View Full Version : D&D...Adventures in the Underworld
Gandalf
02-27-2009, 09:49 AM
With apologies to Sailor 1, Vonteras suggests to Hteb that the best spot for her fireball may be to move it to G8 and attack Big Orc 1. This should give us a reasonable chance to drop Big Orc 1 next round, and will likely also drop Orc 8 at the start of his turn. If we can get Big Orc 4 overboard and Big Orc 1 down, things will be well under control.
Besides, Sailor 1 doesn't have any battle wounds yet. Sailor 2 ought to be very impressed if Sailor 1 would be willing to take one for the team.
Hteb (in absentia) heeds Vonteras's suggestion, moves the fireball to G8 and attacks Big Orc 1 while apologizing to Sailors 1 and 2. She hits a home run with the attack roll: 20. Big Orc 1 is hit with 19 damage.
Htebazile
02-27-2009, 09:51 AM
Hteb has to wonder if moving the fireball to H7 (on the edge of the ship) could possibly burn through the grappling line (or if she could attack the line there with it).
Htebazile
02-27-2009, 09:51 AM
Hteb (in absentia) heeds Vonteras's suggestion, moves the fireball to G8 and attacks Big Orc 1 while apologizing to Sailors 1 and 2. She hits a home run with the attack roll: 20. Big Orc 1 is hit with 19 damage.
No, she does not. At least not yet.
And it's +1d8 damage on a 20.
Gandalf
02-27-2009, 09:55 AM
Orc 1, wishing he could attack a dwarf, stands up and attacks the sailor between him and the dwarf, Sailor 4. 11+8=19 hits; 8+3=11 damage.
Orcs are pretty dumb, but they really concentrate when they sense dwarfs around. Orc 14 attacks Duriel. 3+10=13 misses. Orc 14 shifts to I7.
That was a good plan, having Orc 13 and 14 interchange places, but it didn’t quite work as intended. Orc 13 was still wobbly from his clumsy landing the round before. As he attempts to leave the railing, he slips and falls backwards into the water, drowning.
Orc 6 has Sailor 3 flanked with Big Orc 1. But why would they consider that, when a dwarf is available to attack, especially when Orc 6 is marked?
Orc 6: 15+8 hits; 12+3 damage. Gimli is seriously bloodied. Does anyone have a healing potion available?
Fortunately Hteb/Vonteras hit another home run with that fireball placement. Orc 8 takes 9 fireball damage and dies, avoiding the stuck out scenario which would have unfolded. Orc 8 rolls a 1. But the orc is incredibly lucky. His wild swing hits Gimli anyway. 10+3 damage. Gimli is down to 1 hit point, with Big Orc 2 to go before Gimli’s next turn.
CindyLou Who
02-27-2009, 10:00 AM
:yikes: I wish I had some kind of healing spell for gimli. I have no idea if I could do this and I know it would put me in harm's way, but could I use a move to jump down and go to Gimli, using a minor action to pull him out of the way?
Gandalf
02-27-2009, 10:03 AM
Duriel, then wonk, then Miss Take (but just go, order won't matter).
Updated map and damage.
CindyLou Who
02-27-2009, 10:07 AM
Whoa! Did I just see a black cat on deck? Aren't they supposed to be bad luck? :oops: Posted under the wrong id for those of you that didn't see it.
I can't get the link to work, Gimli.
Gandalf
02-27-2009, 10:08 AM
:yikes: I wish I had some kind of healing spell for gimli. I have no idea if I could do this and I know it would put me in harm's way, but could I use a move to jump down and go to Gimli, using a minor action to pull him out of the way?
I don't know if that would be possible, but probably not, since even if you good drag him that would probably provoke opportunity attacks, since he is adjacent to enemies.
:kiss: for the thought.
I don't think the Big Orc can kill me permanently this turn, even though he may knock me unconscious. From unconscious, Vonteras can heal me.
Just lay some damage on a Big Orc.
ldancer911
02-27-2009, 10:11 AM
Duriel, then wonk, then Miss Take (but just go, order won't matter).
Updated map and damage.
The map shows Orc 8 on the map but listed as dead on the damage sheet...
Gandalf
02-27-2009, 10:13 AM
Hteb has to wonder if moving the fireball to H7 (on the edge of the ship) could possibly burn through the grappling line (or if she could attack the line there with it).
Oops. I hadn't seen that post until now. I'll have to think about that possibility. AS and I had discussed the effect on grappling lines if the fireball is in row 8, but not in row 7 that I recall.
Duriel, wonk and Miss Take should be on hold until resolved.
CindyLou Who
02-27-2009, 10:14 AM
I don't know if that would be possible, but probably not, since even if you good drag him that would probably provoke opportunity attacks, since he is adjacent to enemies.
:kiss: for the thought.
I don't think the Big Orc can kill me permanently this turn, even though he may knock me unconscious. From unconscious, Vonteras can heal me.
Just lay some damage on a Big Orc.
Opportunity attacks, yes, but against you or me? I can probably spare a little damage.
Gandalf
02-27-2009, 10:26 AM
The map shows Orc 8 on the map but listed as dead on the damage sheet...Sorry, I'm going to fix that. There were other problems (less serious than that) with the map that I was in the process of fixing when wonk couldn't get to it.
Anyway, Orc 8 may be alive, pending what happens with the fireball, and other complications are possible from it.
As to the fireball, Hteb can move it to H7 attack Orc 13 (in I7 on Hteb's turn) from there. Based on prior conversations with AS, the fireball in H7 can't attack Orc 14 (in I8) then, and I think would not inflict ongoing damage to Orc 14 (in I8). I could be wrong about the ongoing damage to I8. AS had decided that a fireball in row 8 does no damage to grappling lines (higher up) in row 7. A higher up fireball (in row 7) might still affect creatures in row 8.
The fireball (my ruling based on the PH) cannot attack the grappling lines, only a creature. However, it would inflict some damage to them. As I recall (haven't found that PM from AS yet) it would not burn through them in a single exposure. It's an unusual situation not anticipated in Hteb's training: she doesn't know how much exposure is required.
Gandalf
02-27-2009, 10:34 AM
Opportunity attacks, yes, but against you or me? I can probably spare a little damage.
Me, probably; I would be leaving the square adjacent to them. You wouldn't even be in the square adjacent to them*, so I don't think they could hit you with opportunity attacks.
This DM stuff is very new to me, but the above is my best guess.
Having a hot female risk herself for me is also very new to me. :kiss:
* I can't even find dragging in the PH. I'll rule it's not feasible.
CindyLou Who
02-27-2009, 10:44 AM
Me, probably; I would be leaving the square adjacent to them. You wouldn't even be in the square adjacent to them*, so I don't think they could hit you with opportunity attacks.
This DM stuff is very new to me, but the above is my best guess.
Having a hot female risk herself for me is also very new to me. :kiss:
* I can't even find dragging in the PH. I'll rule it's not feasible.
Okay, I'll formulate an attack.
But, ftr, I was allowed to drag Hteb out of harm's way in the swamp. But, either way, it seems that it's still not an option. I was hoping to draw opportunity attacks to me rather than Gimli, so since it doesn't, the idea doesn't work.
Gandalf
02-27-2009, 10:56 AM
Sorry, I'm going to fix that. There were other problems (less serious than that) with the map that I was in the process of fixing when wonk couldn't get to it.
Anyway, Orc 8 may be alive, pending what happens with the fireball, and other complications are possible from it.
As to the fireball, Hteb can move it to H7 attack Orc 13 (in I7 on Hteb's turn) from there. Based on prior conversations with AS, the fireball in H7 can't attack Orc 14 (in I8) then, and I think would not inflict ongoing damage to Orc 14 (in I8). I could be wrong about the ongoing damage to I8. AS had decided that a fireball in row 8 does no damage to grappling lines (higher up) in row 7. A higher up fireball (in row 7) might still affect creatures in row 8.
The fireball (my ruling based on the PH) cannot attack the grappling lines, only a creature. However, it would inflict some damage to them. As I recall (haven't found that PM from AS yet) it would not burn through them in a single exposure. It's an unusual situation not anticipated in Hteb's training: she doesn't know how much exposure is required.
I have found the relevant PM discussion, which is not definitive. But it suggests:
1. You could attack either row 7 or row 8 with a fireball in 7 (but only characters can be attacked). The fireball would inflict continuing damage on row 8 from row 7, or on characters in row 7 from row 8. But the lines in row 7 are not affected by a fireball in 8. (That part was explicit from AS. The lines, on the railing, are not "visible" to the fireball from the deck of the ship. Since (AS didn't address it) characters are taller, they are visible. That seems consistent with our allowing characters in row 7 to attack characters in 8, and vice versa.
2. The fireball in row 7 might burn through ropes in a single turn. Hteb doesn't know. I don't even know. AS and I did agree that (since ropes don't have turns), whatever damage occurs to ropes occurs at the start of Hteb's next turn (sort of equivalent to saying that the ongoing damage to characters does not occur at the moment of initial exposure to the fireball).
Maybe it should be possible to attack the grappling lines, but today it isn't.
Gandalf
02-27-2009, 10:59 AM
Okay, I'll formulate an attack.
But, ftr, I was allowed to drag Hteb out of harm's way in the swamp. But, either way, it seems that it's still not an option. I was hoping to draw opportunity attacks to me rather than Gimli, so since it doesn't, the idea doesn't work.Sorry, I just don't know. I remember that incident, but I don't recall the circumstances well enough, in particular whether she was adjacent to a monster at the time.
I can search the thread for "drag", but I'm not sure it will provide enough info.
CindyLou Who
02-27-2009, 11:05 AM
Eldritch Blast with Warlock's Curse against Big Orc 1
Attack: omg, I'm so going to get like 10 low rolls in a row pretty soon. :oops: I swear I'm not cheating. d20 + 5 + 1 = 16+6= 22 vs reflex
Damage = D10 + Constitution + d6 + 1 = 6 + 5 + 3 + 1 = 15
CindyLou Who
02-27-2009, 11:07 AM
Sorry, I just don't know. I remember that incident, but I don't recall the circumstances well enough, in particular whether she was adjacent to a monster at the time.
I can search the thread for "drag", but I'm not sure it will provide enough info.
No, it definitely didn't result in opportunity attacks in that case, so it was an effective strategy. don't worry about it. It's okay...I've made my attack whilst I watch Gimli with worry from my perch above and hurl verbal insults at the orcs regarding their mamas.
Gandalf
02-27-2009, 11:15 AM
Eldritch Blast with Warlock's Curse against Big Orc 1
Attack: omg, I'm so going to get like 10 low rolls in a row pretty soon. :oops: I swear I'm not cheating. d20 + 5 + 1 = 16+6= 22 vs reflex
Damage = D10 + Constitution + d6 + 1 = 6 + 5 + 3 + 1 = 15
That hits. :tup:
The bloody big orc is showing visible pain, but still appears stable.
(For the record, when someone - who was it - dragged Hteb, Hteb was not adjacent to any foes, so there could not be opportunity attacks. In the same encounter, there was discussion of dragging Sir K, and the possibility that would provoke OA's, since he was adjacent to a foe. I don't think that "what if he were dragged" got resolved, and he was not dragged. Anyway, this attack was good. :tup:)
J.T. attacks too.
10+10 vs AC damage: 1(:()+7+2
Htebazile
02-27-2009, 11:28 AM
I have found the relevant PM discussion, which is not definitive. But it suggests:
1. You could attack either row 7 or row 8 with a fireball in 7 (but only characters can be attacked). The fireball would inflict continuing damage on row 8 from row 7, or on characters in row 7 from row 8. But the lines in row 7 are not affected by a fireball in 8. (That part was explicit from AS. The lines, on the railing, are not "visible" to the fireball from the deck of the ship. Since (AS didn't address it) characters are taller, they are visible. That seems consistent with our allowing characters in row 7 to attack characters in 8, and vice versa.
2. The fireball in row 7 might burn through ropes in a single turn. Hteb doesn't know. I don't even know. AS and I did agree that (since ropes don't have turns), whatever damage occurs to ropes occurs at the start of Hteb's next turn (sort of equivalent to saying that the ongoing damage to characters does not occur at the moment of initial exposure to the fireball).
Maybe it should be possible to attack the grappling lines, but today it isn't.
Considering that I'm on the mast, I could probably bounce the fireball to hit the lines, but it's moot at this point. Had an impromptu meeting that lasted a lot longer than I expected.
ldancer911
02-27-2009, 11:32 AM
Either way I think our focus right now needs to be on killing the Orc on the ship and keeping gimli's dwarf ass from dieing. I dont think we really care about the grappling lines until we are out of harms way on the ship right now.
I am going to shift to H8 (this doesnt allow a flanking does it? if it does I will target the fattie next to me with this attack and suffer the retaliation).
Basic attack on Orc 14 and mark him.
Attack: 17 + 7 vs AC
Damage: 9 + 5 = 14 (nice rolling for me :tup:)
Gandalf
02-27-2009, 11:38 AM
J.T. attacks too.
10+10 vs AC damage: 1(:()+7+2
That misses.
Gandalf
02-27-2009, 11:53 AM
Either way I think our focus right now needs to be on killing the Orc on the ship and keeping gimli's dwarf ass from dieing. I dont think we really care about the grappling lines until we are out of harms way on the ship right now.
I am going to shift to H8 (this doesnt allow a flanking does it? if it does I will target the fattie next to me with this attack and suffer the retaliation).
Basic attack on Orc 14 and mark him.
Attack: 17 + 7 vs AC
Damage: 9 + 5 = 14 (nice rolling for me :tup:)
I'm not sure what you mean by allowing a flanking. No immediate flanking, but if Orc 14 survives he could flank you on his turn. You would have to make your choice before you know whether you will hit and whether he would survive. I presume you'll take that risk.
The attack hits, but Orc 14 survives, barely.
Gandalf
02-27-2009, 12:02 PM
Big Orc 1 takes 9 fireball damage and attacks Duriel. 8+11=19, misses.
Big Orc 2, noticing the bloody Gimli, attacks him. 18+11=29 hits. Fortunately, he wasted too much of his concentration on the attack roll. Damage is only 1+12 = 13. Gimli remains conscious. Big Orc 2 regains 10 hit points.
Big Orc 4 shifts to I8 and attacks Duriel. These orcs sure have a thing for dwarves, NTTAWWT. 7+11=18 misses.
CindyLou Who
02-27-2009, 12:05 PM
:clap: for misses!
Htebazile
02-27-2009, 12:16 PM
Did you add the 1d8 on my damage for the 20?
Gandalf
02-27-2009, 12:55 PM
Sailor 1 takes 9 fireball damage, shifts to F9 and attacks Orc 6. 4+10=14 misses.
Sailor 3 shifts to D9, flanking Orc 6, and attacks. 11+10+2=23 hits; 3+4=7 damage. Orc 6 is bloodied.
Sailor 2, sensing the possibility of getting close to Sailor 1 again, shifts into F10 (Gimli's square), explaining to Gimli that it's nothing personal. He readies an attack on Orc 6, to be triggered when Gimli vacates the square. His attack, when it occurs, will be 9+10=19, hits for 3+4=7. [If for some reason sailors aren't allowed to ready actions, then Sailor 2 attacks before Gimli leaves, which will hit as long as the penalty for constricted movement is 2 or less.]
Sailor 6 shifts to F11.
Sailor 4 attacks Orc 14. 4+10=14 misses. Sailor 4 shifts to K8.
Sailor 8 shifts to J8 and attacks Orc 14. 8+10=18 hits. 5+4=9 damage; Orc 14 goes down, falling from the railing to a watery grave.
Sailor 7 moves to H7 (yielding an OA to BO1). Big Orc 1 rolls a 3+11=14, missing. Sailor 7 hacks at the grappling line in H. 5+10=15 hits it; 3+4=7 is sufficient to cut it. Only 2 grappling lines remain.
Sailor 9 maintains his position.
Sailor 10 maintains his position at the helm. Noticing the progress at cutting grappling lines, he starts to make serious efforts to separate the ships. Rolls only a 1. That can't make any progress towards separation. Pending review from AS, I don't think it does any harm, either.
Gandalf
02-27-2009, 12:58 PM
Did you add the 1d8 on my damage for the 20?:oops: not yet, but I will. That's another 5 damage. He's still in no immediate danger.
Gandalf
02-27-2009, 01:30 PM
Gimli is confused. He thought Sailor 2 had done the right thing to move into his square, since he hates to have true love denied. Now he's not so sure, depending on what healing Vonteras might be available to do.
Tentatively, Gimli is planning to do a reaping strike at Orc 6 (despite constricted movement), repeat it with an action point if necessary, and then shift into G11.
He could also just shift into G11 first, and use a ranged attack at one of the Big Orcs.
The complication is that he isn't sure how any healing from Vonteras would work, and whether that requires any action (e.g. a minor) from him. So he is temporarily in delay, waiting for suggestions from Vonteras, planning to go before Vonteras unless the healing situation suggests otherwise.
Gandalf
02-27-2009, 01:46 PM
The initiative order is currently Gimli, Vonteras, Hteb, little orcs.
Updated map and damage.
We're running out of good spots for the fireball that don't affect us. Since Vonteras is before Hteb, if he moves then she could attack Big Orc 2 with it without ongoing damage to any of us. Moving it to G5 or J5 would do some damage to the grappling lines (no damage to orcs), but a move action on the fireball would allow a different attack as a standard action.
4sigma
02-27-2009, 05:00 PM
Vonteras likes Gimli's plan to shift to G11. It is not unreasonable to spend an action point on Orc 6, though it also would not be unreasonable to save it for a Big Orc.
Vonteras intends to cooperate with the GPP* and shift to F12 on his turn, after attempting to bull rush Big Orc 2 into E10. He will also give Gimli his last inspiring word to let him heal a surge + 1d6. If there isn't any objection, feel free to carry this out as V's turn. Feel free to propose an alternative turn for V and I'll check back in a bit.
Vonteras calls out to Sailor 7 and urges him to cut the grappling line, and to Sailors 8 and 4 and encourages them to continue bull rush attempts. Sailor 9 might do best to adopt a defensive stance if we cannot get Big Orc 1 down before his turn.
Speaking of which, Big Orc 1 really, really needs to die this round. Vonteras' suggestion for the fireball is to move it to I10 and attack Big Orc 1 with it. Sailor 9 will get singed but we can patch him up later.
Vonteras would also like to take this opportunity to remind the orcs that he is half-elven. And if there is anything orcs hate more than dwarves, it is elves.
*Gimli Protection Plan
For future reference: 8+3
I have to say that this is the most entertaining battle I've seen this game. Very fun to follow. Nice job, everyone. :tup:
Gandalf
02-27-2009, 05:06 PM
The head DM is concerned about sailor 10's 1 on his attempt to break the grappling lines. That could represent quite an unexpected lurch to the ship. Still under consideration, but lots could go wrong. (Things could go wrong for the orcs, too.)
Have a good weekend, all.
(Even though I don't know what standards will be applied, an acrobatics check now would be a good idea. Specify the roll and the modifier separately.)
I mean, the acrobatics check is a necessary idea. A high roll would be a good idea. Put the roll in spoilers, since the standards haven't been finalized.
CindyLou Who
02-27-2009, 05:07 PM
I have to say that this is the most entertaining battle I've seen this game. Very fun to follow. Nice job, everyone. :tup:
:kiss:
CindyLou Who
02-27-2009, 05:08 PM
The head DM is concerned about sailor 10's 1 on his attempt to break the grappling lines. That could represent quite an unexpected lurch to the ship. Still under consideration, but lots could go wrong. (Things could go wrong for the orcs, too.)
Have a good weekend, all.
Wonk gets a better grip to keep from falling....
The head DM is concerned about sailor 10's 1 on his attempt to break the grappling lines. That could represent quite an unexpected lurch to the ship. Still under consideration, but lots could go wrong. (Things could go wrong for the orcs, too.)
Have a good weekend, all.
(Even though I don't know what standards will be applied, an acrobatics check now would be a good idea. Specify the roll and the modifier separately.)
I mean, the acrobatics check is a necessary idea. A high roll would be a good idea. Put the roll in spoilers, since the standards haven't been finalized.
Acrobatics, or athletics?
Gandalf
02-27-2009, 05:18 PM
Acrobatics, or athletics?We have a cat o' 9 tails for anyone who challenges the DM, acting or head DM.
I said acrobatics. I want an acrobatics check.
If that's wrong, we can get an athletics check next.
CindyLou Who
02-27-2009, 05:20 PM
We have a cat o' 9 tails for anyone who challenges the DM, acting or head DM.
I said acrobatics. I want an acrobatics check.
If that's wrong, we can get an athletics check next.
:lol:
We have a cat o' 9 tails for anyone who challenges the DM, acting or head DM.
I said acrobatics. I want an acrobatics check.
If that's wrong, we can get an athletics check next.
That sounds kinda hot. Just sayin'.
CindyLou Who
02-27-2009, 11:35 PM
Here's my acrobatics check (or athletics...I'm not gettin' into that argument and it doesn't matter...my modifier is the same regardless :D)
D20 + 1 = 7 + 1 = 8 :tfh:
Gandalf
02-28-2009, 09:49 AM
As acting assistant DM, this comic reminded me of Vonteras's taunting of Big Orc 2 (overboard 2/28/2009)
Gandalf
02-28-2009, 09:54 AM
As beneficiary of the GPP, I must protest that depiction of my heroic comrade-in-arms Vonteras.
My acrobatics check is 10+2=12
ldancer911
03-01-2009, 03:51 PM
Acrobatics:
18 + 0(I think) = 18
CindyLou Who
03-01-2009, 04:13 PM
18 + 0 = 17? No wonder I can't pass any exams...I'm doin' it wrong.
ldancer911
03-01-2009, 04:30 PM
18 + 0 = 17? No wonder I can't pass any exams...I'm doin' it wrong.
:oops: I thought it was -1 to begin with and but realized I forgot to add the 1/2 level so I changed the modifer but not the total
4sigma
03-02-2009, 01:11 AM
I would like to think that the results of everyone's acrobatics checks are independent and won't influence each other, even if posted without spoiler. Having said that, Vonteras' super-secret acrobatics check result is: Are you supposed to be peeking at this yet? Click on "Hide Spoiler" immediately, unless you are certain this information won't influence your own acrobatics check!
1+1(dex) +1 (1/2 level) -1 (armor penalty) = 19
Gandalf
03-02-2009, 07:24 AM
I would like to think that the results of everyone's acrobatics checks are independent and won't influence each other, even if posted without spoiler. Having said that, Vonteras' super-secret acrobatics check result is: Are you supposed to be peeking at this yet? Click on "Hide Spoiler" immediately, unless you are certain this information won't influence your own acrobatics check!
1+1(dex) +1 (1/2 level) -1 (armor penalty) = 19
The reason for the spoilers was for the convenience of the DM, since he hasn't finalized the result scale for the checks, or hasn't told me anyway. Some elements are final, and before looking at any checks I proposed a scale for the rest.
I didn't expect one player's checks would influence other players' checks.
Oddly enough, yours fell through the cracks even in the proposed "comprehensive" scale. The sum of the four pieces you posted gives a different result than the value you indicated for their sum gives.
Gandalf
03-02-2009, 08:35 AM
Not to scare anyone, but this is what happened to someone who didn't react well to Sailor 10's handling of the ship.
Well, Miss Take's acrobatics modifier is a +12, her athletics is a +3.
CindyLou Who
03-02-2009, 09:47 AM
Well, Miss Take's acrobatics modifier is a +12, her athletics is a +3.
Hmmm...kind of an oxymoron isn't it? No, I didn't just call you a moron.
Hmmm...kind of an oxymoron isn't it? No, I didn't just call you a moron.
No, I'm limber, just not athletic. :wink:
Abused Student
03-02-2009, 10:57 AM
Sorry I have been away. I am going to try and get things back on track but the next couple weeks are going to be pretty, uh, busy for me so G will be taking over a good portion of the DMing with my guidance for a while if he is up for it. I will do what I can for sure.
Gandalf
03-02-2009, 11:28 AM
OK, I have the checks for everyone except Hteb. I don't know the acrobatics modifiers for the sailors and orcs, but only one was close to breakpoints.
These characters were knocked prone as the ship lurched: Orc 6, Big Orc 1 (:swear: that makes him harder to hit with a ranged attack, though he would be more 2 more vulnerable to melee and 2 weaker on his melee attacks until he stands up), Sailor 1 (who fell so hard he took 5 damage), Sailor 4, Sailor 6, Sailor 7, Sailor 8, and Sailor 10 (serves him right), wonk (who is prone but is still in the rigging).
Vonteras is standing provided his total was 19. Sailor 3 was wobbling; knowing his acrobatics modifier might change his status. I'm going to rule that he remained standing, since sailors should be somewhat able to adjust to ship movements, even unexpected ones. Hteb still needs to roll an acrobatics check.
FWIW, even though this check was for acrobatics (and our rogue remained standing based on that), her athletics score was the best outcome for any player or for the DMs.
Gandalf
03-02-2009, 11:40 AM
Gimli attacks Orc 6 with a reaping strike with his maul. +8 (under normal circumstances) -5 (constrained movement; Sailor 2 is in the same square) + 2 (Gimli has combat advantage since Orc 6 is prone) vs AC; 4+5=9 misses.
A Reaping Strike miss causes 4 damage to Orc 6.
Gimli shifts to G11, and decides not to use an action point.
OK, I have the checks for everyone except Hteb.
I can roll for her if she wants, but I don't know her modifier. I think her original character sheet says +2.
19 + ?
Gandalf
03-02-2009, 12:03 PM
I can roll for her if she wants, but I don't know her modifier. I think her original character sheet says +2.
19 + ?
That's a fine roll. :tup: :kiss: Hteb remains standing. (It would have been a very bad outcome for us had she fallen hard from the rigging, since she might have been dazed, which would have limited her to a single action, while often she likes to move the fireball and attack with it.)
Updated map. Hteb's turn. Anyone can propose an action for her. If she hasn't acted for herself by 2PM eastern time, I'll do something:
1. What Vonteras suggests, if anything, in view of his leadership role.
2. What anyone else suggests.
3. What seems like a reasonable move to me.
Note that there aren't many good spots for the fireball. I8 gets two big orcs, but also gets Duriel, Sailor 7 and Sailor 8. D10 gets a Big Orc and Orc 6, but also gets Sailor 3 (who has taken no damage so far). (D10 is already scorched, but we know that putting the fireball there will not catch our ship on fire this time; it would take an additional exposure to do that.)
CindyLou Who
03-02-2009, 12:09 PM
:oops: I thought it was -1 to begin with and but realized I forgot to add the 1/2 level so I changed the modifer but not the total
:bighug:
ldancer911
03-02-2009, 12:18 PM
That's a fine roll. :tup: :kiss: Hteb remains standing. (It would have been a very bad outcome for us had she fallen hard from the rigging, since she might have been dazed, which would have limited her to a single action, while often she likes to move the fireball and attack with it.)
Updated map. Hteb's turn. Anyone can propose an action for her. If she hasn't acted for herself by 2PM eastern time, I'll do something:
1. What Vonteras suggests, if anything, in view of his leadership role.
2. What anyone else suggests.
3. What seems like a reasonable move to me.
Note that there aren't many good spots for the fireball. I8 gets two big orcs, but also gets Duriel, Sailor 7 and Sailor 8. D10 gets a Big Orc and Orc 6, but also gets Sailor 3 (who has taken no damage so far). (D10 is already scorched, but we know that putting the fireball there will not catch our ship on fire this time; it would take an additional exposure to do that.)
I10 doesnt look too bad for the fireball...would get Big Orc 1 and sailor 9 :shrug:
Gandalf
03-02-2009, 12:37 PM
I10 doesnt look too bad for the fireball...would get Big Orc 1 and sailor 9 :shrug::iatp: That looks like a good option (but I won't execute it before 2 PM in case Hteb wants to take her own turn).
The official DM has ruled: the fireball could attack grappling lines from row 5 or row 7, and could inflict ongoing damage to them from row 5 or row 7. (On Friday, I had said ongoing damage from those rows would apply, but I didn't think an attack was allowed).
Sailor 9 has taken only 4 damage, so I10 looks better than the grappling lines, but either would be fine. We cannot get both a grappling line and an orc without also hitting Sailor 7, Sailor 8 and Duriel (from I7). Various spots in row 5 would get just a grappling line.
If the fireball were in row 6, it would be above the surface of the water, too low compared to the ships' decks and railing to do any damage.
Htebazile
03-02-2009, 12:49 PM
Had a doctor's appointment this morning; just got in a little over half an hour ago. Give me a minute to get my act together, please.
Htebazile
03-02-2009, 01:12 PM
I10 is fine with me. No great options right now.
Gandalf
03-02-2009, 01:27 PM
12+9 (since Big Orc 1 is bloodied)-2 (since Big Orc 1 is prone) hits. Damage 2d6+7=1+6+7 = 14. Big Orc 1 acts nonchalant.
CindyLou Who
03-02-2009, 01:28 PM
:stickpoke: at Big Orc 1
Gandalf
03-02-2009, 01:32 PM
Vonteras likes Gimli's plan to shift to G11. It is not unreasonable to spend an action point on Orc 6, though it also would not be unreasonable to save it for a Big Orc.
Vonteras intends to cooperate with the GPP* and shift to F12 on his turn, after attempting to bull rush Big Orc 2 into E10. He will also give Gimli his last inspiring word to let him heal a surge + 1d6. If there isn't any objection, feel free to carry this out as V's turn. Feel free to propose an alternative turn for V and I'll check back in a bit.
Vonteras calls out to Sailor 7 and urges him to cut the grappling line, and to Sailors 8 and 4 and encourages them to continue bull rush attempts. Sailor 9 might do best to adopt a defensive stance if we cannot get Big Orc 1 down before his turn.
Speaking of which, Big Orc 1 really, really needs to die this round. Vonteras' suggestion for the fireball is to move it to I10 and attack Big Orc 1 with it. Sailor 9 will get singed but we can patch him up later.
Vonteras would also like to take this opportunity to remind the orcs that he is half-elven. And if there is anything orcs hate more than dwarves, it is elves.
*Gimli Protection Plan
Vonteras’s plan sounds like a good one, as long as this bull rush is more effective than his last one. D20+4 vs fortitude; 19+4 vs fortitude works. Big Orc 2 is in E10.
Voteras shifts to F12. Inspiring Word for Gimli = surge + d6 = 19.
The acting DM sheepishly acknowledges that Vonteras had also proposed I10 for the fireball.
Gandalf
03-02-2009, 01:51 PM
Orc 1 attacks Sailor 4. 19+8 hits; 3+3 damage.
Orc 6 is confused. He finds himself prone, apparently with no adjacent dwarf to attack. He stands up. He knows the dwarf hit him from F10, so that's where he attacks. 4+8 misses Sailor 2, who tells Orc 6 that he will pay for implying Sailor 2 is a dwarf.
Gandalf
03-02-2009, 02:08 PM
Speaking of which, Big Orc 1 really, really needs to die this round. Vonteras' suggestion for the fireball is to move it to I10 and attack Big Orc 1 with it. Sailor 9 will get singed but we can patch him up later.:stickpoke: at Big Orc 1The DM applauds wonk's attempt to follow Vonteras's instructions.
However, it wasn't wonk's turn, and (though it's not explicitly stated in the PH), I rule :stickpoke: is only available as a melee attack, and wonk from the rigging is too far away. (I don't know the status of the other emoticon; she might be close enough to throw a tomato.)
Updated map and damage. Duriel might want to attack the bloodied Big Orc, or might want to delay to see if wonk or Miss Take brings Big Orc 1 down.
Order, if no delay, is Duriel, wonk (who should stand up as a move action), Miss Take.
4sigma
03-02-2009, 02:08 PM
Oddly enough, yours fell through the cracks even in the proposed "comprehensive" scale. The sum of the four pieces you posted gives a different result than the value you indicated for their sum gives.
:oops: The roll was an 18. The total of 19 is correct. [/:oops:]
ldancer911
03-02-2009, 02:13 PM
Just to check Big Orc 1 is prone in front of me right? Do we know if he can retaliate while prone?
Abused Student
03-02-2009, 02:15 PM
Just to check Big Orc 1 is prone in front of me right? Do we know if he can retaliate while prone?
No, you don't know. You are welcome to find out though.
Gandalf
03-02-2009, 02:22 PM
GImli wonders if Vonteras is so convinced that Big Orc 1 should die this round that he would exhort Duriel, wonk or Miss Take to use action points.
ldancer911
03-02-2009, 02:23 PM
No, you don't know. You are welcome to find out though.
I guess I will then :toth:
Basic Attack on downed big orc
Roll: 15 + 7 + 2 (combat advantage for prone)
Damage: 7 + 5 = 12
Possible action point depending if big orc retaliates.
I can attack him normally, yes?
Gandalf
03-02-2009, 02:27 PM
That hits. Big Orc 1 appears nearly down to his last breath, but he does retaliate. Somehow he rolls a 19. :squintyeyes:; 19+11-2 (since prone) hits; 10+5=15 damage.
ldancer911
03-02-2009, 02:28 PM
PRONE
✦ You grant combat advantage to enemies making
melee attacks against you.
✦ You get a +2 bonus to all defenses against ranged
attacks from nonadjacent enemies.
✦ You’re lying on the ground. (If you’re flying, you safely
descend a distance equal to your fly speed. If you
don’t reach the ground, you fall.)
✦ You take a –2 penalty to attack rolls.
✦ You can drop prone as a minor action.
It's going to be harder for ranged attacks to hit him.
Gandalf
03-02-2009, 02:29 PM
I can attack him normally, yes?Almost normally. He's prone, so harder to hit in a ranged attack. You take a -2 penalty to the attack roll. (ninja'd)
It's still Duriel's turn, to decide if he wants to use an action point (or to mark Big Orc 1 without an action point.)
ldancer911
03-02-2009, 02:32 PM
Action Point basic attack again (regain 3 or 4 HP right? )
Roll: 13 + 7 + 2
Damage: 4 + 5 = 9
Mark fattie.
Gandalf
03-02-2009, 02:36 PM
That hits. You regain 4hp.
Big Orc 1 cannot retaliate. Big Orc 1 is dead.
ldancer911
03-02-2009, 02:37 PM
:party: Now we need to kill big orc 2 and push 4 overboard.
Gandalf
03-02-2009, 02:39 PM
I'll be away for an hour or more. Maybe AS will be around to score wonk's and Miss Take's attacks. If not, I'll do it later. Neither is bloodied, so you can both safely post your turns. (I assume you'll go after the Big Orcs, expecting the sailors to work on the little Orcs.)
CindyLou Who
03-02-2009, 02:50 PM
Fine. Next time I'll throw a :tomato: at the stupid orcs.
4sigma
03-02-2009, 04:48 PM
That hits. You regain 4hp.
Big Orc 1 cannot retaliate. Big Orc 1 is dead.
:toast: Huzzah!
4sigma
03-02-2009, 05:14 PM
Vonteras is concerned that Sailor 5 may be dying and need immediate aid. He is contemplating the following actions:
1) Ask Sailor 9 on his turn to move adjacent to Voneteras, get out some rope, and tie one end of it around Vonteras' waist. Hopefully Sailor 9 will have the good sense to continue holding the other end.Vonteras anticipates the inevitable snarky remarks from the peanut gallery, but his does not deter him from his duty.
2) On his turn, Vonteras would run (speed=7) and leap across to H5 on the other ship. (With a running start, which should make the jump easier as given in the PH under "Athletics".)
3) V would then attempt a heal check to stabilize Sailor 5 so he doesn't die.
I'd like to first confirm with the DM that these actions could be completed in a single round. (2) is normally a move action (run). (3) is a normally a standard action (Skills: Heal) The question is whether Sailor 9 could do all of (1) on his turn, and whether any of this is complicated by the ship terrain.
CindyLou Who
03-02-2009, 05:44 PM
Vonteras is concerned that Sailor 5 may be dying and need immediate aid. He is contemplating the following actions:
1) Ask Sailor 9 on his turn to move adjacent to Voneteras, get out some rope, and tie one end of it around Vonteras' waist. Hopefully Sailor 9 will have the good sense to continue holding the other end.Vonteras anticipates the inevitable snarky remarks from the peanut gallery, but his does not deter him from his duty.
2) On his turn, Vonteras would run (speed=7) and leap across to H5 on the other ship. (With a running start, which should make the jump easier as given in the PH under "Athletics".)
3) V would then attempt a heal check to stabilize Sailor 5 so he doesn't die.
I'd like to first confirm with the DM that these actions could be completed in a single round. (2) is normally a move action (run). (3) is a normally a standard action (Skills: Heal) The question is whether Sailor 9 could do all of (1) on his turn, and whether any of this is complicated by the ship terrain.
I don't suppose the peanut gallery means those of us up in the rigging, does it? :Wonkbitestonguetokeepsnarkycommentstoherself:
4sigma
03-02-2009, 06:05 PM
No, no. Of course not. By all means make any snarky comments you would like. ;)
Abused Student
03-02-2009, 07:18 PM
Vonteras is concerned that Sailor 5 may be dying and need immediate aid. He is contemplating the following actions:
1) Ask Sailor 9 on his turn to move adjacent to Voneteras, get out some rope, and tie one end of it around Vonteras' waist. Hopefully Sailor 9 will have the good sense to continue holding the other end.Vonteras anticipates the inevitable snarky remarks from the peanut gallery, but his does not deter him from his duty.
2) On his turn, Vonteras would run (speed=7) and leap across to H5 on the other ship. (With a running start, which should make the jump easier as given in the PH under "Athletics".)
3) V would then attempt a heal check to stabilize Sailor 5 so he doesn't die.
I'd like to first confirm with the DM that these actions could be completed in a single round. (2) is normally a move action (run). (3) is a normally a standard action (Skills: Heal) The question is whether Sailor 9 could do all of (1) on his turn, and whether any of this is complicated by the ship terrain.
Yes, if you wanted to do that, sailor 1 would be able to complete that on his turn
Gandalf
03-02-2009, 08:27 PM
:oops: There was supposed to be a map in post 11572, but I didn't attach it.
Here is an updated one, after Duriel's turn.
Gandalf
03-02-2009, 08:34 PM
Vonteras is concerned that Sailor 5 may be dying and need immediate aid. He is contemplating the following actions:
1) Ask Sailor 9 on his turn to move adjacent to Voneteras, get out some rope, and tie one end of it around Vonteras' waist. Hopefully Sailor 9 will have the good sense to continue holding the other end.Vonteras anticipates the inevitable snarky remarks from the peanut gallery, but his does not deter him from his duty.
2) On his turn, Vonteras would run (speed=7) and leap across to H5 on the other ship. (With a running start, which should make the jump easier as given in the PH under "Athletics".)
3) V would then attempt a heal check to stabilize Sailor 5 so he doesn't die.
I'd like to first confirm with the DM that these actions could be completed in a single round. (2) is normally a move action (run). (3) is a normally a standard action (Skills: Heal) The question is whether Sailor 9 could do all of (1) on his turn, and whether any of this is complicated by the ship terrain.Yes, if you wanted to do that, sailor 19 would be able to complete that on his turnIFYP. (To match what Vonteras asked, but also since Sailor 1, who is prone, could not do all that on his upcoming turn.)
Vonteras has been taunting Big Orc 2, who gets a turn before Vonteras. If Big Orc 2 shifts on his turn to be next to Vonteras, he will get an opportunity attack when Vonteras runs.
Gandalf
03-02-2009, 08:35 PM
Still need turns from wonk and Miss Take.
Sorry. Miss Take attacks some big orc (how about 2?).
14+10-(whatever for prone)vs AC
damage: 2+7+2
CindyLou Who
03-03-2009, 09:00 AM
As best I can tell, the plan is to kill Big Orc 2 and try to bullrush Big Orc 4 over the side, so after using my move action to stand up, I will use my trusty Eldritch Blast and Warlock's Curse to attack big orc 2.
Attack = d20 + 5 + 1 = 18 + 6 = 24 vs Reflex
Damage = d10 + 5 + d6 + 1 = 9+5+1+1=16
CindyLou Who
03-03-2009, 09:03 AM
No, no. Of course not. By all means make any snarky comments you would like. ;)
:clap:
Gandalf
03-03-2009, 09:14 AM
Sorry. Miss Take attacks some big orc (how about 2?).
14+10-(whatever for prone)vs AC
damage: 2+7+2
Penalty to a ranged attack for a prone target is 2, but it doesn't apply. The late Big Orc 1 is the only one who was prone. That hits.As best I can tell, the plan is to kill Big Orc 2 and try to bullrush Big Orc 4 over the side, so after using my move action to stand up, I will use my trusty Eldritch Blast and Warlock's Curse to attack big orc 2.
Attack = d20 + 5 + 1 = 18 + 6 = 24 vs Reflex
Damage = d10 + 5 + d6 + 1 = 9+5+1+1=16
That also hits. Another great display from our women in the rigging. NTTAWWT. Standing up promptly to attack the Big Orc was more important than decorum.
Big Orcs are up, then sailors, then Gimli, Hteb, Vonteras.
Abused Student
03-03-2009, 09:20 AM
Big Orc 2 is tired of the taunting from Vonteras. He shifts to E11 and makes a huge swing at the little man. Lucky for Vonteras he rolls a 2 which misses.
Big Orc 4 has had enough and shifts to I8 seeing an opportunity to finally attack a dwarf. He swings at Duriel. Luckily the DM's dice suck and the orc only rolls a 6
Gandalf
03-03-2009, 10:07 AM
Sailor 1 stands up and shifts to G8.
Sailor 2 is baffled by Sailor 1's movement, but knows he must have had a compelling idea in mind.
Sailor 2 readies an attack on Big Orc 2, contingent upon Sailor 3 moving to D12 for a flank on B2. Quite brave, since they expect Big Orc 2 can retaliate if hit.
Sailor 3 moves to D12 by a route that does not give up an OA, and attacks Big Orc 2. Sailor 3: 5+10+2=17 misses.
Sailor 2's readied action: 15+10+2 hits for 6+4. Big Orc 2's retaliation 15+11 hits for 5+5 damage. Sailors 2 and 3 ask Vonteras if he thinks taking retaliation damage in exchange for inflicting damage is a good strategy.
Sailor 6 stands up. He wonders how Vonteras will respond, but since he's taken no damage so far, he attacks Big Orc 2. 2+10 misses.
Sailor 4 stands up and attacks Orc 1. 7+10 hits; 2+4 damage.
Sailor 8 stands up and attacks Orc 1. 2+10 misses.
Sailor 7 stands up and hacks at the grappling line. 8+10 hits it; his damage is sufficient to hack through it. Only 1 line connects the two ships.
Sailor 10 stands up, yells to everyone to hold on better this time, and tries to separate the ships. His 18 seems to be a great start at separation. He better be careful now, lest he separate the ships with Vonteras and Sailor 5 on the pirate ship.
Vonteras is concerned that Sailor 5 may be dying and need immediate aid. He is contemplating the following actions:
1) Ask Sailor 9 on his turn to move adjacent to Voneteras, get out some rope, and tie one end of it around Vonteras' waist. Hopefully Sailor 9 will have the good sense to continue holding the other end.
Sailor 9 takes 9 fireball damage. A team player, even after Vonteras had recommended the fireball location, he moves to G12 (move); gets out some rope (minor) and ties one end around Vonteras's waist (standard). Sailor 9, while cooperative, is not the brightest of the crew. He wants to drop the rope, so that he doesn't risk slowing down Vonteras's run toward the other ship. Having no actions left, he reluctantly holds the rope, very firmly as his integrity is the highest and he would not want anyone to accuse him of doing more on a turn than is allowed.
Gandalf
03-03-2009, 10:17 AM
Gimli shifts to G10, tosses a javelin at Big Orc 2. 20! (why didn't I attack him melee with my daily power?) Damage = 10, max.
Gandalf
03-03-2009, 10:25 AM
Updated map and damage. No one is prone. Hteb, then Vonteras, then little orcs.
Breaking (or fireballing) the last grappling line would thwart Vonteras's attempt to reach the other ship to save Sailor 5. D10 (as I see it) is the only place to attack an orc without also giving ongoing damage to one of us. There are other places that would damage only one of us.
[edit: map corrected. It did have Gimli in G10, but it did not have Sailor 1 in G8 and did not have the grappling line cut.]
Htebazile
03-03-2009, 10:30 AM
Updated map and damage. No one is prone. Hteb, then Vonteras, then little orcs.
Breaking (or fireballing) the last grappling line would thwart Vonteras's attempt to reach the other ship to save Sailor 5. D10 (as I see it) is the only place to attack an orc without also giving ongoing damage to one of us. There are other places that would damage only one of us.
Agree with moving the fireball to D10 and attacking the big orc.
Attack: 20!!+8
Damage: 12+7+1d8=19+8=27 (Excel likes me today!)
Gandalf
03-03-2009, 10:34 AM
Agree with moving the fireball to D10 and attacking the big orc.
Attack: 20!!+8
Damage: 12+7+1d8=19+8=27 (Excel likes me today!)We like you today, too. :bighug:
Big Orc 2 is bloodied.
4sigma
03-03-2009, 05:29 PM
Vonteras launches his rescue mission for Sailor 5.
Move action: Vonteras runs to H5. This will provoke an opportunity attack from Big Orc 2, but I think not from anyone else, unless Gimli wishes to take one. (V leaps from G7 to H5, so doesn't pass next to Big Orc 4.)
Vonteras attempts athletics to leap across the gap between ships. Vonteras rolls a 16+9 = 25, plus any bonus he has for a running start. Vonteras presumably nails the landing in H5 with this, though he checks to see what marks the judges will give him.
As a standard action, Vonteras attempts a heal check on Sailor 5 to trigger his second wind (if he has one) or otherwise to stabilize him. Assuming Sailor 5 is not yet dead dead. Heal check = 6 + ??. Vonteras' character sheet says his bonus to healing is +9, but I only get +5 when I add up his bonuses (+5 trained, -1 Wis, +1 lvl/2) So that's either an 11 or a 15. I think it's an 11. I have a dim recollection that that may stabilize him but not trigger his second wind, though the PH can say for certain under the "heal" skill. :shrug:
With his remaining minor action, Vonteras would like to fall prone if it will help him with any future checks he might have to make for falling overboard.
Abused Student
03-03-2009, 05:41 PM
Vonteras launches his rescue mission for Sailor 5.
Move action: Vonteras runs to H5. This will provoke an opportunity attack from Big Orc 2, but I think not from anyone else, unless Gimli wishes to take one. (V leaps from G7 to H5, so doesn't pass next to Big Orc 4.)
Vonteras attempts athletics to leap across the gap between ships. Vonteras rolls a 16+9 = 25, plus any bonus he has for a running start. Vonteras presumably nails the landing in H5 with this, though he checks to see what marks the judges will give him.
As a standard action, Vonteras attempts a heal check on Sailor 5 to trigger his second wind (if he has one) or otherwise to stabilize him. Assuming Sailor 5 is not yet dead dead. Heal check = 6 + ??. Vonteras' character sheet says his bonus to healing is +9, but I only get +5 when I add up his bonuses (+5 trained, -1 Wis, +1 lvl/2) So that's either an 11 or a 15. I think it's an 11. I have a dim recollection that that may stabilize him but not trigger his second wind, though the PH can say for certain under the "heal" skill. :shrug:
With his remaining minor action, Vonteras would like to fall prone if it will help him with any future checks he might have to make for falling overboard.
I will let G roll for the opportunity attack. Vonteras does make the jump but Sailor 10 holds up a 3.5 for the style points. Disappointed at his score, Vonteras is only able to stabilize the sailor. He does drop prone though, not because he thinks it will help him further heal the sailor but because the floor is beginning to feel a little squishy because of the fire burning below deck and Vonteras is worried he might fall right through the deck.
Gandalf
03-03-2009, 05:52 PM
I will let G roll for the opportunity attack. Vonteras does make the jump but Sailor 10 holds up a 3.5 for the style points. Disappointed at his score, Vonteras is only able to stabilize the sailor. He does drop prone though, not because he thinks it will help him further heal the sailor but because the floor is beginning to feel a little squishy because of the fire burning below deck and Vonteras is worried he might fall right through the deck.Sure, make me play bad cop.
Big Orc 2 rolls a 17+11=28, hits. 3+5=8 damage, a price Vonteras gladly pays for the opportunity to save Sailor 5 next time.
4sigma
03-03-2009, 05:53 PM
Vonteras does make the jump but Sailor 10 holds up a 3.5 for the style points.
Vonteras looks :squintyeyes: at Sailor 10. Is he from Eastern Europe?
Gandalf
03-03-2009, 05:55 PM
Speaking of opportunity, can Vonteras / does Vonteras want to use an action point for another heal check?
4sigma
03-03-2009, 06:03 PM
Hmm. Does it appear that the deck of this ship is at risk of imminent collapse?
Abused Student
03-03-2009, 06:11 PM
Vonteras looks :squintyeyes: at Sailor 10. Is he from Eastern Europe?
He looks maybe like he could be Chinese.
Abused Student
03-03-2009, 06:12 PM
Hmm. Does it appear that the deck of this ship is at risk of imminent collapse?
It probably is going to collapse very soon.
4sigma
03-03-2009, 06:13 PM
OK then. V will go ahead and use an action point to try to bring Sailor 5 conscious.
12 + 5(?) = 17 heal check.
Abused Student
03-03-2009, 06:19 PM
I don't have a PH handy. Not sure what kind of heal check you need to bring someone conscious. Do you know G or siggy?
ldancer911
03-03-2009, 06:41 PM
I don't have a PH handy. Not sure what kind of heal check you need to bring someone conscious. Do you know G or siggy?
First Aid: Standard action.
✦ DC: Varies depending on the task you’re attempting.
✦ Use Second Wind: Make a DC 10 Heal check to
allow an adjacent character to use his or her second
wind (page 291) without the character having to
spend an action. The character doesn’t gain the
defense bonuses normally granted by second wind.
✦ Stabilize the Dying: Make a DC 15 Heal check to
stabilize an adjacent dying character. If you succeed,
the character can stop making death saving throws
until he or she takes damage. The character’s current
hit point total doesn’t change as a result of being
stabilized.
✦ Grant a Saving Throw: Make a DC 15 Heal check.
If you succeed, an adjacent ally can immediately
make a saving throw, or the ally gets a +2 bonus to a
saving throw at the end of his or her next turn.
Abused Student
03-03-2009, 06:49 PM
Alright, the sailor uses a second wind and is now groggy but conscious.
4sigma
03-03-2009, 11:25 PM
Vonteras would also like to call out to Sailor 9 and suggest that he tie the rope he is currently holding to the mast or some fixture on the ship.
Gandalf
03-03-2009, 11:34 PM
The other sailors wonder if Vonteras recommends that they keep attacking the Big Orc, or should try something else. There must be some objects lying around the deck that they could throw at the Big Orc, per the "improvised weapons" section of the PH. Is picking up an object to throw it just a minor action? The thrown objects don't do much damage, and are very unlikely to hit.
Gandalf
03-03-2009, 11:35 PM
Due to his somewhat precarious position on the railing, Orc 1 rolls an acrobatics check to make sure he doesn’t fall overboard. (These checks should have been happening all along, and some have, without the results being reported.) 12+3=15. He just barely avoids falling in. (Wow. Sailor 7 is on the railing, too. Maybe that’s what motivated Sailor 1’s moving adjacent to him. Maybe Sailor 1 should also have tied a rope around him then.) Orc 1 attacks Sailor 4. 4+8 misses. Orc 1 shifts to L8.
Gandalf
03-03-2009, 11:57 PM
Updated map and damage (it assumes that Vonteras recovers 4 hp for using an action point; I need to verify that.)
Wow. Putting the fireball back in D10 scorched a lot of squares. Still, based on what Hteb knows about her fireball, D10 (which is burned, but not afire) is the only spot that would catch our ship on fire next turn.
Duriel, then wonk, then Miss Take.
4sigma
03-04-2009, 02:38 AM
The other sailors wonder if Vonteras recommends that they keep attacking the Big Orc, or should try something else. There must be some objects lying around the deck that they could throw at the Big Orc, per the "improvised weapons" section of the PH. Is picking up an object to throw it just a minor action? The thrown objects don't do much damage, and are very unlikely to hit.
Ranged attacks appear to be the way to go, if one is attacking the Big Orcs. Vonteras heartily recommends it for everyone, not just sailors.
With us making nothing but ranged attacks, I would guess that we expect to do about three times as much damage per round to the orcs as the orcs do to us. (There are fifteen of us and two of them, but several of us don't have the greatest ranged attacks.)
Trading melee blows with them in general will just move that ratio closer to 1:1 and we will end up sustaining more damage in the long run.
For those who have a bit of strength but lousy ranged attacks, I heartily endorse bull rushing, either to try to overboard the orcs, or as form of defense. I.e. bull rush the orcs away from the most badly injured folks on our team and let those who are relatively healthier take the blows.
4sigma
03-04-2009, 02:41 AM
Updated map and damage (it assumes that Vonteras recovers 4 hp for using an action point; I need to verify that.)
Wow. Putting the fireball back in D10 scorched a lot of squares. Still, based on what Hteb knows about her fireball, D10 (which is burned, but not afire) is the only spot that would catch our ship on fire next turn.
Duriel, then wonk, then Miss Take.
Sailor 5, having just regained conscioiusness, is presumably prone. :)
I think Vonteras does not grant himself the 4 hp for using an action point, but this is unconfirmed.
Vonteras also does not grant himself the power to occupy two locations simultaneously. He is located only in H5, not in F12. This is very much confirmed.
4sigma
03-04-2009, 04:30 AM
For those who have a bit of strength but lousy ranged attacks, I heartily endorse bull rushing, either to try to overboard the orcs, or as form of defense. I.e. bull rush the orcs away from the most badly injured folks on our team and let those who are relatively healthier take the blows.
The other thing sailors (or other strong people with lousy ranged attacks but a decent number of hp remaining) might consider trying is grabbing. I believe it's the same Strength vs. Fortitude check as a standard action, but instead of pushing the target, the target is grabbed. Which basically means they are immobilized. They can still attack anyone adjacent to them, (including the person who has grabbed them) but if they want to move they have to break the grab first, which likewise requires a successful Str vs. Fort check on their part (as a move action.)
This can prevent them from running after injured dwarves, while our artillery in the rigging finishes them off.
CindyLou Who
03-04-2009, 08:32 AM
Ranged attacks appear to be the way to go, if one is attacking the Big Orcs. Vonteras heartily recommends it for everyone, not just sailors.
With us making nothing but ranged attacks, I would guess that we expect to do about three times as much damage per round to the orcs as the orcs do to us. (There are fifteen of us and two of them, but several of us don't have the greatest ranged attacks.)
Trading melee blows with them in general will just move that ratio closer to 1:1 and we will end up sustaining more damage in the long run.
For those who have a bit of strength but lousy ranged attacks, I heartily endorse bull rushing, either to try to overboard the orcs, or as form of defense. I.e. bull rush the orcs away from the most badly injured folks on our team and let those who are relatively healthier take the blows.
Once the big orcs are dead, would it be in the best interest for some of us in the rigging to get down to draw some attacks away from the injured? I know I'm pretty squishy, but I've taken no damage, plus I have some spells that allow me to regain some hit points while still doing damage.
Gandalf
03-04-2009, 08:34 AM
Sailor 5, having just regained conscioiusness, is presumably prone. :)
I think Vonteras does not grant himself the 4 hp for using an action point, but this is unconfirmed.
Vonteras also does not grant himself the power to occupy two locations simultaneously. He is located only in H5, not in F12. This is very much confirmed.
Vonteras seems to be suffering from smoke inhalation. Sailor 5 is prone and Vonteras is only in H5 in the the posted map now
Vonteras is correct that he doesn't get 4hp for using an action point; I'll fix that the next time I post a map.
Duriel, wonk and Miss Take are up.
ldancer911
03-04-2009, 08:37 AM
That hits. Big Orc 1 appears nearly down to his last breath, but he does retaliate. Somehow he rolls a 19. :squintyeyes:; 19+11-2 (since prone) hits; 10+5=15 damage.
Updated map and damage (it assumes that Vonteras recovers 4 hp for using an action point; I need to verify that.)
Wow. Putting the fireball back in D10 scorched a lot of squares. Still, based on what Hteb knows about her fireball, D10 (which is burned, but not afire) is the only spot that would catch our ship on fire next turn.
Duriel, then wonk, then Miss Take.
I dont believe that has been updated for the attack on me or the 4 HP I regained from the action point.
ldancer911
03-04-2009, 08:40 AM
Duriel's Turn:
Shift to I9 and attempt bull rush on Big Orc 4.
Roll: 8 + 4(I think) vs Fort.
CindyLou Who
03-04-2009, 08:43 AM
wonk's turn...Eldritch Blast with warlock's curse on Big Orc 2
Attack = 10 + 5 + 1 = 16 vs. Reflex
Thinking that won't hit, but I have to go for awhile, so here's the damage in case:
Damage = 4 + 5 + 1 + 1 = 11
Gandalf
03-04-2009, 08:52 AM
Duriel's Turn:
Shift to I9 and attempt bull rush on Big Orc 4.
Roll: 8 + 4(I think) vs Fort.The Big Orc is not pushed; he doesn't even bend backward.wonk's turn...Eldritch Blast with warlock's curse on Big Orc 2
Attack = 10 + 5 + 1 = 16 vs. Reflex
Thinking that won't hit, but I have to go for awhile, so here's the damage in case:
Damage = 4 + 5 + 1 + 1 = 11That misses.
CindyLou Who
03-04-2009, 09:24 AM
That misses.
:crying:
Miss Take is going to attack the Big Orc (whichever one I'm supposed to attack; 2 I think?), using her encounter power.
19+10 vs Reflex
Damage of 5+1+4+2
Miss Take isn't finished. She'd like to know status of Big Orc after this.
Abused Student
03-04-2009, 09:55 AM
Miss Take is going to attack the Big Orc (whichever one I'm supposed to attack; 2 I think?), using her encounter power.
19+10 vs Reflex
Damage of 5+1+4+2
Miss Take isn't finished. She'd like to know status of Big Orc after this.
This hits but the big orc is still going strong.
This hits but the big orc is still going strong.
Is he bloodied, hurt? How far?
And how many hitpoints did the other big orc take before he fell?
Abused Student
03-04-2009, 10:04 AM
Is he bloodied, hurt? How far?
And how many hitpoints did the other big orc take before he fell?
He was bloodied already I believe. He has recieved 128 of damage. Not sure how many the other big orc took before he went down.
He was bloodied already I believe. He has recieved 128 of damage. Not sure how many the other big orc took before he went down.
OK, someone who is on our side...can you tell me how many Big Orc 1 took?
Abused Student
03-04-2009, 10:07 AM
OK, someone who is on our side...can you tell me how many Big Orc 1 took?
You sound like I am not on your side :cry:
You sound like I am not on your side :cry:
You aren't. Can't tell me how many he took before he fell. That's not nice.
Anyway, it was 202 approximately. After I wasted 10 minutes doing that.
I'm going to use my action point, do a normal basic attack on Big Orc 4.
As a minor action (I haven't used it), I'm going to use the fireburst attack on Big Orc 4.
attack: 16+10vs Reflex damage: 2+4+2
He also takes 5 ongoing fire damage if it hits. (save ends - roll poorly please)
Abused Student
03-04-2009, 10:27 AM
You aren't. Can't tell me how many he took before he fell. That's not nice.
Anyway, it was 202 approximately. After I wasted 10 minutes doing that.
I'm going to use my action point, do a normal basic attack on Big Orc 4.
As a minor action (I haven't used it), I'm going to use the fireburst attack on Big Orc 4.
attack: 16+10vs Reflex damage: 2+4+2
He also takes 5 ongoing fire damage if it hits. (save ends - roll poorly please)
This will hit. Does this attack not also hit everyone around Big Orc 4?
This will hit. Does this attack not also hit everyone around Big Orc 4?
No. :oops:
It's unclear at least. I think I'm throwing the shuriken, I should choose.
If it does, then take it away. I don't want to hit Duriel anymore. He's hurt enough.
Can I take it back then?
I'll use the rolls for something else.
Abused Student
03-04-2009, 10:53 AM
No. :oops:
It's unclear at least. I think I'm throwing the shuriken, I should choose.
If it does, then take it away. I don't want to hit Duriel anymore. He's hurt enough.
The flameburst does a burst 1 affecting each target with 5 ongoing fire damage.
Yes, you can take it back if you want.
:(
All right, hit Big Orc 2 again with a SF.
Using same rolls: 26 vs AC damage of 2+7+2
Can you guys get away from the big ones? If we could clear out some space I could hurt some of these. It would be even better if you could get them together. I could get us combat advantage on them.
Gandalf
03-04-2009, 11:20 AM
Can you guys get away from the big ones? If we could clear out some space I could hurt some of these. It would be even better if you could get them together. I could get us combat advantage on them.Note that you would have to be careful with the flameburst around an area that has already been affected by the fireball. Maybe that's why you would have aimed it near Big Orc 4.
Note that you would have to be careful with the flameburst around an area that has already been affected by the fireball. Maybe that's why you would have aimed it near Big Orc 4.
I wouldn't think that it would matter. I would consider the flame to come out of the shuriken, and given that I attacked well enough, I would assume the flames would be above the ship on the attackers, not necessarily at the floor.
No?
If we could get them together, I could use the blinding barrage on them, which gives us combat advantage for a round (if I hit)...considering they may be blind, we may be able to hit him without retalitory attacks?
Gandalf
03-04-2009, 11:27 AM
Anyway, it was 202 approximately. After I wasted 10 minutes doing that.Yes; it was 202. I'll put the damage for unconscious and dead characters back in the report next time (where for enemies, I'm only using "dead" for hp <=0)
As further info, Big Orc 1 was not bloodied at 91, was bloodied at 96.
Big Orc 2 was not bloodied at 87, was bloodied at 116. You can't tell any difference from looking at them, but you aren't sure whether their character sheets are identical. You will be able to observe that the little orcs had taken a relatively similar range of damage when they died (except for the ones who fell into the water, taking 500 hp of damage).
Gandalf
03-04-2009, 11:41 AM
Big Orc 2 takes 9 fireball damage. He's tempted to go after the dwarf, but he's also confused by his hatred of the Vonteras who has moved out of his immediate vicinity, and somewhat reluctant to suffer opportunity attacks to get to the dwarf.
He shifts to F12 and attacks Sailor 9, for helping Vonteras get away safely. 15+11 hits; 9+5 damage. He uses a surge and regains 48 hp, but remains bloodied.
Big Orc 4 knows what he want to do. Duriel is there, so the orc attacks. He knew what he wanted to do, but didn't get the result he wanted. 7+11 misses.
Gandalf
03-04-2009, 12:05 PM
Sailor 1 gets out his rope, ties it around Sailor 7, and (still holding the rope) shifts next to Sailor 2 (no surprise there) in F9.
Sailor 2 welcomes Sailor 1's return to adjacency. (That's all I can say under the "don't ask, don't tell" policy.)
Sailor 6 attempts to bull rush Big Orc 2. 14+4 misses. Sailor 6, remembering that Miss Take has a flameburst weapon, shifts to E10.
Sailor 7 rolls acrobatics for his balance on the railing. 20! "Thanks for your concern, Sailor 1, but I can take care of myself." He moves to H9.
Sailor 3, temporarily distracted by his watching the women in the rigging, NTTAWWT, remembers Miss Take's flameburst weapon. Since he has a good view from his current spot, he maintains it.
Sailor 9 shifts to H13 and ties the end of the rope around the mast.
Sailor 4 attacks Orc 1. 9+10 hits; 3+4 damage. Sailor 8 shifts to K9 and attacks Orc 1. 16+10 hits; 2+4 damage. Orc 1 is bloodied.
Sailor 5, woozy, gets out his rope, ties it around his waist (handing the free end to Vonteras if allowed; otherwise leaving the free end close to Vonteras), then crawls to E5 (if his normal speed is 6) or F5 (if his normal speed is 5 or even 4).
Sailor 10 remains at his post, without trying to separate the ships.
Gandalf
03-04-2009, 12:29 PM
The brave Gimli notices that the sailors have followed Miss Take's advice to clear out around Big Orc 2, and that Big Orc 2 has a clear path at him. He shifts to G9 and fires a hand crossbow at Big Orc 2. :oops: Good thing he didn't fire something more powerful.
:swear: I know what happens with a 1 on a melee attack, but not on a ranged attack. Will have to check with AS about the result of the attack. If it hits, I expect someone to take 3+1 damage.
Gandalf
03-04-2009, 12:33 PM
Hteb, with apologies to two sailors, moves the fireball to J9 and attacks Big Orc 4. 8+8 misses.
Gandalf
03-04-2009, 12:38 PM
Updated map and damage (subject to audit, and is before the result of Gimli's crossbox mishap).
Big Orc 2 is out in the open.
Vonteras is up, then Orc 1.
I believe your 1 is handled the same as a melee.
CindyLou Who
03-04-2009, 12:50 PM
being unsure about what fire spells would do to the ship is why I've stayed away from Hellish Rebuke although it doesn't appear from the PH that this particular spell would do any damage to allies adjacent to the target.
Abused Student
03-04-2009, 12:53 PM
The brave Gimli notices that the sailors have followed Miss Take's advice to clear out around Big Orc 2, and that Big Orc 2 has a clear path at him. He shifts to G9 and fires a hand crossbow at Big Orc 2. :oops: Good thing he didn't fire something more powerful.
:swear: I know what happens with a 1 on a melee attack, but not on a ranged attack. Will have to check with AS about the result of the attack. If it hits, I expect someone to take 3+1 damage.
I believe your 1 is handled the same as a melee.
It is except there are more possible people it could hit (at least possibly) Anybody in the line of fire or to the side of the person shooting is at risk.
being unsure about what fire spells would do to the ship is why I've stayed away from Hellish Rebuke although it doesn't appear from the PH that this particular spell would do any damage to allies adjacent to the target.
Any attack that only affects one target is not going to damage the ship. It is only area attacks that would.
4sigma
03-04-2009, 12:54 PM
If we could get them together, I could use the blinding barrage on them, which gives us combat advantage for a round (if I hit)...considering they may be blind, we may be able to hit him without retalitory attacks?
:iatp: Blinding a big orc (or two) would be excellent. It might not be too bad to blind a sailor or two in the process if necessary. The sailors aren't a source of much damage to the orcs right now.
:iatp: Blinding a big orc (or two) would be excellent. It might not be too bad to blind a sailor or two in the process if necessary. The sailors aren't a source of much damage to the orcs right now.
I won't blind anyone but enemies. I get to choose who to throw the shuriken at.
4sigma
03-04-2009, 01:38 PM
You will be able to observe that the little orcs had taken a relatively similar range of damage when they died (except for the ones who fell into the water sea of primordial hellfire lava in which our vessel is calmly sailing, taking 500 hp of damage).
IFYP.
Gandalf
03-04-2009, 03:41 PM
The brave Gimli notices that the sailors have followed Miss Take's advice to clear out around Big Orc 2, and that Big Orc 2 has a clear path at him. He shifts to G9 and fires a hand crossbow at Big Orc 2. :oops: Good thing he didn't fire something more powerful.
:swear: I know what happens with a 1 on a melee attack, but not on a ranged attack. Will have to check with AS about the result of the attack. If it hits, I expect someone to take 3+1 damage.
As Gimli aimed his crossbow, he glanced up at the women in the rigging. He was amazed to see Don't ask, don't tell.
Concentration shattered, the bolt flies wild, hitting Sailor 9 for 4 damage.
CindyLou Who
03-04-2009, 04:20 PM
As Gimli aimed his crossbow, he glanced up at the women in the rigging. He was amazed to see Don't ask, don't tell.
Concentration shattered, the bolt flies wild, hitting Sailor 9 for 4 damage.
:lol:
As Gimli aimed his crossbow, he glanced up at the women in the rigging. He was amazed to see Don't ask, don't tell.
Concentration shattered, the bolt flies wild, hitting Sailor 9 for 4 damage.
Sorry. :oops: I won't do it again Gimli.
Gandalf
03-04-2009, 04:39 PM
Sorry. :oops: I won't do it again Gimli.It certainly appeared you had done it before. NTTAWWT.
dressed up like the Cure
03-04-2009, 05:06 PM
so who is winning?
Gandalf
03-04-2009, 05:25 PM
As Gimli aimed his crossbow, he glanced up at the women in the rigging. He was amazed to see Don't ask, don't tell.so who is winning?Yes, she is; you interpreted that post correctly. Not just who; there can be two winners. or more
dressed up like the Cure
03-04-2009, 05:27 PM
:tup:
4sigma
03-04-2009, 06:46 PM
so who is winning?
I would guess that you are now.
4sigma
03-04-2009, 07:00 PM
If Vonteras is not already holding the rope secured to Sailor 5 he will spend a minor action to grab it.
Vonteras will then stand, and attempt a standing (not running) jump back to our ship. He would like to try to jump to G8.
Athletics check: 8+9=17. Vonteras expects to lose some points for technical merit this time, but has hopes of at least reaching G7 if not G8.
If V still has a minor action left he will take the following action depending what square his jump reached:
G8: Hand the end of Sailor 5's rope to Sailor 1, while continuing to also hold Sailor 5's rope himself (so both V and Sailor 1 are holding Sailor 5's rope).
G7: Fall prone, if this will help reduce the risk of him falling overboard.
G6: :swear: This is technically a free action, but Vonteras will continue :swear:ing for the duration of his remaining turn.
Gandalf
03-04-2009, 08:40 PM
If Vonteras is not already holding the rope secured to Sailor 5 he will spend a minor action to grab it.
Vonteras will then stand, and attempt a standing (not running) jump back to our ship. He would like to try to jump to G8.
Athletics check: 8+9=17. Vonteras expects to lose some points for technical merit this time, but has hopes of at least reaching G7 if not G8.
If V still has a minor action left he will take the following action depending what square his jump reached:
G8: Hand the end of Sailor 5's rope to Sailor 1, while continuing to also hold Sailor 5's rope himself (so both V and Sailor 1 are holding Sailor 5's rope).
G7: Fall prone, if this will help reduce the risk of him falling overboard.
G6: :swear: This is technically a free action, but Vonteras will continue :swear:ing for the duration of his remaining turn.
Vonteras is fortunate to find the DM in a very liberal mood. He decides that Vonteras is already holding the rope, and that the jump succeeds. Vonteras ends up prone in G7.
Gandalf
03-04-2009, 08:47 PM
so who is winning?That question really pisses Orc 1 off. “We would be if those **@@#!* DMs let us roll for ourselves.”
He’s regretting their choosing this ship to attack, but he valiantly fights on. He swings his great axe at Sailor 4, hitting with 19+8 for 5+3 damage.
Sailor 4 screams “What was that, a make-up roll?” at the DM. The DM suggests to Sailor 4 that he not take any risks involving skill check rolls any time soon.
Updated map & damage.
Duriel, wonk and Miss Take are up. Don’t worry about order, just go. This may be Miss Take's last shot at a Big Orc with no adjacent allies. (For purposes of her attack, we'll assume that she is touching the center of the main mast, directly above square G14. If she prefers, she could be above any square G12:G16)
CindyLou Who
03-04-2009, 09:23 PM
I'll take my turn. I'm going to use an encounter power to (hopefully) inflict some good damage, but my two at will powers are still good and I'll have my daily power still. I'll do attack roll first and if it hits, I'll do the damage roll later. Vampiric Embrace and Warlock's Curse against Big Orc 2.
Attack: D20 + 5 + 1 = 13 + 5 + 1 = 19 vs Will
I'll be around here and there tonight to finish this off.
This attack, if it hits will gain me 5 hit points plus my intelligence modifier = 5 + 3 =8. Not really needed now, but if we need to get down from the rigging and engage in melee attacks, I may need it given my squishiness. I chose it for the potential hit points of 2d8 + 5 + d6 + 1 damage.
All the while I'm attacking, I'm wondering what happened up here to distract Gimli so much. I mean, nothing new happened as far as I know, anyway. :D
As a free action, I yell to Vonteras, "Nice jump! Glad you made it back okay!
Gandalf
03-04-2009, 10:22 PM
I'll take my turn. I'm going to use an encounter power to (hopefully) inflict some good damage, but my two at will powers are still good and I'll have my daily power still. I'll do attack roll first and if it hits, I'll do the damage roll later. Vampiric Embrace and Warlock's Curse against Big Orc 2.
Attack: D20 + 5 + 1 = 13 + 5 + 1 = 19 vs WillThat hits.I'll be around here and there tonight to finish this off.
This attack, if it hits will gain me 5 hit points plus my intelligence modifier = 5 + 3 =8. Not really needed now, but if we need to get down from the rigging and engage in melee attacks, I may need it given my squishiness. I chose it for the potential hit points of 2d8 + 5 + d6 + 1 damage.
All the while I'm attacking, I'm wondering what happened up here to distract Gimli so much. I mean, nothing new happened as far as I know, anyway. :DThe damage is recorded. You better try to distract the DM to have any chance of gaining those hit points, though.e-mailing pictures is an excellent way to distract him
I can check the PH tomorrow, but I'm pretty sure you cannot accumulate hit points above your current maximum hit points. Since you've taken no damage this encounter, those extra hit points get lost.
If you want to change the attack to at-will and save the encounter power, you can do that. You would keep the attack roll and any of the damage dice that still apply, but roll any damage dice that are different.
CindyLou Who
03-04-2009, 10:33 PM
That hits.The damage is recorded. You better try to distract the DM to have any chance of gaining those hit points, though.e-mailing pictures is an excellent way to distract him
I can check the PH tomorrow, but I'm pretty sure you cannot accumulate hit points above your current maximum hit points. Since you've taken no damage this encounter, those extra hit points get lost.
If you want to change the attack to at-will and save the encounter power, you can do that. You would keep the attack roll and any of the damage dice that still apply, but roll any damage dice that are different.
How can you record damage when I haven't done the rolls yet? I'll do that now.
CindyLou Who
03-04-2009, 10:34 PM
Damage = 6 + 7 + 5 + 1 + 1 = 20
Gandalf
03-04-2009, 10:35 PM
That question really pisses Orc 1 off. “We would be if those **@@#!* DMs let us roll for ourselves.”
He’s regretting their choosing this ship to attack, but he valiantly fights on. He swings his great axe at Sailor 4, hitting with 19+8 for 5+3 damage.
Sailor 4 screams “What was that, a make-up roll?” at the DM. The DM suggests to Sailor 4 that he not take any risks involving skill check rolls any time soon.The DM must be doing something right, to have someone from each side pissed at him. Now Orc 1 is complaining that he was supposed to regain 11 points when he made that melee attack on Sailor 4.
The DM, trying to hide his disappointment that Orc 1 remembered, agrees that the recovery of the 11 hit points will be shown the next time a map is posted, and that Orc 1 is not bloody. He claims he knew all along that Orc 1 had recovered the hit points, since the map that was posted shows Orc 1 no longer bloody. Orc 1 accepts that, even though he suspects that he's "no longer" bloodied because the DM never changed his font to bloody.
CindyLou Who
03-04-2009, 10:36 PM
That hits.The damage is recorded. You better try to distract the DM to have any chance of gaining those hit points, though.e-mailing pictures is an excellent way to distract him
I can check the PH tomorrow, but I'm pretty sure you cannot accumulate hit points above your current maximum hit points. Since you've taken no damage this encounter, those extra hit points get lost.
If you want to change the attack to at-will and save the encounter power, you can do that. You would keep the attack roll and any of the damage dice that still apply, but roll any damage dice that are different.
Oh, and I hadn't thought about not being able to go above maximum hit points, but that's okay (Wonk really should lay off the wine before a possible encounter). From the looks of things, once we get the big orcs out of the way, the little orcs won't be much of a problem. My at will powers are pretty good, so I'm fine the way it is. I have other ways to regain hit points if I end up needing to. :D
Gandalf
03-04-2009, 11:05 PM
Oh dear. Orc 1 wonders if the acting DM recorded the recoveries for his comrades appropriately. I knew it was a mistake to satify Miss Take's curiosity by posting the damage histories of dead creatures. Orc 1 asks, "What happened to the recoveries for my friends Orc 6, Orc 8, Orc 12 and Orc 14?"
He doesn't buy "I'm new at this DMing role, and it was their duty to claim the recoveries on their turn," nor is he satisfied with "about half of the little orcs got their surges when due." He demands that they be reinstated and get to take all the turns they missed. That's ridiculous, since the sailors would have finished them off by now anyway. We negotiate. Orc 1 offers me pictures of Miss Take in leather that they recovered from an earlier ship they blundered. A deal is quickly struck. Orcs 6, 8, 12 and 14 are reinstated, with 11 more hit points (but as if they had the 11 at the proper time, not healing them to 0 and giving them 11). They occupy the spot where they went unconscious; otherwise a spot close to it.
CindyLou Who
03-04-2009, 11:08 PM
:lol: The acting DM is doing just fine and we all appreciate the effort. :bighug:
Gandalf
03-04-2009, 11:26 PM
Orc 1, regretting that he gave up all his pictures of Miss Take in leather, tries to get some hold on the DM to regain them. He observes the DM trying to figure out where Orc 6 "died", a discovers yet another oddity. Orc 6 disappeared from the map without ever dying in the thread. I counter "I expected Hteb to move the Fireball to D10, which would have killed him at the start of his next turn." Orc 1 points out that the fireball was actually moved to I10. A surpringly bitter (given that Hteb's move was for the good of the team) Sailor 9 agrees with Orc 1. I agree to reverse that fireball damage, too, but I insist on keeping all the pictures of Miss Take.
Orc 6 is E9, bloodied.
Orc 8 can't return to F9, which is now occupied. He returns to F8, bloodied.
Now the situation with Orc 12 gets really interesting. Orc 12 died very early, before I had any role as DM. Finally Orc 1 and I find something we can agree on: as compensation for all the effort he and I have devoted to trying to straighten this mess out, the DM should give each of us some interesting pictures of Miss Take, if he has any.
Actuarial integrity forces me to report this, but I'm not about to type it in a fashion that AS could see it and justify not giving Orc 1 and me the pictures: Orc 12 died so early that he never got a turn, and therefore never got the opportunity for any recovery. He remains dead.
Orc 14 returns to I7, bloodied.
Gandalf
03-04-2009, 11:36 PM
Orc 1 is still upset that we're not going back and letting the orcs take their missed turns. We compromise, since we're really just at the end of the little orcs turn (wonk has gone, but she went before Duriel, and Duriel's turn is the end of the little orcs'): those little orcs will get a turn; I will show Orc 1 the pictures one more time, but I keep the pictures.
Orc 6 attacks Sailor 2; 19+8 hits; 9+3 damage. Sailor 2 is bloodied.
Orc 8 has a dwarf (Gimli) to attack; 6+8 misses.
Orc 14, on the railing, makes a check to avoid falling in the water. 3 it is. Splash he goes. Dead he is. "No fair; give me back one of the pictures of Miss Take," Orc 1 claims. "Bite me", I respond. (figuratively!)
Gandalf
03-05-2009, 12:22 AM
Updated map and damage, and the pictures of Miss Take. http://iquebec.ifrance.com/catwoman/catwoman/meriwether/Meriwether_Catwoman-002.jpg
CindyLou Who
03-05-2009, 12:36 AM
Updated map and damage, and the pictures of Miss Take.
:love: omg! Miss Take! How come you've never shown ME those pictures before? :swear: No wonder the orcs didn't want to give them up.
ldancer911
03-05-2009, 08:26 AM
shift to I9 and attempt bull rush.
Roll: 13 + 4 vs fort
If I can mark on a bull rush Ill do that but im not sure if can.
Gandalf
03-05-2009, 08:59 AM
The bull rush fails. Marks can be placed only with attacks.
It may not matter. With a dwarf adjacent to him, Big Orc 4 may just attack what's in front of his ugly face. OTOH, he may want to take this opportunity to shift and attack Gimli, who is bloodied. We'll see on his turn.
Miss Take is up.
Sorry, Miss Take's handler has been studying.Her purple number is up to 13.28%
Attack Big Orc 2 with the fireball.
15+10 vs Reflex. Damage of 2+4+2 and ongoing fire damage of 5 if that hits.
As a free action Miss Take tells the other members of her crew that she plans on using the Blinding Barrage next round. The closer we can get the enemies to each other the better. Miss Take has a 3x3 blast to use but has to take it from the mast line, and has to be close. So, towards the middle in one direction, get as many of them there as possible. (p.s. You'll all be fine barring any ones; this one only attacks enemies)
Htebazile
03-05-2009, 10:15 AM
Sorry, Miss Take's handler has been studying.Her purple number is up to 13.28%
Attack Big Orc 2 with the fireball.
15+10 vs Reflex. Damage of 2+4+2 and ongoing fire damage of 5 if that hits.
As a free action Miss Take tells the other members of her crew that she plans on using the Blinding Barrage next round. The closer we can get the enemies to each other the better. Miss Take has a 3x3 blast to use but has to take it from the mast line, and has to be close. So, towards the middle in one direction, get as many of them there as possible. (p.s. You'll all be fine barring any ones; this one only attacks enemies)
Um, what fireball?
Gandalf
03-05-2009, 10:18 AM
Um, what fireball?Her toy is a flameburst shuriken. Really heats her up, I've heard.
Gandalf
03-05-2009, 10:19 AM
Sorry, Miss Take's handler has been studying.Her purple number is up to 13.28%
Attack Big Orc 2 with the fireball.
15+10 vs Reflex. Damage of 2+4+2 and ongoing fire damage of 5 if that hits.
As a free action Miss Take tells the other members of her crew that she plans on using the Blinding Barrage next round. The closer we can get the enemies to each other the better. Miss Take has a 3x3 blast to use but has to take it from the mast line, and has to be close. So, towards the middle in one direction, get as many of them there as possible. (p.s. You'll all be fine barring any ones; this one only attacks enemies)
That hits.
Big Orcs are up.
BTW, Mod1, thanks for the moderation on that one. How those orcs got that pic I have no idea, but I gave it to this hot pirate adventurer I saw once. What a weekend that was.
One more free action: Orc 2, enjoy that fire damage. :wink:
p.s. don't save.
Abused Student
03-05-2009, 10:28 AM
:swear: at Mod1. PM please.
Gandalf
03-05-2009, 10:30 AM
As a free action Miss Take tells the other members of her crew that she plans on using the Blinding Barrage next round. The closer we can get the enemies to each other the better. Miss Take has a 3x3 blast to use but has to take it from the mast line, and has to be close. So, towards the middle in one direction, get as many of them there as possible. (p.s. You'll all be fine barring any ones; this one only attacks enemies)Realistically, that's likely to be Big Orc 2 only. If a little orc steps inside the area, great, but the sailors may do better trying to attack them than trying to move them.
Big Orc 2 will still be in your target zone if he only shifts on his turn. It's a good thing Miss Take told the members of her crew in a language that orcs don't understand, and that orcs don't know how to open spoilers.
I don't see any real chance of getting Big Orc 4 close enough.
Htebazile
03-05-2009, 10:30 AM
It's a mini fireball.
Hmmm. Can you call it something else, then? Because I thought you were trying to play with my fireball and I was horribly confused.
Abused Student
03-05-2009, 10:32 AM
Big Orc 2 shifts to G11, getting a flank on Sailor 2. He rolls a 9+11 and does 7+5+5 damage and regains 10 hitpoints.
Big Orc 4 doesn't like the fireball next to him but without risking time on the railing he decides to stay where he is. He takes the ongoing fire damage and swings at Duriel. he rolls a 14+11 for 6+5 damage.
Gandalf
03-05-2009, 10:50 AM
The assistant DM glares at Orc 1. Silence. The assistant DM glares more fiercely. Still silence. How long can this go on?
Finally, Orc 1 caves. "Oh, I just noticed. The DM may have forgotten to record the ongoing fire damage to Big Orc 2 from the flameburst shuriken. We wouldn't want any unfair advantage in this battle."
The assistant DM doesn't buy for a moment the "I just noticed", but since Orc 1 has no more pictures for the ADM to demand, he applies the ongoing damage. Orc 1 points out that BO2 does get a saving roll. Fair enough. The saving roll is a 2. The ADM winks at Orc 1. Orc 1, with no collateral left for bribes, can only glare.
Abused Student
03-05-2009, 10:53 AM
The assistant to the DM is doing a good job :tup:
Gandalf
03-05-2009, 11:13 AM
The assistant to the DM is doing a good job :tup:
Orc 1 doesn't think so. He points to this post I dont believe that has been updated for the attack on me or the 4 HP I regained from the action point. and asks if that 4HP Duriel regained has been posted yet. "We wouldn't want to take unfair advantage," he lies.
Hah. The ADM realizes that Orc 1 is really interested in whether the damage was posted. He's going to have to post it, but he may as well make Orc 1 show his true colors. "Yes, Duriel will have those 4HP in the next map."
Orc 1 weasel-words his inquiry. "And you're only giving him back 4HP, aren't you? Because it seems like he's taken a lot of damage?"
The ADM responds, yes, the next map will show more damage to Duriel. The 15 damage from post 11579 will be recorded, and the effects of post 11694 will be adjusted to reflect that Duriel was already bloodied. Another 5 HP damage; 10 HP of recovery to Big Orc 4.
If Duriel doesn't agree with the 38 hp net damage to him in the next update, I'll work with him to reconcile it.
Now, finally, I'll try to start the sailors' turn.
Gandalf
03-05-2009, 12:07 PM
Sailor 1 attacks Orc 8. 14+10 hits; 4+4 damage. Orc 8 is again dead. Sailor 1 shifts to G10.
Sailor 2 attacks Orc 6. 9+10 hits; 5+4 damage. Orc 6 is struggling, but conscious. Sailor 2 embraces Sailor 1 "It won't be long, and with only 10 hp left I've got to avoid this flank" and shifts to E10.
Sailor 6 shifts to F10. "I hope I finish off Orc 6, since I'm flanked here". 2+10 misses. Sailor 6 is glad he has taken no damage so far.
Sailor 3 charges to D10 and attacks Orc 6. 9+10+1 hits; 2+4 damage. How can Orc 6 still be standing? He must be almost gone.
Sailor 8 takes 9 fireball damage and attacks Orc 1. "Why didn't you at least show me the pictures before giving them to the ADM?" Uh-oh. He lets his anger overcome his control. His 1 roll is not a welcome sign. Where will the blow fall? The anger wins after all. The momentum of his sword carries it into Orc 1, for 3+4 damage.
Sailor 4 also takes 9 fireball damage and is also upset that Orc 1 didn't share the pictures. "Just because we're mortal enemies doesn't mean we can't share some of life's simple pleasures." He resolves to be more controlled than Sailor 8. 14+10 hits Orc 1; 2+4 damage. Orc 1 is again bloodied. Sailor 4 is also bloodied, from the fireball damage.
Sailor 7 attempts to grab Big Orc 4. As he attempts the grab, he imagines those pictures of Miss Take, and grabs his own "sword" instead. the ADM didn't now what to do about a roll of 1, but since it wasn't an attack this seemed like a suitable outcome. It is left as an exercise for the reader how Sailor 7 then used his move action.
Sailor 9 shifts to H11 and attempts to grab Big Orc 2. or maybe attempts to match Sailor 7's result. NTTAWWT
13+4; no grab.
Sailor 5 stands up, encourages Vonteras to hold the rope firmly, and attempts to jump toward E8. 19+?. The good news is that he makes it. The bad news is that the ADM doesn't know whether he ends up in E7 or E8. If his athletics modifier is at least one, it will be E8. I'll ask the DM by PM, but for now I'll put him on the map in E8.
Sailor 10 notices that everyone is back on our ship. "Hold on" he shouts, with a special knowing wink at Sailor 7. 14. The ships are separated. (I think; DM and I addressed the effect of two good rolls with two grabbling lines in place and two good rolls with one grappling line in place; didn't discuss how the latter might be affected if the first good roll was with two lines in place.) The ship's momentum from the break continues to move the ships apart. The ADM notes that the remaining pirates on the orc ship waited too long to enter the fray. Will they have saved their skins by getting their ship to port before the fire consumes it? Would they have been wiped out by our adventurers and sailors had they joined the fight? We'll never know.
Htebazile
03-05-2009, 12:22 PM
I think it's my turn soon(ish), but I have stuff to do, so I won't be around for the next two hours or so. Please wait for me.
Gandalf
03-05-2009, 12:36 PM
Gimli shifts to F9. He launches a reaping strike at Orc 6 with his maul. 14+8 hits; 5+3+6 damage. Orc 6 is again dead.
Updated map and damage.
Hteb is up, then Vonteras, then just Orc 1 again.
Gandalf
03-05-2009, 12:37 PM
I think it's my turn soon(ish), but I have stuff to do, so I won't be around for the next two hours or so. Please wait for me.
OK
Gandalf
03-05-2009, 12:57 PM
If the ADM's latest map and damage is correct, our bloodied characters are a problem. That's especially true of Duriel, who would have only 6 hp remaining. Maybe he has a healing potion with him. Big Orc 4 can definitely attack him next time. After that maybe the sailors can try to get between him and Big Orc 4, by having a sailor shift into Duriel's square and then Duriel shift out of it. Let's hope that the Big Orcs' hatred of dwarves will prevent them from taking OA's to pursue Duriel or Gimli with move actions (as opposed to shifts).
Sailors 2, 4 and 5 are also bloodied. From what we've seen, the big orcs appear to regain 10 hit points by hitting a bloodied foe, so we may want to try to keep them away from the big orcs, even if they have enough hp to sustain one more attack.
Abused Student
03-05-2009, 01:03 PM
Isn't it Duriel's turn? Someone move for him. Tired of waiting on that slacker. :shake:
;)
Gandalf
03-05-2009, 01:11 PM
Isn't it Duriel's turn? Someone move for him. Tired of waiting on that slacker. :shake:
;)
Gimli shifts to F9. He launches a reaping strike at Orc 6 with his maul. 14+8 hits; 5+3+6 damage. Orc 6 is again dead.
Updated map and damage.
Hteb is up, then Vonteras, then just Orc 1 again.
Duriel = Hteb? HFBB
Abused Student
03-05-2009, 01:15 PM
Duriel = Hteb? HFBB
Apparently with my new glasses I can't read at all. They magically change words but it only happens randomly. It is really weird.
ETA At least I am not hearing those pesky voices anymore.
ldancer911
03-05-2009, 01:18 PM
Isn't it Duriel's turn? Someone move for him. Tired of waiting on that slacker. :shake:
;)
:roll2:
Htebazile
03-05-2009, 02:11 PM
Three options as I see it:
1) Attack Big Orc 4 from J9 before moving the fireball to F12.
2) Attack Big Orc 4 from J9 before moving the fireball to I7.
3) Move fireball to F12 and attack Big Orc 2.
Any preferences?
Regardless:
Attack = 12+8 (or 9, if option 3) vs Reflex, should hit
Damage = 6+4+7=17
We cannot put the fireball on any yellow spaces?
Sorry, J.T. is sick today, and trying to find certain squares on spreadsheets is difficult.
I'm a fan of 2. I don't believe Orc 2 could receive both my fire damage, and fireball damage, so we would lose one. I think hitting 4 again is best.
We'll have to just keep pounding on 2 with non bloody people.
Htebazile
03-05-2009, 02:20 PM
We cannot put the fireball on any yellow spaces?
I thought I already did (or at least was told I could, because there was the whole grappling line discussion).
Htebazile
03-05-2009, 02:20 PM
Sorry, J.T. is sick today, and trying to find certain squares on spreadsheets is difficult.
I'm a fan of 2. I don't believe Orc 2 could receive both my fire damage, and fireball damage, so we would lose one. I think hitting 4 again is best.
We'll have to just keep pounding on 2 with non bloody people.
Oh, good point. We'll go with option #2, then.
Gandalf
03-05-2009, 02:25 PM
Three options as I see it:
1) Attack Big Orc 4 from J9 before moving the fireball to F12.
2) Attack Big Orc 4 from J9 before moving the fireball to I7.
3) Move fireball to F12 and attack Big Orc 2.
Any preferences?All three are good. The general strategy of attacking the weakest opponent would suggest 3 is best, then 1, then 2. There's not much to choose among them.
By now the orcs must have seen the fireball move regularly, so you probably can't influence their movements by the fireball location. If you could, that might be another advantage for ending it in F12. If Big Orc 2 decides he should move away from it, he's also moving away from the bloodied Sailor 2.
ldancer911
03-05-2009, 02:33 PM
Three options as I see it:
1) Attack Big Orc 4 from J9 before moving the fireball to F12.
2) Attack Big Orc 4 from J9 before moving the fireball to I7.
3) Move fireball to F12 and attack Big Orc 2.
Any preferences?
Regardless:
Attack = 12+8 (or 9, if option 3) vs Reflex, should hit
Damage = 6+4+7=17
Sorry, J.T. is sick today, and trying to find certain squares on spreadsheets is difficult.
I'm a fan of 2. I don't believe Orc 2 could receive both my fire damage, and fireball damage, so we would lose one. I think hitting 4 again is best.
We'll have to just keep pounding on 2 with non bloody people.
Oh, good point. We'll go with option #2, then.
I dont think there would be any issue with causing fire damage with both the fireball and your attack. If they both caused ongoing fire damage then I think there would be an issue but the fireball is just a fire attack with damage when they start next to it and JTs is ongoing damage.
All three are good. The general strategy of attacking the weakest opponent would suggest 3 is best, then 1, then 2. There's not much to choose among them.
By now the orcs must have seen the fireball move regularly, so you probably can't influence their movements by the fireball location. If you could, that might be another advantage for ending it in F12. If Big Orc 2 decides he should move away from it, he's also moving away from the bloodied Sailor 2.
I agree with the first statement. It would be very beneficial for us to only have 1 more big orc to deal with. Right now just about everyone of us on the deck are very low in health. I think the best thing to do would be to try to kill orc 2 with the attacks that we have and then try to push Orc 4 overboard (easier said then done...I know). I think that would be easier to do then trying to do quite a bit more damage to both of the Orcs.
So my opinion is #3.
Htebazile
03-05-2009, 02:35 PM
I dont think there would be any issue with causing fire damage with both the fireball and your attack. If they both caused ongoing fire damage then I think there would be an issue but the fireball is just a fire attack with damage when they start next to it and JTs is ongoing damage.
I agree with the first statement. It would be very beneficial for us to only have 1 more big orc to deal with. Right now just about everyone of us on the deck are very low in health. I think the best thing to do would be to try to kill orc 2 with the attacks that we have and then try to push Orc 4 overboard (easier said then done...I know). I think that would be easier to do then trying to do quite a bit more damage to both of the Orcs.
So my opinion is #3.
The ongoing damage is the issue. We will need a ruling from a DM. :shrug:
It's going to be 17 hp of damage to whichever one, anyway.
Abused Student
03-05-2009, 02:37 PM
I rule damage from being next to the fireball is different than ongoing damage.
Htebazile
03-05-2009, 02:42 PM
I rule damage from being next to the fireball is different than ongoing damage.
Then we can go with #3, I guess. It doesn't really matter much to me.
CindyLou Who
03-05-2009, 02:43 PM
Whatever we decide to do, I agree that those on the deck are in ill health and we need to do something for them before they're all dead. I don't know how to do that when we've determined that ranged attacks are best against the big orcs, but I'm open to whatever the group wants to do.
Gandalf
03-05-2009, 02:49 PM
Those on the deck take heart as Big Orc 2 writhes in pain from the fireball. He's still a formidable foe, but he's weakening.
Vonteras is up.
CindyLou Who
03-05-2009, 03:01 PM
:clap: Yay, Hteb!
4sigma
03-05-2009, 03:33 PM
Then we can go with #3, I guess. It doesn't really matter much to me.
:iatp: :clap:
It is hard to go wrong with focusing our non-melee fire on the most wounded Big Orcs
Gandalf
03-05-2009, 03:33 PM
If the ADM's latest map and damage is correct, our bloodied characters are a problem. That's especially true of Duriel, who would have only 6 hp remaining. Maybe he has a healing potion with him. Big Orc 4 can definitely attack him next time. After that maybe the sailors can try to get between him and Big Orc 4, by having a sailor shift into Duriel's square and then Duriel shift out of it. Let's hope that the Big Orcs' hatred of dwarves will prevent them from taking OA's to pursue Duriel or Gimli with move actions (as opposed to shifts).If Duriel first shifts, then moves, he may be able to avoid an attack.
Kenshiro
03-05-2009, 03:46 PM
If Duriel first shifts, then moves, he may be able to avoid an attack.
:pokeystick:
4sigma
03-05-2009, 03:48 PM
Vonteras is surveying the deck and considering his actions.
1) Does he need to make some sort of check to avoid falling overboard? He is prone, which should help him keep his balance, and is also holding a rope tied to both himself and the mast.
2) Regarding our bloodied defenders -- it is possible that more of us could start making melee attacks against the big orcs. I am thinking that we should do this if Miss Take can get one of them blinded for us. Not clear to me if it is a good strategy if they can see us.
Gimli and Duriel may wish to consider taking Total Defense actions, now that we once again have most of the little orcs dead.
Defenders also do get dropped unconscious sometimes. Generally this doesn't involve dying. Vonteras is fairly good at making heal checks, and I bet even Sailors can make them sometimes.
3) Another action to consider is the "aid another" action, which lets you aid either an ally's attack roll or defense. I'm a bit rusty on it but I think that in certain melee situations you can make an attack against AC 10 and improve the AC of a nearby ally by 2 points. Rusty in terms of what melee situations those are -- I believe you must be adjacent to the enemy in question but not sure if you need to be adjacent to your ally as well. Perhaps someone with a PH handy can look it up?
Vonteras tentatively plans to stand from prone and move to H10, prepared to attack Big Orc 2 next round if we can get him blinded. Input welcome as Vonteras goes to lunch IRL.
Gandalf
03-05-2009, 03:59 PM
Vonteras is surveying the deck and considering his actions.
1) Does he need to make some sort of check to avoid falling overboard? He is prone, which should help him keep his balance, and is also holding a rope tied to both himself and the mast.Just go ahead and move. I'll assume the rope is sufficient.
3) Another action to consider is the "aid another" action, which lets you aid either an ally's attack roll or defense. I'm a bit rusty on it but I think that in certain melee situations you can make an attack against AC 10 and improve the AC of a nearby ally by 2 points. Rusty in terms of what melee situations those are -- I believe you must be adjacent to the enemy in question but not sure if you need to be adjacent to your ally as well. Perhaps someone with a PH handy can look it up?With respect to attack rolls (it could also apply to skill checks), per page 287
If you want to aid another:
1. Make a melee basic attack vs AC 10. (With all your modifiers, including weapon modifier and flanking? Probably, but PH doesn't say).
2. If you succeed, an ally you designate gets a bonus of +2 to his attack role against that target or a bonus of +2 to all defenses from the next attack by that target.
All bonuses end at the end of your next turn.
Page 287 doesn't address whether 2 people could aid the same ally for a bonus of 4. You don't have to be adjacent to your ally.
Gandalf
03-05-2009, 04:11 PM
Gimli and Duriel may wish to consider taking Total Defense actions, now that we once again have most of the little orcs dead.
Is the idea that we let the orcs try to pound us rather than the sailors? That would make sense if the sailors are making melee attacks. Otherwise we at least have some chance of inflicting some damage with our ranged attacks. In general, it appears to be worse for our side if the big orcs hit a bloodied target, including Duriel and me, so to the extent possible we would want to avoid getting hit. Maybe our higher hp and the +2 to defenses would make attacks on us enough less likely to succeed that we would want the orcs to attack us rather than unbloodied sailors.
OK, so who's turn (Orc 1?) is it?
Gandalf
03-05-2009, 04:28 PM
OK, so who's turn (Orc 1?) is it?
Vonteras's turn. He's indicated the actions he's considering, but hasn't committed to them.
Then Orc 1, then Duriel, wonk, Miss Take.
CindyLou Who
03-05-2009, 04:46 PM
Vonteras's turn. He's indicated the actions he's considering, but hasn't committed to them.
Then Orc 1, then Duriel, wonk, Miss Take.
Yeah, he went off and took a lunch break in the middle of a battle! Didn't even offer to get us something either. :D
4sigma
03-05-2009, 04:50 PM
OK. Vonteras drops the rope he's holding, stands from prone, and moves to H10.
4sigma
03-05-2009, 04:52 PM
Is the idea that we let the orcs try to pound us rather than the sailors? That would make sense if the sailors are making melee attacks. Otherwise we at least have some chance of inflicting some damage with our ranged attacks. In general, it appears to be worse for our side if the big orcs hit a bloodied target, including Duriel and me, so to the extent possible we would want to avoid getting hit. Maybe our higher hp and the +2 to defenses would make attacks on us enough less likely to succeed that we would want the orcs to attack us rather than unbloodied sailors.
The theory would be to make you less attractive targets for the orcs, since you're badly wounded. I'm thinking defense here, not necessarily offense. We have enough offense in the rigging to win this as long as our defense doesn't fail us first.
IMHO we generally should be tring to make our bloodied folks unattractive targets for the orcs, either by moving them to places hard to hit, or by aiding their defenses if we can.
Gandalf
03-05-2009, 05:11 PM
The theory would be to make you less attractive targets for the orcs, since you're badly wounded. I'm thinking defense here, not necessarily offense. We have enough offense in the rigging to win this as long as our defense doesn't fail us first.
IMHO we generally should be tring to make our bloodied folks unattractive targets for the orcs, either by moving them to places hard to hit, or by aiding their defenses if we can.OK, but moving them to places hard or impossible to hit seems like the better strategy when available. If our preference is that the orcs attack an unbloodied sailor, best for us if the unbloodied sailor is their only option.
4sigma
03-05-2009, 05:17 PM
OK, but moving them to places hard or impossible to hit seems like the better strategy when available. If our preference is that the orcs attack an unbloodied sailor, best for us if the unbloodied sailor is their only option.
Yes, I agree with that.
Gandalf
03-05-2009, 05:24 PM
Orc 1 regrets most of his decision to challenge the ADM’s recordkeeping. His little orc comrades are now dead again, after having inflicted little additional damage during their reappearance. He has a few extra hit points, but he’s still bloodied. Most important, he’s lost his pictures.
Making the best of a bad lot, he attacks Sailor 4. He knows Sailor 4 is bloodied, maybe he can take the sailor out. 11+8 hits, for 3+3. “The mosquitoes are bad here. I just felt another bite,” laughs Sailor 4.
Updated map and damage attached.
Duriel is up, then wonk, then Miss Take. Order could possibly be important (Duriel's action could depend on whether Big Orc 2 is blinded). Therefore if Miss Take posts an action before Duriel, then Duriel will be treated as in delay (which is unlikely to matter, but that's what I'm going to do.) Similarly if wonk uses an attack whose result could influence Duriel's action.
4sigma
03-05-2009, 06:57 PM
If Miss Take is going to attempt to blind an orc for us, delaying is recommended.
Blinded enemies grant combat advantage, which helps everyone hit them.
Gandalf
03-05-2009, 08:15 PM
If Miss Take is going to attempt to blind an orc for us, delaying is recommended.
Blinded enemies grant combat advantage, which helps everyone hit them.You mean wonk should delay? If so, :iatp:
For Duriel? Maybe; certainly if he is thinking of attacking Big Orc 2 (perhaps by shifting, then throwing a hand axe, though I personally think that shifting, then moving a long way away is better, in which case he doesn't need to delay).
In any case, it can't be bad for Miss Take to go ahead and take her turn, effectively putting Duriel and wonk in delay.
CindyLou Who
03-05-2009, 10:29 PM
This works for me...I'll go into delay until after Miss Take's turn.
Abused Student
03-06-2009, 09:03 AM
Miss Take has come down with a horrible cold and I am not sure when she will be up for posting.
ldancer911
03-06-2009, 09:05 AM
Ill shift and run away hoping to survive another round to throw my other hand axe.
Gandalf can decide where is best for me to move... I have to get work done :(
Gandalf
03-06-2009, 10:06 AM
Duriel waves to Big Orc 4, "I'm sure we'll meet again, fattie." He shifts to J7, moves to N12.
Hey, I'm checking in. Sorry was napping. Let me find my book, and I'll post.
OK, I suppose it doesn't matter where I start the blast, since I can only hit Big Orc 2.
Blinding Barrage on Big Orc 2, using my shuriken.
attack: 20!(that makes my head feel better)+10 vs AC
damage: 2+3+3+4+2 and target is blinded until end of my next turn (that means combat advantage)
Gandalf
03-06-2009, 10:29 AM
:tup: :kiss: Feel better.
Abused Student
03-06-2009, 10:29 AM
:tup: :kiss: Feel better.
:iatkiss:
Why is there NOTHING on tv? I must have 3000 channels. The ice cream place isn't open until 1. :(
Staying at home sucks.
Thanks for the :kiss:
Abused Student
03-06-2009, 10:39 AM
Not even any judge shows? That blows. Price is Right should be coming on.
CindyLou Who
03-06-2009, 12:57 PM
Eldritch Blast and Warlock's Curse on Big Orc 2.
Well, um, that sucks...3 + 5 + 1 + 2 = 11 vs Reflex. Big surprise if that hits.
CindyLou Who
03-06-2009, 12:58 PM
They have The Price is Right in the Underworld? I'll be durned.
Gandalf
03-06-2009, 01:01 PM
Hyena map for Miss TakeOK, I suppose it doesn't matter where I start the blast, since I can only hit Big Orc 2.
Blinding Barrage on Big Orc 2, using my shuriken.
attack: 20!(that makes my head feel better)+10 vs AC
damage: 2+3+3+4+2 and target is blinded until end of my next turn (that means combat advantage)That hits; Big Orc 2 is blinded.Eldritch Blast and Warlock's Curse on Big Orc 2.
Well, um, that sucks...3 + 5 + 1 + 2 = 11 vs Reflex. Big surprise if that hits.Since blinded, Big Orc 2 neither sees nor feels that attack.
Big Orcs, then sailors.
Gandalf
03-06-2009, 01:41 PM
Holy cow. In a display as unexpected as seeing a cow with an umbrella and galoshes would be, Big Orc 4 charges to M11 and attacks Duriel. How can that fattie move so quickly? 17+11+1 hits for 12+5+5 damage. Duriel is unconscious.
(Sorry, Duriel. At the time I had no idea they could move that quickly. But total defense wouldn't have saved you either. You would just be closer to potential healers.)
To get at Duriel, Big Orc 4 gave an oppotunity attack to Sailor 7, then Sailors 8 and 4. Sailor 7 15+10 hits for 4+4=8. Big Orc 4 wanted to retaliate, but found his character sheet didn't allow it. Sailor 8, 8+10 misses. Sailor 4, 4+10 misses.
Big Orc 2 takes 5 ongoing flameburst damage and 9 damage from starting next to the fireball. He stays next to the fireball, being unable to see anyone to confront. He makes a saving roll against the flameburst damage. Only a 5; damage continues.
Gots to save Duriel. Anyone have the ability for that?
I screwed up my damage. I forget with the 20 it's max. Cold drugs are bad on the brain.
so damage is 6+6+2+4+2
Never found Price is Right, but been watching judge shows for about 5 hours now. :clap:
Gandalf
03-06-2009, 02:55 PM
The sailors are ready to take advantage of Big Orc 2's blinding. They lift up their eyes to Miss Take in thanks, and are amazed and appreciative of what they see.
Sailor 6 attacks Big Orc 2. His 2+10+2 misses for an inauspicious start. He shifts to E6.
Sailor 2 seizes the opportunity to shift to F7, next to Sailor 1 again. He attacks with a 17+10+2; hitting for 3+4.
Inspired by how well Sailor 2 handled a sword, Sailor 1 attacks. Also a 17+10+2, this time for 1+4 damage.
Sailor 3 moves to G9, then rolls 10+10+2, for 4+4 damage.
Sailor 7 moves to F8, 14+10 hits for 3+4 damage. This Big Orc hasn't fallen, but he is really hurting.
The sailors are elated. They remember Big Orc 2 was bloodied at 100 and has now taken 187 damage. They realize that even with no more attacks, Hteb could leave the fireball in place and the ongoing flameburst plus the fireball damage would kill Big Orc 2. Sailors 3 and 7 would take ongoing damage as well, but it would be worth it.
Wait! Sailor 5 is waving furiously. "I already killed one Big Orc, and nearly died as a result. I want a shot at another." He moves to H8. 12+10+2 hits for 4+4 damage. Big Orc 2's eyes close permanently. The sailors celebrate. They knew Big Orc 2 had at most 200 hit points; killing him at 195 is even better. Now Hteb can use the fireball against Big Orc 4, without damage to Sailor 3 and Sailor 7.
:party: (free action)
There's still a little orc and an almost undamaged Big Orc to deal with (Big Orc 4 regained another 10 hp with his attack on Duriel).
The remaining sailors get down to the business of that little Orc.
Sailor 4 attacks Orc 1. 12+10 hits for 6+4. "Take that, Orc 1, in response to your puny attack on me!". Sailor 4 shifts to J5.
Sailor 8 attacks. "My turn to kill an orc!" 12+10 hits, but 1+4 doesn't finish the orc off.
Sailor 9 says "He hasn't gotten off yet". Sailors 1 and 2 are concerned about the apparent violation of "don't ask, don't tell", but then realize Sailor 9 is referring to Orc 1's still being alive. Sailor 9 moves to L6 and attacks. 9+10 is sufficient, as is 3+4. Orc 1 dies. The ADM, the frequent victim of Orc 1's audits, now fears only the IRS.
Sailor 10 remains at the wheel, one level above the main deck; Big Orc 4 and Duriel are below him. The stairs in L5:O5 and L18:O18 are the only access to the wheel and to all that shaded area around the wheel.
Gandalf
03-06-2009, 03:26 PM
:swear: The sailors celebrated slightly too early. The Big Orc 2 and Orc 1, are dead, but before he died Orc 1 had already sent this PM to the ADM (I sure hope I'm not banned for revealing PMs):
What about Big Orc 2's retaliatory attacks? He should be able to retaliate for them individually until he died. Send the Miss Take pictures, or give him those attacks.
No choice there, he gets the attacks. Since he's blinded, he suffers -5 to the attack rolls (targets have Total Concealment).
He misses Sailor 2 with a 7+11-5. He misses Sailor 1 with 11+11-5. He hits Sailor 3 with 16+11-5 for 10+5 and Sailor 7 for 12+5, bloodying him. He cannot retaliate against Sailor 5 since he is dead.
Even though Orc 1 is dead and can't complain any more, the ADM confirms that neither Sailor 3 nor Sailor 7 was bloodied at the time, so Big Orc 2 did not recover any hit points. He is dead.
Gandalf
03-06-2009, 03:47 PM
Hoping to achieve a little revenge for the downing of his fellow dwarf, Gimli fires his crossbow at Big Orc 4. 4+4. The bolt doesn't nearly reach Big Orc 4. Gimli encourages the women in the rigging to get that Orc with their ranged attacks.
Hteb is up, then Vonteras, Duriel, wonk, Miss Take. No more little orcs.
Updated map and damage attached.
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