01. Situation at the Falls

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dmw71
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Re: 01. Situation at the Falls

#61 Post by dmw71 »

Alethan wrote:At the call to charge, Gwilt mutters, "OK... Now," and lets loose with his shot.
Stonjuz wrote:Shannigans takes alot of time before aiming, and still misses, falling short.
The results of all actions will be included in my formal response once all actions have been announced (still waiting on Kaltar and Strom). I did, however, want to mention that the rate-of-fire for short bows is 2/1, so you're each entitled to one extra shot this round.

Also, please update your character sheets to reflect the spent arrows from this round.
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Re: 01. Situation at the Falls

#62 Post by Alethan »

If the first shot doesn't take the creature down, then he'll fire his second shot at it, as well. Otherwise, he'll fire at the large creature in the plate mail armour...

To Hit, Shortbow [1d20+4] = 19+4 = 23

Damage, Flight Arrow [1d6] = 2

OOC: Kind of meh on the damage, but another nice shot...
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Re: 01. Situation at the Falls

#63 Post by Alethan »

Alethan wrote:If the first shot doesn't take the creature down, then he'll fire his second shot at it, as well. Otherwise, he'll fire at the large creature in the plate mail armour...

To Hit, Shortbow [1d20+4] = 19+4 = 23

Damage, Flight Arrow [1d6] = 2

OOC: Kind of meh on the damage, but another nice shot...
Just to confirm, I realize there are two headed towards us. Gwilt still takes the second shot at the leader type. No sense in letting him think he's untouchable because he's standing behind his troops...
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Re: 01. Situation at the Falls

#64 Post by Stonjuz »

By mimicking the actions of the bow specialist, Shannigans learns a new trick. Firing two arrows in quick time. He thinks to himself, Im gonna learn alot from this ranger.....now to concentrate on the business end a touch more.... ,
2nd shot [1d20] = 2

ooc: I swear this roller hates me. Look thru all my games , i think ive only hit once.....

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Re: 01. Situation at the Falls

#65 Post by Alethan »

Stonjuz wrote:By mimicking the actions of the bow specialist, Shannigans learns a new trick. Firing two arrows in quick time. He thinks to himself, Im gonna learn alot from this ranger.....now to concentrate on the business end a touch more.... ,
2nd shot [1d20] = 2

ooc: I swear this roller hates me. Look thru all my games , i think ive only hit once.....
There are some dice rollers I've refused to use because they never favored me. Ever. US seems to be pretty good to me. I occasionally have a small streak of bad rolls, but if I can survive them, the good rolls will come back.
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Re: 01. Situation at the Falls

#66 Post by saalaria »

Being more trusting off Strom as he's known him for longer, Kaltar follows his lead . He will close to attack right behind Strom.

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Re: 01. Situation at the Falls

#67 Post by Alethan »

Stonjuz wrote:By mimicking the actions of the bow specialist, Shannigans learns a new trick. Firing two arrows in quick time. He thinks to himself, Im gonna learn alot from this ranger.....now to concentrate on the business end a touch more.... ,
2nd shot [1d20] = 2

ooc: I swear this roller hates me. Look thru all my games , i think ive only hit once.....
Also, could have been worse. Could have been a 1! Then you'd have a broken bow string on your hands. Or worse.

How does that go?

The pessimist says, "It can't get worse than this."
The optimist says, "Oh yes it can!"


:)
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Re: 01. Situation at the Falls

#68 Post by Computer +1 »

Strom sees the other group assemble and prepare themselves for a fight. Internally he feels that fighting my be inevitable but that it is his duty to try to diffuse the situation. As he starts to open his mouth to hail the other group a flurry of actions take him by complete surprise. The twanging of bowstrings shocked him but the brandishing of a scimitar and the yell of charge left him with his mouth hanging open.

The momentary lapse stops any sound from coming out of Strom's mouth and instead his training take over and he finds himself drawing his sword.

But we need to parley.... we may not need to fight.... He mutters to himself.

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Round 01

#69 Post by dmw71 »

First, an updated map:
01. Situation at the Falls II.jpg
01. Situation at the Falls II.jpg (52.06 KiB) Viewed 1101 times
Note the positioning on the map is relative and not necessarily to scale. At the beginning of the round, "you suspect you're about 200-250 feet away." With outdoor movement rates being based in tens of yards, you are able to advance thirty times your movement rate in feet per round (e.g. MR: 12 = 120 yards or 360 feet (12*30 = 360)) so, unless formally charging (see 'Charging an Opponent,' below), prepare to engage in melee next round.

Charging an Opponent
A character can also charge a foe. A charge increases the character's movement rate by 50% and enables the character to make an attack at the end of his movement. A charging character also gains a +2 bonus to his attack roll, mainly from momentum. Certain weapons (such as a lance) inflict double the rolled damage in a charge.

However, charging gives the opponents several advantages. First, they gain a -2 bonus to their initiative rolls. Second, charging characters gain no Dexterity bonuses to Armor Class and they suffer an AC penalty of 1. Finally, if the defender is using a spear or polearm weapon and sets it against the charge (bracing the butt against a stone or his foot), he inflicts double damage on a successful hit.



***

The two humanoids which split off in a mad dash in a western direction, towards Gwillt and Shannigans are greeted with a rude surprise. Gwillt, with near perfect execution, drops the leading humanoid literally dead in its tracks with his first arrow (+20xp for natural 20). His second arrow -- a message shot -- strikes the "boss" (-2) whom, until this attack, was unaware of the pair of archers (ooc: please mark off two arrows).

Shannigans does his best to duplicate the results of the ranger but his first shot falls short and his second sails wide (ooc: please mark off two arrows).

The remaining humanoid in this western group stops short once his partner crumples to the turf. He raises a crossbow, draws a bead on Gwillt, the taller human target, and sends a bolt whizzing past the ranger, narrowly missing.

---

Garth sets the tone for the foursome with his "charge!" call. He rapidly closes the distance between the two groups before slowing and readying the spell components for his prepared 'sleep' spell once he estimates he has closed to within the range (90') of the spell.

Ewell and Strom, the pair of noble warriors, steadily close the divide between the two groups; positioning themselves for decisive actions next round. Strom still considers parleying with the opponents as an opportunity; his drawn sword indicates his readiness to take action if needed. Kaltar, struggling with his heavy encumbrance, follows behind Strom and, while it took more effort, he is prepared to attack next round as well.

---

The path taken by the eastern pair of humanoids begins to arc and they begin heading north, towards the river, in an apparent attempt to flank the approaching party. The first of the pair, armed with a short bow, is able to get off a single shot (see 'Movement and Missile Combat,' below). Ewell feels a sting (-3) as the humanoid archer is able to find an exposed area in his armor. The second humanoid, this one armed with a crossbow, sends a bolt flying in the general direction of Ewell, but it lands harmlessly into the ground behind him.

Movement and Missile Combat
Rather than slug it out toe to toe with an opponent, a character can move up to one-half his normal movement rate and engage in missile fire at half his normal rate of fire. Thus a man capable of moving 120 feet and armed with a long bow (two shots per round, under normal circumstances) could move 60 feet and still fire one shot. The same man, armed with a heavy crossbow (one shot every other round) would be able to shoot only once every four rounds while on the move.



***

If any character wants to formally charge, please let me know. Otherwise, the above will stand and we will prepare for round two.

---

We will use 'group' initiative for this round (see: 01. Surprise and Initiative) with Gwillt and Shannigans being one group, the foursome being a second group and the collective lot of humanoids being a third.

Alethan, please roll 1d10 for your group and onlyme, please roll 1d10 for your group.

Individual modifiers (e.g. weapon speed or casting time) will be added to this baseline roll to determine the order of activity.

Any comments questions, feel free to let me know.

---

Otheriwse... actions?
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Re: 01. Situation at the Falls

#70 Post by onlyme »

Plain initiative: [1d10] = 8

Apparently he was too busy licking his wound to roll better.
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Re: 01. Situation at the Falls

#71 Post by Alethan »

Flanking Initiative:
Initiative [1d10] = 1

Gwilt allows a slight smile of satisfaction as his arrow pierces the armour of the plated leader, even from this distance. Then a bolt passes by his head with a whizzing sound and he returns his focus on the other dark flanker. He draws and fires at him...

To Hit, Shortbow [1d20+4] = 4+4 = 8

twice...

To Hit, Shortbow [1d20+4] = 18+4 = 22
Damage, Flight Arrow [1d6] = 2
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Re: 01. Situation at the Falls

#72 Post by Stonjuz »

Seeing the ranger change his target to what is obviously the leader, and realizing his own ineptitude (is that a word?) at the bow, Shannigans tries the always faithful and casts Magic Missile at the leader. Exposing himself against his better judgement at least for the moment.

mm [1d4+1] = 3+1 = 4

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Re: 01. Situation at the Falls

#73 Post by dmw71 »

Stonjuz wrote:...realizing his own ineptitude (is that a word?) at the bow
It absolutely is a word. One I'm very much familiar with given my own ineptitudes. :)
Stonjuz wrote:Shannigans tries the always faithful and casts Magic Missile at the leader.
Given how the leader is approximately 200 feet from your current location, I had to verify the range of the spell (60 yds. + 10 yds./level). You should be okay, and this will almost certainly mark a record as the longest distance covered by a magic missile launched in a game I've been part in. :arrow:
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Re: 01. Situation at the Falls

#74 Post by Stonjuz »

"Aye, 210 ft. Just at it, yep ....steady...nowww .... You've cast it many times before."
If there is still question of failure then he will be stepping up, getting to just the right spot...
or make him roll for the intel to educated guess,? or delay until he is definitely there?.
8-) My first idea was casting it mid-tumble but then i thought....'nah, he'll never let me get away with that'

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Re: 01. Situation at the Falls

#75 Post by dmw71 »

Stonjuz wrote:"Aye, 210 ft. Just at it, yep ....steadynowww .... You've cast it many times before."
If there is still question of failure then he will be stepping up, getting to just the right spot...
or make him roll for the intel to educated guess,? or delay until he is definitely there?.
No worries, you'll be fine.

Though, it would be kind of funny to see that missile launch from your fingers, travel 200+ feet... and just stop and fall a mere foot away from its intended target. I don't know why, I but can't get Wile E. Coyote out of my head (as I can totally see something like that happening to him).
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Re: 01. Situation at the Falls

#76 Post by Nuke66 »

The druid continues his plan, 'Sleep' then count. If many drop he just might continue.

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Re: 01. Situation at the Falls

#77 Post by onlyme »

Nuke66 wrote:The druid continues his plan, 'Sleep' then count. If many drop he just might continue.

Ewell sees the druid begin his spell cadence, just as he is ready to fully charge.. As bad as he wants to go straight into the line, he knows that falling victim to a spell is no more honorable than waiting. He will wait one round in parrying mode, shield on left side blocking the archers from the east.
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Re: 01. Situation at the Falls

#78 Post by saalaria »

Kaltar will continue to advance but slow when reaching Ewell and will only move in once the spell has gone off.

For when he does get in contact:

Mace Action To Hit [1d20] = 14 Dam [1d6+1] = 5+1 = 6

A decent swing of his trusty mace!

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Re: 01. Situation at the Falls

#79 Post by dmw71 »

onlyme wrote:He will wait one round in parrying mode, shield on left side blocking the archers from the east.
ooc: Please go ahead and declare an action for this round since parrying for the full round will not be necessary. In fact, the casting time of 'sleep' is only 1, so that will be the first action from anyone in your group. I'm still awaiting the response for Strom, but here is how the order of action is shaping out:

-8-
Gwillt
Shannigans

-9-
Garth

-13-
#02
#07
#08

-14-
Ewell
Strom (most likely)

-15-
Kaltar
#01
#03
#09

-16-
#04
#05
#10

-19-
Boss

So, Garth's 'sleep' spell will take place before you (or Strom or Kaltar) would be able to attack anyway. Of course, your characters may not know this in-game, but any pause in their actions would be brief as they see the spell affects take place very early on, and before they would have been able to act in the first place.
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Re: 01. Situation at the Falls

#80 Post by onlyme »

dmw71 wrote: Please go ahead and declare an action for this round since parrying for the full round will not be necessary. In fact, the casting time of 'sleep' is only 1, so that will be the first action from anyone in your group.
Ewell will hesitate a bit, to avoid whatever magic is being hurled, and then charge toward the leader attempting to go between the two closest guards with his lance skewering. If one of them jump in the way, then he will attempt to hit that one.

lance to hit (+3 str bonus): [1d20+3] = 4+3 = 7 , lance damage on foot 1d6 (+5 Cav and str bonus): [1d6+5 ] = 3+5 = 8

But, unless they are AC 13 he misses bad.
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