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
 

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