Thom eyes the silly mud-man, Your time comes, caster. Seeing Heimoth being overwhelmed by multiple vic… er.. opponents, he moves to help. "Hold firm, Brother."
Skirt the end of the log, ending in O-10. If the AO I provoke from the swordsman in Q-6 hits and he somehow stops me, I'll censure him and use the following attack on him, drawing him further away from Marc. Otherwise…
Once in O-10, he'll Censure the swordsman in N-9, then attack him with Overwhelming Strike. 1d20 + 7 ⇒ (16) + 7 = 23OR1d20 + 7 ⇒ (1) + 7 = 8; damage 1d10 + 5 ⇒ (10) + 5 = 15.
Overwhelming Strike:
Hit: 1(W) + Wisdom Modifier (+3) damage. You shift 1 square and slide the target 1 square into the space you occupied.
If this hits, he'll shift to P-11, drawing the swordsman he just attacked away from Heimoth into O-10.
Thom eyes the silly mud-man, Your time comes, caster. Seeing Heimoth being overwhelmed by multiple vic… er.. opponents, he moves to help. "Hold firm, Brother."
Skirt the end of the log, ending in O-10. If the AO I provoke from the swordsman in Q-6 hits and he somehow stops me, I'll censure him and use the following attack on him, drawing him further away from Marc. Otherwise…
Once in O-10, he'll Censure the swordsman in N-9, then attack him with Overwhelming Strike. 1d20 + 7 OR 1d20 + 7; damage 1d10 + 5.
** spoiler omitted **
If this hits, he'll shift to P-11, drawing the swordsman he just attacked away from Heimoth into O-10.
Since you would provoke an OA from the swordsman, I will assume you attack him instead. You can then move as you see fit.
Thom despatches the frazzled swordsman who falls, almost gratefully, to the forest floor.
Gritting his teeth, Heimoth unleashes a devastating blow against his opponent.
No move. I'm using Paladin's judgement against the swordsman in M9. Attack roll vs. AC 13+5+1(bonus from Hasren)=AC 19, damage 23. This lets an ally within 5 squares use a healing surge (even if I miss); Thom seems to be managing OK, so I was thinking the surge should be used by Hasren.
I then use my Action Point to take a Second Wind - I regain 7 hit points (meaning I'm no longer Bloodied) and get a +2 bonus to my defenses until my turn again).
Sorry if the map's not quite right, kinda tired as I'm doing this map update. I think I got it right though. Sword & Shields #3 & 4 might have their positions swapped but I think I captured everything else.
Gritting his teeth, Heimoth unleashes a devastating blow against his opponent.
No move. I'm using Paladin's judgement against the swordsman in M9. Attack roll vs. AC 13+5+1(bonus from Hasren)=AC 19, damage 23. This lets an ally within 5 squares use a healing surge (even if I miss); Thom seems to be managing OK, so I was thinking the surge should be used by Hasren.
I then use my Action Point to take a Second Wind - I regain 7 hit points (meaning I'm no longer Bloodied) and get a +2 bonus to my defenses until my turn again).
I assume you mean N9 instead of M9.
Calling upon Gorum, Heimoth crunches down on the swordsman's shield, hacking with grim determination. There is desparation in the bandit's eyes, and Hasren draws succour from his companion's attack.
I think not having a map got things a bit confused.
At the end of round 2 before Thom goes, SS4 had been pushed back a square due to the lingering effect of Marc's Lightning breath. That would put him in either R6 or R7. (On the corrected map I have yet to post, I put him in R7 as that's most directly away from Marc.) As I see it, for Thom to be in O10, he will need to risk the attack from SS4 & hope he doesn't get hit. Otherwise, if he moves & provokes & then attacks back he'll be in Q7. (BTW is movement around the log as with walls with hard corners? i.e. no cutting the corner.) Assuming hard corners, to do a preemptive attack on SS4, Thom's move will leave him in Q6. If no hard corners, he could be in Q7 if he'd like.
I'll need Aubrey's ajudication before I can update the map for the mid-round actions.
Oh & should I interpret the description of Heimoth's victim to mean that he's bloodied?
My action's already resolved itself. The guy was in my way to make my intended action, so my attack went against that swordsman... who is now dead. Then Aubs asked if I wanted to take the rest of my move. I was only able to get back about it this morning, so I asked to be placed somewhere between Heimoth's little combat group and the opposing caster.
My action's already resolved itself. The guy was in my way to make my intended action, so my attack went against that swordsman... who is now dead. Then Aubs asked if I wanted to take the rest of my move. I was only able to get back about it this morning, so I asked to be placed somewhere between Heimoth's little combat group and the opposing caster.
Sorry if I'm being a stick-in-the-mud, but normally in 4e once you stop to attack someone, your move is done. There are powers that allow you to attack someone anywhere along your move & Overwhelming Strike isn't one of them, so that's why I'm asking for ajudication. Well, mostly I'm asking for ajudication so I can make a clear map, but the reason why I think ajudication is needed is for the above reasons. I'm fine with whatever Aubrey decides, I just need to know so I can make the map as accurate/up-to-date as possible.
Yes, a slightly convoluted set-up. I think I misread Thom's post: it says if he takes an AoO and is stopped he will attack the dude. The guy would attack but can't stop him. But unless he has a power which lets him move after an attack (and Overwhelming Strike doesn't seem to do that) if he attacks that guy he can't move any further - it was a mistake I made because I didn't move the swordman on my map to take account of Marc's spell. Ah well, I think that Wagyu is right - that puts Thom at Q7, since Thom's move would be a 5' step. Happy with that?
For taking SS4 to 0 HP, Thom gets 4 temp HP from Hasren's Virtue of Valor class feature.
Hasren 19/28 HP Heimoth 17/31 HP Marc 16/25 HP Thom 25/27 HP +4 temp HP
Still singing his lusty Ulfen war chant, Hasren strikes again at the swordsman.
Standard Action War Song Strike To hit: 1d20 + 6 ⇒ (10) + 6 = 16 vs AC On a hit he inflicts 1d8 + 3 ⇒ (3) + 3 = 6 damage, and any ally who hits SS1 before the end of Hasren's next turn gets 3 temporary hit points.
After viewing the effects of his latest strike on his opponent, Hasren takes a moment to utter a word of power to reinvigorate Heimoth & add a little spring to his step.
Minor Action Majestic Word on Heimoth (spend a surge & heal surge+3(10) HP) and slide 1 square if you want. As a slide is "forced" movement, no OA's on you for taking this move.
Quinn drops a Flame Seed on the swordsman in N10. The squares adjacent to the swordsman burst into a zone of flame that miraculously leaves Heimoth untouched.
Standard Action Flame Seed To Hit SS3: 1d20 + 4 ⇒ (17) + 4 = 21 vs Ref Damage: 1d6 ⇒ 5 fire damage, and the squares adjacent to N10 become a zone of fire that lasts until the end of Quinn's next turn. Any enemy that starts his turn or moves into the zone takes 4 points of fire damage.
Minor Action Wild Shape
Quinn shifts into the form of a terribly scary beast and moves into position behind the swordsman facing Hasren.
Move Action Path to the swordsman: O6, N7, M7, L8(difficult terrain), K7
Hasren 19/28 HP Heimoth 27/31 HP may slide 1 square Marc 16/25 HP Thom 25/27 HP +4 temp HP
After viewing the effects of his latest strike on his opponent, Hasren takes a moment to utter a word of power to reinvigorate Heimoth & add a little spring to his step.
Minor Action Majestic Word on Heimoth (spend a surge & heal surge+3(10) HP) and slide 1 square if you want. As a slide is "forced" movement, no OA's on you for taking this move.
Thanks! I'll slide one square south to M9. I've spent two healing surges and have 11 left.
Still singing his lusty Ulfen war chant, Hasren strikes again at the swordsman.
Standard Action War Song Strike To hit: 1d20+6 vs AC On a hit he inflicts 1d8+3 damage, and any ally who hits SS1 before the end of Hasren's next turn gets 3 temporary hit points.
Hasren swings at the bandit in a blow that would surely have taken him down. But the swordsman parries desparately with his shield, narrowly deflecting the attack.
Hasren Gunnarrsson wrote:
Quinn drops a Flame Seed on the swordsman in N10. The squares adjacent to the swordsman burst into a zone of flame that miraculously leaves Heimoth untouched.
I assume you meant N9. Anyway, the effect is the same.
Flames errupt about the two bandits and they holler in pain and fear.
Question, If I move 1 square SW to O6, i believe that I can hit both SS with a cone 3 at that angle? Hoping so,...
Marc, who in the excitement managed to wind up in the underbrush, forces his way back out of it towards Heimoth and his new friends. Once clear of the brush, he smiles.
"Excellent! Just in time to help take out the trash!" He says cheerfully.
Marc waves his long dagger around in a deceptively slow pattern, then cuts a wide slice of air with as he exhales again, and this time a wave of fire pours out to engulf the two swordsmen, the wave of flame managing to stop JUST short of the warrior. But close enough that he can feel the heat of the flames,...
Move action to get to O6, At-will Burning Spray vs Ref, fire Dmg (if hit) 1d8+7 AND "the next enemy that hits you before the end of your next turn takes fire dmg equal to your Str modifier. (+2)"
Question, If I move 1 square SW to O6, i believe that I can hit both SS with a cone 3 at that angle? Hoping so,...
"Cone" AoE spells don't exist in 4e, you just get square blasts or bursts. Your spell is a square blast so it can hit those two bandits but it might also get either Aleph or Heimoth depending on where you put it. You may wish to reconsider.
OK, Raggy's struggling with real life a bit, so I'll decide for him.
Casting Frostbind (Encounter power) on the bandit in N8. Attack v Ref: 1d20 + 4 ⇒ (8) + 4 = 12, damage 3d6 + 7 ⇒ (2, 5, 3) + 7 = 17. Miss.
Marc tries to invoke an intense cold to freeze the bandit, but the swordsman is well-wrapped and, while covered by a thick rime of frost, he is otherwise unharmed.
The bandit mage yells, "For the Stag Lord!" and fires another sickly-green bolt at Heimoth. But even he isn't so mad that he can't see which way this fight is going, and he makes to head south.
1d20 + 4 ⇒ (1) + 4 = 5 v Ref, 1d10 + 3 + 1d6 ⇒ (4) + 3 + (1) = 8 damage. He then moves to J19.
One of the swordsmen near Heimoth finally succumbs to the flames conjured by Quinn and he gugled and slumps to the floors, skin horribly blistered. (N9 down.) Heimoth's other assailant is also trapped amid the flames and, while he can withstand the cold, fire is another matter. Hair singeing, he makes to dash out of the camp northwards.
Chap in N8 attempts to run out of the camp to the north - a double move will take him off the map. However, he will provoke an AoO from Heimoth as he goes.
The archer also succumbs to the inevitable and, grabbing a rope, slides down from the platform and makes to escape. (He's at W19, not that any of you can actually see him.)
The last bandit decides that continuing the fight, in the face of his companions' cowardly flight, is futile while being attacked by an Ulfen warchanter and a... thing from the forest. He drops his sword and sinks to his knees, begging for mercy as he clutches his wounds. (K5 surrenders.)
Seeing the caster whom he had sworn to kill flee, Thom makes a last-ditch effort to bring him down. Move to N14, Censure Mud-Man, and charge him (ending in L-18). Come on… big crit.
Seeing the caster whom he had sworn to kill flee, Thom makes a last-ditch effort to bring him down. Move to N14, Censure Mud-Man, and charge him (ending in L-18). Come on… big crit.
Mud-Man went to J19, so you'll want to be in either K18 or K19. You have enough move to get to either without provoking an OA. Also, since OA's are basic attacks (based off Strength) unless the caster's a sorcerer, his OA to-hit is likely to be pretty sucky.
Mud-Man went to J19, so you'll want to be in either K18 or K19. You have enough move to get to either without provoking an OA. Also, since OA's are basic attacks (based off Strength) unless the caster's a sorcerer, his OA to-hit is likely to be pretty sucky.
Sorry, got my squares all confused. we'll say Thom in K-18.
Not so fast, Muddy. Heimoth takes off after Thom and the fleeing sorcerer.
I'm using both my Move action and my Standard action to Run after the guy. That lets me move 14 squares, ending up in K20. The bad news: He gets an AoO on me, he gets Combat Advantage and I have a -5 modifier to my attack rolls until the start of my next turn. As my Minor action, I mark the guy.
"Quinn! You're faster! Help Heimoth & Thom keep that bandit spellcaster from getting away! I'll keep an eye on our friend here."
"You will behave yourself right? I'd hate to have to club you senseless. Or to lose my temper & gut you like a fish."
Ready an action to strike the bandit at the first sign of movement.
Quinn snarls menacingly at the bandit before turning and sprinting to get ahead of the fleeing Mud-Man
Move & Standard actions to Run twice to square I20. He can get there without triggering an OA. Though he too will suffer the penalties associated with the Run action.
Aleph & Marc are up!
Just noticed I forgot to place Marc on the Map linked in the other thread. Did you move to O6? Or are you still in your original location?
Quinn's in there with Thom & Heimoth too! He's in square I20 in beast-form looking scary. I think Mud-Man's goose is cooked unless he's got a close burst effect that will keep our three friends from acting. *Waits to see what Aubrey pulls out of his bag-o-tricks*
The cells are larger, but the text is the same size as the previous map. However, with larger cells, I can use larger, more legible font sizes!
Marc moves around the log, past the fallen bodies of the bandits with a derisive sniff, and dashes towards the clearing while looking for more bandits,... hoping to take them by surprise,...
Double-move, will stop at V8 when (presuming) that I see the fleeing archer. Cannot attack as I used a double move to get there.
"You! Halt Villain! Or face destruction!" Marc cries in a haughty voice that is used to being obeyed.
The mud-man takes the hint and puts up his hands, smiling obsequiously and cringing. The archer, on the other hand, dashes off through the undergrowth and out of sight (and off the map).
End of combat, unless you want to pursue the fleeing bandit archer.
Heimoth glances after the rapidly disappearing bowman. "Let him run. He can tell any other prospective bandits what happens to outlaws around these parts. As for you" - he points at the mud-caked sorcerer - "no funny moves."
"Gather up by the campfire! Let's see what we've got here."
Well fought, y'all. Amazing what a little planning and some familiarity with the system can do. Having said that, I still think we got a little lucky - Muddy, for one, couldn't seem to hit even my Reflex defense; if he had scored on me with some of those necrotic spells I would have been in serious trouble.
Heck, i'll take lucky over good any day... 'specially in a dice game.
Thom views the battlefield with new eyes, a half-smirk registering on his lips, "hey, good job, fellas! We won again." His gaze settles on the mud-caked caster, "oh, i see how it is... yer all hard-core til the tables turn."