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<blockquote data-quote="Manbearcat" data-source="post: 6300847" data-attributes="member: 6696971"><p>As the earlier combat, please just edit your original post with Round 1, Round 2, etc.</p><p></p><p></p><p></p><p>INITIATIVE ORDER</p><p></p><p>Saerie</p><p>Tentacles</p><p>Father</p><p>Daughter</p><p></p><p></p><p></p><p>I do need one.</p><p></p><p>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.</p><p></p><p>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). <strong>At the end of your turn</strong>, 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. </p><p></p><p>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).</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>[sblock]<strong>Father</strong></p><p>Medium natural humanoid, human</p><p>Level 7 Soldier, Leader</p><p>HP 83; Bloodied 41 Initiative +8</p><p>AC 23, Fortitude 20, Reflex 19, Will 18 Perception+4 Speed 6 </p><p><strong></strong></p><p><strong>Standard Actions</strong></p><p></p><p><em>Awkward Oar </em>(weapon) At-Will</p><p>Attack: Melee 2 (one creature); +12 vs. AC</p><p>Hit: 1d12 + 6 damage and the target is marked until the end of the father's next turn.</p><p>Miss: The target is marked until the end of the father's next turn.</p><p></p><p><em>A Father's Courage</em> (weapon) Encounter </p><p>Attack: Close burst 2 (enemies in the burst); +12 vs. AC</p><p>Hit: 2d8 + 4 damage.</p><p>Effect: The daughter gains 10 temporary hit points.</p><p><strong></strong></p><p><strong>Triggered Actions</strong></p><p></p><p><em>My Life For Hers </em>At-Will</p><p>Trigger: An enemy hits the father's daughter with a melee attack while she is adjacent to him.</p><p>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.</p><p></p><p><strong>+ 11 Escape vs Grab</strong>[/sblock]</p><p></p><p>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.</p><p></p><p>[sblock]<strong>Daughter</strong></p><p>Medium natural humanoid, human</p><p>Level 7 Minion</p><p>HP 1; a missed attack never damages a minion. Initiative Fathers</p><p>AC 20, Fortitude 19, Reflex 20, Will 18 Perception+5 Speed 6</p><p></p><p><strong>Traits</strong></p><p></p><p><em>Father's Side</em></p><p>The daughter gains a +2 bonus to all defenses while adjacent to her father.</p><p></p><p><strong>Standard Actions</strong></p><p></p><p><em>Get Tiny</em> At-Will</p><p>Attack: Ranged 5 (one creature); +10 vs. Will</p><p>Effect: The target cannot attack the daughter until the end of her next turn.</p><p></p><p><strong>Move Actions</strong></p><p></p><p><em>Wee Lass</em> (Encounter)</p><p>Effect: The daughter shifts 3 squares and can shift through difficult terrain until the end of her next turn.</p><p></p><p><strong>+ 5 Escape vs Grab</strong>[/sblock]</p><p></p><p>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.</p><p></p><p>5) There were 4 tentacles (Minions each) lashing the boat, reaching for the occupants. After your true arrows, there are 2.</p><p></p><p>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.</p><p></p><p><span style="font-size: 12px"><strong>ROUND 1</strong></span></p><p></p><p></p><p></p><p></p><p><em><strong></strong></em></p><p><em><strong>Tentacles</strong></em></p><p></p><p>[sblock]Tentacle in H7 attacks Daughter with <em>Snatch and Grab</em>. 10 + 10 vs Fort = 20. 21 Fort while adjacent to Father. Miss.</p><p></p><p>Tentacle in K5 attacks Daughter. 12 + 10 vs Fort = 22. Hit. *</p><p></p><p>* Immediate Interrupt by Father <em>My Life For Hers</em>. 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 <em>Awkward Oar</em> on triggering tentacle. 7 + 12 - 2 (prone) - 2 (concealment) = 15. Miss and the target is marked until the EoYNT.[/sblock]</p><p></p><p><em><strong>Father</strong></em></p><p></p><p>[sblock]Move Action: Escape Grab (DC 16). 10 + 11 = 21. Hits. Escapes and shifts one square back to I5 and adjacent to Daughter.</p><p></p><p>Standard Action: <em>A Father's Courage. </em>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]</p><p></p><p><strong><em>Daughter</em></strong></p><p></p><p>[sblock]Standard Action: <em>Get Tiny </em>on remaining Tentacle. 19 + 10 - 2 (concealment) = 27. Hits. Tentacle cannot attack daughter until the end of her next turn.[/sblock]</p><p></p><p></p><p></p><p>Round 2 and you're up @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6775039" target="_blank">Binks</a></u></strong></em> . Edit your post above, please. If you have any questions, let me know.</p><p></p><p></p><p></p><p>Yes, AP refreshed. That will always be the case so you can just keep track of that.</p><p></p><p><span style="font-size: 12px"><strong>ROUND 2</strong></span></p><p><em><strong></strong></em></p><p><em><strong>Tentacles</strong></em></p><p></p><p>[sblock]Remaining tentacle affected by <em>Get Tiny</em> attacks Father with <em>Snatch and Grab</em>. 6 + 10 vs Reflex = 16. Miss.[/sblock]</p><p></p><p>Three tentacles explode from the depths, wriggle wildly for a moment and, whip-like, they extend toward the daughter!</p><p></p><p>[sblock]Tentacle attacks Daughter with <em>Snatch and Grab</em>. 15 + 10 vs Fort = 25. Hit. *</p><p></p><p>* Immediate Interrupt by Father <em>My Life For Hers</em>. 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 <em>Awkward Oar</em> on triggering tentacle. 20 + 12 - 2 (prone) - 2 (concealment) = 28. Hit. Minion down.</p><p></p><p>Tentacle attacks Daughter with <em>Snatch and Grab</em>. 5 + 10 vs Fort = 15. Miss.</p><p></p><p>Tentacle attacks Daughter with <em>Snatch and Grab</em>. 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]</p><p></p><p>** 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). </p><p></p><p><em><strong>Father</strong></em></p><p></p><p>[sblock]Move Action: Crawl to I6.</p><p></p><p>Standard Action:<em> Awkward Oar </em>on the Tentacle grasping his daughter<em>. </em>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]</p><p></p><p><strong><em>Daughter</em></strong></p><p></p><p>[sblock]Grabbed by Hindering Terrain DC 16.</p><p></p><p>Move Action: Escape Grab 20 + 5 = 25 vs DC 16. Hits target number. Daughter escapes but can't shift out of water.</p><p></p><p>Move Action: Gets out of water and moves behind father into I5.[/sblock]</p><p></p><p></p><p></p><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6775039" target="_blank">Binks</a></u></strong></em> , 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.</p><p></p><p>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.</p><p></p><p><span style="font-size: 15px"><strong>ROUND 3</strong></span></p><p><em></em></p><p><em><strong>Tentacle Horror</strong></em></p><p></p><p>[sblock]Standard Action: <em>Rock the Boat</em> (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.</p><p></p><p>Minor Action: <em>Tentacles Everywhere!</em> (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.</p><p></p><p>Minor Action: <em>Grope For Prey</em> (1/turn). 3 + 10 + 2 (CA) vs Daugther's Fort. 15 misses.</p><p>[/sblock]</p><p></p><p>*** The Tentacle Horror and each of its (summoned) tentacles have an aura 3: You give up CA while in aura.<em><strong></strong></em></p><p><em><strong></strong></em></p><p><em><strong>Tentacle Minion (this is one of the creatures tentacles but separate mechanically from the "summoned tentacle minions" that the Tentacle Horror can act through)</strong></em></p><p></p><p>[sblock]Tentacle attacks Daughter with <em>Snatch and Grab</em>. 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]</p><p></p><p></p><p></p><p>** 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).</p><p></p><p><em><strong>Father</strong></em></p><p></p><p>[sblock]Grabbed by Hindering Terrain DC 16.</p><p></p><p>Move Action: Escape Grab; 11 + 11 = 22. Escapes and shifts to I7.</p><p></p><p>Save vs Dazed = Success @ 13.[/sblock]</p><p><em><strong></strong></em></p><p><em><strong>Daughter</strong></em></p><p></p><p>[sblock]Grabbed by remaining tentacle minion DC 16.</p><p></p><p>Standard Action: <em>Get Tiny</em> vs Tentacle Horror 15 + 10 ( - 4) = 21. Success.</p><p></p><p>Save vs Dazed = Failure @ 7.</p><p></p><p>Still prone, grabbed, dazed.[/sblock]</p><p></p><p></p><p></p><p>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).</p><p></p><p>Round 4 update: @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6775039" target="_blank">Binks</a></u></strong></em> 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 <em>Get Tiny</em> on it prevents the tentacles from attacking the daughter (the monster uses them to deploy minor action attacks).</p><p></p><p><span style="font-size: 15px"><strong>ROUND 4</strong></span></p><p><em></em></p><p><em><strong>Tentacle Horror</strong></em></p><p></p><p>[sblock] <cannot attack daughter this turn due to successful <em>Get TIny</em>></p><p></p><p>Standard Action: <em>Slam</em> + 10 + 13 + 2 (CA) = 25 vs Father's Reflex; hit. 15 damage.</p><p></p><p>Minor Action: <em>Tentacle!</em> Effect: One tentacles (1 HP) appears in K6. The TH takes 5 damage if the tentacle drops to 0 hit points.</p><p></p><p>Minor Action: <em>Grope For Prey</em> 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.</p><p></p><p>Action Point: <em>Down Into the Depths</em> 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). <span style="color: #ffd700">* Saerie cancelled using Drakescale Armor of Eyes.</span>[/sblock]</p><p></p><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6775039" target="_blank">Binks</a></u></strong></em> , <em>Down Into the Depths</em> 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! <span style="color: #ffd700">* Saerie cancelled using Drakescale Armor of Eyes.</span></p><p></p><p>*** The Tentacle Horror and each of its (summoned) tentacles have an aura 3: You give up CA while in aura.</p><p></p><p>** 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).</p><p></p><p><em><strong>Father</strong></em></p><p></p><p>[sblock]Move Action: Escape Grab; 7 + 11 = 18. Escapes and shifts to I5 (adjacent to daughter).</p><p></p><p>Standard Action: <em>Awkward Oar </em>(Melee 2) on the Tentacle Horror<em>. </em>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]</p><p></p><p><em><strong>Daughter</strong></em></p><p></p><p>[sblock]Standard Action: <em>Get Tiny</em> vs Tentacle Horror 19 + 10 ( - 4) = 25. Success. Cannot be attacked by TH until the end of her next turn.</p><p></p><p>Save vs Dazed = Failure @ 3.</p><p></p><p>Still prone and dazed.[/sblock]</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>ROUND 5</strong></span></p><p><em></em></p><p><em><strong>Tentacle Horror</strong></em></p><p></p><p>[sblock]Move Action: Back to its original position.</p><p></p><p>Standard Action: <em>Slam </em>vs Saeri. 7 + 10 + 2 (CA) - 2 (marked) = 17 vs 18 Reflex. Miss.</p><p></p><p>Minor Action: <em>Grope For Prey</em> by tentacle in K6 (1/turn) vs Father. 4 + 10 + 2 (CA) = 16 vs Father's Fort. Miss.[/sblock]</p><p></p><p><em><strong>Father</strong></em></p><p></p><p>[sblock]Standard Action: Pick daughter up from prone.</p><p></p><p>Move Action: Move to G4 (adjacent to daughter).[/sblock]</p><p></p><p><em><strong>Daughter</strong></em></p><p></p><p>[sblock]Move Action: <em>Wee Lass</em> Encounter Power. Shift 3 squares to G3.</p><p></p><p>Save vs Dazed = Success @ 13.[/sblock]</p><p></p><p>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.</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>ROUND 6</strong></span></p><p><em></em></p><p><em><strong>Tentacle Horror</strong></em></p><p></p><p>[sblock]Minor Action: <em>Tentacle!</em> Effect: One tentacles (1 HP) appears in I2. The TH takes 5 damage if the tentacle drops to 0 hit points.</p><p></p><p>Minor Action: <em>Grope For Prey</em> by tentacle in I2 (1/turn) vs Daughter. 14 + 10 + 2 (CA) = 16 vs Daughter's Fort. Hit. *</p><p></p><p>* Immediate Interrupt by Father <em>My Life For Hers</em>. 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 <em>Awkward Oar</em> on triggering tentacle. 20 + 12 - 2 (prone) - 2 (concealment) = 28. Hit. Tentacle down. Tentacle Horror takes 5 damage. Father is prone in I2.</p><p></p><p>Standard Action: <em>Slam </em>vs Saeri. 16 + 10 + 2 (CA) = 28 vs 18 Reflex. Hit for 14 damage.[/sblock]</p><p></p><p> </p><p></p><p>Noted. This ocurrs after TH hits you with <em>Slam </em>for 13. Creature is bloodied. <em>Rock the Boat</em> refreshes and it uses it immediately as a free action. It submerges, batters the boat from below and reappears on the opposite side.</p><p></p><p>[sblock]Standard Action: <em>Rock the Boat</em> (Recharge Bloodied) + 10 vs Fort. </p><p></p><p>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)</p><p></p><p>6 + 2 + 10 (18) vs Daughter; Misses. </p><p></p><p>2 + 2 + 10 (14) vs Saerie; Misses.[/sblock]</p><p></p><p><em><strong>Father</strong></em></p><p></p><p>[sblock]Grabbed by Hindering Terrain DC 16.</p><p></p><p>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.</p><p></p><p>Save vs Dazed = Success @ 15.[/sblock]</p><p><em><strong></strong></em></p><p><em><strong>Daughter</strong></em></p><p></p><p>[sblock]Standard Action: <em>Get Tiny</em> on TH. 7 + 10 - 2 (15) vs Will fails.</p><p></p><p>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. * </p><p></p><p>* Provokes Slam OA from TH: 5 + 2 + 10 = 17. Misses her 20 Reflex.[/sblock]</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>ROUND 7</strong></span></p><p><em></em></p><p><em><strong>Tentacle Horror</strong></em></p><p></p><p>[sblock]Standard Action: <em>Down Into the Depths</em> 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.</p><p></p><p>Minor Action: <em>Grope For Prey</em> by tentacle in F5 (1/turn) on Saeri. 2 + 10 + 2 (CA) = 14 vs Saeri's Fortitude; Miss.[/sblock] </p><p></p><p>*** The Tentacle Horror and each of its (summoned) tentacles have an aura 3: You give up CA while in aura.</p><p></p><p>** 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).</p><p></p><p><em><strong>Father</strong></em></p><p></p><p>[sblock]5 ongoing damage from <em>Down into the Depths.</em></p><p><em></em></p><p>Move Action: Escape Grab 1 + 11 = 12; Failure.</p><p></p><p>Standard Action: <em>Awkward Oar </em>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.</p><p></p><p>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] </p><p></p><p><em><strong>Daughter</strong></em></p><p></p><p>[sblock]Ready Action to use <em>Get Tiny</em> if anything gets in range to attack.[/sblock]</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6300847, member: 6696971"] As the earlier combat, please just edit your original post with Round 1, Round 2, etc. INITIATIVE ORDER Saerie Tentacles Father Daughter 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). [B]At the end of your turn[/B], 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). 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][B]Father[/B] 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 [B] Standard Actions[/B] [I]Awkward Oar [/I](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. [I]A Father's Courage[/I] (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. [B] Triggered Actions[/B] [I]My Life For Hers [/I]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. [B]+ 11 Escape vs Grab[/B][/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][B]Daughter[/B] 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 [B]Traits[/B] [I]Father's Side[/I] The daughter gains a +2 bonus to all defenses while adjacent to her father. [B]Standard Actions[/B] [I]Get Tiny[/I] At-Will Attack: Ranged 5 (one creature); +10 vs. Will Effect: The target cannot attack the daughter until the end of her next turn. [B]Move Actions[/B] [I]Wee Lass[/I] (Encounter) Effect: The daughter shifts 3 squares and can shift through difficult terrain until the end of her next turn. [B]+ 5 Escape vs Grab[/B][/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. [SIZE=3][B]ROUND 1[/B][/SIZE] [I][B] Tentacles[/B][/I] [sblock]Tentacle in H7 attacks Daughter with [I]Snatch and Grab[/I]. 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 [I]My Life For Hers[/I]. 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 [I]Awkward Oar[/I] on triggering tentacle. 7 + 12 - 2 (prone) - 2 (concealment) = 15. Miss and the target is marked until the EoYNT.[/sblock] [I][B]Father[/B][/I] [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: [I]A Father's Courage. [/I]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] [B][I]Daughter[/I][/B] [sblock]Standard Action: [I]Get Tiny [/I]on remaining Tentacle. 19 + 10 - 2 (concealment) = 27. Hits. Tentacle cannot attack daughter until the end of her next turn.[/sblock] Round 2 and you're up @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6775039"]Binks[/URL][/U][/B][/I] . Edit your post above, please. If you have any questions, let me know. Yes, AP refreshed. That will always be the case so you can just keep track of that. [SIZE=3][B]ROUND 2[/B][/SIZE] [I][B] Tentacles[/B][/I] [sblock]Remaining tentacle affected by [I]Get Tiny[/I] attacks Father with [I]Snatch and Grab[/I]. 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 [I]Snatch and Grab[/I]. 15 + 10 vs Fort = 25. Hit. * * Immediate Interrupt by Father [I]My Life For Hers[/I]. 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 [I]Awkward Oar[/I] on triggering tentacle. 20 + 12 - 2 (prone) - 2 (concealment) = 28. Hit. Minion down. Tentacle attacks Daughter with [I]Snatch and Grab[/I]. 5 + 10 vs Fort = 15. Miss. Tentacle attacks Daughter with [I]Snatch and Grab[/I]. 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). [I][B]Father[/B][/I] [sblock]Move Action: Crawl to I6. Standard Action:[I] Awkward Oar [/I]on the Tentacle grasping his daughter[I]. [/I]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] [B][I]Daughter[/I][/B] [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] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6775039"]Binks[/URL][/U][/B][/I] , 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. [SIZE=4][B]ROUND 3[/B][/SIZE] [I] [B]Tentacle Horror[/B][/I] [sblock]Standard Action: [I]Rock the Boat[/I] (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: [I]Tentacles Everywhere![/I] (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: [I]Grope For Prey[/I] (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.[I][B] Tentacle Minion (this is one of the creatures tentacles but separate mechanically from the "summoned tentacle minions" that the Tentacle Horror can act through)[/B][/I] [sblock]Tentacle attacks Daughter with [I]Snatch and Grab[/I]. 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] ** 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). [I][B]Father[/B][/I] [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] [I][B] Daughter[/B][/I] [sblock]Grabbed by remaining tentacle minion DC 16. Standard Action: [I]Get Tiny[/I] vs Tentacle Horror 15 + 10 ( - 4) = 21. Success. Save vs Dazed = Failure @ 7. Still prone, grabbed, dazed.[/sblock] 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: @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6775039"]Binks[/URL][/U][/B][/I] 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 [I]Get Tiny[/I] on it prevents the tentacles from attacking the daughter (the monster uses them to deploy minor action attacks). [SIZE=4][B]ROUND 4[/B][/SIZE] [I] [B]Tentacle Horror[/B][/I] [sblock] <cannot attack daughter this turn due to successful [I]Get TIny[/I]> Standard Action: [I]Slam[/I] + 10 + 13 + 2 (CA) = 25 vs Father's Reflex; hit. 15 damage. Minor Action: [I]Tentacle![/I] Effect: One tentacles (1 HP) appears in K6. The TH takes 5 damage if the tentacle drops to 0 hit points. Minor Action: [I]Grope For Prey[/I] 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: [I]Down Into the Depths[/I] 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). [COLOR=#ffd700]* Saerie cancelled using Drakescale Armor of Eyes.[/COLOR][/sblock] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6775039"]Binks[/URL][/U][/B][/I] , [I]Down Into the Depths[/I] 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! [COLOR=#ffd700]* Saerie cancelled using Drakescale Armor of Eyes.[/COLOR] *** 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). [I][B]Father[/B][/I] [sblock]Move Action: Escape Grab; 7 + 11 = 18. Escapes and shifts to I5 (adjacent to daughter). Standard Action: [I]Awkward Oar [/I](Melee 2) on the Tentacle Horror[I]. [/I]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] [I][B]Daughter[/B][/I] [sblock]Standard Action: [I]Get Tiny[/I] 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] [SIZE=4][B]ROUND 5[/B][/SIZE] [I] [B]Tentacle Horror[/B][/I] [sblock]Move Action: Back to its original position. Standard Action: [I]Slam [/I]vs Saeri. 7 + 10 + 2 (CA) - 2 (marked) = 17 vs 18 Reflex. Miss. Minor Action: [I]Grope For Prey[/I] by tentacle in K6 (1/turn) vs Father. 4 + 10 + 2 (CA) = 16 vs Father's Fort. Miss.[/sblock] [I][B]Father[/B][/I] [sblock]Standard Action: Pick daughter up from prone. Move Action: Move to G4 (adjacent to daughter).[/sblock] [I][B]Daughter[/B][/I] [sblock]Move Action: [I]Wee Lass[/I] 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. [SIZE=4][B]ROUND 6[/B][/SIZE] [I] [B]Tentacle Horror[/B][/I] [sblock]Minor Action: [I]Tentacle![/I] Effect: One tentacles (1 HP) appears in I2. The TH takes 5 damage if the tentacle drops to 0 hit points. Minor Action: [I]Grope For Prey[/I] by tentacle in I2 (1/turn) vs Daughter. 14 + 10 + 2 (CA) = 16 vs Daughter's Fort. Hit. * * Immediate Interrupt by Father [I]My Life For Hers[/I]. 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 [I]Awkward Oar[/I] 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: [I]Slam [/I]vs Saeri. 16 + 10 + 2 (CA) = 28 vs 18 Reflex. Hit for 14 damage.[/sblock] Noted. This ocurrs after TH hits you with [I]Slam [/I]for 13. Creature is bloodied. [I]Rock the Boat[/I] 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: [I]Rock the Boat[/I] (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] [I][B]Father[/B][/I] [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] [I][B] Daughter[/B][/I] [sblock]Standard Action: [I]Get Tiny[/I] 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] [SIZE=4][B]ROUND 7[/B][/SIZE] [I] [B]Tentacle Horror[/B][/I] [sblock]Standard Action: [I]Down Into the Depths[/I] 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: [I]Grope For Prey[/I] 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). [I][B]Father[/B][/I] [sblock]5 ongoing damage from [I]Down into the Depths. [/I] Move Action: Escape Grab 1 + 11 = 12; Failure. Standard Action: [I]Awkward Oar [/I]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] [I][B]Daughter[/B][/I] [sblock]Ready Action to use [I]Get Tiny[/I] if anything gets in range to attack.[/sblock] 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. [/QUOTE]
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