View Full Version : Adventure 01:02 The Ogre Bombardier
Greebo
9th April 2009, 12:24 PM
As Jacoby fills in the Guards, the patrons interject from time to time with comments like, "We could have been killed if not for these heroes!" and "Angie! Sweet Angie! Killed in cold blood! We avenged her though, thanks to you!"
At the same time, you learn from the guards that there has been an apparent outbreak of violence this evening, but they only know a limited extent, having come from only one such fight.
As you?ve been talking to the guards, you?ve been hearing shouts in the distance. But now those shouts are a lot closer, and a throng of townsfolk comes running around the street corner to the north.
They?re fleeing a curious sight: a full-grown ogre pulling a wagon by a yoke around its waist. The ogre holds a cask in one hand and a massive club in the other. Riding atop the wagon are two hobgoblins with bows.
Roll initiative
Greebo
9th April 2009, 12:26 PM
The Ogre Bombardier! (http://www.primeaxiom.com/rpgt/scene.asp?ID=rf1wxmcjren11kf2do7ile1bkjje26ixx1x3l 2uesis2gse6w6z5i65lylh6rli4)
Map Notes: The blue puddles are the LARGE Ogre (2x2). The top right corner tracks stats.
The bricks behind the "ogre" are the wagon.
Initiative Order:
Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8 (Dude, see? It isn't ME...its YOU!)
Quervo
9th April 2009, 12:42 PM
Jacoby yells, "What in the bloody hells is that!!!! Ok everyone get away we will do what we can."
attriel
9th April 2009, 12:56 PM
Shere sees the ogre's form poking over the nearby buildings. "It must be a new moon tonight. Nothing ever goes right without a moon."
Sighing, he begins to move forward, ending at M11 with his flail loose in hand again. "Urvi, Raj, I think I'll let you guys go in front this time ... "
Edit: OK, I know in 3e, highest init mod would go first under conditions with equal results, so if he had more than +1 he goes before me ... otherwise, I guess you get to choose, since next round it'll matter I think
Kiir
9th April 2009, 01:00 PM
Urvi sees the Ogre being used as a cart horse and thinks that something just seems completely wrong with this scenario. Seeing the hobgoblins in the cart, she sighs and says, "Here we go again."
So a 20 (19 + 1)
Greebo
9th April 2009, 01:05 PM
Attriel, are you delaying action then?
Asharad
9th April 2009, 01:08 PM
It might be faster for you to roll initative greebo. Just a thought.
Greebo
9th April 2009, 01:10 PM
Probably would - but I have to have SOME time to get real work done too! ;)
attriel
9th April 2009, 01:24 PM
Attriel, are you delaying action then?
no, i'm doing a double move which leaves me a minor. can't do much with that.
also why i stayed a square back from the corner. no need to run out and get whacked!
Greebo
9th April 2009, 01:26 PM
Ok - I saw Sagar online, but he's gone, so rolling init for him.
Greebo
9th April 2009, 01:37 PM
Round 1
--> Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Shere moves forward apprehensively, encouraging his new found friends to go first, he's got their backs...
The Ogre, seeing a plaything coming towards him, throws his toy for Shere to catch. Unfortunately, the toy is his cask, and you notice as its flying through the air that the cask has a pitch-soaked rope attached to it, and that the rope is on fire.
The good news is, the Ogre has lousy aim. The cask flies over Shere's head, and lands two squares to the south. KA-BOOM - flames burst from the ground where the cask hits (burst 1). Flames stop short of Shere, who flinches away just in case. The ground where the cask hit is now covered in burning pitch.
Shere: 21
Ogre: 21
--> Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Asharad
9th April 2009, 01:53 PM
I will move to O14 and use Sun Strike on Orge TR.
To hit:+4 vs Reflex
Damage:1d4+4
If I hit I'd like to slide the Ogre backwards towards the archers, hopefully messing up the cart they are riding on.
Asharad
9th April 2009, 01:55 PM
So 17 to hit and if that works 10 damage.
Greebo
9th April 2009, 02:13 PM
The Ogre is harnessed to the cart, which effectively halves his movement. I'm ruling that effect applies to forced movement as well - so a slide 1 would be a slide 1/2 which rounds down to 0. You confused me with the dmg 1d4 then rolling a d8... :P
Shere: 21
Ogre: 21
--> Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Kiir
9th April 2009, 02:15 PM
Urvi moves forward carefully wanting to hopefully avoid being hit with a cask. She stops a bit back from the Ogre and draws her axe. (Double move to K10)
Asharad
9th April 2009, 02:24 PM
The Ogre is harnessed to the cart, which effectively halves his movement. I'm ruling that effect applies to forced movement as well - so a slide 1 would be a slide 1/2 which rounds down to 0. You confused me with the dmg 1d4 then rolling a d8... :P
Habit from the other game. It is 1d8.
Why would a magical effect have anything to do with how an ogre pulling a cart would otherwise move?
The latter is based on the ogre's ability to actually pull the cart based on mass/strength, etc.
The spell effect is a spell effect. I don't think the two are really related.
If I'm really slow and overloaded and can only move one square per turn and some mob can magically pick me up and throw me, my lack of movement ability shouldn't effect the spell effect.
In this case the ogre is moving in contrast to physics. That's the point, really.
Edit: Cause it might not hurt the cart at all.
Greebo
9th April 2009, 02:27 PM
Urvi moves at a high rate of speed to intercept the Ogre, but does not engage.
--> Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Quervo
9th April 2009, 02:28 PM
Jacoby will move to M15 and use Stirring Shout against the Ogre.
"Cripple the beast, shut down thier attack!!!"
Stirring Shout +4 vs Will, 2d6+4 Psychic damage, rng 10 (Daily power)
When an ally hits the ogre they will heal 4hps for each hit.
Sagar
9th April 2009, 02:33 PM
I will move north to square M14. This should give me a clear shot at the ogre. I'll cast dragonfrost (+5 fort, d8+7 damage, push 1. It is doesn't actually push, it should at least stop him.)
Greebo
9th April 2009, 02:41 PM
It's a good thing you made me recheck the rules of cover. I was using all 4 corners of the 2x2 area and thinking that y'all were screwed!
Greebo
9th April 2009, 03:06 PM
Raj cautiously moves forward to get a clear shot of the ogre. His icy blast (9+5), however, is shrugged off by the Ogre with ease.
Duma, after having his own shot carefully checked about seven times by the auditors of everything, calls forth a blast of sunlight which [-]hits[/-] (oops I forgot about cover) [-]misses[/-] (oops I got the cover check wrong) HITS (13 + 4) the ogre, searing its flesh (6+4; not bloodied).
Hobgoblin Archers While Archer 1 takes aim at Urvi, Archer 2 ignites the rope on another cask (and you can see, there are more casks in the back of the wagon) and hands it to the ogre. Archer 1 makes the shot, and an arrow sinks into Urvi's flesh (35 - 11: 24)
Jacoby moves up as well (I put you in N15 for a clear shot). Your shout reverberates with the force of magic, (19+4) crushing the Ogre's will and causing a scream of anguish! (9+4:13; not bloodied; every hit against ogre grants attacker (you guys) 4hp healing to EOE)
End Round; Begin Round 2
http://www.primeaxiom.com/rpgt/scene.asp?ID=rf1wxmcjren11kf2do7ile1bkjje26ixx1x3l 2uesis2gse6w6z5i65lylh6rli4
BTW, Shere, I gave you the lead on initiative over the Ogre because of the wagon. DOn't say the DM doesn't like you!
--> Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Quervo
9th April 2009, 03:17 PM
Jacoby will move to m10 and will let loose an Eldritch Blast from the core of his soul at the Ogre
Eldritch Blast +4 vs Ref, d10+4 damage, rng 10 (Enchounter Power)
attriel
9th April 2009, 03:46 PM
Seeing the goblin ignite another fuse, Shere curses. "Someone light that cart up!"
He then moves diagonally up to I7, swearing an oath against the ogre [Oath of Enmity: as long as my target is the only opponent adjacent to me, I can roll twice for attacks and can use whichever I'd rather]. He then brings his flail around at it's knee, bringing his annoyance at having the flaming barrel sail just over his head into the strike [Bond of Retribution: +6atk, 1d10+4 dmg, 2 radiant damage if somethign else attacks me]
Edit:
19 ATK vs AC
14 Dmg
edit: I'm told it's an ogre not a troll, fixed that :o
Kiir
9th April 2009, 03:53 PM
Urvi moves to I10 and shouts out, "You will die foul beast as will those with you!" (mark on the ogre). She then strikes out at the Ogre with her Great Axe calling forth the strength of stone to help her in her attack (+6 vs AC 1d12+4, 4 temp hit points if she hits).
edit:
17 ATK vs AC
8 Dmg
Asharad
9th April 2009, 04:04 PM
Using blades of astral fire on the ogre.
To hit is the same, the damage is less. I want to help hit so I'll use MotL too.
new damage: 1d6+4
The power is area burst 1. I want the splash effect to hit Tor, but since the ogre is so big it may be possible, at dms discretion, for it to hit Urvi as well.
They get +5 to their AC until the end of my turn.
I will still ready Preserver's rebuke if someone gets hit before my next turn.
Last Edit: So my to hit is 19 vs reflex, which I gotta think is enough! damage is 6 if I hit.
Greebo
9th April 2009, 04:18 PM
--> Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Shere bravely moves to engage the ogre, since he can't seem to find any trolls about. Uttering a gutteral oath, he slams his flail into the Ogre's knee (13+6), causing him to yelp and nearly stumble (10+4:14; not bloodied). Bardic power infuses you and you feel better! (23+4:27 hps).
Ogre - seeing a threat to smash, the Ogre drops the lit cask, which falls in square I8 but does not detonate. Yet. The Ogre grabs a greatclub from his back, roars, and swings at Shere, connecting mightily, nearly bringing him to his knees. (27-21:6; bloodied. really really bloodied)
Urvi: - takes up position across from Shere, bravely swinging her axe (11+6) but failing to land a blow.
Shere: 21
Ogre: 21
Urvi: 20
--> Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Quervo
9th April 2009, 04:28 PM
Changing action ... waiting on reactions... This could be important
Sagar
9th April 2009, 04:29 PM
Do the archers have Line of Sight on Urvi? It doesn't look like it from the picture (assuming that is a building).
He uses dragonfrost again (+5 fort, d8+7 damage, push 1. It is doesn't actually push, it should at least stop him.)
Then he runs up and pulls the fuse from the cask.
Greebo
9th April 2009, 04:31 PM
Do the archers have Line of Sight on Urvi? It doesn't look like it from the picture (assuming that is a building).
When she got shot, she was at K10. K10 is in full view of E8. (Top right corner of E8)
In their current positions, Shere and Urvi are both under cover from both archers
Greebo
9th April 2009, 04:41 PM
Do the archers have Line of Sight on Urvi? It doesn't look like it from the picture (assuming that is a building).
He uses dragonfrost again (+5 fort, d8+7 damage, push 1. It is doesn't actually push, it should at least stop him.)
Then he runs up and pulls the fuse from the cask.
Attack: Standard Action
Move: Move Action
Remove fuse: The cask is liftable by the hobgoblins who, based on their stature, could only lift a medium sized cask - call it 1.5' in diameter. That means kneeling down: effectively going prone. Grasping the fuse and pulling it is going to be another minor action. (pick up an item on the ground).
So that's Standard + Move + Minor + Minor.
Either abandon the attack, or risk the cask exploding at some unknown time.
Sagar
9th April 2009, 05:04 PM
Attack: Standard Action
Move: Move Action
Remove fuse: The cask is liftable by the hobgoblins who, based on their stature, could only lift a medium sized cask - call it 1.5' in diameter. That means kneeling down: effectively going prone. Grasping the fuse and pulling it is going to be another minor action. (pick up an item on the ground).
So that's Standard + Move + Minor + Minor.
Either abandon the attack, or risk the cask exploding at some unknown time.
Abandon, then.
I'll shoot and move to K11.
Greebo
9th April 2009, 05:10 PM
So attacking and risking the exploding black napalm. Got it!
Greebo
9th April 2009, 05:31 PM
--> Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Raj shoots a blast of cold at the Ogre. The icy magic (13+5:18) washes over the Ogre, leaving him unscathed. (Ogre fort = wicked) Raj moves to a more advantageous position.
Duma calls otherworldly blades into being, calling upon past memories of past memories to aid his attack (11 + 4 + 4). Flames sear the Ogre (2 + 4:6; not bloodied) and Raj and Shere (but no, not Urvi) are bathed in protective fire. (+2 AC to Shere, Raj for 1 round)
Archers
Both archers continue shooting at Urvi. The first archer flubs the shot, and loses an arrow. The second archer manages to make a shot, just barely, and Urvi takes another shaft, this one in the leg (24 - 11; 13; bloodied)
--> Jacoby: 8
Quervo
9th April 2009, 05:39 PM
Jacoby moves to I11, and uses Majestic Word on Tor...
"You cant fall now Tor, shrug it off we can do this!"
Tor can use a surge and gains +4 hps
Asharad
9th April 2009, 05:48 PM
- (+2 AC to Shere, Raj for 1 round)
it's +5 to ac.
i have convenant of protection which makes the AC bonus 1+ my int bonus (which is 4)
Greebo
9th April 2009, 06:24 PM
Yes, sorry, I read the first part of the card not the second. My bad, +5 to Raj and Shere.
Greebo
9th April 2009, 06:35 PM
--> Jacoby
Jacoby moves to a position behind Urvi, and inspires Tor Shere to rally himself! (Chin up! Chin up! Chin up in the face of the Ogre! ala Elan). Tor Shere may take a healing surge +4.
Quervo: Majestic word is a minor action. You can still take a standard action.
Quervo
9th April 2009, 07:40 PM
"You cant hit what you cant see, you large Beast"
Jacoby uses Eyebite Enc power
+4 vs will, d6+4 psychic dmg, invis till start of next turn.
Greebo
9th April 2009, 08:23 PM
Evil bad dice!
Jacoby then attempts to remove himself from view...(14) but, unfortunately, someone was looking...
Round 3!
--> Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Sagar
9th April 2009, 08:47 PM
Is there any way to cut through a building and attack the hobgoblins from the side or get behind them?
Like a window or a door in the adjoining buildings?
attriel
9th April 2009, 08:57 PM
Shere screams with the pain and the rage it brings (Razorclaw Shifting: Minor; +2movement, +1ac, +1ref), and mends some wounds (Healing Surge: 7, 7 remaining)
Does "use a healing surge" count as a standard action? I know second wind does, and I'm assuming "and so and so can use a healing surge" just means I get to do it without using second wind, but still as a standard?
Current AC: 21 (15+5+1)
Current HP: 17 (6+4+7)
Greebo
9th April 2009, 10:53 PM
attriel: The surge granted by Jacoby is a free, immediate action that occurs during Jacoby's turn in round 2. It costs you a surge point, that's it, and of course, if you're out of surge points, you can't surge.
Because Jacoby's heal puts you over 14, you are no longer bloodied, and cannot razorclaw shift.
Still your move.
The large building to your left is the bar you just exited. The fires have been doused, but you cannot be certain it is safe. It occurs to you as you consider how you could get behind the ogre that he only stopped moving forward when he found someone within his considerable reach (2) to play with.
attriel
9th April 2009, 11:38 PM
Oh, I thought it just allowed me to spend a surge on my turn
OK then
Swearing and cursing, not to mention all the bleeding, Shere strikes back in fury (Bond of Retribution, +6 1d10+4, 2radiant if anyone else attacks me) (Oath of Enmity still in effect, 2 attack rolls I get to pick which to use).
Following the strike, he immediately steps back away from the corner (I6; which should be out of reach)
AC: 20
HP: 17
edit:
Attack: 20 (14+6)
Damage: 9 (5+4)
Sagar
9th April 2009, 11:50 PM
I am going to wait to see if the ogre moves. I really want to get close enough to close blast all 3 but I can't where they are now.
Quervo
9th April 2009, 11:50 PM
If you hit you heal 4
Greebo
10th April 2009, 06:04 AM
I am going to wait to see if the ogre moves. I really want to get close enough to close blast all 3 but I can't where they are now.
I didn't say you couldn't. I said you couldn't be sure it would be safe to go thru the bar.
Raj, you do not think the ogre is going to move as long as there's someone in range of his considerable melee reach.
Round 3
Shere (Bond of Retribution in effect) Recovering swiftly from the crushing impact, thanks to the bard's enchanted encouragement, Shere roars in fury and lashes out in further retribution (14+6). Your flail connects with the Ogre's meaty flesh (5+4 = 9; bloodied). Bolstered by your success, your strength is restored somewhat! (17+4 = 21 hps). With a newly developed sense of self preservation, you fall back somewhat. You aren't out of reach yet of the Ogre's massive arms, however.
(Bond of Retribution -> Round 4)
Ogre (marked by Urvi; each hit by enemy heals enemy +4; special not restored) The massive brute focuses its impressive might upon Urvi, lifts its club and bellows at it swings and almost completely ignores Urvi's attempt to defend herself. The massive club crushes ribs as it slams into her side, and Urvi crumples, blood coming from her mouth. (13 - 15; -2: Unconscious. Dying)
(Mark by Urvi fades?)
Urvi : Roll save vs. death.
Map doesn't show negative hps so it's in her notes. (http://www.primeaxiom.com/rpgt/scene.asp?ID=rf1wxmcjren11kf2do7ile1bkjje26ixx1x3l 2uesis2gse6w6z5i65lylh6rli4)
--> Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Asharad
10th April 2009, 09:27 AM
I will hit the ogre with Sun Strike.
To Hit: +8 vs. reflex (+4 wisdom bonus +4 bonus from preserver's rebuke)
Damage:1d8+4
I will use an action point and do it again.
Edit: So my first attack is 16 with 6 damage, second attack is 21 with 8 damage
Kiir
10th April 2009, 09:31 AM
Urvi crumples to the ground bleeding, her last thought being, "That looks like it is going to hur...".
Quervo
10th April 2009, 09:39 AM
Note --- Shere gains 2 temp hps for blooding ogre ---
Virtue of Valor
Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 2 (1 + your Constitution modifier at 1st level),
Quervo
10th April 2009, 09:47 AM
Not yet lady, the valkyrie's call is not for you.
minor - Majestic Word on Urvi surge +4hps
situational actions...
A: if barrel has not blown up on my action
Move to barrel
Standard pick it up
AP roll it under wagon
B: if barrel did go boom
move + standard to drag urvi back as far as i can
(suggest urvi use second wind before re-engaging)
Sagar
10th April 2009, 10:57 AM
Raj moves north one space and waves his dagger throwing lighting in its wake.
Lightning breath: Close blast 3 centered on I8. +5 vs Ref, 3d8+7 damage, miss = half damage.
Until EONT, enemy that hits me is pushed 1 square and takes 5 lightning damage, sustain minor.
This should hit the ogre and the napalm but miss the party members.
Greebo
10th April 2009, 12:04 PM
Round 3 continues...
--> Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
But before that...Shere is bolstered by his attack on the Ogre as Jacoby celebrates his action. (Gain 2 Temp Hps)
Raj moves closer to the road and, making a sound somewhat disgustingly like a cat clearing a hairball, belches forth a blast of lightning that engulfs the burning cask, and the ogre! The blast is off target, but the Ogre cannot completely avoid it (22/2:11 dmg; still bloodied). Healing music wafts over Raj, but is ineffective (Raj already at max). A split second later, the cask of burning pitch explodes, creating a blast of fire which scorches the ogre badly! (13 dmg) The ogre screams in rage! The pitch from the cask coats the ground in front of the ogre, making it impossible for the ogre to advance without being further burned.
Duma calls forth the power of Ioun, which bursts forth from both hands (8+8; 13+8 - hit x 2), searing the enraged Ogre who's skin blisters and chars. (8+6:14). (Duma: Action point used) Healing music is heard again, but Duma is unmoved (max hps).
Hobgoblin Archers
The archers take aim at Raj. (#1: No cover. #2: Cover) The DM realizes that Raj never actually was in position to get the AC boost from Duma, but it's a moot point, as Duma's turn has ended and the bonus to AC which wasn't there has faded anyway. The first archer scores a clean hit into the dragonborn's flesh (24-11 = 13 hps). The second, bolstered by the success of the first archer's hit, tries even harder to follow suit (+2 bonus when ally archery hits) but the arrow glances off the wall (-2 cover) and misses Rajkelleran narrowly.
Jacoby, defying what would seem to be any sense of reason, speaks words of encouragement to the unconscious Urvi, who somehow responds to the bard's awesome magic. (Urvi spends a healing surge as a free action, restore hps to 0 and regain 12 for a total of 12 hps remaining.)
... See discussion thread ...
Quervo
10th April 2009, 01:10 PM
/ooc ok n/p...
Burn Ogre, feel the pain...
Move: to k11
Standard: Vicious Mockery +4 vs will , 1d6+4 Psychic damage -2 attack rolls
Greebo
10th April 2009, 01:18 PM
Round 3 continues...
Jacoby viciously mocks the ogre! (15+4). The Ogre, who was picked on as a child, suffers mental anguish at the rekindling of long repressed painful memories (3+4:7). (Ogre at -2 to attack until round 4) Jacoby's restorative magic seems to surround him, but has no other effect. (Max hps).
Round 3 Ends.
Round 4!
--> Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
attriel
10th April 2009, 02:22 PM
Shere rallies strength and steps back again (J6). Hoping that Urvi can get out of the way without being hurt too badly, he lashes out at the beast with the will of the moon (Radiant Vengeance: +4 vs Reflex, 1d8+4dmg, I gain 4 temp HP).
(ignore this ; i was thinking the AP let me take a standard and a step ; not spending AP, not taking this set of actions
Sensing the beast may be near falling (edit: using action point), Shere takes another step (K7) and shares his view of the fight with the beast and one of it's handlers (Shared Madness: +4 vs Will against the ogre, 1d10+4 damage, equal damage to Archer 1, archer 2 if i don't have LoS on archer 1))
Edit:
Radiant Vengence: 22 vs reflex
Radiant Damage: 7
Shared Madness: 7 vs ogre will
I didn't roll damage, it seemed unlikely
Current HP: 21+6t
Greebo
10th April 2009, 02:34 PM
+6t. You got 2 T already from Jacoby for bloodying the ogre.
Action points only give you an extra action, not an extra turn. Move: J6, Attack (Radiant Vengeance), Move (k7) would use the action point. The second attack is not possible.
I'm going to go out on a limb and assume that you want the move more than the failed attack.
Greebo
10th April 2009, 02:52 PM
Round 4!
--> Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Shere: The will of the moon shines forth onto the ogre (18+4). Jacoby's healing music surrounds you and you recover some of your strength. (21+4=25hps + 6Temp). (Bond of Retribution on the Ogre ends) The Ogre screams one last, blood curdling scream, and collapses in a heap to move no more.
The fire spreads...
Shere: 21
--> Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Kiir
10th April 2009, 02:55 PM
Urvi calls forth a second wind so she can finish off the fight (second wind +8 hitpoints 11 left).
Asharad
10th April 2009, 03:17 PM
Is there anything I can reasonably do to put out the fire? Is there a source of water nearby?
I'll move to O9.
I will Sunstrike hobgoblin two. Assuming I hit, I will push him into hobgoblin one.
Attack: +4 vs. Reflex
Damage: 1d8+4
Greebo
10th April 2009, 03:20 PM
You believe that you can prevent the fire from spreading from an adjacent square with a minor action, and a standard action will let you extinguish the fire in that square.
Asharad
10th April 2009, 03:33 PM
OKay, before I move I will stop the fire in n14 from spreading via a cunning use of minor action! :)
Greebo
10th April 2009, 03:36 PM
Yeah, I know - brilliant encouragement of RP by the DM there...I'm *(@#$ sick of this damn fire.
Asharad
10th April 2009, 03:45 PM
I assume I am digging up the dirt around it with my foot!
Greebo
10th April 2009, 03:50 PM
Yes, that will delay the fire's ability to spread for a while...
Sagar
10th April 2009, 04:50 PM
I will charge the hobgoblins (move to F9), then use my second wind (+7 hp, +2 to all defenses) and sustain my lightning shield (minor action: if hit, enemy takes 5 damage and is pushed 1).
I dare em to hit me.. and I dare them to shoot around me (OA ready with my dagger)
Quervo
10th April 2009, 04:51 PM
/ooc +2 temp hp for kill ogre to shere
Greebo
10th April 2009, 04:53 PM
/ooc +2 temp hp for kill ogre to shere
Oops, right... 8 THPs to Shere total then.
Greebo
10th April 2009, 04:58 PM
I will charge the hobgoblins (move to F9), then use my second wind (+7 hp, +2 to all defenses) and sustain my lightning shield (minor action: if hit, enemy takes 5 damage and is pushed 1).
I dare em to hit me.. and I dare them to shoot around me (OA ready with my dagger)
Ok - um ... really? I mean... you posted it, I know but... you're a sorcerer not a dwarven cleric...so the DM is tempted to have to have you roll a save vs. insanity here...
Sagar
10th April 2009, 05:12 PM
My first thought was to stand 2 away and fire whip them. I didn't know how much damage their stuff would do if it exploded between buildings, though.
Then I thought to use an attack that would leave me concealed.
I'm betting they can't knock me out in 1 round and this bottles them up to keep them from shooting and I am probably too close for them to use a cask of napalm.. too much chance they will set off their stuff.
Greebo
10th April 2009, 05:22 PM
Round 4 continues...
--> Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Urvi takes a moment to recover. (Second wind: 12 + 8: 20 hps; +2 to all defenses)
Raj appears to lose his mind, and moves directly up to the hobgoblins, inviting their attack. He takes a deep breath and grits his teeth (13 + 7 : 20 hps) and electricity crackles around him.
Duma performs a public service in honor of Smokey the Bear (fire contained 1 round in N14) then moves to attack an archer. The blast of light strikes the hobgoblin square in the chest (7+4:11), and the hobgoblin is moved out of position. (Slide requires a clear path - the hobgoblin can go thru an occupied square but not into one to stop, so I slid him back instead.)
Holding here ... time to go home...and oh yeah Hobgob 2 can now ranged attack w/o an OA. And I expect an argument about that slide...
Asharad
10th April 2009, 05:25 PM
(Slide requires a clear path - the hobgoblin can go thru an occupied square but not into one to stop, so I slid him back instead.)
Heck with it then. I just won't slide him.
Slide...the most useless ****ing skill in the game. My kingdom for a cliff!
EricStratton
10th April 2009, 05:29 PM
Heck with it then. I just won't slide him.
Slide...the most useless ****ing skill in the game. My kingdom for a cliff!
"It's not *that* bad," says the Warlock. :(
:lowlol:
Greebo
10th April 2009, 06:06 PM
Ok, slide redacted.
Greebo
10th April 2009, 08:59 PM
Hobgoblin Archers
#1 and #2 both drop their bows and draw longswords, attacking the juicy dragonborn who stands in front of them, looking huffy. (-2 to attack). In simultaneous, fluid motions, both hobgoblins swing, strike, and a hiss sandwich on howling bread fills the air. (20-6-10 = 4; Raj bloodied) (-5 & -5) Both hobgoblins are knocked backwards by an electric force in response to their strike on Raj.
Jacoby (DM Play) Unless I'm very mistaken, Jacoby never did use his action point...so...
Move: To G9
Free: "Raz, get the hell out of here!!!"
Action: Shout of Triumph: Close blast 3 centered on E9. Charisma vs. Fortitude Hit: 1d6 + Charisma modifier (+4) thunder damage, and you push the target 1 square. Effect: You slide each ally in the blast 1 square. Virtue of Valor: The number of squares you push the target and slide the allies equals your Constitution modifier (+1). (I'm reading this as is increased by con mod making it a slide 2)
Implement, Wand: +4 attack, 1d6+4 damage
Spend Action Point
Second Action: Vicious Mockery on Archer 1 Charisma vs. Will Hit: 1d6 + Charisma modifier (+4) psychic
damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Jacoby uses a powerful battle cry to blow both of the archers backwards 2 spaces! (18+6 & 9+6; 4+4:8 dmg; neither bloodied) Both kobolds have left their bows behind, and both fall backwards as they are pushed, tripped by the casks they'd intended to use for spreading havoc. (Prone)
At the same time, Jacoby slides Raz out of the way, trading places with him, and Raz is moved further out of the line of fire.
Jacoby then lashes into the first archer with a vile remark about its mother (13+4: 6+4 = 10 dmg; bloodied; prone; -2 to attack until end of jacoby round 5 turn).
End round 4
Round 5!
--> Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Sagar
10th April 2009, 10:21 PM
Grumbling.. and wincing, Raj (minor) sustains the lightning shield and, with a gesture of his dagger, sends dragonfrost at Hob 1 (unless it's dead by then). (+5 vs fort, d8+7, push target 1)
Then I'll move back around the corner (I11) and lick my wounds.
Greebo
11th April 2009, 06:00 AM
Bah! Now I can't blow up the cart without getting Jac in process.
*grumble grumble*
Oh, actually, since you got close enough to get a look:
The wagon is 2x3. They evidently started with 6 casks. The ogre threw 1, dropped 1. The 4 remaining casks are in the back 4 squares of the wagon.
attriel
11th April 2009, 11:27 AM
Shere moves to K8 and summons the moon's strength to confound the hobgoblins (Shared madness: +4 vs will; 1d10+4, equal damage to a second target)
edit :11 vs will
damage 14
Kiir
11th April 2009, 11:45 AM
Urvi grips her axe tightly and moves forward to engage the hobgoblins (move to D9). She marks both hobgoblins before attacking archer 2 by calling forth the strength of stone (+6 vs AC 1d12+4 damage +4 temp hit points), she then attacks the hobgoblin again (if it is still standing, if not she attacks the other hobgoblin using AP) again calling forth the strength of stone.
Edit
attack 1: 9 vs AC (assuming miss) but 10 damage if hit
attack 2: 24 vs AC, 7 damage +4 temp hitpoints
Greebo
11th April 2009, 12:15 PM
Round 5 Continues!
--> Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
Shere (Sadly, no CA to ranged will attacks for prone) Shere's call to the moon is answered, but a cloud disrupts the power of Luna and the attack is rebuffed easily.
Urvi climbs onto the wagon and towers over the hobgoblins! Even as the green glow of her mark embraces them (both marked), one archer rolls out of the way of her attack but the other (AP spent) cannot avoid the swinging axe (18+6:24; 3+4:7 - bloodied) Urvi is bolstered by her attack! (Temp hps 4).
Raj, annoyed and in pain, still surrounded by a faint electrical glow (sustained), is pleasantly surprised as the first archer, rolling from Urvi's axe, rolls right into the heart of his blast of frost (8+5=13; 2+7=9, very bloodied). Bemused, he ducks around the corner and nearly collapses from the pain of his injuries.
Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
--> Duma: 15
Hobgoblin Archers 9
Jacoby: 8
http://www.primeaxiom.com/rpgt/scene.asp?ID=rf1wxmcjren11kf2do7ile1bkjje26ixx1x3l 2uesis2gse6w6z5i65lylh6rli4
Asharad
11th April 2009, 12:47 PM
I'll move to L9 and hit hobgoblin archer 2 with Avenging Light.
To hit:+4 vs Fort
Damage:1d10 +4
Asharad
11th April 2009, 12:48 PM
The results of his attack almost make Duma smile.
Almost.
Greebo
12th April 2009, 07:15 AM
Round 4, wrap up
Duma lances the second archer (17+4) with a blaze of light which causes a bloodcurdling howl of pain (10+4; ouch)!
The archers, both badly wounded, stand up and, realizing that they are facing almost certain death, back away from the party, evidently preparing to run for their holes. (Double move)
Jacobi, not about to let them escape, hurls insults (Vicious Mockery) upon the first archer, and then advances on them both.
Vicious Mockery: Cha (4) Vs Will; Hit 1d6 + cha(4), target is -2 to attack until next turn.
Jacobi's jibes strike home (12+4) and the psychic pain proves too much for the archer (4+4=8), who crumples to the ground, dead.
Greebo
12th April 2009, 07:19 AM
Round 5
-->Shere: 21
Ogre: 21
Urvi: 20
Raj: 18
Duma: 15
Hobgoblin Archers 9
Jacoby: 8
http://www.primeaxiom.com/rpgt/scene.asp?ID=rf1wxmcjren11kf2do7ile1bkjje26ixx1x3l 2uesis2gse6w6z5i65lylh6rli4
At this point, it is clear to you that the remaining archer is intend upon flight.
Asharad
12th April 2009, 10:08 AM
Assuming no one else kills him, I'll move to g9 and will hit the remaining archer with Binding Invocation of Chains.
Attack:+4 vs reflex
Damage: 0, but it is slowed
Edit: Ugh!
attriel
12th April 2009, 11:57 AM
Shere, getting tired of this endless battle, summons forth Sehanine's vengeance. (Radiant Vengeance: +4vs Will, 1d8+4)
Edit:
Attack: 12 vs Will
Damage: 6
Sagar
12th April 2009, 01:06 PM
Pain or no pain, honor demands retribution.
I step back around the corner and cast dragonfrost at the remaining archer.
+5 vs Fort, 1d8+7 damage, push 1.
Greebo
12th April 2009, 01:34 PM
I'll spare anyone else the need to wait. Raj's hit doesn't simply kill the last archer, it freezes the archer's brain, solid.
Unnoticed while you fought, a crowd has been gathering, watching the fray. With the last blast of ice from the dragonborn, the crowd bursts into hearty cheers! The small remaining fires are extinguished as you are mobbed by the thankful city dwellers!
Shortly after that, a small squad of guards arrives on the scene and begins interviewing the onlookers. The commander of the squad approaches you and says, "I know you've all had a rough time of it already, but we could really use some extra men on the bridge! Could you please help us keep watch?"
Sagar
12th April 2009, 01:47 PM
Can I get a beer and a 5 minute breather first? I didn't get my pint in the tavern. :)
I'll wait for the bard's music, then surge twice and see where my HP are then.
Greebo
12th April 2009, 02:39 PM
I'll take that as a yes.
You accompany the guards to the bridge, but by the time you arrive, the attackers have fallen back into the deepening night and retreated out of sight. Brindol hasn't got more than a guard force and a reserve militia and isn't interested in a night pursuit into possibly worse damages.
By midnight, the guard thanks you and sends you on your way. Alternate lodgings have been arranged for you as a thanks for your assistance (different inn, slightly nicer accommodations too, but nothing terribly posh). Evidently they assumed you were staying at the "Horny Hart", and did not realize that you had only just met.
You collapse into your respective beds, and sleep takes you. (Full nights rest, reset action points, reset daily powers, full health.)
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