• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

To Catch a Crimelord, or Down the Rabbit Hole (garyh judging)

Lith continued to munch on the rotting corpse while Lily sized up the situation. She frowned as she realized Raiyek was too far away from her current hidey hole. Calling to her shadowy companion she streaked across the lane as he approached from the other side. Skidding to a halt she raised the skull and called out to the healing spirits summoning the ghostly creature she had called on so many times before, it surged toward the Raiyek, merging with is form and imbuing him with renewed vigor. Meanwhile Lith plowed into the group radiating menace and bloodlust that seemed almost contagious.

Kruk steps in front of the rogue and swipes at the wight.

Carolina slides to the side of Kruk, sticking her dagger deep into the zombie leader's insides. The wight collapses as the dagger cuts his stomach open and the entrails fall to its feet.

"Only the throwers left! Don't get too close, you can't concentrate in their stench." The paladin drops his sword and whips out a javelin, hurling it at the zombie that Lily has been harrassing through Lith. It causes a minor wound.

Georg feeling his strength return, stands up. Sorry about that he mumbles before waving his staff in the air. Fire leaps from it towards a the far corpse Lith was munching on, burning the creature's dead flesh.

The corpses continue to focus their attacks on the "holy one", carrying out the last orders of their leader.

[sblock=Unlocked Monster Stats]
Corpses - Ref is lower than 15, AC is 17
[/sblock]

[sblock=OOC]
*Grim will total defense this combat. He won't be receiving xp for it either so it won't dilute your reward.

*There's an aura around the corpses - Aura 1 - if you're in it -5 to melee attacks.

both CC's attack Raiyek - vs ref; dmg (necrotic) (1d20 7=22, 2d6 3=8, 1d20 7=24, 2d6 3=12) hit once for 7 and once for 11 (good thing you have that resist 1 armor ;))

Status:
CC45 - bloodied

Init:
Carolina - 26
Raiyek - 26 - 1/39 - 6/11 HS - bloodied, weakened (save ends)
Grim - 22
Georg - 19 - 27/30
Baddies - 8
Lily - 9 <- you're up
Kruk - 5 - 38/48

Init (raiyek, carolina, grim, lily, kruk, georg, baddies (1d20 3=23, 1d20 6=26, 1d20 4=22, 1d20 1=9, 1d20 1=5, 1d20 1=19, 1d20 1=8)[/sblock]
 
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Georg moves forward next to the spirit Lith, confident now that they will win. Raiyek is right, let loose from afar. He tosses a fiery burst behind the remaining corpse.

[sblock=OOC] Lith did not move, that means I get +1 to hit and maybe damage.

Move: Walk to Y15 (or next to Lith if possible)
Standard: Scorching Burst 1d20+6+1=20 (vs CC34 Ref) for 1d6+5=9 Fire damage (+3 damage if it was bloodied already)

Init: +1 Speed: 5 Perception:13 Insight: 18
AC: 16 NAD:13/14/14
HP: 27/30 Surges: 7/9 Surge Value: 7 AP: 0
Languages: Common (Allarian), Dwarven
Str:10 Dex:10 Wis:14 Con:16 Int:18 Cha:10

Powers:
Cantrips
Scorching Burst
Thunderwave
Burning Hands (used)
Second Wind (used)
Staff of Defense (used)
Guardian Blades (used)
Horrid Whispers (used)

Full Character Sheet
[/sblock]
 
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Lily slipped forward to the corner of the dwelling at the intersection. Chanting a sibilant spell the eyes of the skull she carried flashed and two screaming spirits poured out of it. The wraith-like entities tore and clawed at the zombie she had targeted, rending rotting flesh with ethereal claws.

[sblock=ooc]

move: Lily moves to Y16

standard: Twin Panthers: vs Ref [Two attacks against Corruption Corpse 45] (1d20+5+3+1=26, 1d20+5+3+1=17)
hits for: Damage (1d8+5=10, 1d8+5=12). Until the end of Lily's next turn, she and her allies have combat advantage when making melee attacks against any enemy adjacent to her spirit companion.

I'm not healing Raiyek this round because he's so low that it would be more efficient to heal him after he takes another hit and I don't want to waste any of his gain from his surges since they're getting so low and there's not risk of failed death saving throw, I'm guessing we're not likely to extended rest before the next fight.
[/sblock]
[sblock=ministats]Lily- Female Human Shaman 1
Initiative: +1, Passive Perception: 19, Passive Insight: 19, Senses: Normal
AC:15, Fort:15, Reflex:15, Will:17 -- Speed:6
HP:26/26, Bloodied:13, Surge Value:6, Surges left:6/9
Action Points: 0
Powers -
Call Spirit Companion
Spirit's Fangs
Haunting Spirits
Stalker's Strike
Watcher's Strike

Healing Spirit
Healing Spirit
Speak with Spirits
Twin Panthers
Second Wind

Spirit of the Healing Flood
Hungry Spirits Totem


Conditions:

Full character sheet[/sblock]
[sblock=Lily's Spirit Primer (Please Read!)]
Spirit companions are complex critters, so this is to remind everyone, myself included, of the important points. The first three items are probably the most relevant to the other players.
  • Any of Lily's allies who start their turn adjacent to her spirit companion can shift 1 square as a free action, as the first action during their turn.
  • Any of Lily's allies adjacent to her spirit companion gain a +3 bonus to their damage rolls against bloodied enemies.
  • Lily's spirit companion occupies 1 square, Lily's allies may move through its space, but her enemies may not.
  • Lily's spirit companion may be targeted by melee and ranged attacks. If a single attack deals 10 or more damage to Lily's spirit companion it disappears and Lily takes 5 damage. Otherwise her spirit companion is unaffected by the attack.
  • Lily's spirit companion uses Lily's defenses.
  • Any enemy that leaves a square adjacent to Lily's spirit companion without shifting is subject its Spirit Fang attack. (This is an opportunity action and so may used once per turn, rather than once per round. Since there is no reason not to take this attack DM please feel free to roll them as necessary.)
  • Lily's spirit companion is unaffected by terrain and environmental phenomena.
[/sblock]
 
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When the twin panthers strike, the corpse falls to their assault.

[sblock=ooc]
This kills CC45, only 1 left. john, I'll let you re-direct your attack obviously.[/sblock]
 

Kruk sniffs "What Raiyek...awww the smell can't be that bad" Kruk charges the remaining foe with axe held high...and misses...due to the stench.

[sblock=actions]
charge: 1d20+9+1-5 (stench) = 15 charge to square just south of the remaining foe

mark the foe
[/sblock]
 

Carolina steps through the shadowy blob to stand next to the paladin. She flips the dagger over in her hand and catches is by the blade, once again lining up a ranged shot against the last remaining undead.

[sblock=Actions]Move: move to Y15 (I think it's unoccupied)
Standard: Sly Flourish vs. CC34; 1d20+11 hits AC 21 for 10 damage (Roll Lookup)
Minor: none

I know it's not quite Carolina's turn yet, but there you have it for when it is.
Okay, so it is her turn after all...[/sblock]
 

Lily slipped forward to the corner of the dwelling at the intersection. Chanting a sibilant spell the eyes of the skull she carried flashed and two screaming spirits poured out of it. The wraith-like entities tore and clawed at the zombie she had targeted, rending rotting flesh with ethereal claws. The foe collapses under the assault.

Kruk sniffs "What Raiyek...awww the smell can't be that bad" Kruk charges the remaining foe with axe held high...and misses...due to the stench.

Carolina steps through the shadowy blob to stand next to the paladin. She flips the dagger over in her hand and catches is by the blade, once again lining up a ranged shot against the last remaining undead. The blade strikes the foe before returning to her hand.

Georg moves forward next to the spirit Lith, confident now that they will win. Raiyek is right, let loose from afar. He tosses a fiery burst behind the remaining corpse.

The corpse attempts one last swipe at Kruk, but the dwarf easily blocks the attack. Through a combination of steel, spell, and spirits, the remaining foe perishes.

As the last foe falls you have a moment to rest as all is quiet. Grim still stands protectively over the survivor.

[sblock=OOC]
*He only had a few hp left so hand-waved. How many HS's has Kruk & Carolina used? I lost track.

**Feel Free to take a couple short rests if you want.


Final Status:
Carolina - 26
Raiyek - 26 - 1/39 - 6/11 HS
Georg - 19 - 27/30 - 7/9 HS
Lily - 9 - 6/9 HS
Kruk - 5 - 38/48

Init (raiyek, carolina, grim, lily, kruk, georg, baddies (1d20 3=23, 1d20 6=26, 1d20 4=22, 1d20 1=9, 1d20 1=5, 1d20 1=19, 1d20 1=8)[/sblock]
 

As the last foe drops, Raiyek stumbles to the nearest wall, collapses against it, and slides to the ground amid clanking from his armor. He leans his head back against the wall and closes his eyes, concentrating on his breathing.

After a few moments his strength starts to return and he opens his eyes again. "Undead," he mutters contemptuously under his breath.

When he finds the strength to stand again he collects his sword and javelins. "Is everyone else ok? How is our survivor?"
[sblock=OOC]So yeah ... that was close :)

What's the plan for healing? Do we have a trick or two to use to get Raiyek to full without burning 4 surges? Even bringing it down to 3 surges would be good - that would leave 3 for the next encounter, which should be enough.[/sblock]
 

Kruk spits repeatedly to get the foul taste of zombie stentch out of his mouth. He then takes a short rest. Two anyone in hearing distance Kruk thinks allowed "As soon as we are ready we must move on! This cult must be stopped. Can someone talk to the woman again? Maybe she might have something usefull that she forgot to tell us."

[sblock=actions]
Kruk spends one surge bringing his hp up to full strength and surges down to 8.

OCC: Can Raiyek use one of Kruk's surges?
[/sblock]

[sblock=stats]
Kruk- Male Dwarf Fighter Level 3

*Adverse Condition: None
*Initiative: +1
*Passive Insight 13
*Passive Perception 13
*Senses low light vision
*HP 48
*Bloodied 24 Surge Value 12; Surges Per-Day 12 8
*Fortitude 18 Reflex 14 Will 14 Speed 5
*Save +5 vs. poison
+armor bonuses: resist 5 fire & resist 5 necrotic
*action Points:
*Second Wind:
basic attack:+1 Thundering Battleaxe: To Hit: +9: Damage 1d10+5: additional 1d6 for a crit
Powers
*At will:
Brash Strike
Tide of Iron
*Encounter:
Passing Attack
Parry and Riptose
Boot Power
*Daily
Comeback Strike
Unstopable USED
Thundering Weapon power USED
Cloak Power
Boot Power
[/sblock]
 
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Into the Woods

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