As the earlier combat, please just edit your original post with Round 1, Round 2, etc.
INITIATIVE ORDER
Saerie
Tentacles
Father
Daughter
Move Action: Propel the raft forward with a push of the pole.
I'm sure you'll let me know how many tentacles, the speed of the raft, if I need to make an Acrobatics or Athletics check. Edit - In case you need one, I rolled an 18.
I do need one.
1) The base speed of your raft when pushed by pole is going to be 3. An Athletics check at Medium/High DC increases that by 2 to 5 or 3 to 6. You exceed the High DC so it is 6 for this Move Action. FYI - The bay may become too deep for you to pole your raft in further rounds.
2) The current at the mouth of the river as it empties into the bay from above sea level is severe at an 8 (40 feet/6 second drift).
At the end of your turn, your craft will be slid (current drift) a number of squares equal to the current. It will lessen by 2 every round as you move away from it, until it settles at a mild 2 (circling the central island) in the part of the bay where the flatboat is anchored.
3) Raft speed 6 + current 8 = 14 (70 ft). That will put you 26 squares (130 ft) away from the flatboat and the endangered father/daughter. A successful Athletics check at High DC next turn would put you just at the normal range of your bow (100 ft).
Does the father appear to be coordinated in his defense of his child? I'm envisioning a warrior (I suspect most in this village are). The girl is a Minion, yes?
1) Even though the moon is nearly full there is no immediate light in the vicinity. The dim light conditions cause both of these humans to suffer a - 2 to hit.
2) The father, although fighting with the extremely long flatboat oar, is clearly coordinated. He drops the small fishing pole and picks up the large, hefty oar for better defense. Under the twilight of the moon, his sure footwork, posture and (relatively) deft use of the awkward oar as a polearm betrays a warrior's heritage and training.
[sblock]
Father
Medium natural humanoid, human
Level 7 Soldier, Leader
HP 83; Bloodied 41 Initiative +8
AC 23, Fortitude 20, Reflex 19, Will 18 Perception+4 Speed 6
Standard Actions
Awkward Oar (weapon) At-Will
Attack: Melee 2 (one creature); +12 vs. AC
Hit: 1d12 + 6 damage and the target is marked until the end of the father's next turn.
Miss: The target is marked until the end of the father's next turn.
A Father's Courage (weapon) Encounter
Attack: Close burst 2 (enemies in the burst); +12 vs. AC
Hit: 2d8 + 4 damage.
Effect: The daughter gains 10 temporary hit points.
Triggered Actions
My Life For Hers At-Will
Trigger: An enemy hits the father's daughter with a melee attack while she is adjacent to him.
Effect (Immediate Interrupt): The attack hits the father instead. After the attack is resolved, the father uses Awkward Oar against the triggering enemy as a free action.
+ 11 Escape vs Grab[/sblock]
3) The daughter is a Minion, yes. She is a tiny thing, but she is quick and squirrely. She darts away from tentacles and clings to her father's side in terror-filled desperation, all of which makes her a difficult target.
[sblock]
Daughter
Medium natural humanoid, human
Level 7 Minion
HP 1; a missed attack never damages a minion. Initiative Fathers
AC 20, Fortitude 19, Reflex 20, Will 18 Perception+5 Speed 6
Traits
Father's Side
The daughter gains a +2 bonus to all defenses while adjacent to her father.
Standard Actions
Get Tiny At-Will
Attack: Ranged 5 (one creature); +10 vs. Will
Effect: The target cannot attack the daughter until the end of her next turn.
Move Actions
Wee Lass (Encounter)
Effect: The daughter shifts 3 squares and can shift through difficult terrain until the end of her next turn.
+ 5 Escape vs Grab[/sblock]
4) The Flatboat. The vessel is small in reality; probably about 15 feet long and 8 feet wide (so maybe 120 SF). There is no small cabin. Its just a standard flatboat (basically a floating tub) with a small mount set into the middle for the perched rower), probably used for net fishing, recreation fishing and transporting cargo around the bay. For the purposes of this combat, I'm going to abstract it out to 4 * 4 squares.
5) There were 4 tentacles (Minions each) lashing the boat, reaching for the occupants. After your true arrows, there are 2.
6) If you are damaged while on your raft, you will need to make an Acrobatics check DC 16 (Medium) or fall prone. The Flatboat is large and stable so it doesn't require an Acrobatics check.
ROUND 1
I act solely on instinct. That little girl must be protected. As I watch her father intercede on her behalf, batting away any threatening tentacles with the awkward fishing pole, I take heart. I'm not sure if the bay is shallow enough to pole the raft forward once I get into it but the pole still touches the soft bottom at the mouth of the river. Hoping the current will aid the craft's propulsion, I push with all my might. In a fluid motion I pull my bow from my shoulder. I take measure of my far-off prey, glistening and bathed in moonlight. As it does from time to time, my mind is momentarily assailed by an extra-worldly vision; a moment in a life not my own. I feel a breath as if I have taken it and a swirling vision of a pair of murky figures...they have a pair of children (I feel a powerful rage and maternal instinct...my children?...) that they are trying to thieve into the night. I let fly from my delicate bow in the vision just as I do in the real world. One tentacle is struck, so is another.
Two tentacles are shot through. They flail in the twilight momentarily and retract down into the murky water beneath the vessel.
Tentacles
[sblock]Tentacle in H7 attacks Daughter with
Snatch and Grab. 10 + 10 vs Fort = 20. 21 Fort while adjacent to Father. Miss.
Tentacle in K5 attacks Daughter. 12 + 10 vs Fort = 22. Hit. *
* Immediate Interrupt by Father
My Life For Hers. Father is hit for 4 damage, is grabbed (DC 16), and pulled 2 squares to Hindering Terrain (water) in K5. Father passes Saving Throw (13) so is prone and grabbed at J5. Father uses
Awkward Oar on triggering tentacle. 7 + 12 - 2 (prone) - 2 (concealment) = 15. Miss and the target is marked until the EoYNT.[/sblock]
Father
[sblock]Move Action: Escape Grab (DC 16). 10 + 11 = 21. Hits. Escapes and shifts one square back to I5 and adjacent to Daughter.
Standard Action:
A Father's Courage. Rolled 14 and 9 (+ 12 vs AC). - 2 (prone) - 2 (concealment). One hits Minion Tentacle in K5 and drops it. Daughter gains 10 temporary HPs.[/sblock]
Daughter
[sblock]Standard Action:
Get Tiny on remaining Tentacle. 19 + 10 - 2 (concealment) = 27. Hits. Tentacle cannot attack daughter until the end of her next turn.[/sblock]
The black, rubbery tentacles have no eyes but seem to be animated by an uncanny awareness. With sentient purpose, the two remaining tentacles both reach for the tender morsel that is the little girl. The father slams his oar into one, batting it away from her. The second almost slips through but at the last moment he reaches out with a leg, attempting to push kick it away from his daughter. It reacts with violence, wrapping around his leg with amazing strength, upending him and pulling him toward a drowning (or worse?) death. His feet kick wildly and catch the edge of the flatboat, keeping him dry.
With his daughter now vulnerable, the father acts with renewed ferocity. Kicking, biting and lashing with the oar he breaks free. He crawls back to his daughter's side and yells "Stay behind me!" Knowing where her salvation lies, she scrunches down to obscure herself from the remaining tentacle as an inspirig thud reveals her father has just reduced their terrifying foes by half their number.
Round 2 and you're up @
Binks . Edit your post above, please. If you have any questions, let me know.
Also, 2 consecutive encounters completed without Extended Rest so milestone achieved and AP refreshed, yes? I'm not using it now but just want to confirm.
Yes, AP refreshed. That will always be the case so you can just keep track of that.
ROUND 2
Tentacles
[sblock]Remaining tentacle affected by
Get Tiny attacks Father with
Snatch and Grab. 6 + 10 vs Reflex = 16. Miss.[/sblock]
Three tentacles explode from the depths, wriggle wildly for a moment and, whip-like, they extend toward the daughter!
[sblock]Tentacle attacks Daughter with
Snatch and Grab. 15 + 10 vs Fort = 25. Hit. *
* Immediate Interrupt by Father
My Life For Hers. Father is hit for 4 damage, is grabbed (DC 16), and pulled 2 squares to Hindering Terrain (water) in K5. Father passes Saving Throw (16) so is prone and grabbed at J5. Father uses
Awkward Oar on triggering tentacle. 20 + 12 - 2 (prone) - 2 (concealment) = 28. Hit. Minion down.
Tentacle attacks Daughter with
Snatch and Grab. 5 + 10 vs Fort = 15. Miss.
Tentacle attacks Daughter with
Snatch and Grab. 19 + 14 vs Fort = 33. Hit for 4 damage, is grabbed (DC 16), and pulled 2 squares to Hindering Terrain (water) in H7. Daughter fails Saving Throw (9) so is pulled into the hindering terrain of the water and grabbed in H7.[/sblock]
** Water (Hindering Terrain): Anyone who starts their turn in the water within 2 squares of the flatboat takes is grabbed (DC 16). If you end your turn grabbed while in the water within 2 squares of the flaboat, you are pulled 2 squares (10 feet) underwater and you take 5 damage (see Endurance; Suffocation).
Father
[sblock]Move Action: Crawl to I6.
Standard Action:
Awkward Oar on the Tentacle grasping his daughter
. Rolled 15 + 12 vs AC. - 2 (prone) - 2 (concealment). 23 hits Minion Tentacle grasping his daughter. It releases her and retracts into the water.[/sblock]
Daughter
[sblock]Grabbed by Hindering Terrain DC 16.
Move Action: Escape Grab 20 + 5 = 25 vs DC 16. Hits target number. Daughter escapes but can't shift out of water.
Move Action: Gets out of water and moves behind father into I5.[/sblock]
For a moment things appear to be taking a turn for the better. The father growls and batts aside the remaining tentacle. Just when he is about to finish, one, then another, and finally a third tentacle emerges from the water. They snap into action, tearing the father and daughter from their feet. The father's muffled cry is heard as the tentacle wraps around his face. He reaches out to his daughter who is pulled into the water. He smashes the oar repeatedly into the thick cord of muscle that is the tentacle and it releases him. A singular jab forces the tentacle to release her...however, her screams and thrashing reveals that something beneath her is pulling her under. He reaches his oar into the water and she pulls herself back onto the safety of the boat, gasping for air and coughing up water.
@
Binks , attached is the map for the end of Round 2 and the beginning of Round 3. Take note of your position and please pay cloes attention to the Hindering Terrain ** above. Daughter has 1 HP (minion) and 6 Temp HP remaining. Father has 75 HP. 2 Tentacle Minions are up. Your go.
FYI addendum - Your barge pole fails to touch ground this round. While your raft is probably 8 - 10 feet long after your effort to extend it (your captive is pretty freaked out by this whole affair and is protesting by the way...but he's still tied in place), it isn't particularly stable. If you want to try a running jump for a swim (to get the 5 divisor rather than 10), you'll have to pass a high Acrobatics check (DC 23). Failure in this situation means you get the 10 divisor and you lose one square of your jump effort.
ROUND 3
Tentacle Horror
[sblock]Standard Action:
Rock the Boat (Encounter) + 10 vs Fort. 17 vs both Father and Daughter. Hits both. Each are dazed (save ends) and slid 2 squares. Father fails saving throw against Hindering Terrain and is in the water in I8. Daughter passes saving throw against Hindering Terrain and is prone in J5. The TH is Huge and occupies a 3 * 3 at south end of flatboat.
Minor Action:
Tentacles Everywhere! (Encounter). Effect: Four tentacles (1 HP each) appear in unoccupied squares within 5 squares of the TH. The TH takes 5 damage whenever one of these tentacles drops to 0 hit points.
Minor Action:
Grope For Prey (1/turn). 3 + 10 + 2 (CA) vs Daugther's Fort. 15 misses.
[/sblock]
*** The Tentacle Horror and each of its (summoned) tentacles have an aura 3: You give up CA while in aura.
Tentacle Minion (this is one of the creatures tentacles but separate mechanically from the "summoned tentacle minions" that the Tentacle Horror can act through)
[sblock]Tentacle attacks Daughter with
Snatch and Grab. 10 + 10 (+ 2 CA) vs Fort = 22. Hit for 4 damage, is grabbed (DC 16), and pulled 2 squares toward Hindering Terrain (water) in K6. Daughter passes Saving Throw (15) so prone and grabbed in J6.[/sblock]
The flatboat rises abruptly, threatens an overturn and then stabilizes. Tentacles flail wildly everywhere, swarming over every end of the boat, threatening to sweep all into the bay. The mottled, bulbous black mass connected to it emerges, tiny, fang-filled mouths covering its body. The father is thrown into the murky water, leaving the disorineted girl to fend for herself as a tentacle grasps her but her fight for her life leaves her on board.
** Water (Hindering Terrain): Anyone who starts their turn in the water within 2 squares of the flatboat is grabbed (DC 16). If you end your turn grabbed while in the water within 2 squares of the flaboat, you are pulled 2 squares (10 feet) underwater and you take 5 damage (see Endurance; Suffocation).
Father
[sblock]Grabbed by Hindering Terrain DC 16.
Move Action: Escape Grab; 11 + 11 = 22. Escapes and shifts to I7.
Save vs Dazed = Success @ 13.[/sblock]
Daughter
[sblock]Grabbed by remaining tentacle minion DC 16.
Standard Action:
Get Tiny vs Tentacle Horror 15 + 10 ( - 4) = 21. Success.
Save vs Dazed = Failure @ 7.
Still prone, grabbed, dazed.[/sblock]
As the father is swept overboard and fighting for each breath, the girl is having her life squeezed out of her by the grasping tentacle. Blackness threatens to close in on her as the rubbery mass crushes her life from her. She curls up in the fetal position, hoping against hope that these are not her last moments. You can hear her weeping over the thrashing sounds of the water and the pounding against the wood. "Daddy I love you..." Her father manages to choke out a gurgled "I'm coming baby!"
Things look bleak. Daughter has 1 HP (minion) and 2 Temp HP remaining and is prone, grabbed and dazed (save ends). Father has 75 HP and is in the hindering terrain of the water next to the boat (will be grabbed at the start of his next turn). 1 Tentacle Minion (TM) up. Tentacle Horror has 4 (summoned - mechanically) tentacles around the boat (ST).
Round 4 update: @
Binks The OA you provoke from the tentacle beast is 12 + 10 (+2 for CA) = 24 vs your 18 Reflex. Your CA cancelling ability wouldn't impact the effort. You take 18 damage. Everything is as you have scribed it above. The father is prone on the boat, next to his daughter, in I6. I'll finish out Round 4 tomorrow and post a new map. To be clear, mechanically, the only remaining enemy is the tentacle monster so a successful
Get Tiny on it prevents the tentacles from attacking the daughter (the monster uses them to deploy minor action attacks).
ROUND 4
Tentacle Horror
[sblock] <cannot attack daughter this turn due to successful
Get TIny>
Standard Action:
Slam + 10 + 13 + 2 (CA) = 25 vs Father's Reflex; hit. 15 damage.
Minor Action:
Tentacle! Effect: One tentacles (1 HP) appears in K6. The TH takes 5 damage if the tentacle drops to 0 hit points.
Minor Action:
Grope For Prey by tentacle in G7 (1/turn). 8 + 10 + 2 (CA) = 20 vs Father's Fortitude; hit. 4 damage, grabbed (DC 16), and pulled 2 squares toward Hindering Terrain (water) in H7. Father passes Saving Throw (18) so prone and grabbed in H6.
Action Point:
Down Into the Depths on Saeri. 3 + 10 + 2 (CA) + 2 (aquatic bonus) = 17 vs Saeri's Foritude; hit. You're pulled 1 square underwater and you take 7 damage and 5 ongoing damage (save ends).
* Saerie cancelled using Drakescale Armor of Eyes.[/sblock]
@
Binks ,
Down Into the Depths does hit due to CA. If you want to use your negate CA Drakescale Armor of Eyes Encounter Power, it would negate this attack against you. If not, I need an Endurance check DC 20 at the end of your turn for suffocation. Failure means you lose a Healing Surge. You take 5 damage at the beginning of your turn and need to save versus the 5 OG at the end of your turn. You're also grabbed due to the Hindering Terrain ***. Isn't this FUN!
* Saerie cancelled using Drakescale Armor of Eyes.
*** The Tentacle Horror and each of its (summoned) tentacles have an aura 3: You give up CA while in aura.
** Water (Hindering Terrain): Anyone who starts their turn in the water within 2 squares of the flatboat is grabbed (DC 16). If you end your turn grabbed while in the water within 2 squares of the flaboat, you are pulled 2 squares (10 feet) underwater and you take 5 damage (see Endurance; Suffocation).
Father
[sblock]Move Action: Escape Grab; 7 + 11 = 18. Escapes and shifts to I5 (adjacent to daughter).
Standard Action:
Awkward Oar (Melee 2) on the Tentacle Horror
. 18 + 12 - 2 (prone) - 2 (concealment) vs AC. 26 hits. 18 damage and the TH is marked until the end of its next turn.[/sblock]
Daughter
[sblock]Standard Action:
Get Tiny vs Tentacle Horror 19 + 10 ( - 4) = 25. Success. Cannot be attacked by TH until the end of her next turn.
Save vs Dazed = Failure @ 3.
Still prone and dazed.[/sblock]
The little girl keeps her eyes closed and remains curled up in the fetal position as the world around her is all a horror. Tentacles slam, curl, grope, pull everywhere. You hear the father shout something and an audible thud before you are pulled underwater, a gasp of seawater instead of air fills your lungs.
ROUND 5
Tentacle Horror
[sblock]Move Action: Back to its original position.
Standard Action:
Slam vs Saeri. 7 + 10 + 2 (CA) - 2 (marked) = 17 vs 18 Reflex. Miss.
Minor Action:
Grope For Prey by tentacle in K6 (1/turn) vs Father. 4 + 10 + 2 (CA) = 16 vs Father's Fort. Miss.[/sblock]
Father
[sblock]Standard Action: Pick daughter up from prone.
Move Action: Move to G4 (adjacent to daughter).[/sblock]
Daughter
[sblock]Move Action:
Wee Lass Encounter Power. Shift 3 squares to G3.
Save vs Dazed = Success @ 13.[/sblock]
Not going to bother with a new map here. You're in I6, Father is in G4, Daughter in G3, all Tentacle Horror and Tentacles are where they were in prior map.
Amidst the thrashing and splashing of the flailing tentacles, the father protectively ushers the daughter to the back of the flatboat
ROUND 6
Tentacle Horror
[sblock]Minor Action:
Tentacle! Effect: One tentacles (1 HP) appears in I2. The TH takes 5 damage if the tentacle drops to 0 hit points.
Minor Action:
Grope For Prey by tentacle in I2 (1/turn) vs Daughter. 14 + 10 + 2 (CA) = 16 vs Daughter's Fort. Hit. *
* Immediate Interrupt by Father
My Life For Hers. Father is hit for 4 damage, is grabbed (DC 16), and pulled 2 squares to Hindering Terrain (water) in I2. Father passes Saving Throw (17) so is prone and grabbed at H3. Father uses
Awkward Oar on triggering tentacle. 20 + 12 - 2 (prone) - 2 (concealment) = 28. Hit. Tentacle down. Tentacle Horror takes 5 damage. Father is prone in I2.
Standard Action:
Slam vs Saeri. 16 + 10 + 2 (CA) = 28 vs 18 Reflex. Hit for 14 damage.[/sblock]
@
Manbearcat , if the tentacle horror, but not the tentacles, attacks me on this turn I'm going to use my Fox's Cunning Daily as an Immediate Reaction. MBA + Wis to hit. 13 + 14 + 3 = 30 hits I'm sure. 26 damage.
Noted. This ocurrs after TH hits you with
Slam for 13. Creature is bloodied.
Rock the Boat refreshes and it uses it immediately as a free action. It submerges, batters the boat from below and reappears on the opposite side.
[sblock]Standard Action:
Rock the Boat (Recharge Bloodied) + 10 vs Fort.
17 + 2 + 10 (29) vs Father; Hits. Saving throw (1) fails. He's in the water in H1, grabbed at the start of his turn, and dazed (save ends)
6 + 2 + 10 (18) vs Daughter; Misses.
2 + 2 + 10 (14) vs Saerie; Misses.[/sblock]
Father
[sblock]Grabbed by Hindering Terrain DC 16.
Move Action: Escape Grab; 3 + 11 = 14. Fails. He is still grabbed at the end of his turn so he is pulled 2 squares (10 feet) underwater and he takes 5 damage (see Endurance; Suffocation). His Endurance roll is 6 + 3 (1/2 level) + 3. Even if he was trained he would fail DC 20. He loses his only Healing Surge. Another failure equals 1/4 HP.
Save vs Dazed = Success @ 15.[/sblock]
Daughter
[sblock]Standard Action:
Get Tiny on TH. 7 + 10 - 2 (15) vs Will fails.
Move Action: Run Action (+ 2 speed) and Jump (Athletics check with running start 11 total = 2 squares) into the water and swims toward raft and pulls herself on top of it. *
* Provokes Slam OA from TH: 5 + 2 + 10 = 17. Misses her 20 Reflex.[/sblock]
The father slams his oar into a tentacle groping for his daughter. It flails and recedes into the water. The creature responds with renewed anger and sends you into a defensive flurry to keep your head on your shoulders. You can feel the fatigue creeping into your bones. You throw your head back as a tentacle swipes across you and an upward thrust of your blade impales it. A strange sound is uniformly emitted from the creatures many-fanged mouths. The crazy sound is loud enough to cause a stir on the island in the middle of the bay (a few hundred feed away). Torches burn into existence from the ramparts facing your position just as the deepwater murk of the bay enfolds the creature. For a moment it seem things may be over, but then boat lurches wildly, sending the father far and wide into the water. Something from below grasps him, pulls him under and out of your sight as he thrashes wildly and reaches futiley for his daughter - so far away. She panics in terror, her senses fully taking leave of her. She rushes off the boat as a tentacle flails wildly over just above her small form. She takes a flying leap and splashes down into the water but grasps your raft with both hands, pulling herself up.
ROUND 7
Tentacle Horror
[sblock]Standard Action:
Down Into the Depths on Father. 13 + 10 + 2 (CA) + 2 (aquatic bonus) = 27 vs Father's Foritude; hit. He's pulled 1 square further underwater (now 15 feet) and he takes 7 damage and 5 ongoing damage (save ends). Father will have to pass Endurance DC 20 or take 20 (1/4 HP or HS value) HP at the end of his turn.
Minor Action:
Grope For Prey by tentacle in F5 (1/turn) on Saeri. 2 + 10 + 2 (CA) = 14 vs Saeri's Fortitude; Miss.[/sblock]
*** The Tentacle Horror and each of its (summoned) tentacles have an aura 3: You give up CA while in aura.
** Water (Hindering Terrain): Anyone who starts their turn in the water within 2 squares of the flatboat is grabbed (DC 16). If you end your turn grabbed while in the water within 2 squares of the flaboat, you are pulled 2 squares (10 feet) underwater and you take 5 damage (see Endurance; Suffocation).
Father
[sblock]5 ongoing damage from
Down into the Depths.
Move Action: Escape Grab 1 + 11 = 12; Failure.
Standard Action:
Awkward Oar on TH. I'm qualifying the oar as effectively a longspear for jabbing/thrusting so it won't suffer the - 2 penalty for nonproficiency in underwater combat. Natural 20 (!) + 12 (- stuff which isn't enough to make it miss). 18 damage and the TH is marked.
End of Turn: 5 damage for ending turn grabbed in the hindering terrain. Endurance 9 + 10 = 19 vs DC 20; 20 damage. 12 Save vs OG 5 from DitD; pass.[/sblock]
Daughter
[sblock]Ready Action to use
Get Tiny if anything gets in range to attack.[/sblock]
As the glowing flames scurry like magical motes off in the distance on the ramparts, the sounds of the battle eerily begin to hush. The girls cries of terror are just a murmur of "Pa...paaaa." The thrashing of the tentacles on the father underwater are less vigorous than before and he shows no signs of surfacing. Nonetheless, the creature suddenly jerks spasmodically and appears much less inclined toward predation than a moment before. Its alien nature is beyond you, but you've seen plenty of predators ready to give up a fight that was more than it bargained for.
Father has 10 HP remaining. Daughter has 1 HP (2 temp HP) remaining. Tentacle Horror has 13 HP remaining. [MENTION=6775039]Binks[/MENTION] , if you slay the TH on your next turn, you have autonomy to describe the denoument of the scene, save for the status of/situation with the Father. I have to resolve his fate mechanically as the Hindering Terrain of the beast will be present until the end of the round and he is drowning.