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

With a grin Brenwar swings at the shade hanging in front of Miranna, "Trade with you.." His hammer flashes toward the spectral creature, but is interrupted as the other shades jump in his way. As the weakened blow barely phases the creature numerous silver owls flit about the battlefield near his enemies.

[sblock=Combat Actions]
Standard Action: Valorous Smite vs SL62 (1d20+8=18, 2d10+5=22)
Damage should be (22)/2=11 damage.
(EDIT: Not radiant damage)
All Creatures within 3 are divine sanctioned.
Move Action:Null
Minor Action: Divine Challenge SL62

So this could hurt, huh?
[/sblock]
[sblock=Character Sheet]
Brenwar – Male Human Paladin 2
Initiative: +1, Speed: 5 Passive Perception: 14, Passive Insight: 19
AC: 21 Fort: 15, Reflex: 15, Will: 17
HP: 30/35, Bloodied: 17 , Surge Value: 8, Surges Left: 8/13
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: +8 Virtuous Strike (Vanguard's Hammer) 1d10+5 Damage

Powers At-Will Powers:Divine Challenge, Ardent Strike, Virtuous Strike, Enfeebling Strike Lay on Hands (1/3 Remaining)
Encounter Powers: Valorous Smite, Call of Challenge, Channel Divinity, Second Wind
Daily Powers: Majestic Halo, Magic Item Daily
[/sblock]
 
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ooc: Oh goody, I was worried I wouldn't be able to do this...

As Brenwar strikes, the two nearby lesser shades interpose themselves between his hammer and his target. His swing passes through both of them before reaching its intended destination. Both of the smaller ghosts are destroyed, but each death drains power from Brenwar's attack, leaving it depleted and feeble. The shadowy captain bows its head, apparently in respect to the sacrifice.

[sblock=ooc]The Ghostly Conscripts have an ability called Loyal Beyond Death. When a non-minion ally who is adjacent to them is damaged with a melee attack, the Conscript can sacrifice itself as an immediate interrupt to reduce the damage by 5. In this case, both Conscripts 27 and 96 will use this, dying in order to reduce the damage taken by the Legionnaire to 1.[/sblock]
 


As the ghost she had cursed fades thanks to Firete's searing starlight, Cheysuli steps through the 'Wilds leaving an identical stone visage in her place that quickly crumbles to the floor.
Around the corner; draped in shadow, Chey steps back into reality with her eyes focused on her target, "You have been avoiding your death quite a while, but no longer, it has you in it's sights now!"
She levels her Rod and the ground beneath the spectre erupts into ethereal blue flames. The ghost however simply blinks out of sight for a second, avoiding any damage.
Cheysuli stamps her foot in frustration, waving her rod around trying to get it working properly.
[sblock=Actions]Free - Misty Step to AG,-7
Minor - curse Legionnaire 94
Standard - :ranged: Witchfire vs GL94; 1d20+6 = 13 vs Reflex, Miss again!
Move - have a momentary tantrum
Rolls[/sblock]
[sblock=Ministats:Cheysuli Sage]
Tiefling Warlock (Fey) 2
Character Sheet,
Initiative: +2
Senses: Low-light
P-Perception: 14 P-Insight: 17
HP: 20/31 SurgeValue: 7 Surges: 4/8
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 +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]
 

Yishim sends a bolt of energy towards the shadowy captain, and nearly hits Miranna on accident. These sarcophagi will just keep spewing out undead. The only thing I can think of which might stop it is destroying the captains. If that doesn't work, we'll have some real problems!
[sblock=2Heads]Note I'm down to 15 (7 damage from Firete's starfall)[/sblock]
[sblock=Actions]Standard: Phantom Bolt at SL62, Crit Miss.[/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:15/22, Bloodied:11, Surge Value:5, Surges left:5/7
Initiative +6
Action Points: 0, Second Wind: not used
Powers: Thunderwave, Scorching Burst, Phantom Bolt, Icy Terrain, Sleep[/sblock]
 

[sblock=Virtue of Valour]As far as I can tell, Brenwar can benefit from the three extra hp even though those things weren't his original target. Didn't come in last time as the only person who "killed" anything was me![/sblock]

After quickly evading the ghosts attack, Firete draws her new sword and strikes at the ghost on her left, her attack somehow strong enough managing to hurt the ghost and cause some damage. Back to the dark fells where you came from, abomination! She shouts.

[sblock=Actions] Warsong Strike on SL 94. The sword gives me +1 and the CA adds another 2. And critical damage! I think that may be 14 with my +1 sword but I do not have the stats where I am right now. Though as this is melee, the guy will probably pass is on to the dude in front of me. ut even if he does, Chey gets +2 temp hp if she hits him before the end of my next turn.[/sblock]

[sblock=Stat Block]
Hp: 24/28
Surges: 7/9
Surge value: 6
Defences: AC 12, Fort 12, Ref 11, Will 11[/sblock]
 
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[sblock=ooc]

Re: Virtue of Valor

D'oh! I completely forgot. Ok, from round 1 you can give it to either Yishim or Miranna, your choice. For round 2, technically Brenwar didn't kill the conscripts. So it looks like the only valid target will be Miranna, depending on whether she manages to bloody/kill an enemy.

Also, the thp gain from Valor is 4, since your Con is 16.

Re: Crit damage

Nice! So, when you crit, you deal maximum damage. War Song Strike does 1d8+6 with your +1 sword, so you deal 14 damage. In addition, nearly every magical item does extra damage on a crit, normally to the tune of 1d6 per enhancement modifier. The Harmonic Songblade is no different, so in total you deal 14 + d6 damage to the legionnaire. Yes, the other conscript will be sacrificing itself to reduce the damage.

Also, the thp gain from War Song Strike is 3, and anyone (except Firete) can benefit. The fluid initiative makes it a little difficult to track, but basically anyone who hits the Legionnaire with an attack on their next turn gets 3 thp.[/sblock]
 

With the lesser shades having momentarily vanquished themselves, Miranna took a moment to assess the situation. Leaving one of the captains to Brenwar, she stepped around to deal with the other. Again lightning crackled down the blade of her sword as she swung, momentarily wreathing the specter in sparks. The flickering stroke of lightning cut through the dancing cloud of sparks, then a crackling bolt leapt from that specter to the one Brenwar was facing... If they had been corporeal beings, both would have been badly hurt.

OOC:
>Move: shift to AK -5
>Minor: Aegis SL 94
>Standard: attack SL 94 with Lightning Clash (encounter), +9 vs. AC= 27 (hit for 9 halved equals 4 damage), secondary attack vs. SL 62 (23 vs. REF hits for 11 halved equals 5 lightning damage); rolls Roll Lookup

OOC 2 (Defenses): AC 20/F15/R17/W17 ; There was some mention in a thread in the General Discussion forum regarding changes to the way the site works, noting that sigs and links were going to be Subscriber only- not sure if this has already been rolled out, but that may be causing your sig/link problems.
 
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Once more, a couple armed shadows step from the flames, ready to fight.

One of the captains floats forward and raises its sword to the ceiling. A palpable wave of darkness washes out from the spectral blade, knocking everyone nearby off their feet. The other captain drifts into a better position and swings its sword down on Miranna. She is able to roll away from the worst of it, but still suffers a cut on her shoulder.

The new arrivals rush to reinforce their comrades. While their attacks go wide, they are clearly ready to interpose themselves between the living and the dead.

[sblock=Status]Initiative:
Spectral Legionnaire 62 (11/21, Insubstantial, Divine Challenged)
Spectral Legionnaire 94 (9/21, Insubstantial, bloodied, Cursed, Aegised)
Ghostly Conscript 13
Ghostly Conscript 93
Firete (24/28)
Yishim (15/22+4, prone)
Cheysuli (15/31, bloodied, prone)
Brenwar (25/35, prone)
Miranna (22/35, prone)

Yishim will get the Valor from turn 1, Miranna for turn 2.

Conscripts 13 and 93 join the fight.

Legionnaire 62 shifts to AK-4 and uses Wave of Shadows, a close burst 1 vs Reflex. Everyone but Yishim (and Firete, obviously) is hit for 5 damage. Everyone targeted is knocked prone. Chey is bloodied.

Legionnaire 94 shifts to AK-6 and attacks Miranna, hitting (yay!) for a measly 5 damage (boo!).

Conscript 13 shifts to AK,-7 and attacks Firete. Conscript 93 charges Brenwar. I'm really glad these guys can have an impact on the battlefield that isn't reliant on their accuracy. Both miss, by the way.[/sblock]

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

Spectral Legionnaire
AC 16 | Fort 11 | Reflex 15 | Will 12
Insubstantial. Resist: 5 necrotic. Immune: Poison, Disease. Vuln: 5 radiant.
MBA: +6 vs AC, 2d6+2 damage.

Ghostly Conscript
Minion
AC 14 | Fort 10 | Reflex 14 | Will 11
MBA: +7 vs AC, 4 damage.[/sblock]
 

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