Outdoor Wolf Fight

From The Juvenis Adventure
Revision as of 10:58, 12 March 2021 by The DM (talk | contribs) (→‎Round 7)
Jump to navigationJump to search
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, cau-5 dmg.

Marcule: Move to 1022

The DM: Lexent, now that you’ve pushed the beast all the way to the bottom of the gulley, you no longer have line of sight on it, so you’ll have to move to the edge to see it and try again next round.

Marcule, can you tell me which direction you’re facing?
Vafrandir, that’s sufficient to stun the main attack; it will attack only with it’s claw during its next turn.

Round 4

shows all moves since last image

The DM: The creature attacks Vafrandir with its claw, hitting with a 15; Vafrandir takes 6 point of damage. 1 shy of what it takes to stun Vafrandir.

Party Round 4

Everyone is free to act. Pandred, this is your 4th round, so you get two attacks.

Pandred: Oh good! Two rolls, 12+1 and 11+1 hitting AC 4 and AC 5 respectively. Damage is 2+3 and 3+3 for causes 5 and causes 6 respectively. HROAGH!

Vafrandir: I'll wait until that's adjudicated.

The DM: Both hit; Pandred succeeds in driving the skeleton back into 0724 with the second hit.

the creature is completely off balance and won’t be able to attack next round.

Marcule: Move to 0823 and attack with club '20' Whoooo '6' So '12' Damage

The DM: you’re not reading, Marcule. It costs 2 action points for every grey-coloured hex. That’s 4 ap to reach 0823; and at any rate, the creature has been kicked back, so that 0823 is no longer adjacent to it. Other choice of action?

The party gets their beat on; other skeleton not shown; the skeleton wolf shown should be marked 'stunned'

Vafrandir: I'll move into 0823 and attack again. 14 raw, 15 to hit; 1 raw, causes 2 dmg.

Um, 0825?? I just told Marcule, 0823 is no longer adjacent.
Vafrandir: Ah, yes. Misread the map.

The DM: the skeleton collapses, lifts itself and staggers back into 0625.

Lexent: I move to 725 (S-3, turn, S-1) and attack. To hit: 4. Oh well.

Marcule: Sorry my screen was not indicating the colour change 'fixed now'I will simply move to 0823.

Round 5

While the first skeleton staggers from being knocked around, the other rushes up the hill towards Pandred. Lexent can’t see where it is. I have no attacks this round.

Party Round 5

position of the party prior to their move

All are free to act. The skeleton on the slope is running and is subject to opportunity attack.

Lexent: I attack To Hit: 2. I then move back to 0826.

The DM: miss.

Pandred: Moving into 0724 and bringing the heat. 20+1 hits for double, 2+3 doubles for 10!

Pandred: No confirm on the triple, by the way.

The DM: it’s shattered. you cause 4 for experience purposes.

Vafrandir: I'll move to 1024 to prepare for the arrival of the other up the slpoe.

Lexent: What amount of control do I have in regards to where a turned creature is pushed?

The DM: None. you push it away from you. That's all.

Marcule: Throw my club at 0625 '19'. 'causes 6' Damage.

The DM: Stuns it completely. Oops. Behind the times. Marcule, I'm ruling you're throwing your club at the one that's coming on, as 0625 is dead.

'Marcule: Out till 1 (sorry about the tech issues I am clearly not getting at the right time I will switch machines when I come back on, that should fix it. )

Party Round 6

showing party's last moves

The DM: Once again, I have no moves; the remaining skeleton wolf is stunned. Lexent and Pandred do not have line of sight unless the line is drawn through only two white hexes before the edge, including the one you're in.

Lexent: I walk (S-2) to 1224, then S-1 to 1223.

Vafrandir: I move to 1223.

Lexent: I feel so close to you.

The DM: Yeah, in the same hex. Vafrandir, choose another move.

Vafrandir: Dumb dumb I am. 1122.

Marcule: In.Move to 0921. "I hate these things i need to get close but they get close to me way to fast"

Lexent: "You have our gods' blessings. They should protect you well when these beasts attack you. And with any luck that Staff will be easier to hit them with."

The DM: Brave, brave souls. Pandred?

Give him ten more minutes.

The DM: Working on the next round.

(ooc: hm, occurs to me I haven't done any incidental damage; well, I guess these two are smaller, 490 lbs., than the first one)

Round 7

showing the party's last moves; fails to account for Lexent's being stunned.

The DM: the skeleton turns and lunges against Vafrandir, striking him with it’s jaws while attacking Lexent with a claw. The bite misses with a 6, but the claw rolls a 9 and hits AC 9. Lexent takes takes 6 points of damage. This bounces the cleric back to 1224.

Party Round 7

All except Lexent can act. Pandred has line of sight.

Vafrandir: I attack. 11 raw, 12 to hit; 1 raw, causes 2 dmg.

The DM: Hits, doesn't stun.

Marcule: Move to 1021.

The DM: Out.

Lexent: Excellent session today. Thanks Alexis, everyone.

Lexent: In.

Pandred: Stride 2 to 0923, then on to 0922.

The DM: In. Apparently I'm getting another chance for blood; it all falls on Vafrandir. Working.