I see the Ogre is playing the Strong Club system.
Dorric will continue to fire shots, but if he has an opportunity to back stab and get back to the brush quickly he will take it.
Well, at least Dorric and Johannes aren’t falling down on the job.
Quentin will keep swinging. He’s at 18 HP now, for tracking purposes.
The tree branch is black ash, so he’s also using Blackwood.
Seeing the approaching Goblins, Johannes hisses to Quentin “OK if I fight Goblins?”
Quentin replies “Sure!” and chops with his Two-handed Sword at the Ogre.
Quentin is 35% to hit.
He needs 1-7 on a d20, and rolls a 5 = success, doing 15 damage.
Two-handed Sword does 3d6 base damage v large; Quentin does +1 / level bonus damage v Orc-Kind.
The Ogre instantly drops and fails to hit back.
Johannes turns to face the two arriving Goblins.
Johannes is 50% to hit.
He needs 1-10 on a d20, but rolls a 16 = fail.
Dorric sees the Ogre die and fires his sling at one of Johannes’ opponents.
Dorric is 45% to hit.
He needs 1-9 on a d20, and rolls a 7 = success, doing 4 damage.
The two Goblins yell something in their language, in the direction of the boulders they came from. (Plixican speaks Goblin and translates for the party the message “Hurry up, sleepyheads!”) Then the Goblins attack Johannes.
The first Goblin is 5% to hit.
With Johannes’ Plate Mail and Shield, plus his Protection from Evil, the Goblins technically have no chance to hit him! However I play that any roll of 1 is an automatic hit.
He needs 1 on a d20, but rolls a 7 = fail.
The second Goblin is 5% to hit.
He needs 1 on a d20, but rolls a 13 = fail.
Dale swings at his Goblin.
Dale is 45% to hit.
He needs 1-9 on a d20, and rolls a 2 = success, doing 3 damage.
The Goblin is slain before he can strike back.
I’ve got a clear idea what each of you will do next - feel free to post here if you want to change/clarify this:
- Johannes + Quentin each fight an adjacent Goblin
- Dale takes on his new opponent
- Dorric fires at a Goblin (has a choice)
- John can cast Ventriloquism to delay his Goblin, or use his dagger
- Plixican can order Spot into attack, cast **Monster Summoning ** and / or use his Staff
And that looks like a Strong Takeout by Quentin!
Getting off the subject, I bought a Vindaloo once like that…:eek:
**Malacandra **and glee, ladies and gentlemen!
(the proposed action looks good to me)
Incidentally only an ogre would use both Blackwood and the Strong Club…!
I get down off Fourfoot, and brandish my staff angrily, whilst not actually engaging any bad guys at this moment.
What about Spot?!
Spot is guarding me! Can we get some clarification on how many Goblins there are? I think it’s 4.
You have seen one Ogre and 5 Goblins so far.
Dale killed one Goblin, so there are indeed 4 left.
Johannes is fighting two of them, Dale has one and one is coming towards John and Plixican.
Quentin turns to stand alongside Johannes and attacks a Goblin.
Quentin is 50% to hit.
He needs 1-10 on a d20, and rolls a 10 = success, doing 7 damage (including his Orc-kind bonus.)
The Goblin collapses.
Johannes also attacks a Goblin.
Johannes is 50% to hit.
He needs 1-10 on a d20, and rolls a 5 = success, doing 6 damage.
This Goblin collapses too.
Dorric aims his sling at the Goblin charging at Plixican and John.
Dorric is 60% to hit.
He needs 1-12 on a d20, and rolls a 4 = success, doing 2 damage.
Dale takes on his second Goblin.
Dale is 45% to hit.
He needs 1-9 on a d20, and rolls a 9 = success, doing 5 damage.
The Goblin looks surprised and crashes to the ground.
As the sole remaining Goblin approaches the spellcasters, Spot the wardog leaps forward to guard his master.
Spot is 65% to hit.
He needs 1-13 on a d20, and rolls a 10 = success, doing 4 damage.
This Goblin is slain.
Good ol’ Spot.
Plixican searches the bodies, making sure they are dead. Should we send a couple of people over to check where the Goblins were hiding?
Dorric is going to quickly start scouting to see if he finds traces of any other enemy types or traps.
Quentin will explore the area for tracks or any other signs of where the goblins came from and whether any ran away.
Dale casts Cure Light Wounds on Quentin for 6 healing.
Dale casts Cure Light Wounds on Quentin for 2 healing.
Dale casts Cure Light Wounds on Quentin for 5 healing.
(The extra point is not used as Quentin is fully healed.)
Dorric is 59% to Hide.
He needs 1-12 on a d20 (= 20 sided dice), and rolls a 6 = success.
Dorric is 59% to Move Silently.
He needs 1-12 on a d20 (= 20 sided dice), and rolls a 10 = success.
Quentin is 40% to use Tracking (30% base; +10% for tracking a group).
He needs 1-8 on a d20 (= 20 sided dice), and rolls a 5 = success.
The boulder - too heavy for all of us combined to just roll?