Act II, Ill Fortunes (the third day)

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Feb 21, 2018 4:47 pm
OOC:
So, when the wolverine acts this turn its no longer flat0footed? Hmm, seems short, but okay.
Janis, upset his original target moved out of his line of sight takes a swift action to observe the remaining visible she-wolf and makes a rapid shot on her, learning from his past experience and not putting as much points of deadly aim in his attack.

His 3 arrows missing their target, a few barely, bouncing on the she-wolf's ice armor, making Janis spew a string of expletives...

Rolls

Janis' 1st arrow (rapid shot, deadly aim)

Janis' 2nd arrow (rapid shot, deadly aim)

Janis' 3rd arrow (rapid shot, deadly aim)

Feb 21, 2018 4:51 pm
OOC:
Alright, this time I wonk,t fuck up the initiative order and will play the wolverines now instead of the she-wolves. I guess this also means the wolverine is also no longer flat-footed...
Before the wolverines' attacks, both Durgrim and Darren take 1 point of acid damage from last round's bite.

Durgrim is hit by a single claw for 6 points of damage.

Darren is hit for 15 points of damage by a bite (12 normal and 3 acid).

Both are bleeding now.

Durgrim is up next, and will take 4 points of bleeding damage at the start of his turn.

Rolls

Acid damage on Durgrim

Acid damage on Darren

1st wolverine's bite on Durgrim

1st wolverine 1st claw on Durgrim

1st wolvering 2nd claw on Durgrim

2nd wolverine bite on Darren

2nd wolverine 1st claw on Darren

2nd wolverine 2nd claw on Darren

Feb 21, 2018 4:56 pm
OOC:
Thats what it says, so with this initiative order its a complete waste. oh well.
Feb 21, 2018 9:55 pm
Bleeding profusely, Durgrim ignores the pain, and refusing to back down he swings his hammer yet again.
OOC:
This isn't going as good as I'd hoped. I'll fight with expertise (-2 to attack, +2 to AC). Feel free to run if/when I go down :o
[ +- ] State

Rolls

Foegrinder attack I (to hit, damage, electricity) - (1d20+10, 2d6+6, 1d6)

1d20+10 : (1) + 10 = 11

2d6+6 : (22) + 6 = 10

1d6 : (5) = 5

Foegrinder attack II - (1d20+5, 2d6+6, 1d6)

1d20+5 : (4) + 5 = 9

2d6+6 : (42) + 6 = 12

1d6 : (1) = 1

Feb 22, 2018 1:38 am
Durgrim's hammer falls short, failing to connect with the wolverines.

Ireena tries to shoot again, yelling at Janis.

"Would you let it go already you big oaf! Kill the wolverines so that Durgrim, Darren and I can close on those she-wolves! You want them dead no? This is the best course of action."

Ireena's bolt flies wide, hitting the far wall of the room, nearly hitting the strange woman in the circle who ducks down to avoid the wayward bolt making her look quizzically at the party.

Heather is up next.

Rolls

Ireena's crossbow attack.

Feb 22, 2018 3:10 pm
Heather reaches out and uses cure moderate wounds on Durgrim.

"You won't be going down on my watch!"
OOC:
With the extra 50% that's heal for 21 hp
Last edited February 22, 2018 3:10 pm

Rolls

Cure moderate wounds. - (2d8+6)

(71) + 6 = 14

Feb 22, 2018 6:08 pm
OOC:
Thanks!
[ +- ] State
Feb 23, 2018 6:40 pm
The she-wolf still visible to everyone will cast a spell on the wolverine in the H column, healing some of its wounds while the other one who moved to one side last round will also start using her sling for the first time in this combat, concentrating on the front line fighters, throwing a slick stone at either Darren or Durgrim (50/50).

The other she-wolf aimed at Durgrim but failed miserably, with the stone bouncing off the wall a few feet above his head. Whatever makes their movement a bit sluggish and making them shiver from time to time seems to be really affecting them physically...

Veroth is up next.

Rolls

Matrika's cure wounds on the wolverine

Darren or Durgrim (50/50) - (1d100)

(53) = 53

Tris' attack on ??

Secret Roll

Mar 1, 2018 1:18 am
OOC:
Sorry, this fell of my radar.
Veroth continues to fire, but as switches to the Wolverines in column H even though they have cover and are in melee.

Rolls

Shortbow +1, -4 for cover, -4 for melee - (1d20+3, 1d6+3)

1d20+3 : (10) + 3 = 13

1d6+3 : (4) + 3 = 7

Mar 2, 2018 12:55 am
OOC:
You don't take a penalty for cover, they gain +4 AC instead.
Veroth shoots, but misses the wolverine. Ujjaya is up next.
Mar 2, 2018 4:20 pm
Heeding Ireena's words, Ujjaya switches from targeting the wolf-women to targeting their summoned wolverines.
OOC:
• Shooting non-silvered arrows vs. wolverines (primary target: G11. Secondary: H11)
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage. (adjustments already included)
• Point Blank Shot: +1 to all bow attack & damage rolls. (bonus already included)
• Aspect of the Falcon 1/day, duration 1 minute, +3 Perception, +1 archery attack, crit 19-20/x3. (bonus already included)
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot, with the lower roll as crit confirmation if the higher threatens.
[ +- ] Ujjaya's combat stats
Last edited March 3, 2018 4:28 am

Rolls

Attack #1, Perfect Strike, potential damage - (1d20+12, 1d20+12, 1d8+10)

1d20+12 : (16) + 12 = 28

1d20+12 : (19) + 12 = 31

1d8+10 : (7) + 10 = 17

Attack #2, potential damage - (1d20+12, 1d8+10)

1d20+12 : (12) + 12 = 24

1d8+10 : (1) + 10 = 11

Attack #3, potential damage - (1d20+12, 1d8+10)

1d20+12 : (18) + 12 = 30

1d8+10 : (2) + 10 = 12

Attack #4, potential damage - (1d20+11, 1d8+10)

1d20+11 : (7) + 11 = 18

1d8+10 : (8) + 10 = 18

Mar 3, 2018 4:07 am
Three of Ujjaya's arrow find their mark, severely bloodying the snarling creature. It is still standing up, but looks much worse for wear...

Fifth round of combat.

Initiative
18 Darren
18 Roland
18 Janis
18 Wolverines
18 Durgrim
17 Ireena
16 Heather
15 She-wolves
10 Ujjaya
7 Veroth (temporarily down from 11 due to deafness)

Combat Map.

Conditions
Durgrim and Veroth are entangled (move half speed, cannot run or charge, -2 attack rolls, -4 Dex, if casting Concentration DC 15+spell level or lose spell particularities of this spell: can free itself by spending move action and Str check or Escape Artist check DC equal to spell's saving throw).
Veroth is deafened (automatically failed sound-based Perception checks, -4 on opposed Perception checks, -4 on initiative checks, 20% miss chance for casting spell with auditory components).
Anyone standing in the area of smooth obsidian glass (the dark red rectangle) has the DC of any Acrobatics check increase by 5, DC 15 Acrobatics check to run or charge through area or fall prone and take 1d6 points of damage from sharp obsidian spikes.
Everyone is under the effect of Heather's spell (+1 moral bonus to attack roll and save vs. fear).
Darren is bleeding (4 hp of damage at the start of his turn unless healing check DC 15 is made or healing spell).

Darren is up and will take 4 points of bleeding damage at the start of his turn.
Mar 7, 2018 3:36 am
Darren, very badly wounded now, draws upon the power of his faith and quickly casts a spell of healing on himself.
OOC:
Swift Action: Fervor to cast Cure Moderate Wounds on myself (Now I should be no longer bleeding!)
Standard Action: Attack the wolverine in front of me
[ +- ] Stats
Last edited March 7, 2018 3:37 am

Rolls

Cure Moderate Wounds - (2d8+7)

(36) + 7 = 16

Attack w/ silvered warhammer - (1d20+11, 1d8+12)

1d20+11 : (14) + 11 = 25

1d8+12 : (2) + 12 = 14

Mar 7, 2018 5:04 am
Darren heals himself and stops the bleeding then hits the wolverine in front of him hurting it terribly, but the thing seems to be standing up from sheer force of will, for now... Roland is up next.
Mar 11, 2018 5:54 pm
Roland fires twice. Once at the wolverine Darren hit, and then switching to the other if it falls.

Rolls

attack 1, damage 1 - (1d20+11, 2d12+5)

1d20+11 : (8) + 11 = 19

2d12+5 : (71) + 5 = 13

attack 2 damage 2 - (1d20+6, 2d12+5)

1d20+6 : (5) + 6 = 11

2d12+5 : (411) + 5 = 20

Mar 11, 2018 9:03 pm
Roland's shot fells one of the wolverine, he switches to the other one for his second shot, but misses it, not having enough time to reajust after the quick swivel of his gun.

Feeling that since one of the wolverines fell, Janis can just continue shooting the she-wolf he observed last round, still shooting a rapid shot and few points of deadly aim...

Two of his shots bounce off the she-wolf's ice armor while the third misses, making Janis swear loudly again.

Rolls

Janis' 1st attack

Janis' 2nd attack

Janis' 3rd attack

Mar 11, 2018 9:07 pm
Before the lone wolverine attack, both Darren and Durgrim take some acid damage from previous bites. 3 for Darren and 2 for Durgrim.

The remaining wolverine attacks Durgrim. This round, only a single claw hits Durgrim for 6 damage.

Speaking of which, Durgrim's turn.

Rolls

Acid damage on Darren

Acid damage on Durgrim

Bite

1st claw

2nd claw

Mar 12, 2018 7:43 am
Bolstered by Heather's healing spells, Durgrim stands his ground, swinging his great hammer at the remaining Wolverine.
OOC:
Combat expertise, Full round attack on the nearest Wolverine, if it goes down I'll five foot step forward and continue on the next one
[ +- ] State

Rolls

Foegrinder (to hit, damage, electricity) I - (1d20+10, 2d6+6, 1d6)

1d20+10 : (2) + 10 = 12

2d6+6 : (51) + 6 = 12

1d6 : (3) = 3

Foegrinder (to hit, damage, electricity) II - (1d20+5, 2d6+6, 1d6)

1d20+5 : (12) + 5 = 17

2d6+6 : (11) + 6 = 8

1d6 : (5) = 5

Mar 12, 2018 2:13 pm
Durgrim's attacks on the remaining wolverine fails.

Finally seeing an opening, Ireena will drop her crossbow, draw her sword as a free action, and move next to the remaining wolverine, attacking it in melee. Her attack fails, but not as much as her feeble attempts to shoot in melee earlier this fight...

Heather is up next.

Rolls

Ireena's attack

Mar 12, 2018 8:57 pm
OOC:
How do you measure a radius on the map? Is there a place I can move to that my 30 ft radius burst of healing will hit DArren and Durgrim but not the wolverine?
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