As Shale struggles to maintain his form Halleck quickly rushes over, grabs the shardmind by its shoulders(?) and yells, “PULL YOURSELF TOGETHER, MAN!” This seems to be enough to shock Shale back into consciousness and his body quickly stabilizes. Meanwhile, Brenwar and Kavac both miss the crazed alpha mandrill with their wild swings. Yet, it leaves the animal wide open for a devastating attack from the githzerai. Shrakk calls upon the gods, and the gods answer. Shrakk's fullblade ruptures open the beast's back, nearly severing its spine and its painful cry seems to cause the other mandrills to hesitate. However, it seems to summon a hidden reserve of strength and it catches Brenwar in another swing of its arms, knocking the brave paladin to the ground once again. Karma continues to use mental attacks on the mandrills hiding in the trees, but finds his endurance waning. The fight seems to be going into a stalemate...
...suddenly the combatants ears are filled with a loud trumpeting sound that echoes throughout the jungle;
“BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRM”
The mandrills freeze for a split-second, filled with terror. The alpha mandrill seems to shout some kind of order to the others and they vanish quickly into the trees. In a frenzied state, the large monkey shoves his way past the three warriors on him and takes a few parting blows from Shrakk and the Prone Brenwar. This hardly seems to slow the beast down, however, as he flees into the jungle as if Asmodeus were at his back.
The exhausted and bloodied party stands still a moment, panting heavily. Then it seems as if their opponents will not be returning... at least for the time being. But what was that sound?
[sblock=Actions]
Player Actions:
- Shale: Fails death save.
- Brenwar: Ongoing 5 damage, Misses Alpha Mandrill with Virtuous Strike, lay on hands on self, succeeds on saving throw
- Halleck: Ongoing 5 damage, Moves to I10, activates Shale's second wind, succeeds on saving throw
- Kavac: Moves to E5, Charge to E9 and misses Alpha Mandrill, rolls an avenger.
- Shrakk: Hits Alpha Mandrill with Aspect of Might for 32 damage and heals 4 hp, succeeds on saving throw
- Alpha Mandrill: (bloodied) Makes a free flailing arms attack, hits Brenwar for 12(-3) damage and knocks him prone, automatically misses Kavac and Shrakk.
- Karma: Moves to D7, Misses K10 with Dishearten
Enemy Actions:
- Alpha Mandrill:Uses Howl
- Mandrill B15: Free leaps off-map.
- Alpha Mandrill: Moves off-map
- Brenwar: Hits with OA for 9 damage
- Kavac: Misses with OA
- Shrakk: Hits with OA for 20 damage
- Alpha Mandrill: Flees
- Mandrill Off-Map: Flees
- Mandrill K10: Leaps off-map, flees
[/sblock][sblock=Status]
Player Final Status:
- Brenwar: 12/47 hp 3 damage resist until SONT, 4 surges spent, prone, bloodied
- Shrakk: 17/35 hp 3 surges spent, bloodied
- Halleck: 2/25 hp bloodied
- Karma: 9/20 hp -1 surge, -2 attacks and skill checks, 2 surges spent, bloodied
- Kavac: 12/33 hp 1 surge spent, bloodied
- Shale: 6/24 hp +2 defenses until EONT, -1 surge, -2 attacks and skill checks, 2 surges spent, prone, 2 failed death rolls, bloodied
[/sblock][sblock=Map]
[/sblock]
Vic...tory?
[sblock=The Spring]Even though it's got some blood and monkey-hair in it now, the water is very refreshing. It gives you a +2 bonus on your next endurance either to fight off Jungle Fever or in the skill challenge.[/sblock][sblock=The Sound, Nature DC 17]Sounded like an elephant... a big one.[/sblock]
GM: | Alright, well done everyone. That was a tough fight... maybe tougher than I had intended. I'm used to my tabletop group of going through fights like a well-oiled powergaming machine, but I've learned a lot about this pbp thing already.
Go ahead and take as many short rests as you like. That means you can have Halleck and Karma healing you with their special abilities, so your surges are a bit more efficient.
After that, decide what you guys want to do next. It looks like there is enough daylight to continue for a few hours, or you can set up camp here. | |
[sblock=Tenchuu/Halleck]If you would, please make two rolls for the first two rounds of the skill challenge. Here's a reminder of what you need;
Skill Challenge
DC: 19 on all rolls.
Round 1 Skills:
- Athletics: Break a trail
- Heal: Keep the party healthy
- Nature: Identify helpful or hazardous plants and animals.
- Perception: Look out for a path or danger
- History: Recall some information on the hidden ruin's location
- Knowledge (Int or Wis): Offer some sort of helpful information
Round 2 Skills:
- Acrobatics: Deftly make your way through the foliage
- Athletics: Muscle your way through the brush
- Endurance: Set the pace/Keep the pace
- Heal: Keep the party healthy
- Perception: Keep an eye out for trouble
- Social (Charisma only, no skill): Encourage/Bully the party into continuing
[/sblock]