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.

The DM: Working.

Round 2

Shows player moves from round 1 and end of skeletons' round 2.

The DM: The free skeleton wolf in 0822 rushes into 0823 and attacks Pandred with bite and claw. The bite would AC 4, but it is -1 attacking up hill and it misses.

The skeleton climbs up onto the flat, ending in 0824.

Party’s Round 2

Everyone is free to act. Marcule, your chromatic orb is in your hand.

Lexent: I move to 1225 and Turn the wolf again. To Turn: 14

Pandred: I swing! ...3 says no hit.

The DM: The same wolf, Lexent?

Vafrandir: I'll move to 0924 and attack the wolf in 0824. 1 raw. Dayum, I thought I'd changed this die from the last fight. Close drop at my feet (3), no break (4).

Marcule: Step forward 1 and throw at 1419. 15 on the die.

Lexent: Yes.

The DM: Good thing, Marcule ... that's a long, long way to throw a chromatic orb; you'r -5 for the range. If you weren't also an assassin, that would have missed. Roll 1-4 damage. Lexent turns the beast but you still get your damage and effect in.

It makes save but Lexent stuns it anyway.


The DM: I’m going to call this for today; I got too little sleep last night and I’ve got to take a nap. Any last questions before I put up the next round. I’m still in.

Vafrandir: No questions for now. We have got our teeth into this one and had a fairly productive day. Out.

The DM: Okay, I'll check later. Out.

The DM: In. Working on the skeleton's attack.

Lexent: In.

Round 3

Shows player moves from round 2 and end of skeletons’ round 3

The DM: While Lexent keeps this at a fight of one at a time, the active skeleton in 0824 attacks Vafrandir with the bite and Pandred with the claw. Pandred, if it hits and stuns you (I haven’t rolled yet), it will push you into 1023 and you’ll have to make a dex check or lose your balance on the edge of the slope.

It misses Vafrandir with a 4 and Pandred with a 13.

Party Round 3

The DM: I never did get a damage roll from Marcule for the orb; rolling a d4 myself, I get a cau-1.

Everyone is free to act.

Lexent: I move to 1124 and again turn the same wolf. To Turn: 11

The DM: That’s sufficient again. [ooc: today is a working day; I'll be in and out]

Pandred: 6+1 hits AC 10, but I suspect that's a whiff. 5+4 damage if it isn't though!

The DM: It's a miss.

Vafrandir: I'll attack 0824 again. 17 raw, 18 to hit; 4 raw, 5 dmg.

Marcule: Move to 1022