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Wizards In Winter - Low-Level Thread (DM: Son of Meepo, Judge: TwoHeadsBarking)

Nalkyr attempted to capitalize on the yeti's vulnerable condition. His first strike landed cleanly, but the second blow missed at the wounded yeti writhed frantically on the cavern floor. With a triumphant shout, the young eladrin took a few steps back, then raced forward to leap across one of the icy patches, moving to aid Ilex.

[sblock= OOC]
>Start of turn: Athletics check DC 13; 1d20+10= 29; roll Roll Lookup

>Standard: Twin strike yeti (with CA); 1d20+10 (twice)= 29, 13 (hit, for 4 damage +6 Hunter's quarry = 10 total; miss); rolls Roll Lookup

>Move: 2 squares north, then back south to leap across L9 and land in L 10 (Athletics +10= autosuccess to clear 1 square with running long jump)

[/sblock]
 

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Blind, Caim must rely on her memory of her surroundings and her other senses (including a dim psionic connection with her environs) to perceive the battle. She grits her teeth, furious- she would struggle to keep this beast in check at full strength, but blinded, she stood no chance. She takes a defensive approach, sloughing off some of her fatigue with psychic control of her body's own involuntary systems, and then she hears the Yeti become still. Her allies had killed it. Filled with new hope, Caim hears Nalkyr move to Ilex's aid and she carefully follows to do the same. She jumps over the patch of ice she recalls and then reaches out with her mind, trying to snare whatever consciousness the ice swarm possessed. She grabs a mental hold and twists its primitive awareness towards her, and simultaneously enlarges herself in its perceptions, to appear as a greater threat.

[sblock=Actions]*Athletics vs Wind SUCCESS
Standard: Second Wind
Move: ->N12
Minor: Battlemind's Demand - IS(1)

Immediate Interrupt: Guardian's Counter+Eldritch Strike, if triggered
[/sblock]
[sblock=Statblock]Caim - Female Half-Elf Fighter|Battlemind 1
Status:
Steel Unity Stance - OAs against marked enemies who move without shifting on their turn are +7 vs AC, 2d6+4 damage
Initiative: +1, Passive perception: 10, Passive Insight: 17
AC:19 Fort:15 Ref:13 Will:15 PP: 1
HP: 28/33 Bloodied: 16 Surge value: 8 Surges/day: 4/13
Speed: 5 squares, AP: 0, Second Wind: used, Temporary HP: 0
Melee Basic Attack: +5 vs AC, 1d6+2 (Only use after Eldritch Strike and all PP are expended)
Powers: Brash Strike, Twisted Eye, Battlemind's Demand, Blurred Step, Guardian's Counter, Eldritch Strike, Steel Unity Strike
[/sblock]

[sblock=Out-of-Turn Action Conditions]Caim will always use Blurred Step if doing so does not distance her from an enemy which she considers significantly higher priority than the enemy triggering Blurred Step. Caim will use Guardian's Counter at the first opportunity.

If Caim's Combat Challenge is triggered by a melee attack from a credible threat, she will use Eldritch Strike as her Melee Basic Attack, and on a hit she will slide the attacker away from the target to invalidate the triggering attack.

If Caim can make a Melee Basic Attack outside of her turn against a credible threat (if her Combat Challenge is triggered by a shift, for example) and she has Power Points remaining, she will spend 1 to augment Twisted Eye to use in place of her MBA. If she has no Power Points remaining, she will use Eldritch Strike. Note that Blurred Step and Combat Challenge may both activate at the same trigger.

Enemies are not credible threats if I am aware that their ability to move and act freely is far less harmful to the party than is that of other monsters on the board. Caim would not use Eldritch Strike on a Minion when she also has a Skirmisher marked, for example.[/sblock]
 
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Marrgash blinks, the dust finally clearing from his eyes. The wind catches him as he is buffeted against the wall of the cavern before he gets his bearings again.

Seeing the icicle swarm ahead of him, Marrgash battled his way through the wind to try and help. With a gutteral cry, Marrgash pushes the icicles away from Ilex, before engulfing the icicles in his acid breath.

[sblock=Actions]
Free Action: Grant 3thp to Nalkyr
Start of turn: Get blown into the wall
Move Action: Move south and try and jump over one square of ice. Fail, but don't fall on the ice. Move to Q11
Standard Action: Shout of Triumph: P12 to I14, hitting Icicle Swarm and Ilex
Minor Action: Dragon Breath on the Icicle Swarm: Miss
[/sblock]
[sblock=Statblock]Marrgash Samanga - Male Dragonborn Bard 1
Status:
Initiative: +0, Passive perception: 16, Passive Insight: 12
AC:17 Fort:12 Ref:13 Will:16
HP: 17/27 Bloodied: 13 Surge value: 8 Surges/day: 6/9
Speed: 5 squares, AP: 1, Second Wind: unused, Temporary HP: 0
Melee Basic Attack: +

Powers: Vicious Mockery, Staggering Note
Majestic Word (x2), Words of Friendship, Dragon Breath, Shout of Triumph, Argent Flame
Stirring Shout[/sblock]
 
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Icicle Swarm

The swarm turns on Marrgash. The pelting ice fells the dragonborn.

[sblock=Actions]Move: R12 (Elevation 1)
Standard: Icicle Stab
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 3d6 + 4 cold damage. On a critical hit, the target is immobilized (save ends).
Effect: Before or after the attack, the swarm can shift up to 2 squares.

Damage; Attack (Marrgash) (3d6+4=15, 1d20+11=25) (HIT)
Shift to S14 (Elevation 3)[/sblock]

Dust Devil

Having dispatched several of the dust devils, the winds begin to settle.

GM: The DC to resist being pushed by the winds is now 9.


A sudden gust brings another whirlwind into the room. More wind brings more dust.

[sblock=Actions]Appears in M10.
Standard: Stinging Sands
Attack: Close burst 2 (creatures in the burst); +4 vs. Fortitude
Hit: 10 damage, and the target is blinded until the end of the sprite’s next turn.

Attack (Lenyara, Chupacabra, Nalkyr, Merri, Caim) (1d20+4=23, 1d20+4=6, 1d20+4=20, 1d20+4=24, 1d20+4=13) (HIT, MISS, HIT, HIT, MISS)[/sblock]

MAP
 

Lenyara stepped back away from the fighting, taking a moment to catch her breath. Away from the worst of the wind and cold, she was finally able to shake off the tremors from her injury.


[sblock= OOC]
>Start of turn: Athletics check, DC 13; 1d20+7= 20 (pass); roll Roll Lookup

>Move: shift to N7
>Standard: Second wind, spend surge for 9 HP, +2 defenses for turn
>End of turn: free shift to N 6; saving throw vs. slowed/weakened, 1d20= 20 (success); roll Roll Lookup
[/sblock]
 

Almost used to reacting without vision, Merri is not surprised another swarm of ice shards bursts into the cavern. She focuses on the deadly swarm of ice and crystals that is injuring her friends. Merri follows the sounds of tinkling glass and ice shard swarm and waits until it pauses in mid-air. With all her might, and no vision, she throws her vial of alchemist's fire at the sounds. She hears the explosion of the vial hitting something but doesn't know the outcome.

[sblock=actions]
Start of Turn: Enduring Soul: Regeneration 4

Start of Turn: Endurance: 1d20+6 → [19,6] = (25) Roll Lookup Passed.

Standard: Alchemist Fire (consumable, fire) area burst 1 within 10 vs icicle swarm: 1d20+4-5 → [17,4,-5] = (16) Roll Lookup 16 vs. reflex, miss. So instead it takes half damage: 1d6 → [1] = (1) Roll Lookup Not sure what to do with that. The miss still causes a fire, burst attack and that deals half damage, so the swarm should take damage from the fire and burst effect, but I don't know if that means it just takes a straight 20 damage. I put nothing on the spread sheet and will leave it up to [MENTION=78756]Son of Meepo[/MENTION]

[/sblock]

[sblock=Merri's Stats]Merri - Human Hybrid: Ardent / Vampire 1

Passive Perception 16, Passive Insight 11

AC 15, Fort 13, Reflex 14, Will 16

HP 6/24 Bloodied 12, Surge Value 6, Surges 3/2
Vulnerability: 5 radiant

Conditions: bloodied

Speed 6, Initiative +3

Action Points: 1

Power Points: 0

At-Will Powers: Energizing Strike, Ire Strike, Taste of Life
Encounter Powers: Second Wind, Surefooted Stride, Ardent Surge
Daily Powers: Lingering Fury

Notes:
*Allies within 5 squares get +1 to OA damage rolls and +2 to Diplomacy and Intimidate checks.
*Target of Ardent Surge gains +1 to attack rolls TENT
*Merri has regeneration 4 while bloodied.
[/sblock]
 

GM: You used an area burst, so not being able to see it doesn't matter. Merri does not take the -5 to hit. A 21 Reflex hits, so you deal 11 damage after vulnerability.

But for future reference, half damage is always the last step in calculating damage. So a miss would have dealt (1+10[vuln])/2 = 5 damage.
 

The pixie is a bit annoyed with the tiny tornadoes and swarms of snowflakes. Since his dust it worked so well the first time, maybe repeating it will do the trick again.

Wonderful! a pinch of dust on the last dust devil sends it in the blink of an eye to the ceiling, where it disperses. Then the tiny fey flies towards the remaining cloud of icicles and blows a large amount towards it. Many of the sharp ice flakes disperse in every direction, but the bulk of it still remains.

[sblock=actions]
Start of turn: since the DC to not being pushed is now 9, and my bonus is +8, I can't fail IIRC.
Standard action: Fallen needle on last minion, hits.
Move: to P13
Action point: Steel avalanche, covering area between Q12 and S14. Fails to hit IS (even rolling a 20?), but deals half damage on a miss, so the swarm takes a total of 15 damage and suffers a -2 penalty to attack rolls TENT. Power allows me to shift 4 to any square adjacent to burst, in this case T13
Free: Flurry of blows on icicle swarm, dealing 2 damage and can't shift TSNT.
Minor: Fallen needle movement technique to shift to current position[/sblock]


[sblock=Statblock]El Chupacabra (or the Horrible Creature in the bird cage) - Pixie monk 1
Status:
Initiative: +5, Passive perception: 15, Passive Insight: 10
AC:20 Fort:14 Ref:16 Will:12
HP: 8/28 THP: 0 Bloodied: 14 Surge value: 7 Surges/day: 6/10
Speed: 4 walking, 6 flying (max altitude 1), AP: 0
Melee Basic Attack: +3 vs AC, 1d6+1 (club) or 1d8 (unarmed)

Powers:
Fallen Needle, Five Storms
Swift River Floods, Pixie dust, Shadow Wrought weapon, Shrink
Steel Avalanche[/sblock]
 
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GM: You used an area burst, so not being able to see it doesn't matter. Merri does not take the -5 to hit. A 21 Reflex hits, so you deal 11 damage after vulnerability.

But for future reference, half damage is always the last step in calculating damage. So a miss would have dealt (1+10[vuln])/2 = 5 damage.

OOC: Awesome, even better, thanks SoM. I was kind of hoping vulnerabilities stacked, since it has vulnerabilities to both fire and burst attacks
 

Action point: Steel avalanche, covering area between Q12 and S14. Fails to hit IS (even rolling a 20?), but deals half damage on a miss, so the swarm takes a total of 15 damage and suffers a -2 penalty to attack rolls TENT.
OOC: Steel Avalanche is a close attack, so it triggers swarm vulnerability and deals 25 damage instead of 15, which I believe kills it. You're my new best friend.
 

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