
GM Netherfire |

I'll wait til tomorrow for him then.
Gorim, if you're trying to not be noticed, roll a Stealth check.

GM Netherfire |

^that. It's important to know. From where it stands now, it can attack squares Q8-13, R9-12, P12-13, O12-13, N8-13, M9-12, O8-9, and P8-9. Two squares in every direction.
Is Gorim taking no actions this turn, or is he holding action until everyone else goes? He could, if he wants to, start trudging through row 15, well out of reach of the giant and a little closer to flank for his next turn. Remember that the green squares of thick foliage take 10 feet of movement to proceed 5 feet. Just a thought.
No called shots.

Henry Southgard |

Right.
He can expend two move actions to reach M14.
Gwath is going to get attacked on the Ogre's next turn, no doubt about that. Afterward, he can try withdrawing under covering fire* to lure the Ogre upalphabet** which would give Gorim more room to move in.
Ooh, alternatively, Gwath takes a five-foot step to S10, and then moves up. Henry and Quick run upalphabet. If the Ogre moves to attack Gorim or Gwath, the other moves in to catch him in the back.
*Won't provide a bonus or anything, but I like saying it.
**East-ish

Henry Southgard |

So, what's a “called shot,” exactly? Is it where players get to say if/what is hit by an attack rather than the DM doing it?
It's where you state which part of the enemy you are targeting. In exchange for a higher dice roll, you do stat damage or other effects.
Upalphabet is terrific.
How about upnumeral?

Quirel |

Thinking about my next turn.
The Ogre has high AC, so every -4 I get counts. I'm going to try moving to U-11 to get a clear shot without provoking an attack of opportunity. I'll still get a -4 for firing into melee, but I can live with that.
Alternatively, since I have 1 more AC and 3 more max HP than Gorim, I can move to T-8 via S-9 and draw the Ogre's Attack of Opportunity. That way, our cleric can close in and lay down some hurt without receiving some in return.
And look out, that club deals 2d8+7 damage. At the very least, it's going to halve your health. If it scores a good roll on damage, it'll put you clear into the negative HP range. If it scores a crit, you guys are red mist.
Except for Gorim. He'd be more like "Can of beans run over by an SUV".
If you guys get hit once, retreat and regroup where Gorim can heal you. Quick and I can try drawing the Ogre off and wearing it down via Dismounted Parthinian Tactics.

GM Netherfire |

Whoa now! Let's not make assumptions about this ogre! If you must look up the stats to the monsters you're fighting, please keep their abilities (and weaknesses) to yourself. Doing so can be a slippery slope from role-playing the game to trying win the game (RP games can't be "won", per se). You do not know the ogre's strength score, other than "he looks really strong, and that club is really big". You also do not know if he can or cannot take more than 1 Attack of Opportunity per round. You just know that he looks a bit ...slow (in more ways than one).
But! I REALLY do like the tactical talk. It makes sense that Henry would try to draw the ogre's attention from Gorim, and Henry raises a good point about what to do if one of you goes to negative hp. Contingencies are important.
U-11 and T-8 are both solid locations, Henry. In fact you could even use the tree in T-10 to your advantage if the ogre decides to go after you. He might have a 10-foot reach, but that's still a tree in his way. Just make sure the tree is directly between you and him, if you ever want/need to use it.

Henry Southgard |

Oops.
Yeah, I have been using OoC knowledge. I'll cut down on that and quit making assumptions. Just out of curiosity, could I roll Profession: Soldier to size up opponents?
And yes, RPGs are a strange game. The only winning move is not to play.
(I've lost so many hours of my life to Bioware...)

GM Netherfire |

Protip for Henry: U-7 is 15 feet from the ogre and out of his reach, so long as he doesn't move. A 5-foot step, reload*, and fire could be done in 1 round if you want to.
*reloading counts as a "move-equivalent" action, which is legal in conjunction with a 5ft step (a normal move action [when your character actually moves] plus a 5ft step is not legal).

Henry Southgard |

Hmm...
That ten foot reach is a little trickier than I thought it would be. Turns out, a withdrawal action only avoids AoOs for the first square I move out of.
I could try using acrobatics to retreat out of range, taking a -2 modifier each time. Not sure what the DC for that would be.
I could go into total defense and receive a whopping +4 dodge bonus to not get hit. However, as the Ogre just proved, it doesn't need to hit me to mess me up.
I'd also like to point out that if Quick (Travel safely and have fun!) moves to Q11, he and I will be flanking the Ogre, and he'll get a +2 flanking bonus to attack. Gwath can then move upalphabet and get a similar flanking bonus, as I understand the rules.
I'll admit, though, I could be wrong.
*Sees Netherfire's post*
Wait. What?
*Checks Reach rules*
Oh. Right. Withdraw it is, then.

GM Netherfire |

Just remember that Withdraw is a full-round action, meaning you cannot take another other actions on your turn.

GM Netherfire |

Oh, and one more thing. Withdraw has to be in straight line. It think that would end with Henry in W-5.

Gorim Coppervein |

I'm not too sure what'd be best to do here.
I could move north and join battle. Or I could continue to loop around and head Northwest-ish, attacking down from the giants Northwest side. Though it'd take me 3 rounds to get there - M12 to N8 to Q8ish.
I'm mostly concerned with separating myself too much from the group in an attempt to get a nice flank, in case someone needs a heal. Suggestions?

Henry Southgard |

Gorim Coppervein wrote:Perhaps one will murder the other in their sleep. Your nightly watch is a great time for that... just saying.I'll be the third to say it, but dayumm, the tension... that bit of RP was magnificent.
It's gonna be fun seeing this get worked out.
Henry Southgard is an honest man. When it comes time to kill Quick, the half-orc will be awake and facing him.
Henry Southgard is also a pragmatist. When it comes time to kill Quick, the half-orc will awake with his arms bound behind his back and his fingers lashed together with bowstrings.
;)