Difference between pages "Høle" and "Door H"

From The Juvenis Adventure
(Difference between pages)
Jump to navigationJump to search
 
 
Line 1: Line 1:
[[File:Høle.jpg|right|490px]]
+
__TOC__
'''The DM:''' The image gives the appearance of the landscape that Høle occupies, looking west. Høle is real, in Norway. The forest cover would be denser, so if you will imagine a tiny village set about the center of the image, surrounded by a thick forest, that gives the appropriate scene.
+
Continued from [http://adventure.alexissmolensk.com/index.php/Dire_Wolf_Battle Dire Wolf Battle]
  
:The weather is yet cool, though the temperature is dropping, as it is just past 5 bells in the afternoonA light breeze continues to blow from the northwest, rolling round the mountain on the pic's left.  The sky has developed strato clouds but no rain has fallen since this morning.  It is still May 22nd.
+
'''The DM:''' I have Lexent in 2228 and Vafrandir in 2127I need to know where Marcule and Pandred are.  Assume the movements you made with the chest have been done. I'm judging the chest has been moved off the map.
  
:What can I do to help the party decide what they want to do next?
+
'''[[Pandred]]''': I said I was on the door, so 2027 sounds right.
  
== Provisions ==
+
'''[[Lexent]]''' Alexis, would you object to me placing links to 'previous' pages (and 'next' ones where they don't exist) throughout the campaign?
'''[[Vafrandir]]:''' What a beautiful place! I would like some input from the party on our supplies and the [https://docs.google.com/spreadsheets/d/1KK9o9c-HPQjTqafZt7mZAUOjY9aqmg63ryWaBjI2V8U/edit?usp=sharing Cargo] page. I picked up some extra food in Stavanger for a total of 151 lbs, but with 6 people still on board that could go quickly. I doubt a small village like this has anything available. Speaking of availability, we are now without a competent sailor. It's a long shot, but what are our options in Høle? Can we hire anyone to come on board? A sloop like this is too valuable an asset to simply leave behind, especially given our amount of supplies.
+
: '''The DM:''' Nope. I'm just lazy.
:'''The DM:''' Sorry.  It was Engelhart's boat; he has taken it with him.  So you and all your gear are on the shore here.
 
:: '''[[Vafrandir]]:''' That answers that! Hm. I'll need to mull that over.
 
:::'''[[Pandred]]''': We have roughly ten days of food. Five if we fight a lot. Not too bad. Merc has a mule in Stavanger to carry this stuff, and maybe Embla does as well? I don't know who owned what. I don't know what else to grab at the moment without a party consensus on our destination.
 
:::: '''[[Embla Strand]]''' I have two donkeys stabled in Stavanger.
 
::::'''The DM:''' It's actually Oddsdrakken's donkey; he collected it while he was temporarily employed by the workers around Mimmarudla.
 
:::::'''[[Pandred]]''': Is it really? I'll be happy to buy it off him if he wishes. It seems untoward to just assume I can use his things just because he's in my employ.
 
:::::: '''The DM:''' He did ask for ten more c.p. a month; which I don't believe you ever answered.
 
::::: '''Marcule:''' (Please forgive my lateness(slept in)) “I am well suited for food for the next 14 days”
 
  
== Character Skills ==
+
'''The DM:''' I’ll put Marcule in 2128Action?
'''The DM:''' If you would like to retcon your application of Athletic skill to something else, Vafrandir, that would be acceptable, as it was my responsibility to make a change, not yoursI am sorry myself; the sailing skills are excellently constructed now and I am disappointed I'm not going to be able to use them.
 
  
: '''[[Vafrandir]]:''' Thank you; I think I will leave it to Sailing, you never know how things will turn.
+
'''[[Pandred]]''': I open H.
  
==The Plan, Part Deux==
+
[[File:Barracks (a).jpg|right|560px]]
  
'''[[Pandred]]''': I begin asking around for someone willing to ship us and our goods back to Stavanger. I am prepared to pay out for a rush order, so to speak.
+
'''The DM:''' Immediately, the party hears the snap and the rattle of a hundred bone joints snapping into action.  The image says it all. Apparently, they’ve been activated by the movement of the door.
: '''The DM:''' As of writing this, you hadn't actually seen anyone yet; but see below for your first contact.
+
: The line of black dots are columns separating an anti-chamber from the barracks beyond.  On first glance, you count seven skeletons.  There are more.
  
'''Pandred Part Two''': Here's the deal. Hog's Fjord is out. Not forever, but for now. I have an alternate plan. On the original map, just east of Treborg is a wilderness hex. It has a nearby trail leading straight to Treborg herself. We get transport for ourself and our animals, which I can lead as a teamster pretty easily. We make landfall in Treborg, and head for that lovely coastal wilderness hex and continue the plan without relying on someone else for sea transport, and with easy access to resupply if we need it. Any takers?
+
'''[[Pandred]]''': Door shut, door shut!
  
'''[[Vafrandir]]:''' I'm amenable to that. Let's see what we can deal with these villagers.
+
'''The DM:''' The door is shut, but let me remind you, these doors don’t latch and they open into the hall; not that secure.
  
'''[[Embla Strand]]''' Do recall that our followers were planning on making their own way to our initial destination, so we should contact them asap to let them know the change of plan.
+
:'''[[Lexent]]''' So they just rest against the frames?
:'''The DM:''' They had intended to make their way to Jorpeland; but it is unlikely they found a boat on a Sunday, and they had said they would meet you in a week there.
 
  
== The Villagers ==
+
'''[[Vafrandir]]:''' Pandred, back up and let them come to us, if they will.
'''The DM:''' A gathering of four residents emerge from the trees surrounding the village, looking curious and interested in the newcomers.  One will raise a hand in greeting and reassurance, and from a distance of 30 yards, another will ask, "What tide has brought you here, strangers?"
 
  
:'''[[Pandred]]''': I'll raise my own hand back to them. "I hope a glad one. We need passage to Stavanger. Is there anyone among you who can aid us?" I'll put my hands on my hips and survey our piled goods by the shore. "Can't exactly carry this up the coast."
+
'''[[Pandred]]''': My thought exactly. Trying to configure us to maximize our frontage and minimize theirs. Alexis, how do those half-hexes work? Can they be fought from/moved through? Is there a penalty?
 +
:'''P''': Regardless I step into 2028.
  
'''Erik''': "I'm Erik Nilsen. I'm the elder here. Our fishing boats went out this morning, after services; the earliest of them won't be back until Tuesday or Wednesday, at least. You were abandoned here?"
+
'''The DM:''' Your actual size in the hex is exaggerated, to give the impression of the space you control.  In actual size, you’re about 2 ft. in diameter, with clothes and armour and whatnot.  The hex being 5 ft. in diameter, you can technically fight in a corner hex.  However, an open door in the same hex is a -2 penalty, because your weapon’s swing will get hampered by the door’s presence.
 +
:'''P''': I was thinking more in line with what would be 1927 and similar, where the space depicted is pretty much exactly 2 feet or so.
 +
:: '''The DM:''' I’ll accept 1927.
 +
:::'''[[Lexent]]''' Which probably means they could also move to and fight from such hexes.
 +
:::: '''The DM:''' As an afterthought, however, I don't believe 1927 can attack 1926; too slim a connection.
 +
::::: '''Pandred''': I want to stay in 2028, I just wanted to know if that row of hexes was something I should be aware of for the skeletons.
 +
:::::: '''The DM:''' It is available to them.
  
'''The DM:''' It's Sunday evening today.
+
'''[[Lexent]]''' I move to 2126.
  
'''[[Vafrandir]]:''' "Erik, I am Vafrandir. Yes, we were abandoned by our once-partner, who has set off back to Stavanger. May we seek lodging with you tonight? We will be glad to repay your hospitality with coin or work as you see fit."
+
'''The DM:''' Because of the distance between you, there’s no initiative to roll yet.  I will roll initiative when the [[https://wiki.alexissmolensk.com/index.php/Melee first melee contact]] occurs.
  
'''Erik''': "We can make room for you in a barn; it's dry and comfortable enough; and we can help you carry your load there. I shall have Grethe make a table for you; she makes a delicious fish pie."
+
'''[[Lexent]]''' Then I suppose we must wait for that to occur. I wait for the door to open.
  
'''[[Embla Strand]]''' Thank you kindly, Elder Erik.
+
'''The DM:''' Marcule is most likely holding his ground here; I’m going to move the skeletons and set up the next image.  Pandred, you opened the door; give me an initiative roll: d6.
  
'''Erik''': "You're a half-orc, are you not?" he asks of Embla.  "I've never met one before.  Jorgen, Morten, Leif, let's gather these things up and bring them to the village.  By your leave of course," he asks the party.
+
'''[[Pandred]]''': '''4'''.
  
: '''[[Vafrandir]]:''' "Thank you, Elder Erik. You have our leave and our gratitude." I will help gather and carry the supplies.
+
== Round 1 ==
:: '''[[Embla Strand]]''' "Yes, Elder. Not many of my kind around." I help as well.
+
[[File:Barracks (b).jpg|right|350px]]
'''Marcule:''' :::"happy to help"
 
  
'''The DM:'''  As you walk towards the village, Erik will remark upon your weapons and armour rather casually, noting that you're not men of the king, nor would it make much sense for you to be raiders carrying these particular goods and equipmentHe notes the sacks, the rope, the tools and such, and wonders what plans you have as persons.
+
'''The DM:''' I roll a 1 for initiative. The first goblin skeleton expends an AP getting the door open, entering 2026, where the door will hamper it.  The second reaches 2027.  The rest are flowing in behind.  Because of their weight, there’s no danger of their overbearing the party. The party can attack.
: '''[[Embla Strand]]''' "We were intending to explore inland, but with the loss of our companion and boat, we need to reconsider our plans."
 
  
'''Erik''': "Why so?  There is good work to do inland."
+
'''The DM:''' Incidentally, the skeletons do not have weapons.
: '''[[Pandred]]''': "Aye, we know! Gave the froglings a good thrashing for their trouble."
 
  
'''Erik''': "I heard something about that. But I had meant in Byglefeld."
+
'''[[Lexent]]''' I attack the skeleton in 2026. '''Attack: 3.''' Damage: 4.
  
: '''[[Vafrandir]]:''' "What kind of work?"
+
'''Marcule:''' I back up one.
  
[[File:Dalerne & Byglefeld.jpg|right|560px]]
+
'''The DM:''' Don’t roll damage unless you hit AC 7Marcule, 2229.
'''The DM:''' For reference, the country around the peninsula that includes Høle, is called "Dalerne." And the country to the east of here, between the edge of the forest and the frigid mountains (grey on the map), is called "Byglefeld."
 
  
'''Marcule:''' "I am unfamiliar, what can you tell us of Byglefeld?"
+
'''The DM:''' A quick word about skeleton speed; I envision my skeletons working more like [https://youtu.be/BfedvthepRs Jason and the Argonauts 1963 film]; in other words, fast.  In the film, they approach slowly, but it’s clear they can move very quickly when they want to (starting 1:59, when they run forward).
 +
 
 +
'''[[Vafrandir]]:''' I attack the skeleton in 2027. '''20 raw, 23 to hit, 15 on the follow-up critical; 6 raw, 8 dmg, 16 total, <span style="color:red">cau-8</span>'''. Yes, I rolled max on both dice. Think I just used up all my luck.
 +
: '''The DM:''' That’s a smashed skeleton.  Do you want to give ground or move forward?
 +
::'''[[Vafrandir]]:''' Hold ground.
 +
 
 +
'''[[Pandred]]''': I hold my swing for the next skeleton to step up.
 +
 
 +
=== Skeleton Round 1 ===
 +
[[File:Barracks (c).jpg|right|350px]]
 +
 
 +
'''The DM:''' Here’s the bad news: the skeletons are willing to attack two per hex.  They’re smaller than normal humans and they are not individuals, being magically motivated.  So, in the way that more than one rat can fight from the same hex, the goblin skeletons can fight two per hex.  Just one more fun thing; think of it as a special ability.  If they were human sized, they wouldn’t be able to do it.  Can’t get two of them in a partial hex – and additionally, they can’t attack two enemies side by side.  Thus, one will attack Pandred and the other will attack Lexent.
 +
 
 +
2026 throws the door closed, getting it out of it’s hex and attacks the cleric.  It rolls a 6 against Lexent, missing.
 +
 
 +
2027a also attacks Lexent, rolling a 13 and hitting.  It causes 4 damage ('''<span style="color:red">take-4</span>''').  This stuns, knocking Lexent back into 2226; the skeleton advances in 2126.  I’ll say the other doesn’t, because it attacked first and expended AP closing the door.  Another skeleton will roll into 2027.
 +
:'''[[Lexent]]''' How many AP does that expend? I don't see it on the chart and may need to do so next turn.
 +
 
 +
2028b attacks Pandred, rolling a 1, falling off-balance.
 +
 
 +
== Round 2 ==
 +
Lexent is stunned, but the other members of the party can act.
 +
 
 +
'''[[Pandred]]''' Bop for 7+2 hitting '''AC 8''', damage is 2+3, 5, reduced to '''2'''.
 +
: '''The DM:''' Miss.
 +
 
 +
'''[[Vafrandir]]:''' I attack the skeleton in '''2126'''. 4 raw, 7 to hit. Sorry, Lexent!
 +
 
 +
'''The DM:''' We simply have to give some time to Marcule.  You can't afford to have everyone in.
 +
 
 +
'''[[Lexent]]''' I'm most concerned with the hole in our line between Vafrandir and myself.
 +
 +
'''Marcule:''' Move to 2227. 16 hit 8 damage.
 +
 
 +
'''The DM:''' Okay, that’s halved for edged weapon ('''<span style="color:red">cau-4</span>'''), but it stuns, kicking the skeleton into 2125.  Marcule, do you want to move into 2126?  You have the move, but you are setting  yourself up for being attacked twice.
 +
 
 +
'''Marcule:''' I move to 2126.
 +
 
 +
=== Skeleton Round 2 ===
 +
[[File:Barracks (d).jpg|right|350px|thumb|the previous image shows a stairway on the left that isn’t there.  That’s flotsam that must have gotten accidentally copied; the next image will have the chest in the kennel room removed to; forgot]]
 +
 
 +
2027 will move into 1927 and attack Pandred, missing with a 4.  There isn’t enough room for it to move past and into 1928.
 +
 
 +
1926 will move into 2027 and attack Pandred, missing with a 9.
 +
 
 +
Both 2026 and 2027a will attack Marcule; they both miss, with a 9 and an 11.  Marcule’s dexterity saves him from that second attack.
 +
 
 +
That’s the most they can do for now.  I trust the players can follow the complexity of these movements and attacks.  Please ask questions if something isn’t clear.  This is vastly easier to depict if you’re watching me move the creatures around at a game table.
 +
 
 +
== Round 3 ==
 +
No one is stunned and everyone can act.  Lexent, there isn’t enough room for you to attack 2125.  But ... Lexent, please read [[https://tao-dndwiki.blogspot.com/search?q=turn+undead the first paragraph of this old wiki page]] very carefully.
 +
 
 +
'''Marcule:''' Lexent, feel free to use me as a sheild if it will let you get some spells off.
 +
 
 +
'''[[Pandred]]''': Swing on 1927. 7+2 whiffs at AC 8. Damage reduced to 2.
 +
 
 +
'''[[Lexent]]''' Oh. I had been under the impression from my reading of the sage abilities that I needed amateur rank in dweomercraft to accomplish this and thus had not attempted it. Would I roll once for each skeleton or a single time for the both of them?
 +
: '''The DM:''' A single time for the both of them.  There are several sage abilities throughout the system that allow some ability even if you don’t have amateur status.  Deliberately not telling which.  But since turn undead was a massive change from the standard character ability, you’re entitled to know.
 +
 
 +
'''[[Vafrandir]]:''' I'll attack 2027 (not sure which I'm able to hit). '''15 raw, 18 to hit; 6 raw, 8 dmg, <span style="color:red">cau-4</span>'''.
 +
: '''The DM:''' Either.  We'll say 2027a as a default.  Stuns, sends it back to 1926.  You cannot advance into 2027.
 +
 
 +
'''[[Lexent]]''' I attempt to turn the Skeleton Nearest Pandred in 2027 and the Skeleton in 2026 '''Roll: 4'''. It looks like I Turn as well as I hit.
 +
: '''The DM:''' ha.
 +
 
 +
'''The DM:''' '''Joke''': at this point, the sound of battle awakens 7 rats that attack from room-c.  Being a DM is sometimes much fun.  Let's close the game for the weekend.  Hate to leave you in mid-battle, but I've got to get off to the store.  Don't worry, Lexent; you've got a 55% chance to affect them next round.
 +
 
 +
'''The DM:''' Hm.  No sense of humour.  Be well.  Out.
 +
 
 +
'''[[Lexent]]''' In.
 +
 
 +
'''[[Lexent]]''' Shame it's a joke. I might do better hitting rats.
 +
 
 +
'''The DM:''' In.  I did not see Marcule take a swing this round.  Lexent, I think I'll allow you to substitute in for him.  Will you please roll a d20 for Marcule and see if he hits the right-side enemy he has?
 +
 
 +
'''Lexent as [[Marcule]]''' '''To Hit: 13 raw''' '''Damage: 4 raw'''
 +
: '''The DM:''' That hits.  '''<span style="color:red">cau-2</span>'''
 +
 
 +
'''[[Lexent]]''' Or swinging as not me.
 +
 
 +
'''[[Vafrandir]]:''' In.
 +
 
 +
'''The DM:''' trouble getting myself organized; working on the enemy’s turn.  Oh, by the way, Marcule's hit stuns.
 +
 
 +
'''[[Pandred]]''': In.
 +
 
 +
=== Skeleton Round 3 ===
 +
[[File:Barracks (e).jpg|right|350px]]
 +
'''The DM:''' This leaves skeletons at the start of the round at 2026 (on Marcule), 2027b (attacking Vafrandir) and 1927 (on Pandred).  There are two stunned skeletons and three in the background.
 +
 
 +
So, let’s attack Pandred first.  1927 rolls a natural 1, stumbling against the wall, not hurting itself.  Miss.
 +
 
 +
Vafrandir; 2027 attacks you, missing with an 11.
 +
 
 +
2026 attacks Marcule.  Natural 20, and I matched it AGAIN with another 20.  Jeebus.  Third roll is a natural 1, but it doesn’t count as a fumble.  Marcule takes 1x3 = '''<span style="color:red">take-3</span>''' damage.  Lucky.  This stuns and Marcule falls back into 2227.  That’s the gap the skeletons need.  2026 moves into 2126, but has attacked before and only engages Lexent in melee.
 +
 
 +
1926, in the back, moves into 2027 (1ap), enters 2126 (2ap) with its chum and attacks Vafrandir’s right (bodily weapons, 1ap).  It rolls a 9 and misses.
 +
 
 +
== Round 4 ==
 +
'''The DM:''' Red X’s show the party’s last hits.  The orange X shows the skeleton’s hit on Marcule.  Heavy lines show movement due to stunning.  Stuns on 1926 and 2124 won’t be there after the party’s turn.
 +
: Lexent, Vafrandir and Pandred may attack.  Marcule is stunned.
 +
 
 +
'''The DM:''' Pandred, this is your third attack in this combat.  NEXT round you’ll get two attacks.
 +
 
 +
'''[[Vafrandir]]:''' I attack '''2126b'''. 7 raw, 10 to hit. Ah, so close.
 +
 
 +
[[File:Barracks (f).jpg|right|280px|thumb|positions after the party's move; failed to note that 1927 is stunned]]
 +
'''The DM:''' I just noticed I failed to move the skeletons in 1826 and 1925 forward.  Please assume that 1826 has moved into 2026.
 +
 
 +
'''[[Lexent]]''' I attempt to Turn the two skeletons in 2126 ''To Turn:'' '''11'''
 +
 
 +
'''The DM:''' That’s sufficient; 2126a is tossed into 2025 and the other into 1926.  Both are stunned.  Requires Lexent’s full move except 1 AP.
 +
:'''[[Lexent]]''' So Turning takes all but 1 AP, not all?
 +
 
 +
'''[[Pandred]]''': Striking the skelly in 1927. 13+1 hits '''AC 4''' for 6+3 reduced to '''<span style="color:red">cau-4</span>''' .
 +
: '''The DM:''' Stuns.
 +
 
 +
'''The DM:''' Vafrandir is engaged in melee with 2027, and has used 2 AP, so he hasn’t sufficient AP to move into 2126.
 +
 
 +
'''[[Lexent]]''' If I have a remaining AP I close the door at 2125.
 +
: '''The DM:''' you mean, the door in 2226, to 2125.  Understood.  It's done.
 +
 
 +
=== Skeleton Round 4 ===
 +
[[File:Barracks (g).jpg|right|350px|thumb|following the skeleton’s move; those shown as stunned won’t be after the player’s round]]
 +
 
 +
'''The DM:''' 2027 will attack Vafrandir, rolling a 7 and missing.
 +
 
 +
: 2026 will move forward and attack Lexent.  Roll a 19, hits, '''<span style="color:red">tak-3</span>''' damage.  This stuns up to 12 hp, so Lexent is knocked back into 2326.
 +
 
 +
:  1926 (not stunned), moves into 2126 and attacks Vafrandir.  It rolls a 13, missing.  Vafrandir’s luck holds.
 +
 
 +
: No one attacks Pandred.  There’s banging at the double door, but apparently the skeleton is stuck behind it.
 +
 
 +
== Round 5 ==
 +
Pandred gets her two attacks; Vafrandir can attack.  I’ll wait to see if Marcule shows up ... if not, I’ll have to argue the character backs away into 2229.
 +
 
 +
'''[[Vafrandir]]:''' I'll swing back at '''2027'''. '''19 raw, 22 to hit; 2 raw, 4 dmg, <span style="color:red">cau-2</span>'''. That's more like it.
 +
: '''The DM:''' Stuns.  {''For future reference, leaving 2027 for Pandred's second attack, while Vafrandir attacked 2126, would have been a better strategy''}
 +
 
 +
'''[[Pandred]]''' Well, the guy in 1927 is about to get truly fucked up. First swing is Nat 20 followed by 15+1. Crit reduced from 14 to <span style="color:red">'''cau-7</span>'''. Second swing on him is 9+1 hitting '''AC 7''' for 8 reduced to '''4'''. So...he's back to being a pile of bones.
 +
: '''The DM:''' Don't misunderstand; it is a good idea to wait until you see the effects of the first attack, before making another.  In this case, the first attack destroys the skeleton; the second roll is void, because you wouldn't have made it; BUT ... you are entitled to a second attack.  You have expended 1 AP attacking the first skeleton; what do you wish to do now?
 +
 
 +
[[File:Barracks (h).jpg|right|280px|thumb|positions after the party's move]]
 +
'''[[Pandred]]''': You're right, that's my bad. A stun on the skeleton in 2027 puts them in the doorway at 1926, right? Can I step up and into 2027 and swing?
 +
: '''The DM:''' Yes, you have 2 ap left, at least.  The kill frees you from melee, so it takes 1 AP to move into 2027, and this being you're multi-attack round, it costs only 1 AP to swing.  Great being 4th, ain't it?  Vafrandir is literally champing at the bit.
 +
 
 +
'''[[Pandred]]''': Excellent, move to 2027 and swing on 2126 then. A 2 doesn't hit anything, alas.
 +
: '''The DM:''' correct, it’s a miss.
 +
 
 +
'''Marcule:''' (OOC:sorry Mondays are hard.) I attack skeleton B in 2126 18, 5 damage.
 +
: '''The DM:''' Marcule, damage is halved to '''<span style="color:red">cau-2</span>''' due to edged weapon penalty.  Kills the skeleton on Vafrandir, which had been hit earlier.
 +
 
 +
=== Skeleton Round 5 ===
 +
[[File:Barracks (i).jpg|right|350px]]
 +
'''The DM:''' With two skeletons pushing the door open from the kennel in '''room g. ''', the last round seriously turned the tide for the party.  One skeleton in 2026 turns and attacks Vafrandir, rolling  a 16 and finally hitting the fighter.  Vafrandir '''<span style="color:red">take-2</span>'''  damage.  I don’t believe that stuns.
 +
 
 +
: Pulling it’s companion out of the doorway, the other skeleton in 1926, earlier turned by Lexent, attacks Pandred.  The skeleton rolls a 6 and misses.
 +
 
 +
: 1925 is trapped behind the other two skeletons, so it can’t get into the room and it can’t attack Pandred.  The remaining two push the double door open, but that’s as far as they get this round.  I’ve attached small green notes to indicate how much damage the players have caused to specific skeletons already.
 +
 
 +
== Round 6 ==
 +
'''The DM:''' Vafrandir can confirm the hit didn’t stun; everyone else can attack or move otherwise.  I'll argue Lexent can see the two skeletons pushing through the door if he wants to turn them.  Otherwise, they can't be reached easily, until the skeleton in front of them is dispatched.
 +
 
 +
'''[[Vafrandir]]:''' Correct, I am now at 21 hp, still raring to go. I may move then, yes?
 +
:'''The DM:''' Yep.  2126 is in your way.
 +
 
 +
'''Marcule: 2126 attack ''14'' 4 damage

Revision as of 13:18, 22 February 2021

Continued from Dire Wolf Battle

The DM: I have Lexent in 2228 and Vafrandir in 2127. I need to know where Marcule and Pandred are. Assume the movements you made with the chest have been done. I'm judging the chest has been moved off the map.

Pandred: I said I was on the door, so 2027 sounds right.

Lexent Alexis, would you object to me placing links to 'previous' pages (and 'next' ones where they don't exist) throughout the campaign?

The DM: Nope. I'm just lazy.

The DM: I’ll put Marcule in 2128. Action?

Pandred: I open H.

Barracks (a).jpg

The DM: Immediately, the party hears the snap and the rattle of a hundred bone joints snapping into action. The image says it all. Apparently, they’ve been activated by the movement of the door.

The line of black dots are columns separating an anti-chamber from the barracks beyond. On first glance, you count seven skeletons. There are more.

Pandred: Door shut, door shut!

The DM: The door is shut, but let me remind you, these doors don’t latch and they open into the hall; not that secure.

Lexent So they just rest against the frames?

Vafrandir: Pandred, back up and let them come to us, if they will.

Pandred: My thought exactly. Trying to configure us to maximize our frontage and minimize theirs. Alexis, how do those half-hexes work? Can they be fought from/moved through? Is there a penalty?

P: Regardless I step into 2028.

The DM: Your actual size in the hex is exaggerated, to give the impression of the space you control. In actual size, you’re about 2 ft. in diameter, with clothes and armour and whatnot. The hex being 5 ft. in diameter, you can technically fight in a corner hex. However, an open door in the same hex is a -2 penalty, because your weapon’s swing will get hampered by the door’s presence.

P: I was thinking more in line with what would be 1927 and similar, where the space depicted is pretty much exactly 2 feet or so.
The DM: I’ll accept 1927.
Lexent Which probably means they could also move to and fight from such hexes.
The DM: As an afterthought, however, I don't believe 1927 can attack 1926; too slim a connection.
Pandred: I want to stay in 2028, I just wanted to know if that row of hexes was something I should be aware of for the skeletons.
The DM: It is available to them.

Lexent I move to 2126.

The DM: Because of the distance between you, there’s no initiative to roll yet. I will roll initiative when the [first melee contact] occurs.

Lexent Then I suppose we must wait for that to occur. I wait for the door to open.

The DM: Marcule is most likely holding his ground here; I’m going to move the skeletons and set up the next image. Pandred, you opened the door; give me an initiative roll: d6.

Pandred: 4.

Round 1

Barracks (b).jpg

The DM: I roll a 1 for initiative. The first goblin skeleton expends an AP getting the door open, entering 2026, where the door will hamper it. The second reaches 2027. The rest are flowing in behind. Because of their weight, there’s no danger of their overbearing the party. The party can attack.

The DM: Incidentally, the skeletons do not have weapons.

Lexent I attack the skeleton in 2026. Attack: 3. Damage: 4.

Marcule: I back up one.

The DM: Don’t roll damage unless you hit AC 7. Marcule, 2229.

The DM: A quick word about skeleton speed; I envision my skeletons working more like Jason and the Argonauts 1963 film; in other words, fast. In the film, they approach slowly, but it’s clear they can move very quickly when they want to (starting 1:59, when they run forward).

Vafrandir: I attack the skeleton in 2027. 20 raw, 23 to hit, 15 on the follow-up critical; 6 raw, 8 dmg, 16 total, cau-8. Yes, I rolled max on both dice. Think I just used up all my luck.

The DM: That’s a smashed skeleton. Do you want to give ground or move forward?
Vafrandir: Hold ground.

Pandred: I hold my swing for the next skeleton to step up.

Skeleton Round 1

Barracks (c).jpg

The DM: Here’s the bad news: the skeletons are willing to attack two per hex. They’re smaller than normal humans and they are not individuals, being magically motivated. So, in the way that more than one rat can fight from the same hex, the goblin skeletons can fight two per hex. Just one more fun thing; think of it as a special ability. If they were human sized, they wouldn’t be able to do it. Can’t get two of them in a partial hex – and additionally, they can’t attack two enemies side by side. Thus, one will attack Pandred and the other will attack Lexent.

2026 throws the door closed, getting it out of it’s hex and attacks the cleric. It rolls a 6 against Lexent, missing.

2027a also attacks Lexent, rolling a 13 and hitting. It causes 4 damage (take-4). This stuns, knocking Lexent back into 2226; the skeleton advances in 2126. I’ll say the other doesn’t, because it attacked first and expended AP closing the door. Another skeleton will roll into 2027.

Lexent How many AP does that expend? I don't see it on the chart and may need to do so next turn.

2028b attacks Pandred, rolling a 1, falling off-balance.

Round 2

Lexent is stunned, but the other members of the party can act.

Pandred Bop for 7+2 hitting AC 8, damage is 2+3, 5, reduced to 2.

The DM: Miss.

Vafrandir: I attack the skeleton in 2126. 4 raw, 7 to hit. Sorry, Lexent!

The DM: We simply have to give some time to Marcule. You can't afford to have everyone in.

Lexent I'm most concerned with the hole in our line between Vafrandir and myself.

Marcule: Move to 2227. 16 hit 8 damage.

The DM: Okay, that’s halved for edged weapon (cau-4), but it stuns, kicking the skeleton into 2125. Marcule, do you want to move into 2126? You have the move, but you are setting yourself up for being attacked twice.

Marcule: I move to 2126.

Skeleton Round 2

the previous image shows a stairway on the left that isn’t there. That’s flotsam that must have gotten accidentally copied; the next image will have the chest in the kennel room removed to; forgot

2027 will move into 1927 and attack Pandred, missing with a 4. There isn’t enough room for it to move past and into 1928.

1926 will move into 2027 and attack Pandred, missing with a 9.

Both 2026 and 2027a will attack Marcule; they both miss, with a 9 and an 11. Marcule’s dexterity saves him from that second attack.

That’s the most they can do for now. I trust the players can follow the complexity of these movements and attacks. Please ask questions if something isn’t clear. This is vastly easier to depict if you’re watching me move the creatures around at a game table.

Round 3

No one is stunned and everyone can act. Lexent, there isn’t enough room for you to attack 2125. But ... Lexent, please read [the first paragraph of this old wiki page] very carefully.

Marcule: Lexent, feel free to use me as a sheild if it will let you get some spells off.

Pandred: Swing on 1927. 7+2 whiffs at AC 8. Damage reduced to 2.

Lexent Oh. I had been under the impression from my reading of the sage abilities that I needed amateur rank in dweomercraft to accomplish this and thus had not attempted it. Would I roll once for each skeleton or a single time for the both of them?

The DM: A single time for the both of them. There are several sage abilities throughout the system that allow some ability even if you don’t have amateur status. Deliberately not telling which. But since turn undead was a massive change from the standard character ability, you’re entitled to know.

Vafrandir: I'll attack 2027 (not sure which I'm able to hit). 15 raw, 18 to hit; 6 raw, 8 dmg, cau-4.

The DM: Either. We'll say 2027a as a default. Stuns, sends it back to 1926. You cannot advance into 2027.

Lexent I attempt to turn the Skeleton Nearest Pandred in 2027 and the Skeleton in 2026 Roll: 4. It looks like I Turn as well as I hit.

The DM: ha.

The DM: Joke: at this point, the sound of battle awakens 7 rats that attack from room-c. Being a DM is sometimes much fun. Let's close the game for the weekend. Hate to leave you in mid-battle, but I've got to get off to the store. Don't worry, Lexent; you've got a 55% chance to affect them next round.

The DM: Hm. No sense of humour. Be well. Out.

Lexent In.

Lexent Shame it's a joke. I might do better hitting rats.

The DM: In. I did not see Marcule take a swing this round. Lexent, I think I'll allow you to substitute in for him. Will you please roll a d20 for Marcule and see if he hits the right-side enemy he has?

Lexent as Marcule To Hit: 13 raw Damage: 4 raw

The DM: That hits. cau-2

Lexent Or swinging as not me.

Vafrandir: In.

The DM: trouble getting myself organized; working on the enemy’s turn. Oh, by the way, Marcule's hit stuns.

Pandred: In.

Skeleton Round 3

Barracks (e).jpg

The DM: This leaves skeletons at the start of the round at 2026 (on Marcule), 2027b (attacking Vafrandir) and 1927 (on Pandred). There are two stunned skeletons and three in the background.

So, let’s attack Pandred first. 1927 rolls a natural 1, stumbling against the wall, not hurting itself. Miss.

Vafrandir; 2027 attacks you, missing with an 11.

2026 attacks Marcule. Natural 20, and I matched it AGAIN with another 20. Jeebus. Third roll is a natural 1, but it doesn’t count as a fumble. Marcule takes 1x3 = take-3 damage. Lucky. This stuns and Marcule falls back into 2227. That’s the gap the skeletons need. 2026 moves into 2126, but has attacked before and only engages Lexent in melee.

1926, in the back, moves into 2027 (1ap), enters 2126 (2ap) with its chum and attacks Vafrandir’s right (bodily weapons, 1ap). It rolls a 9 and misses.

Round 4

The DM: Red X’s show the party’s last hits. The orange X shows the skeleton’s hit on Marcule. Heavy lines show movement due to stunning. Stuns on 1926 and 2124 won’t be there after the party’s turn.

Lexent, Vafrandir and Pandred may attack. Marcule is stunned.

The DM: Pandred, this is your third attack in this combat. NEXT round you’ll get two attacks.

Vafrandir: I attack 2126b. 7 raw, 10 to hit. Ah, so close.

positions after the party's move; failed to note that 1927 is stunned

The DM: I just noticed I failed to move the skeletons in 1826 and 1925 forward. Please assume that 1826 has moved into 2026.

Lexent I attempt to Turn the two skeletons in 2126 To Turn: 11

The DM: That’s sufficient; 2126a is tossed into 2025 and the other into 1926. Both are stunned. Requires Lexent’s full move except 1 AP.

Lexent So Turning takes all but 1 AP, not all?

Pandred: Striking the skelly in 1927. 13+1 hits AC 4 for 6+3 reduced to cau-4 .

The DM: Stuns.

The DM: Vafrandir is engaged in melee with 2027, and has used 2 AP, so he hasn’t sufficient AP to move into 2126.

Lexent If I have a remaining AP I close the door at 2125.

The DM: you mean, the door in 2226, to 2125. Understood. It's done.

Skeleton Round 4

following the skeleton’s move; those shown as stunned won’t be after the player’s round

The DM: 2027 will attack Vafrandir, rolling a 7 and missing.

2026 will move forward and attack Lexent. Roll a 19, hits, tak-3 damage. This stuns up to 12 hp, so Lexent is knocked back into 2326.
1926 (not stunned), moves into 2126 and attacks Vafrandir. It rolls a 13, missing. Vafrandir’s luck holds.
No one attacks Pandred. There’s banging at the double door, but apparently the skeleton is stuck behind it.

Round 5

Pandred gets her two attacks; Vafrandir can attack. I’ll wait to see if Marcule shows up ... if not, I’ll have to argue the character backs away into 2229.

Vafrandir: I'll swing back at 2027. 19 raw, 22 to hit; 2 raw, 4 dmg, cau-2. That's more like it.

The DM: Stuns. {For future reference, leaving 2027 for Pandred's second attack, while Vafrandir attacked 2126, would have been a better strategy}

Pandred Well, the guy in 1927 is about to get truly fucked up. First swing is Nat 20 followed by 15+1. Crit reduced from 14 to cau-7. Second swing on him is 9+1 hitting AC 7 for 8 reduced to 4. So...he's back to being a pile of bones.

The DM: Don't misunderstand; it is a good idea to wait until you see the effects of the first attack, before making another. In this case, the first attack destroys the skeleton; the second roll is void, because you wouldn't have made it; BUT ... you are entitled to a second attack. You have expended 1 AP attacking the first skeleton; what do you wish to do now?
positions after the party's move

Pandred: You're right, that's my bad. A stun on the skeleton in 2027 puts them in the doorway at 1926, right? Can I step up and into 2027 and swing?

The DM: Yes, you have 2 ap left, at least. The kill frees you from melee, so it takes 1 AP to move into 2027, and this being you're multi-attack round, it costs only 1 AP to swing. Great being 4th, ain't it? Vafrandir is literally champing at the bit.

Pandred: Excellent, move to 2027 and swing on 2126 then. A 2 doesn't hit anything, alas.

The DM: correct, it’s a miss.

Marcule: (OOC:sorry Mondays are hard.) I attack skeleton B in 2126 18, 5 damage.

The DM: Marcule, damage is halved to cau-2 due to edged weapon penalty. Kills the skeleton on Vafrandir, which had been hit earlier.

Skeleton Round 5

Barracks (i).jpg

The DM: With two skeletons pushing the door open from the kennel in room g. , the last round seriously turned the tide for the party. One skeleton in 2026 turns and attacks Vafrandir, rolling a 16 and finally hitting the fighter. Vafrandir take-2 damage. I don’t believe that stuns.

Pulling it’s companion out of the doorway, the other skeleton in 1926, earlier turned by Lexent, attacks Pandred. The skeleton rolls a 6 and misses.
1925 is trapped behind the other two skeletons, so it can’t get into the room and it can’t attack Pandred. The remaining two push the double door open, but that’s as far as they get this round. I’ve attached small green notes to indicate how much damage the players have caused to specific skeletons already.

Round 6

The DM: Vafrandir can confirm the hit didn’t stun; everyone else can attack or move otherwise. I'll argue Lexent can see the two skeletons pushing through the door if he wants to turn them. Otherwise, they can't be reached easily, until the skeleton in front of them is dispatched.

Vafrandir: Correct, I am now at 21 hp, still raring to go. I may move then, yes?

The DM: Yep. 2126 is in your way.

Marcule: 2126 attack 14 4 damage