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

[sblock=OOC]Does Brenwar need another heal? I have only one left and that's all the healing we have, I think. I would prefer to save it for another round, just in case. If that's a yes, feel free to buff him two heads as I can't stay.[/sblock]

Smiling as she watches Brenwar finish the warchief, she manages to keep her sword in her bloodied hands and steps towards him, her sword hitting true. She reaches into the last of her strength to manage to stay on her feet.

[sblock=Actions]Standard: Cutting Words on Grunt 49 (Originally with flank from the War Chief, but it was a 19 and I'm not throwing that away...1d20+10=29 1d8+5=12
Move: to P10
Action point: Second Wind[/sblock]
 

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[sblock=ooc]
The warchief isn't dead.
You can save the healing this round, but you may be picking me up off the ground with it next round.
[/sblock]
 

[sblock=OOC updated]I'm moving cross-country right now, so can someone roll for me? I'm back now.

Does Firete get to retcon at the warchief, as he's not actually dead? I'll do my action after I get a response. I think Chey also needs to go.[/sblock]
 
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[sblock=retargeting]I try to run things like they would go at an actual table. So the attack can be redirected, since at the table you would have all been very aware that the warchief hadn't died on Brenwar's turn.[/sblock]
 

With the death of the warchief Cheysuli once more fades from view and emerges from the flagstones on the other side of the ongoing melee, with the bombardier beetle in her sights she crosses the chamber and denounces the giant insect for it's unnatural choice of habitat. She then attempts to assault its mind, but finds it difficult to find purchase in it's alien thoughts.

[sblock=Actions]Free - Misty Step to N8
Move - >K10 gaining concealment from shadow walk
Minor - Curse Beetle
Standard - :ranged: Eyebite vs Beetle; 1d20+6+1(PS)= 10 vs Will; miss
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, Eladrin

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

Combat Notes
Concealment, 4thp


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 moves closer to the battle, and targets the beetle to ensure it cannot slip away. A sheen of ice covers the area behind the creature, which falls onto its side on the slipper surface.
[sblock]Move: Q10
Standard: Icy Terrain on G10 Hits for 7, bettle is prone and area burst 1 is difficult terrain.[/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]
 

The two remaining hobgoblins give each other a look as their leader dies. It is not an expression of fear or doubt, but determination. They press the attack, laying into Brenwar and Firete with their heavy flails.

The beetle scuttles up to its feet and attempts to spray Chey with acid. However, as it does so, it slips on the ice, and the attack goes wide.

[sblock=Status]Initiative:
Grunt 16 (35/47)
Grunt 49 (28/47, Divine Sanctioned)
Bombardier Beetle (31/38)
Yishim (21/22)
Cheysuli (28/31+4, Concealed)
Miranna (35/35)
Firete (11/28, bloodied, +2 all defenses)
Brenwar (7/35, bloodied)

Grunt 16 charges Firete, hitting AC 18 for 6 damage, bloodying her again.

Grunt 49 attacks Brenwar, hitting 24 for 7-1=6 damage.

The beetle stands and attacks Chey, missing badly.[/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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Brenwar concentrates with a prayer to Palladys on his lips to hit his second wind. Then with a much louder prayer two ethereal owls flit about the nearest hobgoblins.
[sblock=Combat Actions]
Standard Action: Second Wind (So 3 resist all till the start of next turn and +2 all defenses)
Move Action: null
Minor Action: Call to Challenge, All enemies within 3 are marked with a divine sanction
[/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: 15/35, Bloodied: 17 , Surge Value: 8, Surges Left: 2/13
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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