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  #1  
Unread 31st of July, 2010, 00:03
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Exclamation Combat 1-5 Goblin Warren

Enemies


Hobgoblin Soldier Blue
HP 47; Bloodied 23
AC 20; Fort 18, Ref 16, Will 16
Phalanx Soldier: The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.


Hobgoblin Grunt 1
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 2
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 3
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 4
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.


Goblin Sharpshooter Red
HP 31; Bloodied 15
AC 16; Fort 12, Ref 14, Will 11

Goblin Sharpshooter Blue
HP 31; Bloodied 15
AC 16; Fort 12, Ref 14, Will 11
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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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  #2  
Unread 31st of July, 2010, 00:07
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Initiative
Hobgoblin Soldier: 26
Hobgoblin Grunts: 23
Goblin Sharpshooters: 19
Taraka: 18
Ieza:16
Lorien: 9
Ril: 9
Karon: 4
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Physics is like sex. Sometimes it yields practical results, but that's not why we do it.
-Richard Feynman
  #3  
Unread 31st of July, 2010, 00:21
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Hobgoblin Soldier moves and readies to attack first PC to come within reach.

Hobgoblin Grunts move and ready to attack the first PC to come within reach.

Goblin Sharpshooter Red shoots Laban. 26 vs. AC. 7 damage (that should be a 9, I entered the wrong damage expression).
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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; 31st of July, 2010 at 03:14.
  #4  
Unread 31st of July, 2010, 00:24
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Goblin Sharpshooter Blue shoots Laban. 21 vs. AC. 13 damage. Laban is disrupted.

Note: Sharpshooters are shooting from the darkness to the north of the map. The party cannot see them given the current light locations.

Initiative
Taraka
Ieza
Lorien
Ril
Karon
Round 2
Hobgoblin Soldier
Hobgoblin Grunts
Goblin Sharpshooters

Enemies


Hobgoblin Soldier Blue
HP 47; Bloodied 23
AC 20; Fort 18, Ref 16, Will 16
Phalanx Soldier: The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.


Hobgoblin Grunt 1
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 2
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 3
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 4
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.


Goblin Sharpshooter Red
HP 31; Bloodied 15
AC 16; Fort 12, Ref 14, Will 11
Goblin Tactics: The goblin sharpshooter shifts 1 square as an immediate reaction when missed by a melee attack.
Total Concealment.

Goblin Sharpshooter Blue
HP 31; Bloodied 15
AC 16; Fort 12, Ref 14, Will 11
Goblin Tactics: The goblin sharpshooter shifts 1 square as an immediate reaction when missed by a melee attack.
Total Concealment.
Attached Images
File Type: jpg Rivenroar Dungeon Main.jpg (115.2 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

Last edited by Black Plauge; 31st of July, 2010 at 03:14.
  #5  
Unread 31st of July, 2010, 03:57
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Move Action: Taraka moves to T17 (6 squares). Corbin moves to S17 (7 squares).

Extra Move Action: Taraka moves to T23 (6 squares).

Minor Action: Designate nearest sharpshooter as Quarry.

Standard Action: If there is a goblin within Taraka's melee range, Circling Strike 14 for 9 + 3 damage and Corbin shifts to T18. If there is not a goblin within melee range, ready action to attack first enemy that moves into melee range.

HP 24/24 -- Surges Remaining: 7
Powers Remaining: Enclose the Prey, Driving the Quarry
Action Points: 1
Extra Standard Action: 1
Extra Move Action: 0
Extra Minor Action: 1
Conditions: None

Last edited by Mercutio; 31st of July, 2010 at 09:22. Reason: Fixed move action based on new info about it.
  #6  
Unread 31st of July, 2010, 04:30
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Move: Ieza to S14, assuming Taraka didn't run into anything in the darkness.
Minor: Call spirit companion in O20.
Standard: Attack the grunt in P19 with Voice of Battle: 19 vs. Will for 7 psychic damage.

HP 16/23; Surges 6/7
AC 15, Fort 11, Ref 13, Will 16
(+1 vs bloodied)
Resist 5 necrotic, radiant
Powers Remaining: Lots.
Memory of a Thousand Lifetimes, Healing Spirit x2, Speak with Spirits, Twin Panthers, Wrath of the Spirit World
Action Points: 0
Extra Standard Action: 1
Extra Move Action: 1
Extra Minor Action: 1
Conditions: None
  #7  
Unread 3rd of August, 2010, 08:05
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Move: Move to S12
Standard: misdirected mark on soldier blue, 13 vs Ref (miss), on hit 12 damage and target is marked by Lorien

HP 24/24; Surges 8/8
Powers: focused sound, burning spray, majestic word (x2), stirring shout
Action Points: 1
Extra Standard: 1
Extra Move: 1
Extra Minor: 1
Conditions: None
  #8  
Unread 3rd of August, 2010, 12:58
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Karon growled low his throat. "We must eliminate them quickly, before they notify others!"

Extra Move to T15. Move to P18 (assuming that hits 3. If not, somewhere that can hit 3). Use Sword Burst (Int vs Reflex) 11 , 14 , 4 , doing 9 damage (9 if a 4 is rolled). Mark the non-Minion as a Minor.

HP 31/31; Surges 9/12
Powers: Crackling Burst, Goring Charge, Macetail's Rage
Action Points: 1
Extra Standard: 1
Extra Move: 0
Extra Minor: 1
Conditions: None
  #9  
Unread 3rd of August, 2010, 22:25
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Move Action: 5 squares north to T15.

Standard Action: Charge Hobgoblin Soldier Blue, ending in square R18. 24 vs. AC, 8 damage.


[HP 30/30 -- Surges Remaining: 8/11
Powers Remaining: covering attack
Action Points: 1
Extra Standard Action: 1
Extra Move Action: 1
Extra Minor Action: 1
Conditions: None

Hobgoblin Soldier Blue is marked until the end of Lorien's next action.]

Last edited by treehouse; 3rd of August, 2010 at 22:29.
  #10  
Unread 4th of August, 2010, 01:13
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Note: T15 is in the wall, so no one can move to that square, but no character is ending in that square so no big deal. Please note that the beveled gray border squares are the walls of the dungeon.

In order to hit at least 3 opponents, Karon must move to P19. From this location he actually attacks 4 opponents, which requires another attack roll (targeting the Hobgoblin Soldier): 21

Finally, Karon's mark overrides Lorien's.


Braziers back in the previous room move and flame.

Hobgoblin Soldier attacks Karon with combat advantage. 18 vs. AC. 12 damage.

Hobgoblin Grunt shifts to flank Karon with other Grunt.

Both Hobgoblin Grunts attack Karon with combat advantage. 17 and 12 vs. AC. 5 and 5 damage.

Goblin Sharpshooter Red shoots Taraka: 16 vs. AC. 5 damage.
Goblin Sharpshooter Red calls over his shoulder in Goblin.

Goblin Sharpshooter Blue shoots Taraka: 23 vs. AC. 8 damage.

Note: There is a rope hanging down over the pit between Taraka and the goblins. It takes a DC 12 Acrobatics check to swing across on the rope. Jumping is a DC 10 Athletics check (DC 20 without a running start). Both would require a successful bull rush to force a goblin out of a destination square, or an ability that lets one move through an enemy square to go past them.

Two more Grunts and a Hobgoblin Archer move out of visual range.

Initiative
Taraka
Ieza
Lorien
Ril
Karon
Round 3
Hobgoblin Soldier
Hobgoblin Grunts
Goblin Sharpshooters
Hobgoblin Archer

Enemies


Hobgoblin Soldier Blue
HP 30; Bloodied 23
AC 20; Fort 18, Ref 16, Will 16
Phalanx Soldier: The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Marked by Karon.


Hobgoblin Grunt 1
Dead

Hobgoblin Grunt 2
Dead

Hobgoblin Grunt 3
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 4
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 5
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 6
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.


Goblin Sharpshooter Red
HP 31; Bloodied 15
AC 16; Fort 12, Ref 14, Will 11
Goblin Tactics: The goblin sharpshooter shifts 1 square as an immediate reaction when missed by a melee attack.

Goblin Sharpshooter Blue
HP 31; Bloodied 15
AC 16; Fort 12, Ref 14, Will 11
Goblin Tactics: The goblin sharpshooter shifts 1 square as an immediate reaction when missed by a melee attack.


Hobgoblin Archer Red
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Attached Images
File Type: jpg Rivenroar Dungeon Main.JPG (236.9 KB, 13 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; 6th of August, 2010 at 05:32.
  #11  
Unread 4th of August, 2010, 05:59
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Minor: Call spirit companion in S29.
Move: Ieza to Q18.
Standard: Wrath of the Spirit World YEAAAAH
Vs. Soldier: 14 + 2 = 16 vs. Will 16 for 17 psychic damage.
Vs. Grunt 3: 23 vs. Will 12 for 14 psychic damage.
Vs. Grunt 4: 22 vs. Will 12 for 20 psychic damage.
Vs. Sharpshooter: 22 vs. Will 11 for 15 psychic damage.
Vs. Sharpshooter: 15 vs. Will 11 for 17 psychic damage.
EVERYONE IS PRONE YEAAAAH

Last edited by LeadPal; 4th of August, 2010 at 06:21.
  #12  
Unread 4th of August, 2010, 06:03
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Free: Boost the attack on Soldier with Memory of a Thousand Lifetimes: 2
  #13  
Unread 4th of August, 2010, 06:20
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Extra Standard: Stalker's Strike on Sharpshooter. 12 + 2 combat advantage that I forgot = 14 vs. Fortitude 12 (he's just bloodied) for 12 damage, and Laban can now flank (theoretically).

HP 16/23; Surges 6/7
AC 15, Fort 11, Ref 13, Will 16
(+1 vs bloodied)
Resist 5 necrotic, radiant
Powers Remaining: Lots.
Healing Spirit x2, Speak with Spirits, Twin Panthers
Action Points: 0
Extra Standard Action: 0
Extra Move Action: 1
Extra Minor Action: 1
Conditions: None

If either goblin moves without shifting, hit it with Spirit's Fangs: 1d20+5 vs Ref 14 for 1d10+5 damage.
If you can somehow get adjacent to Laban, you get +3 damage vs. bloodied. And of course, everyone in melee gets combat advantage vs. prone. Sucks to be a goblin.


Last edited by LeadPal; 4th of August, 2010 at 06:35.
  #14  
Unread 5th of August, 2010, 04:08
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Minor Action: Taraka activates Longtooth Shifting, gains +2 to damage and Regeneration 2 while bloodied.

Move Action: Corbin moves to S24.

Extra Minor: Quarry Goblin Sharpshooter Blue.

Standard Action: Charge to Bullrush Goblin Sharpshooter Red. Athletics to jump the pit is automatic. Bull rush: 16 ) vs. Fort (this does not provoke as the movement into the vacated space is a shift).

HP 11/24 -- Surges Remaining: 7
Powers Remaining: Enclose the Prey
Action Points: 1
Extra Standard Action: 0
Extra Move Action: 0
Extra Minor Action: 0
Conditions: None


The only original roll to survive editing: 16

Last edited by Black Plauge; 5th of August, 2010 at 23:18. Reason: I screwwed this up trying to merge posts and am now fixing it.
  #15  
Unread 5th of August, 2010, 23:13
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Extra Standard Action: Driving the Quarry against the Quarry sharpshooter, 23 vs. AC for 15 + 2 . On a miss, half damage. If it hits, slide sharpshooter 2 squares into the pit.
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  #16  
Unread 5th of August, 2010, 23:16
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Goblin Sharpshooter Blue's save against being slid into the pit: 12 . Success. Sharpshooter is prone in the same square.
Attached Images
File Type: jpg Rivenroar Dungeon Main.JPG (144.4 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; 6th of August, 2010 at 05:28.
  #17  
Unread 6th of August, 2010, 03:31
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Move: Move to T18
Standard: focused sound on sharpshooter red, 8 vs Ref (14), on hit 9 thunder damage and attacks crit on 18-20 until end of next turn
Extra Standard: jinx shot on sharpshooter red, 19 vs AC (16), on hit 11 damage and target falls prone with next missed attack
Minor: majestic word on Taraka, surge +4 hp, can shift 1 square

HP 24/24; Surges 8/8
Powers: burning spray, majestic word, stirring shout
Action Points: 1
Extra Standard: 0
Extra Move: 1
Extra Minor: 1
Conditions: None
  #18  
Unread 6th of August, 2010, 06:45
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Karon shifts to Q20 and attacks twice, using an extra standard action with Recuperative Strike. 12 vs AC, 10 (10 if 5 is rolled), 6 vs AC, 5 (10 if 5 is rolled).

So three max damage rolls, but a 7 and a 1 to hit. Sigh.

Last edited by Ergonomic Cat; 6th of August, 2010 at 06:48.
  #19  
Unread 12th of August, 2010, 08:48
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Move Action: Shift one square north to R19.

Standard Action: Covering Attack targeting Hobgoblin Soldier Blue. 14 vs. AC, 8 damage. If it hits, Ieza can shift two squares immediately.

Edit: Didn't hit. Covering Attack has the [reliable] descriptor, so it remains unused. Incoming second post.


[HP 30/30 -- Surges Remaining: 8/11
Powers Remaining: covering attack
Action Points: 1
Extra Standard Action: 1
Extra Move Action: 1
Extra Minor Action: 1
Conditions: None

Hobgoblin Soldier Blue is marked until the end of Lorien's next action.]
  #20  
Unread 12th of August, 2010, 08:50
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Extra Standard Action: Covering Attack targeting Hobgoblin Soldier Blue. 23 vs. AC, 8 damage. If it hits, Ieza can shift two squares immediately.

[HP 30/30 -- Surges Remaining: 8/11
Powers Remaining: none
Action Points: 1
Extra Standard Action:
Extra Move Action: 1
Extra Minor Action: 1
Conditions: None

Hobgoblin Soldier Blue is marked until the end of Lorien's next action.]
  #21  
Unread 12th of August, 2010, 16:03
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Ieza shifts to P16, or P17 if the stuff on the ground is a problem.
  #22  
Unread 13th of August, 2010, 00:48
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Note: Sharpshooter Blue is actually killed by the Driving the Quarry attack, so he doesn't get a save against the slide and his body heads down the pit. Taraka hears it hit bottom about a second later with a muffled thud.

Karon can't shift to Q20. The corpse in that square makes it difficult terrain so it costs 2 square of movement to enter and he can only shift 1 square.

Ieza can't shift to P16 for the same reason (the stuff on the ground makes the square difficult terrain).


Hobgoblin Soldier attacks Lorien. 18 vs. AC. 6 damage and Lorien is marked and slowed until the end of the Hobgoblin Soldier's next turn.

Hobgoblin Grunts ready actions.

Goblin Sharpshooter Red delays.

Hobgoblin Archer attacks Taraka. 16 vs. AC. 7 damage.

Goblin Sharpshooter Red stands.
Goblin Sharpshooter moves, triggering Spirit's Fangs. 21 vs. Reflex. 12 damage.
Goblin Sharpshooter also provoked an OA from Taraka, but he's dead at this point, so it doesn't matter.


Initiative
Ieza
Taraka
Lorien
Ril
Karon
End of Resolved Rounds

Enemies


Hobgoblin Soldier Blue
HP 5
AC 20; Fort 18, Ref 16, Will 16
Phalanx Soldier: The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.
Marked by Lorien.
Bloodied.
Prone.


Hobgoblin Grunt 1
Dead

Hobgoblin Grunt 2
Dead

Hobgoblin Grunt 3
Dead

Hobgoblin Grunt 4
Dead

Hobgoblin Grunt 5
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Hobgoblin Grunt 6
HP 1: a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 13, Will 12
Phalanx Soldier: The hobgoblin grunt gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.


Goblin Sharpshooter Red
Dead

Goblin Sharpshooter Blue
Dead


Hobgoblin Archer Red
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Attached Images
File Type: jpg Rivenroar Dungeon Main.JPG (166.4 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; 13th of August, 2010 at 00:53.
  #23  
Unread 13th of August, 2010, 05:01
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Delay: until the Soldier is killed, or until after Karon, whichever comes first.

If the soldier is killed:
Move
: Ieza to S22.
Minor: Call Spirit Companion in S40.
Standard: Voice of Battle on a Grunt, preferably the one in T39. 25 vs. Will 12 for 10 psychic damage. Or, if there are no grunts remaining somehow, Stalker's Strike on the Archer: 16 vs. Fortitude 13 for 14 damage, and Laban can now flank.

If he's still alive:
Standard: Twin Panthers, both shots on him. 10 and 14 vs. Reflex 16, for 11 and 12 damage.
Move: Ieza to S21, carefully avoiding the hobgoblin that my sucky encounter power can't finish off.
Minor: Call Spirit Companion in S40.

HP 16/23; Surges 6/7
AC 15, Fort 11, Ref 13, Will 16
(+1 vs bloodied)
Resist 5 necrotic, radiant
Powers Remaining: Lots.
Healing Spirit x2, Speak with Spirits, Twin Panthers
Action Points: 0
Extra Standard Action: 0
Extra Move Action: 1
Extra Minor Action: 1
Conditions: None

If a goblin moves without shifting, hit it with Spirit's Fangs: 1d20+5 vs Ref for 1d10+5 damage.
If you can get adjacent to Laban, you get +3 damage vs. bloodied.
  #24  
Unread 13th of August, 2010, 05:10
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Standard Action: Melee basic attack vs. Hobgoblin Soldier Blue. 19 vs. AC, 7 damage.

[HP 30/30 -- Surges Remaining: 8/11
Powers Remaining: none
Action Points: 1
Extra Standard Action:
Extra Move Action: 1
Extra Minor Action: 1
Conditions: None

Hobgoblin Soldier Blue is marked until the end of Lorien's next action.]
  #25  
Unread 13th of August, 2010, 07:40
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Free Action (from last round): Taraka regains 10 Hit Points.

Move Action: Corbin moves to S32 (Athletics to jump the pit 25 ).

Standard Action: Charge to Bullrush Hobgoblin Grunt S39. Athletics to jump the pit is automatic. Bull rush: 23 vs. Fort. Success (provokes OA)

Minor Action: Designate Hobgoblin Archer Red as Quarry.

Action Point: Enclose the Prey - shift to T41 (unless the shift provokes OAs? in which case stand still) and attack Hobgoblin Archer Red 24 for 21 + 6 damage.

HP 14/24 -- Surges Remaining: 7
AC: 14
Powers Remaining:
Action Points: 0
Extra Standard Action: 0
Extra Move Action: 0
Extra Minor Action: 0
Conditions: Longtooth shifting (if drop to bloodied condition, regeneration 2; +2 to damage rolls until end of encounter)
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