As Wat's thunderous spell sends one of the net casters back to splash into the fountain, Kartuus calls upon dark powers to end the net caster's life. Both xivorts drop below the waters quite dead staining the fountain red. The second netcaster creeping around the side is also struck by the invoker's thunder and is pushed back against the wall of the nearby building
The darter takes up the ululeo of its now dead compatriot as the dazed xivort manages to hurl a large net over Zuri. The net expands threatening to trap Rain upon the ground but thankfully it fails to open enough, falling short of the mark. That is little comfort to Zuri though who once again finds herself tangled in one of the nasty creatures' nets.
Responding to the call two more of the blueskinned creatures emerge from another nearby building as the xivort dazed momentarily by Sabynha's flashing dagger stabs down at the tiefling, passing by her magical wards, the blade sinking deep into her ribs. One of the recently emerged xivorts does not hesistate to rush into the swirling mist and stab at the downed tiefling with a cackle, the blade striking her in the chest, hard enough to make her nearly lose consciousness.
Meanwhile the darter moves up closer to the violence as the second recently emerged xivort barks orders at it in elven of all languages.
"Ndagina i' onna e' i' natse!"
[sblock=Elven]
"Kill the one in the net!" [/sblock]
They then hurl a barrage of darts at the eladrin, three of the darts strike true, leaving her badly injured.
The townsfolk crawl around, cower and hide wherever they can, many screaming and calling out desperate and confusing advice.
"Shut the gates!" "Flee for your lives!" "Kill them alll!" "Alex you coward, stop hiding and go and do something!" "You do something you stupid old hag!" "I want my mummmmmy" "Cansh shomeone helpsh me outsh the net now pleash. I shink I'm shtuck." "Ben's deead! Waaahhh!"
GM: | Round 2: You're up!
[MENTION=90924]LordGraz'zt[/MENTION] Please let me know via PM what your situation is and if you are able to continue with the adventure or not please. Kartuus will be NPC'd until further notice. | |
[sblock=Combat Summary]
Rain deals 7 dmg to Slasher1 with Infernal Wrath; She recognises the creatures and knows of their history. [sblock=Rain's Additional Combat orientated knowledge of Xivorts] She also know they tend to gang up on fallen or trapped enemies and are skilled at coordinating attacks to flank enemies with each other, possessing a minor teleport ability that allows them to relocate themselves advantageously when they are struck [/sblock]
Rain hits Slasher 1 killing it dead and Marks Slasher 2.
Zuri uses her Fey Step to escape the net; auto success vs Restrained condition awarded because it just makes sense; misses
Sabynha activates her warrior stance increasing her accuracy and manages to fling a dagger from beneath the net at Slasher 2 which thanks to Knack for Success manages to hit for 5 dmg; She uses Flash power to daze Slasher 2. She fails to escape the net and remains restrained.
Wat wisely gets off the skittish horse and uses Thunder of Judgement; It hits the dead Slasher 1 and the Net Caster 1 pushing them back into the fountain. N1 takes 12 dmg and is dazed. Edit: Retcon: Instead of Slasher 1 Netcaster 2 is targeted as the only other viable target within range. 9 dmg taken and dazed. DM dictates where the push goes (in a straight line back from Wat ending when hitting the wall) to avoid tactical positioning of Xivort resulting in the negation of attacks after the fact.
Kartuus fires his spell successfully Gift from Avernus (-2 Restrained) 15 vs Ref;Hit (forgot to include CAdv from Dazed but wasn't needed) at the badly injured net caster, finishing him off. No need to roll damage as any hit is a minimum of 5 dmg and enough to kill N1. He makes his
save 17 vs Restrained=Success
Tom remains restrained
Save=9;Fail
Net Caster 2 uses Minor Action:Bolas
10 vs Ref Edit: Zuri;Miss Minor action never occurs due to retcon Standard Action: Net: Area Burst 1 within 5; 17 vs Ref Zuri;Hit 9 vs Ref Rain;Miss Zuri is Restrained (save ends)
Darter 1 moves to J6 into mist; lightly concealed
Uses Dart Volley for 2 dart attacks vs Zuri with CAdv (Restrained):
24 vs Ref 26 vs Ref; Both hit Dart 1=5 dmg Dart 2=5 dmg; total = 10 dmg Zuri takes 10 damage
Darter 2 emerges from nearby building and uses dart volley vs Zuri with Cadv (Restrained):
16 vs Ref;Hit 9 vs Ref;Miss Dart dmg=7 dmg Zuri is bloodied.
Slasher 2 stabs Rain with its Short Sword (+CAdv Prone):
28 vs AC;Critical Hit! Maximum Damage= 11 dmg; Rain is bloodied
Slasher 3 emerges from building and charges Rain with Short Sword (+CAdv Prone):
24 vs AC;Hit Short Sword dmg=11 dmg S3 rolls max dmg and reduces Rain to 3 hp; Badly bloodied!
[/sblock]
[sblock=Status]
Zuri 7/24 hp 6/6 Surges Bloodied; Restrained (immobilised, grants CAdv and -2 to attacks; save ends)
Sabynha 28/28 hp 10/10 Surges Restrained (immobilised, grants CAdv and -2 to attacks; save ends)
Kartuus 23/23 hp 7/7 Surges
Rain 3/31 hp 11/11 Surges Bloodied; Prone
Wat 28/28 hp 10/10 Surges
Tom 10/10 hp 1/1 Surge Mounted and Restrained; save ends
Wounded Guard 11/22 HP Hiding
Townsman 4/10 hp 1/1 Surge Restrained in Net
Net Caster 1 Dead; 2 nets, 1 bolas used
Net Caster 2; 9 damage; Dazed TENT; 1 net used
Slasher 1 Dead
Slasher 2: 5 dmg; Dazed TENT
Slasher 3: Bloodied (before combat)
Darter 1; Dream Venom Dart used; 2 darts used
Darter 2; Dream Venom Dart used (Before combat); 2 darts used
[/sblock]
[sblock=Monster Stats]
Please only look at stats of creature you are attacking; won't matter this fight as they are all so similar but will in future fights.
[sblock=Net Caster]
HP 26 AC 15 F/R/W 12/13/13
MBA: Short Sword +6 vs AC; 1d6+5 dmg
[/sblock]
[sblock=Slasher]
HP 26 AC 15 F/R/W 12/13/13
MBA: Short Sword +6 vs AC; 1d6+5 dmg
[/sblock]
[sblock=Darter]
HP 22 AC 15 F/R/W 12/13/13
MBA: Dagger +6 vs AC; 1d4+3 dmg
[/sblock][/sblock]
[sblock=Terrain] Mist: The area on the inside of the gate is lightly obscured (-2 to atks)
Walls: These stone fortifications are 20 feet high (Athletics DC 20 to climb), topped with crenellated walkways. The crenellations are 3 feet high. Ladders lead up to both walkways on either side of the gate opening.
Gate: The gate is a wooden portcullis presently locked in the up position 10 feet off the ground.
Buildings: The structures to the north and south of the plaza are enclosed (the walls of the buildings are blocking terrain). The wall of a building can be climbed with a DC 20 Athletics check (the roofs are 10 feet above the ground). Mist does not extend inside the buildings.
[/sblock]