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Post by Caledonian Achilles on Mar 31, 2009 18:30:49 GMT 1
Kurt follows Barennd
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Post by nodaisho on Apr 1, 2009 4:57:58 GMT 1
Initiative: 1d20+3=16Move to P8, drawing potion, drink potion. Stand in P8-9 and Q8-9.. Make AoOs (up to 3) on anything that provokes it, most likely a dog. I can hit anything that is 15 or 20 feet away with the guisarme, and the attack is provoked before movement is completed, so the closest one can't move more than 5 feet without getting filleted. Also, I have cleave, so once a round, if I drop an enemy, I can attack another. Don't think which matters in this case.Attacks would be 1d20+9, damage 2d6+12, due to a power attack 2. Saving rage, in case there are some powerful enemies inside. HP: 72/72 AC: 19 Reflex: +3 (in case people chuck more fireballs). modified for my action, changes are bolded.
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Post by puffthemagicdragon on Apr 2, 2009 23:00:03 GMT 1
Round 1 Where is everyone's init? Barrend, Alyana, Taliea, Kurt, Kerzeme, Theo, Baddies After the fireball's explosion, confusion sets in. Some actions the heroes want to take have to be postponed as they see one of their own down. Barrend grabs a vial and quickly drinks it's contents. The dwarf grows to a larger size as he prepares himself for another battle. Alyana and Taliea are both quick in seeing their friend needs to get to safety. They each grab one of Kerzeme's arms, just under the shoulder and drag him to safety, behind the smokehouse. Kurt, hurt by the fireball, stands his ground beside Barrend. Theodorre scrambles to get back to his feet and sees nothing but the trees before him. The half elf makes a mad dash for cover and the safety of the trees. With most of the heroes running for cover, that leaves the bad guys with two targets, the enlarged dwarf and the half orc. Four darts of magical energy escape the window and fly unerringly towards the dwarf, all hitting him in the chest. With Barrend being such a large target and obviously a large threat, three arrows come flying out the other window (A14), flying towards Barrend. One of the three arrows lodges itself in the dwarf, deep in his thigh. The three dogs run up to Kurt and all three try to leap on him and attack. The first dog gets a little too close to Barrend and the dwarf tries to swipe at it with his guisarme, but misses. All three dogs lunge at Kurt, but only one manages to actually get a good enough grip on his wrist to do damage. Even though the other two dogs didn't grab flesh and draw blood, their weight as they jump and attack is enough to grapple Kurt to the ground. The group can hear Jakes evil laugh as they run for cover or get injured again. The large warrior, Jake, turns his own flask up and drinks its contents.
theo: -22hp Kerzeme: -2/25hp Kurt: -30hp, -6 hp dog, total -36HP Alyana: -12hp Taliea: -8hp Barrend: -26hp, -15hp from magic missiles, -7hp arrow, total -48HP Cal , need a balance check. Hmm, I'm trying to figure out how to do this, the dogs try to grab and grapple pretty much, they will try and drag you to the ground. Cal edit: Kurt doesnt need a balance check. If anything, he instead makes a check to resist a trip which is WORSE for Kurt as he doesnt get to add any balance skill ranks If the dogs wants to grapple Kurt they are in for a surprise Chuck Norris style. I've included some info for your convenience if you want it.
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Post by nodaisho on Apr 3, 2009 4:23:18 GMT 1
For future reference, Barrend gets three AoOs per round, and has a threatened area of 15 and 20 feet away, so unless one of the dogs did a five foot step (the map had two Ks, so I'm not sure which was Kurt and which was Kerzeme), he could hit any of them. Only one could have taken a 5 foot step to attack Kurt, so he should have been able to swing at at least two. Not worth redoing again, though.
HP 24. We need to get some return fire on that mage.
edit: And puff, where are the dogs on that map now? I need to know where everything is, so I don't end up putting myself right next to someone when I can't attack anything 5 or 10 feet away.
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Post by Caledonian Achilles on Apr 3, 2009 8:16:29 GMT 1
Kurt attempts to counter the dog's trip attempt but fails. When he lands on the floor he attempts to get up andswing at one of the dog's wityh his warhammer
init = 11 15 (oops, forgot to add my imp init feat!) M: stand up from prone (provoking AoO from all the dogs, some of which get flanking) AC20 F: enter rage S: attack d1 = melee 7+10+2flank=AC17 19, 1d8+7=10
counter trip d20+3=9
hp 53-36=17+12temp AC19 after enters rage rage rounds: 1
PS: i've included the dogs' trip attack stats, and other info from the MM for your reference. The stats provided reflect guard dogs like alsations, etc. Lap dogs and tiny yappy dogs would be even weaker.
Dog Small Animal 1d8+2 (6 hp) init +3 spd 40 ft. (8 squares) AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 BAB/Grapple +0/-3 Bite +2 melee (1d4+1) Trip d20+3 (to RESIST being tripped e.g. when Barendd attacks it) Trip d20+1 (to CAUSE a trip, after it has make a successful melee attack first)* — Low-light vision, scent Fort +4, Ref +5, Will +1 Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Jump +7, Listen +5, Spot +5, Survival +1 Alertness, Track[/s]
* dogs do NOT automatically get to trip or grapple victims that they bite unlike wolves but i've figured that this is another DM house rulle so i've included the stats for your convenience. The dogs have a grapple modifier of MINUS THREE so a muscular individual like Kurt with Improved Grapple will snap their necks like, errr...., dogs.
The DM is always right but as it's your first time behind the screen might like some help from time to time. this is for info only, feel free to adapt it to your own whims as I don't mind.[/color]
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Post by achinca on Apr 3, 2009 18:49:12 GMT 1
First here is the map for all to help with posting.
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Post by achinca on Apr 3, 2009 18:52:34 GMT 1
Alyana puts her hand on the down wizard “Corellon Larethian, give me your magic powers to help revive that wizard that we can feed these SOBs their own medicine.”
Her medallion lightens up and Kerzeme returns to consciousness.
She yells at Kurt “Come back here, I need to heal your wounds!!!”
Applies a Cure Serious Wounds: 3d8 + 6 = 6 + 3 + 4 +6 = 19 HP
HP: 38/50 AC: 19 Spell: 0 5/5; 1 4/4 +1d; 2 4/4 +1d; 3 2/3 +1d
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Post by She-Elf on Apr 3, 2009 20:42:01 GMT 1
Having helped Alyana drag Kerzeme to safety, there is nothing more the Ranger can do for him, so she leaves the wounded Sorcerer in the Priestess's capable hands. She heads back towards the fray* drawing her bow as she moves and fires arrows at one of the dogs attacking Kurt.
HP: 36/44 AC: 20
* 5 foot step to R7 Figured I might as well use my original attack rolls... Atk: 1d20(12)+12=24/1d20(8)+7=15 Dmg: 1d8(8)+4+2=14/1d8(6)+4+2=12
Don't forget it's +2 for favoured enemies, I've also added +1 for Point Blank Shot now. I also have Precise Shot.
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Post by Ilya on Apr 3, 2009 22:17:02 GMT 1
Back on his feet, Kerzeme rushes forward so he can carry out his intended attack: setting both the tavern and its user ablaze. He moves forward and casts a Fireball like the one his clothes are smouldering because of. "Don't play with fire!", he shouts.
Move action: Move to O8 Cast fireball as planned, on B12, which would both hit Jake and the squares A11, 12 and 15 of the tavern, DC 17.
HP:14/25 AC: 14 Saves: F: +3 R: +5 W: +5
Spells per day: 0:6 1:8 2:6 3:3
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Post by nodaisho on Apr 4, 2009 4:19:41 GMT 1
Barrend staggers from his wounds. A red haze creeps over his vision as he steps back five feet, taking the space Kerzeme is moving out of, and swings at the farther dogs, trusting his companions to take out the closer ones.
rage, HP 36 (12 temp) AC: 17 5 foot step to P/Q 7/8, gives me cover from the archer full attack, power attack 2, on dogs (D2 first, then D3). 1d20+11=18, 1d20+11=18 (says +9 on link because I forgot str bonus from rage) damage: 2d6+14=25, 2d6+14=25if one of those drops D2, free cleave attack: 1d20+11=23cleave damage: 2d6+14=26trip attacks: 1d20+15=29, 1d20+15=16cleave trip: 1d20+15=27trip resists: 1d20+23=33, 1d20+23=36, 1d20+23=34AoO on anyone going through my 15-20 foot range, probably won't be happening unless Jake gets stupid. +11 touch attack for a trip, +15 on the actual trip, +11 on the free attack if successful (improved trip grants an attack if you trip someone successfully), 2d6+14 damage. Could Taliea attack D1, please? That is too close for me to hit. Cal, if you attack D1, you'll count as flanking since I am threatening it with my gauntlet (which I would take -10 for using, but that isn't the point). Cal edit; i've amended my post in light of the battlemap. The official rules FAQ probably do allow you to 'threaten' an adjacent target even if you are wielding a 2-H reach weapon but i'm too lazy to read all that now. I tend to rule that you don't threaten squares next to you unless you have a hand-free and that means unreadying the polearm and not threatening the far away squares. Unless you are a monk and in that case you probably have a spare leg/elbow/shoulder/crotch to threaten adjacent squares while wielding a polearm - them pesky shoalins!
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Post by puffthemagicdragon on Apr 6, 2009 2:01:13 GMT 1
Cal, the SRD says 's fairly small dogs of about 20-50 lbs in wieght', these dogs are at least a hundred lbs each. CAL EDIT Cool, use the stats for a Riding Dog in that case www.d20srd.org/srd/monsters/dogRiding.htmRound 2 Barrend, Alyana, Taliea, Kurt, Kerzeme, Theo, Baddies Barrend stands waiting for the others to act. Alyana, having just pulled the unconscious sorceror to relative safety, puts one hand on her holy symbol, the other on the fallen Kerzeme. She quickly prays to Corellon and a familiar goldish colored sparkles form around her arm and hand, then infuse into the man's wounds. After helping to move the fallen Kerzeme, the ranger that hates animals moves to get a clean shot on the attacking dogs. She fires around the dwarf and hits the nearest dog, as it falls whimpering, it dies. As Kurt starts to get up, one of the dogs does get a hold of him doing little damage. (-5hp) Once the half orc gets up and establishes his footing, he brings his warhammer around and smashes one of the dogs (d3), cracking it's skull, miraculously it still stands. The healed sorceror steps around the corner of the building, unleashing a spell to rival the one cast at them. A fireball explodes just behind Jake, causing him to fall to his knees. Aa portion of the building is ablaze and thick black smoke will start to billow into the air soon, alerting authorities probably. Once Kerzeme has moved from his position, Barrens steps back trying to take some cover. He attacks the remaining uninjured dog, slicing it cleanly with the sharpened blade of his guisarme. A large piece of dog meat hangs from the broad blade, looking like a shish-ke-bab. Theodorre rushes to pull out a small piece of cured leather and quickly recites a spell. Being more magically protected, the wizard dashes for safety with the others, but he takes the long way, skirting the trreeline, south then west. Seeing a slim opportunity and trying to take advantage of it. The mage in the window unleashes another powerful spell, a the scroll burns to ash after the casting. A large bolt of lightning streaks out of the window towards Kerzeme and the larger Barrend. Kerzeme's refexes are sharp though, and help him to minimize the damage. (-7) Very luckily, Barrend's reflexes were sharp also. Doing some damages, (-15hp, this was a DM call you failed horribly, but since you are kinda behind the buildling BUT also not, since you are enlarged, your also in areas not covered. So to save OOC's and hassle you saved for half damage) The last bleeding dog attacks Kurt, missing. The archer in trhe windows spots Theodorre running along the treeline and fires three arrows at the fleet of foot Theo. Luckily, all three arrows thud into the ground, short of their target. The distance being a little too far, although the first arrow came a little too close for Theo.
theo: 12/34 hp kerzeme: 7/25 hp kurt: 12/total? alyana: 38/50 taliea: 36/44 barrend: 21/total? I think Dogs 1 and 2 are dead, d3 is bleeding very badly The tavern A11-A14 is ablaze and starting to smoke
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Post by nodaisho on Apr 6, 2009 2:39:11 GMT 1
Barrend, bleeding and scorched badly, says to Alyana "Heal me, please." After she does, he moves towards the tavern, calling back to Kerzeme "Put the next one through the windows!" His movement puts him within range of Jake, and when Jake makes his move, Barrend swings at his legs, growling "Stay down."
rage: round 2/8 AC: 17 HP: 21 + heal/84 double move to E/F 8/9, action on Jake is if he provokes an AoO. trip AoO touch attack: 1d20+13=23trip AoO trip check: 1d20+15=34For the record, fireballs do damage in a spread pattern, meaning Kerzeme's fireball should have gone through the window as well. Spreads take up all the space, regardless of corners or the like. Cal edit: True, but those inside usually get a massive cover bonus to their reflex saves and some DMs might then give them Evasion too. I'm thinking the enlargement might have been a bad idea, since it looks like the inn might be too small for him to move without squeezing. Is there a roof over the front of the tavern? I forget what they are called, the sort of roof with no walls, designed to keep rain off of people, usually seen in front of shops or on porches. If not, how big are the windows? What I want to do is either get on top of the roof and attack the archer through the window, or climb up through another window, which would let me avoid the staircase, which will likely be a lot of squeezing through. My mistake with thinking I had cover, I misread the section, it says that large person picks the square they are considered to be attacking from, and people attacking them pick the square they are considered to be attacking, I thought it was that large people pick the square that is considered to be attacked when people attack them.
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Post by Ilya on Apr 6, 2009 11:09:20 GMT 1
Kerzeme aims for an open window, and shoots another fireball through it, so that it'll explode inside. He would have sent it through anyway, because he wants the pleasure of revenge by torching Jake's home.
HP: 7/25 AC: 14 Saves: F: +3 R: +5 W: +5
Cast Fireball through any open window, preferably one on the ground floor.
Range Touch attack to get through window: 1d20+3+3=6+6=12
Spells per day: 0:6 1:8 2:6 3:2
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Post by Caledonian Achilles on Apr 6, 2009 13:47:31 GMT 1
If Taliea misses the last dog, Kurt attempts to destroy it otherwise he moves for cover behind the smoke house. Once the dog is dead, he moves to behind the smoke house -------------------------------------------------------------------------------- init = 15
S: attack d3 = melee 14+10=AC24, 1d8+7=8 M: only if the dog is dead; move to P5
counter trip d20+3=20
hp=12+12temp AC19 rage rounds: 2
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Post by achinca on Apr 6, 2009 15:52:08 GMT 1
Alyana hears the sounds of destruction and death and smile. This is what The Silver Raven is all about. "Remenber to give me the pleasure to finish Jake by myself" Her smile is a smile of a warrior feeling it is taking down her ennemies without mercy.
She puts her hand on Barrends behind "Never thought a dwarf would tower over me. Here is some resplenishing. Now, go take the place down." More sparkle from her holy medallion and the enlarge dwarf is good to go.
Applies a Cure Serious Wounds: 3d8 + 6 = 6 + 2 + 5 +6 = 19 HP
HP: 38/50 AC: 19 Spell: 0 5/5; 1 4/4 +1d; 2 4/4 +1d; 3 1/3 +1d
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