The Hunted (DM: IronSky, Judge: ???)

Iron Sky

Procedurally Generated
GM: Damnit, I did it in this thread too. Forgot to update the coordinates in the Combatants sblock. They're fixed now.

For future reference, if there is a discrepancy between the map and the coordinates, assume the map is right - I update it first, then (if I'm not being retarded) update the coordinates from the map.

Sorry for any inconvenience. If anyone needs to retcon because of it, feel free to do it now. Bleh. Need to be more careful.
 

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Iron Sky

Procedurally Generated
Under the Chipped Flask, Round 3

Mab slips through Devinihm's moths, ready to strike down the thug that badly burned himself on Raijin. Unfortunately, a moth flies in her ear as she's about to swing, and the deafening flutter against her eardrum throws her off balance.

One of the thugs takes advantage of her disorientation and slips his blade under her guard, dropping the old woman.

As the druid skitters away, the other thug chases after, swinging wildly through the swirling mass of bugs.

On the other side of the room, the Ogre flies into a rage as Earth smashes his foot, battering the elemental across the room, then grabbing him and slamming him into the tile floor.

The last thug pins Xander in the room, cutting the cleric's arm as Xander backs away.

[sblock=Mab's Actions]Move: Shift to M10
Standard: Sly Flourish: 1d20+9+2(CA)=NAT1 vs Thug 2.[/sblock]

[sblock=Enemy Actions]Ogre Boss: Huge Clubba(+2 Aura): 30 AC vs Earth, hit, 21 damage vs Earth, push to M23 and knock prone. Move to N22. Punch and Grab 'em(+2 CA, +2 Aura): 28 AC vs Earth, hit, 12 damage and Earth is grabbed.

Thug Swordsman 1
: Delay until after Thug 2. Move, charge, Blade(+1 Charge): 16 AC vs Devinihm, 10 damage reduced to 6.
Thug Swordsman 2: Shift to N10. Blade(+2 CA): 24 AC vs Mab, hit, 18 damage.
Thug Swordsman 3: Shift to P24. Blade: 23 AC vs Xander, hit, 11 damage.

The amazing rolling continues; only one roll below 15 and it still hit...[/sblock]

[sblock=Combatants]Ogre Boss: N21, 99 damage taken, bloodied, marked(Earth), 4 damage and prone if moves from zone
Ogre Boss Stats: ?? Max HP, 17 AC, 18 Fort, ?? Ref, 15 Will, MBA: Ogre Smash: +7 vs AC, 1d12+7 damage and push 2. Get 'da One on Me: Aura 2 - the Ogre Boss's allies get +2 to hit and damage against targets in the aura. 'Da Fury!(bloodied): The Ogre's Aura increases to 2 and the Boss benefits from its effects.

Thug Swordsman 1: P11
Thug Swordsman 2: N10, 24 damage taken, bloodied, +1d6 damage against(Devinihm)
Thug Swordsman 3: P24
Thug Swordsman Stats: 35 Max HP, 16 AC, ?? Fort, 15 Ref, 14 Will, MBA: Blade: +7 vs AC, 1d8+5 damage; the Swordsman may shift 1 before or after the attack. Thug: Thugs deal +1d6 damage when they have CA.
Thug Swordsmen killed: 2

Earth: M23, 33 damage taken, +2 defenses, grabbed(Ogre Boss), prone
Illarion: K27
Mab: M10, 29 damage taken, bloodied, dying, unconscious, prone
Devinihm: Q9, 17 damage taken, bloodied, DR4
Raijin: P7, 36 damage taken, bloodied, dying, unconscious, prone, +2 AC
Xander: Q25, 11 damage taken

Status Key
Combatant
: Location, damage effects, EONT/SONT effects, encounter effects
[/sblock]

[sblock=Terrain and Light]Illarion lit all the lanterns in the main room, the ones in the room on the bottom left, and the one in the center bottom. All other rooms are complete darkness.

All the doors are open a crack so it's a free action to push them open.

The ceilings are all 2 squares tall in the side rooms and 3 squares in the main room.[/sblock]
 

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Neurotic

I plan on living forever. Or die trying.
Illarion seems shocked by the savageness, causing him to speed over his incantation. He changes for a moment into shining knight raising his sword toward the ogre, causing the ogre to freeze for a moment. Still even with this distraction he manages to miss.

"What's happening to me? I killed, I saw people killed and tortured, why would this violence affect me so? Because it's close and personal? Is THIS what fear feels like? I've never feared before. Peace, Illarion, step back, shadows are your friend. Focus. Focus! FOCUS!"

He quickly moves back into darkened room and disappears from sight.

[sblock=Action]
Standard: Changeling Trick vs Ogre; Chaos bolt vs Ogre Will; psychic damage (1d20+12=32, 1d20+5+2=12, 1d10+8=18) - way to go to spend 20, I guess that balances the initiative

Move: K28 Stealth (1d20+11=19)
[/sblock]
 
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Voda Vosa

First Post
Earth gets up stoically, shakes off the hand of the brute, and replies his attack with a demolishing hit, that drops the ogre to his knees. "You belong down there, with the rest of the scum that dares defy the Keeper of Nature, now surrender!" bellows the warforged.

[sblock=actions]
OOC: The Ogre should be prone as he moved away. He should also take 4 damage.
MOVE: Stand up
STDR: Earthgrasp strike: 28 vs AC for 13 and drop the Ogre prone. If he stands up, he takes 8 additional damage. He can't stand up until the endo of Earth's next turn
Athletics 19 for end grasp
Rolls Here
Minor: Warforged resolve: Gain 6 THP
Free: Mark ogre.[/sblock]
 

Iron Sky

Procedurally Generated
OOC: The Ogre should be prone as he moved away. He should also take 4 damage.

GM: Roots of Stone creates a zone the drops the enemy prone if they move out of it. You can see the Roots of Stone zone if you look closely at the bottom left corner of the ogre's aura. He hasn't left it so he's still standing(or was until you knocked him prone).
 


Iron Sky

Procedurally Generated
Under the Chipped Flask, Round 4

Xander backs up and attempts to drive his attacker away, but the Thug shrugs off his psychic attack only to be counter-attacked and wounded by the thug.

Near Devinihm, one of the thugs goes down screaming in a swarm of insects while the other shrugs them off and slashes into the mass of Devinihm.

The Ogre swings his club from on the ground, hitting Earth's legs out from under him and knocking the elemental off of his feet.

GM: Voda Vosa: What action let you make an escape attempt? I see your Move being stand up and your Standard being Earthgrasp Strike.


[sblock=Player Actions]Xander
Move: Shift to Q26
Standard: Gaze of Defiance: 1d20+4=7 Will vs Thug 3, miss.

Devinihm
Standard: Swarming Locusts: 1d20+4=10 Ref vs Thug 1, miss, 21 Reflex vs Thug 2, hit, 12 damage, dead, creates a zone of CA.
Move: Shift to Q13

Mab
Death Save: 1d20=10, saved.

Raijin
Death Save: 1d20=12, saved.[/sblock]

[sblock=Enemy Actions]Ogre Boss: Punch and Grab 'em(-2 prone, +2 Aura): 12 AC vs Earth, miss. Huge Clubba(-2 prone, +2 Aura): 24 AC vs Earth, hit, 28 damage, push 3 and prone.

Thug Swordsman 1
: Move, charge to P13, Blade(+1 charge): 25 AC vs Devinihm, hit, 10 damage reduced to 6.
Thug Swordsman 3: Move, charge to P21, Blade(+1 charge): 23 AC vs Xander, hit, 13 damage.[/sblock]

[sblock=Combatants]Ogre Boss: N21, 112 damage taken, bloodied, prone, can't stand up, marked(Earth), 8 damage if stands up
Ogre Boss Stats: ?? Max HP, 17 AC, 18 Fort, ?? Ref, 15 Will, MBA: Ogre Smash: +7 vs AC, 1d12+7 damage and push 2. Get 'da One on Me: Aura 2 - the Ogre Boss's allies get +2 to hit and damage against targets in the aura. 'Da Fury!(bloodied): The Ogre's Aura increases to 2 and the Boss benefits from its effects.

Thug Swordsman 1: P13
Thug Swordsman 3: P25
Thug Swordsman Stats: 35 Max HP, 16 AC, ?? Fort, 15 Ref, 14 Will, MBA: Blade: +7 vs AC, 1d8+5 damage; the Swordsman may shift 1 before or after the attack. Thug: Thugs deal +1d6 damage when they have CA.
Thug Swordsmen killed: 2

Earth: J25, 46 damage taken, bloodied, prone
Illarion: K27
Mab: M10, 29 damage taken, bloodied
Devinihm: Q9, 23 damage taken, bloodied, DR4
Raijin: P7, 36 damage taken, bloodied, dying, unconscious, prone, +2 AC
Xander: Q25, 24 damage taken, bloodied

Status Key
Combatant
: Location, damage effects, EONT/SONT effects, encounter effects
[/sblock]

[sblock=Terrain and Light]Illarion lit all the lanterns in the main room, the ones in the room on the bottom left, and the one in the center bottom. All other rooms are complete darkness.

All the doors are open a crack so it's a free action to push them open.

The ceilings are all 2 squares tall in the side rooms and 3 squares in the main room.[/sblock]
 

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Neurotic

I plan on living forever. Or die trying.
Illarion pops up again from his hiding, his dagger blazing. This time, multicolored bolt hits the ogre, but hesitation caused by the need of targeting causes it to be infused with very little energy. Still every wound counts.

OOC: Time to pull out big guns, dailies and APs. C'mon, don't hoard APs we need to free Xander and heal two others. jkason, does Devilnhim has encounter powers?

VodaVosa, could you go help Xander, leaving ogre to either get up and take damage or lay incapable of attacking? I realize he may kill Illarion if he charges, but his MBA gots to be weaker then these attacks. I'll live for a round


[sblock=Actions]
Move: F28, behind The Rock
Standard: Chaos Bolt vs Ogre Will; psychic damage (1d20+5+2-2=18, 1d10+8=9) - I just realized I get -2 to hit from him being prone, so +2-2 total to hit is 18 - this -2 is NOT included in the roll, but I modified the link so it shows the math.

[/sblock]
 

Voda Vosa

First Post
OOC: A few questions: Do we get the dailies from the last battle? I don't recall. Also, Earth could go help Xander, but he'll have to provoke an attack from the ogre, and as he is prone, he'll have to: Stand, move, so no attacking whatsoever. Earth used his AP already. Also, did you substract 9 from the previous attack?
 
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jkason

First Post
Devinihm, wilden druid

The swarming mass spins violently, and seems to grow slightly before belching forth another field of locusts.

[sblock=actions]Question: The CA field generated by Swarm of Locusts lasts until the end of Devinihm's turn, but does using Swarm of Locusts again negate the first field? i.e. if I survive and don't shift such that I encourage opponents to leave the CA field, would a subseqent Swarm of Locusts benefit from CA? (if that makes sense). It's not applicable in this round, but for future reference.

Move action: none.

Standard action: Second Wind. +7 HP and +2 defenses until TENT.

ACTION POINT: Standard action: Swarming Locusts


(At-Will Standard Close blast 3 ✦ Beast Form, Implement, Primal, Zone) Druid Attack 1
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Weapon: Staff Implement: +4 attack, 1d8+4 damage
Hit: 1d8 + Wisdom modifier (+4) damage. Level 21: 2d8 + Wisdom modifier (+4) damage.
Effect: The blast creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat advantage.
[/sblock]

[sblock=resources used]Encounter: Action point, Pursuit of the Hunter[/sblock]
 

Iron Sky

Procedurally Generated
OOC: A few questions: Do we get the dailies from the last battle? I don't recall. Also, Earth could go help Xander, but he'll have to provoke an attack from the ogre, and as he is prone, he'll have to: Stand, move, so no attacking whatsoever. Earth used his AP already. Also, did you substract 9 from the previous attack?

GM: You all had a short rest but not an extended rest between the last battle and this one, so the effects of any dailies are gone and the dailies are expended. I subtracted 6 from the last attack since you had 6 THP(it was nearly max damage with the Ogre's Recharge power that keeps recharging). If there was another effect that reduced damage done to you, you'll have to link where it was posted, 'cause I must have missed it.
 

Voda Vosa

First Post
Ok. I meant on round 3. Earth activated Endure pain here so round 3 actions were covered. He reduces 9 from every attack. so he should have gotten 15 instead of 33 damage.
 

DMDanW

First Post
"May you now feel the wrath of the Lord of War" Xander shouts, his voice carrying a wave of divine power, knocking back the ogre and the thug in front of him and knocking them to the ground.

"Maros give me the strength to continue" he prays, and is filled with renewed energy.

He moves to the doorway and stares at the fallen thug, but nothing seems to happen...

[sblock=Mechanics]
Standard Action = Moment of Glory vs Thug #3; 1d20+4=16 vs Will; hit & pushed to P22 & knocked prone. Vs Ogre; 1d20+4=21 vs Will; hit & pushed to N18 & knocked Prone. Xander gains resist 5 to all damage until the end of his next turn.

Minor Action = Healing Word on himself; recovers 18 hit points; Healing Surge +2d6+7 (Healing Word)=12

Move Action = move to P25

Action Point = Gaze of Defiance vs Thug 3; 1d20+4=5 - FAIL
[/sblock]

[sblock=resources used]
Healing word & Moment of Glory
[/sblock]
 

Iron Sky

Procedurally Generated
Ok. I meant on round 3. Earth activated Endure pain here so round 3 actions were covered. He reduces 9 from every attack. so he should have gotten 15 instead of 33 damage.

GM: Ah, in the future, please indicate somewhere what your powers do (I.E. "DR 9 until EONT"). It helps me avoid misses like this since I try to rely on player action posts to determine what your powers do rather than having to research them on the compendium. He was only hit by one (big) attack this round, so it'll reduce his damage taken from 55 to 46.
 

pacdidj

First Post
OOC: @Iron Sky - Wow, those thugs must have some wicked perception bonuses to have spotted Mab with her stealth check at 30! But, if she's only taken 29 damage at this point, she should still be standing with 1 HP remaining. After the level up she's got 30 max HP. Not sure if anything should be done about that at this point, since it's a little late to retcon, but I don't know if I should keep making death saves or what. Below is a statblock with what her current stats should be, by my reckoning.


[sblock=stat block]Auntie Mab - Human Rogue (Warlock) 2
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: none
Passive Perception: 17, Passive Insight: 17, Init: +5
AC: 17, Fort: 13, Reflex: 18, Will: 15
Speed: 6
HP: 1/30, Bloodied: 15, Surge Value: 7, Surges left: 4/7
Action Points: 1, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Dagger +4 vs AC, 1d4+4 dmg
:branged:Ranged Basic Atk: Throw Dagger +9 vs AC, 1d4+4 dmg, Range 5/10 (Daggers: 3/5)
Powers-
Preparatory Shot, Gloaming Cut, Sly Flourish
Eyebite, Shadow Strike
Twilight Menace, Arm and Edge
Combat notes:

Tristram - Rat Familiar
HP: 1/1; AC: 17, Fort: 13, Ref: 18, Will: 15
Skills: +12 Thievery, +20 Stealth
Status: Passive Mode[/sblock]
 

Voda Vosa

First Post
Earth stands, assess the situation and charges the foe on the ground, while standing between him and Xander.

Move: Stand, Charge to P23: Critical hit for 16 hp vs T3 and mark him
 
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Iron Sky

Procedurally Generated
OOC: @Iron Sky - Wow, those thugs must have some wicked perception bonuses to have spotted Mab with her stealth check at 30! But, if she's only taken 29 damage at this point, she should still be standing with 1 HP remaining.

GM: When they came around the corner, Mab no longer had the prerequisite cover or concealment to maintain stealth (unless there was something I missed) so she was spotted.

As for the 1 HP, I still had Mab at 25 max HP - forgot to update her stats in Masterplan. So, Mab comes awake and gets to stand up and collect her weapon for free!
 
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pacdidj

First Post
OOC: Thought I might have some cover from that brazier or firepot thing, but I suppose it's probably too small. No worries anyway.


Picking herself off the ground, and shaking her head to try to clear the haze of pain Auntie Mab mutters, "What happened? Must have dozed off. That's what I get for drinking Tristram's whiskey I suppose..."

As she rounds the corner though, she quickly comes to her senses, realizing that she's still in the middle of a battle and not simply hung over. "You!," she exclaims, spotting the thug who brought her down, "I think you need a lesson in manners sonny!" The old woman slices the thugs kidney with her paring knife as she darts by, then steels herself and says an inward prayer to her elusive benefactor. Luran protect me. I don't know how much more these old bones can take...

[sblock=Actions and Stats]No Action: Stand up, grab weapon

Move: to O13

Standard: :melee:Gloaming Cut vs. Thug 1 w/ sneak attack = hit for 11 damage, and Auntie Mab shifts to N14

Free: Action Point

Standard: Second Wind

[sblock=statblock]Auntie Mab - Human Rogue (Warlock) 2
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: none
Passive Perception: 17, Passive Insight: 17, Init: +5
AC: 17, Fort: 13, Reflex: 18, Will: 15
Speed: 6
HP: 8/30, Bloodied: 15, Surge Value: 7, Surges left: 4/7
Action Points: 0, Second Wind: used, Milestones:
:bmelee:Basic Atk: Dagger +4 vs AC, 1d4+4 dmg
:branged:Ranged Basic Atk: Throw Dagger +9 vs AC, 1d4+4 dmg, Range 5/10 (Daggers: 3/5)
Powers-
Preparatory Shot, Gloaming Cut, Sly Flourish
Eyebite, Shadow Strike
Twilight Menace, Arm and Edge
Combat notes: +2 to all defenses till EONT

Tristram - Rat Familiar
HP: 1/1; AC: 17, Fort: 13, Ref: 18, Will: 15
Skills: +12 Thievery, +20 Stealth
Status: Passive Mode[/sblock][/sblock]
 

Iron Sky

Procedurally Generated
Under the Chipped Flask, Round 5

The thug near Xander slashes Earth as the elemental interposes itself between the thug and Xander.

The Ogre, leaves flesh behind as it pulls itself from the ground and, nearly dead and unable to reach the hated elemental, charges away with a roar to splatter the swarm of bugs by the door.

The other thug spins on Mab with a curse, not hesitating for a second before he cuts the old woman down again.

GM: Neurotic: I'm assuming you meant F23, since F28 is inside a wall.

jkason: Using Swarming Locusts doesn't negate other uses of it. For example, you could use it twice in an AP round and have two zones present.


[sblock=Player Actions]Raijin: Death Save: 1d20=8, 1 faile[/sblock]

[sblock=Enemy Actions]Ogre Boss: Stand up, take 8 damage, charge to P15, Ogre Smash(+1 charge, +2 Aura): 25 AC vs Devinihm, hit, 20 damage reduced to 16 and push to Q11.

Thug Swordsman 1
: Blade(+2 Aura): 19 AC vs Mab, hit, 15 damage, move to O19.
Thug Swordsman 3: Stand. Blade: CRIT on Earth, 13 damage, shift to P21.

And the amazing rolling continues... almost makes me wish I fudged rolls. :erm:[/sblock]

[sblock=Combatants]Ogre Boss: P15, 129 damage taken, bloodied
Ogre Boss Stats: ?? Max HP, 17 AC, 18 Fort, ?? Ref, 15 Will, MBA: Ogre Smash: +7 vs AC, 1d12+7 damage and push 2. Get 'da One on Me: Aura 2 - the Ogre Boss's allies get +2 to hit and damage against targets in the aura. 'Da Fury!(bloodied): The Ogre's Aura increases to 2 and the Boss benefits from its effects.

Thug Swordsman 1: O18, 16 damage taken
Thug Swordsman 3: P21, 16 damage taken, marked(Earth)
Thug Swordsman Stats: 35 Max HP, 16 AC, ?? Fort, 15 Ref, 14 Will, MBA: Blade: +7 vs AC, 1d8+5 damage; the Swordsman may shift 1 before or after the attack. Thug: Thugs deal +1d6 damage when they have CA.
Thug Swordsmen killed: 2

Earth: P23, 59 damage taken, bloodied
Illarion: F23
Mab: O13, 37 damage taken, bloodied, dying, unconscious, prone, +2 defenses
Devinihm: Q11, 32 damage taken, bloodied, dying, unconscious, prone, +2 defenses, DR4
Raijin: P7, 36 damage taken, bloodied, dying, unconscious, prone, +2 AC, 1 death save failed
Xander: P25, 6 damage taken, DR5

Status Key
Combatant
: Location, damage effects, EONT/SONT effects, encounter effects
[/sblock]

[sblock=Terrain and Light]Illarion lit all the lanterns in the main room, the ones in the room on the bottom left, and the one in the center bottom. All other rooms are complete darkness.

All the doors are open a crack so it's a free action to push them open.

The ceilings are all 2 squares tall in the side rooms and 3 squares in the main room.[/sblock]
 

Attachments

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