Croc-Attack: Round 2
[sblock=Previous Rounds]
Round 1
Round 1a [/sblock]
Quan leaps to his feet and strikes out at the head of the giant croc, but the beast proves too thick-headed for his swipes. He turns into a buzzing swarm, harassing the creature.(MISS)
"Oye, Orsik, I need at this fool, he's insulting dwarves." Braddock takes a step back and charges straight at Mangrove, but the wily croc avoids his blow. (MISS)
"Gotcha cover Braddock." Muzdum says, as he attempts to chop and grab at Mangore. This time, he hits straight, grabbing the croc-man by the tail. "Now yer mine... HUMP!!" Muzdum runs towards the other wall of the cavern, dragging Mangore by the tail, and then he slams the were-crocodile against the wall. Mangore falls on his back, triggering a wicked smile on the dwarf "Now I'll chop off yer head, just stay there, it will hurt like hell." says Muzdum as he lifts his axe over his head. (HIT; AP: HIT)
[sblock=Immediate Reaction]Muzdum's attack triggers Mangore's Monstrous Retort: Mangore takes only half damage from the triggering attack (11/2=5 damage) and can make a MBA against any creature adjacent to Mangore.[FONT="]
[/FONT][sblock=MBA] MBA (Khopesh) against Muzdum (AC 25): +15 vs. AC; 2d6+5 damage and Muzdum is marked TENT:
1d20+15=34, 2d6+5=9 hit for 9 damage and marked TENT.[/sblock][/sblock]
Orsik gets up and glares at the werecreature. He quickly sketches bloodrune on himself. The rune draws blood from him and twinkles for a moment before exploding and coating the weapons of his comrades. He charges the werebeast then, calling upon the magic of Osvetnik to hit harder. (HIT & MISS)
Mangore shakes as his lycanthropic blood heals some of his wounds (Mangore regenerates 5 hit points).
As Mangore stands, he hisses from his wounds and the poison coursing through his veins.
"So, the sturdy dwarf canna talk, an' he calls upon his pet goliath ta fight fer him! Haha! Alrigh' then, wanna dance little-man!?" Mangore brings his formidable mouth forward and bites at Muzdum, instantly grabbing the dwarf in his jaws. Thankfully, Mangore has better manners than to talk with his mouth full. (HIT & HIT) [sblock=Escaping Grab]Muzdum’s Athletics (+12) vs. Mangore’s Fortitude (22)
-OR-
Muzdum’s Acrobatics (+6) vs. Mangore’s Reflex (19)
Escape allows you to shift 1 square[/sblock]
The giant crocodile lurches forward, and then turns broadside and whips its tail at Quan and Braddock, knocking the dwarf on his backside (the nimble swarm of insects that is the monk jumps over it). It then mimics Mangore and tries to bite at Braddock, the shadows swirling around the dwarf confuse it. (MISS & HIT; MISS)
[sblock= Map]
Illumination: dim light from glowing pools
Walls: rough bedrock, Athletics DC 18 to climb
Ceiling: 15-feet tall
Pools: considered difficult terrain
[/sblock]
[sblock=Enemy Actions]Mangore (Q11):
Recharges Monstrous Retort; takes 7 poison damage; regeneration 5; Move: Stand; Standard: MBA (Bite) against Muzdum (AC 25): +13 vs. AC; 2d6+5 damage and Muzdum is grabbed (until escape); if hit Mangore makes a secondary attack against Muzdum (Fort 23): +11 vs. Fort; Muzdum contracts
Filth Fever (immediately loses 1 healing surge):
1d20+13=29, 2d6+5=12, 1d20+11=27 HITS for 12 damage and grabbed (until escape) and contracts
Filth Fever; SAVE:
1d20+2=13 saved
Visejaw Crocodile (L9:M10): Move: shift K9:L10>L9:M10; Minor: Tail slap against Quan (Ref 19) and Braddock (18+concealment): +9 vs. Reflex; target is knocked prone:
1d20+9=17, 1d20+9-2=22 Knocks Braddock prone; Standard: MBA (Bite) against Braddock (AC 18+concealment): +11-2+2(CA) vs. AC; 1d8+4+1d6 damage and the target is grabbed (until escape):
1d20+11-2+2=12, 1d8+1d6+4=13 miss![/sblock]
[FONT="]
[/FONT] [sblock=Combatants]Mangore, Werecrocodile Elite: 204/204 hp; AC 24, Fort 22, Ref 19, Will 20; Khopesh +15 vs. AC; 2d6+5 damage and the target is marked TENT; Bite: +13 vs. AC; 2d6+5 damage and the target is grabbed (until escape) and Mangore makes a secondary attack: +11 vs. Fortitude; the target contracts
Filth Fever. Regeneration 5 (if Mangore takes damage from a silver weapon, its regeneration doesn’t function on his next turn); Action Point 1; Monstrous Retort (recharge 5-6): Immediate reaction when hit by a melee attack; Mangore takes only half damage from the triggering attack and can make a MBA against any creature adjacent to it. Thrashing Strike (encounter): +15 vs. AC; 2d6+5 damage and the target is pushed 1 square and knocked prone. Underhanded tactics: Mangore deals an extra 5 damage against prone targets.
[sblock=Pic]
[/sblock]
Mangore:
96/204 hp;
Action Point ; Thrashing Strike (recharges when first bloodied); Status: cursed (Braddock); Marked (Muzdum)[FONT="]
[/FONT]
Visejaw Crocodile: 74/74 hp; AC 22, Fort 17, Ref 15, Will 15; Bite +11 vs. AC; 1d8+4 and the target is grabbed (until escape). The visejaw crocodile cannot make bite attacks while grabbing a creature, but it can use clamping jaws; Clamping Jaws (grabbed creature only): +11 vs. AC; 1d8+4 damage; MISS half damage; Tail Swipe (recharge 5-6; minor) 1 or 2 adjacent creatures; +9 vs. Reflex; target is knocked prone. Underhanded tactics: The visejaw crocodile deals and extra 1d6 damage against prone targets.
[sblock=Pic]
[/sblock]
Visejaw Crocodile (F10:G11):
74/74 hp; Status:
Braddock (N10):
37 /52 hp; HS 7/11; AP 1; Dwarven Resilience; Status: +2 defenses against Mangore; Concealment; prone; +2 to damage TENT (Orsik)
Quan (L11):
22 /37; HS 2/7; AP 1; Second Wind;
Elven Accuracy ; Status: +2 to damage TENT (Orsik)
Orsik (P11):
43/53 hp; HS 4/10; AP 1; Second Wind; stone’s endurance; Rune of Mending
[1] , [2]; Status: marked TENT; prone; +2 to damage TENT (Orsik)
Muzdum (Q10):
29/62 hp; HS 8/12;
AP ; Dwarven Resilience; Status: Marked TENT; +2 to damage TENT (Orsik); grabbed (until escape); contracted
Filth Fever[FONT="]
[/FONT]
Kellindil:
33/38 hp; HS 4/6; AP 1; Second Wind; Elven Accuracy; Status:
Rikka:
37/50 hp; HS 6/8; AP 1; Second Wind; Elven Accuracy; Status:
Filth Fever[/sblock]
GM: | Summary:
Braddock: knocked prone & missed
Quan: missed & missed
Orsik: -
Muzdum: hit for 9 damage; marked TENT; hit for 12 damage and grabbed (until escape); Filth Fever
| |
[sblock=Filth Fever]
At the end of the encounter, those afflicted by
Filth Fever must make a check to see if the disease stabilizes (or improve)
Stabilizes: Endurance check DC 14
Improves: Endurance check DC 21
Stage 0: cured
Initial Stage: target loses 1 healing surge
Stage 2: target takes a -2 penalty to AC, Fortitude and Reflex
[FONT="]Stage 3: target takes an additional -2 penalty to AC, Fortitude, and Reflex and loses all healing surges and cannot regain hit points.[/FONT][/sblock]