Door H

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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