Morthak the Mad |
Morthak tries to twist away from the bandit's spear, then uses the momentum to carry his hammer into a powerful blow, augmenting it with shimmering force energy.
Escape: 1d20 ⇒ 19
Concussive Spike vs Bandit 2 AC: 1d20 + 7 ⇒ (20) + 7 = 27 Crit!
Force Damage: 10 + 5 = 15 and 1d6 ⇒ 1 fire and necrotic
Bandit 2 is pushed 3 squares back.
Aubrey the Demented/Malformed |
Morthak's foe is blasted from his saddle and lands unmoving.
Bandit 2 down.
Initiatives
Piedro 22 (+1 AC, grabbed by Bandit 4)
Mekillot, Driver and Archer 1 (Mekillot, Driver and Archer 1 marked by Piedro, Mekillot prone, immobilized (save ends))
Bandits 1-4 15 (Bandit 4 cannot take opportunity actions until EONT Jareen)
Cahel 12+
Morthak 8++
Jareen 8+
Th'Kal 8
Arakan 8-
Merchants 0
Jareen.
Jareen |
Concerned that this fight is going on so long, and considering using his dagger, Jareen attempts to again cover his majic use, and goes for the closest bandit.
Bluff: 1d20 + 5 ⇒ (13) + 5 = 18
Atk B2: 1d20 + 8 ⇒ (10) + 8 = 18vs Will DMG: 1d8 + 5 ⇒ (6) + 5 = 11Slide B2 1 sq, any direction, just off the kank.
Aubrey the Demented/Malformed |
Th'Kal |
Th'Kal tries to tear a hole into the prone Mekillot. He then turns, ignoring the nearby archer, and throws himself across the battlefield to try and stop the driver from having free rein to throw spells at the group...
Standard Action: Rending Strike vs the prone Mekillot,
Attack Roll: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25 vs Mekillot's AC
If it hits, Damage: 2d12 + 6 ⇒ (7, 8) + 6 = 21 AND it will take an additional 1d6 and can be slide 1 sqr if it takes damage from an ally before the end of my next turn!
Move Action: Move to AH/AI-4/5
(I know that will probably draw AO from Archer/Mekillot, but both of them are marked, and it should be harder for them to hit me... plus, if that archer does try to shoot me, wouldn't I also get an AO on him for using a ranged attack while close?)
ACTION POINT: Howling Strike Charge vs the Driver. Charging to AH/AI-9/10,
Charge: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 vs Driver's AC
If it hits, Damage: 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (7) + (2) + (4) + 6 + 2 = 21
Aubrey the Demented/Malformed |
Th'Kal stands over the striken mekillot and hacks at it with his axe. But he is defeated by its thick skin and failes to draw blood. But with the restless killing rage upon him, he barely pauses as he rushes at the beast's driver, drawing attacks from the behemoth and the remaining archer.
That action indeed draws an AoO from the archer and the mekillot. I think the previous list is wrong and Archer 1 is no longer marked by Piedro. However, the mekillot is marked, so by attacking Th'Kal it draws an AoO from Piedro.
AoOs on Th'Kal
Archer 1d20 + 7 ⇒ (5) + 7 = 12 to hit v AC, damage 5
Mekillot 1d20 + 15 ⇒ (17) + 15 = 32 v AC, damage 2d10 + 6 ⇒ (5, 10) + 6 = 21
As Th'Kal's axe swoops towards the driver's head, there is a sudden psionic burst of kinetic force and Th'Kal is propelled from his saddle. The same power lifts the driver away, placing him further from harm's way.
Immediate Interrupt. Th'Kal is pushed 2 squares, the driver flies 6 squares.
Piedro needs to resolve his AoO on the mekillot. In the meantime, it's Arakan. We'll give him a day or so, then someone can take his action if he's not around.
Initiatives
Piedro 22 (+1 AC)
Mekillot, Driver and Archer 1 (Mekillot marked by Piedro, Mekillot prone, immobilized (save ends))
Bandits 1-4 15
Cahel 12+
Morthak 8++
Jareen 8+
Th'Kal 8
Arakan 8-
Merchants 0
Arakan |
Okay, I guess I'll take Arakan's turn for him. I mean, I can't do any less damage than he normally does, right?
Arakan is lost in the tumult of activity happening all around, and ends up losing sight of his favorite protector. With Th'Kal not nearby, Arakan worries about the big dumb animal, the mekillot not the Kreen, and decides that he should try to get away from it. He tries to step back away from the big thing and befuddle the raider nearby with a few choice words, and a touch of the arcane.
move, Shift to Y11
Bluff as Primal 1d20 + 13 ⇒ (6) + 13 = 19
Standard, Vicious Mockery on A1 1d20 + 7 ⇒ (8) + 7 = 15 vs Will. On a hit, 1d6 + 5 ⇒ (2) + 5 = 7 Psychic and he takes a -2 penalty to attacks until EoMNT.
Aubrey the Demented/Malformed |
Piedro |
Determined to protect the caravan from the raging beast, Piedro attempts to crush the mekillot's thick hide:
Crushing Surge vs AC: 1d20 + 9 ⇒ (4) + 9 = 13
Crushing Surge damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15 extra 2 damage from Temp HP
Aubrey the Demented/Malformed |
Still collapsed on the ground, the mekillot snaps irritably at Piedro.
Tongue Lash on Piedro
1d20 + 13 ⇒ (7) + 13 = 20 v Fort, damage 4d6 + 5 ⇒ (4, 5, 3, 5) + 5 = 22 and the target is grabbed and pulled adjacent to the mekillot
The driver shoots one last time at Th'Kal with his wand, then beats a retreat.
Lightning attack on Th'Kal
1d20 + 5 ⇒ (16) + 5 = 21 v Ref, damage 2d8 + 9 ⇒ (1, 1) + 9 = 11 lightning damage
He's off the map. That doesn't preclude pursuit if you wish it.
As the kanks scatter, the remaining bandit gets up from where he fell and runs to grab the harness of the nearest beast.
Initiatives
Piedro 22 (+1 AC)
Mekillot, Driver and Archer 1 (Mekillot marked by Piedro, Mekillot prone, immobilized (save ends))
Bandits 1-4 15
Cahel 12+
Morthak 8++
Jareen 8+
Th'Kal 8
Arakan 8-
Merchants 0
Cahel.
Aubrey the Demented/Malformed |
Aubrey the Demented/Malformed |
OK, if the mekillot hits with its tongue then Piedro is grabbed as well.
Morthak grabs the attention of the mekillot away from Piedro.
Jareen bolt hits the fleeing bandit. He slumps against the side of the kank but doesn't quite fall.
Initiatives
Piedro 22 (+1 AC, grabbed by mekillot)
Mekillot, Driver and Archer 1 (Mekillot marked by Morthak)
Bandits 1-4 15
Cahel 12+
Morthak 8++
Jareen 8+
Th'Kal 8
Arakan 8-
Merchants 0
Th'Kal.
Th'Kal |
Health Tracker (for myself really):
37 + 7temp - 21 (mekillot) - 11 (driver's parting shot) + 11 (surge value) == 21 hp and no temp
Th'Kal struggles with letting the driver run off, but redirects his rage at the mekillot. Th'Kal stalks a circular path behind Cahel and then throws himself ax-first, screaming, into the beast.
Move Action: Move to AA4.
Standard Action: Howling Strike Charge to AA8.
Howling Strike Charge: 1d20 + 11 + 1 + 2 ⇒ (19) + 11 + 1 + 2 = 33 (with combat advantage) vs AC.
If it hits, 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (6) + (5) + (3) + 6 + 2 = 22
On the initiative counter, an archer is still listed, but I'm assuming that's a typo, right? It should just be the mekillot and bandit4?
Aubrey the Demented/Malformed |
Arakan |
Arakan decides to try and help get rid of the big beast, not trying to hare off away from his companions after any running bandits. He hopes that he can get through the tough hide better than he did last time, meaning not at all.
Move, shift to Z10
Standard, Sly Flourish on Mekillot 1d20 + 9 ⇒ (15) + 9 = 24 vs AC
Damage on hit 1d4 + 8 ⇒ (4) + 8 = 12 plus SA w/CA 2d6 ⇒ (5, 4) = 9
Is bandit 4 and the mekillot the only enemies left (not counting the kanks)?
Aubrey the Demented/Malformed |
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You forgot to add the +2 to hit for combat advantage. Fortunately I noticed, because the creature has an AC of 26.
Arakan cuts into the beast, finding a soft spot under its belly. Hot blood courses over his hand and the mekillot's legs finally give way and slumps over on its side with a loud thud.
Mekillot down. Normally I'd remove it from the map but I reckon you don't just walk through a dead mekillot.
Initiatives
Piedro 22 (+1 AC)
Bandits 1-4 15
Cahel 12+
Morthak 8++
Jareen 8+
Th'Kal 8
Arakan 8-
Merchants 0
Piedro.
Aubrey the Demented/Malformed |
OK, as I'm away for a week starting from tomorrow, I'm going to finish the fight now by assuming that Piedro delays until after the bandit.
The bandit swiftly mounts the spare kank and scuttles away as fast as its six legg will carry him.
End of combat. Well done, there was some tough opposition there. 250xp each.
Looking around, the fighting has largely died down - either the bandits have taken what they wanted or have been driven off. Tawfik thunders down on the back of his mekillot. He gives the scene a quick once over, yells, "Everything alright?" and before waiting for a reply add, "You held the line well. Get everyone together, we're getting out of here before they come back with reinforcements!" He wheels his giant mount and thuds off to check the rest of the caravan.
175xp each for holding the line well.
Meanwhile, away to one side, someone is howling pitiably. The templar from Draj stands by the wreckage of his wagon. The two guards lie dead in the sand along with his young acolyte. The bars of the cage are smashed open and the occupants are gone. He spots the adventurers.
"You! Yes, you! Come here!"
Aubrey the Demented/Malformed |
So everyone's going to ignore the templar?
Searching the bandits' bodies, the victors find supplies for the desert and some healing fruits, plus some money.
OK, that's five healing fruits and ten survival days, and two hundred gp-worth of ceramics.
The caravan, somewhat ragged at the edges now, reforms. Tawfik leads it in a dash for Silver Spring, the next oasis half a days march away.
Cahel |
i will take some coins and a healing fruit, unless there isn't enough to go around. if there isn't enough, it would make sense that I not take one.
and RE: templar: Cahel isn't ignoring him, just not responding to him. character-wise, he wouldnt. he would follow the lead of Arakan and/or the general consensus of the party (if it opposed arakan)
Aubrey the Demented/Malformed |
If memory serves, only Arakan actually knows what was in the cage.
The group pay little attention to the wailing templar, and the merchants reform their lines to plod along the road. At the front, where the adventurers were fighting, the damage and deathtoll is not too bad. Further along, the carnage was worse and many of the beasts and their masters are left behind to be picked over by scavengers. But there is little time to waste, in case the bandits should return.
Tawfik drives the caravan onwards, yelling and cursing at stragglers from his howdah. The surviving guards (including the adventurers) ride on the flanks to warn of any approaching marauders. The desert merchants are a tough lot. They trudge on with their cargoes, bearing their wounds and losses stoically.
After a couple of hours, the shape of a large fortified settlement shimmers into view through the heat haze. At the sight of sanctuary, the caravan picks up the pace. Soon they are staggering into the safety of Silver Spring, watched over by hard-faced elven guards.
OK, plans, actions?
Jareen |
YEah, only Arakan is likly to respond ;)
Jareen keeps his head down to the Templar's shouts, hoping that they haven't realised what he was doing during that fight.
As the next oasis comes into view Jareen has a thought. "Perhaps our Druid is here, and we were simply hasty at the last settlement. Any ideas how we would find them without causing trouble this time?
Jareen has no *plans*, so get a decent place for us to settle and our stuff stowed, and then probably hunt out food and water.
Cahel |
Cahel, dull and ponderous creature that he is, has no plans, and only follows others into action. His being hasty (hasty for a half-giant, anyway) nearly got them killed in the valley, so it was best to remain calm and pursue vengeance when he had learned to better attune himself with the spirits.
Arakan |
Arakan collects himself, and finds his staunch defenders, as they collect some spoils from the fallen enemy. He rolls his eyes in typical fashion as he is given the command to gather up and head out, like that isn't the obvious.
As the Templar wails at him, Arakan looks at him with feigned surprise before shaking his head and offering weakly, "Oh, I'm so sorry, but the last time we spoke you threatened me for being too close. So I would hate to make that mistake again." He points to the caravan master, and the others gathering around, "I'm just a guard, so I should do what he says and get back to looking out as we move forward." He hurries off, before the man can snap back, and avoids him as much as he can during the ride.
As they enter Silver Spring, Arakan actually tries to cover up his elven heritage a bit, knowing how that side of his heritage feels about him. Generally it's much worse than the humans treat him for it.
Arakan |
Arakan just lifts his eyebrows with a hint of surprise, adding, "Yeah we did." sarcastically.
When they arrive at the city, Arakan approaches the odd-looking dwarf, "I don't remember you from the caravan guard. When did you join us? I don't think we left the last town with you in tow." He leaves the question fairly open-ended to see what the man says.
Cahel |
Cahel regards the rocky man silently, listening to the conversation between him and the leader, intrigued by another close to the elements.
should i do a heal check to see about his wounds, or do an out of combat encounter power to heal him some? although I guess since my powers mostly use the subject's surges, he could just surge himself to health...
Morthak the Mad |
Morthak shakes his head to Arakan's query. "Ah came in during the raiders' attack... desert side. Ah've been tracking them for... weeks, months?" He seems confused for a moment, but his eyes then burn with an inner fire and his face hardens. "Was good ta seem them die."