|
Post by harknail on Oct 5, 2013 23:18:08 GMT -5
"Aye, the statues be here before," confirmed Harknail
|
|
|
Post by harknail on Oct 6, 2013 0:25:12 GMT -5
Looking at the path, Vetch can see signs that a small group came in the opposite direction sometime yesterday. That small group including the distinctive footprints of Harknail. The stone bridge itself does not show tracks. The groups caution was well warranted. The bandits that had been here were indeed gone. But new ones had taken their place. Though they were masters at hiding, the Gnoll Skulkers waiting in ambush realized that they were soon to be discovered. A barked command springs the ambush, even though the party wasn't where they wanted them. But everyone was suspicious of trouble already, the barked command confirmed their suspicions and they dodged as best they could. Gnoll #1 popped out from under the bridge, loosing an arrow from his short bow at Zem. The shot was true, hitting the cleric in the arm (14 HP). Gnoll #2 popped out from behind the fallen statue on the other side of the stream. He selected Vetch as his target. Vetch isn't sure what the gnoll did wrong, but the arrow landed at the fell at the gnoll's feet instead of heading in his direction. Gnoll #3 popped out from behind the statue on this side of the stream. He also selected Zem as a target. But Zem saw the shot coming and was able to avoid it. Gnoll #4 sent his arrow from the cover of the tree across the stream. Zem didn't see that one, and it struck him in the side, leaving him bloodied (20 HP). Map (updates as positions change) Tag all, Player turn
|
|
|
Post by harknail on Oct 6, 2013 0:36:50 GMT -5
For those new to this game, I run initiative a bit differently for an online game. I've found that running things in strict initiative order either requires a lot of waiting (if actions are resolved as announced), or a lot of guessing (if all actions are collected and then resolved).
Instead I simply have a Player Turn and a Monster turn. For the first player turn, only those players who roll higher than the monsters act. Then all the monsters go, then all the players go. Repeat till there are no more monsters (or no more players).
In the player turn, players can go in any order, regardless of initiative rolled. I'll resolve the actions in the order posted. It's OK to post your action before I resolve the previous players action. I'll assume your characters are intelligent, and won't do something silly like continue to strike at a foe that is already down (unless you tell me that's what you want to do).
Powers that provide benefits to your teammates till the start or end of your next turn provide benefits that can be used once. It doesn't matter if the actions are in the order A, M, A, B or A, B, M, B, A; either way B will benefit once from A's power. These keeps the powers working as intended without the players having to worry about the order they post.
Normally I'd call for an initiative roll. But in this case the monsters are attacking from surprise, also they rolled very high on initiative. So I just accepted the computer rolls for everyone else's initiative since order doesn't matter.
|
|
|
Post by harknail on Oct 6, 2013 0:39:57 GMT -5
You can see the status of all characters here.
If you can't see that Zem is now at 5 HP, you need to get an iPlay4e account (actually a google account), and send me the account name so that I can add you to the campaign.
|
|
|
Post by harknail on Oct 6, 2013 0:43:32 GMT -5
I just realized that I forgot to ask which spells Barbatos has prepared for the day. Not a real problem since I'd assume he'd be prepared for something like this But please let me know if he selected Sleep vs. Flaming Sphere and Shield vs. Moonstride.
|
|
|
Post by harknail on Oct 6, 2013 0:49:34 GMT -5
Just a reminder, for this game you can use either the built in dice roller, or White Castle here. The latter formats rolls nicer, but still allows detection of multiple rolls to keep players honest.
|
|
|
Post by harknail on Oct 6, 2013 1:37:29 GMT -5
When the ambush is sprung while Harknail is still near the cart, he realizes that he has failed the group. Zem was taking the brunt of the attacks, Harknail felt he should have been there taking those attacks. As it was, he didn't even have a weapon drawn!
Wasting no time doing his best to rectify this situation, Harknail attached his sword and moved to between those gnolls that had attacked Zem. Then while at the edge of the bank, he issued a Call of Challenge to those gnolls near him, demanding that they attack him or face his divine sanction!
Minor: draw sword Move: Move to G6 Standard (as Minor): Call of Challenge
If gnolls 1,3, or 4 attack anyone other than Harknail, they will take 5 points of damage.
|
|
|
Post by at on Oct 6, 2013 4:13:03 GMT -5
But please let me know if he selected Sleep vs. Flaming Sphere and Shield vs. Moonstride. I'll take sleep and shield today.Seeing the arrows fly from the trees Barbatos gets his head down and seeks shelter in the cart, holding onto the reins lest the horse grows nervous. At this distance his cloak should conceal him well enough. Pulling his orb from his pocket he focussed his power on the distant trees hoping to draw some of the attackers from their cover as a bright pillar of flame falls upon them. Expanded flaming burst on H3 [dice=20]+9 vs reflex (creature #1) [dice=20]+9 vs reflex (creature #2) [dice=6]+5 fire damage(edit - changed target by a square to avoid Harknails new position)[rand=603608222628767776842432230349434133332916591218752881714109203]
|
|
|
Post by rhinobullet on Oct 6, 2013 13:46:17 GMT -5
Vetch realizes almost immediately the danger the party faces as the arrows strike Zem. The ambushing party is mostly across the river, so their options are to cross under fire or withdraw. With the elf down, Vetch decides that the Gnolls must be engaged. Vetch decides to cross the bridge at a run, and to charge one of the engaging gnolls. As he is crossing, he unsheathes his weapons. He realizes that there is a possibility that the bridge may be trapped, but he will have to risk this for the sake of speed (though he will certainly be watching as he runs to avoid obvious dangers). He decides to bypass the first gnoll and to try and reach the farthest one to engage it before it can fire more arrows at the party. Vetch will attempt the following actions: 1. Charge 8 Squares to G-3 (Standard action) 2. draw his bastard swords as he runs (minor action); 3. Vetch will attempt Ruffling Sting on the Gnoll at F-3 (minor Action) 4. If Vetch hits, he will utilize Furious Assault on the Gnoll (Free Action) Roll to hit: Should I roll an attach for charge separate from Ruffling Strike? Would that be two D20 rolls to hit? I will go ahead and roll a basic melee attack for the charge attack, which should be +1 to hitCharge attack roll (1d20, +3 [charge bonus, two swords]) 1d20+3=14Exsiccating Bastard Sword is +1 to hit Byesh Bastard Sword is +1 to hit Roll for ruffling strike: 1d20+2=9As this is my first combat, I am not sure if this is being done correctly, please feel free to advise etc. I used the white castle rolling as directed I don't know if a 9 is a hit, but think the 14 is a hit I will roll the damage just in caseDamages for swords is 1d10+6, also +4 strength [charge attack] 1d10+10=20, 1d10+10=16Ruffling strike (if it hit): 1d20+10=15, 1d20+10=11Furious assault damage: (1d10+6) 1d10+6=11Not sure if my strength modifier would apply to Furious assault, so I left it out. Also, I think my swords also give +1 to damage, but I left that off until I confirm it with DM Hope I did this right. Bear with me guys, as I am 20 years worth of rusty
|
|
|
Post by harknail on Oct 6, 2013 14:02:27 GMT -5
Seeing the arrows fly from the trees Barbatos gets his head down and seeks shelter in the cart, holding onto the reins lest the horse grows nervous. At this distance his cloak should conceal him well enough. Pulling his orb from his pocket he focussed his power on the distant trees hoping to draw some of the attackers from their cover as a bright pillar of flame falls upon them. The gnoll by the bridge (#1) wasn't able to avoid the pillar of golden flame. The gnoll hiding in the tree (#4) was able to avoid it. But then the resinous tree he was hiding in started to burst into flame, prompting a hasty retreat from hiding. It was obvious where the other charred stumps came from, bandits ambushing wizards from within highly flammable trees.... OOC: Trees won't always burst into flame when hit by scorching burst. This one did for several reasons: the intent was to flush the gnoll from cover; there the remains of other burnt trees on the map; and the flip side of that tree tile was a burning tree. So I decided that the trees here were especially vulnerable to flame
|
|
|
Post by harknail on Oct 6, 2013 14:44:18 GMT -5
As this is my first combat, I am not sure if this is being done correctly, please feel free to advise etc. I used the white castle rolling as directed I don't know if a 9 is a hit, but think the 14 is a hit I will roll the damage just in caseNot sure if my strength modifier would apply to Furious assault, so I left it out. Also, I think my swords also give +1 to damage, but I left that off until I confirm it with DM Hope I did this right. Bear with me guys, as I am 20 years worth of rusty Welcome back to D&D As for me, I mostly skipped 2nd Edition (playing other games) but played AD&D, 3rd Edition, and 4th Edition extensively. Many of my game props are older than most of my current players!
There are several errors in your turn. Mostly the kind of mistakes done by most players when they first start with 4th Edition. Nothing to feel bad about. I made a few of these mistakes myself when first starting 4th Ed
1) Charge is not a double move, so Vetch can only charge 6 squares. Each square moved in a charge must be closer to the target, so you can't charge around corners. Charge can be combined with a move action, so you can move and then charge for longer distances or to charge around corners (move to corner, then charge the foe).
2) Charge is a basic melee attack with an additional +1 to hit. For Vetch that's +11+1 or +12 (not +3). So his total to hit on the first roll is 23, not 14.
3) Charge (and all other attacks that don't say otherwise) allow you to hit with only one weapon, so you do only one weapon of damage.
4) Ruffling Sting is also +11 to hit, so that roll was 18, not 9. The +11 come from: +4 STR mod; +2 half your level; +3 proficiency bonus; +1 enhancement bonus; +1 feat bonus - Weapon Expertise
5) The +6 to damage listed on iPlay4e already includes the strength bonus. The +6 comes from: +4 STR mod; +1 enhancement bonus; +1 Feat bonus - Weapon Focus
6) Furious assault does not include STR mod, so it's 1d10+2 damage
7) Moving past someone (to do Ruffling Sting) gives them a chance to make an opportunity attack vs. Vetch.
8) Twin strike DOES allow attacking with both weapons, but doesn't add STR damage. That's why it does 1d10+2 vs the 1d10+6 that most of your other attacks do. It's still a very good attack, the basic slice and dice maneuver.
9) Once you have a spare action, you'll want to select a Hunters Query for even more damage.
So in summary, Vetch can do a LOT of damage, just not quite as much as you had rolled
Since Vetch needs a move action to charge the #4 (the one that was in the tree before the tree ignited), he can't also do the Ruffling Sting as he passes #1. So his choices are:
A) Move, draw weapons, then charge #4 (ending at F4 now)
B) Move to K5, draw weapons, attack #1 with any desired power from above. This will grant Vetch cover but not the gnoll.
C) Move to J4, draw weapons, attack #1 with any desired power.
Let me know what you want to do.
|
|
|
Post by harknail on Oct 6, 2013 14:50:02 GMT -5
And by the way, the post was very good. You described what your character was doing from the point of view of the character with nice flavor text, and then supplied the game mechanics, so I could tell exactly what the character is doing.
|
|
|
Post by rhinobullet on Oct 6, 2013 16:43:26 GMT -5
Thanks Harknail. I didn't realize that iPlay had added my bonuses. That is nice. I will choose to Move to K5, draw weapons, attack #1 with ruffling strike and add my racial trait of Furious assault as a free action. The intent was to get one down ASAP, so I will choose to take these steps. Thanks for the help, I will get it soon enough.
Also I was reading from my character sheet, not iPlay, so I misunderstood charge. My printed char sheet said 6 base speed +2 charging, and that running attacks gave +1 after moving 2+ squares. I took that to mean he could move eight. I will get this!
|
|
|
Post by harknail on Oct 6, 2013 19:45:32 GMT -5
Thanks Harknail. I didn't realize that iPlay had added my bonuses. That is nice. I will choose to Move to K5, draw weapons, attack #1 with ruffling strike and add my racial trait of Furious assault as a free action. The intent was to get one down ASAP, so I will choose to take these steps. Thanks for the help, I will get it soon enough.Also I was reading from my character sheet, not iPlay, so I misunderstood charge. My printed char sheet said 6 base speed +2 charging, and that running attacks gave +1 after moving 2+ squares. I took that to mean he could move eight. I will get this! You are quite correct, a half-Orc can charge 8 spaces instead of the normal 6. I had missed that. They also get 5 temp HP when they are bloodied (you may need to remind me of that if I miss it).
Ruffling Sting would be better saved still you can follow it up with a second attack in the same turn, since it grants a bonus to other attacks in the same turn. A basic attack or Hit and Run would do the same damage without using up an encounter power. Or you could do Twin Strike to make two less damaging attacks against him. If you really want him hurt, you could use Jaws of the Wolf daily power to make two powerful attacks.
Ruffling Sting works very well before a Twin Strike or the Jaws of the Wolf. Since it grants combat advantage for the rest of your turn, this makes it more likely to hit with both of the following attacks.
Also, I was forgetting that you have an action point that you can use to get an extra action. With that you could do everything you had planned originally.
|
|
|
Post by rhinobullet on Oct 6, 2013 19:52:21 GMT -5
I think that the best option is to hit the gnoll on the bridge, and to use twin strike as you suggest. That will give cover, and let me move on to the next gnoll if need be from cover
|
|
|
Post by harknail on Oct 6, 2013 20:24:54 GMT -5
Vetch realizes almost immediately the danger the party faces as the arrows strike Zem. The ambushing party is mostly across the river, so their options are to cross under fire or withdraw. With the elf down, Vetch decides that the Gnolls must be engaged.
Vetch decides to cross the bridge, and to attack one of the engaging gnolls. As he is crossing, he unsheathes his weapons. He realizes that there is a possibility that the bridge may be trapped, but he will have to risk this for the sake of speed (though he will certainly be watching as he moves to avoid obvious dangers). He decides to attack the first gnoll from the bridge, putting it at a disadvantage.
Both swords slash down at the gnoll. The gnoll is fast and agile, but not fast enough to dodge two blades at once! The gnoll is hit by the Exsiccating Sword (for 12 HP). With the orcish Furious Assault behind the blow (another 7 HP), combined with the burns from Barbatos, the gnoll was left bloodied.
If you like, you can activate the Exsiccating Sword Daily power to do 2 more points of damage and leave this gnoll dazed. Or you can save it for better situation.
|
|
|
Post by rhinobullet on Oct 6, 2013 20:47:04 GMT -5
I will save it for another enemy, thank you again for letting me stagger through this
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Oct 7, 2013 6:14:35 GMT -5
" Ok that does it!" Zem not happy he was just hit twice, knew he had to take way their strength, bows ok, then he needs to be up close and close the distance on them so they can't use them. Thinking fast he moves to help the Vetch in a zig zag so not to be attacked by the Gnoll next to Vetch. Then he winds up his mace and takes it into the back of the Gnolls head, sunlight erupts from it as it is swung. minor draws weapon: move to I 5. using Resurgent Sun at +12 do to the flanking ( thank you Vetch). [dice=20]+12=30 . ( he is going to fell that one damage [dice=8][dice=8]+6= 21 and ill take the healing surge, i add my wisdom as well as my item for it has a property that i add the +1 it has to my healing as i recall. so i get back 14 hp in total. let me know if he has to action point to do all this but i think i did it right been a while since i have been in a combat.[rand=87953510228544479923818192910403107452466618269687087197576183826]
|
|
|
Post by harknail on Oct 8, 2013 15:35:42 GMT -5
It may be a day or two before I get enough free time to run the Monster turn.
|
|
|
Post by harknail on Oct 9, 2013 2:18:15 GMT -5
As Zem wades across the stream he finds why there is a bridge built here instead of just fording the stream. Although the stream is narrow and not all that deep, it is very very muddy. As Zem stagers out of the other side of the stream, his feet are covered in a thick layer of heavy mud up to his knees. There is no way the cart would have made it across.
But once Zem gets into position, it's bad news for the gnoll as Zem lands a solid blow on the gnoll that heals the elven cleric.
Both Zem and his target are still up and bloodied. Zem now has -1 to movement until he has time to scrap the mud off.
|
|