Difference between pages "Backtracking" and "After the Ghouls"

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Continued from ''' [[The Search Continues]]'''
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Continued from '''[[Backtracking]]'''
  
== Returning to the Great Hall ==
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'''The DM:''' What does the party wish to do now?
'''The DM:''' Earlier, I posted an image of the whole dungeon that might have given the impression that “F” ended in a dead end.  That is not the case.  The tunnel was not explored past the broken furniture; you don’t know what lies around the corner.
 
  
'''Pandred''': It's been on my mind. I'd like to make sure we throw open every door of the main hall first. At this point, I'm willing to do so simultaneously. This portion of the dungeon appears to belong to the dead and carrion-feeders.
+
'''[[Lexent]]:''' Do I need a night's rest before being able to commit my new spells to memory, or merely the time to pray for them?
: '''The DM:''' I look forward to reproducing the effect from Cabin in the Woods.
 
::'''[[Vafrandir]]:''' There is an underlying theme here, at least!
 
  
[[File:Grond Dungeon apr09.jpg|center|770px|thumb|The dungeon so far]]
+
'''The DM:''' Committing new spells to memory IS praying for them.  Yes, you will need 15 minutes per spell per level of spell.  You will need to sleep six hours before you can relearn spells you’ve used today, but you can pray for the new spells right now.
  
'''[[Vafrandir]]:''' I am down with that, Pandred. I'll take position on Door (i), remaining are (k), (l), (m)
+
'''[[Lexent]]:''' I'm somewhat keen to take the time necessary to gain access to those new spells, but I also don't want any loose ghouls to be able to sneak up on us, so we should probably see what the situation is down that hallway first.
  
'''The DM:''' [https://www.youtube.com/watch?v=PkvQAQT0e9g Fun]
+
'''[[Lexent]]:''' The good roll on Medicine was a welcome consolation prize for not making it up to amatuer in Dweomercraft. I was really hoping to improve my turning.
: '''Pandred''': One, I love that film. Two, you can't scare me! I will not be intimidated!
 
  
'''Pandred''': Gimme l. Helga took a big hit earlier, so she can wait nearby.
+
'''The DM:''' Effectively, a cleric doesn’t “memorize” ... the cleric meditates, prays, then becomes aware of when the power of the spell has been bestowed onto them from the outside.  Lexent will be aware now that his spells are coming from the Plane of Ysgard, or Asgard, an assembly of floating continents including the Den of Olidammara, Jotunheim, Valiant Hall and the Plain of Ida; these float over a huge land called Muspelheim, with an subterranean realm below that's called Nidavellir.  I’ll go ahead and steal from [https://forgottenrealms.fandom.com/wiki/Lords_of_the_Golden_Hills the Forgotten Realms] and say that the Gnomish gods dwell on a small floating continent called “The Golden Hills,” whereat your gods come from.
  
'''[[Lexent]]:''' I move to 2128. "Do we really think opening everything at once is wise?"
+
'''[[Lexent]]:''' So is Garl Glittergold among my deities?
  
'''Pandred''': "If there was a danger, it would have gotten us in the barracks from behind. Should only be animals."
+
'''The DM:''' Incidentally, Nebelun is the Gnomish god of healing.  Yes regarding Garl.  Your pantheon is polytheistic, and you don’t pray to any single god.  You give your attention to the god that is in authority over the thing you need right now.
 +
:'''[[Lexent]]:''' I'll admit to a bit of surprise that you seem to be hewing somewhat closely to anything published by 'the company'.
  
'''The DM:''' Okay ...
+
'''Pandred''': I don't want to lose in the shuffle the fact that ghouls are still nearby. Are we continuing the fight or retreating? I'm still fighting fit.
:  Ready?
 
  
'''Pandred''': 1, 2, 3, "Hroagh!"
+
'''Pandred''': I'll be watching the corridor the ghouls came from while we decide.
  
'''[[Lexent]]:''' Marit in 2127.
+
'''[[Lexent]]:''' I'm at 12/26, so I could be doing better, but have some fight left in me.
  
'''[[Vafrandir]]:''' Bjarni is behind me.
+
'''The DM:''' I believe Lexent intends to get spells together. Do you want to do all of them, Lexent, or some of them?
  
'''[[Vafrandir]]:''' I throw open (i)
+
'''[[Lexent]]:''' I think that Pandred is correct and we need to at least ascertain what the ghouls down the hall are doing before committing to a half hour or more to pray.
  
'''Pandred''': Opening (l)!
+
'''[[Lexent]]:''' "Pandred, If your amenable, would you take a peek around the corner and see what you can of the situation?"
  
'''The DM:''' since I can see only “i”, “k” and “l” opened, I’ll stick with those; the map can wait, since we’re almost done for the day.
+
'''[[Vafrandir]]:''' I am good to fight as well.
  
:“i” is a wet storeroom, with barrels of rancid ale, accounting for the smell.  An investigation, however, will show that there are two kegs in the room, one with four gallons of lamp oil (usable) and one with 1½ gallons of vinegar (also usable).
+
'''[[Lexent]]:''' I proceed to the corner of hallway 'f' and peer around it. What do I see?
  
:“k” is a toilet.  It appears to be full of straw and other compost, so that it can be used regularly.  It smells vaguely of vinegar.
+
'''Pandred''': I'll head to the end of the corridor the ghouls emerged from with Lex and peek as well. I've been itching to get to this thing since we saw it.
  
:“l” (el) is a natural chimney that plunges into the darknessIt has a similar smell to the hole where the rothe are cast down, and there are iron rungs that can be climbed down into it.
+
[[File:Chieftain's Room 01a.jpg|right|280px|thumb|Fully revealed now]]
 +
== Room f ==
 +
'''The DM:''' I’ll assume Pandred’s wearing the infrared goggles.  You don’t see much without torchlight, but there are two large black figures moving among a dim red background.  There seems to be a table with chairs, and a low dais, above which is a large round shield; this is dimmer than other objects in the room, suggesting it’s made of metalYou can only see as much of the room as the short hall (about 15 feet) allows.  I’ll give you some map as soon as I sketch it.
  
:no monsters.
+
'''Pandred''': I'll swap to shield and handaxe and approach the room for a better look.
  
'''The DM:''' Does anyone hate me yet?
+
'''[[Lexent]]:''' Yes, a shield seems wise at this point. I strap mine on.
  
'''[[Vafrandir]]:''' Not yet but give it time.
+
'''The DM:''' Oops, forgot to add the black blobs.  Well, presume they’re above the table.
  
'''[[Vafrandir]]:''' I'll move to (m) and open that as well, Bjarni following.
+
'''[[Lexent]]:''' How large is large? Larger than humanoid?
  
'''The DM:''' you move to touch the handle and your arm loses all of its strength, so that you find yourself compelled to let go.
+
'''The DM:''' the ghouls prior have been approximately goblin sized.  These are human sized.
  
'''Pandred''': Nice, magical lock. Do Illusionists even get Knock?
+
'''The DM:''' Refresh the page and you should see the images there now.
  
'''The DM:''' They don't.
+
'''[[Lexent]]:''' I call for everyone to form up and move to 2723.
  
'''Pandred''': Ok guys. F or D? Do we think the gobs were sealing themselves into F, or sealing something from elsewhere out of F?
+
'''The DM:''' I'll need confirmation.
  
'''The DM:''' {OOC}  Okay, we’re good. Going forward, I want to warn you that next week should be normal, but the week after is the time of my procedure.  The prep is onerous, particularly that last day, and I want to feel warm and fuzzy before going in, so I’m going to go ahead and take that week off.  The recovery time is apparently quite short, so I should be back the following Monday.  So, the next three days, then the week off, then we begin again as normal.
+
'''[[Lexent]]:''' Marit moves to 2725. After retrieving her axe, of course.
  
'''Pandred''' (OOC) Sounds like a plan.
+
'''[[Vafrandir]]:''' I'll move to 2625. I suggest the sappers stay in the lower hallway until we can better see the interior of the room.
  
'''The DM:''' {OOC} Uh, sorry, the following ''Tuesday''. Out.
+
'''The DM:''' And now the whole room is visible.  Those are high quality white pine chests in the upper right corner, and a rack of weapons nearest to Lexent.  Can’t get into the symbols inscribed on the floor at this time, you cannot see them clearly.
  
'''[[Vafrandir]]:''' Very good. I move for (f). See you all next week! Out.
+
'''[[Lexent]]:''' Do the ghouls seem aware of us?
  
== "F" Hall ==
+
'''The DM:''' They’re eying you, but they’re holding their ground.
[[File:Dungeon Section 13apr21.jpg|right|455px|thumb|Local dungeon with updates]]
 
  
'''The DM:''' In. Just to warn you, this is going to be a slow and distracted day.
+
'''The DM:''' The air in here seems a trifle ... shall we say ... revolting.
  
'''[[Lexent]]:''' In. Before moving to those 'd' or 'f', if it's alright, let me try a couple of things with door 'm'. I try to open door 'm'. Are the results the same?
+
'''Pandred''': I'll advance to 2623. Can ghouls talk? Let's find out. "We're here for Grond!"
  
'''The DM:''' Can't do it.  The door is resisting you; even as you try to put your hand on the door, you find you really don't want to.
+
'''The DM:''' They don’t respond.
  
'''[[Lexent]]:''' I try to take a lit torch and place it at the base of the door to catch it on fire.
+
'''The DM:'''Lexent, you’re nominated for initiative. d6.
  
'''Marcule:''' does the door feel magical?
+
'''[[Lexent]]:''' I roll a '''1'''.
  
'''[[Vafrandir]]:''' In.
+
== Round 1 ==
 
+
'''The DM:'''Lucky youI also roll a 1.  The left hand ghoul leaps three hexes around the table, into 2623, and slashes at Lexent with both claws; it doesn’t have time to biteBecause initiative is simultaneous, no matter what happens, Lexent will be able to attack, even if I stun him.
'''The DM:''' Can't "feel" magic.
 
 
 
'''The DM:''' Lexent, you get the torch lit and you’re standing in front of the door ... but somehow, you can’t seem to move the torch where you want it.  You’re just ... stuck.
 
 
 
'''[[Lexent]]:''' "Well, so much for that. I suggest we work on getting this furniture up to the surface. That chair on top looks nice, we might want to keep it, but I suspect most of this can be used for burning those bodies." (gesturing to the collection in 'f')
 
 
 
'''[[Vafrandir]]:''' Yes. Let's get to work clearing the blockage. We can stack stuff in the dungeon room to keep it out of the way.
 
 
 
'''The DM:''' So, you start?
 
 
 
'''[[Lexent]]:''' Yes, we start.
 
 
 
'''[[Vafrandir]]:''' Aye, we start. Sorry, should have made that clear.
 
 
 
== First Ghoul ==
 
[[File:First Ghoul.jpg|right|350px|thumb|What the hell is that?]]
 
You’re in the process of unloading the room, with furniture scattered around, when something unpleasant appears in 2725.
 
 
 
'''[[Vafrandir]]:''' How aggressive does it appear?
 
 
 
'''The DM:''' oh, pretty aggressiveRoll a d6.
 
 
 
'''[[Vafrandir]]:''' '''1'''
 
 
 
'''The DM:''' I won’t rule that as surprise, since I don’t believe you’d be blissfully unaware and not looking for something, even if it was a large spider or a rat nestled among the pileBut ... I will count that as loss of initiative; the ghoul will move into 2526 and “engage” you in melee, without having enough move to swing an arm at you, yet.
 
 
 
'''[[Lexent]]:''' Does that make it the party's turn?
 
 
 
'''The DM:''' Yes, Lexent.
 
 
 
'''[[Lexent]]:''' I attempt to turn any visible ghouls ''To Turn:'' '''14'''
 
 
 
'''[[Vafrandir]]:''' Have I enough room to swing?
 
 
 
'''The DM:''' Have you been moving furniture with your sword in your hand, Vafrandir?  Sorry, Lexent, not sufficient.
 
 
 
 
 
[[File:Ghoul 01.jpg|left|350px]]
 
'''[[Vafrandir]]:''' No, I'll need to draw.
 
 
 
'''The DM:''' Just want to point out that comes firstLarger things take longer to draw, so what weapon do you grab from yourself?
 
 
 
'''[[Vafrandir]]:''' Club will take a shorter time to draw and time is of the essence. I'll draw that.
 
 
 
'''The DM:''' You have room to swing.
 
 
 
'''[[Vafrandir]]:''' To hit: '''6'''.
 
 
 
'''The DM:''' That misses. Do you two want to wait for more participants, or shall we move to the second round?
 
  
'''[[Lexent]]:''' Up to you Vafrandir, I'm okay with either.
+
'''[[Lexent]]:''' I return the favour. ''To Hit:'' '''15''' ''Damage:'' '''2+1=3'''
  
'''[[Vafrandir]]:''' We may as well have another round at least.
+
'''The DM:''' Before I roll, however ... Vafrandir has a 16 dexterity; which means, Vafrandir has time to throw something before I attack Lexent.  He has a +1 initiative.
  
== Ghoul Round 2 ==
+
'''[[Lexent]]:''' Wait, Is the ghoul in the same hex as Pandred?
'''The DM:''' The ghoul attacks three times, with both claws and head, which stretches out grotesquely from its body and snaps at Vafrandir’s head.  The head misses with a 3, the left claw with a 4 and the right claw misses with a 12.
 
  
Another ghoul appears in 2725.
+
'''The DM:''' Because Lexent’s THAC0 is now 19, that hits AC 4 and the damage counts.  Doesn’t stun.
  
=== Player Round 2 ===
+
'''[[Vafrandir]]:''' I'll throw my club at 2623. But I only roll a '''10 raw, 12 to hit; 1 raw; 2 dmg'''. I'll begin to draw my sword with the rest of my AP.
'''The DM:''' take your turns. I’ll be about 45 minutes (I’ve got to eat and make two phone calls).
 
  
'''[[Lexent]]:''' I attempt to turn the ghouls, starting with the one engaging Vafrandir ''To Turn:'' '''15'''. I then make space, backing to '''2126'''
+
'''The DM:''' Oops, I read Pandred in 2624... okay, the ghoul is in 2722.  Pandred can also attack.
  
'''[[Vafrandir]]:''' If that doesn't turn, I'll attack again. '''17 raw: 18 to hit; 5 raw, 6 to hit'''.
+
'''The DM:''' Vafrandir’s attack, then, was on 2722, and it misses. The room is made of stone, so Vafrandir needs to roll a d6 for the club.  1-2 breaks.
  
'''[[Lexent]]:''' If I understand correctly, my turning occurs last in the round anyway.
+
'''[[Vafrandir]]:''' 5 for the club.
  
'''Pandred''': Day got away from me. In.
+
'''Pandred''': HROAGH! Against 2722. Natural 20, followed by a mere 13. '''Crits''' for 5+3, 8, doubled to '''16'''!
  
'''[[Pandred]]''': I'll advance to Lex's old position in 2227 if possible.
+
'''The DM:''' That stuns.  AND all of it counts.  AND the thing isn’t dead.
  
'''Marcule:''' im at the ready but i don't want to throw anything in this tight space
+
'''Pandred''': I'll advance with my last AP to 2522.
  
'''The DM:''' Lexent’s attempt to turn failsPandred enters 2227. Vafrandir successfully hits and stuns the ghoulMarcule’s line of sight from 2127 is marred by the door.  
+
'''The DM:''' This gives the players initiativeBUT ... As you draw in a breath following your initial adrenaline based attacks, Lexent and Pandred find the air so foul that they each have to make a saving throwThat has to happen before Pandred can move to 2522.
: Vafrandir, do you want to try to hold this corridor or back out with what AP you have left. Stunning the ghoul means you’re not engaged in melee and can stride out.
+
 +
'''[[Lexent]]:''' ''To Save:'' '''12'''. Not sure if I add anything.
  
'''[[Vafrandir]]:''' Yes! I was hoping for that opportunity. I ask Marit to back up and I stride to '''2228'''.
+
'''Pandred''': '''18'''.
  
'''The DM:''' Sorry to nitpick.  The rule requires you have 2 AP if you want to turn a 60-degree corner. 2228 is TWO 60-degree corners, so would require a minimum of 3 remaining AP.  You used 2 to swing your weapon; how many do you have left?
+
'''[[Lexent]]:''' I would also like to retreat to 2724 if I am not stunned.
  
'''[[Lexent]]:''' Out. Hope to be back in a little bit.
+
'''The DM:''' It’s a poison save, so you both make it.   You both have to expend 1 AP recovering, and from here forward if you’re within 2 hexes of a ghoul, you’re -2 to hit.
  
'''[[Vafrandir]]:''' 3 total, so 1 AP remaining. In that case, Could I get into 2027?
+
'''The DM:''' if you have the AP left.
  
'''The DM:''' Yes.  You rush between Lexent and Pandred, past Marcule and to 2027 at stride-4.
+
'''The DM:''' Lexent, you pry back into your memory, when your teacher taught you the difference between ghouls and ghasts.  This is one of the latter.  You’re not able to turn these.
  
[[File:Ghoul 02.jpg|right|420px|thumb]]
+
'''[[Vafrandir]]:''' We'll have to get these the old fashioned way.
  
== Round 3 ==
+
'''Pandred''': Recovery eats my last AP. No move for me.
'''The DM:''' The ghoul struck by Vafrandir falls into 2627.  The other clambers over the furniture into 2426. The players can make their move.
 
  
'''[[Lexent]]:''' Back In.
+
'''[[Lexent]]:''' Takes me down to one, So I cannot move.
 +
: '''The DM:''' Technically, you would have been able to, Lexent; when Pandred stunned the creature, it was hurled back into 2822, which would mean your hex ceased to be a “melee hex”.  But I hit you so it’s moot.
  
'''The DM:''' Awaiting the players' moves.
+
'''The DM:''' Now, the creature’s attacks never were made.  This was simultaneous, so regardless of the party’s moves, the thing did get two attacks on Lexent.  This may also stop Lexent from “falling back” to 2724.  Lexent, I believe with the end of the last combat, your protection from malevolence ran out.  I roll a 5 and a 15 to hit; the latter hits for 3 damage.  That stuns you back into 2724 and I will need a saving throw against paralysation.
  
'''[[Lexent]]:''' In the face of what seem to be poor odds, I again attempt to turn the ghouls, closest one first. ''To Turn:'' '''11'''. Drat.
+
'''[[Lexent]]:''' ''To Save:'' '''5+3=8'''
  
'''[[Vafrandir]]:''' I'll swap my club for my sword.
+
[[File:Ghasts Round 02.jpg|right|315px|thumb]]
 +
== Players Round 2 ==
 +
'''The DM:''' Lexent fails his save and is paralysed.  If he was right, he should be able to move in an average of 5 rounds.
  
'''[[Lexent]]:''' I also back up into '''2125'''
+
: Pandred, you have full movement starting the second round.  Vafrandir, if you don’t move ahead, the four hirelings will bypass you and rush into the chamber.
  
'''The DM:''' I'll need Pandred's move for sure before we continue.
+
: The party apart from Lexent can go.
 
'''[[Lexent]]:''' In what ways does the furniture impact our ability to fight?
 
  
'''Pandred''': I'll sit tight, making sure my Battleaxe is ready.
+
'''[[Vafrandir]]:''' It takes me an additional 1 AP to finish drawing my sword. I'll move to '''2522'''.
  
'''The DM:''' Lexent, so you know, the open door in 2224 will block your line of sight for further attempts to turn, since you're now in the next room.
+
'''The DM:''' Noted.
:'''[[Lexent]]:''' Yep.
 
  
'''Marcule:''' Good were I am. "if we can pull the monster out we can have a better crack at it"
+
'''Pandred''': I'll pursue the stunned ghoul into 2722. Swinging with 10+1 to hit '''AC 6''' for 6+3 '''9''' damage.
  
[[File:Ghoul 04.jpg|right|420px|thumb]]
+
[[File:Ghasts Round 02b.jpg|left|245px|thumb|Following the party’s move]]
 +
'''The DM:''' Misses, Pandred.  Bjarni will run straight forward at stride-4 to 2622. 
  
== Ghoul Round 4 ==
+
: Lexent, please run Marit, since you’re out of this. She’d like to get into the combat.
The two ghouls move forward, the nearest one into 2326, where it stands adopt the bench and the chest and attacks down at Pandred (no bonus).   The hands roll 7 and 11, and the attempted bite misses with a 7 also.  The players are catching a break.
 
  
=== Players Round 4 ===
+
: Asger heads into 2623; Helga will hold at 2624 and protect Lexent.
Act as you’re able.
 
  
'''[[Lexent]]:''' I cast ''Protection from Malevolence''.
+
'''[[Lexent]]:''' Marit walks S-3 To 2721 and then attacks. Let me know if that works.
: '''The DM:''' The spell takes the round to cast; you can bestow it on yourself or one other at the start of the next round; I'll allow for you to have gestured at someone you want to approach you in the second before beginning to cast, unless you want to cast it on yourself.
 
:'''[[Lexent]]:''' My understanding is that once it is cast I will be able to move toward the recipient if it is not myself, and thus be able to choose when I discharge next round. Is this correct?
 
  
'''[[Pandred]]''': I swing on my ghoulie pal. 15+1+1 hits '''AC 0''', Battleaxe lands for 8+3 '''11''' damage!
+
:'''The DM:''' It doesn’t quite.  1 AP for a stride-3 into Pandred’s melee hex. Once in the melee hex, she has to move at stride-1; so 1 AP for moving into 2721, +1 AP penalty for moving out of a melee hex.  That leaves her with 1 AP left.  She won’t punch, because a connect would mean a saving throw.  I’ll rule that she goes to 2721, however.
: '''The DM:''' That slaughters it; good for '''<span style="color:red">causes 9</span>''' total hit points damage for X.P.  It flops into 2226, between the chest and the wall.
+
::'''[[Lexent]]:''' So the melee hex rule applies to ally hexes as well? Oh wait, the ghast is no longer stunned is it. That makes sense now.
  
'''The DM:''' Any remaining moves? The other one is going to attack when the players' round is done.
+
A “melee hex” is any hex with a combatant in it.  Melee hexes are considered to be places where combat is taking place.  As Marit passes through the melee hex, she has to dodge around Pandred, not running into her, while ALSO avoiding being hit.  It doesn’t matter whose melee hex it is; these extra careful movements of not crashing into Pandred as Marit runs through, which wouldn't be easy since Pandred is dodging around trying to hit the ghast, is penalized 1 AP.  Always Remember: a “stun” does not mean a creature goes limp and ceases movement. It means the creature falls back and can’t cause damage, but the creature is still conscious, still fighting and still waving its arms at Pandred, defending itself and TRYING to attack, though in game terms it can’t do damage.
  
'''[[Vafrandir]]:''' Nada from me.
+
'''[[Lexent]]:''' Got it. Thanks.
  
'''The DM:''' Okay, let's call itWeigh in if something occurs before tomorrowMy apologies for the delay in the middle.  Out.
+
'''The DM:''' In the latest picture on the left, Vafrandir and Bjarni are would-be combatants, but they’re not IN combat right now, so they’re not standing in melee hexesPandred and the ghast are in combat, so 2722 and 2822 are the only present melee hexes on the mapIf it makes it easier for you, I’ll start shading the melee hexes in yellow.
  
'''[[Lexent]]:''' No Problem. Thanks. Out.
+
'''The DM:''' going to call this before attacking for the ghasts. Twas a good week, all. Thank you.  Out.
  
'''[[Vafrandir]]:''' Out.
+
'''[[Lexent]]:''' It's fine. I was only thinking of the rule where passing by a stunned creature doesn't count as going through a melee hex.
  
 
+
'''The DM:''' AhHm.  This hasn't ever come up beforeUsually, passing by a stunned creature takes place in the same round it was stunned; it ceases to be stunned on the creature's next "move"Only it didn't get a move, because the previous round was simultaneousHm.
== Apr 27 Real Time ==
+
: I'll go ahead and say that moving past a stunned creature with no penalty can only take place in the SAME ROUND when it was stunnedThis is the next round; so, because it wasn't stunned again, it counts as a melee hex.  This is a tentative rule; it may need further thought, and something might come up that makes this ruling impractical.
'''The DM:''' Good morningYou've all seen the results of my procedure, so everything is goodAround here, we decided yesterday that we're going to change residences come June 1st, so I'll be packing this next monthShouldn't affect the game until the last week of May, when the shift really starts to happenI'll try to arrange appts. for non-game days.
 
 
 
Sorry, no I don't have an appt. That was just flotsam from an earlier post.
 
 
 
 
 
[[File:Ghoul 05.jpg|right|420px|thumb]]
 
 
 
== Ghouls Round 5 ==
 
Although Pandred hit and killed a ghoul, the one from 2427 advances and attacksAdditionally, two more ghouls appear up the hallway ... and there are sounds of more beyond, now that whatever number exists around the corner has been aroused.  The ghoul rolls a 3 against Pandred, missing.
 
 
 
=== Players Round 5 ===
 
Pandred, that was your 1st attack of the combat; this will be your second, if you take it.  In case anyone might be thinking it, the door into '''f.''' can’t be closed, as there’s a chest and a bench in the doorway.
 
 
 
The party may act as they’re able.  Don’t forget to specify the actions of your assigned NPC hirelings.
 
  
 
'''[[Lexent]]:''' In.
 
'''[[Lexent]]:''' In.
  
'''[[Lexent]]:''' Are there penalties to moving into or attacking from '''2226'''?
+
'''[[Vafrandir]]:''' In.
 
 
'''The DM:''' Yes, I’m afraid so.  There’s a chest and a dead ghoul in the hex, along with it being less than half-sized, so I’d have to assign a penalty of -1 for each drawback (normally, the half-size wouldn’t be a drawback, but it’s very full at the moment).  So -3 to hit out of that hex.
 
 
 
'''The DM:''' In any case, Lexent is in the next room, and the open door to that room can’t be opened further, so you’d have to move into 2126, then Pandred’s hex, and THEN 2224, which would be a 60-degree then a 120 degree change of direction.  Stride-1 would be the fastest you could do it.  Plus a -1 AP penalty for dodging out of 2227, because that’s a melee hex.
 
 
 
'''[[Lexent]]:''' I Discharge ''Protection from Malevolence'' on myself, draw my godentag, and move to '''2126'''.
 
 
 
'''The DM:''' Done.
 
 
 
'''Marcule:''' Im holding my position.
 
 
 
'''The DM:''' I think it's best to wait for Pandred.
 
 
 
'''[[Vafrandir]]:''' In. Glad to hear of a promising result from your procedures. I'll hold my turn since I don't think I can get into melee.
 
 
 
'''The DM:''' not unless someone wants to throw something.
 
 
 
'''Bjarni:''' I will hold as well.
 
 
 
[[File:Ghoul 05b.jpg|right|280px|thumb|after the party’s move]]
 
'''[[Lexent]]:''' Marit will also draw her axe and close door 'e'.
 
 
 
'''The DM:''' Done.
 
 
 
'''The DM:''' I think I’ll have to say that Pandred falls back to 2128, leaving 2227 open.  That allows either Marcule or Vafrandir to enter, as I’ll rule Lexent has committed himself to other moves.  The first who responds, then.  Feel free to change your move.
 
 
 
'''[[Vafrandir]]:''' I'll move into '''2227''' and attack with my club. 15 raw, 16 to hit; 1 raw, '''<span style="color:red">causes 2</span>''' dmg.
 
 
 
'''The DM:''' That hits but doesn’t stun.  Starting the ghoul’s round.
 
 
 
== Ghouls Round 6 ==
 
'''The DM:''' Starting with the ghoul on Vafrandir.  It mauls the fighter with teeth and claws, the bite missing with a 13 and the left claw missing with a 6.  The right hits with a 17, so that Vafrandir '''<span style="color:red">takes 1</span>''' damage.  Before continuing, I’ll need Vafrandir to make a saving throw.
 
 
 
The other ghouls advance over the furniture 2426 and 2526.  One may advance further, but it will depend on whether Vafrandir makes that save.  A d20 rolled, please.  I’ll put up a map when I get the result.
 
 
 
'''[[Vafrandir]]:''' I roll a 17.
 
 
 
'''The DM:''' Saves.
 
 
 
[[File:Ghoul 06.jpg|left|420px|thumb|after the party’s move]]
 
'''The DM:''' one more ghoul appears in 2725, making four altogether.
 
 
 
=== Players Round 6 ===
 
Vafrandir is holding the door, so he attacks.  The rest of you may act as able.
 
 
 
I think either Asger or Marit would be very tempted to throw an axe; if this works for you, have them do it; if it doesn’t work, please roll a wisdom check for each to keep them from doing it.
 
 
 
'''[[Lexent]]:''' Marit throws her axe at the ghoul in 2326 ''To Hit:'' '''8'''.
 
 
 
'''[[Pandred]]''': I'll move to 2027.
 
 
 
'''[[Vafrandir]]:''' With my club: '''20 raw (!) follow up 2; 4 raw, <span style="color:red">caused-8</span> dmg'''.
 
 
 
'''[[Lexent]]:''' I suppose I can try turning again. Targeting all the ghouls that I can that are still up, from closest to furthest away. ''To Turn:'' '''11'''. Still no good.
 
 
 
'''The DM:''' Welcome Pandred.  There’s so much wood around I won’t make Marit roll to see if her axe breaks.  Vafrandir, that kills the ghoul.  Do you have a move?
 
 
 
'''The DM:''' Lexent, it just takes once to give the party time to regroup.
 
 
 
'''The DM:''' Does anyone want to do something like leap into 2326?
 
 
 
'''[[Lexent]]:''' I think we are trying to draw them out a bit.
 
 
 
'''[[Vafrandir]]:''' Yes, I'll stay where I am.
 
 
 
'''[[Lexent]]:''' Marit will happily give ground if either Pandred or Marcule wishes her space.
 
 
 
[[File:Ghoul 07.jpg|right|420px|thumb|a split-second before the ghouls attack in round 7]]
 
== Ghouls Round 7 ==
 
'''The DM:''' The ghouls move up as well as they’re able, and another one attacks Vafrandir three times.  This time the fighter is scratched with the ghoul’s left claw, so that he '''<span style="color:red">takes 2</span>''' damage.  I’m sure this doesn’t stun, but again I need Vafrandir to make a saving throw before going forward.
 
 
 
'''[[Vafrandir]]:''' 19.
 
 
 
'''The DM:''' Lucky, lucky, lucky.
 
 
 
'''The DM:''' You can still hear ghouls around the corner, but you see no new ones emerge as yet.
 
 
 
=== Players Round 7 ===
 
Act as you will.
 
 
 
'''[[Vafrandir]]:''' Lucky indeed. As we know, my luck runs out slowly then all at once. Attack again: '''16 raw, 17 to hit; 3 raw, <span style="color:red">causes 4</span> dmg'''.
 
 
 
[[File:Ghoul 07b.jpg|right|350px|thumb|following the party’s move]]
 
'''The DM:''' hah ... you were ready to change the colour of the damage last time.  That blow does stun, hurling the ghoul back.
 
 
 
'''The DM:''' Any other moves, actions?
 
 
 
'''[[Lexent]]:''' Attempting to turn again starting with the ghoul in 2526 and then the one in 2426 if I'm able. ''To Turn:'' '''12'''
 
 
 
'''[[Vafrandir]]:''' I'll ask Marit and Bjarni to scoot backwards so I can move into '''2228'''.
 
 
 
'''[[Lexent]]:''' Marit moves to '''2328'''
 
 
 
'''The DM:''' Those are accounted for.  Let me know if I can start the next round.
 
 
 
'''[[Vafrandir]]:''' Ready on my account
 
 
 
'''[[Lexent]]:''' Mine as well.
 
 
 
'''The DM:''' You seem to be all there is.  I'll give it ten minutes and then we'll run a last round for the day.
 
 
 
'''Marcule:''' im ready
 
 
 
[[File:Ghoul 08.jpg|right|420px|thumb|ghouls attack!]]
 
 
 
== Ghouls Round 8 ==
 
'''The DM:''' the ghouls clamber over the bench and crate.  One enters 2227, while the other leaps onto the crate in 2226, throwing the door closed to the kennel.  Because the ghoul has clawed feet and a natural gracefulness, it has no penalty when attacking from the hex ... but it only has time to swing a single claw at Lexent with the AP it has left.  It misses with a 5.
 
 
 
The other attacks Marcule with its right claw and Vafrandir with left claw and bite.  The claw hits Marcule with a 13, '''<span style="color:red">causing 2</span>''' damage.
 
 
 
Vafrandir is struck with an 18, feeling the creature’s fangs scratching his wrist, '''<span style="color:red">causing 1</span>''' damage.
 
 
 
They’re not going to move again, so I can move onto the party’s move.  I’ve marked the one Vafrandir hit and didn’t kill with a “-4” marker for damage done.  I will '''need a saving throw''' from both Marcule and Vafrandir.
 
 
 
=== Players Round 8 ===
 
The others can act; Vafrandir and Marcule must make save first, and have that save confirmed, before taking any other action.
 
 
 
'''[[Lexent]]:''' I attack the ghoul in 2226. ''To Hit:'' '''12''' ''Damage:'' '''2+4=6'''.
 
 
 
'''[[Lexent]]:'''{OOC} And I have a meeting at 2, so, unfortunately, out.
 
 
 
'''The DM:''' Miss.  Better luck tomorrow.
 
 
 
'''[[Vafrandir]]:''' 19.
 
 
 
'''The DM:''' That's a save.  Until tomorrow.  Out.
 
 
 
'''Marcule:''' I roll an 18 for save
 
 
 
'''[[Lexent]]:''' In.
 
 
 
'''[[Lexent]]:''' I'm not sure where torches are at this point, but Marit uses her action to get as far along in the process as she can of retrieving a torch, and lighting it if its not already lit.
 
 
 
'''The DM:''' In.  Let's have both Helga and Bjarni holding torches, giving plenty of light.  But please scratch two torches from your stores.
 
 
 
'''The DM:''' I need Marcule and Vafrandir to attack.  And please have Asger throw an axe at the ghoul on Lexent.  I believe that’s Marcule’s fellow.
 
 
 
'''[[Lexent]]:''' So, I suppose Marit can move into 2229, retrieve the lit torch from Bjarni, and move back? If correct, she does so.
 
 
 
'''The DM:''' Yes that's fine.
 
 
 
'''Pandred''': Marcule or Lex, I'm willing to swap places whenever things get too hot for you.
 
 
 
'''[[Lexent]]:''' There's technically a spot in 2327, not sure if it will incur penalties or not.
 
 
 
'''The DM:''' Table is in the way and must be moved.
 
 
 
'''Marcule:''' 20 for me i roll a one that makes it 2 damage *sigh* 4 for Asger
 
 
 
'''The DM:''' writing on your phone, aren’t you Marcule?  Okay, just to be clear.  That’s a natural 20 rolled (I assume you rolled a follow-up d20 to see if damage was triple).  1 for damage doubled '''<span style="color:red">causing 2</span>''' damage.  And Asger rolled a 4 on a d20.  Again, no need to roll if the axe breaks.
 
 
 
'''The DM:''' Pandred, let’s not wait until 11:30 again.  Vafrandir will fall back to 2229; feel free to jump into his hex and swing your second attack this combat.
 
 
 
'''The DM:''' Oh, Marcule’s 2 damage doesn’t stun.
 
 
 
[[File:Ghoul 08b.jpg|right|350px|thumb|following the players round 8 moves]]
 
'''The DM:''' Actually, Pandred, you’ll need 3 AP to get into 2228, not leaving you enough to attack.
 
 
 
'''The DM:''' Anyone?
 
 
 
'''[[Lexent]]:''' I'm still here.
 
 
 
'''The DM:''' Forgive me if I hold this up; we're going to need more people.
 
 
 
'''[[Lexent]]:''' Yes, please. I would not last long without the rest of the party.
 
 
 
'''Pandred''': I'll swap into Vafrandir's space. No AP, but at least I can take the swings.
 
 
 
'''Marcule:''' (OOC) Sorry I am having computer issues here. doing my best to fix it. i am still here.
 
 
 
== Ghouls Round 9 ==
 
'''The DM:''' The ghoul in 2226 tries to maul Lexent, hitting with both claws: a 17 with the  left and a natural 20 with the right.  The critical is only doubled.  The left claw makes Lexent '''<span style="color:red">take 1</span>''' damage and he '''<span style="color:red">takes 4</span>''' from the right.  Lexent, I’ll need a saving throw from you, and please let me know if the 4 damage was enough to stun you (stuns up to 16 hp).
 
 
 
: The ghoul in 2227 swings with right claw, hitting with a 15; Marcule '''<span style="color:red">takes 3 damage</span>'''.  I’m fairly sure that stuns and Marcule needs to make a save.
 
 
 
: The same ghoul swings at Pandred, missing with both bite (11) and claw (2).
 
 
 
: I’ll need an answer to whether or not Lexent or Marcule are STUNNED before I can put a new map up and finish my round.
 
 
 
'''[[Lexent]]:''' ''To Save:'' '''16+3=19'''. Yes, I am stunned.
 
 
 
'''[[Lexent]]:''' Is Marcule still under the effects of the potion?
 
 
 
'''The DM:''' Yes, which I forgot about.  So he's fine.  Though I still need a save.
 
 
 
'''[[Vafrandir]]:''' In. Sorry about this morning, got stuck at the lab.
 
 
 
'''[[Lexent]]:''' Oh, good, You can probably fill the gap I just likely got pushed out of.
 
 
 
[[File:Ghoul 09.jpg|right|420px|thumb|the ghouls have attacked and moved]]
 
 
 
'''The DM:''' The ghoul stunning Lexent moves into 2126; the one from 2426 moves on top of the crate in 2226.  That’s the ghoul’s turn.
 
 
 
=== Players Round 9 ===
 
'''The DM:''' Removing bones to make the ghouls easier to see.
 
 
 
: Marcule, before attacking I need that d20 saving throw first!
 
 
 
: Pandred can attack.  Asger will pull Lexent into 1926 and Helga will attack from 2027.  Sorry to intrude, but it just makes sense.  Pandred is rolling for Helga?
 
 
 
'''[[Vafrandir]]:''' I move to '''2028'''.
 
 
 
'''The DM:''' This looks like the backfield shifting sides.
 
 
 
'''The DM:''' If Marcule blows his save, I’ll let you retcon that move, Vafrandir.
 
 
 
'''Marcule:''' 10 for save
 
 
 
'''Pandred''': My swing is a '''1'''. Break roll is 1 in 8, rolled '''2'''. Not ideal.
 
 
 
[[File:Ghoul 09b.jpg|right|350px|thumb|after the party’s move]]
 
'''[[Lexent]]:''' There's our standard luck.
 
 
 
'''The DM:''' I looked at the close save rule, and it only says the weapon doesn’t fall into an enemy’s hex.  This puts Pandred’s weapon in 2327.
 
 
 
'''The DM:''' Marcule is '''+5''' on saving throws against this attack.  Lexent, you should note the [https://wiki.alexissmolensk.com/index.php/Gnome_Race_&_Physiology gnome page] yourself to see what your bonus is.  Marcule saves.  And can attack.
 
:'''[[Lexent]]:''' Did I not calculate it correctly at +3?
 
:: '''The DM:''' Marcule had forgotten about the gnome bonus, I just wanted to be sure you hadn’t (not looking too closely, just trusting you).  You’re right, you’re +3.
 
 
 
'''Marcule:''' i attack 2227 ....10 miss
 
 
 
'''The DM:''' Who’s rolling for '''Helga'''?
 
:'''[[Lexent]]:''' It should be Pandred.
 
 
 
'''Pandred''': It is. Does she have a throwable? If not I'd rather she held her weapon to step in if needed.
 
:'''[[Lexent]]:''' She just stepped into 2027 to do so.
 
 
 
'''The DM:''' Helga is in 2027 attacking 2126 in hand-to-hand combat.
 
 
 
'''The DM:''' Can’t wait forever.  Rolling for Helga, she gets a 14 and '''<span style="color:red">causes 3</span>''' damage.  Stuns.
 
 
 
'''The DM:''' The stunned ghoul falls back and is thrown into 2226.  Working on next round.
 
 
 
[[File:Ghoul 10.jpg|right|420px|thumb|after the party’s move]]
 
 
 
== Ghoul Round 10 ==
 
'''The DM:''' The non-stunned ghoul in 2226 moves forward to attack Helga.  It rolls a 5 and a 4 with its bite and left claw, but hits with a right claw.  Helga '''<span style="color:red">takes 3</span>''' damage.  Pandred, if you could please roll a d20 '''saving throw''' for Helga.  She falls into 1927, hitting the door and closing it.  The ghoul is out of AP.
 
 
 
: The ghoul in 2227 attacks Marcule with a right claw, hitting with a 16.  Marcule '''<span style="color:red">takes 3</span>''' damage.  With the potion, he can take that.
 
 
 
: Pandred gets a claw and a bite.  The bite hits with an 18; Pandred '''<span style="color:red">takes 1</span>''' damage.
 
 
 
: I’ll need a '''saving throw''' from Marcule and Pandred also.
 
 
 
=== Players Move 10 ===
 
Depending on saving throws, those that save and all others can act as they will.  Pandred, remember your weapon is still in 2327.
 
 
 
'''Pandred''': I get a '''15'''. Helga gets a '''3'''.
 
 
 
'''[[Vafrandir]]:''' I move into 2027 and attack. '''16 raw, 17 to hit; 2 raw, <span style="color:red">caused-3</span> dmg'''.
 
 
 
'''Pandred''': 15 makes it for me I think. I'll pick up my axe and swing. An 8 whiffs at '''AC 9'''.
 
  
'''The DM:''' That exactly kills it, Vafrandir.
+
'''The DM:''' In.  Getting my bearings.
  
[[File:Ghoul 10b.jpg|right|350px|thumb|After the party’s move; sorry, missed Marit's move here, but it will be on the next map]]
+
'''The DM:''' I’d like to propose a change on the judgement call regarding stunned characters and melee hexes. I think we can try this: because Pandred re-engaged the ghast, AFTER it had been stunned, that reasserts the combat; IF Marit had crossed through 2722 BEFORE Pandred re-engaged, the hex wouldn’t have been a melee hex and Marit would have had enough AP to attack.  It’s a tricky detail, but I think it’s more precise than my previous call.
'''The DM:''' Misses, Pandred.  Does make save for you.  PLEASE make save for Helga.
+
:'''[[Lexent]]:''' Makes sense to me.
  
'''Pandred''': I did. It was a '''3'''.
+
'''The DM:''' Okay, I believe that’s everybody’s move.  working on the next round ...
: '''The DM:''' Sorry, sorry.
 
  
'''The DM:''' Pandred has to move into 2327 to get her axe.  She has tremendous strength, so she can kick the table out of the way into 2228.  There’s still room for Bjarni to get into it, moving into 2228, getting around the table.  He’ll do so without being asked.  Vafrandir, I believe that’s you.
+
'''Marcule:''' in
  
'''The DM:''' Helga falls downShe’s '''paralyzed'''.
+
[[File:Ghasts Round 02c.jpg|right|420px|thumb|Following the party’s move]]
 +
=== Ghast Round 2 ===
  
'''Marcule:''' 15
+
'''The DM:''' The ghast in 2822 attacks with all three attacks on Pandred.  Pandred is VERY lucky ... the bite misses with a 2, the right claw with an 8 and the left claw with an 11Pandred made a save earlier, but Marit will need to make a save and so will Asger against the ghast’s stench.
: '''The DM:''' That must be Marcule's savePlease state as much.
 
  
'''[[Lexent]]:''' I attempt to turn the ghouls. '''2126''' followed by '''2226'''. ''To Turn:'' '''15'''.
+
: The ghast in 2719 rushes forward and attacks Bjarni with left claw and bite, and Vafrandir with his right claw.  Bjarni is missed with the left claw, but the bite rolls a 19 and causes 3 damage. That will stun. Bjarni needs to make TWO saving throws, one against stench and one against paralysation.
  
'''[[Vafrandir]]:''' One moment, looking up Bjarni's bonuses (if any).
+
: The claw on Vafrandir is a 16, which causes 1 damage; which doesn’t stun, but Vafrandir rolls a save vs. paralysation.  Vafrandir also has to make a save vs. the thing’s stench.  So, fun times all around.
  
'''Marcule:''' 13 to hit '''<span style="color:red">causes 2</span>''' damage
+
'''Marit''': ''To Save:'' '''19'''.
  
'''Bjarni:''' I attack the ghoul in 2027. '''9 raw, 9 to hit; 6 raw, 6 dmg'''. I assume a miss.
+
'''[[Vafrandir]]:''' My first save is a 2, so I'm not sure the second save (a 20, of all things) makes much difference.
 +
: '''The DM:''' The first save was for the stench.  Vafrandir’s failing that means he’s so overcome by the stench that he can’t stand it and can’t fight toe to toe with these things. But, the 20 means he’s not paralysed.  He can’t function this round and he’ll have to fall back all the way to 2624 or 2723.
  
'''[[Lexent]]:''' Marit moves to '''2028'''
+
'''Bjarni:''' stench: 17, paralyzation: 14.
 +
: '''The DM:''' Bjarni makes the stench save but he's paralyzed.  He will fall prone in his hex.
  
'''The DM:''' Yes, a miss.
+
== Players Round 3  ==
  
'''The DM:''' It’s 1:42 but I’m going to do one more ghoul’s round before quitting today, and be on call for the player’s turn, if you can hang around.  Working now.
+
'''The DM:''' After everyone makes their saving throws, those that aren’t paralyzed or vomiting can attack; both Vafrandir and Bjarni will be unable to attack because they will take one round to get over the nausea.  Bjarni can stagger under the table and Vafrandir can fall back into 2623.  If Asger makes save, he will also be affected nonetheless and will stagger into 2723.  Helga, however, can rush forward and attack.
  
'''The DM:''' '''Important''' Marcule's roll stunned. '''2227 is clear'''.  Does anyone want the hex?
+
: If Marit makes save, she will stagger into 2719.
  
'''Pandred''': I'll take it.
+
: Pandred can attack.  That’s where you are.  Marcule hasn’t indicated any action yet, and can move as he wishes.
  
[[File:Ghoul 11.jpg|right|420px|thumb|after the party’s move]]
+
'''Marit''' I attack the ghast in 2822 ''To Hit:'' '''14-2=12'''.
 +
: '''The DM:'''  Marit CAN’T attack, as I’ve just explained.
 +
::'''Marit'''  I'm sorry, I misunderstood.
  
=== Ghoul Move 11 ===
+
'''Marcule:''' 17 for Asger. Marcule moves to 2625.
While players are considering if they want to move into 2227 ...
 
  
The one ghoul moves into 2126 and attacks VafrandirMisses with all three attacks.
+
'''The DM:''' The stench of these things is so bad, even if you make save it incapacitates you for one round, then makes you -2 to hitIf you blow save, you can’t approach within 10 feet of these things AT ALL, without returning to vomiting.
  
=== Players Move 11 ===
+
'''The DM:''' Sorry, out.  Back in 30 min.
'''The DM:''' Pandred gets two attacks; do them one at a time, Pandred, in case you get a chance to kill both ghouls from your position; indicate which one gets attacked first.
 
  
: Marcule and Vafrandir can attack 2126Asger will grab Helga’s axeAll other moves as persons wish.
+
'''The DM:''' InBut we can't go anywhere without PandredVafrandir, please roll for Helga, as Pandred isn't here.
 +
: '''The DM:''' I'll give him until noon and then I'll roll for him. (working on a short contract anyway).
  
: Marit can move again; the move shown was from last round.
+
'''Helga:''' 3 to hit.
  
'''Pandred''': Swing one on 2326. 5 is a miss. Swing two on 2326. 19+2 hits '''AC -4''' for 4+3 '''7''' damage.
+
'''The DM:''' Marcule, do you have anything to cast from your position?
 
'''[[Lexent]]:''' Is attacking from 2026 to 2126 feasible or is the chair in the way?
 

Revision as of 11:39, 4 May 2021

Continued from Backtracking

The DM: What does the party wish to do now?

Lexent: Do I need a night's rest before being able to commit my new spells to memory, or merely the time to pray for them?

The DM: Committing new spells to memory IS praying for them. Yes, you will need 15 minutes per spell per level of spell. You will need to sleep six hours before you can relearn spells you’ve used today, but you can pray for the new spells right now.

Lexent: I'm somewhat keen to take the time necessary to gain access to those new spells, but I also don't want any loose ghouls to be able to sneak up on us, so we should probably see what the situation is down that hallway first.

Lexent: The good roll on Medicine was a welcome consolation prize for not making it up to amatuer in Dweomercraft. I was really hoping to improve my turning.

The DM: Effectively, a cleric doesn’t “memorize” ... the cleric meditates, prays, then becomes aware of when the power of the spell has been bestowed onto them from the outside. Lexent will be aware now that his spells are coming from the Plane of Ysgard, or Asgard, an assembly of floating continents including the Den of Olidammara, Jotunheim, Valiant Hall and the Plain of Ida; these float over a huge land called Muspelheim, with an subterranean realm below that's called Nidavellir. I’ll go ahead and steal from the Forgotten Realms and say that the Gnomish gods dwell on a small floating continent called “The Golden Hills,” whereat your gods come from.

Lexent: So is Garl Glittergold among my deities?

The DM: Incidentally, Nebelun is the Gnomish god of healing. Yes regarding Garl. Your pantheon is polytheistic, and you don’t pray to any single god. You give your attention to the god that is in authority over the thing you need right now.

Lexent: I'll admit to a bit of surprise that you seem to be hewing somewhat closely to anything published by 'the company'.

Pandred: I don't want to lose in the shuffle the fact that ghouls are still nearby. Are we continuing the fight or retreating? I'm still fighting fit.

Pandred: I'll be watching the corridor the ghouls came from while we decide.

Lexent: I'm at 12/26, so I could be doing better, but have some fight left in me.

The DM: I believe Lexent intends to get spells together. Do you want to do all of them, Lexent, or some of them?

Lexent: I think that Pandred is correct and we need to at least ascertain what the ghouls down the hall are doing before committing to a half hour or more to pray.

Lexent: "Pandred, If your amenable, would you take a peek around the corner and see what you can of the situation?"

Vafrandir: I am good to fight as well.

Lexent: I proceed to the corner of hallway 'f' and peer around it. What do I see?

Pandred: I'll head to the end of the corridor the ghouls emerged from with Lex and peek as well. I've been itching to get to this thing since we saw it.

Fully revealed now

Room f

The DM: I’ll assume Pandred’s wearing the infrared goggles. You don’t see much without torchlight, but there are two large black figures moving among a dim red background. There seems to be a table with chairs, and a low dais, above which is a large round shield; this is dimmer than other objects in the room, suggesting it’s made of metal. You can only see as much of the room as the short hall (about 15 feet) allows. I’ll give you some map as soon as I sketch it.

Pandred: I'll swap to shield and handaxe and approach the room for a better look.

Lexent: Yes, a shield seems wise at this point. I strap mine on.

The DM: Oops, forgot to add the black blobs. Well, presume they’re above the table.

Lexent: How large is large? Larger than humanoid?

The DM: the ghouls prior have been approximately goblin sized. These are human sized.

The DM: Refresh the page and you should see the images there now.

Lexent: I call for everyone to form up and move to 2723.

The DM: I'll need confirmation.

Lexent: Marit moves to 2725. After retrieving her axe, of course.

Vafrandir: I'll move to 2625. I suggest the sappers stay in the lower hallway until we can better see the interior of the room.

The DM: And now the whole room is visible. Those are high quality white pine chests in the upper right corner, and a rack of weapons nearest to Lexent. Can’t get into the symbols inscribed on the floor at this time, you cannot see them clearly.

Lexent: Do the ghouls seem aware of us?

The DM: They’re eying you, but they’re holding their ground.

The DM: The air in here seems a trifle ... shall we say ... revolting.

Pandred: I'll advance to 2623. Can ghouls talk? Let's find out. "We're here for Grond!"

The DM: They don’t respond.

The DM:Lexent, you’re nominated for initiative. d6.

Lexent: I roll a 1.

Round 1

The DM:Lucky you. I also roll a 1. The left hand ghoul leaps three hexes around the table, into 2623, and slashes at Lexent with both claws; it doesn’t have time to bite. Because initiative is simultaneous, no matter what happens, Lexent will be able to attack, even if I stun him.

Lexent: I return the favour. To Hit: 15 Damage: 2+1=3

The DM: Before I roll, however ... Vafrandir has a 16 dexterity; which means, Vafrandir has time to throw something before I attack Lexent. He has a +1 initiative.

Lexent: Wait, Is the ghoul in the same hex as Pandred?

The DM: Because Lexent’s THAC0 is now 19, that hits AC 4 and the damage counts. Doesn’t stun.

Vafrandir: I'll throw my club at 2623. But I only roll a 10 raw, 12 to hit; 1 raw; 2 dmg. I'll begin to draw my sword with the rest of my AP.

The DM: Oops, I read Pandred in 2624... okay, the ghoul is in 2722. Pandred can also attack.

The DM: Vafrandir’s attack, then, was on 2722, and it misses. The room is made of stone, so Vafrandir needs to roll a d6 for the club. 1-2 breaks.

Vafrandir: 5 for the club.

Pandred: HROAGH! Against 2722. Natural 20, followed by a mere 13. Crits for 5+3, 8, doubled to 16!

The DM: That stuns. AND all of it counts. AND the thing isn’t dead.

Pandred: I'll advance with my last AP to 2522.

The DM: This gives the players initiative. BUT ... As you draw in a breath following your initial adrenaline based attacks, Lexent and Pandred find the air so foul that they each have to make a saving throw. That has to happen before Pandred can move to 2522.

Lexent: To Save: 12. Not sure if I add anything.

Pandred: 18.

Lexent: I would also like to retreat to 2724 if I am not stunned.

The DM: It’s a poison save, so you both make it. You both have to expend 1 AP recovering, and from here forward if you’re within 2 hexes of a ghoul, you’re -2 to hit.

The DM: if you have the AP left.

The DM: Lexent, you pry back into your memory, when your teacher taught you the difference between ghouls and ghasts. This is one of the latter. You’re not able to turn these.

Vafrandir: We'll have to get these the old fashioned way.

Pandred: Recovery eats my last AP. No move for me.

Lexent: Takes me down to one, So I cannot move.

The DM: Technically, you would have been able to, Lexent; when Pandred stunned the creature, it was hurled back into 2822, which would mean your hex ceased to be a “melee hex”. But I hit you so it’s moot.

The DM: Now, the creature’s attacks never were made. This was simultaneous, so regardless of the party’s moves, the thing did get two attacks on Lexent. This may also stop Lexent from “falling back” to 2724. Lexent, I believe with the end of the last combat, your protection from malevolence ran out. I roll a 5 and a 15 to hit; the latter hits for 3 damage. That stuns you back into 2724 and I will need a saving throw against paralysation.

Lexent: To Save: 5+3=8

Ghasts Round 02.jpg

Players Round 2

The DM: Lexent fails his save and is paralysed. If he was right, he should be able to move in an average of 5 rounds.

Pandred, you have full movement starting the second round. Vafrandir, if you don’t move ahead, the four hirelings will bypass you and rush into the chamber.
The party apart from Lexent can go.

Vafrandir: It takes me an additional 1 AP to finish drawing my sword. I'll move to 2522.

The DM: Noted.

Pandred: I'll pursue the stunned ghoul into 2722. Swinging with 10+1 to hit AC 6 for 6+3 9 damage.

Following the party’s move

The DM: Misses, Pandred. Bjarni will run straight forward at stride-4 to 2622.

Lexent, please run Marit, since you’re out of this. She’d like to get into the combat.
Asger heads into 2623; Helga will hold at 2624 and protect Lexent.

Lexent: Marit walks S-3 To 2721 and then attacks. Let me know if that works.

The DM: It doesn’t quite. 1 AP for a stride-3 into Pandred’s melee hex. Once in the melee hex, she has to move at stride-1; so 1 AP for moving into 2721, +1 AP penalty for moving out of a melee hex. That leaves her with 1 AP left. She won’t punch, because a connect would mean a saving throw. I’ll rule that she goes to 2721, however.
Lexent: So the melee hex rule applies to ally hexes as well? Oh wait, the ghast is no longer stunned is it. That makes sense now.

A “melee hex” is any hex with a combatant in it. Melee hexes are considered to be places where combat is taking place. As Marit passes through the melee hex, she has to dodge around Pandred, not running into her, while ALSO avoiding being hit. It doesn’t matter whose melee hex it is; these extra careful movements of not crashing into Pandred as Marit runs through, which wouldn't be easy since Pandred is dodging around trying to hit the ghast, is penalized 1 AP. Always Remember: a “stun” does not mean a creature goes limp and ceases movement. It means the creature falls back and can’t cause damage, but the creature is still conscious, still fighting and still waving its arms at Pandred, defending itself and TRYING to attack, though in game terms it can’t do damage.

Lexent: Got it. Thanks.

The DM: In the latest picture on the left, Vafrandir and Bjarni are would-be combatants, but they’re not IN combat right now, so they’re not standing in melee hexes. Pandred and the ghast are in combat, so 2722 and 2822 are the only present melee hexes on the map. If it makes it easier for you, I’ll start shading the melee hexes in yellow.

The DM: going to call this before attacking for the ghasts. Twas a good week, all. Thank you. Out.

Lexent: It's fine. I was only thinking of the rule where passing by a stunned creature doesn't count as going through a melee hex.

The DM: Ah. Hm. This hasn't ever come up before. Usually, passing by a stunned creature takes place in the same round it was stunned; it ceases to be stunned on the creature's next "move". Only it didn't get a move, because the previous round was simultaneous. Hm.

I'll go ahead and say that moving past a stunned creature with no penalty can only take place in the SAME ROUND when it was stunned. This is the next round; so, because it wasn't stunned again, it counts as a melee hex. This is a tentative rule; it may need further thought, and something might come up that makes this ruling impractical.

Lexent: In.

Vafrandir: In.

The DM: In. Getting my bearings.

The DM: I’d like to propose a change on the judgement call regarding stunned characters and melee hexes. I think we can try this: because Pandred re-engaged the ghast, AFTER it had been stunned, that reasserts the combat; IF Marit had crossed through 2722 BEFORE Pandred re-engaged, the hex wouldn’t have been a melee hex and Marit would have had enough AP to attack. It’s a tricky detail, but I think it’s more precise than my previous call.

Lexent: Makes sense to me.

The DM: Okay, I believe that’s everybody’s move. working on the next round ...

Marcule: in

Following the party’s move

Ghast Round 2

The DM: The ghast in 2822 attacks with all three attacks on Pandred. Pandred is VERY lucky ... the bite misses with a 2, the right claw with an 8 and the left claw with an 11. Pandred made a save earlier, but Marit will need to make a save and so will Asger against the ghast’s stench.

The ghast in 2719 rushes forward and attacks Bjarni with left claw and bite, and Vafrandir with his right claw. Bjarni is missed with the left claw, but the bite rolls a 19 and causes 3 damage. That will stun. Bjarni needs to make TWO saving throws, one against stench and one against paralysation.
The claw on Vafrandir is a 16, which causes 1 damage; which doesn’t stun, but Vafrandir rolls a save vs. paralysation. Vafrandir also has to make a save vs. the thing’s stench. So, fun times all around.

Marit: To Save: 19.

Vafrandir: My first save is a 2, so I'm not sure the second save (a 20, of all things) makes much difference.

The DM: The first save was for the stench. Vafrandir’s failing that means he’s so overcome by the stench that he can’t stand it and can’t fight toe to toe with these things. But, the 20 means he’s not paralysed. He can’t function this round and he’ll have to fall back all the way to 2624 or 2723.

Bjarni: stench: 17, paralyzation: 14.

The DM: Bjarni makes the stench save but he's paralyzed. He will fall prone in his hex.

Players Round 3

The DM: After everyone makes their saving throws, those that aren’t paralyzed or vomiting can attack; both Vafrandir and Bjarni will be unable to attack because they will take one round to get over the nausea. Bjarni can stagger under the table and Vafrandir can fall back into 2623. If Asger makes save, he will also be affected nonetheless and will stagger into 2723. Helga, however, can rush forward and attack.

If Marit makes save, she will stagger into 2719.
Pandred can attack. That’s where you are. Marcule hasn’t indicated any action yet, and can move as he wishes.

Marit I attack the ghast in 2822 To Hit: 14-2=12.

The DM: Marit CAN’T attack, as I’ve just explained.
Marit I'm sorry, I misunderstood.

Marcule: 17 for Asger. Marcule moves to 2625.

The DM: The stench of these things is so bad, even if you make save it incapacitates you for one round, then makes you -2 to hit. If you blow save, you can’t approach within 10 feet of these things AT ALL, without returning to vomiting.

The DM: Sorry, out. Back in 30 min.

The DM: In. But we can't go anywhere without Pandred. Vafrandir, please roll for Helga, as Pandred isn't here.

The DM: I'll give him until noon and then I'll roll for him. (working on a short contract anyway).

Helga: 3 to hit.

The DM: Marcule, do you have anything to cast from your position?