Village Attack: Round 6
[sblock=Previous Rounds]
Round 1
Round 2
Round 3
Round 4
Round 5 [/sblock]
GM: | [MENTION=87106]MetaVoid[/MENTION]: Yes the dire wolf did hit you for 5 damage; a simple copy/paste error in the summary.
[MENTION=88601]FourMonos[/MENTION]: Basically it takes either 1 standard or 2 minors to put out a square that is on fire. So if a standard and a minor is used, 1-1/2 squares are put out. | |
Rikka quickly shifted back into her preferred leopard form and took one quick step forward. With a deep grunt, she spat a cloud of shimmering dark shards at the pair of werewolves in front of her. The dark specks continued to swirl around the wolflings, providing another distraction. (HIT & HIT)
Orsik repeats the rune he used few moments ago, but those perceptive enough might notice it's upside down and with more rounded corners. He swings Osvetnik in wide arc, connecting with dire wolf in front of him. The hit behind the ear, shakes the beast some more, but more importantly, runes from the hammer crawl down to connect the points of its teeth, making it hard for it to bite down full force. He then moves just a bit, keeping the beast cornered, but able to see main combat more easily. (HIT)
Quan's swarm reforms away from the dire wolf, so he can run off quickly to the crowd around Mudzum. He comes up behind one werewolf and hits him on the side of the head. In its bloodlust the lycan takes revenge on his neighbor with a bite, before Quan snaps another quick punch at the wolf, confusing him. (HIT)
"Ye also need some manners wolfie!" scowls Muzdum, as he grabs one of the werewolfs around him and hacks at him with his axe, slicing off his head. The dwarf shakes the head a bit. "I hope ye learned." and then toss it off. (BK – HIT & HIT; AoO – HIT; HIT)
"Right o'! Clear out the wolves from the hen house!" Braddock comes north of the scrum and blasts at the werewolf but can't get a good bead on the beast due to the fighting. "Don't worry there, Totoruan, we'll put these beasts down."
All the damaged were-creatures shake a bit as their unnatural regeneration heals them a little.
The remaining wolves see that their situation has turned from
DIRE (yes, pun-intended) to worse, and quickly make haste for the surrounding forest. Orsik manages to strike the fleeing wolf in front of him. No sooner than the wolves are back inside the forest and out of sight, you hear surprised barks and yelps of pain, terminating in gurgling rasps.
From the shadowy confines of the forest, dozens of figures emerge. Shifters - angry looking males and sobbing females and children - as well as a few wereboars, enter to view the carnage that remains of their village. A few run to put out the remaining fires, while most encircle you and your allies. As if on cue, the doorway behind Totoruan opens, revealing an ancient-looking female shifter.
”Grandmother, I have failed thee. Your grandson was slain.”, Totoruan admits sullenly, looking at the frail, lifeless body of the young shifter laying crumpled on the ground.
Leaving mourning for later, the old crone’s eyes never leave you and your allies.
”Nay, Totoruan, it was that devil Y’slaandria and Narona and her tribe to blame, not you. You fought bravely and those still alive know it!” Addressing you and your allies, she voices calmly, but with the weight of authority,
”Thank you for helping save what’s left of our village, but you have entered our territory unwanted. Tell me why we should let you live.” You notice that the ring of shifters has fully enclosed your party and begins to tighten, leaving no avenue of escape. You know now that you’re totally outnumbered, and even with your combined powers you command could not defeat them all.
GM: | You are now entering a Skill Challenge | |
[sblock=Skill Challenge]*
GOAL: You are trying to convince the shifter Grandmother – obviously the village Matriarch - why her warriors shouldn’t kill your party.
*
Complexity: 2 (6 successes before 2 failures)
Status: Successes: 0
Failures: 0
*
DC: All DCs are listed below. All DCs for skills not listed are considered hard (DC 23).
*
Skills: You can use a skill not listed below, only if you can explain it reasonably. Any explanation I feel doesn’t correspond with the given skill, I will impose a -2 penalty to it.
*
Rules: The same rules apply for skill challenges as apply for encounters (48-hour rule, etc).
*
Repeating the Same Skills: Any character repeating the same skill check in two successive rounds will impose a -2 cumulative penalty to the triggering roll (i.e. -2 for second check, -4 for third check, etc.)
*
Critical Success: A natural 20 counts as 2 successes OR 1 success and remove 1 failure.
*
Critical Failure: A Natural 1 automatically counts as 1 Failure, regardless of any modifiers.
*
Aid Another: You can roll to aid another PC. Using the compendium rules, a roll of 10+1/2 the rolling PC’s level or higher grants a +2 to that player’s skill check, while a failure grants a -1 penalty to that player’s skill check. A successful aid another roll does not count towards the total number of successes.
[sblock=*Primary Skills][sblock=Bluff (DC 23)]You try to use beguiling words in order to convince the ancient Matriarch to spare you and your allies. A success counts towards the Skill Challenge.[/sblock]
[sblock=Diplomacy (DC 15)]Choosing courtly manners and kind words, you try to convince the ancient shifter of your innocence and integrity. A success counts towards the Skill Challenge.[/sblock]
[sblock=Intimidate (DC 23)]You quietly proclaim swift vengeance against any who threaten you or your allies. A success counts towards the Skill Challenge. Failure imposes a -2 penalty to the next skill roll the failing PC makes.*NOTE: This skill can only be used once during this skill challenge by
ANY PC.[/sblock]
[sblock=Nature (DC 15)]You are attuned to nature, immersed in the flowing cycle of life. You draw upon your experiences with the wild to bear, seeking to influence the Shifter Matriarch.[/sblock]
[sblock=Religion (DC 15)]You draw upon your knowledge of the Divine Realms in order to gain insight onto how to convince the matriarch your worthiness.[/sblock][/sblock]
[sblock=*Secondary Skills][sblock=Arcana (DC 15)]You magically enhance yourself, seeming
larger than life to these rural villagers. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]
[sblock=Heal (DC 15)]You offer to help any injured, staunching the flow of blood, mending sore muscles, setting broken bones. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]
[sblock=History (DC 23)]You try to recall any passages you’ve read in order to help your current situation. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]
[sblock=Insight (DC 15)]You try to read subtle stances, gestures and similar body language in order to see how to persuade the Shifter Matriarch not to bring harm against you and your allies. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock]
[sblock=Perception (DC 23)]You look for any clues on the bodies nearby, linking them to the threat of the wererats, the werebats, or the rumors of bandits waylaying innocent travelers. A success does not count towards the Skill Challenge. Instead you gain a +2 bonus to the next primary skill check.[/sblock][/sblock][/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=Stats]
Totoruan, Wereboar Leader
[sblock=Picture]
[/sblock]
Grandmother, Shifter Matriarch
[sblock=Picture]

[/sblock]
Braddock:
39/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status: +2 to all defenses against werewolf 3
Quan:
32 /42 hp; HS 7/7; AP 1; Second Wind;
Elven Accuracy ; Status:
Orsik:
45/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance ; Rune of Mending
[1] , [2]; Status:
Muzdum:
42/62; HS 11/12;
AP 1 ;
Dwarven Resilience; Status: contracted
Moon Frenzy
Rikka:
50/50 hp; HS 8/8; AP 1; Second Wind;
Elven Accuracy ; Status:[/sblock]
[sblock=Experience]350XP Narona, werewolf leader
750XP werewolf x3
800XP dire wolf x4
1900XP sub-total
3800XP doubled
760XP each*
Braddock:7944*+760=8704XP
Quan: 6059*+760= 6819 XP
Orsik: 11646*+760=12516 XP
Rikka: 11747*+760=12507 XP
Muzdum: 10756*+760=11516 XP
*NOTE: XP totals taken from your wiki pages.
[sblock=Time XP/gp]None awarded at this time.[/sblock][/sblock]
GM: | Summary: (No short or extended rest yet)
Braddock: -
Quan: -
Orsik: -
Rikka: -
Muzdum: contracted Moon Fever, don't forget to roll (see below) | |
[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]