Village Attack: Round 5
[sblock=Previous Rounds]
Round 1
Round 2
Round 3
Round 4[/sblock]
Orsik draws a rune before slamming Osvetnik down on the foolish beast. The impact sounds like thunder instead of metal hitting flesh and the beast is pushed back. It shakes its head, dazed from the sound. Orsik follows, the power used only to move the beast so he can get close enough for his runes to affect allies. "Quan, Muzdum, do you need healing?! Or help? Don't attack the boars unless they attack, it seems they are the defenders here!" He rushes by the wolf, using it's confusion to move into more advantageous position. Drawing another rune, this one collects the blood off the monk and explodes covering the weapons of his allies with his hurt while erasing the wounds from existence. Even villagers weapon seems affected. (HIT)
"Hehehe, hahaha!" Laughs the dwarf, "But if it's all the little puppy family gathered here around papa Muzdum to receive some pettin'! Come, come, little pups, come closer for some love!" the insidious taunt causes all but one of the werewolves to approach Muzdum, irritated by his bad jokes. As each gets near the dwarf, he hacks at each with quick swings of his axe. As Narona gets close enough, Muzdum grins. "Goodbye puppy..." he says slowly and cleaves her skull open. (HIT)
"Oye! I haven't had this much fun since... well, since we cut up those damn were rats!" Braddock, now clear of the werewolf attacker, calmly steps back and levels his craghammer. A cacophony of terrible, primal screams. Being aberrations of nature, the were-beasts are unaffected. (MISS)
Rikka continued a deep purring snarl as she gave a complicated gesture with her totem. Swirling black specks, like sharp-shelled insects, twisted in the air around the three werewolves, drawing blood and providing a crucial distraction... (MISS, HIT & HIT)
Quan is confused by the action far away and concentrates on the foe in front of him. He sweeps at the legs of the Dire Wolf. He then moves carefully one step away to avoid the wolf and shouts Yah, Healing would be nice! before becoming a swarm of flies. (HIT)
GM: | Orsik healed you last turn for a surge (6hp) + 1d6 (1d6=2) | |
All the damaged were-creatures shake a bit as their unnatural regeneration heals them a little.
All the werewolves converge on the dwarf that slew their leader. (MISS, HIT & MISS)
The dire wolf continues its battle against Orsik. Confused at first, but then hairs on its hind end get singed and it snaps at the goliath; jaws close on nothing. The other wolf stands after Quan slid and knocked it prone. It chuffs as the burning hut singes it, and then it advances on the elf monk and to get away from the flaming hut. (MISS & double move)
Totoruan takes a big risk by bearing his back to the female-feline, but steps to the side so to flank the largest of the three werewolves. Totoruan’s battle tactics distract a foe allowing him and any companion trained the means to strike down their foes quickly. The wereboar’s maul comes crashing down on the wolf-man. (HIT)
The villager tries to skewer the flanked werewolf but its aim is off and the point barely misses the wolf-man. (MISS)
[sblock=Enemy Actions]
Narona:
Werewolf 1 (N3): Standard: MBA (Bite) against Muzdum (AC 25+2(2nd wind)): +10+2(flank) vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts
Moon Frenzy:
1d20+10+2=20, 1d6+4=9 miss
Werewolf 2 (R5): Standard: MBA (Bite) against Muzdum (AC 25+2(2nd wind)): +10 vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts
Moon Frenzy:
1d20+10=29, 1d6+4=6 HIT for 6 damage and ongoing 5 damage (Save Ends)
Werewolf 3 (P5): Standard: MBA (Bite) against Muzdum (AC 25+2(2nd wind)): +10+2(flank) vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts
Moon Frenzy:
1d20+10+2=21, 1d6+4=9 miss
Dire Wolf 1 (U12:V13): take 5 fire damage (Burning hut); Move: Stand; Standard>Move: V12:W13>U12:V13
Dire Wolf 2:
Dire Wolf 3 (P8:Q9): DAZED TENT (Orsik); take 5 fire damage (burning hut); Standard: MBA (Bite) against Orsik (AC 21): +10 vs. AC; 1d8+4 damage:
1d20+10=28, 1d8+4=5 HIT for 5 damage
Dire Wolf 4:
Totoruan (N3): Shift: N3>O2; Standard: MBA (Maul) against werewolf 1 (AC 19): +11+2(flank) vs. AC; 2d6+6+1d6 (Battle Lord Tactics) damage, and can slide the target 1 square, and Totoruan shifts into the vacated square (CRIT 19-20):
1d20+11+2=22, 2d6+6=10, 1d6=4 HIT for 14 damage and no slide.
Wereboar 1:
Wereboar 2 (off the map):
Longtooth Shifter 1:
Longtooth Shifter 2:
Longtooth Shifter 3:
Longtooth Shifter 4 (M4): Standard: MBA (Spear) against werewolf 1 (AC 19): +9+2(flank) vs. AC; 1d8+1+1d6 (Battle Lord Tactics) damage:
1d20+9+2=17, 1d8+1=2, 1d6=3 miss
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 ; fully inflamed
V3:Y7:
partially on fire ; mostly on fire
X11:Y12:
partially on fire;
mostly on fire ; fully inflamed
AB7:AC8:
partially on fire;
mostly on fire ; fully inflamed
AF11:AG12:
partially on fire;
mostly on fire ; fully inflamed
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: 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): 63/88; Status: Marked (Muzdum)
Werewolf 2 (P4): 6/88; Status: Cursed (Braddock); Marked (Muzdum); BLOODIED; grant CA TENT (Rikka)
Werewolf 3 (P5): 68/88; Status: Cursed (Braddock); Marked (Muzdum); grant CA TENT (Rikka)
[sblock=Picture]
[/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 (U12:V13): 33/67; Status:
Dire Wolf 2:
Dire Wolf 3 (P9:Q10): 43/67; Status: DAZED TENT (Orsik)
Dire Wolf 4:
[sblock=Picture] [/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 (O2): 57/106; Status:
[sblock=Picture] [/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; 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): 22/61; Status: BLOODIED
[sblock=Picture] [/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; 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:
[sblock=Picture] [/sblock]
Braddock (S5): 39/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status: +2 to all defenses against werewolf 2 and werewolf 3; +2 to damage TENT (Orsik)
Quan (T13): 23/37; HS 7/7; AP 1; Second Wind; Elven Accuracy ; Status: +2 to damage TENT (Orsik)
Orsik (R9): 45/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance ; Rune of Mending [1] , [2]; Status: +2 to damage TENT (Orsik)
Muzdum (O4): 42/62; HS 11/12; AP 1 ; Dwarven Resilience; Status: +2 to damage TENT (Orsik); contracted Moon Frenzy; ONGOING 5 damage (save ends)
Rikka (P1): 50/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy ; Status:+2 to damage TENT (Orsik)[/sblock]
GM: | Summary:
Braddock: -
Quan: Surge+2 Healing (Orsik)
Orsik: missed
Rikka: -
Muzdum: gain 16hp; missed, missed, HIT for 6 damage and ongoing 5 damage (Save Ends); contracted Moon Fever; 5 damage for OG | |
[sblock=Moon Fever]At the end of the encounter roll an Endurance Check:
Stabilize: DC 20
Improve: DC 24
Stage 1: -2 to Will defense
Stage 2: While bloodied, the target must make a saving throw at the end of each turn. If he fails, on his next turn he makes a melee attack against a random target within 5 squares of him. If no targets are within 5 squares, the target does nothing but move in a randomly chosen direction.
Stage 3: The target attacks the nearest creature in its line of sight. If it can’t see any other creatures, it does nothing but move in a randomly chosen direction.[/sblock]