Tenchuu
First Post
[sblock=Ren/Stanng]Okay, Renau1g is officially stanng until Rast comes back. I pinged him via e-mail, but no response. Hopefully, things are just hectic for him now, and he'll resurface soon.[/sblock]
Stanng slid back and felt the healing wash over him. "Thank you Wil," he said, readying himself. The Paladin focused himself on the enemy and then dashed in with a thrust. The blow glanced off the choker, but still managed to bloody the creature.
The bloody, cornered choker wrapped its tentacle arm around Stanng's head and constricted, returning the damage and re-securing its hold on the Paladin.
The other choker followed suit, moving up and reaching with its long arms toward Wil Rando. The bard tried to deflect the attack, but the creature was too fast, locking its clawed hand on to Wil's neck. "You will die here...," it whispered in an eerie voice.
[sblock=Mechanics]
Stanng
Minor: Mark B15
Minor: Divine Strength
Standard: Charge B15
Attack: 1D20 + 7 => 23
Damage: 1D10 + 1D8 + 4 => 7 (+5, duh = 12)
Effect: Wow, nearly the worst damage roll possible. Unreal. Good call on the Divine Strength; otherwise it would have been a total waste.
Choker B15
Standard: Tentacle Claw vs Stanng
Attack: 1D20 + 9 => 21 hit
Damage: 1D8 + 3 => 9
Effect: Stanng is grabbed by B15, yet again. Poor guy.
Choker F14
Move: F14 to F13 to F12 to F11 to G10
Standard: Tentacle Claw vs Will (Reach 2)
Attack: 1D20 + 9 => 25
Damage: 1D8 + 3 => 11
Effect: Effect: Wil is grabbed by G10
[/sblock][sblock=Status]
Wil Rando: G10 22/33 HS 10/10 AP 1, grabbed by G10
Mervin: H11 20/23 HS 6/7 AP 1
Hergunna: F11 22/36 HS 9/9 AP 1
Kane: D14 22/41 THP 3/3 HS 9/10 AP 1,
Stanng: C13 20/31 THP 0/3 HS 9/10 AP 1, grabbed by B15
Enemies:
Cavern Choker: B15 14/42, Bloodied
Cavern Choker: F14 42/42,
Rat Swarm: E8 -4/36 DEAD
Ochre Jelly: D10 -14/102Dead
Rat Swarm: F11 -12/36 EXTRA DEAD
Ochre Jelly: B12 -13/102 Dead
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Cavern Choker - Small natural humanoid - Level 4 Lurker
HP 42; Bloodied 21
AC 17 (see also chameleon hide); Fortitude 15, Refl ex 15, Will 13
Speed 6, climb 6 (spider climb)
Tentacle Claw (standard; at-will)
Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a –4 penalty to the check.
Choke (standard; at-will)
Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage.
Body Shield (immediate interrupt, when targeted by a melee or a ranged attack against Reflex or AC; recharges when the choker makes a successful tentacle claw or choke attack) The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing.
Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its next turn. It can’t use this power while grabbing a creature or while grabbed.
[/sblock][sblock=Rats Aura]Don't forget, if you start your turn adjacent to the rats, they essentially gain an OA on you. So be sure to roll for strike/damage.[/sblock]
Stanng slid back and felt the healing wash over him. "Thank you Wil," he said, readying himself. The Paladin focused himself on the enemy and then dashed in with a thrust. The blow glanced off the choker, but still managed to bloody the creature.
The bloody, cornered choker wrapped its tentacle arm around Stanng's head and constricted, returning the damage and re-securing its hold on the Paladin.
The other choker followed suit, moving up and reaching with its long arms toward Wil Rando. The bard tried to deflect the attack, but the creature was too fast, locking its clawed hand on to Wil's neck. "You will die here...," it whispered in an eerie voice.
[sblock=Mechanics]
Stanng
Minor: Mark B15
Minor: Divine Strength
Standard: Charge B15
Attack: 1D20 + 7 => 23
Damage: 1D10 + 1D8 + 4 => 7 (+5, duh = 12)
Effect: Wow, nearly the worst damage roll possible. Unreal. Good call on the Divine Strength; otherwise it would have been a total waste.
Choker B15
Standard: Tentacle Claw vs Stanng
Attack: 1D20 + 9 => 21 hit
Damage: 1D8 + 3 => 9
Effect: Stanng is grabbed by B15, yet again. Poor guy.
Choker F14
Move: F14 to F13 to F12 to F11 to G10
Standard: Tentacle Claw vs Will (Reach 2)
Attack: 1D20 + 9 => 25
Damage: 1D8 + 3 => 11
Effect: Effect: Wil is grabbed by G10
[/sblock][sblock=Status]
Wil Rando: G10 22/33 HS 10/10 AP 1, grabbed by G10
Mervin: H11 20/23 HS 6/7 AP 1
Hergunna: F11 22/36 HS 9/9 AP 1
Kane: D14 22/41 THP 3/3 HS 9/10 AP 1,
Stanng: C13 20/31 THP 0/3 HS 9/10 AP 1, grabbed by B15
Enemies:
Cavern Choker: B15 14/42, Bloodied
Cavern Choker: F14 42/42,
[/sblock][sblock=map]

[/sblock][sblock=Enemies]
Cavern Choker - Small natural humanoid - Level 4 Lurker
HP 42; Bloodied 21
AC 17 (see also chameleon hide); Fortitude 15, Refl ex 15, Will 13
Speed 6, climb 6 (spider climb)
Tentacle Claw (standard; at-will)
Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a –4 penalty to the check.
Choke (standard; at-will)
Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage.
Body Shield (immediate interrupt, when targeted by a melee or a ranged attack against Reflex or AC; recharges when the choker makes a successful tentacle claw or choke attack) The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing.
Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its next turn. It can’t use this power while grabbing a creature or while grabbed.
[/sblock][sblock=Rats Aura]Don't forget, if you start your turn adjacent to the rats, they essentially gain an OA on you. So be sure to roll for strike/damage.[/sblock]
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