[Adventure] Into the King's Forest (Judge: THB)

evilbob

Adventurer
[sblock=ooc]I take that to mean it's not dead, then? :)

So our options are for me to keep it locked up or to break off and charge a bird-guy? Well, don't forget I'm marked, so breaking off will mean my 1s will miss even harder. Also, I'm most effective when I mark guys, and I can't mark two groups at once. And honestly, 16 doesn't want this thing to attack either of you guys, even once: I mean, if it can take the tank from full to dying in one round, then it will shred anyone else into little tiny pieces. (Of course, at this point, if it hits anyone with both attacks and an auto-hit, they are pretty much dead.)

I think your idea is good but I also think 16 is still too concerned with this massive murder machine killing all his buddies. Unless you guys are dying, I think he's going to stay here and continue to swing at it. Hey, best case: it gets killed and then I can just move down there![/sblock]
 

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evilbob

Adventurer
[sblock=tactics]Ant, another idea would be for you to pop your spirit up here and hit the owlbear (maybe with a vs. Will attack? That CAN'T be a good score for him) and I will also try to hit him and if we can both hit and drop him, I'll move down and help. It's a little risky maybe, but I think the benefits of success are pretty high. Plus, you can always pop your spirit back down there to help you out.

Alternately you could pop your spirit up here and give me a +1 to hit with your other at-will, but that might be harder to do and then you would be left without a non-AC boost. On the other hand, I apparently need all the help I can get. :) (On the third hand, 1s aren't boosted by pluses to hit...)

Regardless, I am going to wait until after you act to post.[/sblock]
 

Mezegis

First Post
[sblock=OOC/tactics]I concur, Unit 16 should stay on the Owlbear, heck, if you hit it, then maybe Ryda can kill it next turn. With Jarren not being dazed, he can hopefully survive another round (go go leader tank!)[/sblock]
 

Antithetist

First Post
[sblock=tactics]Yep, Jarren should be able to stay standing for one more turn at the very least.

Let's stick with the Owlbear pummelling then. I'll go with Protecting Strike on it, since that probably has a better chance of hitting, will give U16 a few temp hp if it hits, and allows me to pull the spirit back afterwards for f/r/w boosts against the Kenku caster.

I got a little too far away from U16 in my attempts to get out of the Kenku flank attack; Bob, if it's possible, shift a square backwards on your turn. I'll shift one forwards, and then you'll be within range for my armour's daily item power. But if you can't easily fit that into your actions, never mind.[/sblock]

"No," Jarren calls back, his voice a harsh growl. He spits a mouthful of blood, feeling the strength of the water spirit course through him and ease the pain and stiffness of his wounds. "Just bring that Owlbear down. These pests will wait their turn."

He sends his Spirit Companion to Unit 16's side for a moment to pitch in with an attack on the Owlbear, as he himself takes a guarded step forwards, away from his two assailants. A second later the spirit is back at his side once more, lending him what resilience it can and blocking the easy path for one of the birdmen to resume its flanking position.

[sblock=OOC]Minor Action - Gain 10 hp from SotHF. Regen effect is consumed, and ends.

Free Action - Call Spirit Companion to S15.

Standard Action - Protecting Strike on the Owlbear. 1d20+9=13 no surprises there. ;)

Move Action - Shift one square north to Y14.

Free Action - Call Spirit Companion to Y15. It now provides +1 f/r/w to Jarren again.


Immediate Actions: Spirit uses Spirit's Shield if an enemy leaves a space adjacent to it without shifting - +9 vs Ref, 7 damage, Jarren heals 8 hp.

Jarren might well get an OA this turn too. If so it's +5 vs AC, 1d8+1 damage.

Bear Spirit Armor - holding onto this in the hopes that U16 will be in range of it next turn.[/sblock]

[sblock=Jarren quick stats]
Jarren Star Gazer Male Shifter Shaman 4
Medium natural humanoid
Initiative +4; Senses Passive Insight 22, Passive Perception 24, Low-light vision

HP 40/43 Bloodied 21, Surge Value 10, Surges 8/10
AC 18; Fortitude 18, Reflex 17, Will 20
Saving Throws +0
Speed 8

Action Points: 0

Encounter Powers: Healing Spirit x2
Capturing Jaws
Certain Threat
Speak With Spirits
Bonds of the Clan
Razorclaw Shifting
Second Wind

Daily Powers: Spirit of the Healing Flood

Daily Item Powers: (1/milestone)
Potion of Clarity
Bear Spirit Armor

Consumables: Potion of Healing x2
Potion of Clarity x2
197 gp
[/sblock]
 

evilbob

Adventurer
[sblock=ooc]Well technically we have no idea what its Will is - that could hit. Either way, unless it drops the owlbear my action will be the same.[/sblock]
Unit 16 continues his battle to the death with the strange creature in front of him. Reflecting again about how it was simply used, if even just by these birdmen, he feels pity for the creature.

Back to the task at hand, 16 continues to act defensively to avoid the creature's claws; he tries the same move again in an attempt to bolster his defenses.

[sblock=ooc]Standard: Earth Shield Strike on owlbear for not a 1 this time: 22 vs. AC.

I have hit in that nebulous zone for which we do not know the answer! If it hits, that's 16 damage and +2 AC to Unit 16. I'm waiting to see if that hit and if that dropped the creature before I post the rest of my turn, since it will affect my actions quite a bit.[/sblock]
 

evilbob

Adventurer
[sblock=ooc]Doh! I should have mentioned to you Ant that if by some miracle we drop this thing 16 would like to move to the exact spot that Jarren moved to, since I burst-1 mark. :) That's pretty high-level, tho - and r1 has been very nice about our meta-gaming so far. :) If it works out I'll just mark one of those guys and that'll at least mess up their CA![/sblock]
 

Antithetist

First Post
[sblock=OOC]Doh indeed. :p

But no matter, if the Owlbear does happen to drop this turn then I don't think one unmarked Kenku will lose us the fight or anything. I'll bear that in mind for future turns though.

r1 has indeed been very forbearing about our OOC chatter so far. ;) I've taken that as a signal that it's ok, since I don't really know what the protocols are around these parts, and after all 4E does seem to rely on (or at least invite) a pretty high level of tactical coordination compared to previous editions. But hopefully you'd tell us if we were getting out of line, right r1?

Fair point about my last attack, it's just conceivable that the Owlbear has a truly crappy will defense. If that's the case then the damage roll was made at the same time as the attack, it was 1d8+7=14 and would also have granted 3 temp hp to Unit 16.[/sblock]
 

renau1g

First Post
[sblock=ooc]
U16 - It might hit (have to look it up) but I know it has more than 16 hp left so it won't drop it.

Will is above 13. so that's a miss.

I'm fine with the OOC chatter. Some DM's aren't but 4e is very tactical and in RL you'd likely do this anyways so I'm fine with it.
[/sblock]
 

evilbob

Adventurer
[sblock=continuing from the previous post]Ok, so since I didn't drop it my actions for the rest of the turn won't change regardless of hitting or missing. I'll write it like I hit but r1 feel free to change it if I missed.[/sblock]
Panels open on the upper part of Unit 16's weapon arm and form another small shield, making it even harder to strike him properly. The opening of these shiny panels distracts the bird slightly and it is just enough for 16 to manage to land a proper blow with his hammer.

"Good bird, keep following me..." Unit 16 beckons to the monster, while again stepping back slightly toward his allies.

[sblock=ooc]-> +2 power bonus to AC (if I hit)

Free action: mark owlbear

Move: slide 1 south to T14

Minor: none

Reactions: same[/sblock]
[sblock=Unit 16]
Unit 16 Warforged Warden 4
Initiative: +3, Passive Perception: 17, Passive Insight: 12, Senses: Normal
AC:26, Fort:18, Reflex:14, Will:14
HP:34/57 + 0 THP, Bloodied:28, Surge Value:14, Surges left:10/13
Action Points/Daily Item Uses/Milestones: 0/0/0
Powers:
Font of Life
Nature's Wrath
Warden's Fury / Warden's Grasp
Weight of Earth
Earth Shield Strike

Warforged Resolve
Roots of Stone
Earthgrasp Strike
Warden's Tempest
Second Wind

Form of Winter's Herald - Form of Winter's Herald Attack
Potion of Clarity

Important Stuff:
- makes lots of immediate interrupts/reactions/OAs

Conditions: resist 5 cold, zone of difficult terrain within 2 squares, +2 AC, +2 power bonus to AC

Full sheet: Unit 16[/sblock]
 

renau1g

First Post
Ducking and weaving around the flock of birds, Ryda steps away from the kenku before unleashing a couple of arrows at the owlbear, only one finding it's mark, but it opens a hole in it's gut. Turning back and seeing Jarren sway causes a flash of fear to sink in. She hopes the pin cushion of an owlbear falls soon.

Jarren, she calls out, Do you need me to peel one of these off of you?

"No," Jarren calls back, his voice a harsh growl. He spits a mouthful of blood, feeling the strength of the water spirit course through him and ease the pain and stiffness of his wounds. "Just bring that Owlbear down. These pests will wait their turn."

He sends his Spirit Companion to Unit 16's side for a moment to pitch in with an attack on the Owlbear, as he himself takes a guarded step forwards, away from his two assailants. A second later the spirit is back at his side once more, lending him what resilience it can and blocking the easy path for one of the birdmen to resume its flanking position.

Unit 16 continues his battle to the death with the strange creature in front of him. Reflecting again about how it was simply used, if even just by these birdmen, he feels pity for the creature.

Back to the task at hand, 16 continues to act defensively to avoid the creature's claws; he tries the same move again in an attempt to bolster his defenses.

Panels open on the upper part of Unit 16's weapon arm and form another small shield, making it even harder to strike him properly. The opening of these shiny panels distracts the bird slightly and it is just enough for 16 to manage to land a proper blow with his hammer.

"Good bird, keep following me..." Unit 16 beckons to the monster, while again stepping back slightly toward his allies.

The kenku hovering seems to be understanding Unit 16's tactics and points his rod at the warforged this time. The crows descend on the warforged and leave it dazed.

The enemy to Jarren's south-east quickly flutters its wings, giving it a moment to shift into a flanking position with it's flockmate.

[sblock=OOC]
k12 uses Death Flock on U16 - vs ref; dmg (1d20 8=16, 1d6 6=12) hits for 12 and dazed (save ends)
K61 shifts 2 and attacks
vs ac; dmg (1d20 10=24, 1d4 4 1d6=11) hitting for 11
k94 attacks
vs ac; dmg (1d20 10=16, 1d4 4 1d6=13) misses & shifts 1[/sblock]


The owlbear takes the bait and steps forward, slashing twice. One claw is just barely deflected by the new armor plating, but the other one draws another wound.

[sblock=ooc]
vs ac; dmg (1d20 14=24, 2d6 5=11, 1d20 14=29, 2d6 5=12)[/sblock]

[sblock=Unlocked Monster Stats]
Owlbear - Ref is higher than 16, AC is 22, Fort is higher than 19, Will is higher than 13 - used AP, bloodied
Kenku's 61/94 - Ref is lower than 16
Kenku 12 - ???
[/sblock]

[sblock=ooc]

Initiative:
26 - Enemies
12 - Ryda - regen 2 if bloodied
5 - Jarren - 29/43 -
17 - Unit 16 (new initiative from readied action) - 10/57 - +2 AC, Resist 5 cold, zone 2 of DT around Unit 16, +4 weapon damage

init (Unit 16, Jarren, Ryda, enemies) (1d20 3=17, 1d20 4=5, 1d20 7=12, 1d20 6=26)[/sblock]
 
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