[Adventure]Curious & Curiouser (Judge: Stonegod)


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"Aye, there is some dark magic here. Rikka, there is a strong focus around the large tree. Don't get too close, but is that seem natural or fey to you?"
 

"Unnatural, might be fey. I'd say this is the right place," Rikka growled softly. Stopping right at the edge of the clearing (and NOT going any further in just yet), she shifted briefly back into her elven form- long enough to draw her bow and sink an arrow into the suspect tree...

[sblock= OOC]
>Nature check: 1d20+18= 25
>Active Perception (specifically looking at the tree in question): 1d20+20= 28
>Longbow RBA at the tree: 1d20+13= 31; possible (unlikely) damage 1d10+5= 6 HP; rolls for all Roll Lookup

[/sblock]
 


…she shifted briefly back into her elven form- long enough to draw her bow and sink an arrow into the suspect tree...(HIT)

"Let me try that knocking with something more...direct." Orsik takes sizable branch weighting at least 30 pounds and swings a throw at the tree. (MISS)

The shifter hunters seem unsure as these crazed adventurers strike out at the heart of the Taboo Grove. The elven druid’s arrow speeds forth to hit the tree, then Orsik’s improvised missile sails through the air hitting the tree’s truck, but shatters on impact.

Without warning, the elf growls deeply. Something begins to rustle in the surrounding foliage. Six creatures, themselves part of the forest animated, and step into the clearing. Rikka knows that these creatures are called wood woads, but these creatures look and smell different. Suddenly the large tree dominating the center of the grove begins to violently shake! From the branches overhead, a cloud of crows lift off to circle the tree. One of tree’s roots bursts free from the soil, spraying loose dirt around it. Branches lower from their raised position to form monstrous arms. Two crazed, demented eyes open on the tree’s massive trunk. As the huge tree starts to shamble towards you, you notice a ring of quarried stone surrounding a tunnel boring straight down, lying where the crazed treant was planted.

All thoughts of placating this fey beast are forgotten as it roars unintelligibly, beginning to raise its branch-like arms to strike at the closest hunter. Roots and branches shoot forth wrapping the doomed hunter and begin to war with each other, until finally the rip the shift apart, bloody gore dripping to the forest floor.
GM: Initiatives:
Braddock: 1d20+4=6
Quan: 1d20+7=11
Orsik: 1d20+4=11
Rikka: 1d20+10=12
Muzdum: 1d20+6=20

Monsters: 1d20+8=10

[FONT=&quot]Again, everyone gets to go before Braddock![/FONT]
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[/FONT] [sblock=Map]

Illumination: bright light; Early Afternoon
Trees: blocking terrain [/sblock]
[sblock=Combatants]Wood Woad: 76/76 hp; AC 22; Fort 20; Ref 17; Will 20; MBA (Club): +13 vs. AC; 1d8+6 damage; Nature’s Judgment (Recharge 5-6; Reliable): +13 vs. AC; 2d8+6 damage and the target is immobilized and takes ongoing 5 damage (save ends both). When the target takes the ongoing damage, a fey or plant target nearest the original target regains an equal number of hit points; Nature’s Mystery (Minor; encounter): Close burst 2 – each enemy in burst; no attack roll; the target takes a -2 penalty to attack rolls, all defenses, and saving throws (save ends). A -2 penalty is applied to any save against this unless the target can make a Nature Check (DC 18) as a free action.
Wood Woad 1 (C14): 76/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:
Wood Woad 2 (F9): 76/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:
Wood Woad 3 (M5): 76/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:
Wood Woad 4 (S3): 76/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:
Wood Woad 5 (Z5): 76/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:
Wood Woad 6 (AB14): 76/76 hp; Nature’s Judgment (recharge 5-6); Nature’s Mystery; Status:
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Wicker-Man (Elite Blackroot Treant): 232/232 hp; AC 24; Fort 20; Ref 18; Will 18; MBA (Slam) Reach 3; +13 vs. AC; 1d8+5 damage and ongoing 5 necrotic damage (save ends); Entangling Roots: (Minor Action) Reach 4; +11 vs. Ref; the target is knocked prone and restrained (save ends). If the Wicker-Man moves, slides, or is pushed more than 4 squares from the target, the target is no longer restrained. Flame Burst: (Immediate Reaction) when the Wicker-Man takes any ongoing fire damage; at the start of the Wicker-Man’s turn, it makes a burst 1 attack (no attack roll); any adjacent creature takes 5 fire damage. Blackroot Aura: aura 2; enemies that start their turn within the aura take 5 necrotic damage; allies that start their turn within the aura gain 5 hit points. Vulnerable Fire (takes ongoing 5 fire (save ends) when dealt fire damage.
Wicker-Man (R16:T18): 226/232 hp; Status:
[sblock=Picture] [/sblock]

Murder of Crows: 82/82 hp; AC 21; Fort 18; Ref 19; Will 17; MBA (Swarm of Talons): +11 vs. AC; 1d8+3 damage and ongoing 5 damage (save ends); Murder’s Wrath (bloodied only): The murder of crows shifts up to 6 squares and can move through enemy occupied squares as it shifts. It makes a MBA against any creature whose square it enters. The swarm cannot attack the same target twice in this fashion, and must end its movement in an unoccupied square. Swarm Attack: aura 1: the murder of crows makes a MBA as a free action against each enemy that begins its turn within the aura. Resist half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks.
Murder of Crows (S10:T11 - 10-feet high): 82/82 hp; Murder’s Wrath; Status:
[sblock=Picture] [/sblock]


Shifter Hunter – Level 5(+1): 64(+8)/64(+8) hp; Move: 6; AC 19(+1); Fort 17(+1); Ref 17(+1); Will 16(+1); MBA (Spear): +9(+1) vs. AC; 1d8+1(+1) damage; Longtooth Shifting: minor: the Longtooth shifter gains a +2 bonus to damage rolls until the end of its next turn.
Shifter Hunter 1 (L24): 72/72hp; Longtooth Shifting; Status:
Shifter Hunter 2 (L22): 72/72hp; Longtooth Shifting; Status:
Shifter Hunter 3:
Shifter Hunter 4 (T24): 72/72hp; Longtooth Shifting; Status:
[sblock=Picture][/sblock]

Braddock (Q25): 52/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status:
Quan (O24): 42 /42 hp; HS 7/7; AP 1(+1); Second Wind; Elven Accuracy ; Status:
Orsik (P23): 45/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance; Rune of Mending [1] , [2]; Status:
Muzdum (R23): 62+10thp/62; HS 11/12; AP 1 ; Dwarven Resilience; Status:
Rikka (N22): 50/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy; Status:[/sblock]
[sblock=Controlling the Shifter Hunters]During this encounter, you will be able to use your extra actions (thus losing that action that round) to direct the movements of the shifter hunters. Each round, the hunters will have ONE Standard action. This can be converted to a move action or be used as a melee basic attack (including charge). You can spend your character’s extra actions to give the hunter additional actions as listed below. To be able to direct the shifter hunter’s actions, you MUST be within 2 squares of the hunter your character wishes to control.

(your) Minor Action -> (hunter’s) Move Action (shift, run or move) OR Minor Action (Longtooth Shifting power)

(your) Move Action -> (hunter’s) Move Action (shift, run or move)

(your) Standard Action -> (hunter’s) Move Action (shift, run or move) AND Minor Action (Longtooth Shifting power)

*NOTE: Shifter Hunters are considered allies and as such, they can flank with the characters or other shifters. They can also be healed and they are able to use any effects that can effect a PC (i.e. Orsik’s Rune of Mending, etc).

**NOTE: Getting to Know the Hunters: Grants Orsik the ability to give two commands to the shifter hunter he is directing (i.e. initial Standard Action and either a MOVE or MINOR - without needing to spend Orsik's action). The targeted shifter hunter cannot make two attacks during the same given round.

***NOTE: All normal combat rules apply to these creatures.[/sblock]
GM: Summary:
Braddock: -
Quan: -
Orsik: -
Rikka: -
Muzdum: -
 
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[sblock= OOC]
>A few questions: For the treant- reach or threatening reach?; for the crows- are they actually a swarm (with appropriate traits)? Are they flying- and if so, how fast? Willing to make a Nature check for monster knowledge if needed.
[/sblock]
 

GM: [MENTION=48394]pathfinderq1[/MENTION]: No the Wicker-Man doesn't have threatening Reach just reach for its attacks. Crows are a swarm, yes they fly (speed 8, hover) and are currently 10-feet up (sorry i should have posted how high). As a swarm they have an aura (free MBA vs. adjacent)
 

DESTRUCTION: all allies gain +1 to hit enemies adjacent to Orsik (treant)
Everyone within 5 of P21 has +1 power bonus to damage - note that this will NOT stack with Orsiks various bonuses...


Orsik moves forward, taking a swing at the tree.
"Hunters, hold those other trees off for a moment. Muzdum, let's see how resistant this thing is to chopping, shall we? Everyone, let's focus on the big one first.

You, Black Claw, come here. Take this banner and plant it behind our fallen. Let his spirit carries us to victory."


The hunter nods brusquely, retrieves the standard and firmly plants it behind him. As it unfurls everyone feels their strength raises ever so slightly.

[sblock=Actions]
Minor: Hunter 4 moves to O23 and retrieves Battle Standard of Might from Orsik's back
OOC: Can he plant it for his standard action?
Hunter 4 Standard: plant Battle Standard of Might in P21
Move: S19
Standard:Word of Diminishment vs AC (Treant); damage (1d20+12=20, 2d6+6=16) - miss
[/sblock]

[sblock=Tactics]
[MENTION=51271]Voda Vosa[/MENTION], if you can position Muzdum so he gets adjacent to treant and maybe crows attack him in the next round (U 19 for example). I would drop blast three Cage if Ligth so it centers on you, blinding them, giving CA disabling shifting away.

[MENTION=6672544]jsb420[/MENTION], why is Orsik not on full hp?
[/sblock]
 
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Muzdum grins. "Oi! Wait fer me! RRRAAARRGGHH!!!" the dwarf howls as he charges full speed ahead, slaming his axe on the corrupted treant. The impact force sends the plant staggering to the ground. "Aye, this things are weak against axe cuts, hump!." the dwarf chuckles.

Move to S19, Takedown attack vs Treant, Critical hit! 24 dmg and the treant is knocked prone.
 

"No good with them spread out like this," Rikka growled as she snapped off another arrow, this time at one of the wood woads. Then she took a long sideways step- and in mid-leap shifted, not to the familiar panther, but to a tiny raven, which fluttered for the treetops...

[sblock= OOC]
>Standard: Longbow RBA at Woad 1; 1d20+15 vs. AC (includes CA from Cunning Stalker)= 22, hit for 13 damage; roll Roll Lookup
>Free: activate Black Harbinger (utility 6/daily)
>Minor: Wild Shape to raven
>Move: Fly to F24
[/sblock]

[sblock= Rikka level 8]
> Rikka Pouncequick
Elf Druid 8 (Predator)
Initiative +10/Passive Perception 30/Passive Insight 19; low-light vision
HP 60 (60)/Bloodied 30/Surge value 15/Per day= 8 (0 used)
AC 23/FORT 17 (beast 18)/REF 21/WILL 22 (beast 23)
Speed 8/Size medium/Saves normal
STR 10 (+0)/DEX 19 (+4)/WIS 21 (+5)
CON 13 (+1)/INT 8 (-1)/CHA 10 (+0)
Melee basic: Grasping Claws, +13 (REF), 1d8+7 damage, target Slowed UEmyNT
Ranged basic: +1 longbow +13 (AC), 1d10+5 damage, range 20/40
Skills: Athletics +8; Endurance +9; Nature +18; Perception +20; Stealth +12; Acrobatics +8 (untrained); Dungeoneering +9 (untrained)
Powers:
Wild shape (at will)
Grasping Claws (at will)
Chill wind (at will)
Swarming locusts (at will)
Thorn spray (Encounter)
Predator’s flurry (Encounter) Plague of locusts (Encounter)
Faerie Fire (Daily) Roar of terror (Daily)


Elven accuracy (Encounter/racial)
Hunter’s quarry (Encounter/MC)
Fleet pursuit (Daily/utility) Black harbinger (Daily/utility)(Active)
Predator hide armor (Daily/item)
Grandmaster encounter power
Grandmaster daily power
>Action points: 1 left (of 1)
>Second wind: not used
[/sblock]

 

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