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

I'd mark both but I only got a standard action right?

GM: I think the only thing that prevents you from taking free actions is being stunned, so yes, you can mark them.

As for the hiding, I'll admit I was in a hurry when I put the encounter together and I didn't read your descriptions of where you were hiding when I put the map together. Apologies for that.

As for the doors, it's a free action to open them and you can take free actions during a surprise round.
 

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OOC: This is all contingent on Raijin having opened the door, and Auntie Mab having line of sight vs. the ogre. If the door is open, I'm assuming she does via the line from the upper right corner of her square. Hopefully I can keep the crit roll regardless! ;)


"Shh, Tristram!," Auntie Mab whispers as the rat takes a breath, preparing to give a wild battle squeak, "Just give Old Mabbeth a second to take aim, and... There! The big brute will never know what hit him," the old woman adds with a satisfied smile, as her carving knife flies straight into the ogre's back. She then presses herself back against the doorframe, safely concealed by its shadow.

[sblock=Actions/Stat block]Start=

Minor=

Move=

Standard= :ranged:Shadow Strike vs. Ogre Boss w/ sneak attack = critical hit for 1d4+4 + 2d6 = 20 damage, and Auntie Mab makes a stealth check to remain hidden


End=

[sblock=stat block]Auntie Mab - Human Rogue (Warlock) 2
http://l4w.wikia.com/wiki/L4W:PC:Auntie_Mab_(pacdidj)
Conditions: none
Passive Perception: 17, Passive Insight: 17, Init: +5
AC: 17, Fort: 13, Reflex: 18, Will: 15
Speed: 6
HP: 30/30, Bloodied: 15, Surge Value: 7, Surges left: 7/7
Action Points: 1, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Dagger +4 vs AC, 1d4+4 dmg
:branged:Ranged Basic Atk: Throw Dagger +9 vs AC, 1d4+4 dmg, Range 5/10 (Daggers: 5/5)
Powers-
Preparatory Shot, Gloaming Cut, Sly Flourish
Eyebite, Shadow Strike
Twilight Menace, Arm and Edge
Combat notes:

Tristram - Rat Familiar
HP: 1/1; AC: 17, Fort: 13, Ref: 18, Will: 15
Skills: +12 Thievery, +20 Stealth
Status: Passive Mode[/sblock][/sblock]

Initiative (1d20+5=18)
 
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Devinihm, wilden druid

Devinihm's form breaks apart again, into a swarm of moth-like creatures. He holds position for now, hoping for a good opening.

OOC: Wildshape to beast form (DR4), which comes with a 1 square shift from Devinihm's Agile Form feat. Guess I'll go to M10. None of them are really in line of effect, still, and I'm not keen on just moving into melee range without an attack, so I'll stick there for right now. Will add initiative roll after posting.
 


Under the Chipped Flask, Round 1

The enemy reel with shock as the party attacks, but aren't quick enough before some of the party get a chance to strike again.

[sblock=Xander's action]Astral Seal: 13 Reflex vs Swordsman 4, miss.

Xander's initiative: 1d20=19.[/sblock]

[sblock=Initiatives]Raijin: 4
Illarion: 4
Earth: 15
Mab: 18
Devinihm: 12
Xander: 19

Enemy: 15

So, Xander, Mab, and Earth are up.[/sblock]

GM: I just moved Illarion to M21, figuring he could have already been there. I'm also assuming you meant Swordsman 5 instead of 3 since he's closer.


[sblock=Combatants]Ogre Boss: P16, 50 damage taken, Shroud(Illarion)
Ogre Boss Stats: ?? Max HP, ?? AC, 18 Fort, ?? Ref, 15 Will, MBA: ??

Thug Swordsman 1: O12
Thug Swordsman 2: P11
Thug Swordsman 3: Q14
Thug Swordsman 4: O20, 31 damage taken, bloodied, marked(Earth)
Thug Swordsman 5: Q19, 9 damage taken, marked(Earth)
Thug Swordsman Stats: ?? Max HP, 16 AC, ?? Fort, 15 Ref, 14 Will, MBA: ??

Earth: P20
Illarion: M21
Mab: Q6
Devinihm: M10, DR4
Raijin: P7
Xander: Q25

Status Key
Combatant
: Location, damage effects, EONT/SONT effects, encounter effects
[/sblock]

[sblock=Terrain and Light]Illarion lit all the lanterns in the main room, the ones in the room on the bottom left, and the one in the center bottom. All other rooms are complete darkness.

All the doors are open a crack so it's a free action to push them open.

The ceilings are all 2 squares tall in the side rooms and 3 squares in the main room.[/sblock]
 

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GM: I just moved Illarion to M21, figuring he could have already been there. I'm also assuming you meant Swordsman 5 instead of 3 since he's closer.


I targeted #3 precisely because he's further away. The point was that I could get lucky and roll several even rolls in a row which would cause Chaos Bolt to jump further. If I targeted #5 after ogre I would have no more legal targets (except PCs). Except I just realized I could target #3 from #5 so leave it as you set it...thanks for moving Illarion
 
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I targeted #3 precisely because he's further away. The point was that I could get lucky and roll several even rolls in a row which would cause Chaos Bolt to jump further. If I targeted #5 after ogre I would have no more legal targets (except PCs). Except I just realized I could target #3 from #5 so leave it as you set it...thanks for moving Illarion

GM: In an unrelated note, we had a Chaos Sorcerer in our group and he called Chaos Bolt the "Magical Bouncy Ball of Doom". More than once he hit every single monster in the fight with it.
 
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Earth lowers his hammer, and then swings it up, sending the thug next to hit flying up, hitting the roof and falling the the ground.
"You are next. Surrender before it's too late." the warforged states expressionlessly as he moves next to the ogre.

Strength of Stone vs T4: 24 for 7 dmg and Earth gains 4 THP. Then move next to the ogre P18 and mark him and T5
 

Drawing her prized 9", balanced chef's knife, Auntie Mab burst out from her cover behind the doorframe. As she runs across the room, she looses the blade at the Ogre Boss, yelling "Take that brute!," as it sinks into his shoulder. Then, feeling confident, she adds, "You are no match for the amazing arcane powers of Auntie Mab. Watch now as I disappear into thin air!"

Having made this pronouncement, the old woman ducks behind the wall of the x-shaped pillar and crouches down, concealing herself behind the brazier, her mottled and patched gray cloak blending in almost perfectly with the stone floor.

[sblock=Actions/Stat block]Start=

Minor= Draw Dagger

Standard= :ranged:Sly Flourish vs. Ogre Boss w/ Sneak Attack (Mab is hidden from Ogre and therefore has CA) = hit for 12 damage

Move= to L11, gaining cover behind the wall, and using cunning sneak class feature making a stealth check. Also, just remembered I've been forgetting to apply the stealth bonus from footpads and camouflaged clothing, making Auntie Mab's bonus a total of +16.

End
=

[sblock=stat block]Auntie Mab - Human Rogue (Warlock) 2
http://l4w.wikia.com/wiki/L4W:PC:Auntie_Mab_(pacdidj)
Conditions: none
Passive Perception: 17, Passive Insight: 17, Init: +5
AC: 17, Fort: 13, Reflex: 18, Will: 15
Speed: 6
HP: 30/30, Bloodied: 15, Surge Value: 7, Surges left: 7/7
Action Points: 1, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Dagger +4 vs AC, 1d4+4 dmg
:branged:Ranged Basic Atk: Throw Dagger +9 vs AC, 1d4+4 dmg, Range 5/10 (Daggers: 3/5)
Powers-
Preparatory Shot, Gloaming Cut, Sly Flourish
Eyebite, Shadow Strike
Twilight Menace, Arm and Edge
Combat notes:

Tristram - Rat Familiar
HP: 1/1; AC: 17, Fort: 13, Ref: 18, Will: 15
Skills: +12 Thievery, +20 Stealth
Status: Passive Mode[/sblock][/sblock]
 

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