The Hunted (DM: IronSky, Judge: ???)

"Time to thin the herd a bit."

Illarion gestures with his dagger and it flashes with rainbow colors. He steps next to one of the big creatures and plunges it into it's body. Or at least tries to. His blindness seems to show at most inopportune moment. Still small shadow of the weapon hits and harms the creature further.

[sblock=Actions]
Move: shift to K13
Standard: Chaos bolt vs Hulk 2 Will; psychic damage; shroud damage (1d20+5=8, 1d10+8=18, 2d6=6) - miss, only 3 damage from one shroud

QUESTION: chaos bolt is ranged. Sorcerous channel says you can use it as melee attack. Does that mean I can use +3 weapon bonus on the attack? Does it still target Will that way?

It's important because IF it targets Will and I get +3 to hit from the dagger, I can still hit if I use changeling trick to get CA (it's hard to miss with +5 to attack vs weakenst defense :p

[/sblock]
 
Last edited:

log in or register to remove this ad


Even though the lightening ceases to course over Raijin's body, he still calls a thunderous blast from his staff. It moves him away from the creature and then strikes the hulk with sonic energy. He moves further away from the other targets.

[sblock=OOC] Hope the crate behind me is the same height. Otherwise do a MBA
Stormwalk: Shift to E12 and attack Hulking Creature 1 1d20+6-2=20 vs Fort for 1d8+11=18 Thunder damage.
Move: Climb to E9 Athletics 1d20+5=16
[/sblock]

[sblock=ministats]
Status: +2 AC until the end of the encounter
Passive Perception 11, Passive Insight 17
AC 15, Fort 17, Reflex 12, Will 18
HP: 12/27, Bloodied 13, Surge Value 6, Surges 6/6
Resist Force 10, Resist Lightning 5, Resist Thunder 5
Speed 6, Initiative +1
Action Points: 0, Second Wind
At-Will Powers: Blazing Starfall, Storm Walk
Encounter Powers: Dragonflame Mettle, Promise of Storm, Thundering Roar
Daily Powers: Lightning Breath, Brooch of Shielding
[/sblock]
 
Last edited:

Devinihm, wilden druid

As the eels lunge, swarm-Devinihm shifts, as well. The locusts that make up his form coalesce. While struggling against the eel which has him, he raises his staff. From each end, a spectral wolf leaps, each snapping at one of the eels holding Rysethynn.

[sblock=Actions]During the enemy action, when his immediate reaction occurs, Devinihm moves to M13. Eel 1 is his target, so no concealment penalty and +1d6 damage until the end of Devinihm's tur. Oh his turn:

Free: wildshape back to humanoid

Move: Escape attampt

Standards: Call Forth the Spirit Pack vs. the eels in column 15 (i.e. the Marked eels):

(Encounter Standard Close burst 5 ✦ Implement, Primal) Druid Attack 1
Target: One or two creatures in burst
Attack: Wisdom vs. Reflex
Weapon: Staff Implement: +4 attack, 1d6+4 damage
Hit: 1d6 + Wisdom modifier (+4) damage, and the target is knocked prone. If the target is marked by one of your allies, the target takes 1d6 extra damage[/sblock]

OOC: Argh. I navigated around because I couldn't keep the eel numbers straight, and apparently the roller kept an extra escape saved (I don't know if it's just me, but I can't get ENWorld to actually list my saved rolls in the saved roll section :( ). I think rolls stack in order, though?


[sblock=encounter / daily powers used]Pursuit of the Hunter, Call Forth the Spirit Pack[/sblock]
 
Last edited:

QUESTION: chaos bolt is ranged. Sorcerous channel says you can use it as melee attack. Does that mean I can use +3 weapon bonus on the attack? Does it still target Will that way?

GM: Sorcerous Blade Channeling converts it from a Ranged Attack to a Melee Attack, not an Implement Attack to a Weapon Attack. Implement attacks never use weapon proficiency.
 

OOC: Could I request a map update please? I'm just finding it too difficult to keep track of what and who is where. Thanks.
 


GM: First, @johnmeier1, are you sure you want to shift to H11? That puts you adjacent to 2 of the Hulking Creatures. I8 is in the water, unless you want to climb the crane? I'm also assuming you're targeting the closes Hulking Creature (#1)?

I forgot to update the coordinates of the enemies which is probably responsible for some of the confusion. I apologize, fixed now.

Here's what's changed so far:

*Illarion is in K13 and the Hulking Creature above him has taken 3 more damage. It's still alive.

*Eel 2(the one that's almost dead) is in M11(one square to the right) and Devinihm is in M13(one square up-right).

*Devinihm isn't grabbed, Eel 4 has taken 14 damage.

*When I know where Raijin has really moved to, his turn will go into effect and Hulking Creature 1 will be dead(assuming that's the one he attacked since his turn doesn't specify).
 

[sblock=sorry] I don't know what coordinates I was looking at! Okay turn above has been edited to indicate proper places and targets. I meant the adjacent Hulk #1[/sblock]
 

Round 3 - Mid-round update

GM: Players with * next to their name in the Combatant's list below have already taken their turn.


[sblock=Combatants]Auntie Mab: J11, 17 damage taken, bloodied, 5 ongoing poison and necrotic damage(save ends)
*Devinihm: M13, 14 damage taken, DR4
Rysethynn: O12, 28 damage taken, bloodied, DR3, +1 AC, +2 defenses, +1 AC, grabbed(Eel 1), grabbed(Eel 4)
Earth: J13, DR3, +1 AC, regen 5 while bloodied, DR10
*Illarion: K13, 10 damage taken
*Raijin: E9, 15 damage taken, bloodied, +2 AC
Xander: L12, 18 damage taken, bloodied, DR10

Eel Creature 1: L15, 8 damage taken, marked(Rysethynn)
Eel Creature 2: M11, 42 damage taken, bloodied, grants CA to Mab
Eel Creature 3: L10, 16 damage taken
Eel Creature 4: P15, marked(Rysethynn)
Eel Creatures: 17 AC, 15 Fort, 16 Ref, 14 Will, MBA - Lunging Bite: Reach 2, +6 vs Reflex, 2d6+3 damage and the target is grabbed.

Hulking Creature 2: J13, 54 damage taken, bloodied, 2 Shrouds(Illarion), resist 10 thunder
Hulking Creature 3: I12, 30 damage taken, bloodied, resist 10 lightning
Hulking Creatures: 58 Max HP, 16 AC, 16 Fort, 15 Ref, 13 Will, MBA - Finger Talons: +6 vs AC, 4d4+2 damage.
Hulking Creatures killed: 1[/sblock]

[sblock=Terrain]The docks are 1 square below the streets. It's a DC 15 Athletics and 2 squares worth of movement to climb. The ramp up is at I22-23 and J22-23.

The light blue water is the shallows, it is 3 squares deep and requires a DC 10 Athletics check to swim. The darker blue water is affected by the tide. It requires DC 13 Athletics checks to swim and any creature without a swim speed that ends its turn in it is slid 2 squares south.

The dock is 1 square up from the water. Climbing up from the water requires a DC 13 Athletics(climb check).

The docks are all 2 squares wide, even when they don't look like they are.[/sblock]

[sblock=Light]There's a lantern on the crate at H23 that shines bright 5 in all directions. Illarion has the other Lantern. Everything else is dim lighting.[/sblock]
 

Attachments

  • DockRound4b.jpg
    DockRound4b.jpg
    363.7 KB · Views: 103
Last edited:

Remove ads

Top