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Phoera Hunt IC


Blue Jay

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'[IMG]http://i1287.photobucket.com/albums/a629/garath2002/owl_girl_face_zps8elbexoz.jpg[/IMG]'
Realizing that there is no way she will be able to catch up to Gothika, HooGraw moves to provide Kildrack with backup.
 
 

Actions/Rolls

double move to t16

Statblock

HooGrawr
F CN/CG Just ... don't ask Owlbear | Nymph, Level 3, Init 1, HP 36/36, DR 1/cold iron, Speed 30 (swim 20)
AC 15, Touch 12, Flat-footed 14, Fort 5, Ref 4, Will 3, Base Attack Bonus 3
x2 Claw 7 (1d4+4, )
Peck 5 (1d8+2, )
(+1 Dex, +1 Size, +3 Natural)
Abilities Str 17, Dex 13, Con 15, Int 12, Wis 10, Cha 18
Condition As Shown: Deceptively innocent form
Natural form: Large size, no armor and -2 to AC and attack (from size change)

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Woodland Chase

Okay, Gothika and Grue A are in a chase now. Talissa is trying to join in, but with her lack of riding skill and the horse's lack of combat training, she's going to have to give up pretty soon here. So, Gothika is on her own for the chase.

I said the grue was running, but the run action requires it to move in a straight line, and there probably aren't many straight-line paths in a dense woodland like this. So realistically, it probably can't go much faster than a standard double-move on its turns (80 feet). But I'm also going to say that the woodland impedes your pursuit, frequently granting the grue cover and also preventing you from flying lower than about 40 feet up. I'm going to say that the relative advantages and disadvantages balance out.

So, instead of trying to accurately simulate this tactical aerial pursuit, I think I'll just try to resolve the chase with opposed Dexterity checks. The winner of each check can choose to either (a) take a +2 bonus on the next opposed Dex check, or (b) make a ranged attack against the other character (using either a weapon or a spell). The grue has no ranged attacks, so it will only be taking the +2 bonus each time.

If you win 3 checks, you've caught up to the grue and it will be forced to try to fight you. If the grue wins 3 checks, it escapes.

So, go ahead and roll a Dex check for this round.

Grue's Dex Check

Edited by Blue Jay (see edit history)
Name
Grue's Dex Check
12
1d20+3 9
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Fire in the Woods

HooGrawr

HooGrawr closes in towards Kildrak and Grue B

Grues

Grue B seems surprised that its fire spray didn't hurt Kildrak, so it instead attempts to slap him with its flamey fist.

Slam

Kildrak easily wards that attack away.

Map

Initiative and Status

22 -- Kildrak

16 -- Talissa

16 -- Gothika

13 -- Grues (A, B)

12 -- HooGrawr

10 -- Ez

8 -- Gregory

To Post: HooGrawr, Ez, Gregory, Kildrak

Special Actions: Gothikaopposed Dex check for the chase

Edited by Blue Jay (see edit history)
Name
Slam
13
1d20+5 8
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IMG_1869.jpeg.5efe7aa0d412f2115c30c5ce3fa94fd7.jpeg

That fire ward seems to be holding up. Good for him. Let’s finish this before it wears off..

Happy with his slightly elevated position, Ez fires two more arrows at the grue fighting Kildrak. The winged lady was on her own, he wouldn’t be able to catch her.

 

Sheet https://www.myth-weavers.com/sheets/?id=2825151

Name
Attack one
22
1d20+5 17
Attack two
15
1d20+5 10
Damage 1
9
1d6+4 5
roll
10
1d6+4 6
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Kildrak Grimbeard

image.jpeg.6c1c5fa30c28436108e1bd409f5b4ed1.jpegThe Gavstorian seemed to be getting into a battle rhythm. He found himself gliding along the ebb and flow of the fight, attack and defense, holding the line and allowing his other allies to maneuver. Choosing his moment, he retorted against the grue with a swift swing of his warhammer.

Mechanics & OOC

Statblock

Kildrak Grimbeard
Male LN Dwarf Fighter 4 || Warblade 4, Level 4, Init 2, HP 63/63, Speed 20ft
AC 23, Touch 10, Flat-footed 23, Fort 6, Ref 5, Will 0, Base Attack Bonus +4
Masterwork Warhammer +8 (1d8+3, x3)
Throwing Axe (x2) +6 (1d6, x2)
Masterwork Half-Plate Armor, +1 Tower Shield (+8 Armor, +5 Shield)
Abilities Str 16, Dex 14, Con 17, Int 14, Wis 8, Cha 10
Condition None

Active Effects: Resist Energy (fire) (30 minutes)

Kildrak, being the tanky dwarf he is, is doing a great job at absorbing blows. Not so hot at dishing back out, though. Probably doesn't make sense for him to waste a Warblade maneuver on this guy, though combined with at least one definite hit from Ez, we're doing A-OK!

Name
Warhammer Strike
24; 9
1d20+6;1d8+3 [18]; [18,6]
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Fire in the Woods

Ez and Kildrak

((The grue is protected by a permanent, non-magical blur effect, so there's always a 20% miss chance))

Ez shoots a couple of arrows, and one of them seems on-target:

Ez miss on 1

Ez's arrow seems to pass right through the grue's body. The flickering and weaving of it flames make it impossible to tell if the arrow actually hit it or not, but the grue does not seem to have been hurt.

Kildrak miss on 1

Kildrak's hammer swings at the grue, and the grue's wavering, flickering body seems to dance around his hammer. It's really hard to tell if you've hit this thing, because it's not solid; but, Kildrak does feel a little bit of an impact, and the grue does hiss and groan a little in response, so you assume you've done some damage to it.

Map

 

Initiative and Status

22 -- Kildrak

16 -- Talissa

16 -- Gothika

13 -- Grues (A, B)

12 -- HooGrawr

10 -- Ez

8 -- Gregory

To Post: HooGrawr, Gregory

Special Actions: Gothika

Edited by Blue Jay (see edit history)
Name
Ez miss on 1
1
1d5 1
Kildrak miss on 1
4
1d5 4
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Gregory

Trying to get a little closer, he lets fly the tried and true spell at the Grue again.spacer.png

Move: Forward 30' to Z-27

Standard:

Magic Missile

Statblock

[URL=/sheets/?id=1572625][B][SIZE=+1]Gregory McGann[/SIZE][/B][/URL] M NG Human Cloistered Cleric//Focused Conjurer/Master Specialist, [B]Level[/B] 4, [B]Init[/B] -1, [B]HP[/B] 28/28, [B]Speed[/B] 30 [B]AC[/B] 11, [B]Touch[/B] 11, [B]Flat-footed[/B] 10, [B]Fort[/B] 5, [B]Ref[/B] 3, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 2 [B] MW Light Crossbow (Bolts x50) [/B] 4 (1d6, x2/19-20) [B] MW Morningstar [/B] 2 (1d8, x2) [B] Acid Flask [/B] 3 (1d6 (Acid), x2) (+1 Dex) [B]Abilities[/B] Str 10, Dex 12, Con 12, Int 19, Wis 10, Cha 12 [B]Condition[/B] None
Gregory McGann
M NG Human Cloistered Cleric//Focused Conjurer/Master Specialist, Level 4, Init -1, HP 28/28, Speed 30
AC 11, Touch 11, Flat-footed 10, Fort 5, Ref 3, Will 5, Base Attack Bonus 2
MW Light Crossbow (Bolts x50) 4 (1d6, x2/19-20)
MW Morningstar 2 (1d8, x2)
Acid Flask 3 (1d6 (Acid), x2)
(+1 Dex)
Abilities Str 10, Dex 12, Con 12, Int 19, Wis 10, Cha 12
Condition None

 

 

Edited by joran1313 (see edit history)
Name
Magic Missile
4; 5
1d4+1; 1d4+1 [3]; [3,4]
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'[IMG]http://i1287.photobucket.com/albums/a629/garath2002/owl_girl_face_zps8elbexoz.jpg[/IMG]'
Hoograwr charges in and strikes with her dagger
 

Actions/Rolls

Charge to z12

Attack Grue B

Statblock

HooGrawr
F CN/CG Just ... don't ask Owlbear | Nymph, Level 3, Init 1, HP 36/36, DR 1/cold iron, Speed 30 (swim 20)
AC 15, Touch 12, Flat-footed 14, Fort 5, Ref 4, Will 3, Base Attack Bonus 3
x2 Claw 7 (1d4+4, )
Peck 5 (1d8+2, )
(+1 Dex, +1 Size, +3 Natural)
Abilities Str 17, Dex 13, Con 15, Int 12, Wis 10, Cha 18
Condition As Shown: Deceptively innocent form
Natural form: Large size, no armor and -2 to AC and attack (from size change)

Name
attack
25
1d20+8 17
damage i hope
8
1d6+4 4
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Fire in the Woods

Gregory and HooGrawr

((The layout for your magic missile dice roll is so confusing! I wish they'd make a different format for that.))

Gregory hurls another pair of magic darts at the grue. The missiles strike, and the grue flickers and flashes wildly in response.

HooGrawr's dagger flies towards the grue.

Miss on1

The flame creature flickers, but HooGrawr's dagger still stabs it as if it were solid. The creature begins trembling violently, as a high-pitching whining builds within it, and it bursts into a little wave of heat (which is harmless to Kildrak). HooGrawr's dagger falls to the ground unceremoniously at Kildrak's feat.

The grue has been vanquished! But, the other grue is off somewhere else, and Gothika has rushed to follow it.

Chase through the Woods

Gothika is able to keep pace with the other grue as it streaks through the woods. She flies ahead of it and starts dipping down to cut it off. The grue sees her and screeches to a halt, turning and fleeing in a different direction.

((You win round 1. Let's go ahead and roll rounds 2 and 3. Gothika gets a +2 bonus on the second roll. If you win the second roll, you'll also get a +2 on the 3rd one (unless you want to take an attack instead).))

Grue's Dex Checks:

Dex Check Rd 2

Dex Check Rd 3

Map

(No map)

Initiative and Status

22 -- Kildrak

16 -- Talissa

16 -- Gothika

13 -- Grues (A, B)

12 -- HooGrawr

10 -- Ez

8 -- Gregory

To Post: --

Special Actions: GothikaRoll your Dex check (with a +2 bonus); Everyone else, Roleplay at Will!

Edited by Blue Jay (see edit history)
Name
Miss on1
2
1d5 2
Dex Check Rd 2
6
1d20+3 3
Dex Check Rd 3
15
1d20+3 12
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Gregory

Gregory stops and takes a little breather. Everyone recover and get everything back in order until Gothika comes back. As she is chasing still, be ready for its possible return!spacer.png

((I don't disagree on that. I'll be playing around with it until I can figure it out.))

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