Mission: The Textbook of the Dunes (EL4) [Archive] - Wizards Community

Post/Author/DateTimePost
TelinArtho

07-11-07, 12:30 PM
This is a Mission for Dunerunner of the Warfare alliance. If you are not Yitzi or myself, please do not post here until the quest's completion. Dunerunner is on a mission to process research points for the Warfare alliance.

Missionlog: The Textbook of the Dunes (EL4) [Failure]

Week 1: Dunerunner tests his stamina by outrunning a pair of enraged bulls.
Resources Used: 2 Powerstones of Skate (ML1), 7 arrows (5 misses, 4 hits, 2 recovered)
Equipment: Large Leather Armor barding

Week 2: Dunerunner falls to the coordinated attacks of a mated pair of worgs.
Resources Used: 1pp (Inertial Armor)
Equipment: [Ma] Studded Leather barding, Tattoo of Biofeedback (ML2), Cloak of Resistance +1
TelinArtho

07-11-07, 12:31 PM
Dunerunner
Gender and Race: Male Half-giant
Size and Type: Medium Giant (psionic)
Height and Weight: 7'8" 350 lbs
Age: 40
Alignment: Lawful Good
ECL: LA+1/Psychic Warrior 1/Monk 2
Experience: 9450/10000
Proud member of WAR



Attributes
STR 20 (+5) [16 pts] [18 Base, +2 Racial]
DEX 13 (+1) [8 pts] [15 Base, -2 Racial]
CON 16 (+3) [6 pts] [14 base, +2 Racial]
INT 08 (-1) [00 pts] [8 Base]
WIS 14 (+2) [6 pts] [14 Base]
CHA 08 (-1) [00 pts] [8 Base]



Miscellaneous Statistics
Hit Points: 26 [2 HD] [8 Psychic Warrior + (4.5 Monk x 2) + (3 HD x 3 Con)]
Armor Class (Normal): 13 [10 Base, 1 Dex, 2 Wisdom] +4 Inertial Armor, +4 force screen +1 dodge target, +1 precognition
Armor Class (Touch): 13 [10 Base, 1 Dex, 2 Wisdom] +1 dodge target, +1 precognition
Armor Class (Flat-Footed): 12 [10 Base, 2 Wisdom] +4 Inertial armor, +4 force screen
Initiative: +1 [1 Dex]
Base Attack Bonus: +1 [+0 Psychic Warrior, +1 Monk]
Grapple: +14 [1 BAB, 5 Str, 4 Size (virtual, from powerful build), 4 feat]
Speed (Land): 30 ft [30 Base] +10 when psionically focused, +15 with skate (the two bonuses stack)
Weight Carried: 84.55 lbs, light encumbrance [0-133 (Light), 134-266 (Medium), 267-400 (Heavy)]



Saves
Fortitude: +8 [3 Con, 2 psychic warrior, 3 monk] +2 vs fire, +1 precognition
Reflex: +4 [1 Dex, 3 monk] +2 vs fire, +1 precognition evasion
Will: +5 [2 Wis, 2 monk] +2 vs fire, +1 precognition


Melee Attacks
unarmed strike +6, 1d6+5, (20/x2), bludgeoning [5 Str, 1 BAB] -2 attack (+4 total) in flurry of blows
large quarterstaff (2-handed) +6, 1d8+7, (20/x2), bludgeoning [5 Str (attack), 7 Str (damage), 1 BAB] -2 attack (+4 total) and damage (1d8+5 total) in flurry of blows
large guisarme +6, 2d6+7, (20/x3), slashing [5 Str (attack), 7 Str (damage), 1 BAB]
large ranseur (2-handed) +6, 2d6+7, (20/x3), piercing [5 Str (attack), 7 Str (damage), 1 BAB]
large kama +6, 1d8+5, (20/x2), slashing [5 Str, 1 BAB] -2 attack (+4 total) in flurry of blows

Ranged Attacks
large masterwork composite (+5 str bonus) longbow +3, 2d6+5, (20/x2), Range 110 ft, piercing [1 Dex, 1 BAB, 1 enhancement] (Conditional Modifier)



Special Attacks & Abilities
Flurry of blows
Stomp 1/day (DC 10)
Stunning Fist 2/day (DC 13)
Trip opposed roll +9, N/A [5 Str, 4 size (virtual)] +4 when using guisarme or kama
Disarm opposed roll +10, N/A [5 Str, 1 BAB, 4 size (virtual)] +4 (+13 total) when using quarterstaff, +6 (+15 total) when using ranseur, -4 (+5 total) when using unarmed, additional -2 when using FoB
Deflect arrows



Powers Readied
Level 1 [DC 13] Inertial armor
Level 2 [DC ??]
Level 3 [DC ??]
Level 4 [DC ??]
Level 5 [DC ??]
Level 6 [DC ??]
Level 7 [DC ??]
Level 8 [DC ??]
Level 9 [DC ??]

Power Points Available Per Fight: 1 [3 Total Power Points / 3, rounded up]
Total Power Points: 3 (2 left) [2 Half-Giant, 1 Wis]
Manifester Level: 1



Feats
dodgeLvl 1
speed of thoughtPsychic Warrior 1
unarmed strikeMonk 1
stunning fistMonk 1
Deflect arrowsMonk 1
Improved GrappleLvl 3



Skills
Total Skill Points: 10 [4 psychic warrior, 6 monk]
Languages: Common [1 Racial]
Armor Check Penalty: -0


Balance: +1 [1 Dex]
Climb: +5 [5 Str]
Concentration: +5 [3 Con, 2 Ranks (2 monk)]
Hide: +1 [1 Dex]
Jump: +5 [5 Str] +4 when psionically focused, +4 when using skate (the 2 effects stack)
Listen: +2 [2 Wis]
Move Silently: +1 [1 Dex]
Profession (Lumberjack): +10 [2 Wis, 2 MW tools (circumstance), 6 Ranks (2 Psychic Warrior, 4 Monk)]
Psicraft +0 [-1 Int, 1 Ranks (2 Psychic Warrior)CC]
Spot: +7 [2 Wis, 5 competence]


Prefight Actions
gain psionic focus



Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]
large quarterstaff [8 lbs][0 gp]
large guisarme [24 lbs][18 gp]
large ranseur [24 lbs][20 gp]
large kama [4 lbs][4 gp]
large materwork composite longbow (+5 pull) [6 lbs][1500 gp]
60 large arrows [.3 lb each = 18 lbs] [0.1 gp each = 6 gp]
dorje of vigor (41 charges) [ML 1] [.25 lbs][750 gp]
eyes of the eagle [0 lbs][2500 gp]



Expendable Items
2 Powerstone of skate [ML 1] [0.0 lb each = 0 lbs][25 gp each = 50 gp]
2 Powerstone of force screen [ML 1] [0.0 lb each = 0 lbs][25 gp each = 50 gp]
3 oil of shillelagh [CL 1] [0.1 lb each = 0.3 lbs][50 gp each = 150 gp]
3 Powerstone of precognition, defensive [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp]
3 Powerstone of biofeedback [ML 1] [0.0 lb each = 0 lbs][25 gp each = 75 gp]
Max total (ECL2 x 50): 450 gp



Equipment at Home
materwork tool (profession (lumberjack)) [1 lbs][50 gp]
52 large arrows [0.1 gp each = 5.2 gp]


Results
LOSS vs Tagg (TaggIIV) - [300 xp] [357 gp]
LOSS vs Taren Rune (NiQil) - [300 xp] [357 gp]
LOSS vs Vallgar (TelinArtho) - [300 xp] [357 gp]
WIN vs Darrgon- [900 xp] [957 gp]
LOSS vs Tyden Rayn (NiQil) - [300 xp] [357 gp]
WIN vs T'kiir- [900 xp] [957 gp]
LOSS vs Balthazar Picsou (hogarth) - [400 xp] [480 gp]
WIN vs Taren Rune (NiQil)- [1200 xp] [1280 gp]
LOSS vs Lady Liara (templer10)- [450 xp] [530 gp]
WIN vs Darrgon- [1200 xp] [1280 gp]

Allies
Maximum CR per ally: CR 1
Maximum ECL per ally: ECL 2
Maximum CA of allies per fight: CA 2


Miscellaneous Information



Low-light vision
Powerful build (can use weapons as a large creature, virtual +1 size step when it is beneficial on opposed checks and for determining if special attacks can affect him)





Starting: 3200 XP
Earned: 6250 XP
Spent: 0 XP
Remaining: 9450 XP


Starting: 3000 gp
Earned: 6912 gp
Spent: 5504 gp
Remaining: 4408 gp







5 Powerstone of force screen [ML 1] [0.0 lb each = 0 lbs][25 gp each = 125 gp]
8 large arrow [0.1 gp each = 0.8 gp]
3 Powerstone of skate [ML 1] [25 gp each = 75 gp]
2 Powerstone of precognition, defensive [ML 1] [25 gp each = 50 gp][/color]




Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: None.
Items Used: Powerstone of Skate [ML 1st], Powerstone of Force Screen [ML 1st], 1 charge dorje of Vigor [ML 1st].
Spells or Powerpoints Used: 1 pp.
x/day Abilities Used: None.
Free Activity: Profession (Lumberjack) for 80 gp.


Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx

Optional Information


-If against someone with inferior speed, use ranged (bow, using cover) or close-up, depending on relative strengths, use superior speed to base/avoid basing as needed
-in melee, use ranseur/guisarme, using 5' steps to adjust for distance, in the case of an enemy with high (19-24) total armor, flurry with quarterstaff for lower or higher levels of armor
-use the guisarme and ranseur to disarm/trip from a distance if needed
-disarm/trip, as well as grapple should also be used close-up against non-melee fighters as appropriate, using kama for trip and quarterstaff or unarmed for disarm. In a grapple, just try to damage the opponent with an opposed check.
-use stunning fist for tough battles (or end of 3FC)
-use skate powerstone if needed to outrun an enemy
-always use inertial armor
-use force screen powerstone for battles where there is a significant chance it will help
-use vigor dorje as a sort of healing potion (only if the previous one has been depleted), whenever below 50% health with the battle not already decided.


xxxxx
TelinArtho

07-11-07, 12:37 PM
Gwar handed out a map to Dunerunner.

This is the location that you need to get to. There - you should find an historian who possesses the book that WAR needs for the next step in our development. He is a nice man - so I don't expect any problems from him - but he lives in the middle of a forest... so there's no telling what you might find along the way.

The map is simple and indicates a location just within the High Forest, to the north of the village of Tenak.
Yitzi

07-11-07, 12:43 PM
Whatever I find, I'll deal with.
TelinArtho

07-11-07, 02:02 PM
Dunerunner set out right away to head north, though he had to skirt around the northern side of Gladius to avoid the Denthian forces in the Luna Marsh, Chanadar Forst and such. Making it through safely though, he found the main trade road heading north and moved with the speed of a gazelle. A very large gazelle.

For some time, he travelled without seeing much of import. The trade routes were regularly raided and this road seemed no less risky. The open plains though were helpful in keeping tabs on any potential threats that were on their way.

Near dusk, Dunerunner could see a merchant's caravan on the side of the road - apparently stopped for the night to camp. Several tents were already set up and a campfire was being worked on.
Yitzi

07-11-07, 03:41 PM
Dunerunner went up to the caravan, while keeping an eye out for anything dangerous, just in case. "Hi, where are you folks headed?"
TelinArtho

07-11-07, 04:01 PM
As Dunerunner gets closer, he notices that a pair of the group are also working on the wheels of one of the carts. Once he hails them - they look up with obvious frustration at repairing a wheel while on the road.

A third member introduces himself.

Well, we're on our way to Gladius to bring this shipment of cloth to the garment district. Unfortunately, we were caught unexpectedly by a pair of beasts. They didn't necessarily seem like they meant to do harm - but they severely damaged our wheel here - and one of the younger guys - well he was trampled underfoot. We think he'll make it - but I'd feel a lot better if we could get to the city before dark, that's for sure...

Just then a cry came from the far side of the cart as a member of the caravan yells and points.

They're coming back! Get out of the way!

In the dimming light, Dunerunner can see them outlined by the light of the horizon. Large and brutish, they seemed like herd animals. Leavying their curved horns as they charged however, it was clear that something had angered them.

You have no knowledge, so you'll just have to guess. I do sometimes use a different description in order to throw people off - but I use the stats as they are - so good luck.

Distance is 300ft and there's clear terrain between you and the monsters, except for a large sized cart placed between you and is 10ft away. The merchants are non-combatants and will scatter as the creatures come up - so do not consider them part of the encounter.

The tents are cloth and probably won't stand to be charged by these creatures. Let me know if you need more info before we get going. You win initiative.
Yitzi

07-11-07, 04:21 PM
I don't think anything has land movement 150 or greater, so I should be safe this round at least. I'll draw my bow while moving away from them (as far as I can that they have no cover from me, and I have only -4 range penalty) and shoot at the nearest. When they move, let me know their speed (and if they do anything other than move), and I'll decide then. Those horns sound nasty, so I'll probably end up with a running shooting battle.

P.S. large herd animals with horns probably means bison, so I'll put tactics for the most likely situation in that case, and hopefully save some time:
if it turns out their speed is 40 and they show no ranged ability, I'll be shooting and moving away until they can base next round even if I move away, at which point I use a powerstone of skate and move away, then each round:
-if they can base next round even if I single move, run away
-if they can't, shoot then move away.

When moving, try to use whatever obstacles there are to prevent them from running to base.

If skate runs out and they're not dead yet, or if anything unexpected happens, post what happened so far and I'll readjust.
TelinArtho

07-11-07, 05:07 PM
Dunerunner moves away and draws and nocks his bow. Turning about he fires off an arrow - but it misses the beasts completely - coming about 20ft short of them.

The beasts continue their breakneck course, charging closer and closer. As they close the distance, Dunerunner can see more clearly that they are armored in what seems to be the skins of other animals.

Okay yes - these are bison, but now that they are closer, you note that they seem to be wearing leather armor. They run 160ft closer. Three of the blue squares are tents. The one to the south of your initial location is the cart. The cart is large but only provides cover, the tents would block LOS if you were behind them (unless of course you looked around the side anyway).

http://www.hwx.it/coco/coco.php;v=1;map=plains;a=dune,M,46,61,4 7,66;b=cove,L,45,59,49,63,44,65,39,62,te nt or cart;d=Name,L,43,2,43,34;e=Name,L,50,2,4 9,34;style=s
Yitzi

07-11-07, 06:17 PM
The point of cover is preventing them from charging or running to base; moving farther away from them after I shoot should prevent them from basing for 1 more round; after that, I can manifest skate and play keep-away
Animals get no treasure, how do they have armor?
TelinArtho

07-12-07, 10:38 AM
I have been using the as-yet to be updated guidelines for equipping creatures that MWB proposed. As to how they got equipped... well - that's for me to know and you to find out later... if you survive (MWAHAHAHA)... (sorry evil genius moment there...)

Dunerunner fires off another warning shot (that misses completely) and moves away again. The beasts continue their pace towards Dunerunner - one of them crashing through a tent as if it wasn't even there.

http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Name,M,46,29,4 7,34,47,42;b=Name,L,45,27,49,31,44,33,39 ,30;c=Name,L,44,2,41,33;d=Name,L,50,2,49 ,32;style=s

Okay - so now you can draw a powerstone of Skate and activate it - but you won't be able to move (other than a five foot step). Or do you want to move back and draw the stone and then activate the stone and move away? What do you want to do about AoO against you?
Yitzi

07-12-07, 01:45 PM
I forgot about having to draw it. So I'll draw while moving and manifest, then next round use a withdraw to avoid the AoO and head back toward the cart.

And where are these new rules about treasure?
TelinArtho

07-12-07, 02:07 PM
Here is where you can see the Guidelines themselves. In this post, I state that I am using the guidelines to test things out in my future quests for comparison purposes.

Also - drawing a powerstone cannot be done during a move. You can draw a weapon or a weapon-like object during a move if you have a BAB of +1 or greater, but powerstones/scrolls/potions are not weapons or weapon-like objects.
Yitzi

07-12-07, 03:39 PM
Then I'll just draw, manifest, and 5' to the southeast. That way, green can't charge me, as in order to go to the nearest spot he can attack me, the southeast corner of his southeast square (purple in the diagram) would cut across the cart:
http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Name,M,35,64,3 6,63;b=Name,L,27,52,32,56;c=Name,L,29,56 ,34,62;e=Name,M,30,55,35,61;style=s
TelinArtho

07-12-07, 04:00 PM
Dunerunner steps to the side and pulls out a powerstone and calls for the power within. He feels the agility under his feet and braces himself as the beast close the final distance.

The first beast charges in and impales Dunerunner - nearly sending him sprawling back. The other, unable to navigate clearly through the tent, settles on moving up next to Dunerunner, threatening him greatly.

Ouch - confirmed critical by the bison - dealing 24 damage.

http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Name,M,50,48,5 1,47;b=Name,L,47,40;c=Name,L,44,40,49,46 ;d=Name,L,52,39,52,46;style=s
Yitzi

07-12-07, 07:45 PM
I will withdraw to move as the red and brown in the following diagram:
http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Name,M,49,71,4 8,72,46,72,45,71;b=Name,L,45,64;c=Name,L ,47,70,43,66,43,62;d=Name,L,50,70,44,66, 41,62;e=Name,M,44,63,42,60;style=s. Green will need to double move to get to where the diagram shows, and since I have total cover from purple I expect it to move to where I was last seen and then move to base as shown (except a bit off due to the limitations of the mapmaker). That way, the following round I can move (withdraw):
http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Name,M,40,58,4 1,57,43,57,44,58;b=Name,L,43,62;c=Name,L ,41,60;d=Name,L,39,60;e=Name,M,45,63,53, 71;style=s, which should enable me to get at a decent range so I can play keep-away.
TelinArtho

07-13-07, 09:53 AM
Okay - you got what you want there - now what? 7 rounds left on skate.

http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Name,M,49,56,4 2,45,55,58;b=Name,L,45,49;c=Name,L,47,55 ,42,47,54,55;d=Name,L,50,55,40,47,50,58; style=s
Yitzi

07-13-07, 11:49 AM
Now, each round, if a single move will be enough to prevent basing, I attack with my bow (once one of them is damaged, focus on it, otherwise just go for the closest) and move away, if not I run away. I have 60' more than them when I run, so I should be able to get a few shots in before skate runs out. Since powerstones are so small, I should be abel to hold one while shooting a bow, so next time I move I want to draw my other stone of skate while moving. When a shoot+move means that I won't get another chance to single move without basing before skate runs out, or if I drop one of them, post what's happened so far, and I'll adjust tactics accordingly.
TelinArtho

07-13-07, 11:50 AM
Again, you cannot draw a powerstone while moving, and no - you cannot hold one while shooting the bow. I will run out the next few rounds in a minute, but it might be best to reconsider this course of action.
TelinArtho

07-13-07, 03:12 PM
Dunerunner, now at a speed advantage, takes off running.

After he gets a fair distance away, he turns, takes a shot and moves away some more. The shot is a hit however, hurting the beast a fair amount, but not enough to stop its impressive bulk from advancing on him.

http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Name,M,19,5,45 ,36,71,67,78,75;c=Name,L,18,2,39,24,61,4 5,78,69;d=Name,L,14,5,34,27,54,49,72,72; style=s

So from the position with 7 rounds left, you run, run, fire and move. That leaves you with 4 rounds left. If you do another run, run, fire and move - on the following round they would be able to base you when you draw and manifest the powerstone.
Yitzi

07-13-07, 04:15 PM
Then I'll run, run, run, draw+manifest. 3 runs should give me enough lead to draw+manifest, and then I can go back to as previous, hopefully drop one of them before my second skate runs out.
TelinArtho

07-13-07, 04:26 PM
Okay - because the mapper is a little clunky for situations like this - I'm just going to measure distances. Right now, both bison are 20ft from you.

Running, you gain 60ft on them.

So running for 3 rounds, you gain 180ft on them - making the distance 200ft.

Draw and manifest and 5ft step, they close 160ft. Distance is 45ft.

Run - 105ft

Run - 165ft

Attack and move - 210ft - 160ft = 50ft - Attack is a hit.

Run - 110ft
Run - 170ft

Attack and move - 230ft - 160ft = 70ft - Attack is a miss.

Run - 130ft

(2 more actions before the skate runs out. This round - you could fire and move or you can run and draw/manifest a third stone next round)
Yitzi

07-13-07, 06:15 PM
How many rounds has everybody been running? I think we may be hitting the point where we need to roll CON checks (them significantly before me, as they ran more rounds than I did)
TelinArtho

07-16-07, 10:45 AM
I am keeping track of rounds running - so don't worry about that yet (and yes - they will be making checks soon, but your character doesn't know when...)
Yitzi

07-16-07, 01:31 PM
Does the hurt one move second (after me) or third? If second, let's try something a bit different. I'll single move, then ready to shoot at the hurt one when it comes within no-penalty range. That way I'll get rid of its DEX bonus (since it's running) and the range penalty. If third, just shoot and move. After that, I think I'll just have to keep running and hope that they tire before I do (at several rounds more of running, that should happen even with endurance.)
TelinArtho

07-16-07, 01:39 PM
No dex bonus to get rid of - so there's no difference there. As to timing - the hurt one can move slightly before the other - I haven't been too concerned about it.

So starting distance is 130ft from each other. Dunerunner moves 55ft to 185ft and readies to fire. Bison 1 runs closer, triggering the ready action, which misses. The other bison moves in as well - they are 25ft from Dunerunner. Skate ends after one more round's worth of actions.

Dunerunner, getting a little winded from the running, moves away once more and fires an arrow as the beasts close in on him. The weariness of running clearly getting to him, the arrow falls 10ft short of the target - missing completely.
Yitzi

07-16-07, 02:24 PM
I should still have several rounds left to run before checks, so what do you mean '"winded"? As for what I'll do, I'll just keep running and hope they tire before I do. So just keep running until one of the three tires, then let me know.
TelinArtho

07-16-07, 02:50 PM
The winded portion is only an indication of flavor - no penalty or anything. I was just giving a plausible explanation for the 2 that you rolled...

Anyway, your gamble has paid off (sort of). After 3 more rounds, the wounded bison slows down. In the last round of skate, you gain 60ft on them and after that you just keep pace with each other.

So skate is out - you are 85ft ahead of the first bison and the wounded one is 205ft back.
Yitzi

07-16-07, 04:19 PM
I would actually have preferred that it's the nonwounded that slows down. In any case, keep running until one of the two remaining slows down.
P.S. The house ruling is that if you leave a square within someone's threat area, you provoke an AoO, but if you just move within that square, you don't, right?
TelinArtho

07-16-07, 04:38 PM
Its not a house rule, but correct.

You keep running - +120 ft on the wounded one, +0 on the non wounded one.
You keep running - +120 ft on the wounded one, +0 on the non wounded one.
You keep running - but fail your constitution check, +40 ft on the wounded one, +0 on the non-wounded one. By some luck - so does the other bison...

385ft in front of the wounded one, 85ft in front of the non-wounded one. You're all fatigued.
Yitzi

07-16-07, 06:22 PM
First of all, I'm not fatigued. I can't run, but I don't get -2 to STR and DEX.
Second of all, does 85' mean he needs 80' to base or 85' to base?
TelinArtho

07-16-07, 08:14 PM
85ft is 85ft - the bison needs to move 85ft to be in reach of you.

And you are right - not fatigued - just can't run.
Yitzi

07-16-07, 08:59 PM
I just didn't know whether 0' meant based or in the same square. But from your answer, it's 85 with 0 meaning based, so I'll shoot at the uninjured bison and move away.
P.S. If I drop my bow next round, do I have to worry about it being trampled and destroyed by the bison?
TelinArtho

07-17-07, 10:46 AM
Dunerunner moves away, firing an arrow back at the beast and striking it squarely on the flank. It is undeterred and moves closer to him as does the one in the distance.

You move away 40ft, the closest bison closes 80ft and the one further away closes 40ft. Current distance is 45ft and 385ft respectively.
Yitzi

07-17-07, 01:47 PM
And what's the story with dropping my bow?
TelinArtho

07-17-07, 03:03 PM
Well - this is something your character wouldn't necessarily know whether they would go for it or not. That said - they are animals...
Yitzi

07-17-07, 05:11 PM
It's obvious they wouldn't go for it, the only question is if they would trample it by accident, and from your answer it's clear that isn't a concern. So here's what I'll do: I will drop my bow and move away from the bison (so it can't base even with a double move, instead it will be 5' away from basing) while drawing my guisarme. I will then ready to attack the bison once it comes within range (which will happen at the end of its move). It means giving the back one a free move, but that shouldn't be too much of a problem.
TelinArtho

07-17-07, 05:15 PM
Dunerunner leaves his bow behind and prepares to fight the closer one. Once it comes into range - he swipes his guisarme down on to it and deals a heavy blow to it.

The other one continues to close some more. 345ft away
Yitzi

07-17-07, 05:44 PM
I will now attack again. If it goes down, I will move to my bow (40' away), then next turn (with the other bison still 225' away) pick it up and attack with it. If my attack misses, I will move away from it, that way it will need a double move to base. If my attack hits but does not drop it, I will drop my guisarme and draw my quarterstaff while moving away from it.
And the other one should be 305' away, since it gets to move before the closer one and also after my attack (my readied action means I move before the closer one).
TelinArtho

07-18-07, 10:07 AM
[Right - the bison does move closer - so 305ft]

Dunerunner swings around his guisarme once more and takes down the beast in the effort. Seeing it go down, he rushes to his bow once again. [265ft]

The other beast closes more quickly now [185ft]. Dunerunner picks up his bow, drops his guisarme and fires the bow, but misses. The beast closes some more distance [105ft] and Dunerunner takes another shot and it is good to take the beast down.

Weary and far from the location of the merchants, he gathers his guisarme in the waning light, and goes to rest.

The constitution checks were what saved you here... two more rounds of failed checks and you would've been in a world of hurt...

Anyway -nicely done. You get to spent the night with the merchants before continuing on your way in the morning. As per the guild mission rules - you are healed between encounters - so they have a few CLW potions to help you out.
Yitzi

07-18-07, 02:54 PM
And one less critical by the enemy, and I would have had more room to work with. It evens out.
Also, resources used should include arrows used.
After spending a night (including a good meal of fresh bison) with the group, Dunerunner moves on toward his goal.
TelinArtho

07-18-07, 03:15 PM
Dunerunner left the merchants in the morning as they packed up finally to cross the last leg of the journey into Gladius.

The road was pretty sparse for the rest of the journey until he made his way to the forest edge. Taking another look at the map, he figured it would be a while longer before reaching Tenak, but there was nothing to be done about it except to keep moving.

Some time after leaving the main road behind, whilst lost in thought, a sound and a catch of movement stops Dunerunner in his tracks. Carefully looking, he notices that he is being shadowed by a pair of wolves. With evil intent in their eyes - he could see they had an unnatural intelligence about them as well.

distance is 40ft - nice spot check by the way!

The wolves are armored with Studded leather and cloaks.

You win initiative.

http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,15,61;b =Name,M,15,54;c=Name,M,23,56
Yitzi

07-18-07, 03:32 PM
Bison, wolves, why can't I have a nice slow human for a change? At least I don't have to worry much about bieng tripped. Well, Dunerunner will manifest inertial armor and move back (use obstacles to prevent charging)while drawing his guisarme.

I also see the random roller has nothing involving wolves, so these are probably worgs. Doesn't really change things, except that the method I would prefer to use might not work, due to them being too intelligent. We'll see.
TelinArtho

07-18-07, 03:52 PM
Dunerunner backs away from the wolves cautiously, drawing his guisarme once more. He catches glimpses of the wolves as they move about.

http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,15,61,1 0,64;b=Name,M,15,54;c=Name,M,23,56,18,62
Yitzi

07-18-07, 04:30 PM
Ready to attack the first wolf to come into range, then take a 5' to the left.
TelinArtho

07-18-07, 04:37 PM
In case you aren't aware, there is a specific house rule that you cannot take a 5ft step with a readied action. I'll continue in a bit.
Yitzi

07-18-07, 04:56 PM
No, you cannot take a 5' step as part of a readied action. You can take a 5' step together with the standard action in which you ready an action.
TelinArtho

07-18-07, 05:01 PM
That makes no sense to me:

You cannot take a free 5ft step as part of your ready action.

So if you want to take a 5ft step, you either need to wait until your next action or do it before your ready.
Yitzi

07-18-07, 05:12 PM
Or do it after setting my ready, but not as part of my ready. But if you insist, I'll take the 5' and then ready, it doesn't really matter
TelinArtho

07-18-07, 05:20 PM
Dunerunner adjusts behind a tree and readies his guisarme for the upcoming wolves.

They both move out in unison, using the tree to block most of the movement. Despite the cover the tree offers to the wolf, Dunerunner takes a swipe at it - but misses.

Once the first wolf is in striking distance, it growls as it waits for its companion to flank Dunerunner, then they both attack at once - tearing his flesh mercilessly.


Well it does make a difference. In this case, you can't take attacks of opportunity against the wolves because they can use the cover of the tree you are next to.

You miss on the ready. The first wolf moves in next to you and readies to attack once the other is in flanking position. Once there, they both attack - both hit and deal a total of 17 damage. They both fail to trip you.

http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Name,M,15,61,9 ,64;b=Name,M,15,54,9,57,8,64;c=Name,M,23 ,56,17,61,10,62,10,64
Yitzi

07-18-07, 06:20 PM
Why should cover prevent me from making an AoO? It means +4 to its AC, but I should be able to attack.
In any case, I will 5' to the north and use an unarmed FoB on the first wolf. On the first I will use a stunning fist, if it fails I will use stunning fist on my second attack as well.
TelinArtho

07-19-07, 10:31 AM
Cover and Attacks of Opportunity: You can’t execute an attack of opportunity against an opponent with cover relative to you.

I'll be back in a bit to continue.
Yitzi

07-19-07, 11:02 AM
Point, I didn't see that. On the other hand, When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks. and To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).
So I can pick the lower left corner, and it does not have cover from me. So I make the AoO, and then on my turn take the 5' and FoB it as before (if my first hit drops it, post and I'll decide what to do with the second)
TelinArtho

07-19-07, 11:23 AM
Sorry - but no matter which corner you choose, the line will pass through a "border" that "provides cover" - so the wolf gets cover from you and therefore you cannot take an AoO against it.
Yitzi

07-19-07, 06:28 PM
In that case, I'll just 5' and FoB as descibed.
TelinArtho

07-20-07, 10:05 AM
Dunerunner steps to the side and feints before slamming his palm into the first wolf. It shakes off the stunning effect just before his palm slams into it again. Again though, it shakes off the effect.

The two wolves coordinate once again to flank Dunerunner - and the one at his back manages to tear away some more flesh from his side.

You hit with both attacks for a total of 21 damage - some of the damage is absorbed unnaturally though, but the wolf makes both saving throws.

They ready to coordinate flanking on you again (both wolves taking a 5ft step northward with you), and only hit once for 5 more damage.

Status: Dunerunner 4/26, Inertial Armor
Wolf 1 xx-21+DR*2/xx
Wolf 2 xx/xx
Yitzi

07-20-07, 10:26 AM
Huh? The cheapest nonexpendable DR item is adamantine armor for 5k, and CL 2 monsters don't have anywhere near that much to spend. And none of the expendables listed in the guidelines grants DR.
In any case, I will FoB the same one as before, if the first drops it, grapple the other.
TelinArtho

07-20-07, 10:42 AM
The guideline list only includes potions and scrolls as a for example. This would not be a potion and the wolves cannot use scrolls, so this would be a third option - a tattoo - and a common one at that.

Dunerunner slams his fist against the wolf again, but still isn't able to take it down. The wolves continue their attacks and bring him to the ground.

You hit with one attack for 7; The first wolf hits for 8 to take you down.