[LPF] Scourge of the Howling Horde

[sblock=ooc]I like Iago's plan, but if firing over Boots causes cover penalties, I'd rather he stayed at AC8 and 5 ft stepped if necessary.[/sblock]
 

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You move forward and get ready to do battle against the stationary undead. Pulling aside the curtain causes no reaction.

OOC: Combat: Pre-Round 1
[sblock=Combat Information]Initiative has not been rolled yet officially, but you can go first

Initiative:
You guys
Undead

Updated Map:
SHHEnc06Map01.jpg


Code:
Agno:      15/15 HP remaining; 
Denizel:   12/14 HP remaining;
Iago:      18/18 HP remaining;
Sylla:     16/16 HP remaining; 
Boots:     18/20 HP remaining; 

CLW Wand (8 charges remaining)
Spells Cast: Light (Denizel), 2xCLW (Agno), Disguise Self (Denizel), 
Shield (Sylla), 2xRejuv Eidolon (Sylla)
Abilities Used: 6/6 Bombs (Iago), 6/10 rounds Satire (Denizel), 
3/6 Lightning Arcs (Agno), 2/4 Channel Energy(Agno),
3/6 Hawkeye (Agno)
Conditions in effect:
Enemy Status:
Code:
Skeleton (AC18/16ff):
Zombie (AC13/13ff):
[/sblock]
GM: Everyone is up for Round 1.
 

Iago stands, wielding the battleaxe with both hands, and waits for the undead to advance.

[sblock=Actions]
Hold Action: Attack first undead to advance.

Also, not clear from the map: Can Iago strike a creature at AA9? If not, please move him to AB10. Sorry about the confusion.
[/sblock]

[sblock=stats]
Iago
Initiative: +2
AC: 16 (14 flat-footed, 12 Touch)
HP: 18 Current: 18
CMB: +3 CMD: 15
Fort: +5* Reflex: +5 Will: +0; *-+2 vs. Poisons
Current Weapon in Hand: Battleaxe

Extracts prepared:
Level 1: Shield, Cure Light Wounds, Enlarge Person

Mutagen prepared: - EXPENDED
Strength: +2 Natural Armor Bonus, +4 STR, -2 INT

Weapons:
MW Battleaxe: Attack: +3 = [BAB (01) + Strength (+2) + Misc (0) + Magic (+1, MW)]
Damage: 1d12+3, Crit: 20/x3


Falchion: Attack: +3 = [BAB (01) + Strength (+2) + Misc (0) + Magic (0)]

Damage: 2d4+3, Crit: 18-20/x2


Bomb*: Attack: +04 = [BAB (01) + Dexterity (02) + Misc (+1) + Magic (0)]
Damage: 1d6+4, Crit: 20/x2 (only 1d6 multiplied),
Special: Make 6 bombs/day

*+1 to-hit, +1 dmg w/in 30’

[/sblock]
 

[sblock=OOC]Well if Iago is Moving to AB10, I'll swap with him to AB8. If boots is going to block the entry way I want to be right next to him so I can heal.[/sblock]

[sblock=Denizel's Stats]Denizel
AC: 16 (14 flat-footed, 12 Touch) (not adjusted for new armor)
HP: 14 Current: 12
CMB: 0 CMD: 12 Fort: +0 Reflex: +5 Will: +4
Speed: 20'

Current Weapon in Hand:Longsword/Wand of Cure Light Wounds 7 charges
Current Conditions in Effect:

Bardic Performance: 4/10 rounds per day

Spells Remaining: 1st level 2/3
Spells Known: 1: Charm Person (DC 15), Disguise Self, Hideous Laughter (DC 15)
0: Daze (DC 14), Detect Magic, Light, Message, Prestidigitation
[/sblock]
 

Agno scowls as he examines the positions everyone has taken.

"The lines are, hurrr... wrong. We must awaken and bring them out but have a solid line of attack when they move. Denizel, step forward to the edge of the door. Boots, take my position. This will, hurrr... allow all three of you to attack at once, yes? I will draw them out."

Agno passes Boots and moves into the entry of the room expecting that everyone will see the good sense of the tactics that Issolatha whispered to him and shift their positions. He pauses to see if there is any reaction to his presence within the room but ready to bolt should the undead move. If there is not, he will summon his goddess' energy with intent to harm the undead creatures and then retreat from the room.



[sblock=Actions/OOC]
Free Talking
Move to AA9
Standard Ready action to move out of the room if the undead do anything other than just stand there.

Next Round
Standard channel energy for 3 dmg: 1d6=3 Will DC 11 for half.
Move to AD7
[/sblock][sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 16 (13 flat-footed, 13 Touch)
HP: 15 Current: 15
CMB: +1 CMD: 14 Fort: +4 Reflex: +3 Will: +7 (+9 vs. Charm & compulsion effects)
Speed: 40 ft.

Current Weapon in Hand: short bow
Ammo (Arrows): 31/40 remaining
Current Conditions in Effect:

Lightning Arc: 3/6 Remaining
Channel Energy: 2/4 remaining
Agile Feet: 6/6 remaining
Hawkeye: 3/6 remaining

Cleric Spells:
Spells Remaining: 1st Level 1/3
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells:
Spells Remaining: 1st Level 3/3
Spells Prepared:
1st level: cure light wounds, cure light wounds, aspect of the falcon (D)
0-level: detect magic, detect poison, flare[/sblock]
 

As Agno steps into the entryway, two things happen. Both the zombie and the skeleton react and stir. However, the flash of black light is distracting enough that you all are slower to react to the sudden change.

Agno feels the result of the draining effects of a discharged spell. Then before he can jump back out of the entryway, the two undead creatures are upon him, much faster than he expected. He manages to parry away the flashing longsword, deflecting it into the chamber's wall to his right. But, the zombie slams a fleshy limb down in his shoulder, almost knocking him to his knees.

OOC: Combat: Round 1
[sblock=Combat Information]You lost Initiative.
Agno hit with Inflict Light Wounds 6 dmg, Will DC13 for half
Agno hit for 6 dmg from Zombie

Initiative:
Undead
You guys

Updated Map:
SHHEnc06Map01A.jpg

Notes:
1. Cover gets applied between AA9 & Z10/AB8/AB10


Code:
Agno:      06/15 HP remaining; 9 or 12 dmg;
Denizel:   12/14 HP remaining;
Iago:      18/18 HP remaining;
Sylla:     16/16 HP remaining; 
Boots:     18/20 HP remaining; 

CLW Wand (8 charges remaining)
Spells Cast: Light (Denizel), 2xCLW (Agno), Disguise Self (Denizel), 
Shield (Sylla), 2xRejuv Eidolon (Sylla)
Abilities Used: 6/6 Bombs (Iago), 6/10 rounds Satire (Denizel), 
3/6 Lightning Arcs (Agno), 2/4 Channel Energy(Agno),
3/6 Hawkeye (Agno)
Conditions in effect:
Enemy Status:
Code:
Skeleton (AC18/16ff):
Zombie (AC13/13ff):
[/sblock]
GM: Until you actually triggered combat to start, readying actions outside of Initiative rolls are limited to only actions that would trigger the initiative roll. At least that's how I run things.

Attacking diagonal from AB8 to AA9 would be subject to normal cover rules, same as from AB10 to AA9, and AA9 to Z10.

Everyone is up for Round 1.
 

[sblock=OOC]
GM: Until you actually triggered combat to start, readying actions outside of Initiative rolls are limited to only actions that would trigger the initiative roll. At least that's how I run things.

I strongly disagree. I see nothing that indicates a readied action outside of combat should be limited in this fashion.[/sblock]
 
Last edited:

GM: Readying actions outside of combat is a double edged sword. In this case, both sides had readied actions if you want to be technical about it. I will explain the mechanics issues behind the scene afterwards so we can see if I made a mistake or not once the spoilers are all out. Btw, you guys were not flat-footed in this case, I sometimes bend that blanket rule.
 

Agno is shocked at the turn of events. Why did not Issolatha warn him of this possibility? He is, however, too panicked for sustained philosophical thought and continues with the action that was last on his mind: flight. Unfortunately, his scramble to leave the room also leaves himself vulnerable to further attack.



[sblock=Actions/OOC]
Move already taken
Standard continuing previously planned action to move out of the room if the undead do anything other than just stand there; to AD 7.
[/sblock][sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 16 (13 flat-footed, 13 Touch)
HP: 15 Current: 15
CMB: +1 CMD: 14 Fort: +4 Reflex: +3 Will: +7 (+9 vs. Charm & compulsion effects)
Speed: 40 ft.

Current Weapon in Hand: short bow
Ammo (Arrows): 31/40 remaining
Current Conditions in Effect:

Lightning Arc: 3/6 Remaining
Channel Energy: 2/4 remaining
Agile Feet: 6/6 remaining
Hawkeye: 3/6 remaining

Cleric Spells:
Spells Remaining: 1st Level 1/3
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells:
Spells Remaining: 1st Level 3/3
Spells Prepared:
1st level: cure light wounds, cure light wounds, aspect of the falcon (D)
0-level: detect magic, detect poison, flare[/sblock][sblock=OOC]I've been thinking about this pretty much all day. I think if you want to place a limitation on readied actions taken outside of combat in your home game or in other online games that is your right to do. I don't think it is appropriate for LPF. Reviewing the rules of combat and readied actions, I believe readied actions can only be taken in combat, never outside of it.

What does that mean for this situation? Nothing, really. The real question seems to be 'When does combat begin?' Looking at the description of how combat works, it goes as follows: Combat begins, initiative is rolled, awareness is determined. Since we were already aware of the opponents (and moving/acting in rounds) we should have already been past the 'roll initiative' stage. If that's the case, there is no problem with any readied actions. My problem then, is that I didn't remember that a 5 ft. step could be included in a readied action.[/sblock]
 


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