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Post by harknail on Oct 20, 2013 13:01:18 GMT -5
Vetch moves up and beheads another gnoll! (with the crit, it was 16 points more than needed to kill him, so it's a dramatic kill ) This was very discouraging for the remaining two gnolls. I looked up Running Attack, and it only applies to Charge (Vetch doesn't have any other maneuvers that combined move and attack as a standard action). Still it looks more useful to Vetch than the Prime Shot power.Map (updates as positions change)
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Post by at on Oct 20, 2013 16:44:52 GMT -5
In 4th Edition Color spray is a close blast 5 (5x5 square adjacent to Barbatos). ok, I was thinking it was a spray. You can swap the first damage roll out for the hit on Harknail and keep the second for damage - though with such a low roll it's not going to get him I'll keep it in mind for the next time, is there a sculpt spell feat in 4th?[rand=86483438722843339989893974079863081766176042235509541170917293]
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Post by harknail on Oct 20, 2013 19:14:42 GMT -5
In 4th Edition Color spray is a close blast 5 (5x5 square adjacent to Barbatos). ok, I was thinking it was a spray. You can swap the first damage roll out for the hit on Harknail and keep the second for damage - though with such a low roll it's not going to get him I'll keep it in mind for the next time, is there a sculpt spell feat in 4th?The color spray misses the strong willed Harknail but catches both of the gnolls. Both are left dazed, and gnoll #3 is now bloodied. I don't think there is a sculpt spell feat for 4th Ed, the closest thing I could find in a quick search was only available to hobgoblins.
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Post by harknail on Oct 20, 2013 19:20:07 GMT -5
Tag Zem
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 20, 2013 23:01:15 GMT -5
Also vetch don't forget to add in hunters query because he is the closest alive target to you if i am looking at the map right. lots of damage to him so he may not be waking up soon. so i think you may have got him but i have back up just in case,. Thank you all for protecting me on this one btw, first two rounds did not look good for Zem.
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Post by harknail on Oct 20, 2013 23:11:55 GMT -5
The two gnolls closest to Zem are not going to be waking up ever. Their heads have been separated from their bodies. The big red X means dead. A big green X would mean knocked out, but the players have to let me know that they are going for knock-out instead of kill for that to happen.
The other two are still awake, just dazed.
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Post by harknail on Oct 20, 2013 23:13:08 GMT -5
Also, does Zem want to do anything, or should I proceed on to the Monster turn?
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 20, 2013 23:26:24 GMT -5
Move to J4. 9 squares away from #3. Free action using Divine Fortune on my next attack Using Cascade of light at +8 to hit vs will save [dice=20] =total to hit vs will
EAT THIS! I ON THE ALMIGHTY KORD TO SRTIKE MY FOE FROM ABOVE AND PASS JUDGEMENT UPON THY.
Black Clouds form above the Gnoll and then look to drift away but fire out one lightning bolt before it turns back to a clear day. damage = [dice=8][dice=8][dice=8] + 5=9 :/ ( he takes this to mean Kord is staying out of it and for Zem to fight this one yourself and leave Kord out of petty things)sigh: As you wish all might one[rand=0616598760243505241103740448597818668045620736666024954896727576852]
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Post by harknail on Oct 21, 2013 0:10:12 GMT -5
With their leader dead and a mad Orc going around beheading every Gnoll he reaches, and apparently the gods themselves arrayed against them, Gnoll #3 decides he's had enough and turns and flees (double run, he is now 18 squares off the map.
Gnoll #4 prepares to fight until he realizes that he's alone on the battlefield, at which point he too breaks and runs. He doesn't bother shifting away from the scary construct which hasn't hit anything yet, he just moves full speed away.Of course, this is the one time that Harknail actually manages to connect, leaving Gnoll #4 also bloodied as he runs.
It's immediately obvious that running full tilt as they are, the Gnolls are faster than even a charging orc.
Combat over, unless someone wants to try to pursue
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Post by harknail on Oct 21, 2013 0:13:21 GMT -5
Update, I forgot that they were dazed. They are only nine squares off the map, which makes pursuit for at least one round more plausible. Also, since they are running, they are granting combat advantage.
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Post by harknail on Oct 21, 2013 0:16:25 GMT -5
Harknail charges after the Gnoll he was fighting (#4), managing to hit it again (for 7 HP, the previous blow was for 10 HP).
Harknail is now eight squares off of the map.
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Post by harknail on Oct 21, 2013 0:37:59 GMT -5
Both Gnolls are running along the river bank, which puts 2 squares between them. Harknail is immediately behind #4.
Barbatos can move far enough to attack either or both without hitting Harknail.
Zem has used his only ranged attack and can't reach any gnolls this turn.
Vetch doesn't have any ranged attacks (other than throwing rocks). Even with his charge bonus he can't quite reach a gnoll. Nor can he get in range of throwing a rock and still throw the rock this turn.
Tag all
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Post by at on Oct 21, 2013 4:37:23 GMT -5
Barbatos shouts back to Zem, "watch the cart, there may be others!"As soon as the Gnolls shook off the effects of the magic they would easily outpace the group. Jogging after Harknail the wizard let off one final spell at their rapidly retreating assailants, turning the ground at their feet into ice. Icy terrain (expanded if needed to catch both - it's normally burst 1) [dice=20]+9 vs ref #3 [dice=20]+9 vs ref #4 [dice=6]+6 cold and target falls prone. Ground counts as difficult until the end of Barbatos's next turn, or until deliberately ended if required to let Harknail pass.
(edit-damage should be D6, not D20 )[rand=7600583034660886977544842185254768463228845936859683447798944885]
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Post by rhinobullet on Oct 21, 2013 8:51:52 GMT -5
Vetch howls in anger, seeing his prey flee the battlefield. He sees his group chasing after and pauses a moment. Looking at Gnoll #4 he says to himself "Melora guide me. He takes off running, howling at the Gnolls as he does so.
Vetch will run 8 squares following the gnolls, he will invoke hunter's quarry on Gnoll #4. Not sure if they will get caught up by the wizard's spell, but we should be prepared to chase at least one round.
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Post by harknail on Oct 21, 2013 22:46:28 GMT -5
Barbatos shouts back to Zem, "watch the cart, there may be others!"As soon as the Gnolls shook off the effects of the magic they would easily outpace the group. Jogging after Harknail the wizard let off one final spell at their rapidly retreating assailants, turning the ground at their feet into ice. Both gnolls had their feet slip out from under them, landing hard on the ice. It did require spreading to get both, so it only did 5 damage, but they are prone which means they can't do a double move next turn.
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Post by harknail on Oct 21, 2013 22:49:14 GMT -5
Vetch howls in anger, seeing his prey flee the battlefield. He sees his group chasing after and pauses a moment. Looking at Gnoll #4 he says to himself "Melora guide me. He takes off running, howling at the Gnolls as he does so. Vetch will run 8 squares following the gnolls, he will invoke hunter's quarry on Gnoll #4. Not sure if they will get caught up by the wizard's spell, but we should be prepared to chase at least one round. I've just realized, if Vetch runs (6+2) and then charges (6+2) then he can just reach #4. Vetch will be at -5 to hit because he ran, but +2 for the charge and +2 for prone for a net -1 to hit with a single attack. I'm guessing Vetch would want to do that, so I'll wait for you to make the rolls.
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 22, 2013 0:25:13 GMT -5
Zem will go to the cart and not pursue, he knows if he tells them not to it will be very hard to convince them and the Ork was very good at running them down and the mage had his back and he has to return the favor and respect it. Kord was not a god of mercy nor did they surrender and if the construct the of the most devout was ok with this so was he.
Since he is out of combat on his turns he does the fallowing to speed up time so you all don't have to wait on me: he takes as many moves it takes to the cart. when he gets there he holds the horse so it does not bold on him, he scrapes off the mud when he can. after gets the mud off he protects the cart. he thanks Kord for his help and to have him give aid to his friends in order to finish the foes off.
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Post by rhinobullet on Oct 22, 2013 8:48:53 GMT -5
Yes, Vetch's blood is up, and he wants to kill the gnoll if possible.
[dice=20] (attack) -1 for a total of: 5 (damnation)
[dice=10] +6 for a total of: 11[rand=24688816325178375150723340302982842912830044652991009049608552624377]
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 22, 2013 19:43:03 GMT -5
Would be total of 16 to hit because u still get +11 to hit so it would be 17-1= 16 total. and hunters Q so in case a 16 i don't think it hits it might add in an extra d6 because he is the closest to you.
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Post by harknail on Oct 23, 2013 2:36:02 GMT -5
Would be total of 16 to hit because u still get +11 to hit so it would be 17-1= 16 total. and hunters Q so in case a 16 i don't think it hits it might add in an extra d6 because he is the closest to you. This is correct, your total is 6+11-5+1+1+2 = 16. But that is still a miss.
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