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

It's not your time yet... hears Gloom. Lauto is talking to him and refuse him to die now just as he had refused him to die the day his tribe was decimated by an hoerd of raiders. Again he will have to wait before he could follow his tribe to the other world. He opens his eyes and see the fight is continuing around him.

[SBLOCK=OOC]Death saving throw (1d20=20). Gloom can spend an healing surge and so he does. He is now at 9 hp.[/SBLOCK]
 

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Round #3 Recap

"The only stones I’m goina be eating little one are yours after I’m done wit ya” the dwarf bellows. He again quickly reloads and fires a shot at Zharne, hitting him dead on. He then looks down at Gellan and gives him a wink.

The armored human drops his crossbow and draws a halberd, continuing on through to attack Gloom with a powerful swing. The hit knocks Gloom to the floor where he remains unmoving..

"Do you think so? Let us find out then, son of a goblin!" Gellan shouts out in Dwarven. He then moves around the pile of crates, then vaults to a position next to the dwarf. His blades flash to either side, striking both opponents.

"Minharath! Priest! Get yourself together and come help!"

In Minharath's brain - And so Lauto calls unto his own, Minharath thinks as he sees Gloom fall. How did I come to be here with these madmen? Taking a step back, Minharath makes to leave, but then a thought occurs to him. Blood already stains this floor. How much blood? How much more before the end of the night? If I heal them, will they not rise to slaughter afresh? And that is the thought that spurs Minharath to action. Fool! Prideful man! It is not yours to make these decisions! Life seeps away as you stand there, and you do not act? NO!

Taking a step backwards and beginning to turn, Minharath takes a last glance at the fallen paladin. Then something seems to change his mind, and he turns and moves into the room, walking briskly but staying quiet, around a large stack of crates at the edge of the warehouse.

Frustrated by his opponent's successful avoidance, Thorn spins his weapon about, shifting to an overhead grip and bringing the shaft down in a single powerful blow. Unprepared for this change of tactics, the human is impaled, the light fading from his eyes even as Thorn leaps over the corpse, running headlong toward where a fallen companion lay at the mercy of the villains.

Zharne rushes forward to Gloom then transforms back and there at Gloom, he tries to awaken the shifter by jabbing on the shifters wound with his staff and yells, "HEY!! Wake up, it is no time for sleeping!"

It's not your time yet... hears Gloom. Lauto is talking to him and refuse him to die now just as he had refused him to die the day his tribe was decimated by an hoerd of raiders. Again he will have to wait before he could follow his tribe to the other world. He opens his eyes and see the fight is continuing around him.

[sblock=Mechanics]

- Dwarf 1 reloads, and takes an aimed shot at Zharne, hitting AC 21, for 14 damage. Free – Taunt Gellan.


- Human 1 drops his crossbow and draws his halberd. Attack vs Gloom (28 vs AC; for 16 damage & Gloom is knocked Prone)


- Gellan: Move action: Walk to K-14, then climb to K-13. Standard Action: Attack Dwarf with Whirling Rend. Hits AC 24: Dwarf takes 7 damage, Human 1 takes 4. At least I hit them.

- Minharath: Move to G25, ready Healing Word (2d6+8+Surge) for the first person on 'our' side that drops to 0hp or below. I guess I'll convert my standard action into a move and get to I20 instead of readying.

-Thorn: Sure Strike vs. last minion, AC15 1d20+9=18 Success; Run to K15

- Zharne: Move Action: move to I14; Minor Action: wildshape to elf and shift to H13; Standard Action: heal check to activate Gloom's second wind(NAT 1)

- Gloom: Death saving throw (1d20=20). Gloom can spend an healing surge and so he does. He is now at 9 hp.

[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]
Gellan – HP: 22/27; HS: 7/9; AP: 0
Gloom – HP: 9/38; HS: 10/11; AP 1 – Bloodied & Prone
Minharath – HP: 25/25; HS: 8/8; AP 1
Thorn – HP: 16/29; HS: 9/11; AP 1; used Comeback Strike Daily Power
Zharne – HP: 15/31; HS: 9/9; AP 0 - Bloodied


Dwarf1 – HP: 39/46
Human1 – HP: 43/47 – 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]
not updated – see map for round #4.
[/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]

-------------------------------------------------------------------------


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 dwarf looks up and sees Thorn running towards him. He raises his crossbow and fires a shot at Thorn, once again hitting his target. As the Dwarf takes his shot Gellan swings at him, but from his position on the ground he misses and sinks his blade into the crate beside him. Noticing that his enemies as upon them he drops his crossbow and pulls out a warhammer.

[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.

- 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)

[/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: 5/27; HS: 7/9; AP: 0 – Bloodied & Prone
Gloom – HP: 9/38; HS: 9/11; AP 1 – Bloodied & Prone
Minharath – HP: 25/25; HS: 8/8; AP 1
Thorn – HP: 5/29; HS: 9/11; AP 1; - Bloodied; used Comeback Strike Daily Power
Zharne – HP: 15/31; HS: 9/9; AP 0 - Bloodied


Dwarf1 – HP: 39/46
Human1 – HP: 43/47 – 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
43056d1266863617-lord-ogglebottoms-odd-tasks-all-nights-work-dm-dmdanw-judge-renau1g-enc-4-6.jpg

[/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]
 

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"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.

[SBLOCK=OOC]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 :([/SBLOCK]
 

[sblock=Immediate Interrupt]Gellan will use Second Chance to force a reroll of the attack by the halberd dude. I don't like getting crit. *grin*[/sblock]
 

[sblock=Re-roll]
Hmm somehow I knew you were going to do that....
Reroll due to second chance: 14 vs AC - a miss
Your OA vs the dwarf will still miss though (I am not going to re-roll that, but I will take away the negative modifiers, making that roll an 11 - which is still a miss)
[/sblock]

[sblock=Status Update due to Gellans second chance]

  • 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: 9/38; HS: 9/11; AP 1 – Bloodied & Prone
Minharath – HP: 25/25; HS: 8/8; AP 1
Thorn – HP: 5/29; HS: 9/11; AP 1; - Bloodied; used Comeback Strike Daily Power
Zharne – HP: 15/31; HS: 9/9; AP 0 - Bloodied


Dwarf1 – HP: 39/46
Human1 – HP: 43/47 – 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=Re-roll]
Hmm somehow I knew you were going to do that....
:D[/sblock]

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.

[sblock=Actions]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.[/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]
 

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=Actions]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]
 
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[SBLOCK=OOC]Tomalak: Don't waste an healing word on me. I was at 9 hp at the start of my turn (thanks to a 20 on my death save). Add 2 from regeneration, and 9+11 from Healer's mercy, I'm at 31/39. Your healing word will be an overkill this round, keep it for next round.[/SBLOCK]
 


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