Snake's Demise.

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Nov 2, 2022 10:58 am
That's probably the best course of action. Daglin falls back.
Nov 2, 2022 3:28 pm
With no more targets nearby, Miriht will attempt to make her attack against the dog that's not shaken, and of course, the dog will attempt to dodge it if it hits...

Oh, wow, that was a critical hit and the pooch needed a critical dodge to turn the hit into a regular one, so that's one dead pooch.

Next is gragor, who falls back and orders the dogs to do the same, after they get a bite in.

Mirihth already dodged this turn, so she takes the attack, but one point of damage fails to pierce her thick skin...

Seeing the obvious chockepoint, Miriht does not advance yet, waiting for the beastling to go in first, so you save yourself from 3 attacks this end of round! Speaking of which...

Third round of combat.

Combat Order (DEX+INT)/2
Baelrick: 16
Tyr: 15
Thallan: 13
Beastlings: 12
Daglin: 12
Miriht 11
Gargor: 10

Battlemap Tyr and Baelrick have a light source each, allowing you to see deeper into the cave and alleviating some darkness penalties (p.31 and p.56)
OOC:
Do not forget those as the temple is a bit larger than what you're used to fighting in so far!
Conditions:
Thallan is shaken for 6 rounds (-25% to all checks).
Daglin is shaken for 5 rounds (-25% to all checks).
The hounds are shaken for 12 rounds (-25% to all checks).
OOC:
Note: If you find yourself in trouble, do not forget taht you have Fate Points as a player currency to help you out!
kalajel sent a note to kalajel
Baelrick is up!

Rolls

Secret Roll - (1d100, 1d8+1d6)

1d100 : (2) = 2

1d8+1d6 : (1) + (6) = 7

Dog's dodge: 43% - (1d100)

(15) = 15

Dog bite: 20% - (1d100, 1d6)

1d100 : (16) = 16

1d6 : (1) = 1

Nov 3, 2022 3:28 am
Without having another option, Baelrick takes his staff with two hands and darts forward into the doorway to slam the length of wood into the remaining beastling's chest. He knows that as soon as he does, he needs to jump back just as quickly before it can react.
OOC:
Mighty Blow for that sweet, sweet damage.

Rolls

Close Combat: 79% - (1d100)

(13) = 13

Quarterstaff - (1d8+4)

(4) + 4 = 8

Nov 3, 2022 3:49 am
Baelrick's stand made necessity of Tyr's. Not willing to let a comrade die he aimed and released his stone at the snake thing. "Cover Baelrick!"

Rolls

Ranged Combat: 84% - (1d100)

(96) = 96

Nov 3, 2022 4:08 am
OOC:
Just to be clear, Baelrick is moving in and back out
Nov 3, 2022 10:54 pm
OOC:
Hmm. P.29 states that a standard action can be performed either before or after a movement action. This implies taht you cannot move, perform an action, then continue your move...

I mean, you could have used your action you were holding last round to jump in and attack, and then attack this round and jump out, but this would have left you vulnerable to Miriht's last 3 attacks, and you just saw her one-shot one of your dogs...

Whatever other action you decide to take instead, I'll keep that 13 you rolled.
Nov 3, 2022 11:13 pm
OOC:
Uff, and that would leave me without a dodge, at that...

Let's try this instead.
Baelrick watches as his companions dart back into the hallway, trying to lure the frightening creatures into a trap. But they don't seem to fall for it. So instead Baelrick decides to up the ante! He holds his staff out at the remaining beastling and barks out some strange words; there is an audible crack emanating from the staff, and a faint glow surrounds the beastling.
OOC:
Casting Palsy with Magnitude 4, meaning it affects creatures with up to 16 current HP.
[ +- ] Palsy
Nov 4, 2022 1:31 am
OOC:
Ooh, nice... It would be paralyzed for the basic duration of 5 minutes since you did not increased duration, but it should be more than enough considering that a combat round is 5 seconds... Still it has a Resilience check to resist.
The Beastling's movements slows down and stiffens up until the pint where it suddenly stops, as if frozen in time... Well, not quite really as it's chest is still heaving to allow for it to breathe, but it is very much paralyzed.

Tyr's stone missed (and again, seem like you gave yourself a +25% aiming bonus when you did not spend a round aiming last round...), so Thallan is up!

Rolls

Beatman's Resilience: 31% - (1d100)

(71) = 71

Nov 4, 2022 1:45 am
Thallan, relieved to see that at least one of the creatures was stopped for the time being (but not relieved enough to stop the pounding in his chest) raises his bow and works on setting his aim.
OOC:
Thallan will aim for two rounds. This is round one!
Nov 4, 2022 1:03 pm
Okay.

With Thallan aiming and the beastling paralyzed, it is Daglin's turn!
Nov 7, 2022 9:53 am
Daglin stands his ground, still uneasy in the presence of the terrifying beastlings. He keeps close to Thallan though, ready to defend him in case any foe approaches.
Nov 7, 2022 3:39 pm
For a moment, Miriht looks at the situation, the paralyzed beastling who cannot advance in front of her, the narrow doorway through which she will have to squeeze if she wishes to get to you, your number bolstered by Gragor and the hounds.

She glares at Baelrick before advancing. "I'll devour you magic man, like I did the one who was foolish enough to free me. Your power will allow me to regain even more of my strengths. But first, I need to take care of this traitor over here..." She then proceeds to attack Gragor (since she's effectively squeezing through that doorway, I'll give her a -25% on her physical actions).

Gragor is up next! He attempts to retaliate against Miriht! It is a hit, but a weak one. Miriht will still attempt to dodge, having no clue it cannot bypass her natural armor.

Finally, Gragor will switch place with a hound, commanding it to attack the large snake lady. It's another miss.

Anyone who where holding their actions can do so now before Miriht takes her remaining 3 attacks.

Rolls

Secret Roll - (1d100, 1d8+1d6)

1d100 : (92) = 92

1d8+1d6 : (1) + (4) = 5

Gragor's attack: 50% - (1d100, 1d8)

1d100 : (50) = 50

1d8 : (1) = 1

Secret Roll - (1d100)

(82) = 82

Hound attack: 20% - (1d100, 1d6)

1d100 : (29) = 29

1d6 : (4) = 4

Nov 8, 2022 12:36 pm
OOC:
What can Daglin really reach from his position?
Nov 8, 2022 2:12 pm
OOC:
Not much sadly. I moved him to the nearest empty space which was behind Thallan. He could move up front and squeeze in the same space as a hound to attack Miriht though.
Nov 9, 2022 10:57 am
Daglin stays put for now, and waits to see how things unfold.
Nov 9, 2022 5:13 pm
Miriht will try to perform her remaining 3 attacks on Thallan (and if he should fall, any remaining attacks will go on the hound, hopefully this -25% for being squeezed will save him...).

Thallan is hit once. He can use his reaction to dodge this attack (I'm going to have to look at the rulebook if dodging voids aiming...).

Rolls

Miriht's 2nd attack -25%: 27% - (1d100, 1d8+1d6)

1d100 : (13) = 13

1d8+1d6 : (3) + (3) = 6

Miriht's 3rd attack -25%: 27% - (1d100, 1d8+1d6)

1d100 : (53) = 53

1d8+1d6 : (5) + (4) = 9

Miriht's 4th attack -25%: 27% - (1d100, 1d8+1d6)

1d100 : (43) = 43

1d8+1d6 : (3) + (5) = 8

Nov 9, 2022 5:19 pm
OOC:
Thallan's Dodge
OOC:
Aim: Every round spent aiming adds a
+25% bonus to the character’s Ranged
Combat skill (up to a max. of +50%). This
bonus only applies to the first attack the
character makes with the weapon, which
must be fired at the target being aimed at. A
character can take no other action while
aiming without losing the aim bonus

Rolls

Dodge: 18% - (1d100)

(8) = 8

Nov 9, 2022 5:28 pm
OOC:
Hmm, okay. Dodging is a reaction and not an action, so I guess Thallan could still aim? Probably something I'll have to ask the creator at some point in the future...
Thallan dodges the attack.

Fourth round of combat.

Combat Order (DEX+INT)/2
Baelrick: 16
Tyr: 15
Thallan: 13
Beastlings: 12
Daglin: 12
Miriht 11
Gargor: 10

Battlemap Tyr and Baelrick have a light source each, allowing you to see deeper into the cave and alleviating some darkness penalties (p.31 and p.56)
OOC:
Do not forget those as the temple is a bit larger than what you're used to fighting in so far!
Conditions:
Thallan is shaken for 5 rounds (-25% to all checks).
Daglin is shaken for 4 rounds (-25% to all checks).
The hounds are shaken for 11 rounds (-25% to all checks).
The remaining beastling is paralyzed for 59 rounds.
OOC:
Note: If you find yourself in trouble, do not forget that you have Fate Points as a player currency to help you out!
kalajel sent a note to kalajel
Baelrick is up!
Nov 9, 2022 5:51 pm
"Now fight, you cowards," Baelrick cries out to his trembling companions! He leaps forward between the elf and hound and thrusts forward with his mighty staff!
OOC:
Great Attack!

Rolls

Close Combat: 79% - (1d100)

(11) = 11

Quarterstaff - (1d8+4)

(6) + 4 = 10

Nov 9, 2022 9:16 pm
Tyr carefully aiming draws a bead on Mihrit again and hurls a stone her way.
OOC:
Nice
Last edited November 9, 2022 9:16 pm

Rolls

Ranged Combat: 84% - (1d100)

(69) = 69

Damage - (1d8)

(2) = 2

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