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

When the owlbear appears and gives its display, Unit 16 turns his head slightly toward Jarren while still keeping his eyes on the beast. "You may wish to get behind me."

Studying the ground and distance between him and the creature, he then calls to Ryda over his shoulder, "Do you also happen to remember how fast it moves? I think it is going to charge us. I will attempt to stop it." He then shouts toward the beast.

"Owlbear! We have been hired to murder you by players in a game in which you are but a pawn. But I have come to ensure you receive an honorable death."

Unit 16 lowers his center of gravity, digs his feet in, and leans slightly forward.

[sblock=Terrain]
Nothing terribly special, trees can provide cover. [/sblock]

[sblock=Readied action]
I've C&P'd from the compendium the important info for the readied actions. I think the move within 5 squares is the right action here.

Immediate Reaction: A readied action is an immediate reaction. It takes place after your enemy completes the action that triggers it.

Interrupting an Enemy: If you want to use a readied action to attack before an enemy attacks, you should ready your action in response to the enemy’s movement. That way your attack will be triggered by a portion of the enemy’s move, and you will interrupt it and attack first. If you ready an action to be triggered by an enemy attack, your readied action will occur as a reaction to that attack, so you’ll attack after the enemy.
Note that an enemy might use a power that lets it move and then attack. If you readied an action to attack in response to that enemy’s movement, your readied action interrupts the movement, and you can attack before the enemy does.[/sblock]


Ryda sees her target, focusing all her attention on the owlbear. Her senses point out the weak point in its muscles, tendon, ligaments, and joints that when struck, cause the bearer tremendous pain. She doesn't even realize the first arrow has left her bow, but the shot flies wickedly true, tearing straight through its left lung and buries itself in a tree behind it.

The Owlbear rears up in agony as it's breath catches in it's throat, and the sudden move causes her next arrow to pass between its legs. Realizing she has earned it's ire, she focuses on her dragonmark, it's magics strengthening her legs as she leaps and hops across the terrain at unheard of speed before stopping behind her warforged protector.

Jarren holds his position at the edge of the clearing as he extends his senses through the spirit world and calls his ally into material being just in front of their quarry. The feathered serpent appears with an angry hiss and strikes at the owlbear, wickedly pointed fangs seeking a purchase in its tough hide.

The creature roars in pain as the attack from Ryda and sniffs at the spirit companion inquisitively, but after the failed attack, it moves forward towards the group. The spirit companion swipes at the enemy and draws a minor wound. As the owlbear moves closer, Unit 16 sees the opening that he was waiting for and charges. The warforged slashes the beast and draws another wound. The owlbear lets out a shriek as its powerful arms slash Unit 16 and the arms wrap around the warrior. With the warforged in his grasp, the creature's neck shoots forward and the razor sharp beak tears out a huge chunk of the sinewy muscle and metal that compose Unit 16's neck. With his lifeblood ebbing, Unit 16's world grows dark.

[sblock=Owlbear]
Double Attacks Unit 16 -
vs ac; dmg (1d20 12=24, 2d6 5=13, 1d20 12=26, 2d6 5=16) 2 hits for 29 damage
AP: Bite - bite dmg (4d8 5=31) [/sblock]

[sblock=Spirit OA]
vs ref (1d20 9=25)[/sblock]

[sblock=Unlocked Monster Stats]
Owlbear - Ref is higher than 16, AC is lower than 29 - used AP

[/sblock]

[sblock=ooc]
Your success on the skill challenge earned you a surprise round.

Oh, ignore that comment about Orva's Tree

Initiative:
26 - Enemies
12 - Ryda
5 - Jarren
17 - Unit 16 (new initiative from readied action) - -2/57 - dying, unconscious, prone, bloodied, grabbed

init (Unit 16, Jarren, Ryda, enemies) (1d20 3=17, 1d20 4=5, 1d20 7=12, 1d20 6=26)[/sblock]
 
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Ryda sees Unit 16 go down in a barrage of attacks and gulps down a bit of bile she hadn't realized rose into her throat. She then unleashes a stream of arrows from her bow, some striking true, and others way off the mark. She then runs over near Jarren and ducks behind some cover, hoping it will slow down the beast long enough for another round of shooting before it tries to find out what she taste's like.


[sblock=Mechanics]Minor: Declare Owlbear as Hunter's Quarry
Standard: Twin Strike for 1d20+11=24 1d12+5=8 1d20+11=19 1d12+5=6
AP: Twin Strike again for 1d20+11=16 1d12+5=10 1d20+11=28 1d12+5=10 Don't know which ones hit, but I'm hoping the 28 does, so here's the quarry damage 1d6=3
Move to Z15

Since I hit my quarry target, I gain a +1 to all defenses TENT on attacks from my quarry due to Predator's Hide.[/sblock]
 

[sblock=ooc]Damn - looks like he just got me with that first attack. Guess I should have done the other thing I was thinking of doing and boosted my AC. :) 16 will be much harder to hit when he wakes up...

So, just so I understand how this creature worked: it moved 7, and then I charged, and then it got its standard attack which I presume is 2 swipes, and then it used an action point to auto-hit with a bite? Or is the bite an effect that happens when it hits with both swipes - or maybe when something is grabbed? Or was the whole attack the result of the AP? (Or am I asking too much?)

If that's the case: I took a gamble that its move was 6 and lost - but that's how it goes. :)

Also, I am still grabbed, even dying? (Even prone?) It didn't bother to let go? Just checking.[/sblock]
[sblock=ooc]Edit: I am also wondering if the bite was an auto-hit because I was grabbed - is that something 16 could have discerned before he passed out? Also, would sliding the creature 1 square break the grab?[/sblock]
 
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[SBLOCK=OOC]
The 24 AC & 28 hit Ryda, but the other 2 missed so it's AC is between 20 & 24.

bob - the creature moved 7, to within 5 of you, which triggered your action which you charged. The enemy was going to charge likely, but with you next to it the beast switched tactics so its standard action was the double attack and the AP was the bite. It's not that powerful to have an auto-hit 4d8+5 attack ;) It was also extremely lucky to have rolled nearly max damage on the bite. It is still grabbing you as it hasn't let go yet. If the grab breaks you drop prone. A slide will break the grab[/sblock]
 

[sblock=ooc]Ah ok - excellent, then. So ultimately my plan sort of worked; I just got smacked, and he got a really good damage roll.

So two final questions (assuming the damage stands): if I'm still grabbed and I wake up, will I be prone? And: does 16 think this creature can attack from more than 5' away?[/sblock]
 
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[sblock=ooc]
If you're healed before it breaks the grab then you're not prone, just grabbed. Nobody saw any sort of ranged weapons on the creature and with your tremendous Nature checks Ryda & Jarren would have known that they have never been known to be able to attack from range. [/sblock]
 

Jarren bares his teeth in a silent snarl as the sickening sound of rending metal reaches him from the Owlbear's onslaught on Susan. Surging with adrenaline, Jarren breaks cover to take up a supporting position behind his beleaguered Warforged ally, whilst his serpent companion blinks out of existence momentarily and reappears in front of the Owlbear.

Jarren's eyes glaze over as he begins murmuring, chanting softly, and the feathered serpent takes on a golden radiance as he uses it as a conduit for spiritual energies of renewal and regeneration. A scent of warm, moist earth fills the air and, through the encroaching darkness, Susan can feel a warm and comforting presence lending him strength.

The guttural chant grows louder, and Jarren throws his arms out and his head back as he calls upon the intervention of more powerful spirits. Suddenly he is drenched with water, and the clearing is filled with a thundering roar as of a great wave crashing over them, sweeping all impurities before it. The primal torrent rages and crashes over the Owlbear, buffeting it furiously. As the spirits recede they leave a lingering presence with his allies, a surging tide of tangible, buoying energy.

[sblock=OOC]Move Action - move 5 squares to V14.

Free Action - Call Spirit Companion to square R13. It is now adjacent to Unit 16, so Jarren's Protector Spirit Adept feat grants him a +1 to Fort, Ref and Will.

Minor Action - Healing Spirit on Unit 16 (no secondary target) - Unit 16 can spend a Healing Surge, regaining 3 additional HP thanks to Jarren's Protector Spirit. He also gains 5 temporary hp thanks to Jarren's Strengthening Spirit feat.

Standard Action - Spirit of the Healing Flood. Attack: 1d20+9=18 vs Fort
Hit: 1d8+7=15
Miss: Half damage = 7
Effect: Until the end of the encounter, Jarren and each of his allies within a 5 square burst (that's everyone I believe) gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.

Immediate Reactions: If the Owlbear hits Unit 16 or Ryda on its turn, Jarren will use his Bonds of the Clan power as an Immediate Reaction, splitting the damage taken equally between the target and himself.

If Ryda hits the Owlbear on her turn, and Jarren hasn't already used his Immediate action for Bonds of the Clan on the Owlbear's turn, he will activate the power of his Bear Spirit Armor as an Immediate Reaction to grant 8 temporary hit points to himself and every ally within 5 squares of his Spirit Companion.

If the Owlbear leaves a square adjacent to Jarren's spirit companion without shifting, it triggers Spirit's Shield again. +9 vs reflex, 7 damage, and on a hit Unit 16 regains 8 hp (or 5 if he's no longer adjacent to the spirit companion).[/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 43/43 Bloodied 21, Surge Value 10, Surges 10
AC 17; Fortitude 17, Reflex 15, Will 19
Saving Throws +0
Speed 6

Action Points: 1

Encounter Powers: Healing Spirit x2 x1
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]
 
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[sblock=Antithetist]Yay!! :) Great turn, Antithetist!

Also, I have a question about your shaman power Healing Spirit. I've never seen a shaman in action before, so I wasn't sure how it worked. Specifically, I was wondering about this line:

If the target does so, one ally adjacent to Jarren's spirit companion regains 1d6+3 hit points.

Does that line mean that the target of the healing spirit, if the only ally adjacent to your companion, can also gain 1d6+3? Or does it have to be a different ally than the target?[/sblock]
 

[sblock=OOC/damage]Ok, so that would make it 21 that got through.

Oh, and r1, Ryda will use yield ground if/when that thing comes over to smack her, and shift back toward the group. I forgot to add that in the action post since I was still half asleep.

Healing spirit likes to spread around the healing as opposed to other "word" powers that super heal one person. In Jarren's case, we saw how much you healed, and if Ryda was there, she'd get the spare 1d6+3[/sblock]
 

[sblock=ooc]So I heal to zero and gain surge (14) + 3 HP, + 5 temp HP. Also, I have 2 regen on the start of my turn, so my current HP is 19 + 5 temp. Currently grabbed and bloodied, and I have +1 Fort, Ref, Will.[/sblock]
Unit 16 wakes with a start and panics for a moment. Looking around, he realizes he was only out for a few seconds. Seeing that his companions are ok and that he is the only one currently being hugged tightly by the owlbear, he relaxes. "Impressive..." he manages to squeak out. "I see you, too... will not go down without a fight." And for the first time, a slight smile creeps across Unit 16's face. "But now we have you... exactly where we want you... and you will face only me!"

Suddenly, some of the metal panels open on Unit 16's back and legs, and strange whirring sounds emanate from his body. The heat is rapidly pulled from the air around him, and a thick layer of hard, crystalline ice forms all over his body and shield. Additionally, tiny stalagmites of sharp ice begin to form on the ground all around him, along with a layer of snow. His hammer also transforms slightly, increasing in size and forming spikes along its edge.

Unit 16 shouts and raises his hammer above his head, and it is suddenly encased in ice. He swings it in a wide arc toward his foe.... And misses.

Perturbed but undaunted, 16 thrusts his shield forward and a blast of cold air issues forth, knocking the creature back slightly and breaking its hold on 16.

Finally, Unit 16 screams and panels open all over his body: metal bracings jut out and angle themselves to deflect incoming blows; pieces of his shield disengage and expand to cover a huge area; his form increases slightly in size and his feet widen and expand to lower his center of gravity - he is now less of a humanoid and more of a giant ice beast composed of metal and armor. Strained whirring noises sound from inside his body, and for the first time the raging blue glow of the mark on his shield arm is clearly visible. Additionally, a regenerative process begins and the gashes on his neck rapidly begin to weave themselves back together, flesh connecting with metal and wood, closing up his wounds and stopping the blood from escaping.

"Hit me now, creature!" Unit 16 screams at the beast.

[sblock=ooc]Free: Nature's Wrath on owlbear: owlbear takes -3 to all attacks that do not include Unit 16

Minor: Form of Winter's Herald, +2 AC, resist 5 cold, each square within 2 squares of 16, wherever he moves, is difficult terrain for his enemies.
Weapon property: +4 damage to attacks w/ hammer

Standard: Form of Winter's Herald Attack, 15 vs. AC misses we know. Darn.

Move: -> minor: Warden's Tempest, slide the owlbear northeast 1 square (O,P;14,15); breaks grab. I'm sorry, Antithetist: I ruined your potential OA but I felt like I HAD to break that grab and I wasn't going to trust my Athletics vs. its Fort. Also, I'm taking a gamble by pushing it away one (little chance of an OA on my part) but I suspect it has to have me grabbed to do that vicious auto-damage, and we saw what happened last round. :)

AP: Standard: Second wind. Heal 14 more; gain an additional +3 bonus to Fort, Ref, Will, and +7 bonus to AC until the start of my next turn. (Seriously.)

Reactions: 16 will take an OA if given the opportunity. Otherwise he will use Warden's Fury/Grasp if possible.

...And yes, I know: he's a transformer. But I figure, the guy gets a +7 to AC... I gotta do it up a little, right? :)[/sblock]
[sblock=Unit 16]
Unit 16 Warforged Warden 4
Initiative: +3, Passive Perception: 17, Passive Insight: 12, Senses: Normal
AC:31, Fort:22, Reflex:18, Will:18
HP:33/57 + 5 THP, Bloodied:28, Surge Value:14, Surges left:10/13
Action Points/Daily Item Uses/Milestones: 0/1/0
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

Full sheet: Unit 16[/sblock]
 

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