Kulan: Knightfall's Heroes of Carnell Game [OOC]


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ANGUS' TEMP STATS (W/O SHIELD, WITH UPGRADED AMULET, AND SHIELD OF FAITH):
AC: 27 / TOUCH AC: 17
SAVING THROWS: (+3 To All [MORALE], +1 To Reflex [Dodge] )
Fort +9 / Reflex +11 / Will +8 (Stench figured in)
Prot. Vs. Sonic: 96 pts. (800 rnds)
Haste: +1 to attack rolls
Bard: +1 to attack and damage roll
Two-Hand: 2 more pts. dam.
Stench: -2 to hit & damage
Stench: -2 to all saves
Stench: -2 to all skill & ability checks

TOTAL ATTACK: +9 / +9 (Stench figured in)
TOTAL DAMAGE: 2d6+7 (Stench figured in)

Nope, 25 does not hit. They need a 27.
 

Updated map...

Battle Against the Undead Horde_End of Round Five.png
 

So, Angus gets one attack this round against Tarrak and then the next round starts.

Note that most of the prone NPCs are cowering. The halfling south of Lady Pendour should be noted as cowering as well. The three below the rooks (including Wieland) aren't cowering. Benedict isn't cowering but the fight has gone out of him and he won't attack unless the PCs rally him.

The rook next to Lady Pendour is slowed and on the ground. All the other rooks are flying 10 feet above the battle, but are in striking distance. Sir Ghal hurt the one that is just above Angus.

The monstrous ghast is flying 40 ft. above the battle and is out of range of the damaging light from Maur's gem.

Caerth is hanging from a stalactite high above the battle. Screech is with him but not noted on the battle map.
 

Hmm, I don't know if I should allow you to move Maur. You posted a full attack routine. Maur meant to strike out three times, right? Also, there isn't another foe nearby for him to attack with his second and third attacks, so those rolls would be wasted.

The question is this: if we were playing in person, would you have declared a full attack against the wolftroll and rolled all the dice together?

Maybe I'm being a stickler, but I don't usually allow a player to roll all their dice to hit and then if the first one hits and the enemy falls, I let them discard the other rolls and let them move. I can't think of any DMs I know that would allow that to occur.

And, remember, if we rule that the PCs can do it then I can do it as the DM for the bad guys. :devilish:

I will let you all discuss and then make my ruling.
In real life I would never roll all attacks, this is simply a way to speed up pbp.

Yes, I (the player) would think, intend, attempt full attack and Maur would start swinging, but what would he swing against once the creature falls?

Even in real life combat, when things change (for example you knock out someone with a lucky shot) you refocus as quickly as you can or you might be next.

Now, I dont mind losing the rest of the actions so we don't have to retcon. I would like to move, but I dont have to. I could throw something with my attack?

You cannot get into the same situation since you know our HP and if we prevent some action you would adapt (like when priestess moved into spike stones and immediately stopped), played fair (she moved even when you knew about the spikes) and intelligent (stopped).
 
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Round Six
Caerth: 22
Crisenth: 21 (get bleak eagle under control)
Bleak Eagle: 21 (no longer fleeing; turns around double move)
Aureus: 20 (haste counteracted for 3 more rounds)
Phar: 20
Senior Acolyte of Malotoch (Omen): 20 (disappeared)
Tarrak: 19
Rook-Harpy: 18
Rook-Harpies [x6]: 18
(flyby attacks continue [at 10 feet])
Rook-Harpy: 18 (attacking from the ground)
Monstrous Ghast: 17 (flying [40 feet])
Lady Pendour: 15 (sickened; unarmed)
Galzadar the Fallen: 13 ⬅️
Scarborax (sorcerer): 13 ⬅️
Syndra Stormraven (druid): 13 ⬅️
Maur: 12
Quinn: 12

Wieland: 12 (sickened; prone)
Meridith: 12 (panicked/cowering, prone)
Ailward Stepney (cohort): 12
Acolyte Zombies [x12]: 12 (remaining motionless)
Acolyte Zombies [x3]: 12 (can only move 5 feet/round; remaining motionless)
Henry Hawtrey (wild. rogue): 11
Sir Ghal: 11
Samantha Willowchild (cleric): 10 (panicked/cowering, sickened)
Benedict Stevyn (ranger): 10 (demoralized; prone)
Temperance Redding (fighter): 8 (panicked/cowering, sickened)
Ghast: 4
Dwarven Militia Fighter (male): 4 (paralyzed, sickened)
Dwarven Militia Fighter (female): 4 (sickened)
Elle Redding (cleric): 3
Angus: 3 (sickened)
Militia Fighter (male): 2 (panicked, sickened; prone/cowering)
Annabel Ufford (militia fighter): 2 (panicked/cowering; prone; sickened)
Zephora Chyrche (militia fighter): 2
Militia Soldier (female): 1 (panicked/cowering; prone; sickened)
Militia Soldier (male): 1 (panicked; paralyzed; sickened)

All the NPCs marked in yellow are effectively out of the fight until they are no longer panicked.
 
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@Knightfall Posted for Angus.

@Neurotic I think this is one of those gray areas of the rules that needs some work. The way I see it is that the last two attacks would be wasted. However, because of the way that I as a DM handle the Haste spell (OTTER uses a hyrbrid Haste spell) I would have let you turn the Haste attack you would have gotten into a move action. But that's a moot point, because in this instance, we're using the standard Haste spell. In my opinion, you should just let it go; because if you "win" this argument, the NPCs get that ability as well, and something like that could turn the tide against us. Just my two cents. 😎
 



@Knightfall Posted for Angus.

@Neurotic I think this is one of those gray areas of the rules that needs some work. The way I see it is that the last two attacks would be wasted. However, because of the way that I as a DM handle the Haste spell (OTTER uses a hyrbrid Haste spell) I would have let you turn the Haste attack you would have gotten into a move action. But that's a moot point, because in this instance, we're using the standard Haste spell. In my opinion, you should just let it go; because if you "win" this argument, the NPCs get that ability as well, and something like that could turn the tide against us. Just my two cents. 😎
I don't care about winning it, I'm fine with losing the actions if that is the ruling.

Tacti ally, I would prefer moving since Maur is slow, but it isn't like we're gonna win or lose a fight on a single move (I hope)

Enemies getting the ability is irrelevant, knight knows our abilities and current hp.

And yes, I don't know to leave well enough alone :D. Move on with rhe game.
 

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