[LPF] Scourge of the Howling Horde

Agno withdraws away from the two undead.

OOC: Combat: Round 1
[sblock=Combat Information]Treated Agno as withdraw action since he technically had a full rounds worth to use. See OOC block.

Initiative:
Undead
You guys

Updated Map:
SHHEnc06Map01B.jpg

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


Code:
Agno:      06/15 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: Boots, Sylla, Iago, & Denizel are up for Round 1.

[sblock=OOC]I can imagine there was a bit of "WTF is going on", GE. :p This encounter is tricky to get kicked off properly in PbP since I wanted you all to feel free to post attack actions overnight without waiting on my once a day post.

I tried to predict your actions and I anticipated you all to actually use ranged attacks first. So I labeled things as Pre-combat on purpose and stated Initiative had not been rolled, yet it was your turn to take actions.

Both sides were aware, but combat had to be triggered by actions on your part. Since you were in plain view and they did not move. Therefore, they were flat-footed, but you all were not.
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.
This has me confused if we are actually arguing or not. The underlined part actually supports my rulings. :p

Readied actions combine an Interrupt Action with a delay in Initiative. Without Initiative, readying actions cannot really be adjudicated. Therefore, I sorta ignore them when we have yet to roll Initiative.

However, when one side is aware and the other is not, readying actions makes some sense in reality. But in a mechanical sense, I don't really count it as readied, but an Action that triggers Initiative.

If you all had readied ranged attacks against someone bee-bopping down the street oblivious to your aimed arrows, then you would have been allowed to do it. But mechanically, I am counting those not as Readied with regards to Initiative count interrupting, but actions in the surprise round that trigger the initiative roll. Make sense?

I hammered all this business about readied actions outside of combat when playing SWSE when both sides have frag grenades. Good guys in an elevator, grenades in hand to throw at stormtroopers once the door opens. Stormtroopers ready with grenades once the door opens to kill the invading rebel scum. Still need initiative to be rolled to see who goes first.

By not allowing the Readied Actions at all, then you can decide what you want to do instead of following your previously stated readied action on your Initiative count in Round 1.

So Agno actually has a full round worth of actions at his disposal, the Move Action was before Initiative. However, since you probably don't want to give up AoOs, I counted your actions as a Full Round Withdraw to AD7. We can fix that if you want.[/sblock]
 

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Denizel sighs and scrambles through his allies to lay the healing touch of the wand on Agno. "I bet my original plan of leaving the room alone is starting to sound better eh?"

[sblock=OOC]Move to AC 8
Heal Agno 5 hp[/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 6 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]
 

Seeing their plan fall apart so quickly, the half-orc decides to try to make use of thrown weapons. He steps back to give himself a better view, then lobs a flask at the zombie.

EDIT: The miss location is AA8, where it would splash both Boots and the Zombie for 4 points of damage. Note to self, stop nuking self and friends...

[sblock=OOC]
5' step: to AC9
Move: Draw flask of alchemist's fire
Std: Throw flask at zombie
[/sblock]

[sblock=Iago stat block]
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

Acid Flask: Attack: +4 = [BAB (01) + Dexterity (+2) + Misc (+1**) + Magic (0)]
Damage: 1d6+3 direct, 4 pts splash**, Crit: 20/x2


*+1 to-hit, +1 dmg w/in 30’

[/sblock]
 
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Agno nods his thanks to Denizel as the hawk feathers ruffled shrieks its defiance and glares at the bard. Agno makes soothing clucking sounds and it settles.

"I don't, hurrr... understand. It should have been flawless."



[sblock=Actions/OOC]Sorry, guys. Looks like I botched that one up pretty badly. :(

Move already taken
Standard --
[/sblock][sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 16 (13 flat-footed, 13 Touch)
HP: 15 Current: 11
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 think that at this point we are only in disagreement over a minor rules point or two. I can live with that particularly since you've given me the most favorable outcome possible in this situation. I can send you a pm explaining where my thinking changed so I don't continue to distract from the game with our discussion.[/sblock]
 

"Yowch! Iago!" Boots barks.

Sylla snorts. "Another plan gone to hell." Unable to get a clear shot at the skeleton, she steps forward and fires the blunt arrow at the zombie, which misses. "Damn. Boots, go. Claws first," she tells the eidolon.

[sblock=ooc]Sylla will 5 ft step to AB10. I believe this gives me a clear shot at the zombie, since a ranged attack just uses one corner, correct?

Boots will 5 ft step to AA9 and full attack. Claws first, then bite, so that if the claws drop the zombie he can finish attacking the skeleton.

I realize the pierce/slash/bludgeon is a bit metagame-y, but I figure it's kind of obvious that certain weapon types don't work well against these things.[/sblock]



[sblock=Mini Stats]Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 16/16
CMB: +3 CMD: 17
Fort: +0 Reflex: +4 Will: +3
Perception: +2
Initiative: +4

Current Weapon in Hand: Bow
Current Conditions in Effect: None
Spells Remaining (1st): 0


Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 14/20
CMB: +4 CMD: 16 (20 vs. Trip)
Fort: +4 Reflex: +5 Will: +0
Perception: +5 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 

The alchemist fire impacts the zombie and splashes the skeleton as well.

On stepping into the entry way, the eidolon feels the same draining effect that Agno experienced. Boots starts tearing into the zombie and shreds it badly. Yet it remains upright and fighting.


The slams a limb down on the wolf, but the sword of the skeleton is off target.


OOC: Combat: Round 2
[sblock=Combat Information]Iago actually hits Zombie, Rolled 1=5 dmg for each undead.
Boots hit for 6 neg energy (Will DC13 for half)
Zombie hits Boots for 7 dmg, Skeleton missed.

Initiative:
Undead
You guys

Updated Map:
SHHEnc06Map02.jpg

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


Code:
Agno:      11/15 HP remaining; healed 5
Denizel:   12/14 HP remaining;
Iago:      18/18 HP remaining;
Sylla:     16/16 HP remaining; 
Boots:     08/20 HP remaining; 10 or 13 dmg 

CLW Wand (7 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): 5 dmg
Zombie (AC13/13ff): 19 dmg
[/sblock]
GM: On Iago's turn the Zombie will take 1d6 damage and go down.

Everyone is up for Round 2.
 

"Ow! What the...?" Boots yips, before tearing at the undead again and then backing out of the room.

Sylla moves to the far side of the door and fires a blunt arrow at the skeleton.

[sblock=ooc]Boots: Full attack starting on zombie claws first, then 5 ft step to AB9. Sylla: Move to AB8, attack with bow. I realize it means there's cover. Bleh.[/sblock]


[sblock=Mini Stats]Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 16/16
CMB: +3 CMD: 17
Fort: +0 Reflex: +4 Will: +3
Perception: +2
Initiative: +4

Current Weapon in Hand: Bow
Current Conditions in Effect: None
Spells Remaining (1st): 0


Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 8/20
CMB: +4 CMD: 16 (20 vs. Trip)
Fort: +4 Reflex: +5 Will: +0
Perception: +5 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 
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Denizel turns back to the battle, only to see the retreating wounded Boots. He quickly fires up the wand once agin.

[sblock=OOC]
Heal Boots 2 hp[/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 5 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]
 

"Thank you, Denizel. That is, hurrr... much better."

Agno turns his attention back to the battle at the same time Denizel does. He sees Boots stepping out of the room looking a little worse for wear. The tengu prepares to cast a healing spell on Boots then realizes that he's blocked into a corner and can't reach. He slips past Denizel and Iago until he finds a clear enough patch of floor to give him elbow room for casting and then casts his healing upon the darkwolf.



[sblock=Actions/OOC]
Move to AC10
Standard cast CLW on Boots: 1d8+1=5; 5 hp healing.
[/sblock][sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 16 (13 flat-footed, 13 Touch)
HP: 15 Current: 11
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 2/3
Spells Prepared:
1st level: cure light wounds, cure light wounds, aspect of the falcon (D)
0-level: detect magic, detect poison, flare[/sblock]
 

Boots takes down both undead creatures, scattering the skeleton's bones and ripping apart the rotted flesh of the zombie. Both creatures fall to the chamber floor, destroyed.

The lair falls mostly quiet once again with the fighting concluded. You can hear some faint moaning or howling coming from the cavern-like opening off to your left.


OOC: Combat: Ended
[sblock=Combat Information]Boots finished off both undead

Updated Map:
SHHEnc07Map00A.jpg



Code:
Agno:      11/15 HP remaining;
Denizel:   12/14 HP remaining;
Iago:      18/18 HP remaining;
Sylla:     16/16 HP remaining; 
Boots:     15/20 HP remaining; Healed 7

CLW Wand (6 charges remaining)
Spells Cast: Light (Denizel), 3xCLW (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:
[/sblock]
GM: Awarded 800xp (200each). Updated 1st post.
 

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