Act II, Ill Fortunes (the third day)

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May 21, 2018 1:36 am
OOC:
Even though we're not technically in combat just yet, I guess I could allow a ready action. I think we did it during last fight with Durgrim if memory serves...
Heather moves carefully towards the door, sounding like canned goods falling out of a pantry...

Ryjo for his part, opening the door and holding up his chalk board sees two wolf-like humanoid creatures in the stairwell. they look rather surprised by Ryjo, both by his appearance and his choice of communication. They stand there for half a moment, looking at each other before drawing their bows and taking aim at Ryjo.

We are now in combat. Roll initiative and and place your counter on the board.

Rolls

Werewolves' initiative

May 21, 2018 3:42 am
Veroth is prepared in the shadows... But how prepared?

Rolls

Initiative - (1d20+8)

(18) + 8 = 26

May 22, 2018 12:57 pm
OOC:
Where the door is between 2 squares can I attack from the square I am in now or do I need to be one closer?

Rolls

initiative - (1d20-1)

(7) - 1 = 6

May 22, 2018 6:00 pm
OOC:
Where you are right now, you could not attack anyone in the corridor. You should be closer to the door.
May 22, 2018 6:52 pm
OOC:
Initiative

Rolls

Initiative - (1d20+1)

(9) + 1 = 10

May 22, 2018 9:08 pm
Ryjo places his board on the ground and enters a fighting stance.

Rolls

Initiative - (1d20+5)

(18) + 5 = 23

May 22, 2018 9:22 pm
Okay. To avoid confusion and differentiate both groups, put a header on top of your post.

At the ruined estate (or At The Ruined Estate or AT THE RUINED ESTATE...) for the group who remained behind at the ruined estate.
At the Vistani camp (or At The Vistani Camp or AT THE VISTANI CAMP...) for teh group who went to visit Madam Eva at the Vistani camp.

First round of combat!

Initiative
26 Veroth
23 Ryjo
10 Durgrim
6 Heather
5 Werewolves
(as usual, I roll shit initiative for my monsters...)

Combat Map

Conditions
The red area is an area where rock was melted and cooled off quickly (is considered difficult terrain, DC of Acrobatics increased by 5, DC15 Acrobatics to run or charge across area, if fall prone take 1d6 points of damage from sharp obsidian).

Veroth is up.
May 22, 2018 9:34 pm
At vistani camp

Roland tells the vistani they need to see madam Eva again.
May 22, 2018 9:41 pm
OOC:
The Combat Map also leads to YouTube.
May 22, 2018 9:49 pm
OOC:
Huh, weird. Should be fixed.
At The Vistani Camp

The Vistani whom Roland approached answer in his thick accent.

"Yes, yes, you see Madam Eva. She reads your fortune, yes."
May 22, 2018 9:54 pm
AT THE RUINED ESTATE

Too far to charge into the fray, Veroth will remain hidden, and Ready an action to attack a werewolf that comes within melee range.
Last edited May 22, 2018 10:53 pm
May 22, 2018 10:41 pm
OOC:
Please, do not forget your header to avoid confusion.
At The Ruined Estate.

Ryjo is up next.
May 22, 2018 11:06 pm
OOC:
Quick question, do we make a check if we just enter the hall or is that only if we charge across it? Another one, can we enter the hall or is it too congested at the moment?
May 22, 2018 11:10 pm
OOC:
The Acrobatics check is only if you run or charge. As for your second question, can you not see the map? Perhaps you are on a mobile, I know the google presentation can get wonky on a mobile...
May 22, 2018 11:19 pm
OOC:
I can see the map, I wasn't sure though if Veroth and Durgrim would bar entry or not. Or does the door extend to the grid over?
May 22, 2018 11:49 pm
OOC:
No, they do not block you, you can still move through the door.
May 23, 2018 12:12 am
OOC:
Okay, thank you; feel free to delete the posts if you feel it necessary.
At The Ruined Estate.

Ryjo enters the hall and walks calmly across the jagged floor.
OOC:
I couldn't find anything about it but if taking a dodge action is a thing in pathfinder, I'll do that;*Noted* if not, I'll hold my action, in case one come into melee. I believe I moved my token the correct amount, taking into account the difficult terrain.
Last edited May 23, 2018 12:25 am
May 23, 2018 12:21 am
OOC:
I think the closest thing to a dodge action in PF is the fighting defensively option (which can be improved by the Combat Expertise feat) in which you take a penalty while attacking in order to increase your AC...
Durgrim is up next.
May 23, 2018 2:44 am
OOC:
Closest thing to the dodge action is Total Defense, but fighting defensively is certainly an additional option if you don't want to totally get rid of your offensive ability is Fighting Defensively:
[ +- ] Total Defense
[ +- ] Fighting Defensively
May 23, 2018 10:28 am
At The Ruined Estate.


"State yer intentions, creatures of the night!" Durgrim yells boldly as he carefully walks towards the werewolves. "Did ye live here, or are ye of the other clan?"
OOC:
Ready action to thump one over the head if he get's close enough (and seems hostile). Rolling it now, disregard if it doesn't happen.

Rolls

Earhbreaker (to hit, damage, electricity) - (1d20+12, 2d6+6, 1d6)

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

2d6+6 : (46) + 6 = 16

1d6 : (2) = 2

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