View Full Version : Combat 1-2 - Ogre Bombadier
Black Plauge
30th of December, 2009, 13:31
Enemies
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2993&stc=1&d=1262143659
Ogre
HP 111; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2994&stc=1&d=1262143659
Hobgoblin Archer 1 (blue)
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Hobgoblin Archer 2 (red)
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Black Plauge
30th of December, 2009, 13:34
Initiative:
Taraka: [roll5]
Ogre: [roll0]
Hobgoblin Archers: [roll1]
Ril: [roll4]
Lorien: [roll2]
Balam: [roll3]
Mercutio
31st of December, 2009, 12:45
Move Action - Move forward 5 squares and diagonal northeast 1 square. (should be right in the middle of the road, even with the northern door of the Barbershop)
Move Action - Corbin--the tiger--moves north 6 squares. (should be right in the middle of the road, even with the southern door of the Barbershop)
Minor Action - Tiger roars, announcing approach
Black Plauge
1st of January, 2010, 03:20
The ogre proceeds out into the intersection, and throws a cask towards Taraka. Origin square is east ([roll0]), [roll1] squares away from Taraka. This creates a burst 1 attack: [roll2] (no target), [roll3] (no target) vs. Ref. [roll4] damage. All squares in burst are now aflame (1d6 fire damage to any creature which enters or starts its turn in said square).
Hobgoblin Archer 1 reloads the ogre (standard to light a new cask, minor to pick it up, minor to hand it to the ogre).
Hobgoblin Archer 2 shoots Taraka. [roll5] vs. AC. [roll6] damage and Hobgoblin Archer 1 gains a +2 bonus on its next ranged attack roll against Taraka.
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2993&stc=1&d=1262143659
Ogre
HP 111; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2994&stc=1&d=1262143659
Hobgoblin Archer 1 (blue)
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Hobgoblin Archer 2 (red)
HP 39; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Initiative:
Ril
Lorien
Balam
*Round 2*
Taraka
Ogre
Hobgoblin Archers
treehouse
2nd of January, 2010, 13:55
Two move actions directly north, ending 6 squares above Taraka.
zachol
2nd of January, 2010, 14:34
Move: NEish to end one square left of the tiger (adjacent SW to Taraka)
Extra Move: N 4 squares
Minor: words of friendship; effect +5 to diplomacy check
Standard: stirring shout on ogre; [roll0] vs will; on hit [roll1] psychic damage; effect until the end of the encounter, whenever an ally hits the target, that ally regains 4 hit points
Include in shout a diplomacy check [roll2] to encourage NPCs to congregate on ogre
"Ogre near the center of town,
strike it fast and hard!
To save your home of Brindol!"
[Don't look at me like that. I'm not a poet! What do you want! Arrghh...]
Scythe
6th of January, 2010, 14:58
Move Action + Extra Move Action: Balam will move 7N and 3NE
Standard Action: Phantom Bolt on Ogre, [roll0] vs. Will for [roll1] psychic damage; if attack hits, target slides 1N; if attack hits, Balam gains combat advantage against the ogre until the end of Balam's next turn.
Mercutio
7th of January, 2010, 01:04
Move Action + Extra Move Action to square just SE of Ogre
Minor Action - Designate Ogre as Hunter's Quarry
Standard Action - Attack Ogre with Enclose the Prey [roll0] vs AC. If it hits, it does [roll1] + [roll2] damage.
Effect - Corbin shifts 2 squares north.
What a wasted damage roll! WTF!
Black Plauge
8th of January, 2010, 04:53
Fire spreads.
Ogre attacks Taraka with his club, using Angry Smash. [roll0] or [roll1] (use higher result) vs. AC. [roll2] damage.
Pitch cask self ignites on a 1: [roll3].
Hobgoblin 1 shoots Taraka. [roll4] vs. AC. [roll5] damage and Hobgoblin 2 gets a +2 bonus on its next ranged attack roll against Taraka.
Hobgoblin 2 shoots Taraka. [roll6] (+2 if hobgoblin 1 hit) vs. AC. [roll7] damage and Hobgoblin 1 gets a +2 bonus on its next ranged attack roll against Taraka.
Black Plauge
8th of January, 2010, 04:56
Pitch cask origin square: [roll0] (SW square of ogre's space)
Pitch cask attacks: [roll1] (ogre), [roll2] (Hobgoblin 1), [roll3] (Hobgoblin 2)
Pitch cask damage: [roll4]
Black Plauge
8th of January, 2010, 05:11
Hobgoblin 1 takes [roll0] fire damage from starting in square on fire. He moves out of that square on his turn.
Hobgoblin 2 takes [roll1] fire damage from starting in square on fire. He moves out of that square on his turn.
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2993&stc=1&d=1262143659
Ogre
HP 92; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16
Party members who hit ogre regain 4 hit points.
Granting combat advantage to Balam.
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2994&stc=1&d=1262143659
Hobgoblin Archer 1 (blue)
HP 31; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Hobgoblin Archer 2 (red)
HP 37; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Wagon has taken 2 fire damage.
Initiative:
Ril
Lorien
Balam
*Round 3*
Taraka
Ogre
Hobgoblin Archers
zachol
12th of January, 2010, 07:43
Standard: focused sound vs bombardier [roll0] vs Reflex (hit), on hit [roll1] thunder damage, and until end of my next turn all attacks against bombardier crit on 18-20.
Move: 2 squares diagonally NE, 1 sq N
Extra standard action: jinx shot vs archer 1, [roll2] vs AC (hit! woo!), on hit [roll3] damage, and falls prone with next missed shot before end of my next turn
Minor: majestic word on Taraka; he can spend a healing surge (+4 bonus, so 10 total), and slide 1 square (if I have to choose, um... south?)
Edit: hit bombardier, so would gain 4 hp (pretty sure I'm at full health, though?)
Edit:
HP 24
Conditions none
treehouse
12th of January, 2010, 07:51
Move: 3 squares north, 1 square northwest
Attack: Basic attack on archer #1 - [roll0] vs. AC, [roll1] damage.
Scythe
13th of January, 2010, 11:02
Move: 1W + 5N
Standard Action: Phantom Bolt on Red [roll0] vs. Will for [roll1] psychic damage; if attack hits, Red slides 1S and Balam has combat advantage against it until the end of his next turn
Extra Standard Action: Grasping Shadows between Red and Ogre, both are targeted; Ogre [roll2] Red [roll3](+2 if the Phantom Bolt hit Red) vs. Will for [roll4] psychic damage; if the targets are hit, they are slowed until the end Balam's next turn; the attack creates a zone (Burst 1) that lasts until the end of Balam's next turn. Each creature that enters the zone takes psychic 4 damage and is slowed until the end of it’s next turn.
Mercutio
14th of January, 2010, 02:07
Minor Action: Longtooth Shifting - +2 to damage rolls, Regeneration 2 until no longer bloodied
Standard Action: Circling Strike on Ogre [roll0] vs AC for [roll1] + [roll2] damage
Effect: Corbin shifts north 1 space
Extra Standard Action: Hit and Run on Ogre [roll3] vs AC for [roll4] damage.
Effect: Moving from first adjacent square doesn't provoke Opportunity Attack.
Move Action: Move south 6 squares
HP 10 (Bloodied)
Longtooth Shifting (Regeneration 2), Damage Rolls +2
Mercutio
14th of January, 2010, 03:33
Before moving
Use Action Point for an extra Standard Action
Action Point: Hit and Run on Ogre vs AC for [roll1] + [roll] 1d8
Continue with Effect and Move Action from above post
treehouse
14th of January, 2010, 04:30
(ignore my first post completely)
Standard Action: charge ogre, ending 5 squares north of current position. Basic Attack with bonus [roll0] vs. AC, [roll1] damage.
IF ogre's attack of opportunity hits Lorien -
Extra Standard Action: Use Comeback Strike [roll2] vs. AC, [roll3] damage. Effect: use a healing surge.
OTHERWISE -
Extra Standard Action: Basic Attack [roll4] vs. AC, [roll5] damage.
Yes, I realize I'm standing in fire...
Black Plauge
14th of January, 2010, 05:08
Ogre does not have threatening reach, thus Lorien's charge does not provoke an OA.
Fire deals [roll0] damage to Lorien, Ogre, & Cart.
Fire spreads.
Black Plauge
14th of January, 2010, 05:18
Cart has taken 5 damage and begins exploding. Burst 3 centered on SW square ([roll0]). [roll1] (ogre), [roll2] (no target), [roll3] (no target) vs. Reflex. [roll4] fire damage. 5 fire damage on miss.
Note: Cart has not finished exploding and will continue to do so for 3 more rounds.
Ogre starts to detatch himself from the cart.
Hobgoblin 1 attacks Lorien. [roll5] vs. AC. [roll6] damage. Attack misses so Hobgoblin 1 falls prone (jinx shot).
Hobgoblin 1 stands up.
Black Plauge
14th of January, 2010, 05:25
Hobgoblin 2 moves 3 squares north.
Hobgoblin 2 attacks Lorien. [roll0] vs. AC. [roll1] damage.
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2993&stc=1&d=1262143659
Ogre
HP 63; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16
Party members who hit ogre regain 4 hit points.
Attacks against Ogre crit on 18-19 (end of Ril's next turn).
Slow (end of Balam's turn).
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2994&stc=1&d=1262143659
Hobgoblin Archer 1 (blue)
HP 25; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Hobgoblin Archer 2 (red)
HP 20; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Granting CA to Balam (end of Balam's turn).
Slow (end of Balam's turn).
Initiative:
Ril
Lorien
Balam
*End of Resolved Rounds*
Black Plauge
14th of January, 2010, 05:31
Ogre recharge roll for Angry Smash: [roll0] (recharge on a 6).
treehouse
14th of January, 2010, 05:45
Move: shift north 1 square
Standard: Comeback Strike [roll0] vs. AC, [roll1] damage and Lorien gets to spend a healing surge if he hits.
Action Point Standard Action: Covering Attack [roll2] vs. AC, [roll3] damage (if any allies happen to be adjacent to ogre when this one lands, they get to shift two squares).
Current HP: 27
Conditions: (on fire? otherwise, none)
Scythe
14th of January, 2010, 07:14
Move Action: Balam will move accordingly to permit him to hit the Ogre depending on his teammates movement.
Standard Action: Phantom Bolt on the Ogre [roll0] vs. Will for [roll1] psychic damage; if attack hits, well, he slides 1N.
zachol
14th of January, 2010, 10:33
Standard: jinx shot archer 1 [roll0] vs AC, on hit [roll1] damage, will fall prone with next missed attack
Minor: majestic word Taraka, spend healing surge (+4 bonus) and may be slid 1 square
Action Point Standard: jinx shot ogre [roll2] vs AC, on hit [roll3] damage, will fall prone with next missed attack
HP: 24
Conditions: none
Black Plauge
15th of January, 2010, 08:04
Ogre will definately take at least 1 more round of explosion damage and Lorien may be able to pin him down for the last two thanks to Combat Superiority. I will resolve this before moving on to the at-will resolutions.
Explosion 1: [roll0] vs. Ref, [roll1] fire damage, 5 on miss.
Lorien OA 1: [roll2] vs. AC, [roll3] damage.
Since first OA missed, ogre was able to clear explosions and what follows below doesn't apply.
Explosion 2: [roll4] vs. Ref, [roll5] fire damage, half on miss.
Lorien OA 2: [roll6]vs. AC [roll7] damage.
Explosion 3: [roll8] vs. Ref, [roll9] fire damage, half on miss.
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2993&stc=1&d=1262143659
Ogre
HP 58; Bloodied 55
AC 19; Fortitude 21, Reflex 16, Will 16
Party members who hit ogre regain 4 hit points.
http://www.online-roleplaying.com/forums/attachment.php?attachmentid=2994&stc=1&d=1262143659
Hobgoblin Archer 1 (blue)
HP 12; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Will fall prone if next attack misses.
Hobgoblin Archer 2 (red)
HP 20; Bloodied 19
AC 17; Fortitude 13, Reflex 15, Will 13
Black Plauge
15th of January, 2010, 08:47
Remaining Enemy HP: 90
Average Enemy Defenses:
AC 18.28; Fortitude 18.15, Reflex 15.64, Will 14.93
Average Party Defenses:
AC 15.25; Fortitude 14.25, Reflex 12.5, Will 13
Party DPR: 21.76
Rounds to complete combat: 4
Monster DPR: 21.09
Party takes an additional 84 damage, but Ril's Stirring Shout is still in effect, and provides 20 points of healing to the party over the course of those rounds, reducing the additional damage to 64.
XP: 162 each
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