The Adventurer's Guild


log in or register to remove this ad


Nicodemus emerges from the water and readies himself for another attack.

To my comrades: "My friends, be ready to kill this thing if it comes to me."
To the bats: "Come to me you diseased, flying, freaks!"

[sblock]
Move: E9
Minor: Divine Challenge
Standard: Ready action: When the bat comes close enough, GRAB IT! and hold it for my friends to shred. (Ready action: Grab)[/sblock]
 

Brocc puts two fingers to his temple, closes his eyes, and lashes out mentally at the two bats. Unfortunately, as the bats are flapping about wildly, he does not seem to be able to cause them any further harm.

Perhaps he did manage to confuse them, however, as their next attacks also do not connect. Bat #1 tries to hit Brocc, but misses. Bat #2 goes after Nicodemus, but also misses as the Paladin makes a grab for him.
GM: Jonathan, first decide if you want to drop your shield or your sword. You have to drop one of them to try and grab the Bat. Then roll a d20, and add 5 (your strength bonus). If you can hit 19 (the bat's Reflex), then he is grabbed.
[sblock=Rolls]Brocc vs. Bat 1 (1d20+9=14, 1d6+6=8) Miss (Bat 1)
Brocc vs. Bat 2 (1d20+9=11) Miss (Bat 2)
Bats vs. Brocc and Nic (1d20+10=13, 1d6+4=5, 1d20+10=14, 1d6+4=6) Miss (Brocc & Nicodemus)[/sblock][sblock=Map]
cave8.png



Legend:
1 - Piles of animal bones (counts as difficult terrain)
2 - Deep water (DC 10 Athletics check to swim)
3 - Pool of water (difficult terrain)
4 - Large stalagmite pillar (provides cover)

The base of the stalagmite pillar can be climbed on, but it is slippery and requires a DC 12 Athletics check to either climb up or move across it. (You only have to make one check per move action, though.) If you slip, you end up prone in the water.[/sblock][sblock=Cover]Due to the torches only providing a small amount of light (3 squares in any direction), and the cover provided by the central column, here's what each character can see from their current position:

You can all see both bats and each other.[/sblock][sblock=Enemies]Bats:
AC = 19
Fort = 16
Ref = 19
Will = 15

The bats do not provoke opportunity attacks when moving away from the target of the flyby attacks.

Bat 1 - 19 damage taken
Bat 2 - 40 damage taken, Bloodied

[/sblock][sblock=Status]Brocc 19/38 hp, Bloodied, used Distract, Mental Trauma, Majestic Word
Mallick 25/47 hp, used Dire Wolverine Strike
Nicodemus 13/55 hp, Bloodied, Bitten, used all Encounter powers and Second Wind
Sledge 43/61 hp, Bitten, used Bull Charge, Passing Attack, Second Wind, Bedeviling Assault & Savage Advance[/sblock]
 



GM: FYI - Info from the compendium on Grabbing and Escaping.

Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn.

Sustaining a Grab: You sustain a grab as a minor action. You can end a grab as a free action.

Effects that End a Grab: If you are affected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, surprised, or unconscious), you immediately let go of a grabbed enemy. If you move away from the creature you’re grabbing, you let go and the grab ends. If a pull, a push, or a slide moves you or the creature you’re grabbing out of your reach, the grab ends.

ESCAPE: MOVE ACTION (The bat will attempt the following on his turn.)

Acrobatics or Athletics: Make an Acrobatics check vs. Reflex or an Athletics check vs. Fortitude against
the creature or effect that immobilized you.

Success: You end the grab and can shift as part of this move action.
Failure: You’re still grabbed.
 

Sledge moves closer to Nicodemus and swings at the bat he has grabbed.

[sblock=actions]
move: D9
minor: mark bat2
standard: basic melee bat2
[/sblock]
 

[sblock=Mallick's Actions]


Minor:
Hunter's quarry on bat 2

Standard:
Twin Strike on Bat 2

Minor:
put away bow and draw swords

[/sblock]

I don't know if you want to count this since Nicodemus has grabbed the bat. However, he isn't related to me and I am unaligned.....just sayin'.....
 
Last edited:

Sledge moves closer to Nicodemus and swings at the bat he has grabbed.

[sblock=actions]
move: D9
minor: mark bat2
standard: basic melee bat2
[/sblock]
GM: Actually, you can't stand up in D9. It's deep water, you would be swimming and unable to attack the bat from there. You would also have to roll an athletics check to swim.

How about we re-route you to Bat #1 instead? You can count those rolls as hitting the bat for 11 damage. Maybe put you in H7?

Besides, Mallick just sunk two arrows into the bat that Nicodemus is holding, killing him dead.
 

Remove ads

Top