Amelia |
Actually, at least 4 people can attack them without climbing. Ovid and Corpus have missile attack options, and Santander and Malize have spells. I don't think that Vernal or Kevaras have missile weapons.
Now, I have to say I'm confused. L8 puts Ovid adjacent to the one in K7. J8 would but him in range of the two near Corpus, and L11 would put him on the two on Kevaras. I don't see how he's getting 4, where he is, with a close burst 1 attack. What am I missing?
Ovid Of The Shades |
I only made two attack rolls. The other two were damage rolls that I only rolled out of a sense of obligation. Also, I meant to go to L11, I don't know why I put something different.
Oh, and I forgot about the ranged basic attacks some of us have because they're dull. If half the party wasn't immobilized, I'd recommend that we all just run past them and search the wagons because it just isn't worth the effort killing them when we can just pass by them to reach the wagon.
Amelia |
Ovid dances between two of the spawn. One snaps at him in passing, missing, and then he cuts them both down.
OA: 1d20 + 5 ⇒ (2) + 5 = 7
Malize: restrained (se)
Kevaras: restrained, ongoing 5 (save ends both)
Vernal
Cave Fisher Spawn(x2)
Cave Fisher Angler - on ledge 20' up. Has cover, grants CA.
Corpus: +1 reach until Vernal EOT.
Santander
Cave Fisher Spiker - on ledge 20' up, has cover, divinely challenged.
Ovid
Kevaras Zanorin |
Takes 5 ongoing damage.
Kevaras draws his longsword and goes into Total Defence.
Attempt saving throw vs ongoing damage 1d20 ⇒ 5 (granted by Timely Respite).
He uses the prayer Virtue to spend a healing surge gaining 9 temporary hit points. Virtuous Recovery grants Resist/3 until start of next turn/round three.
Save vs immobilization 1d20 ⇒ 9
Save vs ongoing damage 1d20 ⇒ 7 KHAN!!! D:
__
AC 20; Fort 13 Ref 14 Will 15 (Total defence give +2 to all defences) Resist 3 until SONT
12/12 surges for +9 hp
Lay on Hands 2 of 2
AP: 1
Vernal DeWynter |
Vernal ambles towards the ledge and tries to swing himself up beside the angler.
1d20 ⇒ 17 - Athletics
He looks at the creature and kicks vaguely in its direction, before smiling beatifically at Kevaras relying on his charm to help the paladin shake off his wounds.
If he makes it onto the ledge, he's like to be at H6.
Can he make an attack, but use it to kick it off the ledge? If not, he'll just attack it anyway.
Demoralizing Strike used to kick it away, but if not and if it hits, Angler takes -2 to all defenses to end Vernal's next turn
1d20 + 11 ⇒ (12) + 11 = 23 - inc CA
1d6 + 7 ⇒ (4) + 7 = 11 - damage
Ardent surge for Kevaras.
He can use a surge plus 1d6 ⇒ 3
Amelia |
Malize drops a spawn, then pulls free from the webline with ease. Kevaras stays webbed up nicely.
Only need one save for both conditions.
Vernal swings onto the ledge and swings at the Angler, and cuts into the creature, and the angler swings it's attention to it's attacker.
No, you can't kick it from the ledge unless the attack allows movement, and then it would get a save.
The last of the Spawns races forward and bites at Corpus, while the Angler tries to snap it's pincers shut on Vernal.
Spawn Bite:1d20 + 5 ⇒ (4) + 5 = 9. Miss. Angler Pincers:1d20 + 8 ⇒ (20) + 8 = 28, Crit. Vernal takes 16.
The baby misses, but Momma cave fisher snaps it's pincers heavily around Vernal.
Round 3:
Corpus:
Santander
Cave Fisher Spiker - on ledge 20' up, has cover, divinely challenged.
Ovid
Malize:
Kevaras: restrained, ongoing 5 (save ends both)
Vernal
Cave Fisher Spawn
Cave Fisher Angler - on ledge 20' up. Has cover, grants CA, -2 all defenses until Vernal EOT.
Corpus DeWynter |
Corpus uses duel strike, with the battle axe he attacks the fisher spawn and with his off hand throws his hand axe at the cave fisher munching on Kevaras.
main hand attack vs ac, 1d20 + 8 ⇒ (20) + 8 = 28, damage = 1d10 + 7 ⇒ (2) + 7 = 9
off hand attack vs ac, 1d20 + 8 ⇒ (7) + 8 = 15, damage = 1d8 + 5 ⇒ (1) + 5 = 6
If it matters crit damage on the fisher spawn = 1d6 + 17 ⇒ (6) + 17 = 23
Vernal DeWynter |
Vernal looks significantly less benign with a cave angler clamped around his waist and as blood drips from his torso, his mental powers ignite to light up his foe.
"A present for you, sweeting. And Santander too, if he likes."
Ardent Outrage
Encounter Psionic
No Action Close burst 5
Trigger: You are bloodied by an attack
Target: Each enemy in burst
Effect: Each target grants combat advantage until the start of your next turn.
Most unfortunately that only hits the cave angler.
Amelia |
Corpus cuts down the last spawn, but his thrown axe careens off the rocks of the ledge.
Corpus may still take his move action.
Round 3:
Santander
Cave Fisher Spiker - on ledge 20' up, has cover, divinely challenged.
Ovid
Malize:
Kevaras: restrained, ongoing 5 (save ends both)
Vernal
Cave Fisher Angler - on ledge 20' up. Has cover, grants CA, -2 all defenses until Vernal EOT.
Corpus
Kevaras Zanorin |
Thanks for the heal Vernal.
Despite being immobilized, Kevaras waves in appreciation.
Only need one save for both conditions.
OK. And I forgot to tell you that the divine challenge on CFS has ended because Kevaras was unable to attack it that turn.
___AC 20; Fort 13 Ref 14 Will 15 (Total defence gives +2 to all defences) Resist 3 until SONT
10/12 surges for +9 hp
Lay on Hands 2 of 2
AP: 1
Amelia |
Santander sends fire at the angler as he tries to help Vernal.
Arcing Fire vs the Angler. 1d20 + 6 ⇒ (19) + 6 = 25. Hit. Damage 1d8 + 8 ⇒ (8) + 8 = 16
The creature screams and is clearly on it's last legs.
The Spiker tries to bring more webbing up from it's belly.
Filament Wrap recharge: 1d6 ⇒ 6
It manages to do so and webbing is launched at Corpus.
Filament Wrap vs Reflex. 1d20 + 8 ⇒ (13) + 8 = 21
Much like Kevaras, Corpus is trapped in webbing.
No damage, but restrained and continuing 5 (save ends both)
Round 3:
Ovid:
Malize:
Kevaras: restrained, ongoing 5 (save ends both)
Vernal
Cave Fisher Angler - on ledge 20' up. Has cover, grants CA, -2 all defenses until Vernal EOT, bloodied.
Corpus: restrained, ongoing 5 (save ends both)
Santander
Cave Fisher Spiker - on ledge 20' up, has cover.
Ovid Of The Shades |
Ovid leaps from cavern wall to the side of the ledge and back again, attempting to reach the ledge.
Hopefully wall jumping counts as an Acrobatics stunt and not a plain Athletics check. If this parkour/wire-fu thing I'm attempting is Athletics, just subtract 7 from the roll. Acrobatics to move to K13: 1d20 + 13 ⇒ (17) + 13 = 30
Amelia |
Ovid gets to the top of the ledge in a rather flashy way.
Round 3:
Malize:
Kevaras: restrained, ongoing 5 (save ends both)
Vernal
Cave Fisher Angler - on ledge 20' up. Has cover, grants CA, -2 all defenses until Vernal EOT, bloodied.
Corpus: restrained, ongoing 5 (save ends both)
Santander
Cave Fisher Spiker - on ledge 20' up, has cover.
Ovid
Amelia |
The magical darts slam into the Angler and it falls.
Round 3:
Kevaras: restrained, ongoing 5 (save ends both)
Vernal
Cave Fisher Angler - on ledge 20' up. Has cover, grants CA, -2 all defenses until Vernal EOT, bloodied.
Corpus: restrained, ongoing 5 (save ends both)
Santander
Cave Fisher Spiker - on ledge 20' up, has cover.
Ovid
Malize
Kevaras Zanorin |
Takes ongoing 5 damage
Second wind bonus and Resist 2 expire (–EDIT– Changed Resist 3 to Resist 2 as it's Wis mod not ½CL + Wis mod)
Calling on the power of the Raven Queen, Kevaras uses Divine Mettle to try and break free of the webs.
Save against both conditions 1d20 + 4 ⇒ (19) + 4 = 23
He moves to (J,10) and launches Darkfire at the Cave Fisher Spiker.
If 1d20 + 9 ⇒ (6) + 9 = 15 hits its Reflex then all attacks against it have combat advantage, and it cannot benefit from invisibility or concealment. (EONT/end round 4)
___
AC 20; Fort 13 Ref 14 Will 15
10/12 surges for +9 hp
Lay on Hands 2 of 2
AP: 1
Vernal DeWynter |
Vernal tries to highlight the cave fisher's weaknesses and makes an attempt at getting down from the shelf.
Darkfire (Ref) (1d20+9=16)
If that hits, the cave fisher grants CA and cannot benefit from invisibility or concealment to end Vernal's next turn.
"Mop this thing up someone. I'm using muscles I didn't know I had and I really don't want to."
If the Athletics check gets him safely down, he'll move to H8 so he can catch everyone in his mantle.
Amelia |
Flames arc onto the ledge and the creature screams in pain as it's body starts to burn. It then bites at Ovid, since he is right in front of it.
Recharge: Filament Wrap: 1d6 ⇒ 3. Fail. Attack vs Ovid with Pincers. 1d20 + 8 ⇒ (17) + 8 = 25. Hit. Damage:1d10 + 3 ⇒ (1) + 3 = 4
The creatures pincers tear into Ovid even as the flames dance over it's shell.
Round 4:
Ovid
Malize
Kevaras
Vernal: Bloodied
Corpus:
Santander:
Cave Fisher Spiker - on ledge 20' up, has cover, grants CA.
Amelia |
Ovid's brutal attack finishes the last cave fisher.
Whatever living things were in the wagons are long dead, slain by the adult fishers and used as nests and food by the babies. However, the wagons were carrying supplies for the Gateway attack force. Not all of them are still good, but you are able to scrounge enough supplies to have three weeks of food now.
You're all RP free now, and will be fully healed, fully powered up before your next encounter.
Vernal DeWynter |
Vernal slumps elegantly to the ground and closes his eyes.
"So exhausting ... "
He forces himself to smile upon his fellows.
Ardent Surge from end of encounter on Corpus.
Two more Ardent Surges during short rest for Malize and Ovid.
Don't think Santander was hit, and Kevaras should be OK, but tell me if not. He'll go on using Ardent Surges as long as necessary and then rest until he's restocked for the next encounter.
Anyone using Ardent Surge gets a surge plus the following:
1d6 ⇒ 6 - extra for Corpus
1d6 ⇒ 5 - extra for Malize
1d6 ⇒ 5 - extra for Ovid
Kevaras Zanorin |
Amelia |
The group travels on, and goes a dozen days without anything intersting happening. While there is plenty of food, scrounging is still done and quite a bit of fungi and small creatures are gathered.
Food count: 16 days.
As the group keeps moving, a brief glimpse of a reptilian creature ducking into a side passage is seen.
Stay on the road or check the side tunnel?
Amelia |
You don't catch sight of the reptilian creature, but you do follow the tunnel. It's windy, and twisty, and shows signs of recent travels. It finally widens into a broader tunnel that leads into a cave. The floor and walls of the tunnel are coated with a glowing fungi.
The fungi is harmless (unless eaten) and is often grown on purpose just to make light. Ahead of you you can see the cave mouth.
No sigh of creatures, but you can tell (thanks to trampled fungi) that the cave is occupied. Colors:
Black: Walls
Green: Fungi hallway
Yellow: Stairs
Brown: Dirt, the rocks been removed down to dirt.
Red: Deeep sinkhole. Don't fall in!
Purple: Rough terrain.
You are all in the green area.
If you move into the cave, you'll need init rolls.