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

Devinihm, wilden druid

Devinihm's form burst apart again, the swarm he becomes moving away a moment, as if the entire mass is taking a deep breath, then they surge outward, over the water, stinging and biting the two eels to the right of the dock.

[sblock=Actions]Free: wildshape to beast form. Agile Form: Shift to N13.

Standard: Swarming locusts.

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.

Blast starts in M14, which I believe lets him get both of the right side eels (the other three corners of the effect should be K14, K16, and M16). All creatures in the zone grant combat advantage until the end of Devinihm's next turn.[/sblock]

[sblock=encounter / daily powers used]Pursuit of the Hunter, Call Forth the Spirit Pack[/sblock]
 
Last edited:

log in or register to remove this ad


"Let go of me silly fish!," Auntie Mab protests as she wriggles out of the eel's slippery coils. "And as for you," the old woman says standing over the last of the rubbery hulks, voice full of menace, "Keep your filthy claws to yourself!"

Bending down, the old woman pulls a bread knife out of her cloak and plunges it deep in to the prone creature's gills, nodding in satisfaction as she hears the beast choke on its own blood.

[sblock=Auntie Mab Actions and Stats]Start=

Move
= Acrobatics to escape from grab = success, Auntie Mab shifts to J12 after Earth vacates it

Minor= Draw dagger

Standard= :melee:Sly Flourish vs. prone Hulking Creature = hit for 14 damage, I believe it's dead

End
=

[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: 14/25, 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]
 

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.

GM: Yes, you can trigger it now, I didn't trigger it since none of your stated criterion were met (not attacked by hulk, not dragged, not critted).

I'd do a mid-round update but there's only 2 people left to go (Xander and Rysethynn). All the Eels are still alive and in the same positions and I think all of them are bloodied now. The Hulking Creature is dead.
 

Xander moves further back down the dock behind Rysethynn and Earth. He points towards the Eel creature in front of them and shouts "I call upon thee the wrath of Maros, Lord of War and Bloodshed".

[sblock=Mechanics]
Move Action = Move to I14
Standard Action = Bane vs Eel creature 1 (@K14); 1d20+4 (Bane)=18 vs Will. If it hits Eel 1 suffers a -4 penalty to attack rolls and all defenses untill the end of Xanders next turn.
Minor = None
[/sblock]
 

Round 5

The eels unsuccessfully lunge at the sturdy Earth and surprisingly nimble Mab, but one clomps onto Illarion again, dropping the sorcerer where he stands. The one that missed Mab seems to glare at her then slips under the surface of the water, disappearing into the murky depths.

[sblock=Hulking Creature's OA on Earth]Finger Talons(-2 prone): 6 AC, miss.[/sblock]

[sblock=Illarion's Grounding Rebuke last round]1d20+5=10 Reflex vs Eel 4, miss, 1d10+8=16 damage / 2 = 8 damage and slide 1, breaking grab.[/sblock]

[sblock=Earth's Regen]Earth could have healed Illarion 5 via Wellspring Strike at the start of your last turn since Illarion was bloodied and adjacent at the time. I'll assume you did so.[/sblock]

[sblock=Rysethynn's Actions]Standard: Earth Shield Strike(+2 CA): 15 AC, hit, 10 damage and Rysethynn gains +1 AC until the end of her next turn.
Move: Escape - Athletics 15 vs Fort 15, success, shift to I13.
Minor: -[/sblock]

[sblock=Enemy Actions]Eel Creature 1: Lunging Bite(-4 Bane): 11 Reflex vs Earth, miss. Shift to L15, submerged.
Eel Creature 3: Lunging Bite: 16 Reflex vs Mab, miss. Swim to [sblock=Perception 18]L12, 5 squares under water.[/sblock]
Eel Creature 4: Swim to M11, Lunging Bite: 18 Reflex vs Illarion, hit, 14 damage and Illarion is grabbed.[/sblock]

[sblock=Combatants]Auntie Mab: J12, 11 damage taken
Devinihm: N13, 14 damage taken, DR4
Rysethynn: I13, 14 damage taken, DR3, +1 AC, +1 AC
Earth: J14, DR3, +1 AC, regen 5 while bloodied
Illarion: K13, 27 damage taken, blooded, unconscious, dying, grabbed(Eel 4)
Raijin: E9, 15 damage taken, bloodied, +2 AC
Xander: I14

Eel Creature 1: L15, submerged, 37 damage taken, bloodied, marked(Earth), -4 AC and attacks, grants CA, concealment
Eel Creature 3: ??(see Enemy Actions above), 16 damage taken
Eel Creature 4: M11, 41 damage taken, bloodied
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 Creatures killed: 3[/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. The other lantern is in I12 on the ground. Everything else is dim lighting.[/sblock]
 

Attachments

  • DockRound6.jpg
    DockRound6.jpg
    359.1 KB · Views: 101
Last edited:


Earth again moves in the battlefield with surprising agility given his bulk. He position himself between the eel creature and the wilden druid and gives a home run whack with his hammer, sending the already dead slippery fish flying to the horizon. "I told you, get off the docks, these things can't reach you there!" he shouts again, as he assesses the field. He could not reach the eels now, but of that he said naught.

Move to L12 and then 29 vs AC hit for 8, earth gains 4 THP. And the thing is dead I believe.
 

Raijin stays where he is, channeling arcane energies of the storm and tossing them into the water to little effect.

[sblock=OOC] OUt of juice here:
Standard - Stormwalk 1d20+6=11 vs Fort MISS [/sblock]
 

Seeing the coast clear at last, Auntie Mab makes a break for the streets above the docks, tossing her bread knife at one of the eels as she runs. She looks back though when Tristram gives a wild, squeaking cheer to see that her knife has somehow managed to lodge itself deep in the creature's craw, causing it to cough up blood as it falls back into the water.

[sblock=Auntie Mab Actions and Stats]Start=

Move
= to I18

Standard= :ranged:Sly Flourish vs. Eel 1 = hit for 8 damage, eel is dead
Minor= draw dagger

End
=

[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: 14/25, 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: 1/5)
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]
 

Remove ads

Top