Outdoor Wolf Fight

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before wolves move.

Continued from June 29, 1650.

The DM: I roll a 6 against Pandred's 5. I'm just going to adjust the map. The wolves will run at the party at half speed, accounting for their reaction time.

Lexent: How will the scrambling rules interact with stride rules for us?

Outdoor Wolf Fight 1a.jpg

The DM: I’ve coloured an area grey on the map; moving into any hex on this “slope” costs 2 AP to enter. Non-scrambling people cannot move faster than stride-1 on this slope. Stride-able persons can move from stride/1-4. The skeletons are moving at stride-3, with a maximum of 4 AP available to them. You’ll remember they attack with one bite and one claw.

Party's Round 1

Act as you will. Lexent, 2 rounds have lapsed on the Prot. from Mal.

The DM: Oops, phone call. Out.

Lexent: Thank you.

Lexent: That should leave 10 rounds for you Marcule. Pandred]]: No action from me until Alexis confirms per stride rules that Vaf and I should be able to throw our clubs during the wolves' turn, and if the wolf nearest to me allows me to do so at Point Blank.

Lexent: Correct me if I get this wrong. I Run S-5 to 0824, Then move S-1 to 0823, and use my final 2 AP to attack To Hit: 6. And so it begins again.

Vafrandir: I also intend to throw my club, so I'll wait for an answer to Pandred. If I'm reading the thrown rules correctly, it's a straight +1 to hit on throw?

Pandred: Lex, I think 0823 costs 2 AP to enter per the slope mentioned above. That leaves you one AP shy for an attack.

Lexent: Dang it. I knew I forgot something. In that case I will wait to see the affect of potentially thrown clubs and then attempt to turn.

The DM: In.

The DM: Confirmed Pandred, you’re free to throw your clubs on their move.

Pandred: Then on their move I throw at the one nearest to me. 9+1 for Point Blank hits AC 7 for cau-5 damage, without factoring in my Strength either on the attack roll or the damage. Good?

The DM: The way the rule is written right now, Lexent, that’s a legal move, so I will eat it. But I’m going to make an adjustment that in moving, dropping TWO stride categories (run to wary, sprint to walk or wary) requires a dexterity check. But the rule as written holds for this combat.

Vafrandir: I'll throw at the other, short range (I have Strengthened Arm but in this case it makes no difference). 10 raw, 11 to hit (no strength added); 2 raw, cau-2 dmg (nothing added).

The DM: I was assuming Lexent had a movement of 5. 1 ap for the first run (to 0824), drop to stride 1 and expend 2 AP to enter 0823; 2 AP to attack 0822. What am I missing?

Lexent: I only have 4 AP. Pandred caught that I wouldn't be able to because of the slope. But that clarification makes sense. Thank you.

Lexent: I move to 1325 and attempt to turn the wolves, starting with the one in 1421 (I suspect I will only be able to turn the one, if any) To Turn: 18

The DM: Hits, Pandred. Doesn’t stun. 11 for Vafrandir also hits AC 7. It doesn’t stun either.

Pandred: I advance to 0922, drawing the second club as I do so and swinging. 5+1 whiffs at AC 11. Even if I got a bonus from higher ground I miss.

Marcule: In.

The DM: Lexent succeeds in turning the one. Marcule, your action?

Marcule: Move to 1324 and cast chromatic orb.

Cannot move more than one hex if you plan to cast this round. 1226?

Marcule: Sorry my mistake, yes 1226 and cast.