Author Topic: Encounter 1 - Marauder Attack  (Read 18991 times)

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BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #80 on: February 19, 2010, 08:13:49 AM »
[spoiler]*sigh*, I guess I'll use another move action to get the creature's direction? Then I'll decide what to do with the rest of my turn. :)[/spoiler]
[spoiler]Currently at M18 :)[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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VennDygrem

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Re: Encounter 1 - Marauder Attack
« Reply #81 on: February 19, 2010, 01:48:32 PM »
Yamanu, concerned most about what the invisible spellcaster might do, leaves the safety of the trees in order to subvert the mage's plans.
[spoiler]Yamanu moves to L18. I might as well initiate Island of Blades too, though it doesn't help me in the immediate future. Might still be useful to have during the rest of the encounter. ;)

Also, Move Silently in case he's not still looking in my direction:
1d20(12)+18=30[/spoiler]

BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #82 on: February 19, 2010, 01:50:18 PM »
Agita is up next.
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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You caught a fish.  It was awesome.   :lol

Agita

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Re: Encounter 1 - Marauder Attack
« Reply #83 on: February 19, 2010, 04:17:16 PM »
"Caster!" the colonel barks after fighting off the sudden mental assault. "I'll leave you two breathers to your own. Yamanu! Can you hear him? Goldie, if you've got a spell to make people visible, now's the time!" Charging out of the mist, the throws herself at the slope on the side of the road and vanishes into it towards the source of the arcane muttering.

[spoiler]Double move: Move however far I can get in the general direction of the caster, or in the exact direction if Yamanu gives the colonel more exact coordinates. I've no idea how far I can get, though... I was never entirely clear on what happens when switching between two movement modes with different speeds in mid-move action. :P

Does Goldflower have Glitterdust? :bigeye That might be a help, though I'm not sure if it actually negates the total concealment or if it just helps to pinpoint people... in the latter case, it's probably unneeded. :P

Combat Stats
[spoiler]Hit Dice: 4d12+16
Hit Points: 26
Armor Class: 20 (10 +7 Armor +2 Dex +3 Natural -1 Trait -1 Flaw)
Touch AC: 10
Flatfooted AC: 20
Initiative: +8 (+2 Dex +2 Trait +4 Feat)
Base Attack Bonus: 4
Grapple: +8 (4 BAB +4 Str +0 Size)
Speed: 30' land; 15' burrow[/spoiler][/spoiler]
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #84 on: February 19, 2010, 04:26:59 PM »
[spoiler]Hope this is somewhat inline with what you were planning.

Quote
So normally you'd need to spend a move action to determine the direction, leaving you with one more move action; however, since I told you the direction due to your listen check, you do indeed have 2 move actions :)[/spoiler]

As the Colonel once again appears from the ground, she senses a smell somewhat similar to that of the warriors to her left. The enemy is right next to her.

[spoiler]You are currently in L17, you smell the caster in M18 (yes, you have higher ground).[/spoiler]
« Last Edit: February 19, 2010, 04:35:50 PM by BowenSilverclaw »
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #85 on: February 19, 2010, 04:33:14 PM »
The dual-wielding Hobgoblin in front of Kalal makes a sudden leap, and within the blink of an eye he's vanished into the brush to the side of the road.

OOC (to everyone):
[spoiler]BB jumps away to the North, succeeding on his tumble check to avoid AoO's.

Everyone, Spot checks please :).[/spoiler]

The Hobgoblin that has just emerged from the fog hurries down the slope by the side of the road and slashes at Goldflower with his sword, wounding the old Giantess.

OOC:
[spoiler]RW3 moves to N11.
Nanshork, you are hit for 7 points of damage.[/spoiler]


Saru (bearsarebrown) is next.
« Last Edit: February 19, 2010, 05:15:15 PM by BowenSilverclaw »
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

PhaedrusXY

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Re: Encounter 1 - Marauder Attack
« Reply #86 on: February 19, 2010, 04:55:43 PM »
[spoiler]Spot checks: Kalal; Mule
1d20+2=18, 1d20+6=9[/spoiler]

Kalal yells "Bah, you better run, you coward!" after the fleeing hobgoblin.
« Last Edit: February 19, 2010, 05:02:40 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Agita

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Re: Encounter 1 - Marauder Attack
« Reply #87 on: February 19, 2010, 04:57:32 PM »
[spoiler]Spot (1d20-1=14)[/spoiler]
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #88 on: February 19, 2010, 04:59:14 PM »
[spoiler]Spot checks: Kalal; Mule
1d20+2=18, 1d20+6=9[/spoiler]
[spoiler]Spot (1d20-1=14)[/spoiler]
OOC:
[spoiler]Both Harika and Kalal (and his mule) lose sight of the Hobgoblin.[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

bearsarebrown

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Re: Encounter 1 - Marauder Attack
« Reply #89 on: February 19, 2010, 05:17:03 PM »
[spoiler]Spot=38[/spoiler]

Saru makes a quick shift to the northwest and breaths a cone of ice hoping to trap the damned hound. He then says to his allies "Did anyone else see that ripple? Right by the crab?". He then remembers what he's learned from combat and makes an attempt to hide.

[spoiler]5ft step to K9 and breath Entangling Cone of Ice. Damage: 15*1/2=7, Duration=4
     DC22 for half.

Hide =16[/spoiler]
« Last Edit: February 19, 2010, 05:38:28 PM by bearsarebrown »

BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #90 on: February 19, 2010, 05:27:16 PM »
The hound yelps in pain as the blast of cold engulfs him, hampering his movement.

OOC/Spot (Saru):
[spoiler]Beastie made its Ref save, a 22 exactly.

You notice a faint ripple in the air at some distance to your east, almost like a mirage, but man-shaped. Location is M18.[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

VennDygrem

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Re: Encounter 1 - Marauder Attack
« Reply #91 on: February 19, 2010, 05:59:55 PM »
[spoiler]Spot from me as well. :P
1d20(20)+10=30[/spoiler]

BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #92 on: February 19, 2010, 06:18:55 PM »
[spoiler]Spot from me as well. :P
1d20(20)+10=30[/spoiler]
[spoiler]You notice a faint ripple in the air close to your north, almost like a mirage, but man-shaped. Location is M18. But you already knew that :P[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #93 on: February 19, 2010, 06:26:41 PM »
The Hound that just got up snaps its jaws at Kalal, just like his companion does at Goldflower. Only one of them hits, though.

OOC:
[spoiler]Goldflower is hit by HH1 for 9 points of damage (5 to Goldflower, 4 to Kalal)(HH1 moves to K11).

HH2 misses Kalal.[/spoiler]
« Last Edit: February 19, 2010, 06:57:18 PM by BowenSilverclaw »
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #94 on: February 19, 2010, 06:27:17 PM »
Phaedrus and Nanshork are up next :)
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

PhaedrusXY

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Re: Encounter 1 - Marauder Attack
« Reply #95 on: February 19, 2010, 06:47:11 PM »
[spoiler]Is the Hell-hound attacking Goldflower charge-able by Kalal? You didn't say where it is at exactly. If it is, he charges it. If not, he'll just move and attack it. I'm guessing it's probably in K11, in which case it should be chargeable for Kalal I think, but his mule won't be able to reach it.

I forgot to roll for which maneuver was granted last round. So I'll roll that first, and then roll for the one granted this round also.

1 Battle Leader's Charge
2 Foehammer
3 Mountain Hammer

1d3=3
1d2=2

So Mountain Hammer was granted last turn, then Foehammer at the end of this turn.[/spoiler]
Kalal wheels his mount and says "That's about enough of that, foul beast. You don't chomp on the lady and get away with it!"

Then he charges the hound menacing the mage, ignoring the one that was snapping at himself.
[spoiler]
Attack +12 (+8 normally, +2 charging, +1 aura, +1 higher ground), and he uses Mountain Hammer
1d20+12=17
Damage: 1d10+4+2d6=15[/spoiler]

Combat Stats
[spoiler]Hit Dice: 4d8+1d10+30
Hit Points: 56/59 (+4 in Delayed Damage pool)
Armor Class: 16 (10 +5 Armor +1 shield +2 Dex +3 Nat -1 Size -1 Trait -1 Flaw-2 Charging)
AC: 21 w/tower shield
Touch AC: 9
Flatfooted AC: 16 (19 w/ tower shield)
Initiative: +4 (+2 Dex +2 Trait)
Base Attack Bonus: 4
Grapple: +7 (4 BAB +3 Str)
Speed: 20' land; 10' burrow

Attacks
[spoiler]+8 Waraxe (two-handed)(1d10+4, 20/x3)
+6 Waraxe (one-handed w/tower shield)(1d10+3, 20/x3)
Sling +4 (1d4+3) (+2 w/tower shield)

Conditional modifiers to attacks:
+1 for being on higher ground (mounted vs. non-mounted enemy)
+1 morale from auras (w/in 30' of Yamanu or Col.)
-1 to -5 with Stone Power
+1 Furious Counterstrike[/spoiler]

Maneuvers/Stances Readied/Used/Granted
[spoiler]IL: 3

Crusader Stances
Iron Guard's Glare (DS1 stance, enemies you threaten get -4 attack penalty against your allies, but not you. Enemies know this instinctively.)

Crusader Maneuvers (Readied, Granted, Expended)
Vanguard Strike (DS1, no prereq, std, if strike hits allies gain +4 (unnamed) to attack target till next turn)
Leading the Attack (WR1, if strike hits allies gain +4 morale to attack target till next turn)
Battle Leader's Charge (WR2, full-round strike/charge, +10 damage, does not provoke for movement)
Tactical Strike (WR2, if strike hits +2d6 dmg and adjacent alllies can take a free 5' step)
Foehammer (DS2, +2d6 dmg, ignores DR)

Mountain Hammer (SD2, +2d6 dmg, ignores DR and hardness)(from Stone Dragon Belt)[/spoiler]
[/spoiler]
« Last Edit: February 20, 2010, 04:29:44 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

Nanshork

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Re: Encounter 1 - Marauder Attack
« Reply #96 on: February 19, 2010, 06:56:33 PM »
Directed by her friends, Goldflower moves backward a little and casts a spell to help them find the enemy mage.

[spoiler]
Horse five foot steps back.  I wish I wasn't on this thing anymore.

Glitterdust cast wherever I can hit the square it is in while hitting the least amount of hiding friends.  

Will save DC: 21 to avoid being blinded for 6 rounds.
[/spoiler]

Meanwhile, her crab goes after the hellhound that was attacking her.
[spoiler]
Attack: 7  Damage: 5
Attack: 25  Damage: 7


Hah, that looks like a hit!  Free grapple!

Grapple: 19 Constrict damage: 14
[/spoiler]

Crab stats (5 turns left)
[spoiler]
Fiendish monstrous crab, Medium
Medium Magical Beast (Extraplanar)

Hit Dice:3d8+12 (25 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+10
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 claws, +6 melee (1d6+4)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Constrict 2d6 +4, improved grab
Special Qualities:Amphibious, Low-light Vision, Scent, Darkvision 60 ft., Resistance to cold and fire 5, Spell resistance 8
Saves: Fort +6, Ref +1, Will +1
Abilities: Str  19, Dex 16, Con 16, Int 3, Wis  11, Cha 2
Skills: Hide +4, Spot +4
Feats:  Improved Grapple, Power Attack, ToughnessB
 
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Constrict (Ex): A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus
on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to
start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes
a hold and can constrict.

Monstrous crabs have a +4 racial bonus on grapple checks.

Amphibious (Ex): Although monstrous crabs are aquatic, they can survive indefinitely on land.

Skills: A monstrous crab has a +4 racial bonus on Hide and Spot checks.
[/spoiler]
My babies - A thread of random builds I've come up with over the years.
Notes to self

BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #97 on: February 19, 2010, 06:59:29 PM »
[spoiler]Is the Hell-hound attacking Goldflower charge-able by Kalal? You didn't say where it is at exactly. If it is, he charges it. If not, he'll just move and attack it. I'm guessing it's probably in K11, in which case it should be chargeable for Kalal I think, but his mule won't be able to reach it.

I forgot to roll for which maneuver was granted last round. So I'll roll that first, and then roll for the one granted this round also.

1 Battle Leader's Charge
2 Foehammer
3 Mountain Hammer

1d3=3
1d2=2

So Mountain Hammer was granted last turn, then Foehammer at the end of this turn.[/spoiler]
Kalal wheels his mount and says "That's about enough of that, foul beast. You don't chomp on the lady and get away with it!"

Then he charges the hound menacing the mage, ignoring the one that was snapping at himself.
[spoiler]
Attack +12 (+8 normally, +2 charging, +1 aura, +1 higher ground), and he uses Mountain Hammer
1d20+12=17
Damage: 1d10+4+2d6=15[/spoiler]

Combat Stats
[spoiler]Hit Dice: 4d8+1d10+30
Hit Points: 52/59
Armor Class: 16 (10 +5 Armor +1 shield +2 Dex +3 Nat -1 Size -1 Trait -1 Flaw-2 Charging)
AC: 21 w/tower shield
Touch AC: 9
Flatfooted AC: 16 (19 w/ tower shield)
Initiative: +4 (+2 Dex +2 Trait)
Base Attack Bonus: 4
Grapple: +7 (4 BAB +3 Str)
Speed: 20' land; 10' burrow

Maneuvers/Stances Known/Used/Granted
IL: 3

Crusader Stances
Iron Guard's Glare (DS1 stance, enemies you threaten get -4 attack penalty against your allies, but not you. Enemies know this instinctively.)

Crusader Maneuvers (Readied, Granted, Expended)
Vanguard Strike (DS1, no prereq, std, if strike hits allies gain +4 (unnamed) to attack target till next turn)
Leading the Attack (WR1, if strike hits allies gain +4 morale to attack target till next turn)
Battle Leader's Charge (WR2, full-round strike/charge, +10 damage, does not provoke for movement)
Tactical Strike (WR2, if strike hits +2d6 dmg and adjacent alllies can take a free 5' step)
Foehammer (DS2, +2d6 dmg, ignores DR)

Mountain Hammer (SD2, +2d6 dmg, ignores DR and hardness)(from Stone Dragon Belt)
[/spoiler]
[spoiler]Edited post, sorry 'bout that. Men and multitasking and all that ;)

Can you charge through an ally's square? If so, you can charge. If not, you can't.[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

PhaedrusXY

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Re: Encounter 1 - Marauder Attack
« Reply #98 on: February 19, 2010, 07:00:42 PM »
[spoiler]Can you charge through an ally's square? If so, you can charge. If not, you can't.[/spoiler]
[spoiler]No, but I do have reach. So I can stop 10 feet away and still hit the mutt on a charge, depending on where it is at.

Edit: If I can't charge it, I'll have the mule attack the one where I left, and then I'll have it just move me to position to attack the other one.
att: 1d20+5=13
dmg: ah hell, no way that hits...

Ah well, at least my stance will give them a -4 to hit Goldflower now...[/spoiler]
« Last Edit: February 19, 2010, 07:26:41 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

BowenSilverclaw

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Re: Encounter 1 - Marauder Attack
« Reply #99 on: February 20, 2010, 11:42:33 AM »
[spoiler]Can you charge through an ally's square? If so, you can charge. If not, you can't.[/spoiler]
[spoiler]No, but I do have reach. So I can stop 10 feet away and still hit the mutt on a charge, depending on where it is at.

Edit: If I can't charge it, I'll have the mule attack the one where I left, and then I'll have it just move me to position to attack the other one.
att: 1d20+5=13
dmg: ah hell, no way that hits...

Ah well, at least my stance will give them a -4 to hit Goldflower now...[/spoiler]
[spoiler]HH1 is currently at K11, completely forgot to mention that :banghead

So yeah, you can just barely pull of a charge :)[/spoiler]
As the dwarf and his mule charge the hound, the beast manages to deftly dodge the blow of the warrior's axe. The dog left behind by the warrior and his mount snaps at the mule with its fiery jaws, but his reach comes up short and he misses.
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol