Reef(er) Madness – Round 3
[sblock=ooc]For reference:
Reef(er) Madness Round 1 &
HERE
Reef(er) Madness Round 2[/sblock]
Focusing on keeping the dragonborn from dying caused Ardens to briefly lose track of the swarm to his side. Suddenly, he felt a quick pull as his ally pulls him out of reach of the swarm's attack. "I was going to be just fine. There's no reason for you to be touching me with those grubby claws of yours," Ardens says as he turns back to the swarm. Using the skills he learned from the swordmage he met on the way to Daunton, Ardens thrusts forward and skewers a couple of craud on his dagger.
Finnean gives ground to the craud attacking him and slips his rapier between the natural armor of the one on Cyrus; the tip easily pierces the creature, causing it significant pain.
Ixenvalignat swings out at the carnivorous crustacean in front of him, but can't connect, "You and I seem to be bearing the brunt of this attack," the dragonborn leans over toward Ardens, "You're welcome to come over here and help out." He draws and quaffs a potion of healing.
"Thanks for the offer, but I prefer to avoid close combat whenever possible," Ardens says to Ixen as he uses the opening the dragonborn created to get out of melee. With that, he casts a spell, scorching the Impaler and Crusher next to Ixen. Without even pausing to see the effects of his spell, Ardens turns and runs up behind the Craud Cyrus is engaging. "Hey you overgrown shrimp. Why don't you turn around and attack the only target that's actually a threat to you."
Cyrus grunts as a pincer cuts his arms. He growls lowly and strikes out again at the Impaler attempting to end its suffering. His blade barely sinks into the right spot, though he manages to down the heavily wounded Impaler. With the Impaler crashing to the ground, Cyrus darts forwards giving Ixen the melee support he needed.
"Better to die on your feet, then to live on your knees!" he roared, blood and spit dribbled from his mouth. He got up and flicked his hand, sending a silvery stream of magic towards the Impaler. A sickening crunch later, it fell.
Damien notices out of the corner of his eye a Craud sneaking upon him and his fellow teammates. Silly Craud! Down you go! he thought. With that he took a step back and launched his arrow, knocking the beast upside the head and knocking the thing to the ground.
The shrimp swarm churns, striking out at Cyrus just because he was nearby, nearly striking him, then with no other source of food closer, it pounces upon Cyrus again drawing some blood.
The craud crusher turns to Ixen, absently kicking the slain craud impaler’s carcass into the water, where it starts to be eaten by craud shrimp as the corpse sinks into the brine. Ixen swings and connects, as the crusher grabs the dragonborn in its claws, holding him fast.
The remaining impalers advance further onto the atoll to strike at the intruders of their breeding grounds; one swiping its claws at Finnean just hitting the nimble halfling in the shoulder, while the other
focuses on Damien stands up from prone and is rather ineffectual.
[sblock=Enemy Actions]Craud Shrimp Swarm: Aura Attack: vs. Cyrus:
MISS; Standard: attack vs. Cyrus:
HIT for 7 and ongoing 3 damage (save ends)
Craud Impaler 1: dead
Craud Impaler 2: dead
Craud Impaler 3: Standard: attack vs. Finnean:
HIT for 10
Craud Impaler 4:
move from T11 to U10; Standard: attack against Damien: HIT for 8; stands up at T11
Craud Crusher 1: Move from S8 to S7; Opportunity attack from Ixen:
HIT for 14, Standard: Attack vs. Ixen:
HIT for 11 Ixen is grabbed until he escapes
Craud Crusher 2: dead
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[sblock=Terrain, Please Read]
Coral Atoll (whitish area): firm ground, not difficult terrain; if knocked prone, that PC takes 1d4 damage in addition to any other damage.
Coral Mounds (C7: D8; G10:H12; J10:L11; U7:V8; Y10:Z11; AB10:AC11): considered difficult terrain.
Submerged Coral (light green area): Consider one FULL square adjacent to the Coral Atoll to be underwater and difficult terrain, this also applies to the area between the two coral atolls. Depth ranges from 1 to 2 feet of water.
Deep Water: Beyond one square from the coral atoll is a 20-foot vertical drop to the sea floor.
Swimming:
Swim or Tread: (as part of movement): DC 10 (calm waters) If swimming north or south, every 2 squares of movement towards the coral atoll will slide you 1 square to the east. If swimming to the west, you can only move 1/4 speed. If swimming east, double your swimming movement.
Success: you swim half your speed
Failure (by 4 or less): you can’t swim any further as part of a movement action, but you are treading water
Failure (by 5 or more): you can’t move any further and you sink 1 square.
*NOTE: The sea grass becomes thicker as you move away from the coral atoll. The DC to swim increases by 2 for each square beyond the start of the Deep Water (EX: DC 10 - 1 sq away from the Submerged Coral; DC 12 - 2 sq away, etc).
**NOTE: There is no Athletics check to climb up onto the difficult terrain of the Submerged Coral areas.
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[sblock=Map]
[/sblock]
[sblock=Combatants]Locations:
Finnean: W10
Ixenvalignat: T7;
BLOODIED; GRABBED until escape (craud crusher 1)
Cyrus: T9;
BLOODIED
Damien: V9; +2 to all defenses until SoNT
Ardens: W9
Jesse: V8
Craud Shrimp Swarm: R9:S10 (on atoll)
Craud Impaler 1: dead
Craud Impaler 2: dead
Craud Impaler 3: V11 (in water; difficult terrain)
Craud Impaler 4: T11 (in water; difficult terrain)
Craud Crusher 1: S7 (in water; difficult terrain)
Craud Crusher 2: dead
[sblock=Notes on Aquatic Combat]*Any power that has the keyword FIRE takes a -2 penalty to attack rolls. Damage rolls are unaffected. NOTE: the target must be in the water for this penalty.
*While swimming or submerged: -2 to melee attack rolls with non spear-type melee or ranged weapons or crossbow-type ranged weapons.
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Craud Shrimp Swarm: Swarm Attack Aura 1: at the start of the craud swarm’s turn it makes a MELEE basic attack against each enemy it is adjacent to it; HP 37/56; Resist half damage from melee/ranged attacks; Vulnerable 10 to close/blast attacks; AC 17, FORT 15, REF 15, WILL 14; MBA Swarm of Mandibles: +7 vs. Ref; 1d6+4 and ongoing 3 damage (save ends).
[sblock=pics]
[/sblock]
Craud Impaler: HP 51; AC 17, FORT 15, REF 15, WILL 13; MBA Claw: +8 vs. AC; 1d6+4 damage;
Impaler 1:
Impaler 2:
Impaler 3: 44/51;
Impale
Impaler 4: 31/51;
Impale
[sblock=pic]
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Craud Crusher: HP 70; AC 15, FORT 16, REF 16, WILL 15; MBA Claw: +9 vs. AC; 1d8+4 damage and grabbed (until escape)
Crusher 1: 36/70;
Hammerclaw
Crusher 2:
[sblock=Escape]Action: Move action
Acrobatics DC 16
Athletics DC 16
Success: escape and shift 1 square[/sblock]
[sblock=pic]
[/sblock]
Finnean: 14/24; HS 6/7; AP 1;
Ardent Surge; Potion of Healing; Status
Ixenvalignat: 4/22; HS 5/8;
AP 1; Healing Word:
1, 2;
Potion of Healing; Status
BLOODIED; GRABBED until escape (craud crusher 1)
Cyrus: 11/26; HS 9/9;
AP 1; Potion of Healing; Status
BLOODIED; Ongoing 3 damage (save ends)
Damien: 17/28; HS 8/9; AP 1; Potion of Healing; Status Aspect of the Pouncing Lynx
Ardens: 16/26; HS 9/9;
AP 1;
Potion of Healing; Status
Jesse: 12/23; HS 7/7; AP 1; Potion of Healing; Status
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