Taboo Grove – Round 6
[sblock=Previous Rounds]
Surprise Round
Round 1
Round 2
Round 3
Round 4
Round 5 [/sblock]
"There is that werebat again," Rikka snarled as the shadowy form fled down the hole the treant had left. Then she turned on the woad facing her- with an earsplitting snarl, she froze the creature in place long enough for her claws to rip most of its bark-like skin apart...(CRIT)
Braddock takes the massive blow from the wood woad and then again becomes encased in roots and biting brambles. He takes his right hand and wipes the blood from the corner of his mouth. "Aye, fey guardian, I underestimated ye. Nice hit. But now, ye have gone and made me mad!!" Even though he opens himself up for a blow from the wood woad, he blasts the wood woad with black tendrils of eldritch power. The roots and barbs encircling Braddock seep back into the ground, sprouting out around the wood woad and piercing its wood hide. Braddock steps back, "Now I'm going to stand here and watch ye die." (HIT)
"How quaint." comments the giant as he puts in a lazy swing, too lazy as it turns out, heavy weapon gouging only the earth. Goliath frowns. "You attack and move then you move in his place and attack. That way you can distract it for easy hitting." he instructs the hunters. (MISS)
Quan's form becomes the swarm. The mass of flies moves between the remaining woads. His flies reach out but are easily dodged by the tree-men. (MISS)
Muzdum hacks and grabs the Woad next to him. "Tear the woody ones first!" he says. (HIT & GRAB)
The hunters try to pierce one of the few remaining wood woads. (HIT & MISS)
The wood woads lash out with their earthen might at Orsik and Muzdum. (MISS & HIT)
[sblock=Enemy/NPC Actions] Shifter Hunter 1 (Q16): Move: Shift (Orsik): P16>Q16; Standard: MBA (Spear) against wood woad 4 (AC 22): +9(+1)+2(flank) vs. AC; 1d8+1(+1)+1(battle standard)+2(RoM – Orsik) damage:
1d20+9+1+1+2=30, 1d8+1+1+1+2=6 HIT for 6 damage
Shifter Hunter 2 (R15): Standard: MBA (Spear) against wood woad 4 (AC 22): +9(+1)+2(flank) vs. AC; 1d8+1(+1)+1(battle standard)+2(RoM – Orsik) damage:
1d8+1+1+1+2=10 miss; Move: Shift (Orsik): Q16>R15.
Wicker-Man:
Murder of Crows:
Wood Woad 1:
Wood Woad 2:
Wood Woad 3:
Wood Woad 6:
Wood Woad 4 (R15): Move: Shift: Q15>R14; Standard: Nature’s Judgment (Recharge 5-6; Reliable) against Orsik (AC 21): +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:
1d20+13=16, 2d8+6=14 miss
Wood Woad 5 (U17): Minor: Nature’s Mystery: 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; Move (Escape): against Muzdum’s Fortitude 24:
1d20+8=12 – No Escape;Standard: Nature’s Judgment (Recharge 5-6; Reliable) against Muzdum (AC 25): +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:
1d20+13=25, 2d8+6=15 HIT for 15 damage, OG 5 and immobilized (save ends both)
[/sblock]
[sblock=Map]
Illumination: bright light; Early Afternoon
Trees: blocking terrain
Tunnel Shaft: 10-foot wide; if moved forcibly into the hole, the target can make a saving throw. If made, the target falls prone at the edge. [/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:
Wood Woad 2:
Wood Woad 3:
Wood Woad 4 (R14):
3/76 hp; Nature’s Judgment (recharge 5-6);
Nature’s Mystery ; Status:
BLOODIED
Wood Woad 5 (U17):
56/76 hp; Nature’s Judgment (recharge 5-6);
Nature’s Mystery ; Status: grabbed until escape (Muzdum)
Wood Woad 6:
[sblock=Picture] URL=http://imgur.com/CcNI4]
[/URL][/sblock]
Wicker-Man
Murder of Crows:
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 (Q16):
24/72hp;
Longtooth Shifting ; Status:
BLOODIED
Shifter Hunter 2 (R15):
43/72hp;
Longtooth Shifting ; Status:
Shifter Hunter 3:
Shifter Hunter 4:
[sblock=Picture]

[/sblock]
Braddock (R22):
16/57 hp; HS 9/11; AP 1;
Dwarven Resilience; Status:
BLOODIED
Quan (S18):
34 /42 hp; HS 7/7; AP 1
(+1); Second Wind;
Elven Accuracy ; Status: +2 power bonus to damage TENT (Orsik); -2 penalty to attack rolls, all defenses, and saving throws (save ends)
Orsik (Q14):
32/53 hp; HS 10/10;
AP 1 ; Second Wind;
Stone’s Endurance ; Rune of Mending
[1] , [2]; Status: +2 power bonus to damage TENT (Orsik)
Muzdum (T17):
31/62; HS 11/12;
AP 1 ;
Dwarven Resilience ; Status: +2 power bonus to damage TENT (Orsik); -2 penalty to attack rolls, all defenses, and saving throws (save ends);
BLOODIED
Rikka (N14):
49/60 hp; HS 7/8;
AP 1 ; Second Wind;
Elven Accuracy ; Status: +2 power bonus to damage TENT (Orsik) [/color] [/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: I’ll keep track of all OG damage and MBAs by hunters
Shifter Hunter 1: saved
Shifter Hunter 2: -
Braddock: 13 damage (AoO); saved (Fortune Binding)
Quan: -2 penalty to attack rolls, all defenses, and saving throws (save ends)
Orsik: missed
Rikka: saved; +15+6 hp
Muzdum: -2 penalty to attack rolls, all defenses, and saving throws (save ends); 15 damage; 5 OG damage (@SNT - OG 5 and immobilized (save ends both)
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