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

Iron Sky

Procedurally Generated
GM: Damnit, I did it in this thread too. Forgot to update the coordinates in the Combatants sblock. They're fixed now.

For future reference, if there is a discrepancy between the map and the coordinates, assume the map is right - I update it first, then (if I'm not being retarded) update the coordinates from the map.

Sorry for any inconvenience. If anyone needs to retcon because of it, feel free to do it now. Bleh. Need to be more careful.
 

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Iron Sky

Procedurally Generated
Under the Chipped Flask, Round 3

Mab slips through Devinihm's moths, ready to strike down the thug that badly burned himself on Raijin. Unfortunately, a moth flies in her ear as she's about to swing, and the deafening flutter against her eardrum throws her off balance.

One of the thugs takes advantage of her disorientation and slips his blade under her guard, dropping the old woman.

As the druid skitters away, the other thug chases after, swinging wildly through the swirling mass of bugs.

On the other side of the room, the Ogre flies into a rage as Earth smashes his foot, battering the elemental across the room, then grabbing him and slamming him into the tile floor.

The last thug pins Xander in the room, cutting the cleric's arm as Xander backs away.

[sblock=Mab's Actions]Move: Shift to M10
Standard: Sly Flourish: 1d20+9+2(CA)=NAT1 vs Thug 2.[/sblock]

[sblock=Enemy Actions]Ogre Boss: Huge Clubba(+2 Aura): 30 AC vs Earth, hit, 21 damage vs Earth, push to M23 and knock prone. Move to N22. Punch and Grab 'em(+2 CA, +2 Aura): 28 AC vs Earth, hit, 12 damage and Earth is grabbed.

Thug Swordsman 1
: Delay until after Thug 2. Move, charge, Blade(+1 Charge): 16 AC vs Devinihm, 10 damage reduced to 6.
Thug Swordsman 2: Shift to N10. Blade(+2 CA): 24 AC vs Mab, hit, 18 damage.
Thug Swordsman 3: Shift to P24. Blade: 23 AC vs Xander, hit, 11 damage.

The amazing rolling continues; only one roll below 15 and it still hit...[/sblock]

[sblock=Combatants]Ogre Boss: N21, 99 damage taken, bloodied, marked(Earth), 4 damage and prone if moves from zone
Ogre Boss Stats: ?? Max HP, 17 AC, 18 Fort, ?? Ref, 15 Will, MBA: Ogre Smash: +7 vs AC, 1d12+7 damage and push 2. Get 'da One on Me: Aura 2 - the Ogre Boss's allies get +2 to hit and damage against targets in the aura. 'Da Fury!(bloodied): The Ogre's Aura increases to 2 and the Boss benefits from its effects.

Thug Swordsman 1: P11
Thug Swordsman 2: N10, 24 damage taken, bloodied, +1d6 damage against(Devinihm)
Thug Swordsman 3: P24
Thug Swordsman Stats: 35 Max HP, 16 AC, ?? Fort, 15 Ref, 14 Will, MBA: Blade: +7 vs AC, 1d8+5 damage; the Swordsman may shift 1 before or after the attack. Thug: Thugs deal +1d6 damage when they have CA.
Thug Swordsmen killed: 2

Earth: M23, 33 damage taken, +2 defenses, grabbed(Ogre Boss), prone
Illarion: K27
Mab: M10, 29 damage taken, bloodied, dying, unconscious, prone
Devinihm: Q9, 17 damage taken, bloodied, DR4
Raijin: P7, 36 damage taken, bloodied, dying, unconscious, prone, +2 AC
Xander: Q25, 11 damage taken

Status Key
Combatant
: Location, damage effects, EONT/SONT effects, encounter effects
[/sblock]

[sblock=Terrain and Light]Illarion lit all the lanterns in the main room, the ones in the room on the bottom left, and the one in the center bottom. All other rooms are complete darkness.

All the doors are open a crack so it's a free action to push them open.

The ceilings are all 2 squares tall in the side rooms and 3 squares in the main room.[/sblock]
 

Attachments

  • ChippedFlaskRound3.jpg
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Neurotic

I plan on living forever. Or die trying.
Illarion seems shocked by the savageness, causing him to speed over his incantation. He changes for a moment into shining knight raising his sword toward the ogre, causing the ogre to freeze for a moment. Still even with this distraction he manages to miss.

"What's happening to me? I killed, I saw people killed and tortured, why would this violence affect me so? Because it's close and personal? Is THIS what fear feels like? I've never feared before. Peace, Illarion, step back, shadows are your friend. Focus. Focus! FOCUS!"

He quickly moves back into darkened room and disappears from sight.

[sblock=Action]
Standard: Changeling Trick vs Ogre; Chaos bolt vs Ogre Will; psychic damage (1d20+12=32, 1d20+5+2=12, 1d10+8=18) - way to go to spend 20, I guess that balances the initiative

Move: K28 Stealth (1d20+11=19)
[/sblock]
 
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Voda Vosa

First Post
Earth gets up stoically, shakes off the hand of the brute, and replies his attack with a demolishing hit, that drops the ogre to his knees. "You belong down there, with the rest of the scum that dares defy the Keeper of Nature, now surrender!" bellows the warforged.

[sblock=actions]
OOC: The Ogre should be prone as he moved away. He should also take 4 damage.
MOVE: Stand up
STDR: Earthgrasp strike: 28 vs AC for 13 and drop the Ogre prone. If he stands up, he takes 8 additional damage. He can't stand up until the endo of Earth's next turn
Athletics 19 for end grasp
Rolls Here
Minor: Warforged resolve: Gain 6 THP
Free: Mark ogre.[/sblock]
 

Iron Sky

Procedurally Generated
OOC: The Ogre should be prone as he moved away. He should also take 4 damage.

GM: Roots of Stone creates a zone the drops the enemy prone if they move out of it. You can see the Roots of Stone zone if you look closely at the bottom left corner of the ogre's aura. He hasn't left it so he's still standing(or was until you knocked him prone).
 


Iron Sky

Procedurally Generated
Under the Chipped Flask, Round 4

Xander backs up and attempts to drive his attacker away, but the Thug shrugs off his psychic attack only to be counter-attacked and wounded by the thug.

Near Devinihm, one of the thugs goes down screaming in a swarm of insects while the other shrugs them off and slashes into the mass of Devinihm.

The Ogre swings his club from on the ground, hitting Earth's legs out from under him and knocking the elemental off of his feet.

GM: Voda Vosa: What action let you make an escape attempt? I see your Move being stand up and your Standard being Earthgrasp Strike.


[sblock=Player Actions]Xander
Move: Shift to Q26
Standard: Gaze of Defiance: 1d20+4=7 Will vs Thug 3, miss.

Devinihm
Standard: Swarming Locusts: 1d20+4=10 Ref vs Thug 1, miss, 21 Reflex vs Thug 2, hit, 12 damage, dead, creates a zone of CA.
Move: Shift to Q13

Mab
Death Save: 1d20=10, saved.

Raijin
Death Save: 1d20=12, saved.[/sblock]

[sblock=Enemy Actions]Ogre Boss: Punch and Grab 'em(-2 prone, +2 Aura): 12 AC vs Earth, miss. Huge Clubba(-2 prone, +2 Aura): 24 AC vs Earth, hit, 28 damage, push 3 and prone.

Thug Swordsman 1
: Move, charge to P13, Blade(+1 charge): 25 AC vs Devinihm, hit, 10 damage reduced to 6.
Thug Swordsman 3: Move, charge to P21, Blade(+1 charge): 23 AC vs Xander, hit, 13 damage.[/sblock]

[sblock=Combatants]Ogre Boss: N21, 112 damage taken, bloodied, prone, can't stand up, marked(Earth), 8 damage if stands up
Ogre Boss Stats: ?? Max HP, 17 AC, 18 Fort, ?? Ref, 15 Will, MBA: Ogre Smash: +7 vs AC, 1d12+7 damage and push 2. Get 'da One on Me: Aura 2 - the Ogre Boss's allies get +2 to hit and damage against targets in the aura. 'Da Fury!(bloodied): The Ogre's Aura increases to 2 and the Boss benefits from its effects.

Thug Swordsman 1: P13
Thug Swordsman 3: P25
Thug Swordsman Stats: 35 Max HP, 16 AC, ?? Fort, 15 Ref, 14 Will, MBA: Blade: +7 vs AC, 1d8+5 damage; the Swordsman may shift 1 before or after the attack. Thug: Thugs deal +1d6 damage when they have CA.
Thug Swordsmen killed: 2

Earth: J25, 46 damage taken, bloodied, prone
Illarion: K27
Mab: M10, 29 damage taken, bloodied
Devinihm: Q9, 23 damage taken, bloodied, DR4
Raijin: P7, 36 damage taken, bloodied, dying, unconscious, prone, +2 AC
Xander: Q25, 24 damage taken, bloodied

Status Key
Combatant
: Location, damage effects, EONT/SONT effects, encounter effects
[/sblock]

[sblock=Terrain and Light]Illarion lit all the lanterns in the main room, the ones in the room on the bottom left, and the one in the center bottom. All other rooms are complete darkness.

All the doors are open a crack so it's a free action to push them open.

The ceilings are all 2 squares tall in the side rooms and 3 squares in the main room.[/sblock]
 

Attachments

  • ChippedFlaskRound4.jpg
    ChippedFlaskRound4.jpg
    340.2 KB · Views: 64
Last edited:

Neurotic

I plan on living forever. Or die trying.
Illarion pops up again from his hiding, his dagger blazing. This time, multicolored bolt hits the ogre, but hesitation caused by the need of targeting causes it to be infused with very little energy. Still every wound counts.

OOC: Time to pull out big guns, dailies and APs. C'mon, don't hoard APs we need to free Xander and heal two others. jkason, does Devilnhim has encounter powers?

VodaVosa, could you go help Xander, leaving ogre to either get up and take damage or lay incapable of attacking? I realize he may kill Illarion if he charges, but his MBA gots to be weaker then these attacks. I'll live for a round


[sblock=Actions]
Move: F28, behind The Rock
Standard: Chaos Bolt vs Ogre Will; psychic damage (1d20+5+2-2=18, 1d10+8=9) - I just realized I get -2 to hit from him being prone, so +2-2 total to hit is 18 - this -2 is NOT included in the roll, but I modified the link so it shows the math.

[/sblock]
 

Voda Vosa

First Post
OOC: A few questions: Do we get the dailies from the last battle? I don't recall. Also, Earth could go help Xander, but he'll have to provoke an attack from the ogre, and as he is prone, he'll have to: Stand, move, so no attacking whatsoever. Earth used his AP already. Also, did you substract 9 from the previous attack?
 
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jkason

First Post
Devinihm, wilden druid

The swarming mass spins violently, and seems to grow slightly before belching forth another field of locusts.

[sblock=actions]Question: The CA field generated by Swarm of Locusts lasts until the end of Devinihm's turn, but does using Swarm of Locusts again negate the first field? i.e. if I survive and don't shift such that I encourage opponents to leave the CA field, would a subseqent Swarm of Locusts benefit from CA? (if that makes sense). It's not applicable in this round, but for future reference.

Move action: none.

Standard action: Second Wind. +7 HP and +2 defenses until TENT.

ACTION POINT: Standard action: Swarming Locusts


(At-Will Standard Close blast 3 ✦ Beast Form, Implement, Primal, Zone) Druid Attack 1
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Weapon: Staff Implement: +4 attack, 1d8+4 damage
Hit: 1d8 + Wisdom modifier (+4) damage. Level 21: 2d8 + Wisdom modifier (+4) damage.
Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.
[/sblock]

[sblock=resources used]Encounter: Action point, Pursuit of the Hunter[/sblock]
 

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