[Adventure] The Seeds of Chaos - Judge Needed

Another gush of water appears from the east and with it floats something large, brown, and squat. It lands in the shallow pool of water near the center of the circular room and shakes itself off. Turning about, you can see that the creature looks much like a hideous, larger version of the standard sewer rat, but this one especially looks like it fell from the top of the ugly tree, hitting nearly every branch on the way down! It's red eyes and several facial lacerations ooze with a festering greenish white puss. It's fur is matted and soaked in sewer water. It looks at the group and hisses loudly before sucking in a giant breath and calls out with a resounding "MOOOOOOO!"

As if that weren't strange enough on its own, the beast's long tail raises above its body, positioned much like a scorpions stinger, and then splits into two! It whips the tails around menacingly at the group, continuing to make bovine sounds at you.

You notice another couple of shapes moving in the water near the split tail as well, though they're a bit harder to make out. They're roughly the same size and shape as the split-tail, but their forms continually shift from the visible spectrum, to a ghostly purple, cloud-like substance. One of these cloud rats quacks at you like a duck. The other bleats like a goat.

From above, you see two more large rat creatures, but these ones are flapping large wings that look like their innards were stretched thin and forced out of their backs. These wings continually ooze that same putrid greenish white puss seen on the split-tail. Their movements are erratic and completely ungraceful, their bodies bobbing up and down like they were on invisible springs hitting an invisible surface just above and below their bodies. The one to the east neighs like a horse, while the one to the west oinks at you. This is probably the closest you'll ever come to seeing a pig fly...

Below the flyers are two more hideous mutated rats, each on one of the ramps to the east and west. The one to the west has a face that resembles a strange mixture of rat, spider, and snail, as its dozen or so eyes peer all about it, attached to its head by long slimy, greenish white stalks. The rat to the east is the strangest of all of them, as nearly every inch of its face and body is covered in razor-toothed mouths. Even its eyelids were replaced with mouths, which open and close each time the creature blinks. The rest hungrily drool, spit, froth, chomp, grind, and make the most awful cacophony of barnyard animal sounds.

All of these hateful beasts have spotted you, and tense their bodies, ready to pounce and swoop!


[sblock=Initiative]
Monsters: 19
Haaku: 24
Fhangrim: 17
Leather: 9
Torqua: 2
Ilex 19

Rolls HERE.

The monsters have a dex mod of +3, while Ilex has a dex mod of +0. This means the turn order is as follows:

HAAKU -> Repeat: (MONSTERS - > EVERYONE)
[/sblock]

[sblock=Aberrant Animals]
[sblock=Child Touched Dire Rat]
Child Touched Dire Rat
HP ?/?; AC 14; F 14; R 12; W 10
Speed 6, climb 3
Traits:
Aberrant Mutation: This creature has developed an aberrant mutation. Determined by rolling a 1d6 and consulting the chart below:
1) Multiple Eyes: This creature does not grant combat advantage when flanked.
2) Membrenous Wings: This creature gains a clumsy flight speed equal to its land speed - 2.
3) Gibbering Mouths: This creature gains an aura 1. Enemies in the aura gain a -2 penalty to attack rolls.
4) One Foot in the Veil: This creature is insubstantial against any attack that does not deal psychic damage.
5) Tentacles: This creature gains a new attack, usable as a standard action: Melee 1 (one creature); Dex vs AC (two attacks); 1d6+Dex damage.
6) Unnatural Skin: This creature gains a +2 bonus to AC and regen 2.

Standard Actions:
MBA: Bite (disease) * At-Will
Attack: Melee 1 (one creature); +7 vs AC
Hit: 1d10+8 damage. At the end of the encounter, the target makes a saving throw. On a failure, the target contracts dire rat filth fever (stage 1). For each time (after the first) that a PC is hit by this attack, he or she takes a cumulative -1 penalty to this first saving throw.
[/sblock]

Click HERE to see the rolls for the mutations the creatures in this battle developed.

List of creatures in this battle:

Split-Tail (ST) - gained tentacles mutation
Cloud Rat 1 (CR1) - gained One Foot in the Veil mutation (insubstantial vs all but psychic)
Cloud Rat 2 (CR2) - gained One Foot in the Veil mutation (insubstantial vs all but psychic)
Flying Rat 1 (FR1) - gained Membrenous Wings mutation (clumsy fly 4)
Flying Rat 2 (FR2) - gained Membrenous Wings mutation (clumsy fly 4)
Eye-stalk Rat (ER) - gained Multiple eyes mutation (no CA w/ flank)
Mouthy Rat (MR) - gained Gibbering Mouths mutation (aura 1 gives -2 atk)
[/sblock]

 

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WEContact

First Post
OOC: Damage totals are higher than the roller shows because of Haaku's Devastating Ki Focus, which lets him treat any 1 or 2 on his damage dice as a 3.


Haaku has been on edge for too long without any outlet, and once that tap is open, once the live current in him has somewhere to go, he's helpless to stop it. A red curtain falls on his mind, and thoughts he might otherwise have had (marveling at the strangeness of the creatures arrayed before him, perhaps, or wondering what the gathered menagerie might do to him once he'd rent one of their number asunder) are silenced, muted by the perfect joyful clarity of brutality.

Haaku sails through the air, the talons on his gauntlet spread like they still belonged to the massive bird of prey from whose corpse they were taken. Haaku has forgotten himself, forgotten his sword. He tears the giant rat apart like a feral beast himself, his left arm stained with red up to the elbow.

The split-tailed rat feels the sharp bite of Haaku's mighty rain of blows. Like an angry bull, the ginormous rat moos at Haaku, unable to keep up with the warriors flurry. But like the bull, it is quite tough to put down, and its eyes burn red with hate and prepares to retaliate against the desert dweller who had come into his sewer realm.

Haaku answers the nonsensically lowing creatures with a gutteral cry of his own, and this time he does use the sword. He rams the blade up through the creatures skull to expose its throat, which Haaku promptly rips out and tosses to the side. Bloody spatter speckles his face and mask, and red stains on his clothes cover the ones made by the sewers' filth.

[sblock=Actions]Move: ->K7
Standard: Rain of Blows HITS ST AC 17, 28, 14 for 32 damage
Minor: Sohei Flurry HITS ST AC 19 for 9 damage
Spend AP: Twin Strike HITS ST AC 15, 14 for 18 damage
Result: ST takes 59 damage and dies[/sblock]

[sblock=Statblock]Haaku - Male Human Ranger|Fighter 3
MP: 6/22 Status:
Initiative: +4, Passive perception: 20, Passive Insight: 13
AC:19 Fort:17 Ref:17 Will:14
HP: 35/35 Bloodied: 17 Surge value: 8 Surges/day: 8
Speed: 6 squares, AP: 1, Second Wind: unused, Temporary HP: 0
Melee Basic Attack: +10 vs AC, 1d8+10 (off-hand)
Equipment: Short Sword, Chatkcha, Javelins(2), Potions of Healing (2), Adventurer's Kit

Powers:Twin Strike, Footwork Lure, Hunter's Quarry, Heroic Effort, Sohei Flurry, Off-hand Strike, Rain of Blows, Invigorating Stride Jaws of the Wolf[/sblock]
 
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The split-tailed rat feels the sharp bite of Haaku's mighty rain of blows. Like an angry bull, the ginormous rat moos at Haaku, unable to keep up with the warriors flurry. But like the bull, it is quite tough to put down, and its eyes burn red with hate and prepares to retaliate against the desert dweller who had come into his sewer realm.

OOC: ST is still alive, but bloodied, with 8/49 hit points remaining. @Haaku: feel free to roll up that AP twin strike if you want to.
 

Haaku ravages the split-tailed rat in a mater of seconds and the pool of water quickly becomes a mirky cloud of red and greenish white, as the nasty fluids of the creature seep out around it. Brimming with retaliatory anger, the rest of the rats pounce on Haaku, biting at him ferociously. However, the skilled warrior was to deft and agile to allow them to overwhelm him and he was able to keep his limbs away from all but one of the squat creature's nasty teeth. Looking down at the wound caused by the lucky vermin, Haaku noticed that the bite was already looking puffy and had an angry red tinge to it, though thankfully it wasn't bleeding all that much.

[sblock=Actions]
CR1
-- move: Move to H8
-- Standard: Charge Haaku, moving to J8, and MISSES with its attack.

CR2
-- move: Move to N8
-- Standard: Charge Haaku, moving to L8, and MISSES with its attack.

MR
-- Standard: Charge Haaku, moving to L7, and MISSES with its attack... things aren't looking good for team monster!

ER
-- Charge Haaku, moving to J7. Hits AC 26 for 12 damage. At the end of the encounter, Haaku must roll a save vs Dire Rat Filth Fever. Every time other than this time that he is bitten by these rats, he will gain a cumulative -1 penalty to the first save. Failure on the save will cause Haaku to contract Filth Fever (stage 1).

FR1
-- Standard: Charge Haaku, moving to J6, and MISSES with its attack. Team monster is really sucking today...

FR2
-- Standard: Charge Haaku, moving to L6, and MISSES with its attack. It is not official... the dice random number gods hate mutated rats :p
[/sblock]
[sblock=Statuses]

ST - Dead
CR1 - 49/49 HP Status: Normal
CR2 - 49/49 HP Status: Normal
ER - 49/49 HP Status: Normal
MR - 49/49 HP Status: Normal
FR1 - 49/49 HP Status: Normal
FR2 - 49/49 HP

Haaku - 23/35 HP Status: Normal

(will update with statuses for the rest of you in the next round when I have had a chance to see your updated stat-blocks)
[/sblock]
 

WEContact

First Post
[sblock=Map and Mutation details, for personal reference]Map

Cloud Rat 1 (CR1) - gained One Foot in the Veil mutation (insubstantial vs all but psychic)
Cloud Rat 2 (CR2) - gained One Foot in the Veil mutation (insubstantial vs all but psychic)
Flying Rat 1 (FR1) - gained Membrenous Wings mutation (clumsy fly 4)
Flying Rat 2 (FR2) - gained Membrenous Wings mutation (clumsy fly 4)
Eye-stalk Rat (ER) - gained Multiple eyes mutation (no CA w/ flank)
Mouthy Rat (MR) - gained Gibbering Mouths mutation (aura 1 gives -2 atk)[/sblock]

Haaku is surrounded. His defense has been on point so far, but he doesn't know how long he can keep it up, and he can't easily extricate himself. His only choice, really, is to cut his way out, but these thoughts don't actually cross Haaku's mind. He doesn't press his frantic assault because he's out of options- when he tears the loudest rat a new, quieter mouth in a quick series of brutal slashes, he doesn't do it because it's his only option. Haaku is in his killing place, and there aren't any decisions to make, any risks to weigh, in that red place.

[sblock=Actions]Minor: Quarry->MR
Standard: Twin Strike HIT MR AC 19, MISS MR AC 12
Minor: Off-Hand Strike HIT MR AC 19
Result: MR takes 30 damage, or 34 if Fhangrim gets Um adjacent to MR during his turn[/sblock]

[sblock=Statblock]Haaku - Male Human Ranger|Fighter 3
MP: 6/22 Status:
Initiative: +4, Passive perception: 20, Passive Insight: 13
AC:19 Fort:17 Ref:17 Will:14
HP: 23/35 Bloodied: 17 Surge value: 8 Surges/day: 8
Speed: 6 squares, AP: 0, Second Wind: unused, Temporary HP: 0
Melee Basic Attack: +10 vs AC, 1d8+10 (off-hand)
Equipment: Short Sword, Chatkcha, Javelins(2), Potions of Healing (2), Adventurer's Kit

Powers:Twin Strike, Footwork Lure, Hunter's Quarry, Heroic Effort, Sohei Flurry, Off-hand Strike, Rain of Blows, Invigorating Stride Jaws of the Wolf[/sblock]
 
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Son of Meepo

First Post
Fhangrim decides to even the odds a bit, comanding his menagarie forward as he approaches. He stops short of the pack to take a moment to heal the surrounded warrior. He then calls upon primal spirits to stregthen Haaku's skin, infusing it with the hardest bark.

Finally he summons one more ally to the fight. In a puff of smoke a wolf appears that grabs the many-mouthed wolf in his jaws and tosses it to the ground.

[sblock=Actions]Move:
Fhangrim - L10
Ursa Major - K9
Ursa Minor - K9
Ursa Maximus - J10

Minor: Healing Spirit
Healing Spirit (1d6=6)
Haaku spends a healing surge and heals surge hit points.
Ursa Minor heals 6 hit points.
Minor: Barkskin
Haaku gains a +3 power bonus to AC until the end of Fhangrim's next turn.
Action Point: Summon Pack Wolf to M7
Summon Pack Wolf (1d20+7+2-2=14, 1d6+5=10)
Hit MR (14 Reflex) for 10 damage (40 total) and MR is knocked prone.[/sblock]

[sblock=Fhangrim's Stats]Fhangrim - Gnoll Sentinel 4
Status: Normal
Passive Perception 23, Passive Insight 16
AC 19, Fort 18, Reflex 15, Will 17 (18 while bloodied)
HP 44/44, Bloodied 22, Surge Value 11, Surges 10/10
Sanity: 23/29
Speed 7, Initiative +4
Action Points: 0, Second Wind []
At-Will Powers: Magic Stones,
Call Spirit Companion
Encounter Powers: Combined Attack [][],
Ferocious Charge [],
Spirit's Fangs [],
Healing Word [][],
Healing Spirit [x],
Barkskin [x]
Daily Powers: Summon Pack Wolf [x],
Daily Powers: Speak with Spirits []
[/sblock]

[sblock=Ursa Major's Stats]Ursa Major - Gaoler Pygmy Owlbear
Status: Normal
Passive Perception 25, Passive Insight 15
AC 17, Fort 19, Reflex 15, Will 19
HP 22/22, Bloodied 11, Surge Value 5
Speed 6[/sblock]

[sblock=Ursa Minor's Stats]Ursa Minor - Young Gaoler Pygmy Owlbear
Passive Perception 23, Passive Insight 12
AC 17, Fort 19, Reflex 15, Will 19
HP 22/22, Bloodied 11, Surge Value 5
Speed 6[/sblock]

[sblock=Ursa Maximus' Stats]Ursa Maximus - Spirit of Gaoler Pygmy Owlbear
AC 19, Fort 18, Reflex 15, Will 17
HP 12 (damage below this amount is ignored)
Immune Area and close attacks; all conditions[/sblock]


[sblock=Summoned Pack Wolf's Stats]Summoned Pack Wolf
Status: Normal
AC 19, Fort 18, Reflex 15, Will 17
HP 22/22, Bloodied 11, Surge Value 5
Speed 6[/sblock]
 
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jbear

First Post
Leather walks around the corner taking stock of their filthy foes. In one smooth movement he draws his axe and charges into the fray like a wild bull, chopping at the many eyed rat with iron braced determination. His axe bites into flesh, though not as deeply as he hoped, as the many eyed creature moves away at the last moment. Dropping his hand free from the haft he strikes at the creature again, drawing his hand axe with his free hand and flicking it up at the flying rat close by. He catches the weapon as it hurtles magically back to him, sheathing it in a single fluid movement, leaving his grappling hand free to defend himself once more. "You dirty rats..." he rumbles.

[sblock=Actions]
Move: to G9
Free (Quick Draw): Draw Battle Axe
Standard: Charge to I7 and attack ER with Bull Charge using Inevitable Strike (2 Handed)
Secondary Attack hits and knocks ER Prone; ER is marked TENT
Action Point: Cleave vs ER (1 handed) Hit: Deft Hurler Strike: make RBA (doesn't provoke OAtks)
Free (Quick Draw): Draw Hand Axe
RBA vs FR1: Hit: Marked TENT
Minor: Sheath Hand Axe
[/sblock]

[sblock=Marcus Leather]
Marcus Leather
Human Fighter (Brawler) 3
Passive Perception/Insight 12
AC:21, Fort:20, Reflex:15, Will:13, Speed:5
HP: 43/43, Bloodied:21, Surge Value:10, Surges left:11/12
Initiative +5
Action Points: 1 (encounter): USED

Conditions:

Powers
MBA: Longsword, +8 vs AC, 1d8+4 damage
MBA: Battle Axe of Surrounding +1, +8 vs AC, 1d10+5 dmg
RBA: Rebounding Handaxe +1, +8 vs AC, 1d6+5
Combat Challenge
Cleave, Grappling Strike, Weaponmaster's Strike

Steel Serpent Strike:
Bull Charge: USED
Inevitable Strike: USED
Rebounding Hand Axe:
Battle Axe of Surrounding:
Second Wind:

Comeback Strike:
Boundless Endurance:
Dwarven Armour:


Combat notes:
Deft Hurler Style: Leather can forgo dealing damage to the adjacent enemy to instead make a basic ranged attack with a heavy thrown weapon against one creature other than the target of your cleave. This ranged basic attack does not provoke opportunity attacks.
Brawler Style: Leather can use Grappling Strike for OAtks
[/sblock]
 
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Goldhammer

First Post
Torqua is most annoyed. The first fight she's been in a while, her chance to show off her amazing magic, her fearsome firepower, her most dazzling lightning, and those fools ruin it by charging into the fray. Sure she could unlease her magical might anyway, but then they would be all "Oh wonderful Torqua, why did you set us on fire!? Oh beautiful Sorceress, please stop electrocuting us." People can be so mean.

Her moment of sorrow is brought to end by the howls of many mouthed mutant the others had been fighting. Enraged, the wide witch moves up to a good firing postion and lobs an orb of acid at the annoying monster.

OOC: Moving to N9, using Acid Orb against MR.



[sblock=Statblock]Torqua - Female Human Sorceress 3
Initiative: +0, Passive perception: 16, Passive Insight: 16
AC:16 Fort:17 Ref:13 Will:18
HP: 39/42 Bloodied: 21 Surge value: 10 Surges/day: 8
Speed: 6 squares, AP: 1, Second Wind: unused, Temporary HP: 0
Melee Basic Attack: +7 vs AC 1d8+4
Ranged Basic Attack: +5 vs Ref 1d10+8
Equipment: Amulet of Resolution, DragonScale Dagger +1, Magical Staff +1 , Shimmering Armour+1, Alchemist's Fire +1 (x2), Alchemist's Frost +1 (x2) Adventurer's Kit

Powers:Acid Orb, Burning Spray, Storm Walk, Thunder Slam, Poisonous exhalation, Sorceress Sirocco, Lightning Breath, Majestic Word[/sblock]
 

OOC: Wow... you guys are pulling out all the stops against these guys! This looks like it will be our quickest battle to date! I doubt this will go beyond round 3 the way things are going... nicely done!

Just need @Wife Of Meepo to take Ilex's turn and we can then start round 2!

Oh, and quick note... If you've used an encounter/daily ability or used an action point on your turn, please make sure to mark in some way in your stats so that I can see quickly what has/hasn't been used. Thanks!
 

Wife Of Meepo

First Post
Ilex and Noctua slosh through the muck moving towards the battle unfolding in front of them. Focusing on the flying mutant rat near Leather, Ilex makes clucking sounds sort of like a chicken only slow and rhythmic. Suddenly the flying mutant rat strikes out at the mutant standing next to it when lighting fast Leather strikes out hitting the flyer and removing a useless hind leg. The FMR finishes it's attack with out missing a heart beat, ?do they have beating hearts?

[sblock=actions]Ilex move to I11
Noctua moves to I9
Ilex Standard [sblock=Hypnotism on FR1]Hypnotism (At-Will Standard Ranged 10 Arcane, Charm, Enchantment, Implement) Wizard Attack 1
Target: One creature.
Attack: +8 vs Will
Hit: Choosen effect:
The target uses a free action to make a melee basic attack against a creature of Ilex's choice, with a +4 power bonus to the attack roll.[/sblock]
Hypnotism on FR1 (1d20+8=22)
FR1 will attack ER
Leather will Immediate interupt with a MBA
Basic Attack vs FR1 (1d20+8=25)Hit!
Dmg on FR1 (1d10+5=8)
If FR1 still up attack on ER
FR1 vs ER (1d20+7+4=30)
Dmg FR1 on ER (1d10+8=11)[/sblock]
[sblock=status][sblock=Ilex Cassine - Hammadryad Witch 3]
Sanity Points (max 29) Current 27
Passive Perception 15, Passive Insight 20
AC 15, Fort 14, Reflex 16, Will 18
HP 32/32 Temp HP Bloodied 16, Surge Value 8, Surges 7/8
Speed 6, Initiative +1
Action Points: 1, [ ]Second Wind
At-Will Powers:
Stone Blood,
Hypnotism,
Light,
Mage Hand

Encounter Powers:

[ ]Chameleon's Mask,
[ ]Hamadryad Aspects,
[ ]Glorious Presence,
[ ]Herbal Healing,
[ ]Color Spray,
[x]Spidersilk Mantle

Daily Powers:

[ ]Augury,
[ ]Healing Word,
[ ]Arcane Whirlwind,
[ ]Feyswarm Staff,
[ ]Flute of the Dancing Satyr
[ ]Cloth Armor of Sudden Recovery +1
[/sblock]
[sblock=Luna - Moon Wisp Familiar - Status: Passive [x], Active []]
AC 17, Fort 15, Reflex 17, Will 19
HP 1/1
Constant Benefits: Ilex gains +2 to Arcana and Nature
At-Will Powers: Moon Wisp Radiance
Milestone Power: [ ]Moon Bite[/sblock]
[sblock=Noctua Ursus - Young Owlbear Companion [x]Summoned]
Ferocious Companion: Aura 1 - Allies gain a +2 power bonus to damage rolls against enemies in the aura.
Passive Perception 16, Passive Insight 19
AC 16, Fort 18, Reflex 14, Will 18
HP 8/16 Temp HP Bloodied 8, Surge Value 4
Speed 6, Initiative +1[/sblock][/sblock]
 

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