OOC:
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Hú Lí looks bloodied on the map, but that's a mistake.
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The frightened chicks scatter once more. The one on the edge of the cliff overbalances as it is regaining its feet and almost falls off
again.
Pterosaur Wranglin’, Round 4
The long-necked reptile-bird claws one of the chicks, apparently with every intention of dismembering it and eating it then and there, but Kane’s magic protects the vulnerable little creature. The long-necked one utters an angry squawk and launches itself into the air, almost biting Kane's arm off and raking Hú Lí before ascending out of reach.
The other buzzes Takahaan, knocking him to the side and uttering another piercing, unpleasant shriek.
[sblock=actions and rolls]Chicks move. Chick 4 again tries to go off the edge.
Chick saving throw
11(1d20) = 11 succeeds on the save, falls prone.
Pneckosaur 2:
Pneck 2 recharge diving charge
4(1d6) = 4 succeeds.
Minor:
Pneck 2 rake vs AC, Chick 2; damage
14(1d20) +11 = 25; 4(1d6) +6 = 10 hits for 10, modified to 2 by Kane’s aegis.
Move: shift to P5 (1 square up)
Standard: flyby attack. Uses Bite on Kane, then flies past Hú Lí and Rakes her (doesn’t provoke OAs from either target).
Pneck 2 Bite vs AC, Kane; damage
20(1d20) +11 = 31; 16(2d10) +5 = 21 crits Kane for 25 damage, bloodying him.
Pneck 2 Rake vs AC (+2 CA), Hú Lí; damage
13(1d20) +11 +2 = 26; 6(1d6) +6 = 12 hits Hú Lí for 12 and bloodies her as well. Pneckosaur 2 ends up in K3, 5 squares up.
Pscreamosaur 2: Standard --
Pscream 2 swooping slash vs AC, Takahaan; damage
9(1d20) +11 = 20; 8(1d8) +6 = 14. Hits for 14 (bloodying yet another character), slides Takahaan to Q9. Provokes
Vengeance is Mine, but the reaction takes place after the monster has moved a square and Taka has been slid, so the only person who can take the basic attack is
Castile, with a ranged basic. Feel free to take that basic attack if you want.
Free: Hideous squawk -- Noriaki and Takahaan take a -2 penalty to attack rolls until EONT.
Move: to J12, 6 squares up.
[/sblock]
[sblock=SAVE THE CHICKS!]As a
move action, you can make a DC 20 Nature check in an attempt to calm/coax the chicks. If you succeed, each chick immediately takes a move action as you direct, and does not take one on its usual turn. Chicks have a move of 4 (and see the section on terrain).
As a
move action, you can make a DC 22 check with some other skill to attempt to influence the behavior of the chicks. I’ll allow anything that seems reasonable (Arcana to produce compelling lights or noises, interpersonal skills, etc.). If you succeed, pick one of the following effects:
--
one chick immediately takes a move action as you direct (and none on its usual turn) or
--
all the chicks give up their move actions for the round and do nothing.
Regardless of how many attempts you make to influence the chicks, no chick may take more than one move action each round.
As a
standard action, you can make a DC 14 Acrobatics or Athletics check to grab an adjacent chick and hold onto it to keep it safe. You must fulfill the usual conditions for maintaining a grab (hand free, not dazed, etc.). While grabbed, a chick is considered to be in your square, but cannot be targeted by attacks. Each round that you hold the chick, you must repeat the Acrobatics or Athletics check on your turn as a free action. If you fail, the chick escapes into an adjacent square and moves on its turn as usual.
If you successfully influence a chick that you are holding using one of the methods above, it will stop trying to escape for as long as you hold it. You do not need to make any further Acrobatics or Athletics checks.
The chicks count as your allies, and can be targeted by things that affect allies. They do not have any attacks, cannot flank, and they do not provoke OAs when they move. If you use an effect on a chick that allows it to spend a healing surge and recover hit points, it is fully healed by that effect.[/sblock]
[sblock=Special Note about Falling] Because falling off the rightmost edge would probably be fatal (and at the very least would take a character completely out of the fight), it is impossible for a PC or Sasha to fall off into the blue area during this fight. If you would fall off under the normal rules (i.e. you are forced over the edge and fail your save), then you stay prone on the edge and in addition become dazed until the end of your next turn.[/sblock]
[sblock=Terrain and Elevation]All terrain is normal except for the nest, which is difficult terrain. The different shades of grey represent rock ledges at different elevations. The red numbers are elevations relative to the rough, light brown terrain at the top. (You can also tell where the drops are by the shadows: a thin shadow represents a 5-foot difference and a thick shadow represents a 10-foot difference.)
Moving to an adjacent square that is 5 feet higher or lower costs an extra square of movement. Moving to an adjacent square that is 10 feet higher or lower requires climbing (DC 15). Chicks can handle 5-foot changes without spending extra squares of movement, but they can’t handle 10-foot changes at all.[/sblock]
[sblock=Controlling Sasha]
Companion NPCs in Combat
Any PC can take a standard, move, or minor action to have an NPC perform an action of the same (or a lesser) type. E.g., if you want Sasha to use Twin Strike, you spend a standard action. If you want her to move, you spend a move action. An NPC is limited to the usual number of actions each round (but those actions need not all be granted by the same PC). An NPC who has an immediate action can likewise only use it if a PC has an immediate action available to use on his/her behalf.
NPCs can take free actions and opportunity actions normally, without the direction of PCs. They are always considered to have their weapons in hand and don’t need to spend actions unsheathing them.
If all of the PCs act in a given round without giving any actions to a particular NPC, I will have that NPC take
one non-offensive action. This will most likely be Second Wind if it is needed and available, and movement or Total Defense if it is not. (It won’t be necessary for PCs to spend their own standard actions to have NPCs use second wind.)[/sblock]
[sblock=Sasha]
Sasha
HP 22/34, Bloodied 17, Surge value 8; Surges 7/7
Str 10, Con 12, Dex 18, Int 12, Wis 14, Cha 12
AC 18, Fort 16, Reflex 18, Will 14
Skills: Nature +8, Perception +8, Stealth +10
Striker: 1/round, Sasha can deal 1d6 extra damage when she hits an enemy she has CA against.
longbow +9 vs. AC, 1d10+5 damage (range 20/40)
Twin Strike (standard; martial, weapon; ranged weapon, one or two creatures)
Attack: +9 vs. AC, two attacks
Hit: 1d10+1 damage per attack
[x] Evasive Strike (standard; martial, weapon; ranged weapon, one creature)
Special: Sasha can shift 3 squares either before or after the attack
Attack: +9 vs. AC
Hit: 2d10+5 damage
[o] Crucial Advice (immediate reaction; ranged 5)
Trigger: An ally within range that Sasha can see or hear makes a Nature, Perception, or Stealth check
Effect: The ally can reroll the skill check with a +2 power bonus.
[o] Heroic Effort (no action; personal)
Trigger: Sasha misses with an attack or fails a save
Effect: Sasha gains a +4 racial bonus to the attack roll or saving throw.
[o] Second Wind
Conditions: none[/sblock]
[sblock=status]
Good Guys
Castile (J9) HP
45/52; surges
11/13;
Hú Lí (N3) HP
25/39; surges
7/8; dazed (save ends)
Kane (O5) HP
13/38; surges
10/10; bloodied
Noriaki (N6) HP
18/45; surges
9/9; bloodied, -2 attack rolls
Takahaan (Q9) HP
19/39; surges
8/8; bloodied, -2 attack rolls
Sasha (K6) HP
22/34; surges
7/7
Chick 1 (R11)
Chick 2 (N7)
2 damage taken
Chick 3 (O13)
Chick 4 (H17) prone
Bad Guys
Pneckosaur 1 (E5) dead
Pneckosaur 2 (K3 +5)
30 damage taken, marked by Kane
Pscreamosaur 1 (N7) dead
Pscreamosaur 2 (J12 +6)
25 damage taken, curdling screech used
[/sblock]
[sblock=Enemy Stats]Please read the appropriate block(s) only when necessary to resolve attacks or OAs.
[sblock=Pscreamosaur (with the open beak)]
Pscreamosaur
AC 19, Fort 17, Ref 18, Will 17; HP 62, bloodied 31
Bite +10 vs. AC, 1d8+6 damage or 2d6+6 damage with CA.[/sblock]
[sblock=Pneckosaur (with the long neck)]
Pneckosaur
AC 18, Fort 17, Ref 19, Will 18; HP 80, bloodied 40
Bite (reach 2) +11 vs. AC, 2d10+5 damage.[/sblock][/sblock]
[sblock=Possible triggers that the DM doesn’t want to forget]Black Fox
Virtue of Cunning (no action; ally is missed)
Castile
Combat Challenge (interrupt; adjacent marked target shifts or makes an attack that doesn’t include Castile)
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Castile)
Shield Edge Block (interrupt; adjacent enemy hits or misses Castile with a close or melee attack)
Kane
Aegis of Shielding (interrupt; marked enemy hits a target within 10 and the attack doesn’t include Kane)
Channeling Shield (interrupt; an attack hits Kane or an ally within 10)
x Dimensional Vortex (interrupt; an enemy within 10 hits an ally with a melee attack)
Noriaki
Rampage (free; Noriaki scores a critical hit with a Barbarian attack power)
x Roar of Triumph (free; Noriaki reduces an enemy to 0 hp)
x Shrug it Off (reaction; Noriaki is subjected to a save ends effect)
Thaneborn Triumph (no action; Noriaki bloodies an enemy)
Takahaan
Guardian’s Counter (interrupt; ally within 2 is hit by an attack that doesn’t include Takahaan)
Vengeance is Mine (reaction; an enemy hits Takahaan)[/sblock]