Island Empire Part 2, Mermaid's Rest

Mowgli said:
Rook springs from the Ogre's shoulders (1d20+12=32) with a phenomenally timed and perfectly executed flip and half twist. As he comes down slightly behind and to the left of the stinky Pelgarth, the barbarian dagger flicks out (1d20+5=16), planting firmly (1d4+3=5) in the big man's muscular back just under his ribs. He leaves the long knife where it stuck, and quickly scoops up the fallen warriors bastard sword.

OOC: Scott, wasn't sure if a 16 hit or not, so I took a chance in the description. If it was a miss, I'll edit this post for accuracy. Also, intended Rook to land close enough to W1 to scoop up the bastard sword (figured a Natural 20 on the Tumble check would do it). Again, let me know if I'm out of position or don't have time and I'll edit the post.

OOC: The 16 just hits. I have a little problem with you reaching the sword however. It is diagonallly across Pelgarth from you, making it at least little over 7 feet away if I remember my pythagorus correctly. You could instead move a square north. Then diagonal into Morwyn's square (which he can let you do), pick up the sword, then diagonal into Pelgarth's square then directly behind him to the east. That is streching your half move for the tumble with two diagonals. However, picking up a weapon doesn't leave you the option of attacking this round. You can do the dagger bit as planned and go in and back out of Pelgarth's square next time for the sword if you wish. There is one other aspect of the tumbling you should be aware of in such a crowded area. You have to make a tumbling check seperately for each person you pass with each additional one getting harder by +2. Given the Ogre's reach (you are passing through the area threatened by both 1 and 2) you need 4 checks for the move you just made with the second one at +2 DC (17) the third at +4 (19) and the final one at +6 DC (21). I'll let your one awesome roll suffice for this round but in future you need to consider the number of foes you pass more carefully. The relavent info on tumbling can be found here. http://www.d20srd.org/srd/skills/tumble.htm Let me know if you want to take your attack on Pelgarth or go for the sword this round.
 

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SirCaith said:
OOC: Scott, is there a torch, candle, lantern or any sort of open flame behind the bar? Spot Check (1d20+9=25) /OOC

OOC: There are lamps mounted every few feet behind the bar. As well as 3 large candleabras (sp?) equally spaced above the lenght of the bar. They are a little high up to be of much use though a well placed charge might bring one down on the head of a bartender...
 

OOC: Once Rook decides how to proceed, I'll try to get a more legible map up and finish the round. The rest of you may post tentative actions if you wish. Captain DeGrasse and the fairy clad women have yet to act.
 

Morwyn

As long as Pelgarth is still standing, I'll stick with the old tried and true, throwing caution to the wind (power attack +5), swing, stab, swing (1d20+7=26, 1d20+6=21, 1d20+2=16) for damage (1d10+11=12, 1d4+12=14, 1d10+11=17). Take that!

OOC: good thing I've got power attack, since the Dwarven Battle Axe is still just doing average damage ... for a short sword. Actually, a short sword would have been better, since then the 19 to hit would've been a crit threat. I was that close...
 

OOC:

I was actually thinking he'd land 2 squares due east of his starting position on the Ogre's shoulders. That put's him just south of Pelgarth and east of the Ogre, and one square SE of W1 and the sword, while fulfilling the 10' move required for skirmish damage (Which I've forgotten to roll for in each of the last two attacks - we're finally fighting something besides Undead, and I let THAT slip my mind! Any chance of going back and rolling a couple of d6's?).

Does he have to enter the square occupied by W1's Body, or can he reach into it from the adjascent square (reaching between Pelgarth and Ogre 2)?
 

OOC: Okay, my fault, I've gotten my warriors crossed up. Warrior three went down, but did not have the sword. Warrior 1, who has the sword is still in the fight. You'll need to finish him or try a disarm to get it. Assuming you proceed with the attack against Pelgarth with the dagger, you may roll you extra skirmish damage against him. You may also roll it for the Ogre struck in the previous round. I'll go to work on the map now.
 

Map

OOC: Here's the current map including some movement by the foes. Note that for some reason my sheet printed with one fewer row of squares this time, so we lost 5' on the east/west axis between the door and the table. I don't think it will be too problematic.
 

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Morwyn

Erland said:
I'll Rage (bringing my HP to 27), take a 5' Step towards Pel, then I'll (at -2 for Power Attack) swing, stab, swing (1d20+10=15, 1d20+9=20, 1d20+5=16). The damage is (1d10+6=13, 1d4+7=8, 1d10+6=12), if anything hits.

OOC: Like Mike P., I realized I missed some extra damage. In the above post, I took a -2 To Hit for Power Attack, but neglected to add it to the Damage rolls. My base damage for the axe is 1d10+5; situational modifiers: less one for -2 Str, plus two for Rage +4 Str, plus two for Power Attack, for a total of 1d10+8. Similarly for the dagger, base 1d4+6-1+2+2 (same modifiers) for a 1d4+9. Scott, if you feel so moved, rather than try to "back date" the changes, please add that damage to the latest round, Since the damage rolls were comparatively low (1, 2, and 6), adding 4 to the first roll brings the total damage to the statistical average.
 

OOC: You could be slain before you get the chance to redress the lost damage, so I'll go ahead and fix it on my total. Technically, the round isn't over yet.
 


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