The fey nymph moves forward with a growl of anger as the larger unicorn hurtles towards Sabynha. The unicorn calls out to her still palyfully mocking:
"Try to mount me again as I move, if you can!" The nymph swings her gnarled root staff at Sabynha, catching her squarely in the chest with a heavy thud. Its branches twist around her and drag her from the horses path.
"No you don't silver tongue, you're coming with me!" If she is to manage to mount and catch a free ride it will truly be an incredible feat.
The pixie archers meanwhile begin shouting and cursing at Rain, moving to take a better shot at the swordmage who has deliberately provoked their attention by knocking at their bretheren with a swat of her blade, perched high on a rock. Two of the arrows strike her, causing her pain and discomfort but not striking anywhere near her vitals.
The smaller unicorn dances towards Gray, bending down and touching its horn to his head lightly. The young monk stirs but remains unconscious, however the unicorn's magic has dragged him back to the the brink. All he needs now is a gentle push and he could be back on his feet and fleeing on his own steam.
[sblock=Mechanics]Recharge rolls:
Hamadryad rolls 1=fail; Pixie 1 rolls 3=fail; Pixie 2 rolls 6=success Result: Pixie 2 recharges Fey Shot
Nymph moves adjacent to Sabynha and strikes with her staff:
20 vs AC=Hit Dmg=11 Slides Sabynha 1 (making chance to mount LU more difficult (-2) )
Pixie 1 moves closer, taking cover in a bush and fires longbow at Rain (-2 atk due to tree cover):
26 vs AC; 7 non lethal dmg
Pixie 2 moves to a clear line of fire and uses Fey Shot vs Rain:
20 vs AC=Miss; 21 vs AC=Hit 1 arrow hits for
10 non lethal dmg
LU runs past Sabynha: Free chance to mount: Acrobatics -2 vs DC Hard
SU returns beside Gray and uses Horn Touch: Gray spends a surge; Gray can now be healed as per normal
[/sblock]
GM: | You're up!
Having swayed LU, SU has decided to uses her Horn Touch power on her would be rider, bringing him potentially back into the game. This cost a healing surge. Being out of heals (right?), someone would have to lay a heal check on him so he can spend his Second Wind.
Sabynha has a free chance to mount LU, acrobatics -2 vs DC Hard (20); if she manages it she is carried to where LU is now.
I will allow intimidation as a free action from here on out, as long as it goes with doing something intimidating (eg. attacking); otherwise it will be a move action vs DC 24 (pixies); DC 26 (Hamadryad). If they are bloodied DC drops by 10. If you get one to flee it could cause a collapse in moral.
| |
[sblock=Status]
Wat: 26/32 hps; Second Wind +2 defenses TENT (3 moves to escape)
Rain: 14/37 hps (23 non lethal dmg); (4 moves to escape)
Sabynha: 8/33 hps (11 non lethal dmg) (4 moves to escape; can attempt to mount unicorn)
Zuri: 29/29 hps (3 moves to escape)
Gray: -13/27 hps; Unicorn Touch removes TKO status: can be healed Unconscious (3 moves to escape; must stand)
Nymph (Hamadryad) 35/45 hps (10 non lethal dmg) Used Spellbinding Beauty (recharge 5)
Pixie 1 used Fey Shot (recharge 5)
Pixie 2 used Fey Shot (recharge 5) 22/30 hps
Pixie 3 used Fey Shot (recharge 5) 10/30 (20 non-lethal dmg) Marked by Aegis (Rain); Bloodied
SU 3/3 successes DC Medium to mount used: Horn Touch
LU 3/3 Success; Aggressive but convinced: DC Hard to mount; used: Horn Touch
[/sblock]
[sblock=Fey Stats]
Nymph (Hamadryad) AC 17 F/R/W 14/15/16 45 hps
Pixies AC 16 F/R/W 13/15/14 30 hps
Unicorns AC 18 F/R/W 16/17/15
[/sblock]
[sblock=Terrain Features]
Boulders: 5ft high; DC 9 athletics to climb; Blocking Terrain
Fruit Bushes: These plants are difficult terrain, and bush squares are lightly obscured.
Ponds: These pools contain shallow water, which is difficult terrain,
Trees: The trees are 30 feet high (Athletics DC 9 to climb), and the trunks (marked x) are blocking terrain. Above 10 feet, the branches and leaves render the area lightly obscured.
[/sblock]
[sblock=Zuri Stats]
Eladrin Rogue lvl 2
29/29 HPs 7/7 surges Surge Value 7
AC 17 F/R/W 13/17/14
Init +5 Speed 6
Str 14 Con 12 Dex 18 Int 14 Wis 10 Cha 14
MBA: Dagger +7, 1d4+3 dmg
RBA: Dagger +9, 1d4+5 dmg, 5/10; Rebounding Handcrossbow +1 +8, 1d6+5 dmg
Skills: Stealth +10, Thievery +10, Athletics +8, Bluff +10, Intimidate +8, Streetwise +8, Arcana +5, History +5, Perception +6
Feats: Weapon Focus: Light Blades; Backstabber
[sblock=At Will Powers]
Riposte Strike: +9 vs AC; 1d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt
Disheartening Strike: Melee: +9 vs AC; 1d4+5 dmg and target takes -2 to atks TENT
(Ranged: +8 vs AC; 1d6+5)
Sneak Attack: +2d8+2 dmg 1/turn when Zuri hits with CAdv
[/sblock]
[sblock=Encounter Powers]
Guarded Attack: Melee: +9 vs AC; 2d4+5 dmg and if target attacks before eont make a MBA against it as Imm. Interrupt and the target takes a -2 penalty to triggering attack roll [X]
Fey Step [X]
Sneak in the attack: (minor; melee 1) Until start of Zuri's next turn the next ally who hits the target with CAdv deals 2d8+2 extra dmg
[/sblock]
[sblock=Daily Powers]
Precise Incision: (Reliable) +9 vs AC; 3d4+5 dmg
[/sblock][/sblock]