Lord Ogglebottoms Odd Tasks: All in a Nights Work (DM: DMDanW, Judge: Renau1g)

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]

  • 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.
Gellan – HP: 22/27; HS: 7/9; AP: 0 –
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]
attachment.php

[/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...)


 

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Round #5

Round #5
The armored human strikes out at Gloom, grazing him with his halberd.


The dwarf’s look of confidence fades and he looks over to the human. “Ye hold em off and I’ma goina warn de oters” he states and moves down the far side of the crates. As he goes to leave Gellan swings out at him, but once again buries his weapon into the crate.

[sblock=Mechanics]

- Human does not recharge Powerful strike. Attacks Gloom, hitting AC 22 for 11 damage & Gloom is marked until the end of the humans next turn


- Dwarf 1 moves drawing an OA from Gellan; 1d20+6=12 – a miss;
He double moves to F4


[/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.
Gellan – HP: 22/27; HS: 7/9; AP: 0 –
Gloom – HP: 18/38; HS: 8/11; AP 1 – Bloodied & marked by Human 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]
attachment.php

[/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]




OK PC's - You're up!


 

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"You'll regret that!" tells Gloom as he get hit by the human. Gloom riposte with a large and powerful swing. The human lose his feet and tumble down the pile of boxes to land many feet behind the boxes. As he get back on his feet, he see the shifter charging him and the sword find his place between the helmet and the collar, slicing deeply in his throat.

Continuing on his drive, he moves next to the the dwarf. "You'll quickly follow him. Lauto is waiting for you." he tells with an half savage, half made stare.

[SBLOCK=OOC]Free: Regen 2 at 20/38
Standard: Divine Pusuit on Human1 (1d20+9=19, 2d8+7=16) Hit... push at J8 and Gloom shift at I9.
Action Point: Holy Strike on Human1 (1d20+9=26, 1d8+13=21) Now he is at -20 :devil:
Move: Walk to G4
Minor: Divine Challenge the dwarf.[/SBLOCK]
 


Oh sorry - I missed moving the token. OK so that really doesn't change much except that the dwarf can only get to G4 since he'll go around Zharne.
 

"You're going nowhere, friendly one," snarls Gellan as he takes off in pursuit of the dwarf. Sheathing one tan'gat, he vaults down off the crates and circles around the dwarf, grinning at him fiercely. "Now, who are these 'others', and how many of them wait for us? Or do you wish to join your comrades? I personally do not care either way, but you might, eh rockbrain?" Gellan says in a low voice.

[sblock=Actions]Minor: Sheath off-hand weapon.
Move: Walk to F-7. I assume the DC to get down off the crates is the same as to get up on them -- in any case, Athletics check=23.
Move: Walk to F-3. The dwarf can take an OA (and the damage from Gloom's Divine Challenge), but it would miss.
Free: Threaten the dwarf.[/sblock]
[sblock="Mini stat"]Gellan Bonesaw - Level 1 Halfling Barbarian
Passive Perception: 16, Passive Insight: 11, Initiative: +3 Senses: Normal
AC: 17, Fortitude: 16, Reflex: 14, Will: 11 -- Speed: 6, Size: Small
HP: 22/27, Bloodied 13, Surge Value 6, Surges left 7/9
Action Points: 0, Second Wind: not used
Powers -
Pressing Strike, Whirling Rend
Second Chance, Whirling Lunge, Whirling Frenzy
Swift Panther Rage[/sblock]
 

Moving as fast as his rusted armour will allow, Thorn tries to keep up with his friends, growling the whole distance.

[sblock=mechanics]
Move = walking around boxes to H-11.

Move = continue to move to H-6.
[/sblock]
 

[SBLOCK=OOC]If the dwarf is at G4, Gloom will go to F4, and I think it's possible to get there without AoO, but if he must take one, he will go instead to H4. [/SBLOCK]
 



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