[Adventure]Curious & Curiouser (Judge: Stonegod)

FourMonos

First Post
OOC: Enworld lost my post last night and I couldn't get it to work until now (roll time is last night before I lost my post.


Braddock comes huffing up the path, slower than his comrades.

"Egads it's a bloody slaughter!"

Grasping his craghammer and rod firmly, he spots the werewolf who tried to corner Rikka. The werewolf's hair stands on end as it feels an eldritch power focus on it. Rikka smacks the werewolf and jumps away just as Braddock charges in. His form becomes lost in shadows as he moves.

With a sickening crunch, the force of the craghammer's blow knocks the werewolf back.

[sblock=actions]
Movement: Q-12. Gain concealment.
Minor: Warlock's Curse: werewolf 2
Standard: Charge (ending in S-9) with Eldritch Strike vs. werewolf 2: 1d20+12+1, 1d10.minroll(2)+11+1d6 → ([8, 12, 1], [8, 11, 2]) Roll Lookup Hit AC 21 for 21 damage. Shift werewolf 2 to U-8
[/sblock]

[sblock=ministats] Braddock the Historian, level 5 Warlock
Status: Concealment, +2 defenses vs. werewolf 2, +1 NAD defenses TENT

Active Vestige: Zutwa
[sblock=Vestige of Zutwa]
Eyes of Vestige Augment: Gain prime shot bonus TENT.
Zutwa Pact Boon: Prime shot bonus increases to +3 TENT.
[/sblock]
Init: +3 Speed: 5 Perception:12 Insight: 12
AC: 18 NAD: F: 19 R:18 W:15
HP: 52/52 Surges: 11/11 Surge Value: 13 AP: 1
Languages: Dwarven
Str:10 Dex:13 Wis:10 Con:20 Int:16 Cha:10
MBA: +12 vs. AC, 1d10+9

Powers:
At-Will: Eyes of the Vestige, Eldritch Strike, Warlock's Curse
Encounter: Clarion Call, Fortune Binding, Second Wind
Daily: Vestige of Thaxter, Charm of Hearts, Leather Armor of Dark Magesty, Vestige of Xandor

Benefits: +2 defenses against cursed enemies. +1 NAD after using Warlock's curse TENT.
[/sblock]
 

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jsb420

First Post
Village Attack: Round 3
[sblock=Previous Rounds]Round 1
Round2[/sblock]
Muzdum tries again, rising his axe high as he lunges forward with a metal clad fist. Not only the Axe cleaves into the dire wolf's flesh, but the gauntleted fist of Muzdum crunches the bone beneath the skin of the dire beast. "I bet'ya that ought to hurt like damn!" the dwarf smirks, moving his fingers with expectation at the wolf, while he weavers his axe behind himself, at the ready. (HIT)

Orsik dances a bit over fire and then swings his heavy weapon. It seems he didn't brace well as the weapon flies from his hands and smashes into the burning hut. Moment later, magical weapon reappears in his hand and he looks askance at it. (MISS)

After Muzdum drops the first wolf, Quan spins to sweep at the legs of the second one. He crack's the wolf's forelegs, dropping it to the ground with a sickening thud before vaulting over it with a kick to its head. He lands on the opposite side, shoving the creature towards his allies and the fire. The monk spins and becomes a whirling swarms of files. (CRIT)

As the werewolf approached, Rikka gave a snarl and shifted back into her leopard form. The creature seemed unprepared for her sudden change, and walked right into a lashing paw. As it jerked backwards, Rikka scampered back towards the others. (HIT)

Braddock comes huffing up the path, slower than his comrades. "Egads it's a bloody slaughter!" Grasping his craghammer and rod firmly, he spots the werewolf who tried to corner Rikka. The werewolf's hair stands on end as it feels an eldritch power focus on it. Rikka smacks the werewolf and jumps away just as Braddock charges in. His form becomes lost in shadows as he moves. With a sickening crunch, the force of the craghammer's blow knocks the werewolf back. (HIT)

All the damaged were-creatures shake a bit as their unnatural regeneration heals them a little.

Narona continues to taunt Totoruan, viciously swinging her morningstar in grand swipes, but the veteran of many battles, Totoruan intercepts the spiked mace with his own hammer. (MISS)

The werewolf fighting with Narona against Totoruan scampers about, getting into flanking position. The cursed wolf-man swings his greatclub at the shadowy dwarf. The last werewolf continues its attack against the wereboar. (MISS, MISS, & CRIT)

Whirling around the dire wolf snaps at the villager nearly snapping the shifter in two. The snarling dire wolf rights itself, growls as its flank burns, and then lunges at Quan. Taking advantage of its flanking position, the final dire wolf bites at the gravely wounded wereboar. (CRIT, HIT, & HIT)

Totoruan seems to be able to deflect the werewolves’ attacks and strike out quickly at the werewolf leader. (HIT)

One wereboar lashes out at a passing dire wolf that killed it, hitting the beast before bleeding out. The other wereboar strikes out at the dire wolf facing it, then risks running away as more enemies converge, outnumbering it. It’s able to dodge the lazy bite from the dire wolf but a werewolf jumps at it, striking the pig-man fiercely! Wounded, it makes for the sheltering forest. (HIT & HIT)

The last remaining villager disregards Orsik’s suggestion and heedlessly throws itself in melee with its leader Totoruan and Narona. Its spear grazes the distracted she-wolf. (HIT)

[sblock=Enemy Actions]Narona (O3): Move: Shift: N3>O4; Standard: MBA (Morningstar) against Totoruan (AC 20+2(bloodied resilience)): +12 vs. AC; 1d10+4 damage: 1d20+12=16, 1d10+4=13 Miss

Werewolf 1 (N2): Move: P3>N2; Standard: MBA (Greatclub) against Tortoruan (AC 20+2(bloodied resilience): +10+2(aura)+2(flank) vs. AC; 2d4+4+4(blood rage)+1d6(skirmish) damage: 1d20+10+2+2=18, 2d4+4+4=15, 1d6=6 Miss
Werewolf 2 (T9): Move: U8>V9; Standard: Charge: V9>T9: MBA (Greatclub) against Braddock (AC 18+2(armor)): +10+1(charge)-2(concealment) vs. AC; 2d4+4+1d6(skirmish) damage: 1d20+1-2=9, 2d4+4=8, 1d6=5 Miss
Werewolf 3 (AE12): Standard: MBA (Greatclub) against Wereboar 1(AC 18+2(bloodied resilience)): +10+2(flank) vs. AC; 2d4+4+4(blood rage): 1d20+10+2=32, 2d4+4+4=14 CRIT for 16 damage; Move: AM9>AE12

Dire Wolf 1 (AB10:AC11): Standard: MBA (Bite) against villager 2 (AC 19): +10 vs. AC; 1d8+4 damage: 1d20+10=30, 1d8+4=12 CRIT killing villager 2; Move: shift: AC10:AD11>AB10:AC11
Dire Wolf 2 (L11:M12): Move: Stand; Standard: MBA (Bite) against Quan (AC 22): +10 vs. AC; 1d8+4 damage: 1d20+10=23, 1d8+4=8 Hit for 8 damage
Dire Wolf 3 (AF8:AG9): MBA (Bite) against wereboar 1 (AC 18): +10+2(flank) vs. AC; 1d8+4 damage and knocked prone (combat advantage): 1d20+10+2=21, 1d8+4=9 killing wereboar 1; Move: AL6:AM7>AF8:AG9
Dire Wolf 4:

Totoruan (N3): Standard: MBA (Maul) against Narona (AC 20): +11 vs. AC (CRIT 19-20); 2d6+6 damage, and slide the target 1 square, and Totoruan shifts into the vacated square: 1d20+11=22, 2d6+6=18 hit for 18 damage and slides Narona N4>O3 and he shifts N3>N4; Move: shift: N4>N3

Wereboar 1: (Death Strike) MBA (Mace) against dire wolf 3 (AC 19): +9 vs. AC; 1d6+4 damage: d20+9=21, 1d6+4=8 hit for 8
Wereboar 2 (AJ15): Standard: MBA (Mace) against dire wolf 1 (AC 19): +9 vs. AC; 1d6+4 damage: 1d20+9=22, 1d6+4=6 hit for 6 damage; Move: AD12>AJ15 (dire wolf AoO: 1d20+10=16, 1d8+4=9 miss; werewolf 3 AoO: 1d20+10=30, 2d4+4+4=15, 1d6=3 CRIT for 19 damage)

Longtooth Shifter 1:
Longtooth Shifter 2:
Longtooth Shifter 3:
Longtooth Shifter 4 (N4): Move: i8>N6; Standard: charge N6>N4 MBA (Spear) against Narona (AC 20): +9 vs. AC; 1d6+1 damage: 1d20+9+1=25, 1d8+1=5 hit for 5 damage
Longtooth Shifter 5: [/sblock]
[sblock=Map]

Illumination: Daylight
Trees: blocking terrain
Rocks: blocking terrain; 4-feet tall
Water: 5-feet deep; difficult terrain
Camp fire (L9, AA10, AH9): hindering terrain: any creature entering the square occupying the camp fire takes 3 fire damage.
Tents & Huts: 8-feet tall; blocking terrain; provides total cover if hiding behind
I1:L4: not on fire
J11:K12: fully inflamed
N7:O8: partially on fire; mostly on fire
V3:Y7: partially on fire
X11:Y12: partially on fire; mostly on fire
AB7:AC8: partially on fire; mostly on fire
AF11:AG12: partially on fire; mostly on fire
AJ7:AK8: fully inflamed
Any creature that starts its turn adjacent to a flaming section of a hut takes 5 fire damage. If nothing is done to prevent the fires from spreading, the fire will continue to spread at the rate of one square every other round. It takes a standard action to stop the flames and a standard AND a minor to put out one square. Any attempts to put out the fires must be made while adjacent to the inflamed hut.
[/sblock]
[sblock=Combatants]Narona, Werewolf Leader: 108/108 HP; AC 20; Fort 20; Ref 19; Will 18; MBA: Morningstar: +12 vs. AC; 1d10+4 damage; MBA: Bite: +12 vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts Moon Frenzy; Blood Rage: Narona deals an extra 4 damage against bloodied targets; Skirmish: If Narona moves at least 3 squares from her starting point, she deals +1d8 extra damage on her next melee attack until the start of her next turn; Regeneration 5 (unless damaged by a silver weapon); Aggression Aura: aura 2; any ally that starts its turn within the aura gains a +2 to its next attack this turn.
Narona (O3): 78/108 HP; Status:
[sblock=Picture]
sD1q0.jpg
[/sblock]
Werewolf: 88/88 HP; AC 19; Fort 19; Ref 18; Will 17; MBA: Greatclub: +10 vs. AC; 2d4+4 damage; MBA: Bite: +10 vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts Moon Frenzy; Blood Rage: A werewolf deals an extra 4 damage against bloodied targets; Skirmish: If a werewolf moves at least 3 squares from its starting point, it deals +1d6 extra damage on its next melee attack until the start of its next turn; Regeneration 5 (unless damaged by a silver weapon)
Werewolf 1 (N2): 88/88; Status:
Werewolf 2 (T9): 57/88; Status:
Werewolf 3 (AE12): 83/88; Status:
[sblock=Picture]
11yh8.jpg
[/sblock]
Dire Wolf: 67/67 HP; AC 19; Fort 18; Ref 17; Will 17; MBA: Bite: +10 vs. AC; 1d8+4 damage or 2d8+4 against a prone target; Combat Advantage: The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target and hits it, the target is also knocked prone.
Dire Wolf 1 (AB10:AC11): 60/67; Status:
Dire Wolf 2 (L11:M12): 33/67; Status: BLOODIED
Dire Wolf 3 (AF8:AG9): 54/67; Status:
Dire Wolf 4:
[sblock=Picture]
cEKN2.jpg
[/sblock]

Totoruan, Wereboar Leader: 106/106 HP; AC 20; Fort 19; Ref 16; Will 17; MBA: Maul: +11 vs. AC; 2d6+6 damage, and slide the target 1 square, and Totoruan shifts into the vacated square; MBA: Gore: +11 vs. AC; 1d8+6 damage and ongoing 5 damage (save ends) and the target contracts Moontusk Fever; Battle Lord Tactics: When flanking, Totoruan and its ally deal an extra 1d6 damage against an enemy currently flanked; Battle Talent: Totoruan can score a critical hit on a 19-20; Inspiring Assault: Whenever Totoruan scores a critical hit, he and any ally within 5 squares regains 4 hit points; Bloodied Resilience: When Totoruan is bloodied, he gains a +2 to all defenses and his gore attack deals ongoing 10 damage (save ends) instead of ongoing 5 damage; Regeneration 5 (unless damaged by a silver weapon)
Totoruan, Wereboar (N3): 53/106; Status: BLOODIED
[sblock=Picture]
mipf0.jpg
[/sblock]
Wereboar: 61/61 HP; AC 18; Fort 18; Ref 16; Will 16; MBA: Mace: +9 vs. AC; 1d6+4 damage; MBA: Gore: +9 vs. AC; 1d8+4 damage and ongoing 5 damage (save ends) and the target contracts Moontusk Fever; Death Strike: the wereboar makes a gore or a melee attack when it is reduced to 0 hit points; Bloodied Resilience: While the wereboar is bloodied, it gains a +2 to all defenses and its gore attack deals ongoing 10 damage (save ends) instead of ongoing 5 damage; Regeneration 5 (unless damaged by a silver weapon)
Wereboar 1:
Wereboar 2 (AJ15): 12/61; Status: BLOODIED
[sblock=Picture]
aPPt2.jpg
[/sblock]
Longtooth Shifter Villager: 1/1 HP; a miss never damages a minion; AC 19; Fort 17; Ref 17; Will 16; MBA: Spear: +9 vs. AC; 1d6+1 damage; RBA: Longbow: Range 20/40; +10 vs. AC; 1d8+3 damage; Longtooth Shifting: minor: the Longtooth shifter gains a +2 bonus to damage rolls until the end of its next turn.
Longtooth Shifter Villager 1:
Longtooth Shifter Villager 2:
Longtooth Shifter Villager 3:
Longtooth Shifter Villager 4 (N4): 1/1; Longtooth Shifting ; Status:
Longtooth Shifter Villager 5:
[sblock=Picture]
a3Yhw.jpg
[/sblock]


Braddock (S9): 52/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status: Concealment; +1 F/R/W TENT
Quan (M13): 21 /37; HS 7/7; AP 1; Second Wind; Elven Accuracy; Status:
Orsik (M10): 50/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance ; Rune of Mending [1] ,[2]; Status:
Muzdum (K8): 62/62; HS 12/12; AP 1 ; Dwarven Resilience ; Status:
Rikka (N10): 50/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy ; Status:[/sblock]
GM: Summary:
Braddock: missed
Quan: hit for 8 damage
Orsik: 3 damage (retro) for standing in campfire
Rikka: -
Muzdum: -
 
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Voda Vosa

First Post
Having killed the wolf, the dwarf looks for the next target. The wolves proved to be no match for the dwarven killing machine; instead, the werewolf leader seemed to be a pretty interesting target. Cutting her in pieces should prove fun! He charges forward recklessly, and slams at the she-wolf "Sit!" he commands joyful. His blow is so mighty the werewolf can't stay standing, and drops to the ground, grabbing her head. "Now play dead!" and lifting his axe, the dwarf discharges all his might in a blow so devastating that Narona barely survived the assault. "Good girl!"

58 dmg to Narona, and she's prone
 
Last edited:

FourMonos

First Post
Braddock bursts out laughing, "Bwa-hahahahahaha! Brilliant! Aye, this one needs a good walk!"

With a speed that defies the dwarf's normal (slower) movements, the craghammer smashes up into the werewolf's muzzle, spraying blood and spittle with the blow. The force again pushes the werewolf back.

Braddock walks backwards, his form again becoming blurred at the edges, "Come here doggie, hehehe."

[sblock=actions]
Standard: Eldritch Strike vs. werewolf 2: 1d20+12, 1d10.minroll(2)+11+1d6 → ([20, 12], [10, 11, 3]) Roll Lookup Crit! Extra damage: 2d6 → [5,2] = (7) Roll Lookup So total damage is 34. Shift the werewolf backwards to U-9.
Movement: Move to R-4, gain concealment
Minor: Warlock's curse: Narona
[/sblock]

[sblock=ministats] Braddock the Historian, level 5 Warlock
Status: Concealment, +2 defenses vs. werewolf 2 and Narona, +1 NAD defenses TENT

Active Vestige: Zutwa
[sblock=Vestige of Zutwa]
Eyes of Vestige Augment: Gain prime shot bonus TENT.
Zutwa Pact Boon: Prime shot bonus increases to +3 TENT.
[/sblock]
Init: +3 Speed: 5 Perception:12 Insight: 12
AC: 18 NAD: F: 19 R:18 W:15
HP: 52/52 Surges: 11/11 Surge Value: 13 AP: 1
Languages: Dwarven
Str:10 Dex:13 Wis:10 Con:20 Int:16 Cha:10
MBA: +12 vs. AC, 1d10+11

Powers:
At-Will: Eyes of the Vestige, Eldritch Strike, Warlock's Curse
Encounter: Clarion Call, Fortune Binding, Second Wind
Daily: Vestige of Thaxter, Charm of Hearts, Leather Armor of Dark Magesty, Vestige of Xandor

Benefits: +2 defenses against cursed enemies. +1 NAD after using Warlock's curse TENT.
[/sblock]
 

DESTRUCTION: all allies have +1 to hit enemies adjacent to Orsik
DW 2 has vulnerable 2 to all damage, 5 vs OAs TENT Orsik


Orsik slams down his maul onto unfortunate wolf. Runes flare, crawling from the maul onto it's hide, waiting to burn it again when disturbed.

[sblock=Actions]
Standard: Word of Diminishment vs AC; damage (1d20+12+2=31, 2d6+6=12) - wolf gains vulnerable 2 vs all damage
[/sblock]

OOC: jsb, note that the vulnerability goes for fire damage too.

Also, do villagers seem to be attacking only wolves? Did we see wereboar strike down a villager? Do villager shifters have 'piggy' look?
 

johnmeier1

Explorer
OUCH! Quan seems to be taking the brunt of the wolves' assault and looks to his belt, but decides against the healing potion. Instead he whirls at the bloodied wolf in front of him, hoping to drop it.

[sblock=action] Minor: Wildshape to human form, shift to N12
Standard: Dragon's Tail vs Dire Wolf 2 (sorry for wrong label on roll) HIT for 14 damage after vulnerability
Free: Centered Flurry for 5 extra damage (7?)
Move: If dead, Walk to U13 otherwise shift 1 to O11
Also need to remember Deadly Draw, which gives me CA TENT if I do slide.
[/sblock]

[sblock=ministats] Status:
Init: +7 Speed: 7 Perception:22 Insight: 14
AC: 22 NAD:17/19/16
HP: 26/42 Surges: 7/7 Surge Value: 10 AP: 1
Languages: Common, Elven Str:14 Dex:20 Wis:17 Con:10 Int:8 Cha:10
Powers: At-Will: Five Storms, Dragon's Tail, Centered Flurry of Blows, Wild Shape
Encounter: Drunken Monkey, Enduring Champion, Savage Rend, Elven Accuracy, Stoneskin Robes
Daily: Supreme Avalanche Combination, Masterful Spiral, Supreme Flurry, Cobra Strike Ki Focus, Necklace of Keys
[Full Character Sheet http://leb.wikia.com/index.php?title=LEB:pC:Quan_Reah_(johnmeier1)] [/sblock]
 
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Yes, vulnerable to all damage, not damage roll. all separate damages are increased. As woudl be fire damage if the wolf survived Quan's attack. Which it didn't thanks to vulnerability which drops it exactly :)
 


pathfinderq1

First Post
With the wolf beside her slain, Rikka raced off after tougher prey- she set her sights on the leader of the werewolves. Lunging in, she dealt a stinging slap with one paw- then she danced away towards the other nearby wolfling. That swipe missed, but put the werewolf uncomfortably close to the wereboar chief- the beast realized its error and stepped back, directly into Rikka's follow-up attack. With a purring chuckle, she shifted back into her elven form and danced out of easy range...

[sblock= OOC]
>Move: to P4 (since Muzdum didn't specify location, I'll assume that spot was free
>Standard: Predator's flurry; primary attack against Narona, 1d20+14 vs REF (includes CA from prone)= 28, hit for 12 damage and Narona is dazed until end of Rikka's next turn; then shift 4 squares to O1 and take secondary attack against werewolf at N2; 1d20+12 vs REF= 15 (miss); rolls Roll Lookup
>Free: Elven accuracy reroll of Predatpr's flurry vs. Werewolf, 1d20+12 vs. REF= 19 (hits, for only 8 damage and dazed until end of Rikka's next turn); roll Roll Lookup
>Minor: wild shape to elf, free shift 1 to P1 (one square away so werewolf can't Dazed/charge
[/sblock]
 

jsb420

First Post
Village Attack: Round 4
[sblock=Previous Rounds]Round 1
Round 2
Round 3[/sblock]
Having killed the wolf, the dwarf looks for the next target. The wolves proved to be no match for the dwarven killing machine; instead, the werewolf leader seemed to be a pretty interesting target. Cutting her in pieces should prove fun! He charges forward recklessly, and slams at the she-wolf "Sit!" he commands joyful. His blow is so mighty the werewolf can't stay standing, and drops to the ground, grabbing her head. "Now play dead!" and lifting his axe, the dwarf discharges all his might in a blow so devastating that Narona barely survived the assault. "Good girl!" (HIT; AP - HIT)

Braddock bursts out laughing, "Bwa-hahahahahaha! Brilliant! Aye, this one needs a good walk!" With a speed that defies the dwarf's normal (slower) movements, the craghammer smashes up into the werewolf's muzzle, spraying blood and spittle with the blow. The force again pushes the werewolf back. Braddock walks backwards, his form again becoming blurred at the edges, "Come here doggie, hehehe."
(CRIT)

Orsik slams down his maul onto unfortunate wolf. Runes flare, crawling from the maul onto it's hide, waiting to burn it again when disturbed. (HIT)
GM: @MetaVoid : So far, you have only seen the werewolves attacking the villagers.

OUCH! Quan seems to be taking the brunt of the wolves' assault and looks to his belt, but decides against the healing potion. Instead he whirls at the bloodied wolf in front of him, hoping to drop it. (HIT – elven accuracy)

With the wolf beside her slain, Rikka raced off after tougher prey- she set her sights on the leader of the werewolves. Lunging in, she dealt a stinging slap with one paw- then she danced away towards the other nearby wolfling. That swipe missed, but put the werewolf uncomfortably close to the wereboar chief- the beast realized its error and stepped back, directly into Rikka's follow-up attack. With a purring chuckle, she shifted back into her elven form and danced out of easy range... (HIT & HIT – elven accuracy)

All the damaged were-creatures shake a bit as their unnatural regeneration heals them a little.

Still prone and unable to stand, Narona cries out in pain. All the wolves instantly respond, converging on her position. Gathering her wits briefly, she then strikes out at the fearsome red-bearded dwarf’s legs, striking Muzdum mightily. (CRIT)

Responding to Narona’s call, the werewolves swarm the heroes. The first werewolf, its wits addled, flails with its greatclub and is able to slip by Totoruan’s defenses. The second wolf-man charges and manages to strike at the heart of darkness (known as Braddock). The third sprints, greatclub leading to hit the distracted dwarf brawler. (HIT, HIT, & HIT)

The final two dire wolves bound toward their leader. One wolf streaks towards the wounded elf monk; the other swiftly charges Orsik. (HIT & MISS)

Totoruan sees that the she-wolf fully engaged with the strange dwarf. Taking advantage of the momentary distraction, he shifts to the side and swings his maul, hitting the werewolf and pushing it back, and then stepping into the spot the werewolf just vacated. (HIT)

The wereboar watches as its foes turn and run away. Then it too runs, but into the forest beyond. (Double Move – Runs away)

The last remaining villager still standing, steps to the side of Totoruan and thrusts its spear at the werewolf. (HIT)

[sblock=Enemy Actions]Narona (O3): DAZED TENT (Rikka); Standard: MBA (Morningstar) against Muzdum (AC 25): +12 vs. AC; 1d10+4 damage: 1d20+12=32, 1d10+4=6 CRIT for 14 damage

Werewolf 1 (N3): DAZED TENT (Rikka); Standard: MBA (Greatclub) against Totoruan (AC 20+2(bloodied Resilience)): +10+2(aura) vs. AC; 2d4+4 damage: 1d20+10=26, 2d4+4=6 HIT for 6 damage
Werewolf 2 (R5): Move: T9>R9; Standard: Charge: R9>R5: MBA (Greatclub) against Braddock (AC 18+2(armor)): +10+1(charge)-2(concealment) vs. AC; 2d4+4+1d6(skirmish) damage: 1d20+10+1-2=25, 2d4+4=9, 1d6=4 HIT for 13 damage
Werewolf 3 (P5): Move: AE12>V10; Standard: Charge V10>P5: MBA (Greatclub) against Muzdum (AC 25): +10+1(charge) vs. AC; 2d4+4+1d6(skirmish) damage: 1d20+10+1=25, 2d4+4=10, 1d6=1 HIT for 11 damage

Dire Wolf 1 (U11:V12): Move: AB10:AC11>U11:V12; Standard: MBA (Bite) against Quan (AC 22): +10 vs. AC; 1d8+4 damage: 1d20+10=26, 1d8+4=6 HIT for 6 damage
Dire Wolf 2:
Dire Wolf 3 (N9:O10): Move (RUN – Provoke CA): AF8:AG9>V9:W10; Standard: Charge: V9:W10>N9:O10 MBA (Bite) against Orsik (AC 21): +10+1(charge)-5(RUN) vs. AC; 1d8+4 damage: 1d20+10+1-5=13, 1d8+4=11 miss
Dire Wolf 4:

Totoruan (N3): Shift: N3>M2; Standard: MBA (Maul) against werewolf 1 (AC 19): +11 vs. AC; 2d6+6 damage, and slide the target 1 square, and Totoruan shifts into the vacated square (CRIT 19-20): 1d20+11=20, 2d6+6=10 HIT for 10 and slides werewolf 1 N2>N3 and Totoruan shifts M2>N2

Wereboar 1:
Wereboar 2 (off the map): double move

Longtooth Shifter 1:
Longtooth Shifter 2:
Longtooth Shifter 3:
Longtooth Shifter 4 (M4): Standard: MBA (Spear) against werewolf 1 (AC 19): +9 vs. AC; 1d8+1 damage: 1d20+9=25, 1d8+1=6 HIT for 6 damage; Shift: N4>M4
Longtooth Shifter 5: [/sblock]
[sblock=Map]

Illumination: Daylight
Trees: blocking terrain (center square only)
Rocks: blocking terrain; 4-feet tall
Water: 5-feet deep; difficult terrain
Camp fire (L9, AA10, AH9): hindering terrain: any creature entering the square occupying the camp fire takes 3 fire damage.
Tents & Huts: 8-feet tall; blocking terrain; provides total cover if hiding behind
I1:L4: not on fire
J11:K12: fully inflamed
N7:O8: partially on fire; mostly on fire
V3:Y7: partially on fire
X11:Y12: partially on fire; mostly on fire
AB7:AC8: partially on fire; mostly on fire
AF11:AG12: partially on fire; mostly on fire
AJ7:AK8: fully inflamed
Any creature that starts its turn adjacent to a flaming section of a hut takes 5 fire damage. If nothing is done to prevent the fires from spreading, the fire will continue to spread at the rate of one square every other round. It takes a standard action to stop the flames and a standard AND a minor to put out one square. Any attempts to put out the fires must be made while adjacent to the inflamed hut.
[/sblock]
[sblock=Combatants]Narona, Werewolf Leader: 108/108 HP; AC 20; Fort 20; Ref 19; Will 18; MBA: Morningstar: +12 vs. AC; 1d10+4 damage; MBA: Bite: +12 vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts Moon Frenzy; Blood Rage: Narona deals an extra 4 damage against bloodied targets; Skirmish: If Narona moves at least 3 squares from her starting point, she deals +1d8 extra damage on her next melee attack until the start of her next turn; Regeneration 5 (unless damaged by a silver weapon); Aggression Aura: aura 2; any ally that starts its turn within the aura gains a +2 to its next attack this turn.
Narona (O3): 13/108 HP; Status: Marked (Muzdum); Cursed (Braddock); BLOODIED; prone; DAZED TENT (Rikka)
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Werewolf: 88/88 HP; AC 19; Fort 19; Ref 18; Will 17; MBA: Greatclub: +10 vs. AC; 2d4+4 damage; MBA: Bite: +10 vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts Moon Frenzy; Blood Rage: A werewolf deals an extra 4 damage against bloodied targets; Skirmish: If a werewolf moves at least 3 squares from its starting point, it deals +1d6 extra damage on its next melee attack until the start of its next turn; Regeneration 5 (unless damaged by a silver weapon)
Werewolf 1 (N3): 72/88; Status: DAZED TENT (Rikka)
Werewolf 2 (R5): 28/88; Status: Cursed (Braddock); BLOODIED
Werewolf 3 (P5): 88/88; Status:
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Dire Wolf: 67/67 HP; AC 19; Fort 18; Ref 17; Will 17; MBA: Bite: +10 vs. AC; 1d8+4 damage or 2d8+4 against a prone target; Combat Advantage: The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target and hits it, the target is also knocked prone.
Dire Wolf 1 (U11:V12): 60/67; Status:
Dire Wolf 2:
Dire Wolf 3 (N9:O10): 54/67; Status: provokes CA TSNT
Dire Wolf 4:
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Totoruan, Wereboar Leader: 106/106 HP; AC 20; Fort 19; Ref 16; Will 17; MBA: Maul: +11 vs. AC; 2d6+6 damage, and slide the target 1 square, and Totoruan shifts into the vacated square; MBA: Gore: +11 vs. AC; 1d8+6 damage and ongoing 5 damage (save ends) and the target contracts Moontusk Fever; Battle Lord Tactics: When flanking, Totoruan and its ally deal an extra 1d6 damage against an enemy currently flanked; Battle Talent: Totoruan can score a critical hit on a 19-20; Inspiring Assault: Whenever Totoruan scores a critical hit, he and any ally within 5 squares regains 4 hit points; Bloodied Resilience: When Totoruan is bloodied, he gains a +2 to all defenses and his gore attack deals ongoing 10 damage (save ends) instead of ongoing 5 damage; Regeneration 5 (unless damaged by a silver weapon)
Totoruan, Wereboar (N2): 52/106; Status: BLOODIED
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Wereboar: 61/61 HP; AC 18; Fort 18; Ref 16; Will 16; MBA: Mace: +9 vs. AC; 1d6+4 damage; MBA: Gore: +9 vs. AC; 1d8+4 damage and ongoing 5 damage (save ends) and the target contracts Moontusk Fever; Regeneration: Death Strike: the wereboar makes a gore or a melee attack when it is reduced to 0 hit points; Bloodied Resilience: While the wereboar is bloodied, it gains a +2 to all defenses and its gore attack deals ongoing 10 damage (save ends) instead of ongoing 5 damage; Regeneration 5 (unless damaged by a silver weapon)
Wereboar 1:
Wereboar 2 (off the map): 17/color]/61; Status: BLOODIED
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Longtooth Shifter Villager: 1/1 HP; a miss never damages a minion; AC 19; Fort 17; Ref 17; Will 16; MBA: Spear: +9 vs. AC; 1d8+1 damage; RBA: Longbow: Range 20/40; +10 vs. AC; 1d8+3 damage; Longtooth Shifting: minor: the Longtooth shifter gains a +2 bonus to damage rolls until the end of its next turn.
Longtooth Shifter Villager 1:
Longtooth Shifter Villager 2:
Longtooth Shifter Villager 3:
Longtooth Shifter Villager 4 (M4): 1/1; Longtooth Shifting ; Status:
Longtooth Shifter Villager 5:
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Braddock (R4): 39/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status: Concealment TENT; +1 F/R/W TENT; +2 to all defenses against Narona and werewolf 2
Quan (U13): 15 /37; HS 7/7; AP 1; Second Wind; Elven Accuracy ; Status:
Orsik (M10): 50/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance; Rune of Mending [1] ,[2]; Status:
Muzdum (O4): 37/62; HS 12/12; AP 1 ; Dwarven Resilience; Status:
Rikka (N10): 50/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy ; Status:[/sblock]
GM: Summary:
Braddock: HIT for 13 damage
Quan: HIT for 6 damage
Orsik: missed
Rikka: -
Muzdum: HIT for 14 damage; HIT for 11 damage
 
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