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Playtime! => Retired PbP Games => Play by Post General => Eberron - Red Hand of Doom => : BowenSilverclaw July 22, 2010, 04:12:47 AM

: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 22, 2010, 04:12:47 AM
After having cut through part of the forest the previous day with Jorr's help, you finish your endeavour to reach the Dawn Way, the most likely place to encounter a goblinoid patrol, early the following day. During camp last night Jorr has informed you that aside from patrols similar to the one you encountered, he has also noticed the occasional Goblins mounted on Leopards used as fast scouts.

As you lay in wait along the side of the road, not unlike the Hobgoblin patrol that ambushed you not too long ago, you can feel the hot sun beating down on the landscape beneath, sweat dripping from your foreheads. Suddenly Jorr starts gesturing towards the north indicating that he sees something.




OOC:
Agita, Phaedrus, Nanshork & Risada: Please roll Hide, Move Silently, Listen, Spot and Initiative.
Venn: Please roll Initiative, saw your other rolls in the other thread :)
Everyone: You approached from the east, so please pick a location for yourself on the map below on the east side of the road and at row 12 or below (to make sure we can get the entire combat on the map :)).


MAP:
(http://i667.photobucket.com/albums/vv39/JoopKoenraads/Red%20Hand%20of%20Doom%20PbP/Encounter2GridNumbers2.jpg)

KAL=Kalal/Phaedrus
GOL=Goldflower/Nanshork
YAM=Yamanu/Venn
HAR=Harika/Agita
SCK=Sckhar/Risada
JOR=Jorr

Terrain:
Most of the forest squares are filled with light undergrowth (2 squares to enter, provides concealment) and trees (provide cover to creatures in the same square). The escarpment of the road cut is a steep slope covered by light undergrowth ) 4 squares to enter.
: Re: Encounter 2 - Ambush of the Good Kind
: Agita July 22, 2010, 08:31:08 AM
[spoiler]Hide, Move Silently, Listen, Spot, Initiative (1d20+2=4, 1d20+2=12, 1d20-1=12, 1d20-1=7, 1d20+8=10) (http://invisiblecastle.com/roller/view/2619174/)

Also note that Harika has scent, so she at least detects the presence of creatures.[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: Risada July 22, 2010, 09:58:54 AM
[SPOILER]
Hide, Move Silently, Spot and Init: 6, 11, 11, 3 (http://invisiblecastle.com/roller/view/2619227/)

Nat 1 on init. Nice :rollseyes

EDIT: positioned at Q12
[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 22, 2010, 10:14:44 AM
[spoiler]Hide, Move Silently, Listen, Spot, Initiative (1d20+2=4, 1d20+2=12, 1d20-1=12, 1d20-1=7, 1d20+8=10) (http://invisiblecastle.com/roller/view/2619174/)

Also note that Harika has scent, so she at least detects the presence of creatures.[/spoiler]
[SPOILER]
Hide, Move Silently, Spot and Init: 6, 11, 11, 3 (http://invisiblecastle.com/roller/view/2619227/)

Nat 1 on init. Nice :rollseyes
[/spoiler]
OOC:
[spoiler]Uh, guys? Your location on the map (see first post) please?[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 22, 2010, 01:04:26 PM
Kalal peers out from the rocky escarpment, trying to ignore the sweat beading on his brow.

[spoiler]Initiative: 1d20+4=20 (http://invisiblecastle.com/roller/view/2619341/)
Spot and Listen: 1d20+2=16, 1d20+2=4 (http://invisiblecastle.com/roller/view/2619342/)
Hide and MS:
1d20-13=0, 1d20-13=-4 (http://invisiblecastle.com/roller/view/2619343/)
You know... I'm going to go without the tower shield, actually. That makes his rolls 10 and 6 for Hide and MS, respectively

Kalal will start inside the ground at P12, with just his face and one ear peeking out of the rocks and rubble on the side of the embankment. He is not moving, and hopefully being almost completely buried will give him some kind of big circumstance bonus to hide. :P

Can he start in a stance, or do I need to use a swift action to enter one?

Roll for granted manuevers:

1 Vanguard Strike
2 Leading the Attack
3 Tactical Strike
4 Foehammer
5 Mountain Hammer

1d5=5 (http://invisiblecastle.com/roller/view/2619362/)
1d4=1 (http://invisiblecastle.com/roller/view/2619364/)

So Vanguard Strike and Mountain Hammer are granted.[/spoiler]

Combat Stats
[spoiler]Hit Dice: 4d8+1d10+30
Hit Points: 59/59 (0 in Delayed Damage pool)
Armor Class: 19 (10 +8 Armor +1 Dex +3 Nat -1 Size -1 Trait -1 Flaw) (not wearing a shield)
Touch AC: 8
Flatfooted AC: 18
Initiative: +4 (+2 Dex +2 Trait)
Base Attack Bonus: 4
Grapple: +7 (4 BAB +3 Str)
Speed: 20' land; 10' burrow

Maneuvers/Stances
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/Used/Granted
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]
: Re: Encounter 2 - Ambush of the Good Kind
: VennDygrem July 22, 2010, 01:07:35 PM
[spoiler]Initiative: 1d20(12)+10=22 (http://invisiblecastle.com/roller/view/2619373/)

I guess I could be at P15.
Scent-like hearing and such, too. With my listen check from before, I don't think anything's getting away unnoticed. :P

@Phaedrus: Typically, if you're not visible, wouldn't you get the same bonus to hide as from being Invisible? Since that's technically what you are. :)[/spoiler]

Combat Stats:
[spoiler]Hit Dice: 3d8+1d10+1d6+25
Hit Points: 54/54
Armor Class: 24 (10 +7 Armor +5 Dex +1 Size +2 NA -1 Misc)
Touch AC: 15
Flatfooted AC: 19
Initiative: +10 (+5 Dex + 5 misc)
Base Attack Bonus: 4
Grapple: +1 (4 BAB +1 Str -4 Size)
Speed: 20'

Notable equipment and effects:
Ring of the Darkhidden- Invisible to Darkvision
Island of Blades (Stance)- Yamanu and Allies flank whenever adjacent to the same enemies
Blackwheel Company Field Sargeant- Grant allies within 20 feet a +1 morale bonus on attack rolls and saving throws.
[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: Nanshork July 22, 2010, 02:39:59 PM
[spoiler]
Hide: 12; Move Silently: 19; Listen: 7; Spot: 0; Initiative: 17 (http://invisiblecastle.com/roller/view/2619507/)

I'm invisible!  :D

Location: Q-13

Using my combat stats as I'm assuming it hasn't been 10 hours since we visited the cabin.
[spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 22, 2010, 03:44:17 PM
Venn:
[spoiler]As you are waiting, your sensitive ears suddenly pick something up over the ridge in the west. Several creatures are coming close to cresting the ridge in the road there.

You may ready one action of your choosing.[/spoiler]


OOC: Map and the rest of the stuff such as surprise round details etc. will be up once I know Risada's position :)
: Re: Encounter 2 - Ambush of the Good Kind
: VennDygrem July 22, 2010, 05:16:53 PM
Whispered, Yamanu mutters, "They approach. I shall draw their attention and then disappear once again. They shall be confused, just how we want them."
[spoiler]Ready action to throw returning longknife when a markedly-hostile creature visibly approaches within 30 ft.

Attack:
[spoiler]
Vs. flat-footed opponent (no dex to AC), +2 invisibility bonus, -2 range increment, +1 PBS:
1d20(19)+13=32 (http://invisiblecastle.com/roller/view/2619685/) *Critical Threat*
Crit roll: 1d20(10)+13=23 (http://invisiblecastle.com/roller/view/2619692/)

Damage:
1d4(2)+2d6(1,1)+14=18 (http://invisiblecastle.com/roller/view/2619685/)
Possible crit damage:
1d4(3)+14=17 (http://invisiblecastle.com/roller/view/2619700/)

Total damage if critical hit: 35[/spoiler][/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 23, 2010, 12:20:07 AM
Kalal whispers "Kill the mounts. We want them alive, remember?"
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 23, 2010, 05:22:39 AM
Only seconds after Yamanu alerts you all to something he's heared and readies his deadly blade, you see a troop of four Goblins mounted on Leopards coming over the ridge in the road towards the west.
Three of the small creatures are wearing leather and wielding a bow, while the fourth is wearing a chain shirt with additional protection (OOC: chahar-aina & dastana). The big cats are wearing light studded leather barding for protection and move at a quick pace, all of the enemies apparently unaware of your presence until it is already too late.

As Yamanu tosses his blade with great precision, the front leopard, carrying the chain-wearing goblinoid, roars out in pain as the blade strikes true, blood flowing profusely from the creature's wound (OOC: Confirmed crit and SA for a total of 35 damage on BM's Leopard mount).


OOC: The party gets a surprise round before normal combat starts, so you can all take a single move or standard action.

MAP:
(http://i667.photobucket.com/albums/vv39/JoopKoenraads/Red%20Hand%20of%20Doom%20PbP/Encounter2GridNumbersStart5.jpg)


Initiative:
BM: 28 (mount acts on rider’s initiative)
Yamanu: 22
Kalal: 20
Goldflower: 17
LR: 12 (mounts act on riders’ initiative)
Harika: 10
Jorr: 7 (Cover)
Sckhar: 3

Seeing as this is a surprise round, feel free to post your action whenever you're online. Keeps it going and all that...


Good luck, guys :)
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 23, 2010, 11:57:35 AM
Kalal smiles grimly as he sees the knife lodge itself in the cat's neck. He bursts free from the rocks and earth concealing him, and roars as he launches himself at the wounded animal, trying to finish it off.

[spoiler]I don't guess you'd let me use "Battle Leader's Charge", would you? It is supposed to require a full-round action, but that's obviously because charging is normally a full round action. Assuming not. If so, add 10 to any damage he inflicts. Bah, I don't even have that readied, much less granted...  :banghead

Immediate action: Earth Devotion to ignore difficult terrain.
Standard action: "partial" charge to M12 and attacks BM's mount.
Att/Dmg (axe in two hands): 1d20+11=17, 1d10+4=12 (http://invisiblecastle.com/roller/view/2620667/)

He should threaten all of the goblins and their mounts from that spot, but might not be able to make an AoOs on them due to soft cover from BM. They'll still suffer the effects of Iron Guard's Glare if they don't move, though.

Forgot to roll for his new granted manuever:

Available:
1 Leading the Attack
2 Tactical Strike
3 Foehammer

1d3=1 (http://invisiblecastle.com/roller/view/2620717/)

So Leading the Attack is granted.

His Combat Stats are the same as in my last post, except his AC drops to 18 from charging, his attack increases by 3 (charging, morale), and he has also that maneuver granted.[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: Agita July 23, 2010, 12:34:27 PM
Almost in unison with Kalal, Harika leaps from the foliage, sword already in hand. Though she didn't choose an ideal hiding place and thus lacks enough momentum to execute an attack, she smiles confidently at the goblins now essentially trapped between her and Kalal.

[spoiler]Standard action: Move to K9. The slope shouldn't be a problem, as it can just be jumped down, right?

Unfortunately, I can't make a partial charge like Kalal did - they're too close (and I don't get to ingore difficult terrain). :(

Goldilocks, a summon in J10 would be neat to ensure that they're really trapped. :D

Combat Stats
[spoiler]Hit Dice: 5d12+20
Hit Points: 60
Armor Class: 20 (10 +7 Armor +2 Dex +3 Natural -1 Trait -1 Flaw) (22 vs. ranged)
Touch AC: 10 (12 vs. ranged)
Flatfooted AC: 20 (22 vs. ranged)
Initiative: +8 (+2 Dex +2 Trait +4 Feat)
Base Attack Bonus: 5
Grapple: +9 (5 BAB +4 Str +0 Size)
Speed: 30' land; 15' burrow

Maneuvers readied:
Moment of Perfect Mind
Mountain Hammer
Steel Wind
White Raven Tactics
[/spoiler][/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 23, 2010, 12:50:41 PM
Almost in unison with Kalal, Harika leaps from the foliage, sword already in hand. Though she didn't choose an ideal hiding place and thus lacks enough momentum to execute an attack, she smiles confidently at the goblins now essentially trapped between her and Kalal.

[spoiler]Standard action: Move to J9. The slope shouldn't be a problem, as it can jsut be jumped down, right?

Unfortunately, I can't make a partial charge like Kalal did - they're too close (and I don't get to ingore difficult terrain). :(

Goldilocks, a summon in J10 would be neat to ensure that they're really trapped. :D[/spoiler]
OOC:
[spoiler]DC 10 Jump check to cover the distance, but Harika automatically succeeds on that, so no biggie :)[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 23, 2010, 01:03:18 PM
As Kalal charges out of the dirt one could almost see a look of horror on the beast's face, as if it knew that its time was up. At the end of his lunge, the dwarf warrior manages to bury his axe in the cat's skull, it's body going numb and slumping to the ground.

Although obviously shocked by the sudden attack, its rider manages to avoid ending up underneath his mount, and is now standing infront of the axe-wielding dwarf, obviously nervous of what is to come.


OOC:
[spoiler]No, no Battle Leader's Charge, but you didn't need it anyway ;)[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 23, 2010, 01:06:51 PM
Kalal says "Let's see how you stinkin' goblins like this ambush!!"
: Re: Encounter 2 - Ambush of the Good Kind
: VennDygrem July 23, 2010, 01:43:20 PM
[spoiler]By the way, these are the maneuvers I wanted to have readied:
Distracting Ember (DW 1) - (Boost) Conjure a small Fire Elemental up to 30 ft. away that can flank with you, but can not make attacks.
Fire Riposte (DW 2) - (Counter) When a creature successfully strikes you with a melee or natural weapon, make an immediate melee touch attack. Success deals 4d6 points of fire damage.
Cloak of Deception (SH 1) - (Boost) Turn invisible (as greater invisibility) until end of the turn.
Shadow Jaunt (SH 2) - As a standard action, teleport 50 ft. within line of sight/effect.[/spoiler]
As the longknife returns to his hand, Yamanu suddenly disappears from the goblins' view, reappearing in the trees behind them.
[spoiler]Using Shadow Jaunt to teleport 50 ft., hopefully to M7, or otherwise as close to there as possible, so that Yamanu can hide in the trees and attack unseen. :)

new Hide check:
1d20(17)+18=35 (http://invisiblecastle.com/roller/view/2620745/)[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 23, 2010, 01:48:45 PM
[spoiler]By the way, these are the maneuvers I wanted to have readied:
Distracting Ember (DW 1) - (Boost) Conjure a small Fire Elemental up to 30 ft. away that can flank with you, but can not make attacks.
Fire Riposte (DW 2) - (Counter) When a creature successfully strikes you with a melee or natural weapon, make an immediate melee touch attack. Success deals 4d6 points of fire damage.
Cloak of Deception (SH 1) - (Boost) Turn invisible (as greater invisibility) until end of the turn.
Shadow Jaunt (SH 2) - As a standard action, teleport 50 ft. within line of sight/effect.[/spoiler]
As the longknife returns to his hand, Yamanu suddenly disappears from the goblins' view, reappearing in the trees behind them.
[spoiler]Using Shadow Jaunt to teleport 50 ft., hopefully to M7, or otherwise as close to there as possible, so that Yamanu can hide in the trees and attack unseen. :)

new Hide check:
1d20(17)+18=35 (http://invisiblecastle.com/roller/view/2620745/)[/spoiler]

OOC:
[spoiler]Yeah, that's fine. And yes, you can reach M7, Hide check noted :)[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: Nanshork July 23, 2010, 03:05:55 PM
Goldflower quickly summons a giant centipede to block the enemys retreat.  It lashes out at the rear goblin.

[spoiler]
Fiendish monstrous centipede, Large summoned where it is in the square of J-10.

Centipede attacks rear goblin.
Attack: 23 Damage: 9 (http://invisiblecastle.com/roller/view/2620798/)
If it hits the goblin needs to make a DC 17 fortitude save or take 1d4 dex damage.
[/spoiler]


Centipede stats
[spoiler]
Fiendish monstrous centipede, Large
Large Magical Beast (Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Bite +5 melee (1d8+3 plus poison)
Full Attack: Bite +5 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., Resistance to cold and fire 5, Spell resistance 8
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 17, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +6, Spot +4
Feats: Spit Venom, Ability Focus: Venom, Weapon FinesseB

Poison (Ex): A monstrous centipede has a poisonous bite. Fortitude Save DC 17, 1d4 Dex damage. The save DCs are Consitution-based. The indicated damage is both initial and secondary damage.  This can be used as a ranged touch attack with a range of 30’.

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.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.
[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 23, 2010, 03:33:39 PM
Squealing in pain, the goblin tries to get out of the centipede's fangs, but it's already to late to prevent the poison from doing its work.

OOC: 9 damage and 1 Dex damage for LR3.


Taking advantage of the confusion of the ambush, Jorr takes a shot at one of the mounts, an arrow getting embedded in the beast's shoulder.

OOC:
[spoiler]Attack on LR1's mount:
Attack 31 (1 short of a crit :P); Damage 19 (http://invisiblecastle.com/roller/view/2621623/)[/spoiler]

19 damage for LR1's mount.
: Re: Encounter 2 - Ambush of the Good Kind
: Risada July 24, 2010, 09:57:55 AM
Sckhar grabs his horn, takes a deep breath, and begin blowing his horn (http://www.youtube.com/watch?v=azKaZUfPOJ4)...

[spoiler]
Standard Action: Inspire Courage (without Inspirational Boost  :rollseyes): +2 to hit/damage

Immediate Action: activates Badge of Valor, for a +1 on that, making it +3 on att/dmg, and +1 on saves against charms.


Edit: Added one usage of Badge of Valor...
[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 24, 2010, 11:05:58 AM
ROUND 1:

The Goblin in front of Kalal starts chanting loudly in an attempt to be heard over Sckhar’s horn, and swiftly jumps onto the back of the leopard of his compatriot (Ride: 28; free action to mount LR1’s Leopard), but in doing so leaves open his defenses (Tumble 10).

Kalal gets an Attack of opportunity against BM.

He then drops his backpack in an attempt to lighten the encumbered beast’s load.



MAP:
(http://i667.photobucket.com/albums/vv39/JoopKoenraads/Red%20Hand%20of%20Doom%20PbP/Encounter2Round1.jpg)


Initiative:
BM: 28 (mount acts on rider’s initiative)(Inspire Courage)
Yamanu: 22 (Cover)
Kalal: 20
Goldflower: 17
LR: 12 (mounts act on riders’ initiative)
Harika: 10
Jorr: 7 (Cover)
Sckhar: 3

Venn, Phaedrus and Nanshork, go ahead :)
: Re: Encounter 2 - Ambush of the Good Kind
: VennDygrem July 24, 2010, 01:17:14 PM
Yamanu shifts his position slightly, then unleashes metalline death upon the riders' mounts, his longknife and two keenly-aimed daggers raining down on the foes.
[spoiler]Are the trees difficult terrain while I'm already in them, or just to enter the wooded area? If the latter, I'll take a 5-ft step to N8, otherwise I'll just have to stay put.

Attacking LR2's mount first, and if it goes down, LR1's mount (and so-on for LR3 if necessary). Opponents are flat-footed as they have yet to act this round.
Using Rapid Shot and TWF for 3 total attacks.

1d20(11)+13=24
1d20(8)+12=20
1d20(17)+12=29 (http://invisiblecastle.com/roller/view/2621820/)

Damage:
1d4(1)+2d6(3,3)+17=24
1d3(2)+2d6(4,1)+14=21
1d3(2)+2d6(5,2)+14=23 (http://invisiblecastle.com/roller/view/2621827/)

Free Action: Grab another dagger in off-hand
I'll tell ya what though, Something is dead now. :lol

Also, thank goodness for our wonderful new Bardic companion! Truly, you have made this Death Volley possible. :D
[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 24, 2010, 01:43:37 PM
[spoiler]Every square in the woods is difficult terrain at a cost of 2 squares for each 1 square moved.[/spoiler]

With his deadly hail of knives Yamanu manages to kill both of the cats in one volley.

OOC: LR2's mount and LR1's mount are both dead.
: Re: Encounter 2 - Ambush of the Good Kind
: VennDygrem July 24, 2010, 03:06:00 PM
[spoiler]
LR1's mount has taken 23 points of damage.

After Jorr's 19 damage, so the thing's taken 42 points of damage so far. Man, these are tough leopards. :P
Also, noted on the difficult terrain thing.[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 24, 2010, 03:30:20 PM
[spoiler]
LR1's mount has taken 23 points of damage.

After Jorr's 19 damage, so the thing's taken 42 points of damage so far. Man, these are tough leopards. :P
Also, noted on the difficult terrain thing.[/spoiler]
[spoiler]Forgot about Jorr again :embarrassed[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 25, 2010, 12:29:45 AM
Kalal smiles grimly at the goblin's lapse in defenses, and drives his axe home, deciding to go for blood rather than just immobilize the creature.

[spoiler]att; dmg 1d20+13=29, 1d20+7=10 (http://invisiblecastle.com/roller/view/2622467/)

Edit: Ah fuck. I rolled 1d20 for damage...
1d10+7=15 (http://invisiblecastle.com/roller/view/2622794/)

and I got a better roll with the d10, lol[/spoiler]

Then after Yamanu's volley of death kills the mounts he says "Leaving so fast?" and swings his axe at the same goblin again. As he swings, he takes a small step to stand over his enemies fallen mount, to better threaten all of the goblins.

[spoiler]Mountain Hammer this bastard.

1d20+13=14, 1d20+7=13 (http://invisiblecastle.com/roller/view/2622476/)
ah crap. Not bothering with the extra damage.

5' step to L11.

Roll for manuevers granted:
1 Tactical Strike
2 Foehammer

1d2=1 (http://invisiblecastle.com/roller/view/2622482/)

So Tactical Strike granted. Only Foehammer ungranted, and Mountain Hammer expended.
[/spoiler]


: Re: Encounter 2 - Ambush of the Good Kind
: Nanshork July 25, 2010, 02:12:52 AM
Goldflower smiles to herself, satisfied as she invisibly watches the battle.  Her little cutie pie bites at the goblin again.

[spoiler]
Centipede Attack: 10 Damage: 12 (http://invisiblecastle.com/roller/view/2622728/)

Aww. :(
[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 25, 2010, 06:08:30 AM
Although the heavier armored Goblin screams out in pain as he is hit by Kalal's attack, both he and his companion manage to avoid the bulk of the body of their dead mount only a second later and end up on the ground without much trouble. The chain-wearing goblin even manages to find enough balance and stable footing to avoid the dwarf's axe hitting him a second time. His compatriot manages to deftly avoid the fangs of Goldflower's centipede monster.

OOC: BM takes one hit (AoO) for 15 damage.
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 25, 2010, 06:54:39 AM
The first of the goblins heads into the woods and throws a brown bag at the dangerous dwarven warrior, its contents revealing itself as a sticky goo quickly covering the dwarf and the ground beneath him.

OOC: LR2 moves to N9, provoking an AoO from both the Colonel and Kalal.

Kalal is hit by a Tanglefoot Bag. Phaedrus, please make a DC 15 Reflex save.
Kalal is Entangled: -2 attack, -4 Dex, move at half speed, cannot run or charge, Concentration DC 15+spell level to cast a spell (even on a succesful save these conditions apply).
On a failed save Kalal is glued to the floor and unable to move (previously mentioned entangled conditions still apply)(DC 17 Str check to break free or deal 15 points of damage to the goo with a slashing damage (auto-hit, no attack roll needed)).
Once free, Kalal can move at half speed and cast spells with a DC 15 Concentration check.
The remaining goo becomes brittle and falls of, losing any remaining effectiveness, after 2d4=4  rounds.


The first of the goblins attempts to get away from the fray, but is quickly cut down by the Colonel's sword.

OOC: LR2 is unconscious.


The second of the goblins heads into the woods on the other side of the road and throws the same kind of bag filled with a gluelike substance as his companion, this one aimed at the Karrnathi officer.

OOC: LR1 moves to J13, provoking an AoO from both Goldflower’s Centipede and Kalal.

The Colonel is hit by a Tanglefoot Bag. Agita, please make a DC 15 Reflex save.
The Colonel is Entangled: -2 attack, -4 Dex, move at half speed, cannot run or charge, Concentration DC 15+spell level to cast a spell (even on a succesful save these conditions apply).
On a failed save the Colonel is glued to the floor and unable to move (previously mentioned entangled conditions still apply)(DC 17 Str check to break free or deal 15 points of damage to the goo with a slashing damage (auto-hit, no attack roll needed)).
Once free, the Colonel can move at half speed and cast spells with a DC 15 Concentration check.
The remaining goo becomes brittle and falls of, losing any remaining effectiveness, after 2d4=4  rounds.


His companion doesn't fair any better as the dwarven warrior Kalal cuts the legs from underneath him.

OOC: LR1 is unconscious.


After the chain-wearing goblin snaps a quick order, the goblin who still has a living mount attempts to make a run for it, back to the west, hanging along the side of his leopard which bursts into a sudden sprint and attempts to dash right between the Colonel and Goldflower's pet.

However, after taking care of the other goblin, Kalal effortlessly hooks his axe behind the beast's legs and prevents it from getting away.




OOC: Kalal, the Colonel and Goldflower’s Centipede may make an AoO against LR3's mount (but not LR3 himself, since he has cover). If they survive, LR3 and his mount end their turn off the map.


Agita and Risada, go ahead.
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 25, 2010, 07:04:34 AM
"Going for a kill anyway, huh?" Jorr smirks as he unleashes a volley at the still chanting goblinoid and the goblinoid heading closer to him. The skald's body slumps to the floor after a swift arrow through the back of the neck while the other goblin curses in his native tongue as an arrow penetrates his shoulder.

OOC:
[spoiler]Rapid Shot at BM and LR1:
Attacks/Damage: 24,27/21,17 (http://invisiblecastle.com/roller/view/2622966/)[/spoiler]
BM is deadunconscious, LR1 has taken 17 points of damage.
: Re: Encounter 2 - Ambush of the Good Kind
: Agita July 25, 2010, 09:47:20 AM
"Not so fast, boy." As the goblin retreats, the colonel swings her sword after him in a wide, horizontal arc. Unfortunately for the goblin, the soldier's sword-arm is faster than he is, and small arcs of electricity play around the sword and his armor as it bloodily rips through his side.

[spoiler]AoO: Full Power Attack. +3 to hit, +3 damage from Sckhar's IC.
AoO vs. LR2 (1d20+12-5=24, 2d6+20=25) (http://invisiblecastle.com/roller/view/2623100/)
I assume that hits, so LR2 takes 25 damage, one of which is electricity. [/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 25, 2010, 09:54:58 AM
The goblin lets out a final deathscream before falling to the ground in an unceremonious heap of bleeding flesh.

OOC: LR2 is unconscious.
: Re: Encounter 2 - Ambush of the Good Kind
: Risada July 25, 2010, 12:28:55 PM
Sckhar stops blowing his horn and decides to join the fray with his longsword.

"Hey guys, leave some to me!"

[spoiler]
Move: Move to N12
Standard: Attack at j13: 1d20+10=19; 1d8+7=9 (http://www.nicovideo.jp/watch/sm11474726)

Inspire courage: 5 rounds left

Edit: fixed my movement...
[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: Nanshork July 25, 2010, 04:33:39 PM
The centipede lashes out in response to its enemies movements.

[spoiler]
AoO versus LR1
Hit: 17 Damage: 12 (http://invisiblecastle.com/roller/view/2623416/)
DC 17 fortitude save vs. 1d4 dex damage on hit

AoO versus mount
Hit: 16 Damage: 9 (http://invisiblecastle.com/roller/view/2623418/)
DC 17 fortitude save vs. 1d4 dex damage on hit
[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 25, 2010, 11:55:30 PM
[spoiler]What does LR3 have cover from? His mount? Doesn't that preclude him from throwing a tanglefoot bag this round, then?

Have LR3 or his mount been injured?

Will post actions after I get a reply. Kalal has enough AoOs left to hit them both, if that's an option.

Edit: Ah fuck, here are the rolls. Don't want to slow things down. Just disregard the ones you don't need.

Stand Still vs. Mount: 1d20+11=28, 1d10+7=9 (http://invisiblecastle.com/roller/view/2624170/)
It has to make a DC 17 Reflex save or it can't move.

Lethal attack vs. goblin: 1d20+13=29, 1d10+7=13 (http://invisiblecastle.com/roller/view/2624174/)[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 26, 2010, 03:36:16 AM
Sckhar stops blowing his horn and decides to join the fray with his longsword.

"Hey guys, leave some to me!"

[spoiler]
Move: Move to K13
Standard: Attack at j13: 1d20+10=19; 1d8+7=9 (http://www.nicovideo.jp/watch/sm11474726)

Inspire courage: 5 rounds left
[/spoiler]
[spoiler]Have you read the blurb about terrain and movement cost in the first post of the thread? You can't move there in one move action.

Feel free to edit your action after I get the results of Phaedrus' AoO up :)[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 26, 2010, 03:41:05 AM
As the Goblin tries to make a run for cover to attack the band of brave adventurers he suddenly feels hiss legs crumple beneath him from a mighty blow by Kalal's axe. As he lets out a shriek he falls to the floor, remaining motionless.

OOC: LR1 is unconscious.


After his onslaught on the Goblin the dwarven warrior manages to hook one of the hind legs of the remaining Leopard, preventing the beast from getting away.

OOC: Stand Still succesful, LR3 and his mount remain where they are.



: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 26, 2010, 10:40:50 AM
[spoiler]I actually screwed the DC up. It should have been 19, not 17. Glad to see it didn't matter. :P[/spoiler]As he hooks the goblin's mount, checking its movement, Kalal says to him "Not so fast, Shorty! This might be a good time for you to start begging for mercy, though."
: Re: Encounter 2 - Ambush of the Good Kind
: Agita July 26, 2010, 12:57:07 PM
"Actually, you might want to save your breath for now." The colonel smiles, standing in front of the impeded goblin and his mount. "It can get pretty hard to breathe when someone does this to you." Harika then raises her sword high over her head, flicking droplets of goblin blood into the air, and brings it down with bone-shattering force, cutting through the goblin and his mount in one fell strike.

[spoiler]Swift action: Shift to Punishing Stance. -2 AC, +1d6 to damage.

Standard action: Steel Wind on the goblin and his mount - one attack for each. No Power Attack.
Steel Wind attack, damage: LR3, Mount (1d20+13=18, 3d6+8=24, 1d20+13=19, 3d6+8=22) (http://invisiblecastle.com/roller/view/2624774/)
I have no idea if that hits, but it seems a bit low, so I'm going to spend an Action Point on the attack against LR3. Action point (1d6=4) (http://invisiblecastle.com/roller/view/2624777/)
Attack vs. LR3 hits AC 22 for 24 damage, vs. mount hits AC 19 for 22 damage.
Note: I realized yesterday that I hadn't counted the +1 to hit/damage from my magic greatsword. Possibly because I'd forgotten to update my attack options section with her new BAB after she leveled.
Fake edit: Actually, I forgot the Inspire Courage damage bonus on the damage rolls (but not the attack rolls). Both should be 3 higher.

Combat Stats
[spoiler]Hit Dice: 5d12+20
Hit Points: 60
Armor Class: 18 (10 +7 Armor +2 Dex +3 Natural -1 Trait -1 Flaw -2 Stance) (20 vs. ranged)
Touch AC: 8 (10 vs. ranged)
Flatfooted AC: 18 (20 vs. ranged)
Initiative: +8 (+2 Dex +2 Trait +4 Feat)
Base Attack Bonus: 5
Grapple: +9 (5 BAB +4 Str +0 Size)
Speed: 30' land; 15' burrow

Maneuvers readied:
Moment of Perfect Mind
Mountain Hammer
Steel Wind
White Raven Tactics
[/spoiler][/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 26, 2010, 01:14:06 PM
[spoiler]Don't forget the flanking bonus. I forgot it earlier on my attacks. :P[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 26, 2010, 01:18:34 PM
With one fell swoop the Colonel slices right through the goblin and into his mount, gravely wounding the beast, which snarls in pain.

OOC: LR3 is dead, his mount takes 25 damage and is still conscious.
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 26, 2010, 01:39:05 PM
Kalal exclaims "By the gods, Harika! I thought we wanted to keep some of them alive to interrogate!"
: Re: Encounter 2 - Ambush of the Good Kind
: Agita July 26, 2010, 01:46:32 PM
"Calm down, dwarf. There's a difference between 'dead' and 'bleeding to death', in that the latter is easier to heal. This one's gone, but three should be enough. Don't worry, I have some band-aids in my pack."
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 26, 2010, 03:24:16 PM
"We'll see. It's not obvious that any of them are alive." Kalal says, and starts checking the goblins for pulses.

He ignores the large cat in front of him, assuming it will flee now that it's alone and riderless. If it doesn't, he's happy to ventilate it's skull if necessary.

He sacrifices his prepared No Light spells to cast Cure Minor Wounds and stabilize a couple of the goblins.
: Re: Encounter 2 - Ambush of the Good Kind
: VennDygrem July 26, 2010, 04:15:02 PM
Yamanu remains hidden, watching the events and maintaining the advantage of not being known by his enemies.
[spoiler]New Hide check presumably required after the last attack:
1d20(19)+18=37 (http://invisiblecastle.com/roller/view/2624975/)[/spoiler]
: Re: Encounter 2 - Ambush of the Good Kind
: PhaedrusXY July 26, 2010, 04:19:54 PM
"So now we try to get these bleeding bastards back to Jorr's cabin without being spotted? Or are we going to do this interrogation somewhere closer by? All we need is something relatively private, like a cave or something...

Someone want to disarm and search these fools, while we're at it?"
: Re: Encounter 2 - Ambush of the Good Kind
: BowenSilverclaw July 26, 2010, 04:26:51 PM
After dealing a swift killing blow to the remaining leopard, you turn your attention to the unconscious goblins lying scattered across the road.


OOC: Please head back to the regular IC thread for interrogation etc.