Terra Everbloom |
"Marc I have good news and bad news....." "The good news is we can get into it, I see tracks..." "The bad news...it's bigger than it looks on the inside because they are very big tracks..."
1d20 + 13 ⇒ (6) + 13 = 19nature check to see if i recognize the tracks
"If I don't recognize the tracks, I definitely concur with you going first Heimoth..."
Aubrey the Demented/Malformed |
At that moment there is a flash from the darkened sky and almost immediately a loud roar of thunder. Hailstones begin dropping from the sky, stinging any exposed skin and almost totally eliminating any visibility.
It's great being DM sometimes.
Terra:
Marc Wyvernspur |
Cussing at the stinging hailstones Marc opens his mouth to retort, then looks thoughtful.
"A nice ogre. Why not? I've certainly heard of stranger things on this trip!"
Marc gestures grandly towards the cave.
"After you sir!" He grins at Heimoth. He glances at the others.
"What?!? I'm egotistical. Not suicidal."
Aubrey the Demented/Malformed |
By the way guys, we have just gone through the 2,000 posts barrier - congratulations!
The cave mouth leads into a passage. It is high - perhaps ten feet or more - but narrow, only about three feet wide. It descends at an angle into the hillside.
Needless to say, it is dark in there - you will need light sources if you continue.
Hasren Gunnarrsson |
Hasren kicks in his two coppers "Well if we're expecting a fight, I think Sefra should go before me to give her a shot at getting more room to maneuver. I shouldn't follow too much further back than that though. Aleph & Marc can follow me & hopefully shoot from relative safety. This assumes we won't get jumped from behind."
Initiative: 1d20 ⇒ 16 (Just in case!)
Marc Wyvernspur |
Marc nods his acquiescence to the plan, and slides into line behind Heimoth.
"Although, what an Ogre might consider edible as a crumpet is another cause for concern,..." He mutters as he pulls his new magic dagger from his belt.
Do magic weapons still glow in 4E? If so, Marc will use his dagger as a torch, even if it is a dim one. Otherwise, he'll light a torch.
Hasren Gunnarrsson |
Marc nods his acquiescence to the plan, and slides into line behind Heimoth.
"Although, what an Ogre might consider edible as a crumpet is another cause for concern,..." He mutters as he pulls his new magic dagger from his belt.
Do magic weapons still glow in 4E? If so, Marc will use his dagger as a torch, even if it is a dim one. Otherwise, he'll light a torch.
Uh... Heimoth or Hasren? Behind Heimoth puts you close to the front & in dire danger of getting bashed. Behind Hasren puts 4 people between you & whatever lurks IN the crevice/cave. If you are concerned about getting dry-gulched, that's fine, I'm just checking. (it's the "H's" in our names isn't it?)
Aubrey the Demented/Malformed |
Just to clarify, can I have the explicit marching order?
The tunnel twists a little, but widens out now. It descends in broad, uneven natural steps.
Perception checks, please. If you get 15 or more:
If you get 20 or more, in addition you get:
Hasren Gunnarrsson |
Should we assume single file Aubrey? I figure we'll need to be single file for getting through the 3' area, but would expand out if the space allowed.
Unless Marc indicates otehrwise, this is what I'm assuming the marching order looks like:
Heimoth
Terra
Sefra
Hasren
Marc
Aleph
Perception check: 1d20 + 8 ⇒ (18) + 8 = 26
"I had to go and say it!" Hasren mutters.
"I hear them too Terra. To the front & back." He whispers.
"We should try & hold whatever's coming up behind us at the narrowing in the passage I think. Shall I? Or would you rather Sefra?" Hasren asks quietly.
Marc Wyvernspur |
Grrr, yes, I meant Hasren, thank you! (WHY do you have to confuse the easily confused? Curse you capital "H"!) ;P
"Oh, take your place in the BACK Marc! You'll be safe there Marc!" The dandy growls (mostly) good-naturedly as he turns to face the back with Aleph.
Per: 1d20 ⇒ 20
"What are we dealing with now?" He grumbles softly.
"So, do we spell-blast first, and ask questions later? OR shall we inquire of our potential hosts if it's too late for tea?" He asks Aleph jovially.
Aubrey the Demented/Malformed |
The wider tunnel bends and then opens out into a chamber. At the far end it dips into a foetid pool, while patches of the floor are rough. The floor is scattered with bits of gnawed megafauna and the smell of rot and worse is breathtaking. At its centre is an ogre - a profoundly ugly humanoid, nine feet tall, with sallow skin and greasy black hair, naked except for a fur that does nothing to cover its modesty. A huge pot-belly thankfully droops over its genital area but also leaves the issue of its sex currently unresolved - the blubbery dugs on its chest could could breasts or possibly just further rolls of fat on an obese male.
However, such biological nicetites are largely beside the point as it hefts a club made from a mammoth's thigh bone and roars. There is an answering roar from behind, echoing through the passage.
Map. You are in the 10' wide section, marked in yellow - please roll initiative and give me starting positions. This section is also difficult terrain. The blue is the pool, as might be expected.
Hasren Gunnarrsson |
Sorry about the delay. Let's start Hasren @ o7
I had rolled initiative up-thread in anticipation of this. Use that or re-roll? If use previous, init is 16, if re-roll, then it's 1d20 ⇒ 9
Much as he'd like to hold the 2nd ogre pinned in the narrow entryway, Hasren decides it's better to stay close to the group. Seeing where his compatriots have arrayed themselves, he decides to take a position at the corner of the bend in the tunnel. Once there, he begins preparing for what is to come next.
Hope this isn't jumping the gun. Once in position @ o7, I'd like to ready an action to use Stirring Shout on the ogre coming up behind us as soon as I can see him within 10 square of Hasren's position.
Stirring Shout To-Hit: 1d20 + 4 ⇒ (13) + 4 = 17 vs Will
Stirring Shout Damage on hit: 2d6 + 3 ⇒ (2, 6) + 3 = 11 psychic damage
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains 3 hit points.
Aubrey the Demented/Malformed |
Ogre 1 1d20 + 2 ⇒ (5) + 2 = 7
Ogre 2 1d20 + 2 ⇒ (2) + 2 = 4
Initiative:
Hasren 16
Aleph 14+
Mark 14-
Terra 13+
Heimoth 13-
Sefra 9
Ogre 1 7
OOgre 2 4
Hasren goes first. It probably is jumping the gun a bit as the ogre hasn't actually appeared yet and won't until just after your turn, and has to squeeze and cross difficult ground to get to you. So you can reconsider if you wish.
Aubrey the Demented/Malformed |
Marc Wyvernspur |
"Nice shot!" Marc calls out, visibly impressed with the amount of damage Aleph just dished out.
The burly dandy eyes the distance, concentrates, and cuts a mystic pass with his dagger, causing a flash and swirl of rainbow colored light to flare around the ogre,...
Sor at-will Chaos Bolt, (Trying to tag it to get my Feat + to hit for my encounter power!) Range 10, Vs Will, Psychic dmg,
1d20 + 4 ⇒ (6) + 4 = 101d10 + 7 ⇒ (8) + 7 = 15
Terra Everbloom |
Terra moves to Q8 as she does she begins to blow into her hands and a warm glow appears. Once it gets good and bright she throws it at Ogre 1.
1d20 + 7 ⇒ (4) + 7 = 11 vs ref
1d6 ⇒ 4 fire damage and the squares adjacent to the target become a fiery zone that lasts until the end of your next turn, Any enemy that enters the zone or starts its turn there takes 5 fire damage
Aubrey the Demented/Malformed |
Initiative and conditions updated:
Hasren 16
Aleph 14+
Mark 14-
Terra 13+
Heimoth 13-
Sefra 9
Ogre 1 7 (taking 5 fire (save ends) and 5 fire (until end of Terra's next turn)
Ogre 2 4
Marc fires a bolt, but it fizzles before reaching the ogre - sometimes the whims of chaos are fickle. Terra conjures a zone of fire around the ogre, but so far it remains unharmed. But Heimoth takes a more direct approach, stabbing the ogre with the point of his sword.
Sefra.
Aubrey the Demented/Malformed |
Sefra's arrow bites into the ogre's flabby hide and it snarls.
Ogre 1: OK, Heimoth is now definitely playing the tank. First off, it uses a standard action to bop Heimoth on the head.
Attack 1: 1d20 + 7 ⇒ (7) + 7 = 14 to hit v AC, damage 1d8 + 2 ⇒ (2) + 2 = 4 and if it hits Heimoth is dazed until the end of the ogre's next nurn, and the ogre can slide Heimoth 5 squares to within 2 squares of the ogre.
It then uses an action point to attack Heimoth again.
Attack 2: 1d20 + 7 ⇒ (20) + 7 = 27 to hit v AC, 1d8 + 2 ⇒ (5) + 2 = 7 and if it hits Heimoth is dazed until the end of the ogre's next nurn. and the ogre can slide Heimoth 5 squares to within 2 squares of the ogre. EDIT: that's a crit so it's a maximum 10 damage. And he slides Heimoth over as per the map.
As a minor action, it can attack anyone offering combat advantage. Oh look, there's Heimoth!
Attack 3: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 to hit v AC, damage 2d6 + 8 ⇒ (1, 2) + 8 = 11
As a move action, it moves as per the map.
Saving throw: 1d20 + 2 ⇒ (17) + 2 = 19 against Aleph's flames.
Ogre 2: moves as per the map.
The ogre bashes hard with its club, leaving Heimoth's ears ringing, and shoves him out of the way before advancing on Aleph and Sefra. Meanwhile, its companion emerges into sight - a similarly horrid bestial giant carrying a crude spear.
Hasren: I assume at this point your readied action goes off, so we will call this your action (and leaves you in the same spot of the initiative table). To remind people what you did:
Stirring Shout To-Hit: 1d20 + 4 ⇒ (13) + 4 = 17 vs Will
Stirring Shout Damage on hit: 2d6 + 3 ⇒ (2, 6) + 3 = 11 psychic damage
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains 3 hit points.
As the second ogre emerges, Hasren calls out a roar of elemental energy that stops it in its tracks and causes it to flinch. (I.e. - you hit.)
Initiative and conditions updated:
Hasren 16
Aleph 14+ (concealed)
Mark 14-
Terra 13+
Heimoth 13- (dazed)
Sefra 9
Ogre 1 7
Ogre 2 4
Aleph.
Hasren Gunnarrsson |
Fortunately, only the second attack hit. Can I attack on my turn again even though I'm dazed?
Yeah, but that's all you'd be able to do. A daze limits you to 1 standard, move or minor action (vs 1 each), prevents you from taking immediate or opportunity actions, causes you to grant combat advantage, & prevents you from providing a flank. If you check your powers, you'll see most of your attacks are standard actions.
Also, balls! Work now appears to be blocking access to Google Docs! >:/
If I need to refer to a map, I may need to wait until after work to reply with combat actions requiring a move.