Gruff runs forward as fast as his short dwarven legs can carry him, dodging through the hole that his teammates have cleared in the enemy formation. He moves into the middle of the room and stands blade in hand, daring the birdmen to attack.
OOC
Gruff double-moves to J5
__________________
L4E
Grim
http://bit.ly/RxUFC
Init: +3
Perception: 12 Insight: 12
HP: 30 Bloodied: 15 Surge Value: 7 Surges: 7
AC: 16 NAD: 15/14/12 Speed:6
AP:1 Second Wind:not used
MBA: +1 Lifedrinking Bastard Sword +8 vs AC 1d10+5
Hunter's Quarry
Twin Strike
Hit and Run Predatory Eye
Off-hand Strike Jaws of the Wolf Hunter's Privilege
Shane
http://bit.ly/2MPJoN
Init: 2 Speed: 5
Perception: 14 Insight: 19
AC: 16 NAD: 12/13/17
HP: 24 Bloodied: 12
Surge Value:6 Surges: 8
Second Wind: Not used
MBA: Dagger +3 vs AC; 1d4+0
RBA: Dagger +5 vs AC; 1d4+2
Astral Seal
Sacred Flame
Gaze of Defiance Bane
Healer's Mercy
Healing Word x2
Beacon of Hope
Seeing a few of their comrades falling under the edges of the intruders, the Kenku starts to fall back and shoot there spears at Gog, Akavras and Radtash. All the spear miss, but it is only then they understand they all became more vulnerable.
The wing mage starts to fly and create an hurricane blast around Radtash. He is pull near Gruff but Sweetness avoid it.
The two inciters go each on there target, swinging there spiked chain. Gogmorthak is hit by his opponent and feel that his opponent is a serious treat not to be ignored. Akavras barely evade the blow.
Unheard and unseen, a gelatinous cube sneak behind Radtash and Gruff. Before they can react, they are both engulf by the cube.
Status
Akavras 41/41, 1AP
Gogmorthak 48/57, 1AP, Marked by M2
Gruff 49(39)/49, 1 AP, Grabbed, Dazed, Ongoing 10 Acid
Nervala 38/38, 1 AP
Radtash 28(18)/39, 1 AP, Grabbed, Dazed, Ongoing 10 Acid
Sweetness 40/40, 1 AP
Kenku Tribal
Perception +3; low-light vision
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 16, Will 15
Spear (standard; at-will) ✦ Weapon
+8 vs. AC; 5 damage.
Kenku Inciter (Black Bird)
Perception +3; low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 16, Reflex 16, Will 15
Spiked Chain (standard; at-will) ✦ Weapon
Reach 2; +11 vs. AC; 2d4 + 5 damage, and the target is
marked until the end of the kenku inciter’s next turn.
Kenku Wing Mage (Cloaked Owl)
Perception +3; low-light vision
HP 50; Bloodied 25
AC 17; Fortitude 15, Reflex 17, Will 18
Dagger (standard; at-will) ✦ Weapon
+9 vs. AC; 1d4 + 3 damage.
Gelatinous Cube
HP 152; Bloodied 76
AC 18; Fortitude 18, Reflex 16, Will 15
Immune gaze; Resist 10 acid
Saving Throws +2
Action Points 1
Slam (standard; at-will)
+10 vs. Fortitude; 2d6 + 2 damage, and the target is
immobilized (save ends).
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Gruff could escape the cube easily with his Dual Lightening Strike if he wishes, but Radtash will probably have a tough time getting out.
Velmont, will forced movement on the Gelatinus Cube end the grabbed condition on Gruff and Radtash, or will it continue to engulf us even if it is moved?
Can I (or should I?) suggest tactics for other players? If so, a fun move would be:
Suggestion for Gruff
Mark the cube, then use Dual Lightening Strike to teleport to M3 or any other square adjacent to the pit and an enemy. Then, when the cube attacks someone else on its turn, Gruff could immediately teleport it into the pit. Of course, Gruff would also be vulnerable to being pushed/slide into the pit, so it could backfire. Just an idea.
__________________
Radtash (LEB)
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0
Velmont, I'm assuming that last set of stats is for the gelatinous cube. The Cube looks tough, but I don't want to use a daily that relies on ongoing damage to hit a creature with a bonus to its saves...
Although the cube that has engulfed her allies is clearly the most serous threat, Narvala tries to ensure they don't get picked off from behind while concentrating on it. So she moves up and calls the Flame's power down on the two Kenku closest to her, destroying one and slowing the other.
Sweetness rushed forward, still yelping fiercely. She stepped around Gogmorthak, and closed with the Inciter, inside the arc of its lashing chain. Her dagger lashed out once, a swift stab, and she hooked the chain and spun the kenku around so it was between her and the barbarian. Then she stabbed again, attempting to take advantage of the moment but the other kenku managed to distract her and her dagger trimmed only a few inconsequential feathers...
OOC:Here is to hoping they have reach, but not Threatening reach... Move action to close with the Inciter (G2-J2,K1,L2), attack with Bait and Switch, +12 vs. WILL= 20 (hit); damage 2d4+6= 11 ; rolls Roll Lookup ; Switch places (so kenku is at L2, Sweetness is at M2, now flanking with Gogmorthak and gaining CA- chooses not to shift 2 as power allows). Then spend her AP, and attack Inciter with Disheartening strike (+14 vs. AC with CA= 18 (miss), 1d4+6 damage +2d8 Sneak Attack=; rolls Roll Lookup ). So the AP is wasted, but Gogmorthak has flanking and CA
Gogmorthak takes advantage of the positioning that Sweetness has allowed him to barrel over the inciter bird man with a huge crushing blow. The blow bloodies the kenku but leaves the orc vulnerable. His follow up swing misses.
ooc
attacking the next in line is also right along his tactics.
Radtash desperately wiggles around inside the cube, but he is too weak to break free. Is this going to be my end? Digested inside this disgusting blob?
OOC
Acrobatics roll to escape from the Gelatinous Cube: 1d10+1=14 Fail.
On another note, Radtash is wearing a Cloak of Distortion +1, which gives him +5 defense against ranged attacks from more than 5 squares away. Unfortunately, even with the bonus the Hurricane Blast still hit.
__________________
Radtash (LEB)
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0
Narvala's blades pick Arkavas' next target for him.
"Sorry, old boy, but you're standing in my way. Step... aside..."
Actions
Move: J8
Standard: Scouring Attack
Target: Kenku Inciter
Attack: 1d20+11=16. Dang! Burned an encounter power!
Memory of a Thousand Lifetimes: 1d6=6 Hit!
Damage: 2d112+6=24
Effect: Kenku Inciter has -2 to AC until EONT, and I'm going to need it!
Arkavas brings his blade down upon the Inciter, cleaving a nasty gash in his birdlike flesh that burns with every move, and leaves him exposed to a followup attack.
OOC
Narvala, I think I've got this guy. See if you can help the guys in the cube. I've looked through my reportoir and I can't think of anything I can do for them right now. Next turn I'll give them some extra HP so they can survive longer.
Note: Impact had pointed me that I couldn't aid another with ranged attack. So, only the one in melee with Gog would have been able to do so. The other other would have attacked. In the end, everyone would have been hit (or miss) anyway, but Radtash andAkavras would have ended with more damages.
My mistake so I'll keep the things at it is but won't reproduce that mistake. Thanks Impact to have pointed me that.
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Gruff strikes ans tears at the cube from within; lightning sparkles over his blade and lights up the interior of the cube like a fireworks display. As the electrical discharge fades, Gruff disappears. He reappears a moment later, behind one of the birdmen, and his blade sinks deep.
Gruff seems to settle into a deadly rhythym as he races towards the pit and spins, a tendril of lightning reaching back towards the cube and wrenching it towards him.
mechanics
Gruff takes 10 ongoing damage and is at 39/49 hp.
Standard: Dual Lightning Strike: Cube, teleport to L6, secondary attack against the Inciter in K7 Dual Lightning Strike (1d20+9=20, 1d6+5=11, 1d20+9=26, 1d6+5=11)
The Cube is marked until EoNT. It takes a -3 to attack anyone but Gruff. The Inciter is marked until EoNT.
Since Gruff escaped the cube, he is no longer Dazed.
Gruff strikes ans tears at the cube from within; lightning sparkles over his blade and lights up the interior of the cube like a fireworks display. As the electrical discharge fades, Gruff disappears. He reappears a moment later, behind one of the birdmen, and swiftly decapitates it.
Gruff seems to settle into a deadly rhythym as he races towards the pit and spins, a crack of thunder resounding through the room and hammering into the mage.
mechanics
Gruff takes 10 ongoing damage and is at 39/49 hp.
Standard: Dual Lightning Strike: Cube, teleport to M7, secondary attack against the Tribal in M8 Dual Lightning Strike (1d20+9=20, 1d6+5=11, 1d20+9=26, 1d6+5=11)
The Cube is marked. It takes a -3 to attack anyone but Gruff. The Tribal takes damage and dies.
ooc
The tribal was already dead, killed by Narvala's Grasping Shards attack, despite a typo in my original post saying she attacked the one at L8 (whcih didn't exist).
The tribal was already dead, killed by Narvala's Grasping Shards attack, despite a typo in my original post saying she attacked the one at L8 (whcih didn't exist).
Hmm. Guess that's what I get for going solely off of position notation. :P
Let me look at the map again and revise my post real quick.
__________________
L4E
Grim
http://bit.ly/RxUFC
Init: +3
Perception: 12 Insight: 12
HP: 30 Bloodied: 15 Surge Value: 7 Surges: 7
AC: 16 NAD: 15/14/12 Speed:6
AP:1 Second Wind:not used
MBA: +1 Lifedrinking Bastard Sword +8 vs AC 1d10+5
Hunter's Quarry
Twin Strike
Hit and Run Predatory Eye
Off-hand Strike Jaws of the Wolf Hunter's Privilege
Shane
http://bit.ly/2MPJoN
Init: 2 Speed: 5
Perception: 14 Insight: 19
AC: 16 NAD: 12/13/17
HP: 24 Bloodied: 12
Surge Value:6 Surges: 8
Second Wind: Not used
MBA: Dagger +3 vs AC; 1d4+0
RBA: Dagger +5 vs AC; 1d4+2
Astral Seal
Sacred Flame
Gaze of Defiance Bane
Healer's Mercy
Healing Word x2
Beacon of Hope
Also, you start your round Dazed, so you have 1 action (standard, move OR minor). If you escape the grab, you don't get back those action. That's how I have always seen it played and I have looked on the net and nothing confirm or infirm my theory. I've been victim more than once of those creature as a player...
So, unless I see official ruling contradict that (you are welcome to find some), I'll tell that when you start your round dazed, you have one action left for your round. The only way to gain another one, it is to use an action die.
Tinwe: So tell me what you want to do this round, as you have done too many actions (and as drothgery have told, you have attacked a death bird)
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Also, you start your round Dazed, so you have 1 action (standard, move OR minor). If you escape the grab, you don't get back those action. That's how I have always seen it played and I have looked on the net and nothing confirm or infirm my theory. I've been victim more than once of those creature as a player...
Seems pretty simple to me. The power used is "Engulf", which says
Quote:
Engulf (Standard, at-will) AcidThe gelatinous cube attacks one or two Medium or smaller targets; +8 vs Reflex; (automatically hits an immobilized creature) On a hit, the target is grabbed and pulled into the cube’s space; the target is dazed and takes ongoing 10 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the cube. The cube can move normally while creatures are engulfed within it.
My argument is this: Dazed, as defined in the rules, does not remove any of your actions. When Dazed, you are limited to 1 action. When Gruff teleported, he escaped the grab and therefore is no longer dazed. Since he is no longer Dazed, he is no longer limited to 1 action.
I'll defer to the judge, though, unless I can find a specific ruling from WotC.
__________________
L4E
Grim
http://bit.ly/RxUFC
Init: +3
Perception: 12 Insight: 12
HP: 30 Bloodied: 15 Surge Value: 7 Surges: 7
AC: 16 NAD: 15/14/12 Speed:6
AP:1 Second Wind:not used
MBA: +1 Lifedrinking Bastard Sword +8 vs AC 1d10+5
Hunter's Quarry
Twin Strike
Hit and Run Predatory Eye
Off-hand Strike Jaws of the Wolf Hunter's Privilege
Shane
http://bit.ly/2MPJoN
Init: 2 Speed: 5
Perception: 14 Insight: 19
AC: 16 NAD: 12/13/17
HP: 24 Bloodied: 12
Surge Value:6 Surges: 8
Second Wind: Not used
MBA: Dagger +3 vs AC; 1d4+0
RBA: Dagger +5 vs AC; 1d4+2
Astral Seal
Sacred Flame
Gaze of Defiance Bane
Healer's Mercy
Healing Word x2
Beacon of Hope
Make sense. I'll go with your interpretation and feel that I've been screwed as a player EDIT: Tinwe... go for full turn. Sorry to make you post like that.
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Velmont, I believe we have all taken our turns. Thank you for being a flexible DM.
__________________
Radtash (LEB)
Character Wiki
Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
Saving Throws +0