Hasren Gunnarrsson |
Hasren shifts behind the werewolf while it deals with Marc's attack. He uses the distraction to slash at the lycanthrope's legs, hindering it's ability to dodge future attacks.
Move Action: Shift to P22.
Standard Action: Guiding Strike - Attack: 1d20 + 7 + 2 - 2 ⇒ (13) + 7 + 2 - 2 = 20 vs AC. On hit: 1d8 + 3 ⇒ (4) + 3 = 7 damage and the werewolf takes a -2 penalty to the defense of my choice (Reflex) until the end of my next turn.
End of turn - Save vs after-effect: 1d20 ⇒ 10 Yay! Saved.
Note: if Marc's attack hit, he regains 3HP.
Vattnisse |
Aleph dodges the werewolf before pounding her with infernal fire.
Move to N23 (gaining concealment again) before using his action point and then blasting her twice with Eldritch blast. Attack 1: 12+4=REFLEX 16, damage 6+3+4(curse)+3(pact blade)=16. Attack 2: 13+4=REFLEX 17, damage 5+3+2(curse)+6(pact blade)=16
Terra, then Sefra. Keep in mind that there's a free healing surge floating around as a result of Heimoth's daily power.
Aubrey the Demented/Malformed |
Initiatives and conditions:
Terra: 25-
Sefra: 19 (immobilised)
Werewolf: 15
Heimoth: 13 Marc: 8
Hasren: 5
Aleph: 4 (concealment)
Aleph's movement provokes an AoO:
1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14 to hit v AC, damage 1d6 + 7 ⇒ (1) + 7 = 8
Aleph moves back hurriedly and then blasts at the werewolf twice more, hitting both times. The wolf lets off another of its ear-splitting howls.
Aleph's attacks bloodied her, so she gets another, immediate use of her Dread Howl:
Attack v Aleph: 1d20 + 6 ⇒ (20) + 6 = 26 v Will
Attack v Terra: 1d20 + 6 ⇒ (8) + 6 = 14 v Will
Attack v Sefra: 1d20 + 6 ⇒ (8) + 6 = 14 v Will
Attack v Heimoth: 1d20 + 6 ⇒ (11) + 6 = 17 v Will
Attack v Hasren: 1d20 + 6 ⇒ (14) + 6 = 20 v Will
Attack v Marc: 1d20 + 6 ⇒ (3) + 6 = 9 v Will
On a hit you are Immobilised (save ends) with an after-effect of -2 to hit (save ends).
Terra.
Aubrey the Demented/Malformed |
Aubrey the Demented/Malformed |
Werewolf attempt to Trip Marc. If it succeeds, he will get Savaged, if not he will simply get two bite attacks.
Trip: 1d20 + 6 ⇒ (15) + 6 = 21, if successful Marc falls prone.
Savage: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 v AC, damage 2d6 + 13 ⇒ (4, 3) + 13 = 20 and target takes 5 ongoing damage and is dazed (save ends both).
She then Shifts 2.
Marc crashes down and the wolf attacks him where he lies. But then she backs away cautiously, her wounds beginning to take their toll.
Initiatives and conditions:
Terra: 25-
Sefra: 19 (immobilised)
Werewolf: 15
Heimoth: 13 (immobilised)
Marc: 8 (prone, dazed)
Hasren: 5 (immobilised)
Aleph: 4 (concealment)
Heimoth.
Heimoth |
First, she takes 5 damage from my mark, as she attacked somebody else than me. Secondly, does the frog affect her shifting?
With a frustrated grimace, Heimoth throws his handaxe after the retreating beast.
Attack roll 13+6=AC 19, damage 5+3=8. Save to end immobilisation 14+1=15. Success!
Marc.
Marc Wyvernspur |
Sorry guys. Busy week. Might be hit or miss until Sunday.
Marc's look of surprise as he is slammed to the ground is exceeded only by his shout of pain as the she-wolf tears him a new one. Literally.
Currently: 5HP left; Scales of dragon kicks in, raising to AC 17; Bloodied (VERY)
When the werewolf backs off, Marc is left panting on the ground, looking barely alive. But through the blood you can see scales forming on his skin. He takes a breath, and then another deeper breath, and his eyes snap open.
He looks perturb.
My action is to spend a healing surge! (That would raise me to HP:11) And stand up if possible without taking an OA
Vattnisse |
Heimoth wrote:First, she takes 5 damage from my mark, as she attacked somebody else than me. Secondly, does the frog affect her shifting?Sorry - your mark expired because you didn't attack her the following round, and you haven't reapplied it.
Fair enough. How about Aleph's Flames of Phlegetos?
Hasren helps Marc to his feet.
Crap! I had this long, involved action written out, and then I remembered that Hasren's immobilised and can't reach the damned monster. As he has no ranged powers or weapons, this is the only thing he can do: Minor action: Majestic word on Marc, who recovers a healing surge+3 HP and can slide one square. Save to end immobilisation: 12, so at least he can move next turn.
Aleph runs after the werewolf, once again immolating it with dark fire.
Move to M19 (gaining concealment again) before using his action point and then blasting her with Eldritch blast. Attack roll 13+4=REFLEX 17, damage 6+3+4(curse)+5(pact blade)=18.
Terra, then Sefra.
Vattnisse |
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Aleph runs after the werewolf, once again immolating it with dark fire.
Move to M19 (gaining concealment again) before using his action point and then blasting her with Eldritch blast. Attack roll 13+4=REFLEX 17, damage 6+3+4(curse)+5(pact blade)=18.
Terra, then Sefra.
Um, the dangers of cut and paste while feeding the baby in the middle of the night. Aleph already used his action point. Still, everything else is correct. :(
Terra Everbloom |
assuming the werewolf is still alive if not disregard :D
Terra blows into her hands and throws a flame seed at the werewolf
1d20 + 7 ⇒ (12) + 7 = 19vs Ref
1d6 ⇒ 4 fire dmg on hit squares adj to the target become a fiery zone that lasts until eont any enemy that enters or starts it's turn there takes 5 fire dmg
The toad continues his assault on the werewolf. toad is supposed to be in Q20
1d20 + 7 ⇒ (16) + 7 = 23vs Ref
1d8 + 5 ⇒ (2) + 5 = 7and pull the werewolf 2 squares if fire seed hits it will pull the wolf into the fire zone for an additional 5 dmg.
Aubrey the Demented/Malformed |
Aubrey the Demented/Malformed |
I don't think the toad even really gets an AoO - it normally says if they do and it doesn't. That said....
Heimoth catches the werewolf a blow and the toad's tongue scores her hide with acidic secretions. But she nevertheless succeeds in breaking free and hurls herself across the clearing and into thedark of the forest.
End of combat, unless you choose to pursue.
Hasren Gunnarrsson |
Werewolves are vulnerable to silver. 190xp each.
And hey, guys, what's with the apocalyptic talk? One werewolf and it's suddenly game over?
Next moves?
Vatt's played with you before, so maybe he knows something! :D
"Remember! We tried to do this the friendly way! Don't let your pack's death be for nothing. Learn from this & don't bring a similar doom down on your tribe!" Hasren calls out after the fleeing werewolf.
I vote for finishing up our rest & then continue exploring. Can't let these shapeshifters think they've got us rattled. We've let them know we're willing to talk & that we can take care of ourselves. Continue on in a posture of strength.
Edit: Show em we're the Aleph dogs!
Marc Wyvernspur |
Werewolves are vulnerable to silver. 190xp each.
And hey, guys, what's with the apocalyptic talk? One werewolf and it's suddenly game over?
Next moves?
Heh. Old-school (like 1st ed) reflexes there! ;P
Ditto on the finish resting vote. Then continue onward.
Aubrey the Demented/Malformed |
The rest of the night passes without further attack. The drizzle also moves on and the day is bright again. This area is mostly forest and is bisected by one of the bigger rivers around these parts. Known locally as the Thorn River, its marshy banks make the going difficult on the valley bottom. But it isn't especially deep (or, indeed, easily navigable by anything larger that a canoe) and the advenrurers' horses can cross without much difficulty. The river also leads them to the abandoned bandit camp where Kressle and her followers were bested. It has been a few weeks since that battle, and the place is empty and forlorn. But it makes a decent enough campsite for the next night.
The party spend the next two days mapping this section of the Thorn valley. Upriver, it bends west. Downriver to the south, it bursts from the cover of the forest canopy to head into the grassland.
D21 is now mapped. 120xp each. Which way now?
Aubrey the Demented/Malformed |
You can have a couple of forage rolls for those two days if you want. And for this day.
The following day the explorers head east, back out onto the grasslands. The mysteries of the forest are left behind for the moment as they begin mapping the Kamelands again. This part of the savannah is relatively high, between the valley of the Thorn to the west and another river in the distance (and in the next square) to the south-east. The wind blows constantly here, but the grass is thick and lush and the weather fair. Streams play between large grey rocks and beside them grow strange flowers, with dense heads of tiny white blooms reaching up as tall as a man above long strappy leaves. While pretty to look at, up close they also have the smell of an orc's jockstrap. Flies crawl amongst the flowers, unaccountably atracted by the scent.
Perception checks, DC 20. By the way, those flowers are Eucomis pole-evansii, which grow (but have yet to flower) in my garden. See, who says D&D isn't educational?
Marc Wyvernspur |
"Well, perhaps we should see if it has inhabitants first. It would be most distressing to call it 'Sandra's Haven', and then discover it is more properly called 'Goblin Den'." Marc declares with a grin. He gets down from his horse and hobbles it in preparation for joining the exploration.
Interesting Flower. I recall a flower in a video from my college biology days, big ugly thing that stank like rotten meat, the flies were attracted to it and were the pollinators.
Heimoth |
Aid Anothers for Terra: 11+3=14, 8+3=11, 12+3=15. Cave perception 2+3=5...
"Let's take a look. If it is empty, it'll make a good shelter if bad weather hits us, and if something's there... Well, it might need cleanin' out." Heimoth draws his sword and stalks towards the cave entrance.
Aubrey the Demented/Malformed |
Percp 1d20+11 I apologize for up above I accidently put my passive perception + d20, but seeing as I rolled an 18 it was a success anyway, but wanted to apologize.
Nothing you say can ever make up for that!
Meh, I'm over it.
Heimoth steps cautiously down the tunnel. It is unlit, but there seems to be a larger chamber beyond. However, he will need a light source to continue.