GM: | I’ve fixed the elevation numbers on the map so that they’re all consistent with each other. The numbers are all in squares, not feet, and all relative to elevation 0 (so Pscreamer 2 is 6 squares above 0, which means that it’s 8 squares above the surface directly beneath it).
Castile is the only one who was missed, so she gets a slide 1 from Hú Lí before her turn starts if she wants. | |
Sasha makes some encouraging noises, trying to coax the chicks closer, but they do not respond and scatter in all directions. One almost falls off the edge of the cliff, but manages to catch itself at the last minute.
Pterosaur Wranglin’, Round 2
One of the long-necked creatures lifts off and flies in a quarter circle to dive down at Castile from behind, but she brings her shield up over her head and deflects the blow. The other flies around in the other direction to do the same to Noriaki. As it dives, Kane conjures a shimmering vortex which it falls into beak first, reappearing several yards away and spearing its counterpart.
The screamer that has been surrounded lifts off the ground, but a swift cut from Castile’s axe makes it think twice about trying to fly away. It slashes at her with its claws, knocking her back slightly. It emits a triumphant squawk that is almost as unpleasant as its earlier shrieking. The other screeches piercingly at Noriaki and Castile, completely disorienting the former.
[sblock=actions and rolls]Sasha tries to coax the chicks out of the nest.
Sasha Nature check DC 20
6(1d20) +8 = 14 fails.
Sasha save (dazed)
19(1d20) = 19 succeeds. Sasha is no longer dazed.
Chicks move randomly. Number 4 runs toward the edge.
Chick saving throw
16(1d20) = 16 succeeds, so Number 4 is prone.
Pneck 1 recharge diving charge
4(1d6) = 4 succeeds. Pneck flies around and dive bombs Castile, flanking with its buddy.
Pneck 1 diving charge vs AC (+2 flank), Castile; damage
9(1d20) +11 +2 = 22; 6(2d10) +10 = 16 misses because of Castile second wind bonus.
Pneck 2 recharge diving charge
6(1d6) = 6 succeeds.
Pneck 2 diving charge vs AC (+2 flank), Noriaki; damage
19(1d20) +11 +2 = 32; 7(2d10) +10 = 17 hits for 17.
Kane interrupts:
Kane dimensional vortex vs Will, Pneck 2
19(1d20) +6 = 25 hits. Pneck 2 is teleported to M5, preventing its attack on Noriaki, and it attacks Pneck 1.
Pneck 2 basic vs AC, Pneck 1; damage
12(1d20) +11 = 23; 15(2d10) +5 = 20 ouch, hits for 20.
Pscreamosaur 1 shifts off the ground, triggering
Castile combat challenge vs AC (+2 flank), Pscream 1; damage
19(1d20) +9 +2 = 30; 9(1d12) +7 = 16 hits for 16 and Castile gains 4 temps. It attacks:
Swooping slash vs AC, Castile; damage
16(1d20) +11 = 27; 6(1d8) +6 = 12. Hits for 12, which triggers
hideous squawk, close burst 2.
Castile, Noriaki, Takahaan, and Kane get -2 to attack rolls until EONT. Castile is slid 2 (make that 1, because she’s a dwarf) to L8.
Pscreamosaur 2:
Curdling screech vs Will, Castile; Noriaki; damage
4(1d20) +8 = 12; 20(1d20) +8 = 28; 1(1d8) +6 = 7 Castile is missed for 2, Noriaki is crit for 14 and dazed (save ends). It moves to J14, climbing all the way.
[/sblock]
[sblock=SAVE THE CHICKS!]As a
move action, you can make a DC 20 Nature check in an attempt to calm/coax the chicks. If you succeed, each chick immediately takes a move action as you direct, and does not take one on its usual turn. Chicks have a move of 4 (and see the section on terrain).
As a
move action, you can make a DC 22 check with some other skill to attempt to influence the behavior of the chicks. I’ll allow anything that seems reasonable (Arcana to produce compelling lights or noises, interpersonal skills, etc.). If you succeed, pick one of the following effects:
--
one chick immediately takes a move action as you direct (and none on its usual turn) or
--
all the chicks give up their move actions for the round and do nothing.
Regardless of how many attempts you make to influence the chicks, no chick may take more than one move action each round.
As a
standard action, you can make a DC 14 Acrobatics or Athletics check to grab an adjacent chick and hold onto it to keep it safe. You must fulfill the usual conditions for maintaining a grab (hand free, not dazed, etc.). While grabbed, a chick is considered to be in your square, but cannot be targeted by attacks. Each round that you hold the chick, you must repeat the Acrobatics or Athletics check on your turn as a free action. If you fail, the chick escapes into an adjacent square and moves on its turn as usual.
If you successfully influence a chick that you are holding using one of the methods above, it will stop trying to escape for as long as you hold it. You do not need to make any further Acrobatics or Athletics checks.
The chicks count as your allies, and can be targeted by things that affect allies. They do not have any attacks, cannot flank, and they do not provoke OAs when they move. If you use an effect on a chick that allows it to spend a healing surge and recover hit points, it is fully healed by that effect.[/sblock]
[sblock=Special Note about Falling] Because falling off the rightmost edge would probably be fatal (and at the very least would take a character completely out of the fight), it is impossible for a PC or Sasha to fall off into the blue area during this fight. If you would fall off under the normal rules (i.e. you are forced over the edge and fail your save), then you stay prone on the edge and in addition become dazed until the end of your next turn.[/sblock]
[sblock=Terrain and Elevation]All terrain is normal except for the nest, which is difficult terrain. The different shades of grey represent rock ledges at different elevations. The red numbers are elevations relative to the rough, light brown terrain at the top. (You can also tell where the drops are by the shadows: a thin shadow represents a 5-foot difference and a thick shadow represents a 10-foot difference.)
Moving to an adjacent square that is 5 feet higher or lower costs an extra square of movement. Moving to an adjacent square that is 10 feet higher or lower requires climbing (DC 15). Chicks can handle 5-foot changes without spending extra squares of movement, but they can’t handle 10-foot changes at all.[/sblock]
[sblock=Controlling Sasha]
Companion NPCs in Combat
Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Sasha to use Twin Strike, you spend a standard action. If you want her to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.
NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.
If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take
one non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]
[sblock=Sasha]
Sasha
HP 22/34, Bloodied 17, Surge value 8; Surges 7/7
Str 10, Con 12, Dex 18, Int 12, Wis 14, Cha 12
AC 18, Fort 16, Reflex 18, Will 14
Skills: Nature +8, Perception +8, Stealth +10
Striker: 1/round, Sasha can deal 1d6 extra damage when she hits an enemy she has CA against.
longbow +9 vs. AC, 1d10+5 damage (range 20/40)
Twin Strike (standard; martial, weapon; ranged weapon, one or two creatures)
Attack: +9 vs. AC, two attacks
Hit: 1d10+1 damage per attack
[o] Evasive Strike (standard; martial, weapon; ranged weapon, one creature)
Special: Sasha can shift 3 squares either before or after the attack
Attack: +9 vs. AC
Hit: 2d10+5 damage
[o] Crucial Advice (immediate reaction; ranged 5)
Trigger: An ally within range that Sasha can see or hear makes a Nature, Perception, or Stealth check
Effect: The ally can reroll the skill check with a +2 power bonus.
[o] Heroic Effort (no action; personal)
Trigger: Sasha misses with an attack or fails a save
Effect: Sasha gains a +4 racial bonus to the attack roll or saving throw.
[o] Second Wind
Conditions: none[/sblock]
[sblock=status]
Good Guys
Castile (M7) HP
28/52; surges
12/13; -2 attack rolls
Hú Lí (N3) HP
27/39; surges
8/8; dazed (save ends)
Kane (L1) HP
38/38; surges
10/10; -2 attack rolls
Noriaki (N8) HP
31/45; surges
9/9; -2 attack rolls, dazed (save ends)
Takahaan (O7) HP
33/39; surges
8/8; -2 attack rolls
Sasha (M4) HP
22/34; surges
7/7
Chick 1 (J9)
Chick 2 (F14)
Chick 3 (O13)
Chick 4 (H17) prone
Bad Guys
Pneckosaur 1 (K7)
20 damage taken, diving charge used, marked by Castile
Pneckosaur 2 (M5)
9 damage taken, diving charge used
Pscreamosaur 1 (N7 +1)
48 damage taken, curdling screech used, bloodied, marked by Castile
Pscreamosaur 2 (J14 +6)
25 damage taken, curdling screech used
[/sblock]
[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.
[sblock=Pscreamosaur (with the open beak)]
Pscreamosaur
AC 19, Fort 17, Ref 18, Will 17; HP 62, bloodied 31
Bite +10 vs. AC, 1d8+6 damage or 2d6+6 damage with CA.[/sblock]
[sblock=Pneckosaur (with the long neck)]
Pneckosaur
AC 18, Fort 17, Ref 19, Will 18; HP 80, bloodied 40
Bite (reach 2) +11 vs. AC, 2d10+5 damage.[/sblock][/sblock]
[sblock=Possible triggers that the DM doesn’t want to forget]Black Fox
Virtue of Cunning (no action; ally is missed)
Castile
Combat Challenge (interrupt; adjacent marked target shifts or makes an attack that doesn’t include Castile)
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Castile)
Shield Edge Block (interrupt; adjacent enemy hits or misses Castile with a close or melee attack)
Kane
Aegis of Shielding (interrupt; marked enemy hits a target within 10 and the attack doesn’t include Kane)
Channeling Shield (interrupt; an attack hits Kane or an ally within 10)
x Dimensional Vortex (interrupt; an enemy within 10 hits an ally with a melee attack)
Noriaki
Shrug it Off (reaction; Noriaki is subjected to a save ends effect)
Takahaan
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Takahaan)
Vengeance is Mine (reaction; an enemy hits Takahaan)[/sblock]