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  #1  
Unread 30th of December, 2009, 13:31
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Exclamation Combat 1-2 - Ogre Bombadier

Enemies


Ogre
HP 111; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16



Hobgoblin Archer 1 (blue)
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13

Hobgoblin Archer 2 (red)
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Attached Images
File Type: png Ogre.png (94.8 KB, 46 views)
File Type: png Hobgoblin Archer.png (48.4 KB, 80 views)
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman
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Unread 30th of December, 2009, 13:34
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Initiative:
Taraka: 19
Ogre: 14
Hobgoblin Archers: 10
Ril: 9
Lorien: 6
Balam: 3
Attached Images
File Type: jpg Ogre Bombadier.jpg (224.4 KB, 12 views)
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman
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Unread 31st of December, 2009, 12:45
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Move Action - Move forward 5 squares and diagonal northeast 1 square. (should be right in the middle of the road, even with the northern door of the Barbershop)
Move Action - Corbin--the tiger--moves north 6 squares. (should be right in the middle of the road, even with the southern door of the Barbershop)
Minor Action - Tiger roars, announcing approach
  #4  
Unread 1st of January, 2010, 03:20
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The ogre proceeds out into the intersection, and throws a cask towards Taraka. Origin square is east (3 ), 3 squares away from Taraka. This creates a burst 1 attack: 5 (no target), 15 (no target) vs. Ref. 5 damage. All squares in burst are now aflame (1d6 fire damage to any creature which enters or starts its turn in said square).

Hobgoblin Archer 1 reloads the ogre (standard to light a new cask, minor to pick it up, minor to hand it to the ogre).

Hobgoblin Archer 2 shoots Taraka. 16 vs. AC. 13 damage and Hobgoblin Archer 1 gains a +2 bonus on its next ranged attack roll against Taraka.


Ogre
HP 111; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16



Hobgoblin Archer 1 (blue)
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13

Hobgoblin Archer 2 (red)
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13

Initiative:
Ril
Lorien
Balam
*Round 2*
Taraka
Ogre
Hobgoblin Archers
Attached Images
File Type: jpg Ogre Bombadier.jpg (225.3 KB, 11 views)
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 1st of January, 2010 at 03:34.
  #5  
Unread 2nd of January, 2010, 13:55
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Two move actions directly north, ending 6 squares above Taraka.
  #6  
Unread 2nd of January, 2010, 14:34
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Move: NEish to end one square left of the tiger (adjacent SW to Taraka)
Extra Move: N 4 squares
Minor: words of friendship; effect +5 to diplomacy check
Standard: stirring shout on ogre; 20 vs will; on hit 10 psychic damage; effect until the end of the encounter, whenever an ally hits the target, that ally regains 4 hit points
Include in shout a diplomacy check 31 to encourage NPCs to congregate on ogre

"Ogre near the center of town,
strike it fast and hard!
To save your home of Brindol!"


[Don't look at me like that. I'm not a poet! What do you want! Arrghh...]

Last edited by zachol; 2nd of January, 2010 at 14:39.
  #7  
Unread 6th of January, 2010, 14:58
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Move Action + Extra Move Action: Balam will move 7N and 3NE
Standard Action: Phantom Bolt on Ogre, 22 vs. Will for 9 psychic damage; if attack hits, target slides 1N; if attack hits, Balam gains combat advantage against the ogre until the end of Balam's next turn.
  #8  
Unread 7th of January, 2010, 01:04
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Move Action + Extra Move Action to square just SE of Ogre
Minor Action - Designate Ogre as Hunter's Quarry
Standard Action - Attack Ogre with Enclose the Prey 12 vs AC. If it hits, it does 23 + 2 damage.
Effect - Corbin shifts 2 squares north.

What a wasted damage roll! WTF!
  #9  
Unread 8th of January, 2010, 04:53
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Fire spreads.

Ogre attacks Taraka with his club, using Angry Smash. 13 or 27 (use higher result) vs. AC. 7 damage.

Pitch cask self ignites on a 1: 1 .

Hobgoblin 1 shoots Taraka. 24 vs. AC. 8 damage and Hobgoblin 2 gets a +2 bonus on its next ranged attack roll against Taraka.

Hobgoblin 2 shoots Taraka. 26 (+2 if hobgoblin 1 hit) vs. AC. 11 damage and Hobgoblin 1 gets a +2 bonus on its next ranged attack roll against Taraka.
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Last edited by Black Plauge; 8th of January, 2010 at 05:02.
  #10  
Unread 8th of January, 2010, 04:56
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Pitch cask origin square: 4 (SW square of ogre's space)
Pitch cask attacks: 3 (ogre), 19 (Hobgoblin 1), 12 (Hobgoblin 2)
Pitch cask damage: 2
Attached Images
File Type: jpg Ogre Bombadier.jpg (167.6 KB, 7 views)
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 12th of January, 2010 at 07:59.
  #11  
Unread 8th of January, 2010, 05:11
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Hobgoblin 1 takes 6 fire damage from starting in square on fire. He moves out of that square on his turn.

Hobgoblin 2 takes 2 fire damage from starting in square on fire. He moves out of that square on his turn.


Ogre
HP 92; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16
Party members who hit ogre regain 4 hit points.
Granting combat advantage to Balam.


Hobgoblin Archer 1 (blue)
HP 31; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13

Hobgoblin Archer 2 (red)
HP 37; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13

Wagon has taken 2 fire damage.

Initiative:
Ril
Lorien
Balam
*Round 3*
Taraka
Ogre
Hobgoblin Archers
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
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Last edited by Black Plauge; 8th of January, 2010 at 05:15.
  #12  
Unread 12th of January, 2010, 07:43
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Standard: focused sound vs bombardier 17 vs Reflex (hit), on hit 13 thunder damage, and until end of my next turn all attacks against bombardier crit on 18-20.
Move: 2 squares diagonally NE, 1 sq N
Extra standard action: jinx shot vs archer 1, 19 vs AC (hit! woo!), on hit 6 damage, and falls prone with next missed shot before end of my next turn
Minor: majestic word on Taraka; he can spend a healing surge (+4 bonus, so 10 total), and slide 1 square (if I have to choose, um... south?)

Edit: hit bombardier, so would gain 4 hp (pretty sure I'm at full health, though?)

Edit:
HP 24
Conditions none

Last edited by zachol; 14th of January, 2010 at 04:46.
  #13  
Unread 12th of January, 2010, 07:51
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Move: 3 squares north, 1 square northwest
Attack: Basic attack on archer #1 - 25 vs. AC, 7 damage.
  #14  
Unread 13th of January, 2010, 11:02
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Move: 1W + 5N
Standard Action: Phantom Bolt on Red 22 vs. Will for 6 psychic damage; if attack hits, Red slides 1S and Balam has combat advantage against it until the end of his next turn
Extra Standard Action: Grasping Shadows between Red and Ogre, both are targeted; Ogre 19 Red 23 (+2 if the Phantom Bolt hit Red) vs. Will for 11 psychic damage; if the targets are hit, they are slowed until the end Balam's next turn; the attack creates a zone (Burst 1) that lasts until the end of Balam's next turn. Each creature that enters the zone takes psychic 4 damage and is slowed until the end of its next turn.
  #15  
Unread 14th of January, 2010, 02:07
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Minor Action: Longtooth Shifting - +2 to damage rolls, Regeneration 2 until no longer bloodied
Standard Action: Circling Strike on Ogre 11 vs AC for 16 + 4 damage
Effect: Corbin shifts north 1 space
Extra Standard Action: Hit and Run on Ogre 9 vs AC for 16 damage.
Effect: Moving from first adjacent square doesn't provoke Opportunity Attack.
Move Action: Move south 6 squares


HP 10 (Bloodied)
Longtooth Shifting (Regeneration 2), Damage Rolls +2

Last edited by Mercutio; 14th of January, 2010 at 04:44. Reason: Fixed HP and movement.
  #16  
Unread 14th of January, 2010, 03:33
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Before moving
Use Action Point for an extra Standard Action
Action Point: Hit and Run on Ogre 18 vs AC for 12 + [roll] 1d8[/roll]

Continue with Effect and Move Action from above post
  #17  
Unread 14th of January, 2010, 04:30
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(ignore my first post completely)

Standard Action: charge ogre, ending 5 squares north of current position. Basic Attack with bonus 13 vs. AC, 8 damage.

IF ogre's attack of opportunity hits Lorien -

Extra Standard Action: Use Comeback Strike 26 vs. AC, 14 damage. Effect: use a healing surge.

OTHERWISE -

Extra Standard Action: Basic Attack 13 vs. AC, 9 damage.

Yes, I realize I'm standing in fire...
  #18  
Unread 14th of January, 2010, 05:08
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Ogre does not have threatening reach, thus Lorien's charge does not provoke an OA.

Fire deals 3 damage to Lorien, Ogre, & Cart.
Fire spreads.
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  #19  
Unread 14th of January, 2010, 05:18
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Cart has taken 5 damage and begins exploding. Burst 3 centered on SW square (4 ). 12 (ogre), 19 (no target), 21 (no target) vs. Reflex. 11 fire damage. 5 fire damage on miss.
Note: Cart has not finished exploding and will continue to do so for 3 more rounds.

Ogre starts to detatch himself from the cart.

Hobgoblin 1 attacks Lorien. 15 vs. AC. 14 damage. Attack misses so Hobgoblin 1 falls prone (jinx shot).
Hobgoblin 1 stands up.
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Last edited by Black Plauge; 14th of January, 2010 at 05:26.
  #20  
Unread 14th of January, 2010, 05:25
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Hobgoblin 2 moves 3 squares north.
Hobgoblin 2 attacks Lorien. 19 vs. AC. 13 damage.


Ogre
HP 63; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16
Party members who hit ogre regain 4 hit points.
Attacks against Ogre crit on 18-19 (end of Ril's next turn).
Slow (end of Balam's turn).


Hobgoblin Archer 1 (blue)
HP 25; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13

Hobgoblin Archer 2 (red)
HP 20; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Granting CA to Balam (end of Balam's turn).
Slow (end of Balam's turn).

Initiative:
Ril
Lorien
Balam
*End of Resolved Rounds*
Attached Images
File Type: jpg Ogre Bombadier.jpg (168.8 KB, 5 views)
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman

Last edited by Black Plauge; 14th of January, 2010 at 05:28.
  #21  
Unread 14th of January, 2010, 05:31
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Ogre recharge roll for Angry Smash: 1 (recharge on a 6).
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Unread 14th of January, 2010, 05:45
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Move: shift north 1 square

Standard: Comeback Strike 16 vs. AC, 5 damage and Lorien gets to spend a healing surge if he hits.

Action Point Standard Action: Covering Attack 15 vs. AC, 13 damage (if any allies happen to be adjacent to ogre when this one lands, they get to shift two squares).


Current HP: 27
Conditions: (on fire? otherwise, none)
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Unread 14th of January, 2010, 07:14
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Move Action: Balam will move accordingly to permit him to hit the Ogre depending on his teammates movement.
Standard Action: Phantom Bolt on the Ogre 8 vs. Will for 12 psychic damage; if attack hits, well, he slides 1N.
  #24  
Unread 14th of January, 2010, 10:33
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Standard: jinx shot archer 1 19 vs AC, on hit 13 damage, will fall prone with next missed attack
Minor: majestic word Taraka, spend healing surge (+4 bonus) and may be slid 1 square
Action Point Standard: jinx shot ogre 10 vs AC, on hit 14 damage, will fall prone with next missed attack

HP: 24
Conditions: none
  #25  
Unread 15th of January, 2010, 08:04
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Ogre will definately take at least 1 more round of explosion damage and Lorien may be able to pin him down for the last two thanks to Combat Superiority. I will resolve this before moving on to the at-will resolutions.

Explosion 1: 12 vs. Ref, 11 fire damage, 5 on miss.
Lorien OA 1: 13 vs. AC, 11 damage.

Since first OA missed, ogre was able to clear explosions and what follows below doesn't apply.
Explosion 2: 26 vs. Ref, 11 fire damage, half on miss.
Lorien OA 2: 8 vs. AC 8 damage.
Explosion 3: 16 vs. Ref, 8 fire damage, half on miss.



Ogre
HP 58; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16
Party members who hit ogre regain 4 hit points.


Hobgoblin Archer 1 (blue)
HP 12; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Will fall prone if next attack misses.

Hobgoblin Archer 2 (red)
HP 20; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
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