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

Devinihm, wilden druid

As the Eel creature latches on, Devinihm's form scatters again, into a swarm of large wasps. The wasps in turn envelope the eel that has its jaws locked onto Illarion, stinging wildly.

[sblock=OOC]Okay, hope I have this all right. Please bear with me and let me know if I've completely misinterpreted something.

Move Action: Escape. I'm assuming a 22 succeeds, though I may have a completely unrealistic sense of what an average fort score is. If not, I'll have to edit. Escaping allows for a shift, and even if it didn't...

Free Action: Wildshape (+4 DR now from Primal Swarm aspect). Agile Form gives Devinihm the ability to shift no matter if he's going to humanoid or beast form. Whichever shift counts, he's using it move to N12. This should put him where he can...

Standard Action: Savage Rend vs. the eel in O11.

Target: One Creature
Attack: Wisdom vs. Reflex
Weapon: Staff Implement: +4 attack, 1d8+4 damage
Hit: 1d8 + Wisdom modifier (+4) damage, and you slide the target one square.
Special: This power can be used as a melee basic attack

If he hits, he'll slide the creature N11[/sblock]
 
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OOC: I think your actions and rolls are fine Jkason. Keep in mind to use encounter powers since it appears to be a tough fight.

Forgot to add a +1 to attack in all the rolls above from Warforged tactics and the +2 to damage while in Guardian form from Crushing guardian. Lots of things to keep track, sorry.

Immediate Interruptions of Earth:

Warden's Fury: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target ->+11 vs AC for 1d10 + 6 damage, and the target grants combat advantage to you and your allies until the end of your next turn.

Warde's grasp: An enemy marked by you makes an attack that does not include you as a target ->You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
 
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OOC: I believe Rysethynn should still be standing on the docks, as dwarves automatically move one less square from forced movement? If that is correct, please let me know. If that is incorrect, well, I think she just drowns. :p
 

GM: LadyLaw, you are correct. I forget that about dwarves constantly (missed it in my home game AND in the other L4W game I'm running). Rysethynn is grabbed but still on the dock.
 

Backing hastily away from the rubbery monster assaulting her Auntie Mab scolds, "See here! Didn't your mother... or whatever... teach you to respect the elderly? Be warned, oh foul rubbery one, that you have just crossed a master practitioner of the evil eye. Tremble now at the force of my great arcane powers!"

Auntie Mab then fixes the beast with a baleful glare, and pretends to be considerably surprised when it does absolutely nothing to the monster. Firmly setting her jaw and gathering her courage, the old lady then draws out her best chef's knife from her cloak pocket, and prepares to defend herself using more conventional methods.

[sblock=Actions/Stat block]Start=

Move=Shift to I11

Standard=:ranged:Eyebite vs. creature at I13 = miss

Minor=Draw dagger

End=

[sblock=stat block]Auntie Mab - Human Rogue (Warlock) 1
http://l4w.wikia.com/wiki/L4W:PC:Auntie_Mab_(pacdidj)
Conditions: none
Passive Perception: +16, Passive Insight: +16, Init: +4
AC: 16, Fort: 12, Reflex: 17, Will: 14
Speed: 6
HP: 18/25, Bloodied: 12, Surge Value: 6, Surges left: 7/7
Action Points: 1, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Dagger +3 vs AC, 1d4+4 dmg
:branged:Ranged Basic Atk: Throw Dagger +8 vs AC, 1d4+4 dmg, Range 5/10 (Daggers: 4/5)
Powers-
Preparatory Shot, Gloaming Cut, Sly Flourish
Eyebite, Distracting Shot
Scattering Shot
Combat notes:

Tristram - Rat Familiar
HP: 1/1; AC: 16, Fort: 12, Ref: 17, Will: 14
Skills: +11 Thievery, +16 Stealth
Status: Passive Mode[/sblock][/sblock]
 


Rysethynn growls at the eel creatures. "Ye'll have ter do better'n that ter bring me down." She dodges out of the hold the one has on her and plants her feet solidly on the dock. A rocky cast overtakes her skin and she lashes out at the nearest creature that is still visible above the water. Unfortunately, it dodges adeptly out of the way.

[sblock=Mechanics]Move: Escape from Grab - 1d20+6=23 (As Athletics Vs. Fortitude) - Shift to O12 as part of this action
Free: Nature's Wrath - marking adjacent enemies. Not sure who this will cover due to the height difference, but I'm hoping it will hit at least one of Eel Creatures 2 and 3. Minor: Form of Mountain's Thunder
Standard: Earth Shield Strike vs. AC for Eel Creature 2 - 1d20+6=15 - Miss[/sblock]

[sblock=Potenital Immeidiate Interrupt or Reaction Instructions]Rysethynn will use either Warden's Fury or Warden's Strike as appropriate. If possible, she would prefer to use Warden's Fury, but as that is melee only will use Warden's Strike instead if the triggering enemy is out of melee range.[/sblock]

[sblock=Rysethynn Mini-stats]
Rysethynn - Female Dwarven Warden (Earthstrength) 1
Passive Perception: 17, Passive Insight: 17
AC:18+1=19, Fort:15, Ref:12, Will:13 -- Speed:5
HP:22/33, Bloodied:16, Surge Value:8, Surges Left: 12/12

Action Points: 1
Powers: Warden's Fury, Warden's Grasp, Earth Shield Strike, Warden's Lunge
Earth Spikes, Form of Mountain's Thunder Attack, Second Wind
Form of Mountain's Thunder


Special: Save vs. 1 effect at start of turn (and at end)
+5 to saves vs. poison
Immediate save to being knocked prone from attack
Move one less square from forced movement
+3 to AC when using Second Wind

Conditions: Form of Mountain's Thunder (+1 AC and enemies marked by me take 4 Thunder damage once per round when I hit with a melee attack)[/sblock]
 
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OOC: [MENTION=55230]DMDanW[/MENTION] - his sblock listed I12 , which Auntie Mab was occupying last round, but if Auntie Mab shifts to I11, that makes his shift feasible.

[MENTION=60965]Iron Sky[/MENTION] - I'm assuming since you said the dock is always 2 squares wide that there is something for Auntie Mab to stand on in I11, as there's a little bit of dock there.
 

Round 2

The hulking creature's long talons scrape across Earth's rocky surface like fingernails on a chalkboard - but with less effect.

The eels dart in and out, lunging at others on the dock, one grabbing Rysethynn, another lunging into the heart of the wasp swarm and swallowing a huge mass of them.

[sblock=Player action questions/comments]@DMDanW, you can't shift to J14 as there's an enemy in that square. I shifted you to L12, let me know if you'd rather go elsewhere.

@johnmeier1, you can't shift to I12 as Auntie Mab is there. I shifted you to K12 instead.

@Voda Vosa, Wellspring Strike grants you Regen 5 while bloodied. You can give the regen'd HP to a bloodied ally at the start of each of your turns instead, but can't give them the Regen outright. Also, Form of Mountain Thunder's extra damage is once per turn and when you hit with a melee attack. So far, you've used Bursts and Blasts, so no damage was triggered from those. Also, did you edit your previous post to add the +2 damage or should I add it now?

@pacdidj, I'll shift Mab to J11 instead.

@LadyLaw, Your shift moves you away from enemies, so there's nothing adjacent to you after your shift. Feel free to adjust your actions accordingly. Once your turn is revised, I think everyone's gone and I'm good to run the next round.

As a note to everyone, please list the defenses targeted by attacks, damage type dealt, and types of bonuses granted (power, shield, etc) when you use powers. Thanks, -Management :)[/sblock]

[sblock=Enemy Reactions]Hulking Creature 1: <When hit by Raijin's attack, Variable Resistance: Resist 10 Thunder until the end of the encounter>, <When hit by Earth's Form of Mountain's Thunder attack, Variable Resistance: Resist 10 Lightning until the end of the encounter>
Hulking Creature 2: <When hit by Raijin's attack, Variable Resistance: Resist 10 Thunder until the end of the encounter>.
Hulking Creature 3: <When hit by Earth's Form of Mountain's Thunder attack, Variable Resistance: Resist 10 Lightning until the end of the encounter>
[/sblock]

[sblock=Enemy Actions]Eel Creature 1: Swim to M14, Lunging Bite: NAT1 vs Xander.
Eel Creature 2: Lunging Bite: 17 Reflex vs Rysethynn, hit, 8 damage reduced to 5 and Rysethynn is grabbed. Drag: Shift to N10, pull Rysethynn 1 reduced to 0.
Eel Creature 3: Swim to P10, Lunging Bite: 17 Reflex vs Devinihm, hit, 5 damage reduced to 1 and Devinihm is grabbed.
Eel Creature 4: Swim to O14, Lunging Bite: 12 Reflex vs Illarion, miss.

Hulking Creature 1: Stand, Finger Talons(-2 Roar): 7 AC vs Earth, miss.
Hulking Creature 2: Stand, Finger Talons(-2 Roar): 14 AC vs Earth, miss.
Hulking Creature 3: Stand, Tearing Cut: 7 AC vs Earth, miss.[/sblock]

[sblock=Combatants]Auntie Mab: J11, 8 damage taken
Devinihm: N12, 8 damage taken, grabbed(Eel Creature 3), DR4
Rysethynn: O12, 16 damage taken, grabbed(Eel Creature 2), DR3, +1 AC
Earth: J13, DR3, +1 AC, regen 5 while bloodied
Illarion: M12, 10 damage taken
Raijin: I11, 10 damage taken, bloodied, 5 ongoing poison and necrotic damage(save ends), +2 defenses, +1 to hit, +2 damage, +1d8 lightning/thunder damage, +2 AC
Xander: L12, 18 damage taken, bloodied, +2 defenses

Eel Creature 1: M14
Eel Creature 2: N10, 11 damage taken, marked(Rysethynn)
Eel Creature 3: P10
Eel Creature 4: O14
Eel Creatures: 17 AC, 15 Fort, 16 Ref, 14 Will, MBA - Lunging Bite: Reach 2, +6 vs Reflex, 2d6+3 damage and the target is grabbed.

Hulking Creature 1: I14, 47 damage taken, bloodied, -2 attacks, marked(Earth), resist 10 lightning
Hulking Creature 2: J14, 51 damage taken, bloodied, -2 attacks, marked(Earth), Shroud(Illarion), resist 10 thunder
Hulking Creature 3: I13, 30 damage taken, bloodied, marked(Earth), resist 10 lightning
Hulking Creatures: 58 Max HP, 16 AC, 16 Fort, 15 Ref, 13 Will, MBA - Finger Talons: +6 vs AC, 4d4+2 damage.[/sblock]

[sblock=Terrain]The docks are 1 square below the streets. It's a DC 15 Athletics and 2 squares worth of movement to climb. The ramp up is at I22-23 and J22-23.

The light blue water is the shallows, it is 3 squares deep and requires a DC 10 Athletics check to swim. The darker blue water is affected by the tide. It requires DC 13 Athletics checks to swim and any creature without a swim speed that ends its turn in it is slid 2 squares south.

The dock is 1 square up from the water. Climbing up from the water requires a DC 13 Athletics(climb check).

The docks are all 2 squares wide, even when they don't look like they are.[/sblock]

[sblock=Light]There's a lantern on the crate at H23 that shines bright 5 in all directions. Illarion has the other Lantern. Everything else is dim lighting.[/sblock]
 

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OOC: Appologies. I must have misread the map, or looked at the wrong one. We'll Make it O12, then. That should put her adjacent to something.
 

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