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

pacdidj

First Post
Shaking off his momentary trepidation, Tristram rises to the task of closing the portal. Rearing back on his hindquarters and raising his forepaws he quickly turns in a circle and squeaks an imitation of part of the chant he heard Mab whisper. Even spoken by a rat, the fey incantation proves enough to close the last of the Abyssal gates!

Auntie Mab rounds the rock pile, braces herself against a large boulder, and peeks around it just in time to see the brown rats success. "Great job Tristram," she whispers. "Now, come back to Auntie!," and with a wave of her hand, the brown rat disappears, rematerializing in one of the old woman's cloak pockets.

[sblock=Auntie Mab actions and stats]No Action = Dismiss Hand of Salzacas

Standard = Tristram: Arcana vs. Small Portal at O22 (1d20+8=27)

Move = Auntie Mab to L10 and hide: Stealth (1d20+17+1=20)

Minor = Switch Tristram to passive mode

[sblock=statblock]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:pC:Auntie_Mab_(pacdidj)
Conditions: Stealth 22
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 41/41, Bloodied: 20, Surge Value: 10, Surges left: 8/8
Action Points: 0, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Dagger +6 vs AC, 1d4 dmg
:branged:Ranged Basic Atk: Throw Dagger +11 vs AC, 1d4+5 dmg, Range 5/10
Powers-
Preparatory Shot, Gloaming Cut, Sly Flourish, Fast Hands
Eyebite, Shadow Strike, Fleeting Spirit Strike
Twilight Menace
Prison of Salzacas, Cloak of Resistance
Combat notes:

Tristram - Rat Familiar
HP: 1/1; AC: 20, Fort: 16, Ref: 20, Will: 17
Skills: +17 Thievery, +21 Stealth
Status: Passive Mode[/sblock][/sblock]
 

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jkason

First Post
Devinihm, wilden druid

The toad hops its way toward the new demonlings as Devinihm's swarm makes a grasshopper-leap into a pile that condenses once again into wilden form, then the druid adjusts his position to get a clear view of the new enemies.

Devinihm holds his staff in the air and lets out a screech like a bird of prey. Flames issue from the staff in response, taking on the form of a hawk that streaks across the battlefield to dive at the furthest demonling. The flaming bird tears through the demon's chest as if it were no more than paper, reducing it to cinders.

[sblock=actions]Toad: instinctive effect: Move to within 3 squares of the closest enemy (K18?)

Minor: Wildshape to humanoid (lose DR), shift to D14

Move: to E16

Standard: Fire Hawk vs. Demonling 19

(At Will Standard Ranged 10 Fire, Implement, Primal)
Target: One creature
Attack: Wisdom vs. Reflex
Weapon: Magic Staff +2: +7 Attack, 1d8+6 damage
Hit: 1d8+ Wisdom (+4) fire damage. Until the start of Devinihm's next turn, he can use the Fire Hawk Attack against the target.

Fire Hawk attack; damage (1d20+7=25, 1d8+8=10)[/sblock]

[sblock=resources used]Encounter: Flowing Swarm, Call Forth the Spirit Pack, Wrath of the Destroyer, Action Point, Second Wind
Daily: Summon Giant Toad
Healing Surges remaining: 10/11 [/sblock]
 

Iron Sky

Procedurally Generated
@Iron Sky, you didn't move Illarion. Which is in this case good, since I would like to change the direction of his move since Auntie Mab went opposite from where she was hiding.

Could you put me as far down behind Earth as Illarion can go with single move, please. If that is no acceptable, just put him in I 7 as post says. Thanks

GM: My bad. Consider him to have moved wherever you wish; both portals are closed and there's only 1 demonling left, so you guys pretty much have this in the bag.
 

Iron Sky

Procedurally Generated
The Hunted: Demons Rifts, Combat Over

As the rifts flicker closed, Illarion blasts the last of the Demonlings away with a choatic ball of energy, leaving the rocky area blasted, torn, and littered with the twisted bodies of more than a score of demons. Who knows how many could have come through if the rifts hadn't been sealed...

For the moment at least, the party has time to rest before pursuing the killer into the jungle...

GM: Illarion's Chaos Bolt attack: 1d20+7=23 Will, hit, last Demonling is dead, combat over!

Take as many short rests as you need, surges can be augmented by Xander (healing surge +1d6+6).


[sblock=Final Combat Status]Earth: 44 damage taken
Xander: -
Mab: -
Devinihm: 11 damage taken
*Giant Toad: 17 damage taken
Illarion: 3 damage taken
Raijin: 21 damage taken

Horned Demons destroyed: 2

Spinetail Demonlings destroyed: 4

Hunter Demonlings destroyed: 19

Large Rifts closed: 1

Small Rifts closed: 4[/sblock]
 

jkason

First Post
Devinihm, wilden druid

Devinihm moves next to the summoned toad as the battle finally ends. The two look to each other as if communicating silently, then the toad bursts apart into its own small swarm. The insects swirl about Devinihm, merging into his form, their mass sealing closed his wounds.

"Is the entire island filled with these tears?" the wilden wonders aloud, his concern evident. "They cannot be natural, no?"

OOC: 1 surge with even 1 point of augment will heal Devinihm to full.


[sblock=resources used]Daily: Summon Giant Toad
Healing surges remaining: 9/11[/sblock]
 

johnmeier1

Explorer
Raijin walks calmly over now but with a stormy face. Abominations!

[sblock=ministats]
Status:
Passive Perception 12, Passive Insight 18
AC 16, Fort 18, Reflex 13, Will 19
HP: 40/42, Bloodied 21, Surge Value 10, Surges 5/6
Resist Force 10, Resist Lightning 5, Resist Thunder 5
Speed 6, Initiative +2
Action Points: 1, Second Wind
At-Will Powers: Blazing Starfall, Storm Walk
Encounter Powers: Dragonflame Mettle, Promise of Storm, Teleport Bash, Thundering Roar
Daily Powers: Lightning Breath, Slaad's Gambit, Brooch of Shielding
Triggers: First melee attack (Dragonflame Mettle - Interrupt), Attacked from within 5 while bloodied (Slaad's Gambit - Interrupt)

[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
Any way somebody could use non-surge healing (I need only 3hp)? Some encounter power or something.

If not, Illarion spends one surge without help :)


"Let's hurry up, maybe the clock is ticking here also, if those rifts speed up, we won't be able to close them fast enough."
 

Iron Sky

Procedurally Generated
The group advances into the jungle, pushing through the intense heat, thick much, dense foliage, avoiding poisonous and disease-ridden insects, reptiles, and creatures.

GM: This is my composite skill challenge system. If you want more details you can read here. You can use any skill you can justify to make your way through the jungle.


[sblock=Skill Challenge]Objective: Make your way through the jungle island towards the center of the island and whatever is located there.

Rounds: 3

Challenge Level: 4

[sblock=For later]Round 1 Results:
Earth:
Raijin:
Mab:
Xander:
Devinihm:
Illarion:

Round Total:

Skill challenge total:[/sblock]

Round 1 Focus
The group is trying to make their way into the dense jungle and find their way inland. In the way is unknown, rough terrain shrouded in dense jungle full of... who knows what?

[sblock=Required Roll]In addition to your regular roll for the round you must roll an endurance check to avoid any of the nasty diseases in the swamp. If you state it in you roll, you can make this your primary check for the skill challenge as well.

DC 14-: Black Rot, lose a healing surge, must make an endurance check each round of the skill challenge or lose another healing surge and then have Black Rot after the skill challenge.
DC 15-19: Jungle Itch, -2 to skill rolls until the end of the skill challenge and then have Jungle Itch after the skill challenge.
DC 20-24: No disease.
DC 25+: Rugged endurance: Grant one ally an endurance re-roll on this table.[/sblock]

Individual Skill DCs:
14-: 0 points, -2 to next round's skill check, add 2 rounds to the skill challenge
15-19: 1 point, -1 to next round's skill check, add 1 round to the skill challenge
20-24: 2 points, +1 to next round's skill check
25+: 3 points, +2 to the next round's skill check, remove 1 round from the skill challenge
Natural 1: -1 point, lose a healing surge
Natural 20: +1 point, stumble upon treasure

Round Totals(6 PCs):
0-5 total points: 0 victory points and Disaster
6-11 total points: 1 victory point and Complication
12-17 total points: 2 victory points and Advantage
18+ total points: 3 victory points and Miracle

Victory Points: Individual round totals will determine progress and impediments to reaching the center of the island. Final totals will determine the final result of the skill challenge.

Final Victory Point Totals
0-1 total points: Disaster
2-4 total points: Complication
5-7 total points: Advantage
8+ total points: Miracle

[sblock=Roll Options]Action Points: An action point may be used to roll an additional skill check in a round, though it must be different than the original check.
Aid Another: You may take -3 on a skill check to grant someone else a reroll.
Heroic Effort: You may spend a healing surge before a roll to gain +3 on the roll or after the roll to gain a +1 - or both for two surges.[/sblock][/sblock]
 

johnmeier1

Explorer
Raijin attempts to follow the abyssal auras towards their highest concentration. We should go this way, he points into the jungle, before hiking up his robes and moving into the thick brush.

OOC: Status after round:
*Jungle Itch*, -2 to skill rolls until the end of the skill challenge and then have *Jungle Itch* after the skill challenge.
*2 points*, +1 to next round's skill check
 

Neurotic

I plan on living forever. Or die trying.
As everyone files into the jungle you suddenly realize Illarion is nowhere to be seen. In truth, he went right into the jungle after his last attack and scouted the way ahead avoiding few hazards on the way, gliding like a shadow through the jungle.

Unfortunately, one such encounter resulted in him standing immobile in the anthill while hunting cat prowled after it's prey. The ants bit and he endured, but ugly rash remained.

"Come forward this way. Raijin, they went around, this is faster and easier. Come." a whisper and faint rustling and branches moving indicate the direction.

Stealth; Endurance (1d20+12=27, 1d20+2=15) - jungle itch (-2 skills) +2 skill checks in following round and remove one round from total skill challenge
 

Voda Vosa

First Post
Earth attunes himself with the natural spirits of the island, asking them to lead the party through the shorter path.
 
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jkason

First Post
Devinihm finds himself at home in the humid jungle, pointing out the easier path for his companions and quickly getting a bead on the center of the island. His enthusiasm, however, comes at a price, as he scratches his arm on an unseen thorny plant. Immediately he feels ill, though he manages for now to shake it off.

OOC: Black Rot, lose a healing surge, must make an endurance check each round of the skill challenge or lose another healing surge and then have Black Rot after the skill challenge.


[sblock=resources used]Daily: Summon Giant Toad
Healing surges remaining: 8/11 [/sblock]
 
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pacdidj

First Post
"Oh my dearies, we don't want to wade through that bog! Heaven knows it's probably full of leeches, mosquitoes, and all manner of bitey nasties. Now, just wait a moment, Auntie knows a great trick for rooftop breaking and enter-... er, that is, a good trick for moving about in the treetops. Yes, that's it. Now, I'll just shimmy up this tree... My but that sap itches... Hmm, I know I've got a rope in here somewhere... Aha! Here it is," Tying her rope into a noose, Mab tosses the loop, lassoing a stout branch on the other side of the bog. Then, using her cane as a crossbar, she ziplines her way across to the other side.

"Come on dearies, after me! Better the itch than a hundred leech bites!"

OOC: Thievery, Endurance (1d20+15=21, 1d20+4=15) Forgot to add my +1 bonus while on the Island, but it doesn't matter this time. 2 points and I've contracted Jungle Itch.
 


Iron Sky

Procedurally Generated
Xander attempts to help those struggling with the various diseases found in the swamp. He doesn't do much, partially since he came down with a case himself.

[sblock=Xander's rolls]Heal: 1d20+12=15, 1 point, -1 to next round's roll.. Endurance: 1d20+2=17, has Jungle Itch.[/sblock]

---

The group pushes through the worst of the jungle, eventually finding themselves at the edge of a village built half in the tree-tops and half on the ground. Fortunately, some of their scouts seem to have spotted you before you arrived, so you didn't surprise them.

As they close, they seem to be some half-wild breed of dragonborn. Most wear skins, furs, or clothing made of bright jungle vines. They seem agitated that you the group is here, but are not immediately attacking. After a short while of dozens of them standing around the group with blowguns, spears, and clubs, an elder comes forward that seems to speak some basic common.

"What you do here? This island is curse - no should be here! Bleak ones come through, no more must freedom!"

GM: Oops, last round I put the "add/subtract rounds" from the skill challenge under individual DCs when they were supposed to be under group.


[sblock=Skill Challenge]Objective: Make your way through the jungle island towards the center of the island and whatever is located there.

Rounds: 3

Challenge Level: 4

Round 1 Results:
Earth: Nature 29, 3 points, +3 to next round's roll
Raijin: Arcana 23, 2 points, +2 to next round's roll, Jungle Itch(-2 to skill rolls)
Mab: Thievery 21, 2 points, +2 to next round's roll, Jungle Itch(-2 to skill rolls)
Xander: Heal 15, 1 point, +0 to next round's roll, Jungle Itch(-2 to skill rolls)
Devinihm: Nature 22, 2 points, +2 to next round's roll, Black Rot(roll endurance 20 or lose a healing surge)
Illarion: Stealth 27, 3 points, +3 to next round's roll, Jungle Itch(-2 to skill rolls)

Note: Repeating the same skill multiple rounds in a row imposes a cumulative -3 penalty. The listed roll bonus does not include disease penalties.

Round Total: 13 Points: 2 Victory Points and Advantage: all pcs have a +1 bonus to skill checks during the skill challenge.

Skill challenge total: 2 Victory Points

---

Round 2 Focus
Convince the tribes-people to help you out, or at least not hinder your progress.

Round Rules: Non-social checks suffer a -2 penalty. If your character speaks draconic and makes a social check, he/she gains a +2 bonus.

Individual Skill DCs:
14-: 0 points, -2 to next round's skill check
15-19: 1 point, -1 to next round's skill check
20-24: 2 points, +1 to next round's skill check
25+: 3 points, +2 to the next round's skill check
Natural 1: -1 point, lose a healing surge
Natural 20: +1 point, stumble upon treasure

[sblock=Roll Options]Action Points: An action point may be used to roll an additional skill check in a round, though it must be different than the original check.
Aid Another: You may take -3 on a skill check to grant someone else a reroll.
Heroic Effort: You may spend a healing surge before a roll to gain +3 on the roll or after the roll to gain a +1 - or both for two surges.[/sblock]

Round Totals(6 PCs):
0-5 total points: 0 victory points and Disaster: The tribe attacks!
6-11 total points: 1 victory point and Complication: The tribe misdirects the group, adding 1 round to the skill challenge.
12-17 total points: 2 victory points and Advantage: The tribe lets the group go on, with basic directions.
18+ total points: 3 victory points and Miracle: The tribe provides the party with a guide, their blessings, and provides remedies that heal all their diseases(takes effect at the end of the round).

Victory Points: Individual round totals will determine progress and impediments to reaching the center of the island. Final totals will determine the final result of the skill challenge.

Final Victory Point Totals
0-2 total points: Disaster
3-5 total points: Complication
6-8 total points: Advantage
9+ total points: Miracle[/sblock]
 
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Voda Vosa

First Post
Earth feeling that these creatures are attuned with the natural spirits, tries to show their elder, that he and the group are also attuned with the natural world. The warforged is so much in harmony with nature and the raw spirits of the world, that he almost seems like a walking earth spirit.
 

jkason

First Post
Devinihm, wilden druid

Even as the group encounters the dragonborn, Devinihm notices the scratch from the plant is already infected, as a black fungus seems to be spreading along his bark. The nausea leaves the wilden disinclined to speaking, so he instead he does his best to distract himself from his condition by surveying the tribe, reading body language to try to glean the best approach.

"The others will follow the speaker, but they are very scared. No sudden moves," the wilden offers weakly.

OOC: Lose another surge, 1 point gained this round, -1 next round


[sblock=resources used]Daily: Summon Giant Toad
Healing surges remaining: 7/11[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
Illarion subtly changes his appearance as they approach to hint at saurian ancestors without trying to obviously be a dragonborn.

"We're not here to harm you, the bleak ones made a forray into our hunting grounds and we do not allow or forgive such incursion, especially if they kill few of our own. We're here to end the curse once and for all. You can choose to help or to hinder, but take note, we closed dozens of rifts and destroyed two big bleak ones and dozen smaller ones only getting here. Our is the path of right."

He uses his knowledge of people of various cultures to quickly adjust his speech to fit perceived hunter/warrior society bragging about accomplishments and hinting at ancestor worship.

Diplomacy (1d20+11+3-2+1=31)
 

pacdidj

First Post
"That's right dearies. Not only is ours the path of right... it has been FORETOLD!," Auntie Mab intones with much mysterious finger waggling.

"The stars augur great portents of change for your people, and we have been ordained as the harbingers! Look, you can read it in the bones," she says, pulling out a satchel of chicken bones that she had been saving as snack for Tristram.

Shaking the bones vigorously, she tosses them like dice onto the sand, then pointing at them she continues, "Behold! The wishbone has landed in the third house of the major arcana of the girdle of Venus! It is a clear sign that we shall triumph over the bleak ones," Mab finishes, with a sly wink at Illarion.

Bluff (1d20+10+1+2-2=28)
 


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