The creatures shamble awkwardly or ooze grotesquely from the opaque mist. Now barely on the periphery, you can make out some of their features in the green murk. One creature is like the most advanced (GA). Whatever this beast was in life it is impossible to make out now, for the thing before you is a pile of quick-moving ooze laden with greasy ooze-tentacles, eyes and sucking mouths. From those sucking mouths a thousand words of utterly insane gibberesh wreak havoc on your senses, driving you to distraction or possibly...madness.
Scuttling on 6 rabbit legs are several small, quick creatures. A hooked tentacle sprouts from where its neck should form a coherent head. On its breastbone is a voracious maw, making the construction of the creatures tentacle and mouth almost appear elephant-like.
Your presence is known to them...they wade in, an orchestra of deranged sounds...
Just to reiterate from the above:
Combat mechanics relevant to this SC.
[sblock]Yeah, Sustain Minor. If it comes to combat, let us make your warded area a Burst 5 centered on you to facilitate proper combat.
If at any point you fail to Sustain Minor, you're all getting attacked by the Mist Hazard. Then you would have to spend a Standard to get the ward back up.
0-10 feet in the Mist is Concealment. Beyond that is Total Concealment.
If you dispatch your enemies in 4 rounds or less, that will earn you your final success. If it takes you more than 4 rounds, it will earn you a failure and more attention. After that, if you finish all remaining enemies in another 3 rounds or less, the SC will be successful. Otherwise, you will earn more attention. Repeat as before. If you fail to dispatch all remaining enemies in another 3 rounds, you will have failed the SC (due to 3 accrued failures).[/sblock]
RELEVANT FEATURES:
1) Green outline is for the boundaries of the snow and ice-capped trees. These (a) provide cover, (b) are difficult terrain on the ground level, (c) can be climbed automatically by you guys due to your Ath checks, (d) have nasty, huge, ice-cycles that would do a bad bit of business to folks around the tree if the tree is interacted with aggressively.
2) The predominately white squares are DT.
3) On the far right is a frozen stream. Its squares are a slippery hazard.
4) Remember, the Far Realm Mist Hazard covers every squares of this map but a Burst 5 centered on Otthor (so long as he spends a Minor each combat round to Sustain (obviously Surprise Round doesn't apply).
5) The dark blue with lavender outline are ancient glacial moraines; nasty, razor-sharp, frozen rocks piled 15 feet high. They are Hindering Terrain. Anyone starting their turn adjacent takes 10 damage and is Slowed EtEoYNT.
INITIATIVE
Saerie
GA
Otthor
M
SURPRISE ROUND
Saerie
[sblock]Single Action: Twin Strike on the pair of Minions flanking GA.
Twin Strike 1: + 25 vs AC. Rolled 7 + 2 CA = 34. Hit. Dead.
Twin Strike 2: + 25 vs AC. Rolled 11 + 2 CA = 38. Hit. Dead.[/sblock]
A hail of arrows erupts from the ice-laden branches of a pine and a pair of the small tentacle-beasts have their unnatural life prematurely snuffed.
ROUND 1
Saerie
[sblock]Reactive Stealth + 22 on Initiative. Rolled 13. 35 exceeds all Passive Perceptions.
Minor Action: Surprising Arrow Stance.
Standard Action: RBA + 25 on GA. Rolled 3. Elven Accuracy Encounter Power reroll. Rolled 8 + 2 CA = 35. Hit. 2d10 (9) + 17 + 5d6 (18) SA + 1d6 (2) + 5 EA. 51 damage on GA.
Minor Action: Speed Encounter Power. RBA + 25 on GA. Rolled 17. Hit. 2d10 (12) + 17 = 29 damage on GA.
Action Point: Twin Strike on the far M on GA's right and on GN.
Twin Strike + 25 on M. Rolled 2. Accurate Action reroll once on APs. Rolled 11. 36 hits. Dead.
Twin Strike + 25 on GA. Rolled 6. 31 misses.[/sblock]
Another hail arrows and another fallen enemy. The gibbering ooze takes its share of projectiles but continues its incessant chatter and implacable movement all the same. As it cuts a slimy swath toward Otthor, the babble becomes more prominent in your ears and in the backs of your minds.
Gibbering Abomination
[sblock]Move Action: Moves forward 1 and then moves diagonal toward 1 toward Otthor.[/sblock]
Saerie Surprising Arrow Stance Immediate Reaction
[sblock]IR: Enemy in 5 sq moves. + 25. Rolled 12. - 2 for Gibbering Aura. 35 hits. 2d10 (7) + 17 damage = 24 damage. Enemy stops moving.[/sblock]
An intercepting arrow hammers the creature, upending its "oozy equilibrium" momentarily. It rights itself and continues onward.
Gibbering Abomination Cont
[sblock]Standard Action: Moves adjacent to Otthor with Rawr and Lucky w/in 2 sq.
Minor Action: Eyes of Insanity (Saerie) + 23 vs Will. Rolled 19 + 2 CA for aura. 44 hits.[/sblock]
Otthor Immediate Interrupt Displacement on Saerie
Gibbering Abomination Cont
[sblock]Reroll for Displacement. 9 + 2 CA for aura. 34 hits. 3d6 (11) + 8 = 19 psychic damage, slides 2 sq (diagonal out of tree and backward) and immobilized (save ends).[/sblock]
Far Realm Mists on Saerie
[sblock]Far Realm Mists + 24 vs Fort. Rolled 9. 33 hits. 3d6 (12) + 8 = 20 poison and psychic damage and The Changing (save ends). Stunned UEoYNT. First failed save initiates The Changing.[/sblock]
Gibbering Abomination Cont
[sblock]Action Point: Lure of the Void Encounter Power. CB2 + 23 vs Will enemies. Slide 1 and they MBA one adjacent.
Rawr: Rolled 12 + 2 for CA against enemies in aura. 37 hits. Rawr MBA + 25 vs Otthor. Rolled 9 + 2 CA against enemies in aura. 36 misses.
Otthor: Immune to charmed.
Lucky: Rolled 4 + 2 for CA against enemies in aura. 29 misses.[/sblock]
Otthor
[sblock]Minor Action: Sustain Arcana Ward against the mists.
Standard Action: Using Mage Hand or Unseen Hand to use Force on the tree next to the northern Minions next to the tree. Medium Arcana DC of 28 is automatically passed.
Minion 1: + 24 vs Ref. Rolled 13. 37 hits. Dead.
Minion 2: + 24 vs Ref. Rolled 3. Elven Accuracy Encounter Power. Rerolled 8. 32 hits. Dead.
Action Point: MBA + 28 (+1 for attack against Saerie) vs Ref on GA. Rolled 4. 33 hits. 2d8 (11) + 17 + 7 (Saerie RL) = 35. Dazling Sunray Bladespell. 10 Radiant damage and - 2 to hit UEoYNT.
Free Action: Bladespell Step Encounter Power. Porting 3 sq back adjacent to Saerie so she isn't in the Mist at the start of her turn. Lucky and Rawr are also in my warding AoE.[/sblock]
The creature's lidless eyes reveal the deranged depths of the Far Realm. Saerie recoils as she beholds it. When her feet stop, she finds herself surrounding by the poisonous, mind-altering vapors that The Blood Queen intended to initiate "The Changing" of this world. As she is beset by the nihilistic reality of the Far Realm, her mind reels and her skin crawls...quite literally.
The gibbering creature seeps into melee with Otthor, its whispers luring all to turn to the embrace of the void. With the blessing of the Summer Queen, Otthor's will is firm. Rawr is momentarily taken, but Otthor easily parries the blow without hurting his ursine companion.
Violence for violence, Otthor returns the favor as he grasps the tree near the remaining tentacle-beasts, shaking it with magical force. Upon them falls a deadly barrage of frozen icicles, skewering them before burying them.
Blade flashing, he tears into the remaining Far Realm monstrosity, sword and radiant spell. With a flash of teleportation magic, he stands next to Saerie, his ward free her form from the otherwordly mists.
Holy crap, that is a lot of typing. Epic Tier 4e is a cinch at the table. Typing all of this crap up? Hrmm...may have to switch back to Dungeon World on account of the well-being of my wrists!
Anyway, all the Minions are down. Round 2 some point in the near future.
ROUND 2
Saerie
[sblock]Saving Throw vs The Changing - Stunned: 13 passes.
Saving Throw vs Immobilized: 10 passes.[/sblock]
Saerie, free from the physically and mentall corrosive mists, calls upon all the moxie she can muster and regains her senses to put her back in the fight!
Gibbering Abomination
[sblock]No Action Recharge Eye of Insanity (4, 5, 6): 4 passes
Free Action Gibbering at the start of turn in CB5 (E): + 23 vs Will. 7 + 2 CA - 2 DS (30) vs Rawr. Miss. 20 + 2 CA - 2 DS (43) vs Lucky. Hit. 8 + 2 CA - 2 DS (31) vs Otthor. Miss. 10 + 2 CA - 2 DS (33) vs Saerie. Hit.[/sblock]
Saerie Disruptive Strike Encounter Power Immediate Interrupt
[sblock]DIsruptive Strike + 25 vs AC. Rolled 20 crit. 17 + 4d8 (19) = 36 damage and - 8 to hit. Gibbering misses Saerie.[/sblock]
Gibbering Abomination Cont
[sblock]Gibbering cont: Saerie missed. Lucky Dazed UEoNT.
Minor Action: Eyes of Insanity (Otthor) + 23 vs Will. Rolled 16 + 2 CA - 2 DS. 39 hits. 3d6 (12) + 8 = 20 psychic damage, slides 2 sq (forward putting Saerie in mists again) and immobilized (save ends).[/sblock]
Far Realm Mists on Saerie
[sblock]Far Realm Mists + 24 vs Fort. Rolled 5. 29 misses.[/sblock]
Gibbering Abomination Cont
[sblock]Standard Action: Tentacle Flurry on Otthor * 2. + 25 vs AC + 2 CA - 2 DS. 9, 14. One hits. 3d6 (10) + 11 = 21 damage and ongoing 5 psychic damage (save ends).[/sblock]
Otthor
[sblock]Take 5 ongoing psychic damage.
No Action Martial Resolve Saving Throw vs Immobilized: 18 passes.
Minor Action: Sustain Arcana Ward against the mists.
Move Action: Shift one forward adjacent to GA.
Standard Action: MBA + 28 (+ 1 for attack vs Saerie) vs Ref on GA. Rolled 7. 36 hits. 2d8 (12) + 17 = 29. Dazling Sunray Bladespell. 10 Radiant damage and - 2 to hit UEoYNT.
Gibbering Abomination
Bloodied.
Saving Throw vs ongoing 5 psychic: 9 fails.[/sblock]
With the sound of other abominations lurking beyond the periphery of the ward against the mists, urgency sets in. The heroes cannot afford to be hemmed in here in this valley for long lest the refugees be overcome by the mists or their spawn. Otthor and Saerie rally with heroic mettle (both kinds) in the face of it!
ROUND 3
Saerie
[sblock]Move Action: Invigorating Stride Encounter Power. Shift up to 5 and Second Wind; 32 HP back and + 2 PB to Def UEoYNT. Saerie moves up directly behind Otthor. Rawr circles around to the opposite side of Otthor, adjacent to GA, and flanks with Otthor. Lucky moves to the right side of GA and adjacent so he GA is now in Lucky's Aura 1.
Standard Action: Twin Strike + 25 + 2 CA on GA.
TS 1. Rolled 8. 35 hits. 2d10 (11) + 11. 22 damage on GA.
TS 2. Rolled 4. 31 misses.
Minor Action: Snapshot Encounter Power + 25 + 2 CA on GA. Rolled 13. 40 hits. 1d10 (6) + 17 + 5d6 SA (14) = 37 damage on GA.[/sblock]
Saerie and her pack of animal companions encircle the prey as she hammers the abomination with arrow after arrow. The creature's unnatural life begins to wane with the barrage.
Gibbering Abomination
[sblock]No Action Recharge Eye of Insanity (4, 5, 6): 2 fails
Free Action Gibbering at the start of turn in CB5 (E): + 23 vs Will. 12 - 2 DS (33) vs Rawr. Miss. 13 - 2 DS (34) vs Lucky. Hit. 16 - 2 DS (37) vs Otthor. Hits. 7 - 2 DS (28) vs Saerie. Miss. Lucky and Otthor Dazed UEoNT.
Standard Action: Tentacle Flurry on Otthor * 2. + 25 vs AC - 2 DS. 13, 4. Both miss.[/sblock]
Oh what a disaster! Otthor Dazed and has to spend his poor measly action to sustain his ward. And you guys almost had this thing! Wuhwuhwuhwuuuuuuuuuuuuh
Otthor
[sblock]Take 5 ongoing psychic damage.
Action: Sustain ward against the mists.
Saving throw vs 5 ongoing psychic damage. 12 passes.[/sblock]
The insane gibbering permeates the battlefield. Lucky defends Otthor with ferocity as his blade slows with his mind struggling to overcome the psychic onslaught of the abomination.
The sounds of encroaching abominations outside of the periphery of Otthor's ward grows ever more present...more ominous...more inevitable.
ROUND 4
Saerie
[sblock]Minor Action: Hunter's Quarry on GA.
Rawr MAB + 25 + 2 CA vs AC on GA. Rolled 9 = 36. Hit. 2d12 (6) + 9 + 3d6 HQ (11) = 26 damage.
Standard Action: RBA + 25 + 2 CA on GA. Rolled = 34. Hit. 2d10 (9) + 17 + 5d6 SA (15) = 41 damage.
TS 1. Rolled 8. 35 hits. 2d10 (11) + 11. 22 damage on GA.
TS 2. Rolled 4. 31 misses.
Minor Action: Snapshot Encounter Power + 25 + 2 CA on GA. Rolled 13. 40 hits. 1d10 (6) + 17 + 5d6 SA (14) = 37 damage on GA.[/sblock]
Gibbering Abomination
[sblock]No Action Recharge Eye of Insanity (4, 5, 6): 3 fails
Free Action Gibbering at the start of turn in CB5 (E): + 23 vs Will. 10 (33) vs Rawr. Miss. 8 (31) vs Lucky. Miss. 14 (37) vs Otthor. Hits. 11 (34) vs Saerie. Hit. Saerie and Otthor Dazed UEoNT.
Standard Action: Tentacle Flurry on Otthor * 2. + 25 vs AC - 2 DS. 10, 19. One hits. 3d6 (9) + 11 = 20 damage and ongoing 5 psychic damage (save ends).
Move Action: Shift 1 away from Lucky (out of his aura).[/sblock]
Otthor
[sblock]Take 5 ongoing psychic damage.
Action: Sustain ward against the mists.
Saving throw vs 5 ongoing psychic damage. 7 fails.[/sblock]
Ouch...
18 hp (or 1 Otthor attack left).
Saerie and Rawr lay into the gibbering pile of tentacles eyes and teeth as Otthor fights desperately to keep his wits about him and maintain his arcane ward that keeps the morphing mists at bay!
As they do, the sounds beyond their sight are now made manifest. From the direction they're travelling in the valley, what once was a Hill Giant looms in the mists. Its arms and legs are replaced by tentacles, its head now an oozy thing with indistinguishable features.
Suddenly, the huge pine next to them begins a terrible shaking, the sound ice crashing to the ground and wood splintering as if it is being ripped from the frozen earth by the rootball!
[sblock]Failed to defeat all enemies in 4 rounds or less = 1 failure accrued in SC. Failure to defeat new enemies in 3 rounds or less = another failure.[/sblock]
New bad guys go after Saerie. Round 5 to be continued!
EDIT ** Sorry, Otthor goes after Saerie, then Mutated Giants at end of round.
Round 5
Saerie
[sblock]Lone action: RBA + 25 + 2 CA vs GA. Rolled 9. Minimum damage is 24 so GA is dead.[/sblock]
Otthor (requested to try to expand the ward and make it a zone UEoE - double size CB 7 centered on him - with Standard Action Arcana @ Hard DC. Allowed for it.)
[sblock]Standard Action: Arcana + 27 vs Hard DC. Rolled 13 = 40. Passes.
Minor Action: Bladesong UEoYNT.
Move Action: Move up to MG1 and intentionally trigger OA and allow it to hit which triggers Steely Retort.
Steely Retort Opportunity Action: MBA + 30 (+1 OA) vs Ref on MG1. Rolled 3. Hit. 2d8 (9) + 1d6 (3) + 27 = 39 damage.
No Action: Lightning Ring Bladespell 10 Lightning damage and 10 more if move from sq UEoYNT.[/sblock]
Mutated Giant 1 Opportunity Action on Otthor
[sblock]Opportunity Action Tentacle Lash. Hits. 3d10 (17) + 18 = 35 damage to Otthor.[/sblock]
Otthor Cont
[sblock]Strikeback Encounter Power Immediate Reaction. MBA + 30 vs Ref on MG1. Rolled 20. Crit. 2d8 (16) + 27 + 4d8 (15) = 58 damage.
No Action: Unseen Hand Bladespell 10 Radiant damage and Slides MG1 3 squares adjacent to Hindering Terrain of ancient glacial morraine triggering saving throw. Also triggers 10 Lightning damage from Lightning Ring for moving from square.[/sblock]
Mutated Giant 1 Saving Throw to avoid Hindering Terrain
[sblock]Saving Throw: 8. MG1 adjacent to Ancient Glacial Morraine. At the start of its turn it takes 10 damage and is Slowed UEoNT.[/sblock]
Mutated Giant 1
Bloodied
Despite the insane gibbering dulling her senses and numbing her mind, Saerie finds the will to muster the necessary shots to put the chattering ooze down for good.
Simultaneously, Otthor drives his blade into the frozen ground and shouts in the same arcane tongue that summoned forth the ward that protects them from the mutating mists. His control of their inherent magical nature forces the mists to recoil further, creating a temporary barrier which forbids them to pass.
He falls into the Bladesong, quick-stepping across the battlefield toward the leering, mutated giant and luring it into an exchange that promises it will get far worse than it gives. Cold steel and lightning cuts the air. By the end of the exchange, the "once giant" has been flung via force magic, its "arm-tentacle" impaled on the frozen, razor-sharp rocks of the ancient morraine many paces away.
I'll take my turn later and update the map with our new bad guys, etc for Round 6.
Mutated Giant 1
[sblock]10 damage and Slowed UEoYNT due to adjacent to Ancient Moraine.
Standard Action: Grasping Claws * 2 on Otthor. + 25 vs AC. 13, 12. Neither hit AC 39.
Move Action: Shift 1 sq away from Ancient Moraine at edge of mist.[/sblock]
Mutated Giant 2
[sblock]Standard Action: Uproot pine tree and shove at Saerie and Lucky. Ath + 25 vs hard DC. Rolled 11. Passes. CBL3 + 23 vs Ref. 11 on Saerie = miss. 15 on Lucky = hit. 3d6 (7) + 11 = 18 damage and Restrained (save ends). Saerie takes half = 9 damage. Area with green outline is DT now. The area where the tree formally was (green and white star) is DT as well.
Move Action: Move 1 sq toward Saerie.[/sblock]
Saerie Immediate Reaction Surprising Arrow Attack
[sblock]Surprising Arrow Attack + 25 vs AC. Rolled 6. Hits. 2d10 (8) + 17 = 25 damage and the target stops moving.[/sblock]
Round 6
Saerie
[sblock]Move Action: Adjacent to Otthor. Rawr moves next to Otthor in M1 range with MG1.
Minor Action: Communion on Otthor. I lose 1 HS but gain 13 THP. Otthor gains HPs (31) as if he had spent an HS.
Standard Action: Twin Strike * 2 on MG1. + 25 vs AC. 17, 6. Both hit. 4d10 (22) + 22 = 44 damage.
Lucky Saving Throw vs Restrained: 9 fails.[/sblock]
The hulking, mutated behemoth behind the frozen pine reveals itself when the evergreen comes crashing down on Saerie and Lucky at the urging of its mighty tentacles. Saerie avoids the worst of it, but Lucky is stuck under the wreckage caused by the once-proud tree. When the creature attempts to wade into melee with Saerie and her allies, she almost upends it with a lightning fast release of arrow from drawn bowstring. It is all the creature can do to stay upright.
Saerie and Rawr rush to their heroic friend who is locked in a deadly battle with the other mutated giant. She places a comforting hand on his shoulder and says in elven "let us finish this my friend". On battlegrounds a hundred times before they have slain enemies side by side. A bond well-earned in the blood of powerful foes and the promise that whatever assails them, they shall vanquish it, or die nobly, together. The emotion invigorates them both and though the now-alien sentience of the giant may not be able to understand it...it can certainly feel the sting of it.
Otthor
[sblock]Standard Action: MBA + 30 vs Ref on MG1. Rolled 2. Hit. 2d8 (10) + 27 = 37 damage.
No Action: Unseen Hand Bladespell 10 Radiant damage and Slides MG1 1 square adjacent to Hindering Terrain of ancient glacial morraine triggering saving throw. Dead.
No Action: Breaching. Teleport 5 squares toward MG2 and spend HS.
Minor Action: Enter the Crucible Daily.
Move Action: Move up to MG2 and intentionally trigger OA and allow it to hit which triggers Steely Retort.
Steely Retort Opportunity Action: MBA + 30 (+1 OA) vs Ref on MG1. Rolled 7. Hit. 2d8 (6) + 1d6 (4) + 27 = 37 damage.
No Action: Unseen Hand Bladespell 10 Radiant damage and Slides MG1 3 squares downward into Frozen Stream hazard at edge of ward.[/sblock]
Mutated Giant 2 Opportunity Attack on Otthor
[sblock]Opportunity Action Tentacle Lash. Hits. 3d10 (15) + 18 = 33 - 10 DR = 23 damage to Otthor.[/sblock]
Frozen Stream Hazard on Mutated Giant 2
[sblock]Opportunity Action + 24 vs Fort. Rolled 12. Hits. 3d6 (10) + 11 = 21 cold damage, knocked prone, and slowed (save ends). These squares are DT UtEotE.[/sblock]
Otthor's flurry of sword and spell leaves the first mutated giant dead in its wake. In a flash of teleportation magic, he dissappears and reappares across the battlefield. Steeling himself for a duel with the other behemoth, he doesn't break stride. Through feints and battle-honed footwork, he lures the second giant into an exchange that he can't hope to get the better of. Snow explodes in the air during the melee, and when it settles, the giant has crashed through the nearby frozen stream. Thick shards of ice tear flesh as the freezing waters beneath pull at the giant with a chilling embrace.
Mutated Giant 2
[sblock]Move Action: Stand up from prone.
Standard Action: Grasping Tentacles + 24 vs AC (M2) on Otthor * 2 (if both hit then grabbed). 18, 11. 1 hit. 3d10 (14) + 18 = 32 - 10 DR = 22 damage to Otthor.
Takes 5 cold damage at the end of turn for being in Freezing Stream Hazard.
Saving Throw vs Slowed: 12 passes.[/sblock]
Round 7
Saerie
[sblock]Move Action: Saerie moves adjacent to Otthor, 3 squares from MG2. Rawr moves w/in 4 sq of MG2 in DT.
Minor Action: Beastlord. Rawr charges MG2 + 25 (+1 charge) vs AC. Rolled 6. 32 hits. 2d12 (16) + 9 = 25 damage.
Standard Action: Twin Strike 25 vs AC * 2 on MG2. 7, 17. Both hit. 4d10 (24) +22 = 46 damage.
Lucky Saving Throw vs Restrained: 2 fails.[/sblock]
The mutate stands knee deep in the freezing stream and exchanges blows with Otthor, steel against the mottled grey flesh of its tentacles. Saerie and Rawr both leap into the fray, a ball of furry ferocity followed by a hail of arrows. The creature's efforts slow as death nears.
Meanwhile, somewhere out in the opaque, green mists the sound of more mutates can be heard. The prolonged skirmish attracting further attention is an inevitability...
FYI
[sblock]As above, if you guys don't manage to finish him off by the end of this round, that is a second failure in the SC and another wave which will cement the deal either way![/sblock]
Otthor
[sblock]Move Action: Move adjacent to MG2.
Standard Action: Second Wind. Spend HS + MBA + 30 vs AC. Rolled 10. Hits. 2d8 (11) + 17 = 28 damage.
No Action: Unseen Hand Bladespell. 10 Force damage and slides 2 squares south, adjacent to Rawr but into Freezing Stream Hazard.[/sblock]
Freezing Stream Hazard on Mutated Giant 2
[sblock]Opportunity Action + 24 vs Fort. Rolled 6. Misses. Half damage and slowed UEoNT. 3d6 (9) + 11 = 20/2 = 10 cold damage, and slowed UtEotE. Area is DT now.[/sblock]
Mutated Giant 2
[sblock]Grasping Tentacles + 24 vs AC (M2) on Rawr* 2 (if both hit then grabbed).[/sblock]
Otthor Guardian's Counter Immediate Interrupt Encounter Power
[sblock]Free Action: Shift 2 and switch places with Rawr. You're the target of attack now. MBA after attack on you.[/sblock]
Mutated Giant 2 Cont
[sblock]Grasping Tentacles + 24 vs AC (M2) on Otthor * 2 (if both hit then grabbed). 16, 10. 1 hit. 3d10 (13) + 18 = 31 - 10 DR = 21 damage to Otthor.[/sblock]
Otthor Guardian's Counter Cont
[sblock]MBA + 30 vs Ref. Rolled 3. Hit. 2d8 (10) + 17 = 27 damage. Dead.[/sblock]
As the sound of more aberrant creatures echoes in the distance around the perimiter of the ward, Otthor, body slowed by fatigue and the Bladesong receding from his being, lays into the remaining mutate with sword and spell. His bladework is furious and his force magic keeps the creature knee-deep in the frozen stream.
The giant falls into the icy waters with a great clatter. It doesn't get back up. Quickly re-enacting the protecting ward, the heroes rush off through the valley, intent on reaching the fleeing refugees before they are overcome.
[sblock]That is 6 successes. Skill Challenge successful.[/sblock]
Skin of your teeth (he would also take 5 cold damage AEoT from FSH though)! I'll write a subsequent post transitioning from here to the fleeing (but alive) refugees scene.