ooops 2nd damage should be +16, not +20, durn cnp :smalleek:
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ooops 2nd damage should be +16, not +20, durn cnp :smalleek:
gosh, total geek fail!
2nd (Haste) Attack [roll0] (if wolf is down, on rider, +1 attack hobgoblin)
Talamir, Initiative 11
Talamir was indeed gasping for breath, barely managing to stand; he'd expected he'd have to face the brunt of the breath weapons, but the giant was a surprise. And now the bear was close enough to finish him off if he made one false move.
The elf moved into a flurry of actions; first he spoke the magical command that activated his belt, releasing all of the healing powers it contained. With the bit of strength that gave him, he spoke another, quicker command, activating his anklets and magically vanishing into thin air, to appear a short distance away from the bear.
With a final surge of energy, Talamir lowered his left hand to the ground, somersaulting into a tumble away from the giant's lance.
SpoilerAssuming nothing remarkable happens, Talamir's actions:
Standard Action: command trigger all three charges of his Healing Belt to heal himself; should not provoke since it's a command trigger item/not a spell completion item.
Healing Belt (Magic Item Compendium p. 110) using all three charges
[roll0]
Swift Action: command trigger 10 teleportation from Anklets of Translocation (MIC p. 71), dimension hop 10 feet to Q9, out of the bear's reach hopefully, assuming teleportation does not provoke as it's not actually physically moving through/out of threatened area...
Move action: tumble to Q12 (should be auto success with tumble at +14 currently due to Ray of Hope) to avoid giant's lance; full speed tumble would be tempting except my rolls have been horrible!
Tumble
[roll1]
Landing lightly on his feet perfectly balanced, Talamir whispered a quick prayer to Corellon Larethian.
Arman knew they were in trouble...
Still controlling the sphere of flame he cast, he moved it slightly to his right, to strike another of the Worg riders and hopefully do something.
Gathering the energy around him again, he repeated some words he said earlier, the increasingly familiar smell of sulpher and guano filling his nostrils as he crushed the two components together. "Liathróid de tine"
Flaming Sphere to strike R5
[roll0]
Fireball at L5
[roll1]
SpoilerThe fireball should be far enough away that it will not hit Talamir but enough that it should hit the giant and a few of the worgs. The radius is 20 feet.
Nega understand that she needs to distract the golem and try to irritate the gobbos she 5 ft's towards hjalmar.
AC= 28
Saves:
Fort 18
Ref 10
Will 13
Init mod:+1
Attack 1 d20+18=9+18 Total:27
Attack 2 d20+13=2+13 Total:15
Damage1 1d8+10=4+10 Total:14 (2d6 sacred doesn't work on the golem)
Damage2 1d8+10=4+10 Total:14
DM Note for King Tius: I checked the map, and assuming Arman wants to get the most he can get out of that fireball, I'd drop it on M5 instead as it will get both wolves and the giant, but still avoid Talamir.
Assuming I'm right it won't hit Talamir. Figuring a radius on a square grid is a bit... subjective + assuming no objection from Arman
Kelith, Initiative now 10 since he delayed
Kelith nodded approvingly as the fireball from the invisible mage exploded, then Buelyr's wand added to the damage. That's more like it, he thought. Suddenly, as he watched the wolves and the fireball mix, a thought came to him.
Kelith steps towards Talamir, calling upon divine energies to heal the Elf as he anticipates another onslaught from the giant, the bear, and at least one wolf. He had a feeling the Elf still had a better chance of dodging the massive assailants than himself.
Surprisingly, he seems to cast the healing spell with utter disregard for the nearby wolf, almost as if daring it to attack him.
"Go ahead and hit me frost dog, and get a little taste of what your litter-mates got."
The flames on his fiery cloak continue to dance threateningly.
Spoiler
5 foot step to Q13
Casting Cure Serious Wounds with Augment Healing on Talamir, NOT casting defensively (since he pretty much sucks at it, figured a threat might be a better bet).
[roll0]
If winter wolf takes AOO to attack Kelith, he'll activate Cloak of the Salamander as Immediate action. I double checked the description of the cloak, and it says the flames are constantly visible/present, but only burn an attacker that strikes (1d6+7 fire dmg) if activated as an Immediate Action. The flame cannot hurt reach weapon users, but I'm hoping Q13 is within the rider's reach weapon 'donut' (hard to tell with him sharing space with the wolf) which hopefully means he doesn't threaten that square.
Two uses left for the day for the cloak.
Kelith HP 50/63
AC 23
Concentration check if the wolf does take an AOO
[roll1]
Nega & Hjalmar
Wizard (Initiative 18): Sensing that Hjalmar was about as agile as a brick, the wizard conjures a sphere of freezing cold. The sphere pops in existence and immediately lunges towards Hjalmar. The old dwarf is quicker than one would expect this time, and side steps the sphere as it bounces past him. Seeing the first attempted attack had failed, the wizard moves to the right to stay away from the angry dwarf’s chage.
Freezing Sphere 4/5 rounds – Shown as FS on the map.
Hjalmar (Initiative 17): The old dwarf growls and heaves the net off his body, sending it flying to the side. Now face to face with a surprised hobgoblin, Hjalmar’s hammer comes crashing down it’s chest, caving in its armor and sending the staggering hobgoblin to the ground.
Taking a moment of brief respite, Hjalmar concentrates for a moment and uses his natural healing abilities to restore some of his painful wounds as well. He than takes a heavy step towards the next hobgoblin, ready to pound it next…
Hjalmar slays hobgoblin #3 and heals himself 14 HP and is now at 72/92 HP.
The Ice Golem (Initiative 14): The massive golem swings it’s cleaver at Nega, but her shield solidly blocks the blow. The huge fist of the golem comes arching down though, and that one hits Nega hard on the head. The hit could have been harder, but the chill of it numbs her badly.
The golem hits Nega for 11 HP and its aura of cold for an additional 1 HP. Nega is also chilled, and suffers a -1 to attack and -1 to damage.
Nega is now at 9/100 HP….
Nega (Initiative 11): Badly hurt now, there is little course left but to trust in Hjalmar’s assistance and try to bring this damn golem down before it brought her down. While numbed and reeling from the cold, Nega connects with one solid blow against the golem and crunches off more of the icy construct but does little damage, although she can see the accumulation…
Nega hits once, and does 3 HP damage to it.
Soldiers (Initiative 7): Bravely and foolishly, the last hobgoblin stabs out at Hjalmar but once again his sword hits nothing but solid plate armor. Hjalmar notices he is in a defensive stance now though, trying to just hold on long enough for the wizard to finish one dwarf. How hard could that possibly be, right?
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Hjalmar quickly decides that the remaining warrior is the least of his concerns. He hoofs it to L7, getting between the golem and the wizard (and away from that ball of ice).
"Keep it busy while I put this mage down."
Calling upon Moradin's light, Hjalmar expends two charges of his Lay on Hands ability to Channel Energy, infusing himself and (more importantly) Nega with healing light.
[roll0] or 15 healed.
Further rejuvenated and now free of the net, Hjalmar turns and points his hammer at the wizard, Babe Ruth style.
Battle 2 - Round 9:
OOC1: Because these maps aren’t confusing enough yet, I will now be tracking Dying vs Dead enemies. Corpses will still be black and white, while dying enemies will now be a ridiculous purple.
OOC2: Since Mounted Combat requires you to make a ride check against the incoming attack roll and AoE spells have no attack roll, I don’t think a ride check can save a mount from a fireball, especially since the mount also gets a reflex save for half damage. Mike, if you want to overrule that, I can go back and roll a ride check for the polar bear. Also, if the rider is killed by the fireball, I feel like he couldn’t make the ride check to protect his mount since he’s being hit by the same blast.
Arman (Initiative 26):
Continuing to focus on his flaming sphere, Arman sends the rolling bundle of fire smashing into R5’s wolf. The beast tries to dodge the flames but is caught square in the flank, though it doesn’t do too much damage. The fireball he unleashes next, however, has much better results. Placing it with exquisite precision, it catches the frost giant and two of the wolf riders while just managing to miss Talamir. While the frost giant, bear, R4, and R4’s wolf are able to cover themselves against the worst of it. R5 and his mount take the full effect of the fireball. The blast slays R5 in his saddle and the winter wolf he rides. R4 lapses into unconsciousness, slipping from his saddle and crashing to the ground.
R5’s Winter Wolf takes 6 damage from the flaming sphere. The polar bear and R4 17 damage from the fireball while the frost giant and R4’s wolf take 25 damage. R5 and his mount take the full damage (with the wolf taking an extra 50%). Both are slain outright by the blast.R4 is unconscious.
Wyatt (Initiative 24):
Wyatt nimbly backflips away from his current attacker, putting some distance between him and the wolf’s jaws as he draws his tanglefoot bag. His toss lands squarely at the wolf’s feet, erupting and snagging the beast where it stands. The hobgoblin rider begins to curse in frustration as the wolf snarls its annoyance.
Wyatt successfully tumbles to H13 and tanglefoot bags the winter wolf.
Buelyir (Initiative 17):
Buelyir bites the bullet and unleashes his fireball, causing further burning destruction to the clustered group of enemies. Though he takes only 6 damage from the blast (half damage from blinking, half again from successful reflex save). R4’s Winter Wolf (WW4) is staggered by the fireball and seems to have trouble staying standing. The scorching blast is enough to kill R4 as he lay on the ground unconscious. R3 is knocked unconscious and slips from his saddle while WW3 cringes from taking the full force of the fireball. The polar bear and frost giant seem more annoyed than hurt by the fireball. As Buelyir moves away the staggered Winter Wolf snaps at him. Its jaws clamp down on nothing but air and the creature collapses from the effort (is now unconscious). With the damage, done, Buelyir moves towards the giant polar bear. The frost giant lashes out with his lance but manages to miss Buelyir completely. The polar bear similarly tries to snap at the advancing Dwarf but Buelyir’s ring protects him yet again.
Buelyir drops his fireball and moves to O8, avoiding all three Attacks of Opportunity.
Magnum (Initiative 15):
The bellowing Dwarf sidesteps the wolf and brings his axe down on its neck. The rider tries to turn his wolf but the axe catches it square in the shoulder, Snarling in pain, the wolf has just enough time to turn its head and look at Magnum as the hasted Dwarf strikes again. His massive blow passes straight through the wolf, severing its head in a spray of warm blood. As the wolf’s body goes limp it falls sideways, spilling its rider onto the ground at Magnum’s feet. Tables turned indeed!
Magnum hits the wolf twice. His second hit straight up kills the winter wolf!
Talamir (Initiative 11):
With Buelyir now keeping the bear and frost giant busy, Talamir quickly reinvigorates himself and teleports into a tumble, getting out of harm’s way. Fortunately his tumble success means that he does not provoke an Attack of Opportunity from R6.
Tumble check is a success. Talamir is healed and (relatively) safe.
Kelith (Initiative 10 - Delayed):
Stepping forward, the flame priest delivers a potent amount of healing to Talamir. The wolf behind him tries to snap at him but is unable to land a hit. Still, Kelith uses a charge of his cloak as he thought the attack was going to hit.
OOC: I’ll have to check about big creature fighting rules, but it seems kinda silly that the wolf could spin around and nip at him for an AoO. You are correct that he is in the lance’s donut range. The placement is screwy but I’m experimenting…
Kelith heals Talamir and doesn’t get bit.
Flint (Initiative 7):
Fint takes aim at R6 and fires, sending the rider tumbling off his mount and onto the hard cavern floor.
R6 is now unconcious
Winter Wolf Riders
R1 tries to pull its legs out from under the fallen wolf and get to his feet. As he scrambles to regain his footing Magnum brings his axe down square between the hobgoblin’s shoulder blades, killing him with a single blow.
WW2 Tanglefoot Duration: 5 rounds
With his mount held in place by the tanglefoot bag, R2 hops off the wolf, dropping his lance as he does so. He draws his longsword and advances on Wyatt, getting to within range.
With its rider fallen, WW3 steps over the hobgoblin’s unconscious body to go after Wyatt. The large wolf snaps at the Halfling but he proves nearly impossible to hit.
WW6, fearful of the priest’s cape, moves to attack Flint. Arman is just able to step out of the way as it approaches, pressing himself up against the face of the cliff (Since you are in such proximity to the wolf, if you cast spells it will get a listen check to figure out where you are and try to attack you). It snaps at Flint but is unable to bite down on the Duergar.
Frost Giant Rider
With Buelyir standing right before its mount, the Frost giant lets the dire polar bear have at him. It first attempts to bit Buelyir, catching him in phase and deals 18 damage. It then proceeds to rake at him with its claws. The first claw attack, while it would have been a hit, passes right through where Buelyir would have been. The second claw hits home for 19 damage. And the bear uses its massive size advantage to grab hold of Buelyir. The bear’s skill in fighting other bears enables it to grab him without provoking an attack of opportunity. Each round at the beginning of his turn, Buelyir can roll a blink effect to see if he automatically gets out of the grapple.
Leaving his bear to play with its food, the Frost Giant dismounts, magic lance still in hand. He moves towards Talamir and Kelith, getting just into attack range of the springy elf. He holds the frosty lance with two hands, ready to skewer any who approach him.
The Map
Half dozen foes roasted by fireballs. Check
Two more downed by the singing dwarf. Check
One wolf nailed in place by a tanglefoot bag, check.
Healing from belt and Kelith, feel nearly as good as new. Check
Wyatt with the dwarf nearby should be alright, Buelyr seemed to be under some sort of a Blink effect, and the last wolf will have to deal with two or three foes.
As he looked up to the awaiting giant and the icy lance already too close for comfort, Talamir knew exactly what he had to do.
Taunt him, keep him busy trying to skewer me with that thing, until the others are freed up. We need to save our spells, which means I may need to do this the hard way.
http://img706.imageshack.us/img706/7632/talamirs.png"First blood goes to your lance it seems. Though I wonder if you can manage it again without the aid of your mount." Talamir gave a small nod towards the enormous bear as he raised his blade into position. "Shall we find out?"
The way was finally cleared for the Alaghor to attain his most recent goal, and he saw the path to the giant as he jerked his axe free of the dead hobgoblin and spun. Continuing to boom out his battle song, he was pleased to see the giant dismount, one less obstacle! He sped toward the giant to attack with a fierce grin and grim determination, using all his resources and abilities to take it down as quickly as possible.
SpoilerCharge (up to 100') to FGR (to P9 or 10?)
Attack [roll0]
Damage [roll1] +Bane [roll2] +Gauntlets [roll3]
Attack +11 norm, +2 Bane, +1 Haste, +1 Ehontar, +8 Battle Intuition, +3 Smite Giant
Damage +7 norm, +2 Bane, +1 Ehontar, +8 Battle Intuition, +8 Smite Giant
Battle Intuition +8 attack & damage (2 of 4 uses/encounter)
Ehontar (30' radius): Allies +1 attack, damage, saves; Foes -1 same!
Smite Giant +3 Attack, +8 Damage (Used 3 of 4 uses/day)
Gauntlets of Giant Felling +1d6 damage/size difference (Used 3 of 3 uses/day)
If he can't get to the giant and attack it this round, as it seems, he'll do a charge attack (move directly to I12) on WW3. Drop the Bane, Smite Giant, and Gauntlets, leave the rest...add +2 attack charge (-2 AC)
Initiative 15
AC 30 (34 vs giants)
HP 78/90
Ehontar A Giantish verse...
Giants of fire or frost, yer cause is lost.
Large ye be, aye so much bigger'n me.
Stronger desire’n most, worthy of boast.
Bane is free, yer life's a calamity!
Wyatt
Wyatt smirked as his tanglefoot bag hit the mark and saw the wolf pinned to the ground. "Nice catch 'dere, hairball."
He pointed his bat at the approaching hobgoblin. "You and me, pal."
He sensed something behind him, though. At the last second, Wyatt turns his feet, and bends his body to one side. Looking, he sees a pair of white wolf jaws snapping where he used to be. "Hey hey! 'dat was close... felt like you had me 'dere for a second!"
He noticed Buelyir's particular state, and knew he could use some help, but he needed to get rid of his current problems first. He quickly whirled into action, tumbling away from the white wolf and around the hobgoblin. He plants his hands off the ground in mid tumble, giving him the air he needed to take a swing at the hobgoblin's face.
SpoilerUse Spring Attack on the hobgoblin (who can't make an AoO on me because of it), and full speed Tumble (DC 25 [roll0]) away from the winter wolf. Should I fail my Tumble check, I have AC 32 against its AoO (for moving out of its threatened squares. Yay, Mobility!). Move to G14, then F13, then F12, and attack the Hobgoblin here.
Attack: [roll1]
Damage: [roll2] + [roll3] acid
Skirmish: [roll4]
Then continue moving to C9.
AC at end of round: 34
HP: 53/53
Status: Not prone, thank god.
Edit: What the hell? Why couldn't I have gotten the natural 20 on the attack roll instead... not that it matters much, I guess. :smalltongue:
With Wyatt's superior Tumbling, he leaves the pair in the dust, flips around the hobgoblin, and cracks his bat across the back of the hobgoblin's head. "Way to duck." He then continues on his way, looking to try and eliminate the rest of his foes.
This was gonna be tricky...
Arman, still controlling his flaming sphere, moves it again to strike at the Giant Rider, trying to just kill it off.
Flaming Sphere to R8
[roll0]
Simple spells were often effective, and he was trying to save what he had for his larger ones, as few as they were getting. This one was also silent for the most part. He hoped this would down the rider and wolf close to him... It wouldn't matter in a few seconds he knew, the invisibility spell would wear off, and then, he would be in a little more trouble. His leg was killing him, and with the speed he was moving at as the battle wore on, he wasn't sure it would support him much longer...
Magic Missile at WW6
[roll1] [roll2] [roll3] [roll4] [roll5]
Talamir, Initiative 11
Even as the words barely left his mouth, Talamir dove into another tumble towards the giant. Springing back onto his feet he let his longsword sing with a patiently measured, defensive strike.
SpoilerTumble 15 feet to S10, should be autosuccess (+14 atm)
Attack Frost Giant with Combat Expertise -3/+3 dodge ac
HP 60/66, AC 31, 32 vs Frost Giant (Dodge Feat and Combat Expertise)
AB +17, +14 AB with -3 Combat Expertise until his next action, which hopefully is an AOO vs the giant.
[roll0]
Damage
[roll1]
Kelith, Initiative 10
Blinking as the burst of force missiles are launched at the wolf near him, Kelith realizes Arman is still somewhere quite close by and joins in the attack.
[SPOILER]If WW6 is still up by the time his turn comes up, attack WW6 with +1 Spiked Chain (staying 10 feet away), hopefully getting flanking with Arman would yield:
+12 AB (note: updated sheet to reflect his current Str boosted with Animalistic Power)
[roll0]
Dmg:
[roll1] (dmg on sheet also updated to reflect boosted Str)
then five foot step to R14, a bit of space away from the giant's lance!
If WW6 is down, move instead to L14 and attack WW3, not sure if he'd get flanking bonus there with Wyatt. Use above rolls, minus +2 flanking if it does not apply. /SPOILER]
Silently, he laments that he isn't acrobatic enough to approach the giant for the moment.
SpoilerGrah... just realized the latter move would draw an AOO from the giant. Oh well; too late I suppose. Hopefully WW6 is still up...
Nega & Hjalmar
Wizard (Initiative 18): Figuring the angry dwarf would try to come after him, the wizard moves to abandon it’s one remaining protector. He does send the freezing ball hopping towards Hjalmar once again, but Hjalmar dodges the clumsy attack with ease and causes the wizard to curse the useless sphere. The golem’s staff blazes as he directs the golem to protect himself…
Freezing Sphere 3/5 rounds – Shown as FS on the map. The wizard moves to R1, moving away to the map edge.
Hjalmar (Initiative 17): Still in fighting trim and having little difficulty with the wizard, Hjalmar stalks the wizard and tries to line up a charge but the longer legged wizard continues to evade him. Seeing Nega’s desperation though, he uses some of his last healing energies to heal both himself and her by channeling a healing spell outwards. It’s welcome embrace nearly returns Hjalmar to full health and likely saves Nega’s life, something not without irony.
Hjalmar uses 2 Lay on Hands charges to heal himself and Nega by using Channel Positive Energy. Hjalmar and Nega are both healed 15 pts.
Hjalmar 89/92 HP
Nega 24/100 HP
The Ice Golem (Initiative 14): Responding to the urging of the wizard’s control rod and desperation to stay away from the dwarves, the golem lurches backwards towards Hjalmar. If he couldn’t deal with the big, bearded dwarf… maybe the golem could?
With his back turned to the golem, the hefty construct turns and charges in at Hjalmar with its’ frozen fist. The blow lands hard on Hjalmar’s shoulder, nearly sending the old dwarf to the floor. On his way down, he cracks the golem in the knee and sends chunks of ice scattering but it’s just a scratch… The golem’s icy presence chills him as well….
Hjalmar takes 20 damage from the golem’s charge, and now has a -1 to hit and damage from the golem’s Ice Slam. Hjalmar is now at 68/92 HP.
Nega (Initiative 11): Seeing that she had been given a respite, Nega decides to let Hjalmar handle the golem for a moment and breaks into a dead run. Her armor clatters and bangs as she runs as fast as she can to cut off the wizard’s retreat. She cries out to Berronar as she runs, the one remaining wing on her helm making an even more fearsome visage.
Nega runs 60 feet to S5 (diagonals count as 15 for every 10 feet), trying to cut off the wizard. This was a DM interpretive move...
Soldiers (Initiative 7): The one remaining hobgoblin soldier looks between the golem and the wizard and decides that the badly wounded Nega was easier prey than the armored juggernaut he had been attacking uselessly. He moves to the wizard’s flank, ready to guard his master…
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Nega understand that she needs to take out the Wizard and goes wizard hunting
Saves:
Fort 18
Ref 10
Will 13
Init mod:+1
Options:
If the hobgoblin goes down Nega will charge the wizard and smite him. If not she will move to get at the wizard risking attack of opportunity from the hobgoblin.
(Good move on the part of the DM)
Hjalmar Crownshield
While the walking iceberg seemed like the biggest threat, Hjalmar knew that he had to help put that wizard down and fast. He will move towards the wizard again, letting the ice golem take a swing at him as he advances to O4. With a shout of triumph he hurls his warhammer straight at the wizard, marking the wizard for Moradin's forge.
Move Action: Move to O4
Swift Action: Smite Evil on Hobgoblin (+ Cha (4) to attack, + lvl (9) to damage, overcomes DR (all assuming the Hobgoblin is evil, which he can detect at will). Also +4 to AC against the wizard
Standard Action: Hurl Warhammer (with Point Blank and Precise shot)
Not sure if the aura will affect him 20 ft away from the ice golem. If it doesn't, +1 to this attack and damage.
Warhammer Attack: [roll0]
Warhammer Damage: [roll1]
Forgot to add the holy damage to the warhammer! [roll0]
Arum and Thordek
Thordek: “Don’t bother, I’m out! Watch out for the other ogres!” is Thordek’s reply to the Sonnlinor’s offer to dispel the ogre’s wards. The ogre was wounded now, enough that its wounds were showing now. The problem was it still regenerated its wounds too was for him to put it down quickly.
He swings his black axe hard, past an opening in the ogre’s defense, and cut into first its left than right torso in quickly succession. The first blow bites deeply, while the second is turned away by the chain mail armor.
He calls out to Tasster next for assistance, not even sure if the berserker dwarf prince was in ear shot or too far gone in his blood lust to hear the call for help.
Whether he heard it or not, no help arrives for the time being.
Thordek scores a 10 HP hit against the ogre mage, who grunts as black blood flows from the wound.
The Ogre Mage: Deciding that anything short of an augmented attack would not be enough to hit Thordek, the mage makes a gesture that causes his sword to glow a pale blue for a moment. The ogre flashes a feral smile at Thordek and lunges forward, shoving the sharpened point of a 12 foot long greatsword right into Thordek’s torso. The blow is hard enough to driven right through the stiffest part of Thordek’s chest plate, cutting through his pectorals and crunching ribs. The blow drives the air from his lungs and his right lung screams with pain, and he begins coughing uncontrollably for a moment, which is more of a wheeze.
Punctured lung? Frak… That ogre just used my own trick against me too!
The sword comes back bloody, but rather than impaling the dwarf like meat on a spit, Thordek is still standing and his foe snarls its disappointment…
He thinks about the glowing sword, and realizes it must have been a true strike spell like he often uses. That was a scary prospect… Thordek rolled a 26 on spell craft check.
Thordek takes a breath after a moment, and is grateful for the breath! At least he had that.
The ogre mage rolls a 47 and does 21 HP to Thordek. He is now at 32 / 72 HP.
Originally the DM thought the roll was a critical hit/wound but my math was off 1…
Arum: The diminutive gnome thrusts at the ogre again with his trusty rapier, but his reach is just too short to get enough muscle power behind it to drive the rapier through the ogre’s chainmail and boiled leather armor.
Similarly, the badger’s furious attack is futile as it never gets past or around the ogre’s chainmail.
None of Arum’s physical attacks, or that of his badger, are enough to seriously wound the ogre.
Ogre 1: The ogre takes a hard swing at Arum, trying to dismount the gnome with it’s heavy club. The club hits Arum squarely in the chest, the blow being far too strong and fast for him to avoid.
The ogre rolls a 21 and hits Arum for 9 HP. He is now at 45/56 HP.
Sonnlinor Stonebreaker: Doing his best to aide Thordek, the Sonnlinor continues to swing and this time he connects hard enough for the ogre to clutch its chest in pain. The second hammer swing is blocked, turned and pushed away by the ogre mage.
“Fall back if ye gotta, I can hold’em or heal ye. Call out if ye need it!” the Sonnlinor yells over the din.
Around them, the battle continues to swirl. Another duergar is sent tumbling to the ground by hobgoblins, but the duergar’s comrades cut down five more and push forward as the fallen duergar is dragged away.
Sonnlinor Stonebreaker connects for 10 HP against the Ogre Mage.
Ogre 2: The second ogre swings his club right at Arum’s head, but this time the gnome is able to duck the blow and it goes sailing just over his head. The ogre roars in frustration!
The ogre misses with a roll of 18
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Reeling with pain and coughing up blood, Thordrek defiantly spits a glob of blood, mucus and spit at the ogre's feet
Gonna take more then that big guy.
He attacks it again
Attack 1 [roll0] +12
Damage [roll1] +4
Attack 2 [roll2] +7
Damage [roll3] +4
Healing would be nice Sollinor.
Ride check to stay in saddle: [roll0] assuming that works:
Arum grunts as he's hit bit comes back with a vengeance, stabbing upwards at the ogre.
[roll1]
[roll2]
His badger snarls, foam forming at it's mouth as it attacks as well.
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
Arum and Thordek
Thordek: Wounded, yet defiant, Thordek continues to slug on against the ogre. His wounds are enough to foul his attack though, and the chopping blow arcs right past the ogre. For once, the incredibly sharp adamantine axe works against Thordek and it bites deeply into the stone floor… and it sticks there in the floor of the cavern and unmovable, at least without significant effort.
Cursing the loss of his axe and dramatic impetus, he slugs the ogre as hard as he can right in its groin. The ogre groans from the pain, and swings its sword wildly in reply at Thordek. His own sword arcs right into the stone as well, sending splinters of stone and sparks. The edge of his sword is broken and bent, with splinters of metal shorn off it. It snarls in frustration, now that it had damaged its’ own weapon.
Thordek rolled a natural 1, and then a 2 and then a high roll, but since it’s an adamantine blade, I ignored damage and just stuck it in the stone. Full round strength check with an entertaining DC.
Ironically, the ogre rolled a 1 too and two bad rolls after that and bent his wittle sword.
The Ogre Mage: Enraged at the damage to his own sword, the ogre casts another spell that make his sword go blue once again, for just a moment before he swings the damaged blade at Thordek once again. The jagged blade is unerringly accurate, this time cutting open the side of Thordek’s armor in a splash of hot blood once again.
The ogre does 15 HP damage to Thordek, after rolling a 37.
Arum: Having been frustrated with each of his attacks so far, the rabid gnome continues his attacks. This time, his rapier finds a gap in the ogre’s chainmail and he sinks it as deeply as he can. The mithril rapier sinks as deep as the gnome can drive his sword.
This time, his furious badger draws blood and a lot of it. Its claws and teeth find marks, raking and puncturing the ogre. It sends the ogre stumbling backwards, bloodied but still alive. Having tasted blood, the badger hisses
Arum’s +1 mithril rapier does 4 HP, while its claws do 9 HP combined and then 2 hp with its bites.
Ogre 1: Shredded by Arum and his badger, the angered ogre tries to pulverize Arum with his club but the blow thumps off the ground instead this time, as Arum ducks and side steps his badger away from the blow.
The ogre rolls a 21 and hits Arum for 9 HP. He is now at 45/56 HP.
Sonnlinor Stonebreaker: Seeing the gravity of Thordek’s situation, the Sonnlinor breaks off his own attack and casts the best healing spell he can to try and save Thordek from the ogre. His hands grow golden as be presses them against Thordek, and a wash of curative magic washes over the dwarf.
It was all the opening the ogre mage needed, as it wheels on the Sonnlinor. The damaged sword bangs into his armor and opens it badly, drawing a river of blood that shocks the old cleric. He stumbles and sways from the wound, barely able to stand now but he still holds his shield. Any more exertion might send him to the ground…
Thordek is healed 33 HP.
Ogre 2: The second ogre snarls and throws all its weight behind the next blow, and this one connects with the hissing badger. The blow is hard enough that the badger is stunned for a moment, and Arum thinks perhaps it had been slain as it slumps for a moment… than it rises up again and hisses at the ogre, now in an even less sane rage than before.
The ogre hits the badger for 19 HP, nearly but not quite slaying it.
Arum growls and mutters a few words, making a hand gesture. An otherworldly looking bison appears next to him, and immediatly charges the 2nd ogre, it's horns glowing white.
[roll0]
[roll1] add another +5 if the ogre is evil.
His badger, blinded from it's pain with rage attacks the first ogre again.
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
Buelyir (Initiative 17): Having taken a pounding, Buelyir decides that getting into a melee with a multi-ton bear was not one of his wisest tactical moves. He felt as surprised by the predicament as he imagined a salmon must be going upstream, only to be snagged by a bear, must be. Fortunately, his Blink ring saved him once again and while, not for the first time, relying on it had got him in more trouble than he had a right to try for, it also got him out of it. It takes a moment to time it, but the ring Blinks once again and, now ethereal, he rolled away from the massive bear.
Rolled d100, result 44 and becomes ethereal, escaping from the grapple.
Having freed himself, Buelyir takes to his feet and hopes he is not a head shorter for the effort. His katana is held in a guarding position, and he rolls the blade end over end to build momentum for a strike and put forward his best defense. One more set back like that, he might well be staying on the ground.
Knowing his best weapon, a feint, would be lost on an animal simply too stupid to appreciate a good deception, Buelyir turns a blade roll into a chopping blow right at the massive bear’s broad chest, which inconveniently is covered in at least chainmail.
The adamantine blade cuts past the bear’s armor, past the course hair, tough skin and into thick muscle and completes its bloody sweep, further stinging the bear… The sword booms with the impact…
Buelyir used Combat Expertise +5 AC/-5 to Hit and rolls a 25, dealing 13 HP damage to the dire bear. His blink roll was a 54, so his attack is corporeal. The sword booms as it connects, but the sound and magic has no ill effect on the bear. His sword also fails its lightning burst attack as well.
Buelyir is at 59/111 HP and, for this round, is at AC34 after he stands up and either AC24 or AC29 for the attack of opportunity he incurs for standing up.
Flint (Initiative 7):
If Winter Wolf 6 is still up…
Not caring for another close encounter, the duergar decides he has little choice. Without anyone else to get this one off his back, he decides he will have to try and put it down himself.
He falls back (to M15) and adopts as defensive stance as he can (+3 AC with his tumble bonus) and shoots a crossbow bolt at the winter wolf, trying to put a shot through its head.
The bolt zips past the wolf, hitting the stone and skipping away in to the darkness. The duergar curses his luck and prepares for the wolf’s onslaught…
Flint rolled a 9 on his attack, missing the winter wolf. His AC is 25.
If the Winter Wolf is down…
With his own foe down, mercifully, Flint looks around the battlefield and seeing the hindquarters of the winter wolf that is tangling with Wyatt. A smile curls on his scared face and he moves up for a better shot (M15) and takes aim at the unsuspecting abomination…
His crossbow clicks and he sends a bolt singing towards his foe…
Flint rolls a 25 and does 17 HP damage to the winter wolf, thanks to his sneak attack
If Wyatt’s wolf is down too…
Shoots at the frost giant knight…
Rolls a 26 and does 7 HP damage
Normal AC: 22
That was weird... and painful
Get back Sollinor!
Seeing the adamentium axe was too solidly wedged into the ground, Thordrek instead draws his backup axe and attacks the ogre with it, hoping not to give it time to heal whatever little damage they had managed to inflict on it (drawing a weapon is a move action right?)
to hit: [roll0] +12
damage: [roll1] +4