DMDanW
First Post
Round 4 Recap
End of Round #4
The armored human turns and brings his halberd down on Gellan. The strike hits him squarely in the chest and knocks him to the ground. The strike smashes into the crate by Gellans head – a strike which would have otherwise put Gellan onto his back.
The dwarf looks up and sees Thorn running towards him. He raises his crossbow and fires a shot at Thorn, once again hitting his target. Noticing that his enemies as upon them he drops his crossbow and pulls out a warhammer.
"Lauto is waiting for you both..." shouts Gloom, who is standing up. He then swipe at Human, but miss him, still disoriented by his meeting with Lauto.
Gellan ducks just in time to see the human's halberd smash into the crate by his head. A lock of his braided hair drifts past his wide eyes as it is severed by the blade's passage. "Have to be faster than that!" he cries, lashing out with both blades once again before skipping to the side.
Zharne once again assumes his beast form and releases a swarm on his enemies
Fortified by his animal rage Thorn moves towards the tower of crates and the human perched above. In a mighty upward thrust, Thorn's spear pierces under his armor and sinks into his enemy's lower abdomen. Blood runs down his leg and the crates like a waterfall.
Striding forward with purpose, Minharath speaks in powerful voice "I do not condone the taking of intelligent life! The Goddess is displeased! What I do now, I do to preserve lives, but I provide this warning - any who take a life from this time forward will recieve no succor from me!" As his words carry through the room, so do the wounds of those most injured close. The corpses on the floor gather themselves into a semblance of rest, and peace shows upon their passed faces. Those with blood on their hands can feel the wet, sticky sensation dripping down their fingers, or weapons. Like a shadow looming over them, the truth of the priest's words fills your mind for a moment, and though your injuries are aging to scars, the strength returning to your limbs, you cannot help but weigh the consequences of your next actions carefully.
[sblock=Mechanics]
- Human 1 recharges Powerful strike. Attacks Gellan with Powerful Strike, hitting AC 30 (Crit!) for 17 points of damage & Gellan is knocked Prone. - Due to Gellans Second Chance the attack roll misses!
- Dwarf 1 takes an aimed shot at Thorn, hitting AC 29 for 11 damage. Drops crossbow & draws Warhammer. OA from Gellan; 1d20+6-4=7 (Prone & Cover due to dwarf being 5’ higher & Gellan is prone)
- Gloom: Free: Regenerate 2; Minor: Call for challenge (Both the dwarf and the human are under Gloom's divine sanction.; Move: Stand up; Standard: Holy Strike (1d20+9=13, 1d8+11=12) Miss
- Gellan: Standard: Attack Human 1 with Whirling Rend (Str vs. AC). Hits with a 22.. Human takes 11 damage, dwarf takes 6.; Move: Shift to J-13.
- Zharne: Minor Action: Wildshape; Standard Action: Swarming locusts on I10-I12;K10-K12(hits ref 23 and ref 13 for 8 damage and all enemies in the zone grants CA until The End of Zharne's Next Turn); Move Action: to J9 - I applied your rolls in order from closest enemy to furthest enemy.
- Thorn: Minor = Longtooth Shifting: until the end of the encounter, gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. (since regeneration happens at the start of his turn, he will not gain hps this round).; Move = Shift to J-14; Standard = Reaping Strike on Human in J-12. The target grants CA (+2 added into attack) due to Zharne's swarming locusts. Thorn's longspear has reach so I'm assuming it can still reach the human at the top of the boxes. Also, I did not see (PHB, pg 279) any modifiers for attacking from below??? 1d20+9 (vs. AC)=20 A hit! Damage includes his Longtooth Shifting bonus (+2) 1d10+6 (damage)=15
- Minharath: Move Action: Walk to J18; Standard Action: Healer's Mercy (Each bloodied ally in Burst 5 can spend a healing surge and gain Surge value +11 hit points.; Minor Action: Healing Word on Gloom (Gloom can gain Surge value +19 hit points.; Action Point: Move to I20
[/sblock]
[Sblock=Initiative Order]
Bad Guys (Dwarf1 & Human1): 23
Minharath: 19
Gellan: 17
Gloom: 17
Thorn: 15
Zharne: 14
Bad Guys (others): 7
[/sblock]
[sblock=Status]
Gloom – HP: 29/38; HS: 8/11; AP 1 –
Minharath – HP: 25/25; HS: 8/8; AP 0 -
Thorn – HP: 23/29; HS: 8/11; AP 1 - used Comeback Strike Daily Power
Zharne – HP: 31/31; HS: 8/9; AP 0 -
Dwarf1 – HP: 33/46
Human1 – HP: 17/47 – Bloodied; Used Powerful strike (recharge on 5 or 6)
Human 2 – DEAD
Human 3 – DEAD
Human 4 – DEAD
Human 5 – DEAD
Human 6 – Dead
Human 7 – Dead
Orc 1 – Dead
Orc 2 – Dead
[/sblock]
[sblock=Enemy Info]
OK so for this combat I am going to provide the bad guys melee basic attack stats along with their defenses. If you draw an OA roll for it. IF for some reason I decide that the abd guy would not have taken the OA then I will let you know. I will also roll OA’s that the bad guys draw from the PC’s. I think that by doing so will help solve some of the problem I had last combat.
Dwarf1: AC 17; Fortitude 16, Reflex 16, Will 14; Melee Basic Attack: Warhammer; +8 vs AC, 1d10+2 damage
Human 1: AC 18; Fortitude 16, Reflex 15, Will 14; Melee Basic Attack: Halberd; +10 vs AC, 1d10+3 damage & target is marked.
Human 2-7: AC 15; Fortitude 13, Reflex 11, Will 11; (Gets +2 to all defenses while at least 2 other human rabble are within 5 squares of it)
Attack: Club; +6 vs AC; 4 damage.
Orcs 1 & 2: AC 16; Fortitude 15, Reflex 12, Will 12
Attack: Club, +9 vs AC; 5 damage
[/sblock]
[sblock=Map]
[/sblock]
[sblock=Terrain Features]
Crates and barrels are rough terrain and require a DC 10 Athletics check to climb / jump onto. They do provide cover.
The ceiling is 20’ high in this room.
Illumination: The far room is lit with magical torches along the walls, although there are shadowy areas to be found.
[/sblock]
I will post the beginning of Round 5 shortly (really busy at work...)
End of Round #4
The armored human turns and brings his halberd down on Gellan. The strike hits him squarely in the chest and knocks him to the ground. The strike smashes into the crate by Gellans head – a strike which would have otherwise put Gellan onto his back.
The dwarf looks up and sees Thorn running towards him. He raises his crossbow and fires a shot at Thorn, once again hitting his target. Noticing that his enemies as upon them he drops his crossbow and pulls out a warhammer.
"Lauto is waiting for you both..." shouts Gloom, who is standing up. He then swipe at Human, but miss him, still disoriented by his meeting with Lauto.
Gellan ducks just in time to see the human's halberd smash into the crate by his head. A lock of his braided hair drifts past his wide eyes as it is severed by the blade's passage. "Have to be faster than that!" he cries, lashing out with both blades once again before skipping to the side.
Zharne once again assumes his beast form and releases a swarm on his enemies
Fortified by his animal rage Thorn moves towards the tower of crates and the human perched above. In a mighty upward thrust, Thorn's spear pierces under his armor and sinks into his enemy's lower abdomen. Blood runs down his leg and the crates like a waterfall.
Striding forward with purpose, Minharath speaks in powerful voice "I do not condone the taking of intelligent life! The Goddess is displeased! What I do now, I do to preserve lives, but I provide this warning - any who take a life from this time forward will recieve no succor from me!" As his words carry through the room, so do the wounds of those most injured close. The corpses on the floor gather themselves into a semblance of rest, and peace shows upon their passed faces. Those with blood on their hands can feel the wet, sticky sensation dripping down their fingers, or weapons. Like a shadow looming over them, the truth of the priest's words fills your mind for a moment, and though your injuries are aging to scars, the strength returning to your limbs, you cannot help but weigh the consequences of your next actions carefully.
[sblock=Mechanics]
- Human 1 recharges Powerful strike. Attacks Gellan with Powerful Strike, hitting AC 30 (Crit!) for 17 points of damage & Gellan is knocked Prone. - Due to Gellans Second Chance the attack roll misses!
- Dwarf 1 takes an aimed shot at Thorn, hitting AC 29 for 11 damage. Drops crossbow & draws Warhammer. OA from Gellan; 1d20+6-4=7 (Prone & Cover due to dwarf being 5’ higher & Gellan is prone)
- Gloom: Free: Regenerate 2; Minor: Call for challenge (Both the dwarf and the human are under Gloom's divine sanction.; Move: Stand up; Standard: Holy Strike (1d20+9=13, 1d8+11=12) Miss
- Gellan: Standard: Attack Human 1 with Whirling Rend (Str vs. AC). Hits with a 22.. Human takes 11 damage, dwarf takes 6.; Move: Shift to J-13.
- Zharne: Minor Action: Wildshape; Standard Action: Swarming locusts on I10-I12;K10-K12(hits ref 23 and ref 13 for 8 damage and all enemies in the zone grants CA until The End of Zharne's Next Turn); Move Action: to J9 - I applied your rolls in order from closest enemy to furthest enemy.
- Thorn: Minor = Longtooth Shifting: until the end of the encounter, gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2. (since regeneration happens at the start of his turn, he will not gain hps this round).; Move = Shift to J-14; Standard = Reaping Strike on Human in J-12. The target grants CA (+2 added into attack) due to Zharne's swarming locusts. Thorn's longspear has reach so I'm assuming it can still reach the human at the top of the boxes. Also, I did not see (PHB, pg 279) any modifiers for attacking from below??? 1d20+9 (vs. AC)=20 A hit! Damage includes his Longtooth Shifting bonus (+2) 1d10+6 (damage)=15
- Minharath: Move Action: Walk to J18; Standard Action: Healer's Mercy (Each bloodied ally in Burst 5 can spend a healing surge and gain Surge value +11 hit points.; Minor Action: Healing Word on Gloom (Gloom can gain Surge value +19 hit points.; Action Point: Move to I20
[/sblock]
[Sblock=Initiative Order]
Bad Guys (Dwarf1 & Human1): 23
Minharath: 19
Gellan: 17
Gloom: 17
Thorn: 15
Zharne: 14
Bad Guys (others): 7
[/sblock]
[sblock=Status]
- The Bloodied condition is being represented on the map by a Red dot in the lower right hand corner of the Token.
- The Prone condition is being represented on the map by a blue circle around the Token.
Gloom – HP: 29/38; HS: 8/11; AP 1 –
Minharath – HP: 25/25; HS: 8/8; AP 0 -
Thorn – HP: 23/29; HS: 8/11; AP 1 - used Comeback Strike Daily Power
Zharne – HP: 31/31; HS: 8/9; AP 0 -
Dwarf1 – HP: 33/46
Human1 – HP: 17/47 – Bloodied; Used Powerful strike (recharge on 5 or 6)
Human 2 – DEAD
Human 3 – DEAD
Human 4 – DEAD
Human 5 – DEAD
Human 6 – Dead
Human 7 – Dead
Orc 1 – Dead
Orc 2 – Dead
[/sblock]
[sblock=Enemy Info]
OK so for this combat I am going to provide the bad guys melee basic attack stats along with their defenses. If you draw an OA roll for it. IF for some reason I decide that the abd guy would not have taken the OA then I will let you know. I will also roll OA’s that the bad guys draw from the PC’s. I think that by doing so will help solve some of the problem I had last combat.
Dwarf1: AC 17; Fortitude 16, Reflex 16, Will 14; Melee Basic Attack: Warhammer; +8 vs AC, 1d10+2 damage
Human 1: AC 18; Fortitude 16, Reflex 15, Will 14; Melee Basic Attack: Halberd; +10 vs AC, 1d10+3 damage & target is marked.
Human 2-7: AC 15; Fortitude 13, Reflex 11, Will 11; (Gets +2 to all defenses while at least 2 other human rabble are within 5 squares of it)
Attack: Club; +6 vs AC; 4 damage.
Orcs 1 & 2: AC 16; Fortitude 15, Reflex 12, Will 12
Attack: Club, +9 vs AC; 5 damage
[/sblock]
[sblock=Map]
[/sblock]
[sblock=Terrain Features]
Crates and barrels are rough terrain and require a DC 10 Athletics check to climb / jump onto. They do provide cover.
The ceiling is 20’ high in this room.
Illumination: The far room is lit with magical torches along the walls, although there are shadowy areas to be found.
[/sblock]
I will post the beginning of Round 5 shortly (really busy at work...)