Upon hearing Basher7 and Tarrk planning to charge the foes, Aimhirghin (again) goes about quietly changing his weapons - preparing longbow and arrow but thinking of using a different sort of attack first.
Leif
I won't be able to post (after tomorrow morning early) until at least 7:00 PM tomorrow - if I get to post at all tomorrow evening. Just in case things need to move forward, Aimhirghin's planned action is:
Tarrk strides boldly along, behind the edge of the low rock (3 feet, 55% cover) and Basher7 stays right with him. Khellek drops to one knee behind the rock (90% cover). (The ground slopes up sharply to the east of the path, and this aids you by blocking the view of the kobolds somewhat.) The kobolds advance along the road slightly, the ones in front slowing down. It's almost as if they can sense that something is up, and they are none too eager to find out what it is. As they slow, the Dragonshields begin to berate them, gently at first, but with increasing fervor and severity. The slinger looks up and spies Tarrk and Basher7 and begins to make ready to fire.
Aimhirghin quickly recognizes that the Kobolds are preparing to engage and steps out from behind the rock. Drawing arrow quickly to cheek, he sends a shaft flying (1d20+2=18) at the kobold slinger. The arrow impacts with a meaty thunk (1d10=5).
OOC
I think the proposed plan was for Basher7 and Tarrk to stay at the front of the rock and step out in front of the Kobolds, which would then allow Khellek (and anyone else who moved to the other end of the rock) to come up on the fight from the rear and flank them. You really don't want us flanking your kobolds, do you?
Actions
Move: To R18
Standard: Basic Missile Attack vs. Kobold Slinger w/ Longbow
Minor: N/A
Leif: I used the attack roll I made last night (just subtracted 2 for the difference between use of his Power and use of his Bow). Had to re-roll damage though - different dice. Realized they're out of range for Spiteful Glamor.
Stat Block
Aimhirghin Maolán Perception: 17 Insight: 17 Normal Vision AC: 15 Fortitude: 11 Reflex: 14 Will: 16 Hit Points: 25/25 Bloodied: 12 Temporary Hit Points: 0 Action Points: 1 Second Wind: 1 Healing Surge: 6 Surges per day: 08/08 At-Will Powers: Change Shape, Misdirected Mark, Vicious Mockery Encounter Powers: Majestic Word, Words of Friendship, Spiteful Glamor, Blunder Daily Powers: Stirring Shout
Seeing their cover blown, Khellek moves past his allies into the open and rushes towards the slinger, using Aimhirghin's bowshot as cover. He lifts the mace over his head and smashes it down on the poor kobold, a ghostly symbol of Selune appears on the reptile and Basher feels some divine inspiration in him (it?).
OOC
*A good leader leads from the front
Move: to N20
Standard: Righteous Brand* against the slinger (at-will) Vs AC; Damage (1d20+5=25, 1d8+3=7) *Nice, Critical Hit so 11 damage.
*Granting Basher7 a +3 power bonus against the slinger until end of next turn
Minor: n/a
Mini Stat-Block
Khellek, Shifter Cleric of Selune
Passive Perception: 16, Passive Insight: 19
AC:17, Fort:13, Ref:11, Will:15 -- Speed:5
HP:25/25, Bloodied:12, Surge Value:6, Surges Per-Day 8
Initiative +0
Action Points: 1, Second Wind: not used
Powers: Lance of Faith, Righteous Brand , Healing Wordx2, Healing Strike, Longtooth Shifting , Beacon of Hope
Last edited by renau1g; 20th March 2009 at 03:48 PM..
OOC: You did an excellent action for 3.5E, but, sadly, not a correct one for 4E. You don't just roll to hit and damage in 4e. Tell me the name of the Power that you are using, and whether it is an At-Will power, an Encounter power, or a Daily power. THEN, if rolling to hit and damage is the effect of the power, you do that. If you select a power for a standard missile attack, then keep the rolls you posted, but please edit the post to give me the name of the power you used, and whether it is at-will, encounter, or daily.
Scotley
Note Basher7's +3 Power bonus to attack the slinger granted to him by Khellek that is in effect until the end of Basher7's next turn. [I dont even want to get into the metaphysics of a divinely inspired Warforged!]
renau1g
I don't immediately remember whether Righteous Brand is At-Will, Encounter, or Daily, so if you could note this in your posts for any power that you use, I would greatly appreciate the time that it would save me.
Last edited by Leif; 24th March 2009 at 04:23 PM..
I didn't state a power use because there wasn't one to use in this situation (all of Aimhirghin's powers have a range of 5, 10 or Personal and he's much farther away than that). It's true I'm not very familiar with the 4E rules (and as a willing student I appreciate any lessons coming my way from anyone) but in this case I think my actions were stated correctly. Previous post has been edited to reflect that this was a basic missile attack.
BTW, since I've separated my powers out by type (At-Will, Encounter and Daily) in my stat block, and the stat block will be attached to all posts in which Aimhirghin takes action, will I be forgiven if I forget to state the power type again?
My plan is also to strike through used encounter and daily powers in the stat block in order to keep track during the combat. Encounter powers can then be easily restored at the end of the encounter and daily powers after resting for the evening.
Elerosse stays behind his friends, out of sight, moving back a step. Elerosse mumbles the arcane words he knows so well, causing the sounds of armor scraping on stone to drift towards the advancing kobolds from ahead.
OOC: I need to look up what Ghost Sounds can be. See PH p.158
Actions
move action: shift to R13
standard: Ghost Sound cantrip cast at N4 (behind the rock up there) causing the sounds of armor scrapping on stone to come towards the kobolds
minor: n/a
Mini-Stat Block
Ellerosse, Eledrin Wizard
Passive Perception: , Passive Insight:
AC:14, Fort:11, Ref:11, Will: -- Speed: 6
HP:23/23, Bloodied:11, Surge Value:5, Surges Per-Day 6/6
Initiative +2
Action Points: 1, Second Wind: not used
At-Will Powers: Magic Missile; Thunderwave Encounter Powers: Fey Step; Wand of Accuracy; Force Orb
Daily Power: Sleep
Last edited by Lou; 28th March 2009 at 01:41 AM..
Reason: added Ghost Sound
Sensing that he has been detected, Basher7 surges into motion and striding forward he smashes (1d20+9=20) the slinger with his massive Craghammer (1d10.minroll(3)+4 =7) aided by divine power. As the hammer strikes the target a change comes over the warforged. Within his massive body flywheels spin up and reinforcements snap into place. It becomes more obvious that he is built for war. He points his Craghammer at Kobold slinger and announces, "You're mine little lizard manling."
Actions
Move Action: Partial move to N18
Standard Action: Crushing Surge At-Will (note this is an invigorating power giving Basher7 3 temporary hp and due to Battlerager Vigor he will be at +2 damage with his hammers as long as he has temp hp)
Minor Action: None
Free Action: Mark the slinger (who is now at -2 to attack anyone else and if he moves or tries to attack someone else Basher7 gets to attack him as an immediate interrupt)
(New IC post coming later today, if all goes as planned. Sorry, didn't make this, did I?) (Obviously, all did not go as planned. Still trying to get this thing the rest of the way off the ground, though!)
Quote:
Originally Posted by Mowgli
I didn't state a power use because there wasn't one to use in this situation (all of Aimhirghin's powers have a range of 5, 10 or Personal and he's much farther away than that). It's true I'm not very familiar with the 4E rules (and as a willing student I appreciate any lessons coming my way from anyone) but in this case I think my actions were stated correctly. Previous post has been edited to reflect that this was a basic missile attack.
Actually, Mowgli, it IS a power, it's just not contained in the "classes" section of the ph like other powers. In 4E EVERYTHING that any character does in combat is a Power of some sort. The melee and missile basic attack powers are in the combat section, but I found them anyway. [Finally.... You know, this whole thing freaked me out so much that I didn't even try to advance this game for a couple of days because I was afraid that I had misunderstood everything about 4E. Turns out that all I had overlooked were two at-will powers that every pc has regardless of class. So, Word to the Wise, give me the name of the Power. Page numbers help, too, but aren't really necessary now that I've found Melee Basic Attack and Missile Basic Attack.] Still, in the future, giving me the power name will probably cut down extensively on the delays in the game. And another thing, telling me which BOOK the power is in is getting to also be mandatory, now that we have so many different books detailing powers: ph, mp, ap, dp, ph2, mm, and on and on and on.
Quote:
Originally Posted by Mowgli
BTW, since I've separated my powers out by type (At-Will, Encounter and Daily) in my stat block, and the stat block will be attached to all posts in which Aimhirghin takes action, will I be forgiven if I forget to state the power type again?
Probably not. What I ask is very simple and easy to do. GM's prerogative, dude, to quote you in your game. And a lot of time when I post, I don't have just a great deal of free time to be reading everyone's character sheet. This is made doubly difficult by the fact that everyone does character sheets differently, and yours are notoriously tough for me to locate what I'm looking for.
Quote:
Originally Posted by Mowgli
My plan is also to strike through used encounter and daily powers in the stat block in order to keep track during the combat. Encounter powers can then be easily restored at the end of the encounter and daily powers after resting for the evening.
That, however, is a most excellent idea! Please make it so?
Quote:
Originally Posted by Lou
Elerosse stays behind his friends, out of sight, moving back a step. Elerosse mumbles the arcane words he knows so well, causing the sounds of .... to drift towards the advancing kobolds.
OOC: I need to look up what Ghost Sounds can be.
Any decision on what Elerosse's Ghost Sounds will be? Since I've already taken so long to move the game forward, if you haven't posted an answer to my question by the time I'm ready for an IC update, I'll probably just decide for you. My choice might not even be THAT MUCH worse than what you would choose for yourself........or, then again....
Last edited by Leif; 27th March 2009 at 08:17 PM..
Lou, give me the coordinates on the map from which you want your ghost sounds to emanate? Thanks.
Scotley, did Basher7 take his +3 bonus from Khellek into account? I'd really appreciate it if you could show me on your posts where each of the bonuses comes from, at least until I get more comfortable with this system. Sorry to be such a wet blanket guys.
Last edited by Leif; 27th March 2009 at 08:28 PM..
move action: Shift to R13
standard: Ghost Sound cantrip cast at N4 (behind the rock up there) causing the sounds of armor scrapping on stone to come towards the kobolds
minor: n/a
Quote:
Originally Posted by Leif
Lou, give me the coordinates on the map from which you want your ghost sounds to emanate? Thanks.
OOC: I think N4 is at the 10 square limit for the Ghost Sounds cantrip 4e PH p. 158.
Ok, but in the PH, aren't those 10' squares that the rules talk about? We've got 5' squares on this map.
As usual, I started something and didn't finish until someone else posted....
Here's what I see in 4e PHB:
p. 9: battle grid is 1" squares
p. 32: movement is by squares (see p. 282)
p. 56: melee is squares of reach and ranged is squares (see p. 219 for ranges)
Everything in the Class Powers seems to be measured in squares.
Magic Items seem to all state ranges in squares.
p. 266: Visualizing the Action: "A 1-inch square on the battle grid represents a 5-foot square in the game world."
p. 283: Speed: "Your speed is measured in squares on the battle grid, with each 1-inch square representing a 5-foot square in the game world. A character who has a speed of 6 can move up to 6 squares (or 30 feet) on the battle grid by using a move action." Rituals seem to all state ranges in squares.
Looks like 4e is all 5' squares in the PHB. I haven't looked through the MM or DMG to see if there are other scales in those books.
Aside: I see the 3.5 5' move is now called a SHIFT on p. 289, which has a nice listing of combat actions by type.
Last edited by Lou; 27th March 2009 at 10:29 PM..
Reason: reason for late post
Scotley, did Basher7 take his +3 bonus from Khellek into account? I'd really appreciate it if you could show me on your posts where each of the bonuses comes from, at least until I get more comfortable with this system. Sorry to be such a wet blanket guys.
OOC: Yes, that's what the 'aided by divine power' bit is all about in my post. Guess I tried a little too hard to be cute. The rest of it is there in the mini stat block--I just didn't put it together neatly for you. +1/2 rounded down for level over 2+4 from 18 str. and +2 for proficiency with craghammer makes +6 with the +3 from Khellek making up the rest. Basher7 could have charged for another +1 without any penalty too I think. Am I correct in reading that charging no longer gives an AC penalty?
OOC: Yes, you are correct -- charging does not give a penalty to AC. However, if you are in a threatened square at any point during the charge except for the end, then you are subject to attacks of opportunity. Also, once your charge attack is resolved, you can take no further actions in that round, unless you spend an action point to do so. (See PH pages 287-288.)
So far, the party seems to be concentrating almost all of their fire on the poor slinger. Aimhirghin hits him with his arrow attack for 5 points, and Tarrk and Basher7 both charge the slinger and Khellek attacks him with magic as well. Tarrk does not connect, but basher7 deals the scaly slinger a decent blow for 7 points of damage, and Khellek deals 12 hp damage with his spell, which slays the poor slinger (just barely - exactly zero hp). The slinger is now dead, but none of the other kobolds have been touched.
One Dragonshield attacks Tarrk, one attacks Basher7, and 4 of the minions swarm to attack Khellek. The kobolds have terrible luck with their attacks, mostly, but Khellek is hit by the spears of two minions for 7 points and 3 points, for a total of 10 hp damage.
Last edited by Leif; 29th March 2009 at 02:20 AM..