9. Bezerker is slowed until end of my next turn. Any creature who enters the zone takes 5 psychic damage and is slowed until the end of its next turn.

Forgot about the move, and rolled against Bairdon for a Crit. Too bad I don't get to keep it.[/sblock][sblock=Tactics]We should focus fire on the Dark Ones to the West. I will try to control some of the map with spells.[/sblock][sblock=Yishim Stat Block]Yishim- Male Human Wizard 3
Passive Perception: 12, Passive Insight: 17
AC:16, Fort:12, Reflex:17, Will:16 -- Speed:6
HP:29/29, Bloodied:14, Surge Value:7, Surges left:6/6
Initiative +6
Action Points: 0, Second Wind: not used
Powers: Scorching Burst, Chilling Cloud, Phantom Bolt, Shield, Grasping Shadows, Maze of Mirrors, Orb of Deception, Sleep, Orb of Unintended Consequences[/sblock]
 

Miranna looked suitably impressed by Yishim's magical onslaught. "Hold the fort, Brenwar," she snarled. "I'm going to take the fight to them." Without another word, she drew her sword and jogged towards the closest skeleton. As she closed, she swung her sword in a tight arc, severing the skelton's head cleanly- almost before the blow reached the abomination, the air around Miranna seemed to come alive with dancing sparks of lightning. The display was enough to make most people blink- and in that eye-blink worth of time, Miranna was halfway across the room, right beside the cowled figure.

OOC:
>Minor: draw sword
>Standard: used as move, to J9
>AP: Attack with Dual Lightning strike- primary target is skeleton 41, +10 vs. AC= 28 (hit, minion destroyed); as an effect, teleport 5 to K4 and make a secondary attack against The Shadowed One, +10 vs. AC= 14 (miss) ; rolls http://invisiblecastle.com/roller/view/2583423/

Miranna Stormsong- Stat Block:
[sblock] Human Swordmage 4
Initiative +3/Passive Perception 14/Passive Insight 19
HP 48/Bloodied 24/Surge value 12/Per day= 10
AC 23/FORT 16/REF 18/WILL 18
Resist 5 necrotic
Speed 6/Size medium/Saves normal
STR 13 (+1)/DEX 13 (+1)/WIS 14 (+2)
CON 15 (+2)/INT 19 (+4)/CHA 8 (-1)
Melee basic: +1 Lightning Longsword +10 (AC), 1d8+5 damage
Ranged basic: Sling +5 (AC), 1d6+1 damage, range 10/20
Skills: Arcana +11; Athletics +8; Endurance +9; History +11; Insight +9
Powers:
Aegis of assault (at will)
Booming blade (at will)
Lightning lure (at will)
Sword burst (at will)
Lightning clash (Encounter)
Thunderwave (Encounter)
Dual lightning strike (Encounter)
Dragon’s teeth (Daily)
Channeling shield (Encounter/Utility)
Amulet of Resolution (daily)
Lightning Longsword (daily)
[/sblock]
 
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"Good spell Yishim. That'll slow them down until the others get down here." With that said Brenwar still readies his weapons with a prayer to Palladys.
[sblock=Combat Actions]
Standard Action: Ready Hammer and Shield
Move Action: Null
Minor Action: Virtue--Spend one surge, gain 11 temp [Spent a surge which triggers my 3/- DR]
[/sblock]
[sblock=Character]
Brenwar – Male Human Paladin 4
http://l4w.wikia.com/wiki/PC:Brenwar_Holyshield_(Rapida)
Initiative: +1, Speed: 5 Passive Perception: 15, Passive Insight: 20
AC: 24 Fort: 16, Reflex: 16, Will: 18, Resist: 1/all
HP: 47/47(11), Bloodied: 23 , Surge Value: 11, Surges Left: 12/13
Action Points: 1
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: +9 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage
Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Enfeebling Strike Lay on Hands (3/3 Remaining)
Encounter Powers: Valorous Smite, Righteous Smite, Virtue, Channel Divinity, Second Wind
Daily Powers: Majestic Halo, Magic Item Daily
[/sblock]
 

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