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

Immediate reaction: Grounding rebuke - if hulking creature hits Illarion OR eel creature would pull him into deep water OR he is critted by any critter :)

[sblock=Grounding Rebuke]
Trigger: An enemy in the area hits Illarion with an attack
Attack: +5 vs. Ref
Hit: 1d10+8 damage, target is slowed(save ends) and slides 2 squares - hulk slid adjacent to Earth and not adjacent to Illarion; eel creature adjacent to the dock and into shallow water or ground (depending on slide 1 or 2)
Miss: Half damage and target slides 1 square.

Effect: Damage taken is reduced by 5
[/sblock]
 

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Earth lumbers forward and releases the power of nature over the hulking creature in front of him. His hammer sinks over it’s head, spilling whatever entrails and brains the thing had. The unnatural fiend collapses to the ground, as the earthen warforged fixes his eyeless gaze over his next target. As he moves to engage it, he screams to his partners. “Move to the high ground, we almost cleared it out.”

[sblock= Actions]
Earth shift into position, marks the two hulking creatures and then hits and kills (14 damage) HC2, and deals 4 thunder damage points to HC3. I got confused and rolled two attack rolls. Regardless, both hit.- Rolls: Roll Lookup

Any enemy marked by Earth that doesn't attack him is subject to Warden's Fury immediate interrupt: 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. Also note that you must add a -2 to their attacks.
[/sblock]
 

Auntie Mab smiles vacantly as Earth cuts down the hulking creature in front of her, her vision coulded by the pain of her festering wounds. "Why thank you Earth dearie. All right you slick, slippery, slimey selkies... I mean fish... I mean eels...," she babbles as she draws another kitchen knife and takes shaky aim at one of the writhing heads, "Leave us alone!"

The old woman chucks her paring knife, not bothering to see its flight, and turns to run, trying to make her way up the wall beside the docks. It proves more than she can handle in her injured state though, and she sags against the wall staring with trepidation out at the water. But just then, Tristram gives an urgent squeak, pointing to one of the eels. Following the direction of his claw, she sees her knife handle protruding from the eel thing's skull, lodged right between its eyes, just as the creature collapses back into the water. Heartened by the damage she's managed to inflict on the monster, Auntie Mab strengthens her resolve to fight on, ignoring the pain of her injuries.

[sblock="Auntie Mab actions and stats"]Start= Takes 5 poison/necrotic damage

Minor= Draw Dagger

Standard= :ranged:Sly Flourish vs. Eel 2 = hits for 18 damage, it's probably dead?

Move
= to I11, attempting to climb the docks = fail

Action Point= Second Wind = heal 6 hp, and +2 defenses till EONT

End= Save vs. ongoing damage = success

[sblock=Statblock]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: 9/25, Bloodied: 12, Surge Value: 6, Surges left: 6/7
Action Points: 0, Second Wind: 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: 2/5)
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]
 

[sblock=Need Clarification]
Did earth shift to J12?
Xanders action assumes that he did...
[/sblock]

Xander carefully takes a step back, following Earth. He raises his arms skyward, closes his eyes and tilts his head back. In a loud voice he calls out, "Lord Maros we raise our swords and hammers in your name. Fill our arms with strength and the blood we spill today will be plenty". With that a warm invigorating feeling washes over Mab and Rysethynn. In a quieter voice Xander continues, "..and Lord Maros give me the strength to inspire these warriors further."
he then points towards one of the eel creatures. "Lord Maros guide our hand..." and a reddish hue surrounds the beast, illuminating it slightly.


[sblock=Mechanics]
Move Action = Shift to K12

Standard Action = Healers Mercy; each bloodied ally in burst 5 can spend a healing surge + 1d6+7 (Healers Mercy)=13 hit points.

Minor Action = healing Word on himself; regains a HS + 2d6+7 (Healing Word)=16 hit points (total of 22 hit points regained).

Action Point = Astral seal on Eel creature 1; 1d20+6 (Astral Seal)=14, hits. Creature is at -2 to all defenses and the next ally who hits it regains 5 hit points.
[/sblock]
 

GM: Earth is in J12, the only place he could shift to be adjacent to both enemies.

[MENTION=51271]Voda Vosa[/MENTION], I just remembered my general rule I had with one of my buddies who played a Warden in one of my games a while back: if he forgets to mark, I'd just assume he marked everything whenever he was next to the most enemies. Would you like me to assume that in case it gets forgotten again?

Oh, Eel 2 is toast.

I'll run the round tonight. Just Rysethynn left to go.
 

Earth is in J12, the only place he could shift to be adjacent to both enemies.
Exactly, between them.

Voda Vosa, I just remembered my general rule I had with one of my buddies who played a Warden in one of my games a while back: if he forgets to mark, I'd just assume he marked everything whenever he was next to the most enemies. Would you like me to assume that in case it gets forgotten again?
I definitely like it.
 

GM: Meant to update last night, but the power was out from when I got home until I went to bed and now I don't have time to update until later this afternoon, maybe this evening. Sorry for the delay.
 

Round 4

Rysethynn manages to batter the eels off of her and charge at the last remaining hulking creature, her hammer bouncing off its rubbery, scaly hide.

The eels dart in to advantageous positions, clomping on to Rysethynn and Mab. They seem to like the taste of wasps as one of them tries to swallow the whole swarm of them again.

[sblock=Rysethynn's Actions]Move: Escape - 1d20+6=19 Athletics vs Fort, escaped from Eel 1, 1d20+6=24 Athletics vs Fort, hit, escaped from Eel 4.
Standard: Charge to J13, MBA: 1d20+6+1(charge)=15 AC, miss.

Not sure if there's a specific rule about escaping from multiple creatures that have you grabbed, so I'll rule you get to make an escape against each creature that has you grabbed with an Escape check. If anyone can't point out a clear rule about it, please let me know.[/sblock]

[sblock=Healer's Mercy]Raijin is out of range by 1, but it healed Rysethyn 21 and Mab 19 at the cost of 1 surge each.[/sblock]

[sblock=Enemy Reactions]Hulking Creature 3: Variable Resistance: On Earth's Thunder damage, resist 10 thunder until the end of the encounter.[/sblock]

[sblock=Enemy Actions]Eel Creature 1: Swim to K14, Lunging Bite(+2 CA): 24 Reflex vs Rysethynn, hit, 10 damage reduced to 7 and Rysethynn is grabbed.
Eel Creature 3: Swim to I10, Lunging Bite(+2 CA): 26 Reflex vs Mab, hit, 11 damage and Mab is grabbed.
Eel Creature 4: Stand, Charge to M15, Lunging Bite(+1 charge): 16 Reflex vs Illarion, hit, 13 damage and Illarion is grabbed.

Hulking Creature 3: Tearing Cut: 18 AC on Earth, miss.[/sblock]

[sblock=Combatants]Auntie Mab: I11, 11 damage taken, +2 defenses, grabbed(Eel 3)
Devinihm: M13, 14 damage taken, DR4
Rysethynn: J13, 14 damage taken, DR3, +1 AC, grabbed(Eel 1)
Earth: J12, DR3, +1 AC, regen 5 while bloodied
Illarion: K13, 23 damage taken, bloodied, grabbed(Eel 4)
Raijin: E9, 15 damage taken, bloodied, +2 AC
Xander: K12, +2 defenses

Eel Creature 1: K14, 8 damage taken, -2 defenses, first PC to hit heals 5hp
Eel Creature 3: I10, 16 damage taken
Eel Creature 4: O15, 14 damage taken
Eel Creatures: 44 Max HP, 17 AC, 15 Fort, 16 Ref, 14 Will, MBA - Lunging Bite: Reach 2, +6 vs Reflex, 2d6+3 damage and the target is grabbed.
Eel Creatures killed
: 1

Hulking Creature 3: I12, 30 damage taken, bloodied, resist 10 thunder
Hulking Creatures: 58 Max HP, 16 AC, 16 Fort, 15 Ref, 13 Will, MBA - Finger Talons: +6 vs AC, 4d4+2 damage.
Hulking Creatures killed: 2[/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]
 

Attachments

  • DockRound5.jpg
    DockRound5.jpg
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OOC: Can I use the Grounding Rebuke now? For some reason I didn't realize it 2d6 not 1d6...if yes, it's +5 vs Will; 1d10+8, target is slid to I14 (on miss J14). I'll change the description then to reflect the fact it won't be melee attack then

"I need some help here. Healing preferably."

Illarion tries to wriggle free of persistent beast and then slams the dagger into it's body. His own body contorts for briefest of moments and he appears like one of the hulking creatures on the dock.

Eel creature looks up in alarm and before it realizes what's happening Illarion slams his weapon into it. Dagger seems to flicker for a moment, almost like the blade is not all there, but the effect is real enough

OOC: Stats here assume that Grounding Rebuke was NOT allowed.
[sblock=Actions]
Minor: Changeling Trick (Bluff) vs Passive Insight (1d20+12=30) - eel grants CA
Acrobatics (Escape); Chaos bolt vs Will; psychic damage (1d20+3=10, 1d20+5+2=14, 1d10+8=9) - sure, now I get low roll and minimum damage :( and odd roll at that

At least I heal somewhat.
[/sblock]

[sblock=Illarion Meriele]
SPECIAL: resist 5 lightning; if 1st attack in the round is even gain +1 AC; odd - make a saving throw
On nat 20: slide the target 1 square and knock it prone
On nat 1 MUST push all within 5 squares 1 square


AC: 13 (+1 if first attack in the round is even) Fort: 11 Reflex: 13 Will: 18
HP: 6/24 Surges: 7 Surge Value: 6
Passive Insight 12 Passive Perception 10;

FEATS
Level 1: Shadow Initiate

POWERS

Chaos Bolt
Blazing Starfall
Assassin's Shroud
Changeling Disguise



Changeling Trick
Mists of Disarray


Grounding Rebuke

[/sblock]
 
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Earth rises his hammer again, as he did before, and swings it diagonally downwards hitting the hulking creature still standing in it's midsection. The powerful blow knocks the creature down. As it falls, a spike of stone impales it to the ground! Earth then maneuvers to a more advantageous position, near the dwarf, and fixes the eel creature with an eyeless glare. "Try to grab me." he says, no trace of humor in his stony voice.

[sblock=Actions]Earthgrasp strike vs HC: 28 vs ac, hits for 14 dmg and knocks prone. The creature can't stand up before the end of my next turn, and if it does, it takes 8 additional damage.
Move to J14
Mark Eel in K14 (Will use Warden fury if it triggers AoO)[/sblock]
 

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