Everyone notices the sounds together and quickly gathers in the woods, hiding in the dense foliage and drawing weapons, squinting to make out what's coming ahead in the dim moonlight. Magma and Dalamus have a better time of it and note four creatures exiting the mouth of the cave. Three are about 3 feet tall with red scales and reptilian like heads. They wear well-kept leather armor and carry spears and slings. The fourth is slightly taller, with greenish-black scales, immaculate black studded leather armor and carrying a shortbow with arrow nocked, a longsword at its belt. Magma and Epik step on some twigs and the shortbow wielding creature barks loudly and the other three begin to move towards your hiding location, spears poking around at the shrubs
The creatures are kobolds. The different colors represent different genetic lines and tribes
Team N2:
Surprise Round
Nemoris: surprise round is 1 action only ... horse can move, you can attack; normal move: no penalty to attack; because you go before the ankheg in the surprise round, you and your horse can withdraw without being attacked even though you're in reach since he's flatfooted still Dice:
Nowz Init:1d20 + 2 ⇒ (4) + 2 = 6
Nem Init: 1d20 + 2 ⇒ (12) + 2 = 14
Ankh Init: 1d20 + 2 ⇒ (9) + 2 = 11
Ankh attack: 1d20 + 5 ⇒ (11) + 5 = 16;HIT!; Damage: 2d6 + 4 + 1d4 ⇒ (2, 4) + 4 + (3) = 13
Nowzai Ride to dismount: 1d20 + 2 ⇒ (9) + 2 = 11; FAIL!; Damage: 1d6 ⇒ 3
Nemoris wheels his horse about, moving back 30 feet and firing an arrow deep into the beast [ooc](why +5 instead of +4?, +3 str bow and point blank shot)
. The creature lashes out at the nearest thing which is Nowzai's horse, knocking the panicked creature unconscious, tumbling Nowzai to the ground who skins his knee in the process.
Round 1 actions? Nowzai's horse in KOd and Nowzai is dismounted but not prone; Initiative: Nemoris, Ankheg, Nowzai Map here Picture here
Spells Prepared Cantrips: detect magic, light, message, sonic snap
1st: enlarge person, lesser orb of sound
2nd: baleful transposition (2), summon monster II
Acid Dart 8 use remaining (8/day)
Riftcutter 1 use remaining (1/day)
Team |\|:
Round One
Nowzai stands, shaken from the fall but a determined look on his face. He quickly completes an arcane casting, throwing his hand forward and sending a small sphere of humming energy at the ankheg. It impacts with a loud clap.
Lesser Orb of Sound Ranged Touch: 1d20 + 3 ⇒ (15) + 3 = 18; Damage: 2d6 ⇒ (5, 3) = 8 sonic and DC 17 Fort save or deafened for 1 round.
Nemoris, controlling his horse with his knees, quickly feathers two more arrows into the ankheg causing great gouts of green fluid to erupt from its back. It screams in agony, rearing back and squirting a jet of green splattering acid and the ranger and his horse. They both move out of the way, but take some of the spittle (take half of damage below). The ankheg then turns and starts to flee back down its tunnel, but Nowzai is having none of that and steps up, following the beast with a shot of tightly bound musical cacophony which explodes ruining the creatures head.
Male Human Ranger 1/Fighter 4/Order of the Bow Initiate 1
Team Nⁿ:
Maybe he's bleeding out? I have got potions, or can probably help with a healing check? 1d20 + 3 ⇒ (11) + 3 = 14
Oh, btw Tike not sure how you want to handle this, but I looked up the cost of those CMW right now because I didn't know how much any of it cost, and there's no way my guy would drop ~900gp on potions. I hadn't subtracted it from my gold or put them on my page, so if it's alright with you I'm going to stick with the one I have. I can say for sure that when I asked to buy those and they said, "720 gold please" I would have declined!! I was thinking 100gp max.
And, as a side note, at that cost, better to just buy a new horse too Nowazi!
You are correct .. .at zero. OK with the potions .. they are 300g each for lev 2 pots at base price less 20% as you discovered. Healing check could get the horse up and moving. Will need to check DCs
Heal: 1d20 + 1 ⇒ (13) + 1 = 14 ... close, but good enough with an hid Other from Nemoris.
EDIT: Actually, if I'm allowed to Take 20 on the first aid check, I'll do that for sure.
"Help me out here," Nowzai waves over Nemoris, pulling out whatever he can find to help staunch the horse's wounds. "No need to spend the potion, if we can at least get her up on her feet again. I'll walk her the rest of the way."
Both of you have the same Healroll and with an aid other from either of you, you're able to get her on her feet, but staggered. She can't do anything strenuous or will collapse to dying again. Since the beast is gone, she's no longer panicked. And, if there's nothing else -->
You head out, a bit slower now, but still making pretty good ground as the sun begins to set, following the signs Malcolm left. Shortly after the start of twilight, you hear barking and yipping up ahead, a tad south of your current location on a fairly wide animal path.
Join the regular Team Impatience thread below, will need initiative checks from the 2 of you on your first post
Team N Knowledge Local or Linguistics DC13:
You recognize the dialect of Draconic and the timbre of the voices as those of kobolds of the region
Draconic (only open if you know the language):
It's not meat, you fools! There are people approaching. I hear them on horseback. Fall back to the tunnel. Kraknaa, run to the winch and sound the alarm!
Surprise Round
Team Impatience gathers in the woods awaiting the advancing kobolds, collectively ready to slaughter them as they approach when the sound of voices and slow hoofbeats carries through the night. The black kobold barks out a couple orders and one of the three kobolds breaks into a dead run back into the tunnel while the others make a strategic withdrawal, the 2 spear-wielding kobolds protecting the bow-wielding one. They are looking to the north towards the sign of hoofbeats.
Team Impatience Int check DC6 AND Perception DC10:
You recognize the sounds of the voices as those of Nemoris and Nowzai; no more spoilers required for you!
Round 1 actions? Dalamus, let me know if you moved out into the open or not ... the likelihood of you being seen on a moonlit night is very high if you leave the cover of the jungle, but not guaranteed
"Kobolds," Nowzai says, alarmed. "They are aware of our approach, and looking to warn others." He throws his horse's lead around a branch and hustles forward with Nemoris.
Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 6 ⇒ (6) + 6 = 12
I will attack the large kobold when they turn and if I don't have a clear shot I will move up as far as I need and still be able to take the shot. Do I need to reroll or use the previous attacks?
After I attack I will call out to Nemoris and Nowzai.
We are here friends, keep coming and you will find us. 4 Kobolds heading towards the cave
Stupid busy today, update will be late tonight. Nowzai and Nemoris are about 200 feet away and can barely see the movement in the kobolds up ahead, consider that in your actions. All readied attacks need to be rerolled since this is a different round now (Magma is good ... need Malcolm's)
Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)
How is it a new round, no actions from the surprise round were completed? Just because you ready an action doesn't mean that you take no action unless what you readied happens. Once your action comes up you can do whatever action you want. Readied just means prepared, not locked into only that action right?
Male Human Ranger 1/Fighter 4/Order of the Bow Initiate 1
Double move from my horse should put me to within 80, not sure how visibility is (or if I can even do that, here's the ride check though):
1d20 + 6 ⇒ (15) + 6 = 21.
Male Human Ranger 1/Fighter 4/Order of the Bow Initiate 1
Double move from my horse should put me to within 80, not sure how visibility is (or if I can even do that, here's the ride check though):
1d20 + 8 ⇒ (15) + 8 = 23.
How is it a new round, no actions from the surprise round were completed? Just because you ready an action doesn't mean that you take no action unless what you readied happens. Once your action comes up you can do whatever action you want. Readied just means prepared, not locked into only that action right?
Negative, readied is conditional. Ready for approach or ready for casting spell. If that doesn't happen, you don't execute. You maintain your initiative which makes it different than delay plus it happens first so you can interrupt. So a full cycle has come around and now youre making a conscious decision to do something else. You shouldn't know the results of the roll before you decide, thus new roll required.
Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)
I said I would delay until they got closer, not ready an action, so based on the rules I can change my action at anytime. Once they started to move away I would have attacked then
From the SRD: By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.
Actually, Malcolm delayed through the surprise round and others readied. When the kobolds initiative hits in Round 1, you can act if you so wish, but act after they do (which is what you stated ... so you'd act on 13 in this round and can fire ... after they move).
To be clearer, you essentially delayed to the end of the surprise round. Since they didn't act in the surprise round, on init 1, you reset your initiative to 20 at the beginning of Round 1 and delayed until they acted at 13. You essentially deferred your surprise round with the intent for them to come closer. They've now started combat by moving away from you, negating the surprise you would have had if you'd attacked when you had the opportunity.
Why the reroll? Campaign info tab house rules state the following:
[i]Combat will be done round by round; DM will roll initiative and everyone will post their actions for that round; if someone else's actions change your post, changes will be accepted until the round's actions have been posted. Characters will make all active rolls each round. DM will make all saving throws.[i]
Cave Entrance Round 1 Init: Epik 15, Magma 15, Red Kobold (runner) 13, Malcolm 13, Dalamus 10, Nowzai 6, Nemoris 5, Black Kobold 2, Red Kobolds (protecting) 2
Epik moves out of the brush quickly and wounds a kobold with a quick slice. Magma follows to get into position for a great blow of his axe but doesn't have enough juice left (double move required] to attack.
One red-skinned kobold flees toward and into the cave. Nemoris, he's out of line of sight inside the tunnel. Malcolm fires at the large kobold but his bullet deflects off a tree soft cover. The noise cracks through the night startling all the kobolds into a jump. Dalamus also fires at hits the kobold, who snarls and fires back at the closest thing possible ... Epik. The paladin takes the arrow and feels his strength sap away from the poison the kobold apparently coverd it with.
The group of 3 kobolds withdraw closer to the cave and create a wall just inside.
Nemoris and Nowzai ride/hustle closer to the fight. Nemoris is 80 feet out, Nowzai is 140 feet out. Nemoris can make out the 3 kobolds before they move to the tunnel.
The Dice:
Malcolm to hit: 1d20 + 9 ⇒ (4) + 9 = 13; miss (soft cover/if you chose to move closer for point blank range, you'd still miss)
Black Claw to hit: 1d20 + 6 ⇒ (17) + 6 = 23; HIT!; Damage:1d6 ⇒ 4 + 1d2 ⇒ 2 Str dam
Epik fort save 1d20 + 10 ⇒ (3) + 10 = 13; FAIL!
Male Human Ranger 1/Fighter 4/Order of the Bow Initiate 1
DM Fflash wrote:
** spoiler omitted **
Cave Entrance Round 1 Init: Epik 15, Magma 15, Red Kobold (runner) 13, Malcolm 13, Dalamus 10, Nowzai 6, Nemoris 5, Black Kobold 2, Red Kobolds (protecting) 2
Epik moves out of the brush quickly and wounds a kobold with a quick slice. Magma follows to get into position for a great blow of his axe but doesn't have enough juice left (double move required] to attack.
One red-skinned kobold flees toward and into the cave. Nemoris, he's out of line of sight inside the tunnel. Malcolm fires at the large kobold but his bullet deflects off a tree soft cover. The noise cracks through the night startling all the kobolds into a jump. Dalamus also fires at hits the kobold, who snarls and fires back at the closest thing possible ... Epik. The paladin takes the arrow and feels his[/i][/i]...
Did I get a shot off at the kobolds that are still in site, my range with the bow should be 80-90 pretty easily?
I'll take another double move action on the horse to close within 30 feet, 1d20 + 8 ⇒ (13) + 8 = 21 (forgot to add in my saddle bonus before, which is why it's 8). With the ride check of 20 I can dismount as a free action, and then I'll rapid shot at the same kobold I fired at before (use the rolls from last time if they couldn't be used or reroll?)
Yeah, you can shoot one, but I need you to give me a different target than before. Double move on a horse should get you much closer by the way ... 120 foot is a double move. See my notes on rolling ... you can use your rolls within the round they;'re rolled. Once I've posted a round update, you can no longer use those rolls.
Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)
Advanced Firearms: Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. Advanced firearms have a maximum range of 10 range increments. Revolver is 101' for touch AC to apply
I can't seem to find the updated map anywhere, can you please relink?
Copy touch attack on the revolver ... Map is at the same link as before, or on the maps/images part of the shackled city Google site. I'll get a url out tomorrow.
Nemoris fires at the large kobold and wings him in the arm as he flees Correct me if I'm wrong but you can't rapid shot after a control of the horse since rapid shot is a full-round. You also get a -4 to your hit roll for the double move .
Cave Entrance Round 2
Map here; note the kobolds are inside the tunnel (not shown well on map, they're not on top of the cave)
Init: Epik 15, Magma 15, Red Kobold (runner) 13, Malcolm 13, Dalamus 10, Nowzai 6, Nemoris 5, Black Kobold 2, Red Kobolds (protecting) 2
Taking some liberties here to move the game along
Epik pursues the kobold he was following, but the nimble beast dodge his swing. Magma follows in behind him and splits the skull of one due to your movement of 20 and their movement of 30, you aren't able to get next to both of them.
The runner disappears down the tunnel beyond the range of Magma's darkvision, taking off as quickly as he can. Malcolm and Dalamus move south to get line of sight and put and arrow and a bullet into the black kobold, causing it to stagger and spew blackish blood everywhere. Amazingly it's still on its feet. Nemoris gallops up out of the darkness and leaps off his horse, but misses the leader with his wobbly shot.
Nowzai jogs up behind and surveys the scene.
The black claw kobold barks another order, fires an arrow wide and retreats down the passage into the darkness. The red kobold reluctantly ceases its retreat and with trembling hands stabs its spear at Epik, stopped immediately by the paladin's armor.
lowlight and darkvision can still see black kobold
Draconic:
Stay and protect me and let the alarm be sounded! Hextor demands it of you!
The Dice:
Epik attack vs kobold: 1d20 + 7 ⇒ (2) + 7 = 9; miss
Nemoris attack vs black claw: 1d20 + 2 ⇒ (2) + 2 = 4; miss
Nemoris ride check for control mount: 1d20 + 8 ⇒ (15) + 8 = 23; SUCCESS!
Black claw vs Epik:1d20 + 6 ⇒ (6) + 6 = 12; miss
Kobold vs Epik:1d20 - 1 ⇒ (12) - 1 = 11
Epik cuts down the red kobold with a quick slash and Magma runs forward into the darkness, closing with the black kobold but not quite making it there before Malcolm's shot whizzes by his ear catching the black kobold in the face spraying brain matter everywhere. Magma can see the final red kobold just leaving the edge of his darkvision, running as quickly as it can down the steep tunnel slope.
Pausing at Dalamus initiative. All visible enemies are dead, Dalamus, Nowzai & Nemoris --> anything you want to do?
Magma can't carefully walk and keep the kobold in his vision. The kobold moves faster than him normally and is not being careful. It's already left his vision during Round 2