Ring of the Fey Lord (DM:Atanatotatos, Judge:Lord Sessadore)Up:Lorik, etc.

[sblock=OA]
Sorry for no map, I didn't think it'd matter as the bad guys go next. Monster is at I11.

Just need Ikni's standard Action, then they go.
[/sblock]
 

log in or register to remove this ad

Ikni struggles to escape the strange swamp beast.

[sblock=ooc]Can I use the same athletics check I already rolled? It was a 20. If you won't allow that, please roll it for me; Athletics is at +7.[/sblock]
 


Ikni struggles to escape the strange swamp beast and manages to slide out of the creatures grip before it can fully engulf her.

The enemy is frustrated by Ikni's escape and this time turns its attention to Haruka, grabbed her and squeezing her tight.

Another creature explodes from the water, this time grabbing at Ironheart. The muscles snap and crack part of the warden's tough hide as they constrict around the treant.

The woman jumps into the swampy water with speed that belies her decrepit appearance, it comes up to her thighs as she wades forward. The howling whispers are audible in all but Derien's head as she comes towards you.

A small creature darts out of the hut and quickly fires off a dagger at the grabbed warden, the projectile also striking true, catching him in the leg.

[sblock=OOC]
Monster 1 attacks Haruka - 1d20 11=19, 1d8 3=4 Hits for 4 damage, you're grabbed.

Monster 2 attacks Ironheart - 1d20 11=31, 1d8 3=10 crits for 13 damage, you're grabbed.

Woman double moves to M14: everyone but Derien is will take 1d6 Psychic damage any time they end within 5 of her. psychich (1d6=3) 3 this turn.

Cloaked figure: Moves to R11, attacks Ironheart with a throwing dagger vs ac; dmg (1d20 11=27, 1d4 4 1d6=13) Hits for 8 damage (screwed up roll, thought Immobilize grants CA)

Status:
Monster 1:
Monster 2:
Woman:
Haruka: Grabbed (immobized) (checks to break out are -4)
Ironheart:Grabbed (immobized) (checks to break out are -4), bloodied

Terrain: Anything not on the bridge or green areas (around Ikni/Derien) is difficult terrain. Bog and such.

Init:
Ikni - 18 - 21/31
Baddies - 10
Haruka - 8 - 26/30 <- you're up
Derien - 7
Rhole - 7
Ironheart - 1 - 14/35, bloodied

Ironheart, Haruka,Rhole, ikni, derien; baddies (1d20=1, 1d20 1=8, 1d20 1=7, 1d20 1=18, 1d20=4, 1d20 9 =10) Wow... good thing I got those bad rolls our now :devil:

[/sblock]
 
Last edited:

[sblock=ooc] +11 to hit? Maybe we should have just gone home afterall.

Also, auto-damage aura, huh? Well, looks like Hellish Rebuke is going to transform from a situational gimmick into a dark and beautiful god.

Finally, I'd like to unload my Daily into the Lady asap. However, without an action point, there isn't anything I can do to buff my own accuracy. If we could start working towards a flanking/Lance of Faith scenario that would be great.[/sblock]

Haruka snarls as the creature grabs her. She twists out of its grip, running her fingers along its arm while she does so. Her tattoos uncoil from her arms and plunge into the beast, causing it to visibly wilt and fade. Haruka looks over her shoulder at the Lady and laughs.

"Don't flatter yourself. I plan on living to make many more mistakes after this!"

[sblock=Actions]Minor: Curse Monster 1
Move: Acrobatics to escape from the hold. 16. I'm going to assume that does it, because I can't expect much better. As part of the escape, shift to K12
Standard: Vampiric Embrace Monster 1. Hits Will 18 for 13 necrotic damage and 3 untyped. If my escape attempt failed, then at least there will be the silver lining of getting the Prime Shot bonus. Also, I gain 8 temp hp on a hit, of which 3 will be eaten by the aura.[/sblock]

[sblock=mini-stats]Haruka Sato- human warlock 1
Initiative: +1 | Passive perception: 9 | Passive Insight: 15
AC: 15| For: 15
| Ref: 15| Will: 14
HP: 26/30+5 | Bloodied: 15 | Surge value: 7 | Surges: 10/10
Speed: 6 | Languages: Allarian, Tsugo
AP: 0 | Second Wind: not used
Basic Attack/Opportunity attack: +2 vs AC, 1d6
Powers: Eldritch Blast, Hellish Rebuke, Dire Radiance
Vampiric Embrace
Flames of Phlegethos
[/sblock]
 

The gnome steps back from the whispers and monsters. He wipes off some swamp-water that splashed in his face when the chokers emerged from hiding.

“Whoa, tentacle-dudes, hands off the merchandise! Now this calls for some serious crowd control.”

Rhole’s fingers dance across the Great Ultra-Intense Thundering Audio Ripper, emitting almost hypnotically rhythmic tunes. It draws the attention of one of the chokers in particular, though not enough to make it cease its grip on Ironheart.

[sblock=Actions and Tactics]
Move: Shifts to G11.
Standard: Cutting Words on Monster 2. On a hit of Will 6 it deals 8 psychic damage and Rhole pulls it to K7, thus ending its grab on Ironheart.
Minor: Deceptive Move (familiar ability) to keep Rock invisible until end of Rhole’s next turn.

Arcana checks to ID small dagger-thrower, lady, and chokers: 23, 30, 21.

Rhole will also try his Daily on the lady early on, though while allies are grabbed I think its better for him to free them by pulling monsters off with Cutting Words. This will probably be the case pretty often, since all our foes apparently have +11 to hit. :(

Rhole – Gnome Bard 1
Passive Perception 15, Passive Insight 11
AC 17, Fort 11, Reflex 15, Will 16
Resist 5 fire
HP 24/24, Bloodied 12, Surge Value 6, Surges 7/8
Speed 5, Initiative +1
Action Points: 1, Second Wind
Powers: Cutting Words, Vicious Mockery;
Focused Sound, Majestic Word: 2/2, Words of Friendship; Fade Away, Ghost Sound;
Stirring Shout
[/sblock]
 

[sblock=ooc]
You do escape, not by much. The 11 bonus' were errors (not that any of them affected the outcome) because I was wrong in my understanding of CA.
[/sblock]
 

The gnome steps back from the whispers and monsters. He wipes off some swamp-water that splashed in his face when the chokers emerged from hiding.

“Whoa, tentacle-dudes, hands off the merchandise! Now this calls for some serious crowd control.”

Rhole’s fingers dance across the Great Ultra-Intense Thundering Audio Ripper, emitting almost hypnotically rhythmic tunes. It draws the attention of one of the chokers in particular, though not enough to make it cease its grip on Ironheart.

[sblock=Actions and Tactics]
Move: Shifts to G11.
Standard: Cutting Words on Monster 2. On a hit of Will 6 it deals 8 psychic damage and Rhole pulls it to K7, thus ending its grab on Ironheart.
Minor: Deceptive Move (familiar ability) to keep Rock invisible until end of Rhole’s next turn.

Arcana checks to ID small dagger-thrower, lady, and chokers: 23, 30, 21.

Rhole will also try his Daily on the lady early on, though while allies are grabbed I think its better for him to free them by pulling monsters off with Cutting Words. This will probably be the case pretty often, since all our foes apparently have +11 to hit. :(

Rhole – Gnome Bard 1
Passive Perception 15, Passive Insight 11
AC 17, Fort 11, Reflex 15, Will 16
Resist 5 fire
HP 24/24, Bloodied 12, Surge Value 6, Surges 7/8
Speed 5, Initiative +1
Action Points: 1, Second Wind
Powers: Cutting Words, Vicious Mockery;
Focused Sound, Majestic Word: 2/2, Words of Friendship; Fade Away, Ghost Sound;
Stirring Shout
[/sblock]

[sblock=Arcana 15]
The Cloaked figure is a Dark Creeper, small shadow humanoid.

The woman is a Howling Hag, Medium Fey humanoid

Monster 1 & 2 are Swamp Chokers (re-flavoured Cavern), they are small natural humanoids.

A choker’s arms and legs contain multiple knobby joints of cartilage, which allow them to flex and coil almost like tentacles. Thus, a choker’s movements are rolling and fluid.
[/sblock]

[sblock=Arcana 20]
Dark Creeper - mDagger (standard; at-will) ✦ Weapon
R Dagger (standard; at-will) ✦ Weapon
CKilling Dark (when reduced to 0 hit points)
Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark creeper explodes in a spout of darkness.
Combat Advantage
Dark Step (move; at-will)
The dark creeper moves up to 4 squares, gains a +4 bonus to AC
against opportunity attacks, and gains combat advantage against
any target that it ends its move adjacent to.

Howling Hag -
Baleful Whispers (Psychic) aura 5; an enemy that ends its turn in
the aura takes 1d6 psychic damage
mQuarterstaff (standard; at-will) ✦ Weapon
C Howl (standard; at-will) ✦ Thunder - Close blast 5;
C Shriek of Pain (standard; recharges when first bloodied) ✦ Thunder - - Close blast 5;
Change Shape (minor; at-will) ✦ Polymorph
A howling hag can alter its physical form to appear as an old crone of any Medium humanoid race (see Change Shape, page 280).
Fey Step (move; encounter) ✦ Teleportation
The howling hag can teleport 10 squares.

Chokers - mTentacle Claw (standard; at-will) - Reach 2;
M Choke (standard; at-will) - Grabbed target only;
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)
Chameleon Hide (minor; at-will)[/sblock]

[sblock=Arcana 25]
Hag - Resist 10 Thunder
[/sblock]
 

“Careful you don’t cluster up near the old gasbag, band! She’s a howling hag and her voice will make your ears bleed if you get too close!”

“Not that, uh, I have experience with making people’s ears bleed. Not at all. Honestly.”


Rhole clears his throat.

“Also watch out for the groping swamp fangirls, they’re chokers and good at shielding themselves with their victims!”

Rhole conveys his knowledge of their foes during the battle.​
 

Ironheart roars and twists in the chokers grasp. His eyes grow red and his bark seems to blacken, while his limbs lengthen and grow stronger. He draws back his axe and deals the choker two mighty blows - WHAM! WHAM!

[sblock=OOC]
Minor: Wonder Warden Powers Activate! Form of the Fearsome Ram! (+2 power bonus to speed; +2 bonus to charge attack rolls; when hitting a target with an At-Will attack, push target 1 square)
Standard: Strength of Stone vs Choker (1d20+8=15, 1d10+10=18) hits AC 15 for 18 damage, 4 temp hp, and pushes the choker to M9, which should break the hold
If that misses: Move: Athletics to break Grab (1d20+9-4=16)
If that misses too: AP to repeat the attack: Strength of Stone vs Choker (1d20+8=17, 1d10+10=11) hits AC 17 for 11 damage, 4 temp hp, and pushes the choker to M9
[/sblock]

[sblock=Ironheart stat block]Ironheart- Wood Woad Warden 1
Passive Perception: 10 (12 in wooded feywild), Passive Insight: 10
AC:17, Fort:16, Reflex:10, Will:12 -- Speed:6
HP:14/35, Bloodied:17, Surge Value:8, Surges left:13/13
Initiative 0
Action Points: 0 or 1, Second Wind: not used
Powers: Warden's Fury, Warden's Grasp, Strength of Stone, Earth Shield Strike, Wood Woad Resolve, Earth Spikes, Fearsome Ram Attack, Form of the Fearsome Ram
[/sblock]
 
Last edited:

Remove ads

Top