| hiiamtom |
Hopefully that's clear. Kara and Mju are hanging back, Anathaym and Zamothis engaged the cultists and statue with Oora now laying next to Zamothis, and the armed cultists have run from the are behind the statue. Anathaym only sees the one at the bottom right, and Mju does not see the one at the top moving along the pillars. The purple tails are just to give an idea of where they are moving from.
The cultists by the pit and the one who stepped from the shadows have stopped moving in response to Zamothis' cry, but the cultist moving along the northern side of the room did not stop moving.
| Mju |
Mju hesitates, stay behind with Kara (and I assume Trimostones); or circle around* and try to aid Anathayam and Zamothis?
*By this I mean running 'south' to area #7, as I particularly don't like the idea of wading through the pool, to try to get into position in between Oora and the cultists. All those bodies, and the blood on the floor, should make for some treacherous footing.
| hiiamtom |
The roar from Zamothis seems to halt the cultist at the far side of the temple, who is peering from behind the columns on the north side of the main room. The rest are ready to attack at any moment, tense and poised focused intently at Zamothis.
The apparent leader is the native south of the shrine, who shouts loud an guttural noises that none of you understand. When there is no response he raises his spear overhead and shouts the same thing again.
This appears to be a standoff.
All of you are free to act again.
| Zamothis |
Does it appear from his body language and such that the leader is attempting to get them to attack?
Well this is a damn fine predicament. Zamothis growls under his breath. The veteran's eyes seem to rove everywhere at once in attempt to keep the scattered natives in view. "As she said," he tries again. "This woman's life for the lifting of the curse. That, or you and your priestess are about to have a very bad day, friend."
| hiiamtom |
Everyone is ready to attack, but they are being cautious. Think The Good, The Bad, and The Ugly style standoff where they don't want to make a move, but refuse to back down.
Mju edges closer to the pool, Zamothis tries to plea for a more peaceful resolution, and four stony faces stare back at Zamothis.
A few beats pass before the cultist behind the northern pillar (above area 3) begins to move from pillar to pillar again quietly.
| hiiamtom |
I was debating this for a while, but I think this is best with the roll given the situation.
Willpower vs 29: 1d100 ⇒ 50
Mju sees the cultists moving in the shadows dancing by the torchlight in the temple and refuses to be flanked by some knife in the dark. He charges the figure at full speed.
The sudden burst of action set the cultists in motion. The leader throws his spear at Zamothis as the cultists by the pool charge towards Oora.
Cultist Attack!: 1d100 ⇒ 35
Zamothis must choose to evade or parry (he may parry a ranged weapon with his shield). I will consider his threat against Oora to be a readied action, and he can make an attack roll against her "for free" as well.
Turn Order: Anathaym (1/3 AP), Zamothis (1/3 AP), Mju (1/3 AP), Kara (1/3 AP), Oora (unconcious), cultists (??? AP).
Zamothis must React! Everyone may submit actions for the next turn!
Mju will be in range to make a melee attack on his next turn. Anathaym and Zamothis will be engaged the turn after their next turn. Kara and Trimostones are in no immediate danger.
| Zamothis |
The second the natives charge, Zamothis plunges his sword into Oora's neck. His shield rises a heartbeat later to ward off the spear.
Attack Oora v 112: 1d100 ⇒ 31
damage: 1d6 + 1d2 ⇒ (5) + (1) = 6
Effect: Bleed
block: 1d100 ⇒ 7
Back to the entrance! Use the walls so they can't surround or flank us!"
| Kara 1 |
Don't have my book with me. Is there some way to assist another in combat, without actually attacking. Kara would attempt to help defend her sister, or help her attack. She wants to be close enough to provide healing or negotiation if needed, but not put herself in immediate peril.
Kara follows the others into the melee, hoping to supply support as needed, realizing that she is no warrior, and will only fight if it's unavoidable.
| hiiamtom |
Zamothis pierces Oora's neck, her unconscious body unable to react just bleeds quickly. The spear flying directly to Zamothis was effortlessly batted aside by his shield and in a fluid moment he spins his spear flinging blood into the cultists' leader's eyes causing him to rub fruitlessly at them.
Blinded Turns: 1d3 ⇒ 2
Anathaym is met by her sister near the southwest corner of the pool. As Oora's life fade they hear a loud cracking sound as the statue of Sarinaya begins to crack apart - large fissures running across the joints. The same can be seen suddenly at the shrine. The cultist press forth, their zealotry ignoring danger. The cultist Mju is approaching changes stride to meet him in battle.
A previously unseen cultist runs past Mju moving towards in entrance but out of the reach of Trimostones.
Turn Order: Anathaym (0/3 AP), Zamothis (0/3 AP), Mju (1/3 AP), Kara (0/3 AP), cultists (??? AP).
Mju can make an attack, and then the round will end!
| hiiamtom |
It's not a charge, you took an action to move and then an action to attack. For reference, there are two types of charge:
1) Charging into contact is the Pathfinder style charge. You reach an enemy and stop, ending engaged after a strong opener.
2) You charge through contact when you are larger than the opponent by a GM ruled amount. It is intended for mounted charges, large creatures (like bulls), or against small opponents (like halflings). In this option the attack happnes and then you break engagement and end the charge separated by some distance.
You A Charge requires a full-round commitment, you attack when you reach the enemy exhausting your action points. A charge makes attacks one difficulty grade harder, but boosts your Damage Modifier by one step. If you are on a horse or it is a charging four legged creature the Damage Modifier jumps by two. Opponents struck by a charge have three defensive actions, each with a risk:
1) Parry - Using your standard parry you attempt to block the blow. You risk being knocked down or backwards, and the charging character's weapon is larger than normal and can overcome the parry. The Brace action when someone is charging makes this easier.
2) Evade - You dodge out of the way and land prone. The risk is failing the Evade and getting hti with full force.
3) Counterattack - You leave yourself open to the charging attack, but get to attack the charging character as if they failed their parry roll. Long shafted weapons get a bonus - they can swap your Damage Modifier with the charging characters or your mount, greatly increasing potential damage.
Cultist Parry: 1d100 ⇒ 1
Oh s!#!, double crits!
Mju attempts to harry the cultist who hides behind his shield and deflects the blow. The blinded cultist grabs his eyes and works to clean his eyes (this is the "Struggle" action which grants another saving throw.)
Struggle: 1d100 ⇒ 32
He seems to have cleaned his eyes and stares as the three other cultists engage with Zamothis.
The lone cultist runs out the entrance of the temple.
Turn Order: Anathaym (3/3 AP), Zamothis (3/3 AP), Mju (3/3 AP), Kara (3/3 AP), cultists (??? AP).
NEW ROUND!!! Get those actions in!
Mju, yo can use a luck point to force a reroll to try and land that critical hit. Don't forget luck points, guys! Kara is the only one who has used any!
| hiiamtom |
OK, you are engaged with three people. Now what do you do?
Option 1: Attack! Your goal is to attack and kill them with your superior skill before you are overwhelmed. Ideally, you let your shield and armor take the blows and you focus on attacking.
Option 2: Run away! The "Change Range" action lets you leave engagement entirely, so using this repeatedly forces everyone to waste action points as you slowly make your way to a better position (like a narrow hallway or something).
Option 3: Outmaneuver! The "Outmaneuver" action lets you use a contested evade roll to see if opponents are even allowed to attack you on their turn. Warning, Zamothis has a low evade skill.
Option 4: Flee disregarding your safety! You can simply run away, but they do have the option to take free shots on their turn, and I would rule it's easier to hit you.
Option 5: Defend! You ready your parry to block an attack and withdraw. The problem is that each withdraw works for that opponent only. So you would have to parry all three to break the engagement and have no more AP.
With your combat skill Option 1 works great, and you have 1 luck point to force a reroll if things go poorly. Option 2 is the "play it safe" option.
Still waiting actions!
| Zamothis |
Yeah, I had considered Outmaneuver until I saw his evade skill. :)
I had somewhat overlooked option 2, though that was mostly because I thought it was just for changing weapon ranges, not larger movements like leaving engagement. Good to know!
Since Z had already called out for Anathaym and the others to retreat to more advantageous terrain, he will follow through with his own directions and take Option 2 - though he will insist it is a "Tactical repositioning" rather than "running away". Sounds more heroic that way. ;)
Zamothis steps back from the oncoming foe, drawing them back nearer the entrance as he looks for either a narrower passage to keep them at bay, or for Anathaym to join him and make the fight two against three rather than three on one.
| Zamothis |
Ok, I'm sold. Had actually forgotten all about that spell and it still being in effect.
Zamothis attacks the nearest of the enemy, the tip of his sword flashing out past his shield.
Attack v 112%: 1d100 ⇒ 101d6 + 1d2 ⇒ (4) + (1) = 5
First potential Sp Effect: Maximize damage. Second potential effect: Choose location - head.
Edit: Though this might be the next cycle, up to you. I did more or less declare earlier that he was retreating. :P
| hiiamtom |
I'll put flavor in as people submit their actions, but let's get the dice out of the way.
Cultist Parry: 1d100 ⇒ 7
Not a crit, but a successful parry (a 6 would have been a crit for these guys). Zamothis still has 1 special effect he can use. You can choose "circumvent parry" on a crit; that will make your strike land true even with this successful parry.
To be clear, we are in the first turn of this round. Everyone can act before the cultists act. Zamothis has attacked; so Athanthaym, Mju, and Kara can still take an action.
| hiiamtom |
OK, moving things along!
Anathaym, seeing the runner, attempts to skewer him before he leaves.
Meerish Infantry: 1d100 ⇒ 91
Cultist Evade: 1d100 ⇒ 63
The cultist moves too late, but the spear whistles past him anyways. It managed to delay his movement now that he dove out of the way.
Zamothis attacks the first cultist to come for him, pushing his shiled out of the way and striking him in the
Location: 1d20 ⇒ 9
abdomen and leaving a shallow long gash in his skin. The cultist is shocked, but doesn't flee. These must be a more organized guard.
Mju continues his melee with the cultist by the northern columns of the temple. He strikes out and the cultist raises his shield.
Cultist Parry: 1d100 ⇒ 92
The cultist is too slow, raising his shield slowly to meet the strike but Mju overextended a missed anyways striking the column with a loud noise.
Kara, with little other option, takes cover to avoid any potential wayward missile. The elderly Trimostones joins her and speaks quietly, I... I feel invigorated as soon at that witch was slain. It may be best to simply retreat, our work is done here.
The cultists circle around Zamothis, before lurching forward in co-ordinated attacks.
Cultist Attack!: 1d100 ⇒ 86
Cultist Attack!: 1d100 ⇒ 21
Cultist Attack!: 1d100 ⇒ 69
Only one manages to land a blow, striking Zamothis from behind as he batters the other strikes with his shield aiming to end the fight with a single blow to the head.
Damage: 1d8 + 1d2 - 4 ⇒ (7) + (2) - 4 = 5
The spear point pierces the helmet of Zamothis, the fear and panic wells briefly in his mind; the force of the blow forces him to take a step or two away. Then the pain is gone and all that is left is the damage to his helmet. The cultist, on the other hand collapses forward with the lunge - a large hole clearly visible in the back of his head.
The cultist that was previously blinded now moves to join the melee, and is currently crouching near the dropped spear.
The cultist forced to the ground by Anathaym's attack now stands quickly, the dust of the temple floor coating hide covered stomach.
The melee with Mju to the northern end of the camber continues.
Cultist Attack: 1d100 ⇒ 10
The cultist's spear flashes quickly giving Mju an instant to respond.
Turn Order: Anathaym (2/3 AP), Zamothis (2/3 AP), Mju (2*/3 AP, pending parry/evade), Kara (2/3 AP), cultists (??? AP; runner used 2 AP, by Mju used 2 AP, one by Zamothis used 2 AP, the others used 1).
Mju needs to defend (or not). Everyone can submit their next turn's actions.
| hiiamtom |
No, "prone" doesn't mean literally on your back but you did dive just out of reasonable reach - after dodging you are either on a knee, all fours, on you belly or back, or any other position it is formidable to fight from. While prone, the attacker has no disadvantage to attack you in melee; a ranged attack is "formidable" difficulty; and any combat action you take is "formidable" (though no action is restricted) - ranged attacks are "herculean" except crossbows/guns if you take an action to position yourself like a sniper.
Typically (like 99% of the time) you want to spend an action to use the "Regain Footing" and the attacker moves to engage again. I would make an exception if you dodged a giant's attack since they are just physically so much bigger they have a the reach to make the difference.
| hiiamtom |
Anathaym begins to run after the cultist attempting to leave the leave the temple, and can catch up to him next turn.
Zamothis strikes at another cultist who tries to block the sword with his shield.
Parry: 1d100 ⇒ 51
And manages to just barely deflect the blow!
Kara observes from her sheltered position.
Mju stands and readies himself once more. The cultist near him takes a few steps forward to reengage.
The last cultist engaged with Zamothis cries out in his native language and attempts to tackle him.
Athletics or Brawn: 1d100 ⇒ 99 -> Either skill works as a defense to this if you choose, the cultist has equal proficiency with either skill. Nevermind, it's a fumble. I'm just going to have him hurt himself to keep things moving along.
Zamothis reflexively kicks the diving cultist, dealing Unarmed Damage: 1d3 + 1d2 ⇒ (3) + (1) = 4 to the cultist's head. The blow doesn't kill the cultist but leaves him knocked out on the floor.
The leader of the cultists now engages Zamothis.
Turn Order: Anathaym (1/3 AP), Zamothis (1/3 AP), Mju (0/3 AP), Kara (1/3 AP), cultists (??? AP; runner used 3 AP, by Mju used 3 AP, one by Zamothis used 2 AP).
As the runner reaches the bottom of the stairs and runs for the elephant statue, Anathaym jumps from the raised temple floor to bring her shield down on him.
1d100 ⇒ 79
But missed landing engaged with the cultist just outside the temple.
Zamothis has an action remaining, Kara can act too but I won't wait for a new action.
| Mju |
So, I'm going to slowly back-pedal (Evasion), towards the temple ante-chamber, while spewing a steady stream of invective at the cultist in front of me.
Evasion 65%: 1d100 ⇒ 3
Your face reminds of the back-end of a pony I once had!
I know he won't understand the words, but the tone of my voice should be fairly clear.
| hiiamtom |
Zamothis patiently waits for the leader who strikes first. To attack the leader it required waiting until his turn past, just the way engagement rules work the aggressor goes first.
Cultist Attack: 1d100 ⇒ 71
His spear goes wide as Zamothis steps inside and strikes with his sword.
location: 1d20 ⇒ 20
Striking the cultist leader in the eye, and roughly kicking him to remove him from his sword. The leader lays instantly dead, bleeding gore from what was once his eye.
NEW ROUND!!!
Anathaym, Mju, and Zamothis all gain a level of fatigue.
All skills are one step harder as the long fight has winded you. The few remaining cultists are in the same boat, pushed to their limits from the fight.
Anathaym strikes with her shield, the cultist attempts to block with his shield.
Meerish Infantry: 1d100 ⇒ 87
Cultist Parry: 1d100 ⇒ 86
In the gravel outside the temple the two fail to connect and continue their melee.
Mju has submitted an action, but everyone is free to act their next turn.
Turn Order: Anathaym (2/3 AP), Zamothis (3/3 AP), Mju (3/3 AP), Kara (3/3 AP), cultists (only the one fighting Anathaym and the one fighting Mju are left alive).