The Adventurer's Guild


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Sledge charges at one of the Dire rats
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I'm still a little iffy on how charge attacks work tell me if I can't do this
move/charge to G9
Standard: Bull Charge Dire rat1
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I'm still a little iffy on how charge attacks work tell me if I can't do this

GM: You can move, then charge, or do it all at once as your standard action. In this case, you are moving through difficult terrain, so you would have to move first (say to I7), then charge to G9. Charging gives you a +1 to the attack roll, but you normally have to use a Melee Basic Attack, and it ends your turn.

Looking at your Bull Rush power, though, it says that you can use this in place of your MBA, so you did it correctly.

Although, you missed part of the attack. You can push it 1 square and shift into that square. I'll move the rat to E11, and you into F10. Also, you should make a 2nd attack vs Fort, and if it hits, you knock the rat prone. Go ahead and do that if you like. I will assume you hit for the purposes of the next round. (It won't change my plans for the rat.)
 

The charge from Sledge causes both rats to focus their attention on him, biting the dwarf as hard as they can. Nicodemus is saved from attack by Sledge's actions, but the dwarf is now also bloodied.

Bat #1 comes back into the main part of the cave, slashes Mallick with his tail, and retreats to the relative safety of the stalactite. The 2nd bat comes for the gnome, hitting him even harder, but ending up in a corner of the cave close to our heroes.
[sblock=Rolls]Dire rat attacks vs. Sledge (1d20+9=25, 1d10+6=12, 1d20+9=22, 1d10+6=14) Both hit for 12+14 damage (Sledge)
Bats vs. Brocc & Mallick (1d20+10=20, 1d6+4=10, 1d20+10=27, 1d6+4=5) Both hit for 10 (Brocc) and 5 (Mallick) damage[/sblock][sblock=Map]
cave6.png


Legend:
1 - Piles of animal bones (counts as difficult terrain)
2 - Deep water (DC 10 Athletics check to swim)
3 - Pool of water (difficult terrain)
4 - Large stalagmite pillar (provides cover)[/sblock][sblock=Cover]Due to the torches only providing a small amount of light (3 squares in any direction), and the cover provided by the central column, here's what each character can see from their current position:

Nicodemus - You can see everyone except Brocc. Bat #1 has cover.

Sledge - You can see everyone except Brocc.

Mallick - You can see everyone.

Brocc - You can't see either Dire Rat. Nicodemus and Sledge are behind the pillar, so you can't see them either.[/sblock][sblock=Enemies]Bats:
AC = 19
Fort = 16
Ref = 19
Will = 15

The bats do not provoke opportunity attacks when moving away from the target of the flyby attacks.

Bat 1 - 9 damage taken
Bat 2 - 22 damage taken

Dire Rats:
AC = 16
Fort = 16
Ref = 14
Will = 12

Dire Rat 1 - 25 damage taken
Dire Rat 2 - 22 damage taken

[/sblock][sblock=Status]Brocc 19/38 hp, Bloodied, used Mental Trauma
Mallick 26/47 hp, used Dire Wolverine Strike
Nicodemus 33/55 hp, Bitten
Sledge 13/61 hp, Bloodied, Bitten, used Bull Charge,Bedeviling Assault & Savage Advance[/sblock]
 
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GM: One thing I think we've been missing in this cave. The pool of water is difficult terrain, so you can't shift 1 square as a move action. I totally forgot about that until now, but just remember that going forward. Powers that let you slide a person (like Sledge's Bull Charge he just used) I think are OK, but simply shifting as a move action is not. You would need something that let's you shift 2 squares in order to move through 1 square of difficult terrain.
 


GM: Mark, you sure you want to move to E9? Doing so would provoke an opportunity attack. That's perfectly fine, if that's what you want to do, but you could move to F9 without provoking one. Just let me know what you want to do.
 

OOC: Vance, I took a Second Wind...I'm at 33 HP now, FYI. You're last update did not reflect that.


Weary and a bit shaken, I am reminded of why I hate caves. Having seen Sledge charge valiantly at the rats I am both grateful for his intervention and inspired. I stand beside him and fight on, cursing the rats!

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Move: E9
Standard: Holy Strike (+2 damage with Divine Challenge)
Minor: Divine Challenge (Dire Rat 2)

HP 33
Lay on Hands (x2)
Battle Awareness: Basic Melee
Invigorating Smite
Fearsome Smite
Talon Amulet
Second Wind

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Sledge takes just a second to regain his strength and then attacks both rats

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move:mark DR1
minor: second wind/ amulet allows 2 healing surges for 30 points
standard: passing attack
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