Goblins in the Cellar (Bront judging)


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Round #1 begins

Braiden moves to N3 and fires at the Worg, which proves to be risky. The Worg is not flat footed so it is considered in melee, thus Braiden takes the -4 penalty for firing into melee. Also Benedict gives the Worg cover, that is another -4 penalty. The attack roll of 18 misses the Worg by exactly 4, which means Braiden hits the cover (which is Benedict, and 18 is high enough to hit Benedict). Benedict takes 7 points of damage and drops to the ground (currently at -1 and unstable).

Goblin#1 fires at Leland (who is still flat footed) and moves up the stairs (each square up counts double).
Goblin1 attack and damage (inc sneak attack) (1d20+1=18, 1d4+1d6=6)
Leland is hit for 6 more points of damage.

Goblin#2 fires at Leland also and holds his ground.
Goblin2 attack and damage (inc sneak attack) (1d20+1=19, 1d4+1d6=7)
Leland is hit again for 7 more points (now down to 12)

Goblin3 moves to L11 and shoots at Braiden.
Goblin3 attack and damage (1d20+1=20, 1d4=2)
Braiden is hit for 2 points of damage.

Goblin4 moves to the other side of the doorway (he still has cover) and also shoots at Braiden.
Goblin4 attack and damage (1d20+1=18, 1d4=3)
This arrow misses Braiden due to his skirmish ability.

Goblin5 shoots at Jezira (who is still flat footed) and then closes the door!
Goblin5 attack and damage (inc sneak attack) (1d20+1=18, 1d4+1d6=8)
Jezira is hit for 8 points.

Irrinaer attempts a Mind Thrust on the Worg.
Worg Will save (1d20+3=22)
The Worg shrugs off the effects as it snarls and eyes you all hungerly.

Benedict is next, but he is unconscious. Velmont, please post a roll to stabalize (10% chance).

Justice steps to L5 and crits the Worg for 12 points of damage! It yelps in pain, Justice now has its full attention.

Jezira is up.

OOC: WOW, Invisible Castle is HOT!
 

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The -4 penalty to fire into melee is cover. You can't get cover from the same object twice.
Benedict is in no way in the line of fire from N3-K6. The worg did not move niether did Benedict.
 
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OOC: Hi Mellubb. This is the way my gaming group plays it, so I looked up the rules to back it up. The SRD is quite clear on the matter:

Shooting or Throwing into a Melee
If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a -4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

Precise Shot
If you have the Precise Shot feat you don’t take this penalty.


OOC: So at the time you fired Benedict was still up and the Worg was threatening him. Only one of the attackers must be threatening the other, as you see above. It is not the cover penalty, it is a different penalty all together.

OOC: Now, regarding cover, the rules are also clear on that:

Cover
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).


OOC: I will post a diagram that show this line, both Benedict and Leland are in this line of effect, I chose Benedict since he was closer to the target but we could use some other means to determie which one it hit...

OOC: The other thing about cover that is important is that cover that is closer to the shooter than the target can be ignored I believe. Thus you can shoot over your teammates heads at targets that are further away, so at least archers are not completely hosed. Archery, tricky business...
 

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Jezira, HP 18/26

Jezira grunts in pain, and then activates her Dragonmark. A ward of energy surrounds her. She snarls, and gets ready to advance on Goblin #5, moving closer towards the door.

OOC: DR 10/magic vs. Arrows, can stop a total of 30 points of damage.
 

Round #1 continues

Activiting a Dragon Mark is a standard action, so Jezira activates it and can easily move to I6. The door is closed now thus there is no sign of Goblin#5. Jezira is just out of the reach of the Worg, and Benedict is down nearby.

The Worg is up next, it attacks Justice who has just slashed it deeply with his longsword.
Worg attack and damage on Justice (1d20+7=17, 1d6+4=7)
The Worg's fangs bounce off of Justice's Adamantine plating.

Lastly in round #1 is Leland who was going to charge Goblin#3. That plan might not really work now Neoweasel since you would draw an attack of opportunity from the Worg. Please post to confirm if you still want to charge Goblin#3 and take the AOO, or if you would prefer to use this attack roll on the Worg. State your movement and especially which square you end up in please. Thanks.
 

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JRYoung said:
Lastly in round #1 is Leland who was going to charge Goblin#3. That plan might not really work now Neoweasel since you would draw an attack of opportunity from the Worg. Please post to confirm if you still want to charge Goblin#3 and take the AOO, or if you would prefer to use this attack roll on the Worg. State your movement and especially which square you end up in please. Thanks.
Leland moves L4 -> M5 -> L6 and attacks the Worg.
 

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