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Round 1 actions, round 1, round 2 actions, withdraw

From: Jason

Subject Round 1 actions

That's how I remember it too. Ragnar will is going to cast a cure spell on Alistair... Unfortunately I'll have to let you know which one tomorrow, because its going to involve seeing what he's cast so far today.



From: Derek

Subject Round 1 actions

OOC: OUCH. What is Allistair's difficulty to cast a spell next round?

IC: Ouch. Allistair had never felt as much pain in a single instance as he had just received. He would be surprised that he was still conscious, if he had time to think about such things. He'd really like to shoot a fireball up the arse of these manticores, but he's not sure if he can pull it off.

OOC: If Allistair has a decent chance of getting a fireball off, he'll shoot one that will get the two manticores without hitting his friends. Then he will run out the door. If he can't get a fireball off, he'll just run out and then drink his potion.



From: Randy

Subject Round 1 actions

Ranthir charges at Sharpspike as he seems to be the one in charge and is the one that ordered the attack. Staying at a distance did not seem like a good idea in this situation. He will attack as soon as he is close enough to take a swing.



From: Mark

Subject Round 1 actions

He would need to make a Concentration check of 10+ the damage taken this round, which would be a DC 43.



From: Derek

Subject Round 1 actions

OCC: *That* would be a very difficult number to roll.

IC: Allistair runs outside the room and gulps his potion down.



From: Mark

Subject Round 1 actions

I assume that Mund is raging?



From: Porter

Subject Round 1 actions

Yes. I see that I didn't make that explicit, but that's what I meant by "Mund summons all his strength." I should have made it clearer.



From: Mark

Subject Round 1 actions

I thought that that was what you meant, and it make perfect sense in this situation, but I just wanted to make sure.



From: Mark

Subject Round 1

Round 1 Initiative: Kal (23), Surin (20), Harp (18), Salix (12), Mund (11), Ran (9), Allistair (9), Flailtail (5), Sharpspike (5), Ragnar (5).

Kal's sense of right and wrong flares with in him. They had tried to deal with these creatures and they attacked the most helpless of the party on a technicality. Seeing the other fighters in the group preparing to charge Kal chants the spell for the strength of the Bull. As he feels his muscles surge with power, he rushes towards the beast that called it self Sharpspike.

Surin sees the attack just as he enters the room and watches Salix and Allistair almost fall from their injuries. The halfling takes a step into the room, trying to figure out how he can best help.

Harp pushes past Mund and grabs Salix, almost dragging him along, but also shielding the druid with his body. Ordering Ranthir, Mund and Kal to attack, he tells Ragnar to follow him "Save these two, if you can. I will go help the others." As he moves past the 1/2 also grabs Allistair as well and pushes both the mage and the druid out into the hallway. He then turns, a fire in his eyes. He sees Surin standing by him. "I don't know if you can help in this fight, little one, but maybe you can help Brother Ragnar aid these two."

Salix does not remember ever being in such pain. He vaguely realizes that Harp is dragging him to safety but the action barely registers. Healing. Something about healing. There was no way he would be able to pray for healing, not with the pain he was in. The thought crystallizes, just for a second, and he remembers the potion. Grasping at his waist, he pulls the small vial from where it was tied on his belt. He pulls the stopper with his teeth and not stopping to spit out the cork, lets the healing fluid flow into his mouth (Heal 8). The bleeding around the spike in his chest slows to a trickle.

Mund's anger at the situation is over run with his feelings for his brother. He sees Harp rush Salix and Ally out of the room, protecting them with his body. "Well, that does it. I tried to deal fairly with these things and they tried to kill my brother. No more nice Mund." The barbarian grabs his battle axe as he charges the two creatures, moving to a spot where they will not be able to escape. When he gets there he takes a huge swipe with his axe at Sharpspike (AC17, 16+14=29, hit, damage 8) and leaves a small gash in the things front right leg.

Ranthir also charges Sharpspike, a long forgotten elven war cry coming from his lips. His sword flashes in the light, (AC17, 4+13=17, hit, damage 4) and he nicks a wing tip. Ranthir curses that he was not able to do more damage and prepares for the attack he knows will come.

Allistair mind almost disconnects from the pain. "You know this would have been a perfect place for that fireball spell. They were just the right distance away, they were all lined up." His reverie is disturbed by the pain and Harp's grabbing him and pulling him to safety. In the distant background he hears Mund and Ranthir's battle cries. He then realizes that neither Mund nor Ran is at full strength and that two manticores may very well be too much for them. "Need to do something about the pain." He grabs at the vial at his waist and pops the stopper out and swallows the sweet tasting liquid (heal 6). His breath comes a bit easier.

Flailtail claws at Mund and then bites at the barbarian, the sharp teeth and claws gouging at the breastplate(AC20, 20+10=30, hit, critical threat, critical threat roll, AC20, 5+10=15,miss, no critical, 19+10=29, hit, 20+8=28, hit, critical threat, critical threat roll, AC20, 12+8=20, critical hit, damage 27).

Sharpspike strikes at Ranthir, one claw catching the 1/2 elf in the chest. (AC19, 7+10=17, miss, 20+10=30, hit, critical threat, critical threat roll, AC19, 4+10=14, miss, 7+10=17, miss, damage 10). Ran is able to roll with the paw, which keeps him from having his guts left on the floor.

Ragnar hustles out after Harp and his two companions, ready to heal them. Salix looks the worst for wear, so the cleric pulls out one of the scrolls and reads it, touching the druid as he does (Heal 11).

OODM: I need round 2 actions. Both Mund and Ran will be able to get in 2 attacks this round, assuming they take no more than a 5 foot step. Salix and Allistair will be able to do something, if they want.



From: Porter

Subject HP's

Is there anyplace I can look to see everybody's current hit points?



From: Mark

Subject HP's

Sakeriver.



From: Porter

Subject HP's

I just looked there, and it's not in the archives.



From: Mark

Subject HP's

Not in the archives. In the gaming tools section.



From: Porter

Subject HP's

Are you talking about the character sheets?

Mund's says that he has 30 out of 59 HP. Does the 30 include the +12 HP for raging?



From: Derek

Subject Round 2 actions

Allistair tries to clear his head enough so that he can run in the room and help. He asks Ragnar and Salix quickly, "Did I hear correctly that there are two Manticore cubs in addition to these two adults? If I hit them or threaten to hit them with a fireball, would the adults race back to guard thier cubs, would they be fearful enough that they would stop fighting, or would they attack me again?

OOC: Can I get a knowledge check on how the Manticores might behave if I threatened (or outright fireballed) thier young? Where I target my fireball will be determined by how I think they may react, and Ragnar's and Salix's reasoning.

Allistair moves into the room far enough so that he can shoot off a fireball. Can he see the two manticore cubs in the back of the room? If he can, he'll



From: Porter

Subject Round 2 actions

We're in big trouble.



From: Derek

Subject Round 2 actions

OOC: Sorry about that last paragraph. I forgot to erase it when I was rethinking my wording....



From: Kevin

Subject Round 2 actions

OOC: I have NEVER seen so many critical threats and hits in only 2 rounds of action from only 2 creatures.

Will write more tonight.



From: Kevin

Subject Round 2 actions

OOC: Mark, the concentration check is only for the round immediately following when damage was taken, right? i.e. since Salix was injured during the "surprise" round, and has now taken a turn to move and heal himself somewhat, he can cast in round 2 without making a concentration check, right? Same with Allistair?



From: Mark

Subject Round 2 actions

I think that that is what I said. Yes I am sure that that is what I said. The last line of the e-mail reads " Salix and Allistair will be able to do something, if they want."

So I guess I was very clear about what they would be able to do if they wanted to, unlike some people who assume others know what they were thinking when they wrote how people were lining up.



From: Kevin

Subject Round 2 actions

Sorry, I was still reeling from the huge amounts of damage our group took to read all the way down.

Take a prozac and lie down for a few minutes.



From: Kevin

Subject Round 2 actions

Harp looks up at the two in front of the beasts, each of them getting attacked viciously. He looks at Allistair, who is looking a bit better than he had a few minutes ago. "Can you shoot one of those fireballs back into the corner behind those things, if so, do it."

With that, Harp steps a few feet forward (5 ft step) toward Ran and Mund and Kal, and in his loudest, best seargant voice "WITHDRAW NOW!!!!"

OOC: Guys, withdraw action does not provoke an AOO, and it gets you out of range of the fireball that Ally is going to throw.

IC: Salix feels the warmth of the potion flow through his body. As the pain eases, he hears the sound of combat behind him in the room. Remembering the damage he had taken, he knows that hsi friends (even that damn elf Kal) would need natures help to over come these things. He steps gingerly back into the room, Harp and Ragnar in front of him. He touches his hand to the acorn on his chest, and chants the prayer that will call the power of electricity to his command. He strikes with it at the beasts. (Call Lightning).



From: Randy

Subject Round 2 actions

Ranthir will continue to attack Sharpspike, hoping to make two solid strikes at the creature. The blow had hurt, but he was still in pretty solid shape.



From: Randy

Subject Round 2 actions, revised

OOC: Revise my turn as follows

Ranthir hears Harp and responds quickly, withdrawing to the left of the creatures, not wanting to fall back into the path of whatever is to come.



From: Porter

Subject Round 2 actions

Mund is glad to see that Harp can recognize how dangerous this has gotten. He withdraws and goes back out through the door.



From: Mark

Subject Round 2 actions

Would you mind giving me a Square locator on the map?



From: Mark

Subject Round 2 actions

Getting awfully crowded around the door.



From: Jason

Subject Round 2 actions

Back on 5/13, Mark said "Kal is about 100 shy of 6th level and will go up,

assuming he lives, after the next encounter."

That comment is taking on whole new meanings right now.



From: Mark

Subject Round 2 actions

Actually Kal has gone up.



From: Jason

Subject Round 2 actions

Ah, my mistake. I was going through the archives figuring out what spells I've cast since we last rested, and I'm fairly certain that my spell list is now up to date. Speaking of which, Ragnar is going to cast Magic Circle against evil and then step away from the doorway (but stay within 10 feet of it.) That should hold the things back if we want to get out.

PS If, for any reason, when its Ragnar's turn he's the only one in a direct line between the manticores and Allistair and/or Salix, he'll stay there instead.



From: Mark

Subject Round 2 actions

Again if you could give me a square location that would be helpful.



From: Kevin

Subject Round 2 actions

OOC: Randy and Porter, I don't think Ran and Mund can make it ALL the way back to the door using the withdraw - Harp just wants them out of the way when the fire ball goes off. Luckily you guys are all before Salix and Allistair.

Mark, Harp will 5 ft step 1 square to G14. Salix will move to G16 for his call lightning.



From: Porter

Subject Run

If Mund can run after doing a withdraw, he can easily make it out the door.



From: Derek

Subject Round 2 actions

Mark, can I get a knowledge check for Allistair and at least Salix (who probably has the best idea of how they might react, being a druid) on how these Manticores will react if I hurt or threaten thier young? (Assuming that Allistair can see their young, that hasn't been answered yet either) If Allistair can't see the young or if no one knows they might react or if they would probably charge and attack me instead, then he'll just target the Manticores while making sure Ran and Mund don't get hit.

Also if Ragrar does cast that protection from evil, Allistair will do his best to stay in the area of effect.



From: Porter

Subject Round 2 actions

OOC: I am remining you that more than once Mund has been in favor of using Allistair's magic to hurt the baddies even if it hurts the fighters as well.



From: Mark

Subject Withdraw

The withdraw action is a full round action. You can move upto double your speed and do not provoke an AOO. You also do not get to make any attacks. The AOO you do not provoke is only from the square you are leaving. If you leave another square or do another action that provokes an AOO, that second AOO happens.



From: Kevin

Subject Withdraw

OOC: Porter, I believe the Withdraw action is a full round action, meaning that Mund will not be able to do other movement. A Withdraw allows you to leave a threatened square and move your normal movement allowance without provoking an attack of opportunity. Unless these guys die from the fireball (not bloody likely) they are going to move at you and probably attack you again this turn, but since they will have had to take a move action, they will not get a full attack, just normal attack (1 claw instead of 2). Harp wants to get you two to pull back as best as possible - if we can get back through the door, we can limit who they can hit a bit more.



From: Mark

Subject Round 2 actions

Actually Salix has very little knowledge about them. They are magical beasts and druids know very little about those types of things.

The applicable skill is knowledge Arcana and I already rolled for Allistair, that is how he knew what they were. Since you passed the knowledge checky by more than 5 points I will let you know one more fact about them. In a seperate e-mail.



From: Kevin

Subject Withdraw

I bow to my brother saying you can move a double movement. In that case, you may be able to make it - you small human types move faster than us 1/2 orcs.



From: Porter

Subject Withdraw

OK, let me see if I understand this:

These critters have a 10-foot reach. Even if they don't get an AOO on Mund when he leaves the square he's in, they'll still get one when he leaves the next square.

In other words, withdraw is useless when fighting anything of size large or larger.

So, Mund might as well attack and then run away.



From: Mark

Subject Withdraw

Thank you Mr. DM's Brother.



From: Kevin

Subject Withdraw

You do not know that they have a 10' foot reach, just that they are 10' long.

Mund does not have to do what Harp yells, Harp is just tyring to protect him. He is sort of soft that way. Mund maybe be so enraged at the attack on Allistair that he would not disengage until he or they are dead. You play him as you see him.



From: Porter

Subject Withdraw

I'm trying to understand the D&D rules. I'm not saying anything about what Mund would do.

I'm also going off of the assumption that any creature that takes up 4 squares has a 10-foot reach. I don't know if this is true or not, but it is true of everything we've encountered so far.

Besides that assumption, is my analysis of the rules correct?



From: Kevin

Subject Withdraw

I will say yes, but bow to the immense power and wisdom of the DM. He has the rules guru.



From: Mark

Subject Withdraw

Who said they had 10 foot reach? Not all 10 foot creatures have 10 foot reach. In fact I think the paty has already fought a few that do not.

There is a pattern to the size vs. reach.



From: Mark

Subject Withdraw

I will let everyone in on the pattern I have picked up on with Monsters, size and reach.

If a creature is large but a quadreped, then they usually, not always, will have a 5 foot reach. If a creature is large and a biped then the usually, not always, will have a 10 foot reach.

In general though Porter is correct. The withdraw action is not very usuful to people moveing away from creatures with 10 foot reach.

However, the mobility feat, which Ran and Kal have, helps alot.



From: Porter

Subject Withdraw

OK. Considering that assumption, is everything else I said correct?



From: Porter

Subject Withdraw

Can Mund attack and then run away at double speed?



From: Mark

Subject Withdraw

Not really. If Mund attacks and runs away he would provoke two AOO, one for each square. If the creature has Combat Reflexes, then it would get two AOO, one for each square Mund left. If the creature does not, then it only gets one.

also if you run you move 4 times your speed but loose your DEX bonus to AC. Unless you have the Run feat, whic allows you to move 5 times you speed and lets you keep your DEX bonus to AC when running.



From: Mark

Subject Withdraw

No.

Here are the options

1: Withdraw. Move twice speed, remove one AOO. NO attack for Mund.

2: Attack once and move base speed. May provoke AOO.

3: Attack full.

4: Run. Move 4 times speed, provoke AOO, loose DEX to AC.

I think that covers most of them. If you do not move you can do a 5 foot step.



From: Porter

Subject Withdraw

Huh. Wasn't Mund able to move at 2x and attack last round?



From: Mark

Subject Withdraw

He charged. That is another full round action that ends with an attack.

The withdraw is similar but it is used to leave combat. You sacrifice the attack to remove the AOO you would provoke when you normally leave a threatened square.



From: Porter

Subject Withdraw

After a whole bunch of talk, we're right back where we started:

Mund is glad to see that Harp can recognize how dangerous this has gotten. He withdraws and goes back out through the door.



From: Kevin

Subject Withdraw

But the talking was the important part.

Can't we all just get along?



From: Josh

Subject Withdraw

Wait, we're reatreating?



From: Randy

Subject Withdraw

G6



From: Kevin

Subject Withdraw

A strategic redeployment. Kal might pull up if he hears Harps call in time. Play it like you need.



From: Jason

Subject Round 2 actions

Have Ragnar aim for O10, unless there's no one between the Manticores and the two who are currently outside the room. Then he'll just get in the way. Here's the map for this round.