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> BREAKING NEWS <

Probably a bit late (and probably incorrect as well) but whatever: my char sheet says I'm an extremely talented, good-looking and disciplined dwarf and hence, whenever I restore HP via level 1 spell (Curing Wounds), the target player receives additional HP of 2 + spell level (so +3 for now). If I got that correct Portia and Syllin both should profit by that.

That'd be one coin each btw.
Thanks, yours truly

Veit
 
> BREAKING NEWS <

Probably a bit late (and probably incorrect as well) but whatever: my char sheet says I'm an extremely talented, good-looking and disciplined dwarf and hence, whenever I restore HP via level 1 spell (Curing Wounds), the target player receives additional HP of 2 + spell level (so +3 for now). If I got that correct Portia and Syllin both should profit by that.

That'd be one coin each btw.
Thanks, yours truly

Veit

that is correct, and i believe they already benefitted from that just yesterday
when you use Cure Wounds, the HP given back are 1d8+ 3 (wisdom modifier) + 3 (disciple of life, 2+your level [now 1]).
with Healing Word, it is 1d4 +3+3 (same as above)
 
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We looted 2 goblins with bows at the cave entrance (post 696) ? Wouldn't that mean we have 10 ?

Orders: @ravenvii, Start shooting wolves.
Claus ignored the debate among the party and raised his longbow and fired off an arrow --

*** CHECK ***
The wolves have an AC of 13, so you'll need to beat that. You have a +7 bonus with the longbow, so:

Claus: 1

Epic fail!
*** CHECK ***

-- and it flew a few feet above the wolves, hit the ceiling and snapped into two before raining back down on the wolves' backs. They became even more agitated and begun to strain against the chains with their utmost strength.

*** BATTLE! ***
Initiative time!

Bartholomeus: 13 - 1 = 12
Veit: 10 - 1 = 9
Portia: 5 + 3 = 8
Syllin: 2 + 2 = 4
Claus: 15 + 3 = 18
Wolves: 15 + 2 = 17

So the turn order is: Claus, Wolves, Bartholomeus, Veit, Portia and finally Syllin.
*** BATTLE! ***
*** CHECK ***
The wolves need to beat a DC of 15 to loosen the iron rods:

Wolf 1: 2
Wolf 2: 11
Wolf 3: 20
*** CHECK ***

One of the wolves appeared stronger than the others, and you can see its iron rod beginning to loosen from the stalagmite as it thrashed and leaped.

>>> Well, Claus has escalated the situation. @Don't panic what do you do?
 
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Claus ignored the debate among the party and raised his longbow and fired off an arrow --

*** CHECK ***
The wolves have an AC of 13, so you'll need to beat that. You have a +7 bonus with the longbow, so:

Claus: 1

Epic fail!
*** CHECK ***

-- and it flew a few feet above the wolves, hit the ceiling and snapped into two before raining back down on the wolves' backs. They became even more agitated and begun to strain against the chains with their utmost strength.

*** BATTLE! ***
Initiative time!

Bartholomeus: 13
Veit: 10
Portia: 5
Syllin: 2
Claus: 15
Wolves: 15

Re-roll for Wolves and Claus:
Wolves: 15
Claus: 6

So the turn order is: Wolves, Bartholomeus, Claus, Veit, Portia and finally Syllin.
*** BATTLE! ***
*** CHECK ***
The wolves need to beat a DC of 15 to loosen the iron rods:

Wolf 1: 2
Wolf 2: 11
Wolf 3: 20
*** CHECK ***

One of the wolves appeared stronger than the others, and you can see its iron rod beginning to loosen from the stalagmite as it thrashed and leaped.

>>> Well, Claus has escalated the situation. @Don't panic what do you do?


> Nice shot, Hawkeye!!!


i think you should have added the dexterity modifier to the initiative

Bartholomeus: 13-1=12
Veit: 10-1=9
Portia: 5+3=8
Syllin: 2+2=4
Claus: 15+3=18
Wolves: 15+2=17

no differences except claus would go first, wolves second
besides, when resolving an initiative tie, if you reroll, this only affect relative order pf the rerolls, not the general order, so (without considering the modifiers), the order would have been wolves(15,15), claus(15,6), then Bartholomeus, Veit, Portia and syllin.

question: are the wolves bunched together so that if i attack one with a melee weapon I am engaged to ALL of them, or can i position myself so I am dealing with only one of them at the time (as long as they remain chained)?
 
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*To myself: It appears that the default psychological setting of some of my comrades on this quest is to bludgeon first, escalate next, and then……..finally pick a jolly good fight.

I sincerely hope that the carousing goblins in the next cave have not been alerted to our presence by this increased lupine agitation and sustained wolfish howling.

We can but hope that it is something which they usually choose to ignore…….*
 
Next time you take the initiative you should give us all a fair warning before, so that we can duck behind cover, Claus!
 
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>>> Well, Claus has escalated the situation. @Don't panic what do you do?

@ravenvii, I'm still confused on initiative. After the wolf broke the chain, wouldn't I go next ?
[doublepost=1457464816][/doublepost]
Next time you take the initiative you should give us all a fair warning before, so that we can duck behind cover, Claus!

You never pay attention to me anyways :D.
 
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@ravenvii, any comment re: my post above?
i think the simplest way to resolve the initiative is to give Master Fletcher another shot at the wolves, give one of them the damage if any, then keep the wolves' roll as good (on success, two fails) and then I go.
Or just give him a turn now and adjust the initiative order at the next round. it makes basically no difference

Also, i would need to know the relative position of the wolves and which one is getting loose

@ravenvii, I'm still confused on initiative. After the wolf broke the chain, wouldn't I go next ?
he didn't brake the chain yet, just loosened it.
and i think you should have gone twice in a row: the first one accounted basically to a surprise attack, the second because your initiative was the highest (after accounting for dex modifier). see post 755
 
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@ravenvii, any comment re: my post above?
i think the simplest way to resolve the initiative is to give Master Fletcher another shot at the wolves, give one of them the damage if any, then keep the wolves' roll as good (on success, two fails) and then I go.
Also, i would need to know the relative position of the wolves and which one is getting loose


he didn't brake the chain yet, just loosened it.
and i think you should have gone twice in a row: the first one accounted basically to a surprise attack, the second because your initiative was the highest (after accounting for dex modifier). see post 755

Orders: @ravenvii, shoot the wolf again (the one that is breaking the chain) then move out of the way so the Count (@Don't panic) can engage the wolf when the wolf charges.
 
besides, when resolving an initiative tie, if you reroll, this only affect relative order pf the rerolls, not the general order, so (without considering the modifiers), the order would have been wolves(15,15), claus(15,6), then Bartholomeus, Veit, Portia and syllin.

Damn it, I keep forgetting. Fixed.

question: are the wolves bunched together so that if i attack one with a melee weapon I am engaged to ALL of them, or can i position myself so I am dealing with only one of them at the time (as long as they remain chained)?
I. Know. I was in a rush with the post, and fudged the order. Fixed.

>>> @Plutonius it's your turn -- technically you should've gone before the wolves, but oh well. So here goes:

You notice the rightmost iron rod coming loose, and decide the wolf chained to that iron rod should be priority. Cursing, you raise your longbow once again, and let loose one more arrow --

*** CHECK ***
Beat 13, and you get 7 to start with, so you need 6 or better:

Claus: 11

That's more like it. Damage time -- 1d8 + 3, so:

Claus: 6

You deal 9 damage, bringing wolf 3 down to 3 hp.
*** CHECK ***

-- and it hit the wolf in the side of its neck. It howled in pain and thrashed against its chain with rage.

>>> Okay @Don't panic it's your turn.
 
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Please leave one for me!

*To myself: Another murmured aside: Even when spoken in a soft whisper, sotto voce, my comrades appear to embrace bloodthirsty combat and delight in…….pure gore.

Against chained wolves? When another - better equipped foe - who will not be chained - undoubtedly awaits us?

When - assuming they are capable of lending an ear to howling proceedings - we can expect to see goblins in numbers tumbling from yonder cavern opening faces alight with an insane gleeful bloodlust and avid for our imminent destruction.

Might I sincerely express the hope that we do not expend much by way of material resources (weapons, energy) on quieting the wolves. Moreover, once we successfully silence, or otherwise neutralise the alpha wolf, it is likely that the remainder will be somewhat more subdued as they will have looked to his (or her) leadership.*
 
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@ravenvii, can you address my question above? if i go in with the Greataxe, do i get entangled with all 3 wolves or just 1?, or can i pick one (e.g. from a side) so that only that one can reach me?
Yes you only engage with one. But yes, once one is out of the way, the other two can reach you, since they're chained to the same stalagmite. Remember pack tactics though -- the others have an advantage on you if you're engaged with one and they're close (which they are).
 
time for another pedantic post:

Veit, (@twietee), earlier on you were asking why wouldn't you just use 'Sacred Flame' vs a weapon ranged attack as a matter of course. Compared-for example- to your throwing Handaxes.

this situation is a good example of when the handaxe is a slightly better technical choice.


damage: the Handaxe is 1d6+2, Sacred Flame is 1d8.
While both have a max of 8, the cantrip has a minimum of 1, the axe a minimum of 3 (1+2).
in this case it means that if you target the wounded wolf with the axe, you are guaranteed a kill, whereas with the spell the wolf still survive (barely) on a roll of 1 or 2.


Hitting the target: you are really good with the Handaxes, so you get a +4 modifier. Wolves have an AC of 13, so you need a 9 or more (on a d20) to hit the wolf. you miss with 8 or lower.
Sacred Flame is a spell (cantrip) that is used against a save. it means you cast it and the target tries to scramble out of the way. The AC of the target is irrelevant, but their dexterity matters. to avoid the burn they must succeed on a Dexterity saving throw of 13 (from you character sheet). Wolves have +2 dexterity, so they save by rolling an 11 or higher (on a d20), while they are hit if they roll 10 or lower.

thus, the axes have a slighter better chance to hit, and if they do they cause a little more damage on average, and in this case they guarantee the kill.

conversely, a situation where the cantrip is much better is an enemy with high AC or low dexterity, or when they are more than 20ft away
 
Yes you only engage with one. But yes, once one is out of the way, the other two can reach you, since they're chained to the same stalagmite. Remember pack tactics though -- the others have an advantage on you if you're engaged with one and they're close (which they are).

Yes, @ravenvii, but on the matter of 'pack tactics' do these wolves follow the alpha wolf, - and - perhaps - become a little more subdued if he is immobilised, down, or dead, or are they able to act independently of pure pack instincts, or will they continue to act as a pack if the lead wolf - the one bigger, and bolder, and clearly stringer than the rest - is hors de combat?
 
Yes you only engage with one. But yes, once one is out of the way, the other two can reach you, since they're chained to the same stalagmite. Remember pack tactics though -- the others have an advantage on you if you're engaged with one and they're close (which they are).

ok then, there goes my plan. I'll go the safe way.

i pick out my favourite javelin and from 7-8 feet away target the wolf who was getting loose.
it should have pretty good odds to hit, and if it does it's a dead beast.
 
Say to the Count (@Don't panic): Count, maybe you should finish off the wounded one by using a thrown javelin ? The other two wolves appear to be still securely chained.

Say to Veit (@twietee): Come up here you bloodthirsty dwarf :) and decide if you are going to attack them at range with your hand axes, your bow, or with spell.
 
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> I am throughly impressed by your uncanny ability to see clearly into the near past, Master Fletcher!​

I think that he means that the wolf would be finished off by a javelin that had just been thrown……rather than one that has already been hurled towards its furry target.

A reminder: Bear in mind that we may need to be able to retrieve our weapons - in order to use them, ah, a little, mayhap, a very little, time later, in no small hurry.

Therefore, let us not waste too many of our weapons on these creatures if we are unable to recover them swiftly.
 
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I think that he means that the wold would be finished off by a javelin that had been thrown……rather than one that has already been hurled towards its target.

A reminder: Bear in mind that we may need to be able to retrieve our weapons - in order to use them, ah, a little, mayhap, a very little, time later, in no small hurry.

Therefore, let us not waste too many of our weapons on these creatures if we are unable to recover them swiftly.

>Rest assured, Syllin, that I have all intention to recover my precious javelin once the threat of these rabid monsters is removed and it can be done safely. I do have two more, and if need be i can use the shortbow I recovered from the goblins earlier on.

as far as Master Fletcher's aptitude in precisely predicting what has just transpired... I am sure it can be a remarkable talent in the right circumstances​
 
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ok then, there goes my plan. I'll go the safe way.

i pick out my favourite javelin and from 7-8 feet away target the wolf who was getting loose.
it should have pretty good odds to hit, and if it does it's a dead beast.
You step next to Claus, grab one of your javelins and ready it. You aim at the injured wolf and throw --

*** CHECK ***
You need a 13, and you're +5 way there, so you need a 8:

Bartholomeus: 10

You succeed. Since the javelin has a +3 piercing, it automatically kills the wolf.
*** CHECK ***

-- and the javelin buries itself in the side of the wolf. It must have pierced a vital organ, because the wolf toppled over with a howl and died.

>>> @twietee you're up.
 
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