Difference between pages "An Unpleasant Discovery" and "Door H"

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'''The DM:''' The morning of the 25th of June is a beautiful, clear, pleasant day, as nice as you might desire for this part of the world. The sun is shining, the ground is dry and the wind is a mere 2 knots out of the northwest. There are a few small puffy clouds, but no sign of rain at all.  The air is clear and the various denizens along the cart path to the wilderness are beginning to recognize you, nodding as you pass.  You climb up the familiar track off the road, the cart wheels banging over the rocks as you take the best route, with Treborg's bay falling out of sight.
+
Continued from [http://adventure.alexissmolensk.com/index.php/Dire_Wolf_Battle Dire Wolf Battle]
  
Yet, as you reach a point about four miles from the village, you find the carcass of a cow laying slaughtered on an open rockAs Embla has skill as a butcher, you can see at once that it's a domestic cow, not wildThat while the principle meat has been cut out, by someone who doesn't know what they're doing, much of the meat has been left.  Judging by the meat, this was done last afternoon or evening; and it looks as if someone cut away about a yard of the cow's hide, but left most of it behind.
+
'''The DM:''' I have Lexent in 2228 and Vafrandir in 2127I need to know where Marcule and Pandred areAssume the movements you made with the chest have been done. I'm judging the chest has been moved off the map.
  
'''[[Embla Strand]]''' Oh dear. We should get to the bottom of this - it's too close to home to ignore. Are there any tracks or traces left behind by whoever did this? Does the cow have a brand or something that would indicate an owner?
+
'''[[Pandred]]''': I said I was on the door, so 2027 sounds right.
  
'''The DM:''' You see no brands, but the cow must come from near Treborg.  There is no other settlement or group of farms in this part of Ryfolke.  A look around will reveal that the skin or chunks of meat were apparently dragged over the ground away from the carcass.  You can't track, obviously, but this trail is obvious; anyone can see it.  It strikes you as odd that anyone would ''drag'' meat ... as though it were too big to carry properly.
+
'''[[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.
  
'''[[Vafrandir]]:''' Embla, shall we two follow the trail?
+
'''The DM:''' I’ll put Marcule in 2128.  Action?
  
'''Marcule:''' In
+
'''[[Pandred]]''': I open H.
  
'''Marcule:'''"I agree this is to close to home we had better investigate before something nasty appears at our door."
+
[[File:Barracks (a).jpg|right|560px]]
  
'''The DM:''' Action?
+
'''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.
  
'''Marcule:''' I do my best to follow the trail and proceed forward
+
'''[[Pandred]]''': Door shut, door shut!
  
'''[[Vafrandir]]:''' We go with him. I know we can't speak for Pandred but can we assume she stays with the cart?
+
'''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.
  
'''The DM:''' In general, presume that players who are not here to be following along, but having a pee or some other such thing when the fight occurs.
+
:'''[[Lexent]]''' So they just rest against the frames?
  
'''The DM:''' the trail continues on for about three quarters of a mile before the dragged parts have become dried by the landscape; you haven't the skill to follow the trail that would still be there, but now can't be seen.  You guess there must be more than one, as occasionally there are as many as three blood trails.  Moreover, they're not trying to hide their passage, either.  They are making a straight line for a group of ledges straight ahead from where the trail stops, where the earth-and-rock plateau rises about 75 feet over a series of easily climbable steps.  You couldn't take the cart there, however.
+
'''[[Vafrandir]]:''' Pandred, back up and let them come to us, if they will.
  
'''[[Vafrandir]]:''' I don't wish to miss the action but I'm also loathe to leave the cart. You three go on ahead, carefully. Whistle if there's trouble.
+
'''[[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:''' I'll have to wait for them to say they do.
+
'''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.
  
'''[[Vafrandir]]:''' Of course!
+
'''[[Lexent]]''' I move to 2126.
  
'''Marcule:''' I encourage Vafrandir to keep his whistle close and make my way up the steps.
+
'''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.
  
'''[[Embla Strand]]''' I follow, readying my whistle.
+
'''[[Lexent]]''' Then I suppose we must wait for that to occur. I wait for the door to open.
  
== The Footprint ==
+
'''The DM:''' Marcule is most likely holding his ground here; I’m going to move the skeletons and set up the next imagePandred, you opened the door; give me an initiative roll: d6.
'''The DM:''' as you climb up into the ledges, you find that they're filled with small troughs and dips where water has gatheredIt hasn't rained in a couple of days, so most of these are empty, and only a few inches deep.  Yet you can also see that there's silt along the bottoms of these, where there are hoof prints.  Then, Marcule stops in surprise, when he sees the plain outline of a foot, not wearing a shoe or boot.  A foot about as large as Marcule's, and definitely not a gnome's foot.
 
  
'''The DM:''' Plainly I lost everyone.  Please, if you're not going to check every 20 minutes, simply mark yourself "out."  It's no big deal if you do, I won't judge.  But I will know there's less reason for me to check every ten minutes.
+
'''[[Pandred]]''': '''4'''.
  
'''[[Vafrandir]]:''' I'm waiting by the cart. Can I still see the rest of the party?
+
== Round 1 ==
 +
[[File:Barracks (b).jpg|right|350px]]
  
'''The DM:''' They would probably be clustered together, peering down at something between the rocksIt's 2 pm for me, so I'm OutBetter luck tomorrow.
+
'''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 behindBecause of their weight, there’s no danger of their overbearing the partyThe party can attack.
  
'''[[Vafrandir]]:''' No problem. Just curious. Out.
+
'''The DM:''' Incidentally, the skeletons do not have weapons.
  
'''Marcule:''' "this foot scares me" What do the strides look like?.
+
'''[[Lexent]]''' I attack the skeleton  in 2026. '''Attack: 3.''' Damage: 4.
  
'''[[Embla Strand]]''' 14:04, 26 January 2021 (MST) My apologies. Out.
+
'''Marcule:''' I back up one.
  
'''The DM:''' In.
+
'''The DM:''' Don’t roll damage unless you hit AC 7.  Marcule, 2229.
  
'''The DM:''' Out.
+
'''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.
 
'''[[Vafrandir]]:''' In.
  
'''The DM:''' InJust you and me, Vafrandir.
+
'''The DM:''' trouble getting myself organized; working on the enemy’s turnOh, by the way, Marcule's hit stuns.
  
'''[[Vafrandir]]:''' Hm, I've worked myself into a bind, haven't I.
+
'''[[Pandred]]''': In.
  
'''[[Vafrandir]]:''' I've already committed to watching the cart, but I don't want to do nothing. Let me think.
+
=== 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.
  
'''The DM:''' While we're here, explain to me a few things; why do you feel you need the cart; why are you loathe to leave it; and why not bring Oddsdrakken along to watch it? Maybe we can work out a compromise.
+
So, let’s attack Pandred first.  1927 rolls a natural 1, stumbling against the wall, not hurting itself. Miss.
  
'''[[Vafrandir]]:''' Odds is helping with the clearing of the land, if I recall correctly. I don't believe you would screw us by having something happen, but at the same time if someone is stealing food or hides (poorly), then it's possible this is either a trap or that there's others about from the same band who wouldn't say no to a free cart of food.
+
Vafrandir; 2027 attacks you, missing with an 11.
  
'''The DM:''' bit of an overthink there; it looks more like a few somebody's grabbed a cow from civilized land, cut away all they thought they could carry (the dragging on the ground suggests they're overloaded) and are on their way with itNo attempt to hide their trail was made at all and it was as straight as an arrowDoesn't look like a trap (and both assassins in the party would tell you so).
+
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 2227That’s the gap the skeletons need2026 moves into 2126, but has attacked before and only engages Lexent in melee.
  
'''[[Vafrandir]]:''' Very good. In that case, I'll continue up towards the others, see the footprint, and observe that "It looks like a human or elf child's." We will proceed carefully up the steps.
+
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.
  
'''The DM:''' You might think so at first glance, but then you'll notice that there are claws on the end of the toes and a point in the silt that might be a back claw. Ledges; these require some minor scrambling, but nothing requiring a [https://wiki.alexissmolensk.com/index.php/Scrambling_(sage_ability) sage ability].
+
== 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.
  
== Beyond the Footprint ==
+
'''The DM:''' Pandred, this is your third attack in this combat. NEXT round you’ll get two attacks.
'''[[Vafrandir]]:''' Interesting. That raises the stakes a bit. We'll continue up the ledges. Are there any caves in the rock that we can see from here?
 
  
'''The DM:''' Not immediately.  But this is a place you haven't ventured into yet; towards a mountain you've seen from a distance, but which is now beginning to dominate the eastern horizon.  Ahead is a low ridge, about half a mile from you, reached over a gentle slope of about one hundred feet up. It looks to be the nearer edge of a mountain caldera; in modern parlance, where a glacier has pushed up the ridge in the last ice age, only to vanish now. You're characters wouldn't understand that, but I need to describe this in a way that you can see.  It's called a "[https://en.wikipedia.org/wiki/Cirque cirque]."
+
'''[[Vafrandir]]:''' I attack '''2126b'''. 7 raw, 10 to hit. Ah, so close.
  
'''[[Vafrandir]]:''' Understood. Is the trail still obvious?
+
[[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.
  
'''The DM:''' No. You're continuing in the approximate direction the trail was following.
+
'''[[Lexent]]''' I attempt to Turn the two skeletons in 2126 ''To Turn:'' '''11'''
  
'''[[Vafrandir]]:''' Very good. Continuing, at a careful or wary pace.
+
'''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?
  
'''The DM:''' Climbing to the top of the lip, you have either Marcule or Embla move ahead to look over the lip and see what's in the cirque. The whole circle is a square mile in size, about 640 acres. There's a small lake, or tarn, about an acre in size, of clear water; this tarn is in the center of the caldera, about 700 yards away.  A herd of small cows, no taller than Marcule, are scattered over the area to the right of the tarn. These are called rothe; they dwell both above and below ground.  You can't see any camp, but there is a steady curl of smoke arising from beyond the rothe.  Two thirds of the cirque are contained in the arms of the mountain, a modest peak about 3,500 ft. high.  The other third makes the ridge you're presently crouched upon.
+
'''[[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.
  
'''[[Vafrandir]]:''' What kind of ground cover is there?
+
'''The DM:''' Vafrandir is engaged in melee with 2027, and has used 2 AP, so he hasn’t sufficient AP to move into 2126.
  
'''The DM:''' Much [https://www.123rf.com/photo_153818186_glacier-landscape-in-finse-norway.html like this].
+
'''[[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.
  
'''[[Vafrandir]]:''' With little mountaineering ability among us, how does the descent into the caldera look? Could be tricky.
+
=== 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:''' the image gives the appearance of the ground, not your relative position.  The "caldera" is below you; you're on the forward lip, looking down into it.  The 3rd image down on the [https://en.wikipedia.org/wiki/Cirque cirque] link shows the "formation of cirque" ... you're standing on the "zone of abrasion" looking down into the depression (not technically a "caldera," since there's no volcano, but I'm struggling for terms); the mountain is across the resulting hole, which is not completely filled by the tarn.
+
'''The DM:''' 2027 will attack Vafrandir, rolling a 7 and missing.
  
'''[[Vafrandir]]:''' Understood. I had in my mind that we were on the headwall. So it should be no problem to descend safely.
+
: 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.
  
'''[[Vafrandir]]:''' May we stop here today? I don't want to get into something sticky without the rest of the party. Must be one of those weeks, I suppose.
+
: 1926 (not stunned), moves into 2126 and attacks Vafrandir. It rolls a 13, missing.  Vafrandir’s luck holds.
  
'''The DM:''' ApparentlyHave a look at the blog; I just posted something interesting.  Out.
+
: No one attacks PandredThere’s banging at the double door, but apparently the skeleton is stuck behind it.
  
'''[[Vafrandir]]:''' It's always interesting. Out.
+
== 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.
  
'''The DM:''' In.
+
'''[[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''}
  
'''[[Vafrandir]]:''' In. Hoping to wait a bit to get the others caught up.
+
'''[[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?
  
'''[[Pandred]]''': In.
+
[[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.  '''<span style="color:red">cau-2</span>'''
 +
: '''The DM:''' Stuns.  kicks the skeleton into 2026.  Vafrandir, well noted!
 +
 
 +
'''[[Vafrandir]]:''' Waiting until Marcule's attack is adjudicated.
 +
 
 +
'''[[Pandred]]''': Striking the skeleton in 1926 with 17+1 hitting '''AC -1''' for 7 reduced to '''<span style="color:red">cau-3</span>'''.
 +
: '''The DM:''' Stuns.  Technically, 1926 is empty if you want to advance.
 +
:: '''[[Pandred]]''' I don't think so. Just holding this corner for a moment.
 +
 
 +
'''The DM:'''  waiting on Vafrandir and Lexent.  Haven’t heard from the latter in some time.
 +
 
 +
[[File:Barracks (j).jpg|right|280px|thumb|following the party's move]]
 +
'''[[Lexent]]''' Still here. Waiting to see if it will be better to attack Vafrandir's skeleton or Turn the two coming out of the kennel.
 +
 
 +
'''The DM:''' Marcule cleared Vafrandir's enemy; so he can advance into 2126 if he wishes.
 +
 
 +
'''Marcule:''' Nope
 +
 
 +
'''The DM:''' Oh, I meant Vafrandir.
 +
 
 +
'''[[Vafrandir]]:''' I move up into 2126, hoping to finish off 2125...and roll a '''1'''. Fortunately, I have Close Drop and roll a 2 for my fumble, so the sword lands at my feet. I roll a 2 for the breakage. Are there any special rules for this sword's breakage chance?
 +
 
 +
'''The DM:''' Until the nature of the sword is properly identified, I’d prefer not to give stats.  Your d6 die roll indicates that it doesn’t break.  Lexent?
 +
 
 +
'''[[Lexent]]''' OK, I Attempt to Turn the skeletons in the kennel. ''To Turn:'' '''13'''. I then move to 2328.
 +
 
 +
'''The DM:''' Lexent, because you’ve chosen to turn, you cannot move more than 1 hex.  You may move safely into the hex with Marcule, as the enemy won’t be attacking it (they’d get a +2 to hit if they could).  You cannot possibly reach 2328.  You may not move at more than stride-1 after turning.
 +
:'''[[Lexent]]''' Sorry. I meant 2327. Is that still permissible or is the door in the way?
 +
:: '''The DM:''' counting the door in the way.
 +
:::'''[[Lexent]]''' Then I stay put.
 +
 
 +
'''The DM:''' Vafrandir, you see both skeletons before you fall back two hexes; they’re stunned there.
 +
 
 +
=== Skeleton Round 6 ===
 +
'''The DM:''' After all that, I have one attack.  1925 rushes forward and attacks Pandred.  Rolling  a 4 and missing.
 +
 
 +
== Round 7 ==
 +
[[File:Barracks (k).jpg|right|350px]]
 +
 
 +
'''The DM:''' Vafrandir, I would imagine your options are to move into the kennel or attack 2026, closing the door to the left of you.  I’ll remind the party than unless you have a way of pinning the double doors closed, the two skeletons will get out and pursue you.  Pandred, you’re free to attack.
 +
 
 +
'''[[Pandred]]''': I swing on the skelly in the doorway and whiff, hitting AC 11. I'll hold position for now.
 +
 
 +
'''[[Vafrandir]]:''' Is it 1 AP to retrieve my sword?
 +
: '''The DM:''' Yes
 +
 
 +
'''[[Vafrandir]]:''' I'll do so and move up to '''2124'''. I'll not be able to attack, but I can occupy these two for a bit.
 +
 
 +
'''The DM:''' Lexent, you can’t see the two skeletons in the kennel.  For both you and Marcule, you’ll have to expend an AP if you want to attack the skeleton in 2026, because the door in 2026-2126 is in the way of 2126.
 +
 
 +
'''[[Lexent]]''' How does moving through occupied hexes work?
 +
 
 +
'''The DM:''' remember that the actual size of the characters is much smaller than depicted.  There is NO penalty for moving through a hex with a friendly.  If you’re in a hex with a friendly, and you’re not trained to defend that hex together (or of a hive mind, like the skeletons), and you’re attacked, then there is a +2 to hit either of you in the hex.  All movement is measured by the number of hexes, the stride and the penalties for moving in hexes adjacent to combatants (“melee hexes”).
  
'''[[Pandred]]''': I'd like to pop out my pocket telescope and see what there is to see. What's up with the smoke?
+
[[File:Barracks (l).jpg|right|280px|thumb|after the party's move]]
 +
[[File:Actual Figure Size.jpg|left|210px|thumb|actual size of characters related to hex]]
 +
'''The DM:''' Hm.  The figure isn’t right.  I forgot that Lexent is also a gnome.  I’ve depicted Lexent as a small human.
  
'''The DM:''' Looking at it closely, it seems to be about the size of a campfire.  It is blocked, however, by several lumpy boulders and striations between you and it, so that all you can see is the smoke.
+
'''Marcule:''' move to 2126, attack 2026, 7 miss.
  
'''[[Pandred]]''': How close is the nearest boulder? Could we approach from a nearby slope for a slightly higher vantage, even one of the lower sides?
+
'''The DM:''' Marcule didn't say so, but he's got the AP so I'll just have him close the door automatically.
  
'''The DM:''' To some degree, you can. It would be an uncertain thing.  You are familiar with the [https://wiki.alexissmolensk.com/index.php/Stealth_(sage_ability) stealth rules]?
+
'''The DM:''' Only waiting for Lexent.
  
'''[[Pandred]]''': So it looks like if we stay 25 hexes or so away while sneaking we should be okay, assuming whatever we're trying to observe has no stealth ability on it's own. You described the tarn as about 700 yards off, so unless I'm wrong any attempt at being sneaky is pretty much golden assuming something isn't already quite close. Could we climb the opposite end from the rothe and the smoke? Is that slope too steep, or would the sight-line still be obstructed by anything if we wanted to get, say, a fifty to a hundred feet more vertical?
+
'''[[Lexent]]''' Shoot. I've just cross posted thrice. Here's what I had It looks as though it will need to change.
 +
:'''[[Lexent]]''' OK. Let's try this. I move (S-1) to 2126 and attack the skeleton in 2026 ''To Hit:'' '''19-2(door)''' ''Damage:'' '''5'''
  
'''[[Vafrandir]]:''' I'm fine with sneaking closer.
+
'''The DM:''' Can’t.  Marcule beat you out.  Consider Lexent in 2126; what’s the rest of your move?
 +
 +
'''[[Lexent]]''' Yep. I suppose all I can do is instead move to 2127 and wait to see what develops.
  
'''[[Pandred]]''' Out. Sorry, should be back soonish. I leave things in your capable hands Vafrandir.
+
'''The DM:''' Okay, working on the next round, last one for today. Changed my mind about putting up a mid-turn image.
  
'''[[Vafrandir]]:''' Very well. We will approach stealthily as we are able.
+
=== Skeleton Round 7 ===
 +
[[File:Barracks (m).jpg|right|350px]]
  
'''The DM:''' That would be my assessment as well, Pandred ... so long as nothing amid the rocks surprises you, and reveals your positionI'm afraid I'm going to have to bail myselfSomething has come up and it's going to take up my time for the afternoon.  My apologies.  Out.
+
2026 attacks Marcule, rolling a 16 and hitting for '''<span style="color:red">take-4</span>''' damageThat stuns MarculeMarcule falls back into 2227 and the skeleton advances into 2126.
  
'''[[Vafrandir]]:''' No worries. Out.
+
1926 attacks Pandred, rolling an 18, hitting for '''<span style="color:red">take-5</span>''' damage. Pandred falls into 2028 (as that’s better than letting herself be knocked into Lexent’s hex, where they’ll be fouled).  1926 advances into 2026.
  
'''The DM:''' InVafrandir, you feel fairly exposed out here on the rocky tundraThe terrain, as pictured, was once a glacier, so there are stones and boulders everywhere; these give some shelter, but you cannot help noticing that as you move forward, the rothe are becoming more agitated ...
+
1826 advances into the hole made by the clearing of 2027 and attacks Lexent, rolling a natural 20.  You’re not going to believe this, but it’s another double-20.  I actually said, “HOLY SHIT!” out loud.  Third roll is an 8.  Lexent takes 2x3 = '''<span style="color:red">take-6</span>''' damageLexent falls back into 2228, stunnedAgain, the skeleton advances into 2127.
  
'''Marcule:''' In
+
1827, chasing after its friends, rushes into 2027 and attacks Pandred, rolling a 17, hitting again, for '''<span style="color:red">take-4</span>''' damage.  That knocks Pandred back again, into 2029, with the skeleton following her.
'''Marcule:''' Am i with them?
 
  
'''The DM:''' Yes, if you wish.
+
Meanwhile, Vafrandir is attacked by 2024 and 2123.  The first rolls a 4, missing.  2123 rolls an 11, also missing.
  
'''Marcule:''' Last thing i want to do is unsettle a bunch of cattle. How am i doing for sneaking amongst the rocks given my size?
+
Wow.  I don’t know when I’ve ever had a combat like that.
  
'''Marcule:'''Out; back in 20 min (10:49)
+
If anyone didn’t follow, I’ll build a blow-by-blow set of pictures if you need it.
  
'''The DM:''' Have a look at the stealth chart I linked. It is full daylight, so you will be noticed at 3d6 hexes (5 ft. per hex), with no adjustments, not for level, equipment or appearance.  However, you're already lacking armour; if you get rid of your pack, and anything you're carrying except for a dagger, you can improve that by -1 hex.  Essentially, let's say I roll a 10 on 3d6, and you improve that by -1.  This means that you'll be seen at 9 hexes from an observer you're trying to approach.  Incidentally, I notice you haven't actually rolled your sage abilities.  Need help with that?  Steal the tables from [[Embla Strand|Embla's]] page.
+
== Round 8 ==
 +
'''The DM:''' Okay, who’s still alive?  Anyone in the negatives? No one is bleeding, at least.
  
'''Marcule:''' In
+
Vafrandir, you’re the only attack this round.
  
'''Marcule:''' I will work on my sage abilities; Ok, i drop my pack and would like to keep my blow dart. how far are we currently for the smoke approximately?
+
'''[[Lexent]]''' I am at -1, but I don't believe that necessitates a Wisdom check yet.
  
'''[[Vafrandir]]:''' In.
+
'''[[Vafrandir]]:''' I'll try and finish off 2123. '''10 raw, 13 to hit; 5 raw, 7 dmg'''.
  
'''The DM:''' As close to the smoke as you say, since you're moving up.  You're about 15 hexes from the nearest rothe.
+
'''[[Pandred]]''': Not great.
 +
:'''The DM:''' Where are you at?
  
'''[[Vafrandir]]:''' Perhaps we should simply wait for a bit to let the rothe become more adjusted to us.
+
'''The DM:''' You’re good until you reach -4.
  
'''The DM:''' Judging by that and the questions asked, I've presumed you're holding your ground just nowThe rothe will after a few minutes go back to eating the thin grass between the rocks.
+
'''The DM:''' Vafrandir, adjusted to '''<span style="color:red">cau-3</span>'''; stuns, but 2123 is still with usIt can’t fall back due to the stall fencing behind it.
  
+
'''The DM:''' It’s post 2pm here; I’m going to wrap this up.  Remember I have a doctor’s appt tomorrow, and one on Thursday, so we’ll play Wednesday.  That was a devastating round; another like it and I’ll end up killing the party.  I can’t believe I’ve rolled three double-20s this last week, and two of them today!  Feels like I should apologize ... hah!  We’ll have to see.  I am sorry to leave you on tenterhooks.
'''Marcule:''' "Vaf how close do you think we should get to this thing?"
 
  
'''[[Vafrandir]]:''' "We don't know what "it" is, or really even if it's dangerous. Without knowing more it's impossible to say. So let's know more." After the rothe settle, we'll begin moving forward again as we're able.
+
'''The DM:''' Out.
  
'''The DM:''' After this, you find you're able to move very closely around the edge of the flock, coming as close as 30 ft. from the nearest animals without them being especially disturbed.  You see they have horns with wicked points, but they seem not aggressive at all.  Steadily, you move towards what appears to be a shallow gulley that the glacier long ago gouged out of the solid rock of the depression, about 20 yards beyond. The smoke is curling out of the bottom of it, still denying you the knowledge of who's there. Vafrandir, because you haven't dropped your pack, it is slightly safer for Marcule to go ahead than for you to do so.
+
'''[[Vafrandir]]:''' If we survive this, we're coming back down with clubs...
  
+
'''[[Lexent]]''' In.
'''Marcule:''' I will move forward trying not to leave Vafrandir to far behind. can i close to 60ft ish....?
 
  
'''The DM:''' 20 yards, 60 feet, gets you right to the edge.  You're small, you look over the side and into the gulley.  It is a low, flat gulley about 8 combat hexes wide.  There you see a small encampment, six tents, some brush that's been gathered around the edges as a defense, with stakes hammered into crevices between the rocks to support meat that's hanging there.  Even though there are dozens of rothe, these are plainly cowmeat.  There's a fire, and stools around it, and six visible goblins sitting on the stools talking to each other.
+
'''[[Vafrandir]]:''' In.
  
'''Marcule:'''I would like to meet back with Vafrandir and explain what i have seen "six goblins might be to much for us"
+
'''[[Lexent]]''' (OOC): Couldn't stand the wait either, huh?
  
== Discussing Goblins ==
+
'''[[Vafrandir]]:''' (OOC) I'm stuck at a computer writing a dissertation all day, might as well jump in!
'''The DM:''' We'll assume Vafrandir and Marcule withdraw to a safe distance to talk about what's been seen.
 
  
'''[[Vafrandir]]:''' [OOC, too much for the 2 of us, perhaps not for all 4] "They're clearly rustling Treborg's cattle. We could either try and handle them ourselves [with a full party], negotiate with them - why do they need cattle if they have the rothe - or return with help from Treborg."
+
'''The DM:''' Awake, in. Working on the next round.
  
'''Marcule:''' I think we can take them as a full party. "If we go back to Treborg it will be to much trouble to find them again. i doubt it would be an option to negotiate."
+
'''[[Lexent]]''': out. Unfortunately called away to a test event. Scheduled for one hour, hope to be back sooner.
  
 +
=== Skeleton Round 8 ===
 +
[[File:Barracks (n).jpg|right|350px]]
 +
'''The DM:''' 2127 will move into 2128 and attack Pandred, along with the skeleton in 2028.  This will let the skeleton in 2026 advance and attack Lexent.  2126 will attack Marcule.  2024, above, will then attack Vafrandir.  Here we go.
  
'''Marcule:'''Out
+
: 2028 misses Pandred with a 3.
  
'''[[Vafrandir]]:''' I agree. Hopefully we will be at full strength soon. Out
+
: 2128 misses Pandred with a 15, which is only enough to hit AC 5.
  
'''The DM:''' Me too, then.  Hope the others read this and get together.  Out.
+
: 2127 misses Lexent with a 10.
  
'''The DM:''' InJust on the phone with the govt.
+
: 2126 hits Marcule with a natural 20.  The follow up roll is a 19, which causes triple damage if Marcule is not wearing a helmet.  I don’t see a helmet on Marcule’s character page, so that’s '''<span style="color:red">take-9</span>''' damageMarcule’s current hit points for this combat aren’t accurate, as I’ve caused 3 and 4 damage on separate occasions earlier, and now 9.  Assuming the number shown, “11”, was accurate for the start of the combat, that puts Marcule at -5 now.  I’ll need a wisdom check for Marcule.  The skeleton in 2126 advances into 2227.
  
'''[[Pandred]]''': In. Waiting on at least one other.
+
: 2024 misses Vafrandir with a 10.
  
'''[[Vafrandir]]:''' In. Pandred, what do you make of the situation?
+
== Round 9 ==
 +
'''The DM:''' With this round, having fought for 8 rounds, everyone is starting to feel warmer and sweaty. The effective ambient temperature rises from “chilly,” to “brisk” ... given the conditions, this has no effect on your combat at all.  These are good working conditions.  I just want to point out that there is a difference that will occur every eight combat rounds.
  
'''[[Pandred]]''': Are we going to parley? If not I can take six unleveled goblins, assuming that's what we have here. One more would guarantee the win, but even with two it's doable.
+
: Pandred, by my count, this is your double-attack round.
  
'''[[Vafrandir]]:''' Marcule is not a fan of parley. But I would vote for it, I think. If they will make restitution for the cow and live in peace here, then very good. And if it comes to blows, then so it does.
+
: Lexent, you’re able to turn undead while in melee, but you cannot also attack while doing so (but you can remain in the hex, parrying your enemy). Turning undead isn’t a spell and has no verbal or physical requirements; it only takes your will.
  
'''[[Pandred]]''': Then I'm on board. How wide is the gully? Could we block either end meaningfully, are there any natural choke points, etc? If it comes to blows, I don't want to get surrounded too quickly.
+
: Vafrandir, you’re still facing two skeletons.
  
'''[[Vafrandir]]:''' Not to mention, there could be more than 6. Six is simply all we see.
+
[[File:Barracks (o).jpg|right|240px|thumb|after the party's move]]
 +
: Marcule, I’ll need that wisdom check.  Also, can I get an accurate shout-out for everyone’s current hit points please?
 +
::'''[[Lexent]]''' I am still at -1
 +
'''The DM:''' Given the circumstances, I think it would be best to wait for Lexent to return before completing the round.  And we’re also waiting for Marcule and Pandred’s arrival. I believe the party needs a full complement at this time.
  
'''The DM:''' The bottom of the gulley is 8 hexes wide; from rim to rim, about 20 hexesSo, 12 hexes to the bottom, which cannot be quickly run down because it is broken, rocky ground. Movement normal for those 12 hexes.
+
'''[[Vafrandir]]:''' I attack 2123 with '''12 raw, 15 to hit; 2 raw, 3 dmg, <span style="color:red">cau-1</span>'''.
 +
: '''The DM:''' you'll be glad to know that's all you neededThe skeleton collapses.
 +
::'''[[Vafrandir]]:''' Whew! On to the next...
  
'''[[Embla Strand]]''' In. I think we can do this, even if there are a few more.
+
'''[[Vafrandir]]:''' 21 HP
  
'''The DM:''' How do you wish to approach this?
+
'''Marcule:''' Sorry I am at -3 hp
 +
: '''The DM:''' no need for a wisdom check then.
  
'''[[Pandred]]''': Vafrandir, you take the lead. Em and I flanking. I can't think of a good reason to get any closer than 20 hexes, as it doesn't seem like they have bows. So we stay on the edge of the gully. Vafrandir takes point maybe five more hexes in so we look very slightly less murderous, and we see what pans out. Good with everyone?
+
P- I can be here in half an hour. Sorry for the holdup.
 +
: '''The DM:''' No rush.
  
== Parley with Goblins ==
+
'''[[Lexent]]''' In. I attempt to turn 2227 and 2128. ''To Turn:'' '''9'''
'''[[Vafrandir]]:''' Very good. I will approach the edge of the gully, and when I am in eyesight I will put my hands up and call out. "Hello there! We come to talk!"
+
:'''The DM:''' fails.
  
:: '''[[Embla Strand]]''' I agree. I sneak to the flank, getting no closer than 20 hexes.
+
'''[[Pandred]]''': HROAGH! First swing on 2028. 9+1 hits '''AC 7''' for 1+3 reduced to '''<span style="color:red">cau-2</span>'''. Waiting for results before swing 2.
 +
: '''The DM:''' stuns, so that 2028 falls back into 2027.
  
:: '''[[Pandred]]''' Same. Although I won't bother sneaking. Let the Gobs know he's not alone.
+
'''[[Pandred]]''': Then second swing on 2128. 14+1 hits '''AC 2''' for 4+3 reduced to '''<span style="color:red">cau-3</span>''' damage.
 +
: '''The DM:''' Knocks the second skeleton into 2229. Moves?  Knocking away everyone has left you alone and not in melee, so no penalties for moving out of the hex.  I'll start working on the next round.
  
[[File:Goblins near Treborg.jpg|right|420px]]
+
'''[[Pandred]]''': I think I'll advance to 2028.
'''The DM:''' I've made a map, added three tents, I'll post it in a few minutes. The goblins react with great surprise, having no idea that you're here.  They didn't answer.
+
:'''The DM:''' Noted.
  
'''[[Vafrandir]]:''' I'll move one hex closer and repeat my question. "You've taken something from the settlement nearby. We're here to discuss it peaceably."
+
=== Skeleton Round 9 ===
 +
[[File:Barracks (p).jpg|right|270px]]
  
'''The DM:''' That'll make them all drag out their weapons.
+
'''The DM:''' Start with Vafrandir this time.  2024, now alone, attacks with a natural 1.  1 in 6 chance of it breaking a bone, but no effect.  the skeleton effectively misses.
  
'''[[Pandred]]''': Which are? I'll run as quickly down the slope as the scree will allow the second two of them move toward Vafrandir. I'll stay put if it's just one.
+
: 2227 attacks Lexent, rolling a 6 and missing.
  
'''The DM:''' hold a moment; no one has moved; they look ready to defend themselves, not attackSee map; Vafrandir is at the top edge of the gulley, as depicted.
+
: 2127 attacks Lexent, rolling an 11, hitting AC 9.  Lexent, sorry, I know you’re following the wiki, but the table under [[https://wiki.alexissmolensk.com/index.php/Dexterity_(ability_stat) dexterity]] is in errorYou’ll notice that the line for “7-14” is exactly the same as the line for “15.”  The former should list the AC adj. as “0”.  Typo.  I’ll fix it as soon as you see the discrepancy.  As such, you’re AC 9, and the skeleton hits.
  
'''The DM:''' TuesdayIn.
+
: Lexent, '''<span style="color:red">take-3</span>''' damage2127 will turn on Pandred.
  
'''[[Vafrandir]]:''' In. What weapons do they have?
+
== Round 10 ==
 +
'''The DM:''' Lexent is stunned, but Pandred, Marcule and Vafrandir may all attack.  Keep an eye on 2229, as it will certainly attack Lexent next round (though there’s probably little you can do about it.)  I've adjusted the damage caused to the skeletons Pandred hit last round.
 +
:'''[[Lexent]]''': ''Wisdom Check:'' '''16''' As I am down by 40% I believe this renders me unconscious.
 +
::'''[[Lexent]]''': The highest roll I've made so far this combat, of course.
 +
::: '''The DM:''' good news and bad news.  Yes, you're unconscious. But, the skeletons are not programmed to attack moving things first, so ... lucky you?
  
'''The DM:''' Apparently, spears.
+
'''[[Vafrandir]]:''' I return the favor with a natural 1. Unbelievable. My sword falls at my feet - again - and again does not break (4).
  
'''[[Vafrandir]]:''' I'll slowly draw my sword and place it on the ground.
+
'''[[Pandred]]''': Strike at 2027 with 14+1 hitting '''AC 2''' for 1+3 reduced to '''<span style="color:red">cau-1</span>''' damage. Move to 1927. Let's hope my luck holds.
 +
: '''The DM:''' destroys it.  Damage reduced for how many hit points it had left.
  
'''The DM:''' They hold their spears but appear to relax a littleOne will call out, "Go away, elf!"
+
'''Marcule:''' 2227 , 16, '''<span style="color:red">cau-4</span>''' damage.
 +
: '''The DM:''' destroysDamage adjusted for same reason.
  
'''[[Vafrandir]]:''' "We need to talk about the cow you took! You can talk with us peaceably or you can hope to deal with a much less understanding posse later."
+
=== Skeleton Round 10 ===
 +
[[File:Barracks (q).jpg|right|270px]]
  
'''Goblin:''' Let them come!  They'll learn it's not so easy on the mountain!"
+
'''The DM:''' Three attacks:
 +
2024 on Vafrandir, rolls an 8 and misses.
  
'''[[Vafrandir]]:''' I gesture around. "And what of the rothe? Do you not have enough for yourself here? Why only take a small part of a good animal?"
+
2127 on Pandred, rolls an 8 and misses.
  
'''White-haired goblin:''' THAT'S not our food!"
+
2229 is equidistant from Pandred and Marcule.  Rolling randomly, 50/50, it advances on 2228 and attacks Marcule.  I roll an 11, which hits, for '''<span style="color:red">cau-2</span>''' damage.  This stuns, and Marcule is reduced to -4 hit points, and must roll a wisdom check for sure this time.  Marcule’s adjusted wisdom is 6.  Cornered, Marcule can’t be forced back; there’s no room.
  
'''First goblin:''' What do you know about it, demi-human?"
+
== Round 11 ==
 +
Pandred and Vafrandir, you’re up.
  
'''[[Pandred]]''' In.
+
'''[[Vafrandir]]:''' I pick up my sword (Close Drop is a literal lifesaver) and try again. '''13 raw, 16 to hit; 1 raw, 2 dmg, <span style="color:red">cau-1</span>'''. Better than 0.
 +
:'''The DM:''' for future reference, 1 raw, +1 for strength +1 for sword = 3 damage; still ends up causing just 1, though.  Skeletons.  Oh, and doesn't stun.
  
'''[[Vafrandir]]:''' "I know you've taken something that doesn't belong to you, and that your actions threaten not only our survival but yours."
+
'''[[Pandred]]''': Muscle into 2128 and swing on 2228. '''20'''! Then 6 for a mere double damage. 4+3 doubles and then halves for '''7''' damage. Let's gooooooo!
 +
: '''The DM:''' Had one hit point left.  Tremendous overkill.  I'll strew its bones across the room to make you feel better. '''<span style="color:red">cau-1</span>'''
 +
::'''[[Pandred]]''' I will let out a mighty roar as the bones clatter against the walls. HROAGH!

Revision as of 14:14, 24 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. cau-2

The DM: Stuns. kicks the skeleton into 2026. Vafrandir, well noted!

Vafrandir: Waiting until Marcule's attack is adjudicated.

Pandred: Striking the skeleton in 1926 with 17+1 hitting AC -1 for 7 reduced to cau-3.

The DM: Stuns. Technically, 1926 is empty if you want to advance.
Pandred I don't think so. Just holding this corner for a moment.

The DM: waiting on Vafrandir and Lexent. Haven’t heard from the latter in some time.

following the party's move

Lexent Still here. Waiting to see if it will be better to attack Vafrandir's skeleton or Turn the two coming out of the kennel.

The DM: Marcule cleared Vafrandir's enemy; so he can advance into 2126 if he wishes.

Marcule: Nope

The DM: Oh, I meant Vafrandir.

Vafrandir: I move up into 2126, hoping to finish off 2125...and roll a 1. Fortunately, I have Close Drop and roll a 2 for my fumble, so the sword lands at my feet. I roll a 2 for the breakage. Are there any special rules for this sword's breakage chance?

The DM: Until the nature of the sword is properly identified, I’d prefer not to give stats. Your d6 die roll indicates that it doesn’t break. Lexent?

Lexent OK, I Attempt to Turn the skeletons in the kennel. To Turn: 13. I then move to 2328.

The DM: Lexent, because you’ve chosen to turn, you cannot move more than 1 hex. You may move safely into the hex with Marcule, as the enemy won’t be attacking it (they’d get a +2 to hit if they could). You cannot possibly reach 2328. You may not move at more than stride-1 after turning.

Lexent Sorry. I meant 2327. Is that still permissible or is the door in the way?
The DM: counting the door in the way.
Lexent Then I stay put.

The DM: Vafrandir, you see both skeletons before you fall back two hexes; they’re stunned there.

Skeleton Round 6

The DM: After all that, I have one attack. 1925 rushes forward and attacks Pandred. Rolling a 4 and missing.

Round 7

Barracks (k).jpg

The DM: Vafrandir, I would imagine your options are to move into the kennel or attack 2026, closing the door to the left of you. I’ll remind the party than unless you have a way of pinning the double doors closed, the two skeletons will get out and pursue you. Pandred, you’re free to attack.

Pandred: I swing on the skelly in the doorway and whiff, hitting AC 11. I'll hold position for now.

Vafrandir: Is it 1 AP to retrieve my sword?

The DM: Yes

Vafrandir: I'll do so and move up to 2124. I'll not be able to attack, but I can occupy these two for a bit.

The DM: Lexent, you can’t see the two skeletons in the kennel. For both you and Marcule, you’ll have to expend an AP if you want to attack the skeleton in 2026, because the door in 2026-2126 is in the way of 2126.

Lexent How does moving through occupied hexes work?

The DM: remember that the actual size of the characters is much smaller than depicted. There is NO penalty for moving through a hex with a friendly. If you’re in a hex with a friendly, and you’re not trained to defend that hex together (or of a hive mind, like the skeletons), and you’re attacked, then there is a +2 to hit either of you in the hex. All movement is measured by the number of hexes, the stride and the penalties for moving in hexes adjacent to combatants (“melee hexes”).

after the party's move
actual size of characters related to hex

The DM: Hm. The figure isn’t right. I forgot that Lexent is also a gnome. I’ve depicted Lexent as a small human.

Marcule: move to 2126, attack 2026, 7 miss.

The DM: Marcule didn't say so, but he's got the AP so I'll just have him close the door automatically.

The DM: Only waiting for Lexent.

Lexent Shoot. I've just cross posted thrice. Here's what I had It looks as though it will need to change.

Lexent OK. Let's try this. I move (S-1) to 2126 and attack the skeleton in 2026 To Hit: 19-2(door) Damage: 5

The DM: Can’t. Marcule beat you out. Consider Lexent in 2126; what’s the rest of your move?

Lexent Yep. I suppose all I can do is instead move to 2127 and wait to see what develops.

The DM: Okay, working on the next round, last one for today. Changed my mind about putting up a mid-turn image.

Skeleton Round 7

Barracks (m).jpg

2026 attacks Marcule, rolling a 16 and hitting for take-4 damage. That stuns Marcule. Marcule falls back into 2227 and the skeleton advances into 2126.

1926 attacks Pandred, rolling an 18, hitting for take-5 damage. Pandred falls into 2028 (as that’s better than letting herself be knocked into Lexent’s hex, where they’ll be fouled). 1926 advances into 2026.

1826 advances into the hole made by the clearing of 2027 and attacks Lexent, rolling a natural 20. You’re not going to believe this, but it’s another double-20. I actually said, “HOLY SHIT!” out loud. Third roll is an 8. Lexent takes 2x3 = take-6 damage. Lexent falls back into 2228, stunned. Again, the skeleton advances into 2127.

1827, chasing after its friends, rushes into 2027 and attacks Pandred, rolling a 17, hitting again, for take-4 damage. That knocks Pandred back again, into 2029, with the skeleton following her.

Meanwhile, Vafrandir is attacked by 2024 and 2123. The first rolls a 4, missing. 2123 rolls an 11, also missing.

Wow. I don’t know when I’ve ever had a combat like that.

If anyone didn’t follow, I’ll build a blow-by-blow set of pictures if you need it.

Round 8

The DM: Okay, who’s still alive? Anyone in the negatives? No one is bleeding, at least.

Vafrandir, you’re the only attack this round.

Lexent I am at -1, but I don't believe that necessitates a Wisdom check yet.

Vafrandir: I'll try and finish off 2123. 10 raw, 13 to hit; 5 raw, 7 dmg.

Pandred: Not great.

The DM: Where are you at?

The DM: You’re good until you reach -4.

The DM: Vafrandir, adjusted to cau-3; stuns, but 2123 is still with us. It can’t fall back due to the stall fencing behind it.

The DM: It’s post 2pm here; I’m going to wrap this up. Remember I have a doctor’s appt tomorrow, and one on Thursday, so we’ll play Wednesday. That was a devastating round; another like it and I’ll end up killing the party. I can’t believe I’ve rolled three double-20s this last week, and two of them today! Feels like I should apologize ... hah! We’ll have to see. I am sorry to leave you on tenterhooks.

The DM: Out.

Vafrandir: If we survive this, we're coming back down with clubs...

Lexent In.

Vafrandir: In.

Lexent (OOC): Couldn't stand the wait either, huh?

Vafrandir: (OOC) I'm stuck at a computer writing a dissertation all day, might as well jump in!

The DM: Awake, in. Working on the next round.

Lexent: out. Unfortunately called away to a test event. Scheduled for one hour, hope to be back sooner.

Skeleton Round 8

Barracks (n).jpg

The DM: 2127 will move into 2128 and attack Pandred, along with the skeleton in 2028. This will let the skeleton in 2026 advance and attack Lexent. 2126 will attack Marcule. 2024, above, will then attack Vafrandir. Here we go.

2028 misses Pandred with a 3.
2128 misses Pandred with a 15, which is only enough to hit AC 5.
2127 misses Lexent with a 10.
2126 hits Marcule with a natural 20. The follow up roll is a 19, which causes triple damage if Marcule is not wearing a helmet. I don’t see a helmet on Marcule’s character page, so that’s take-9 damage. Marcule’s current hit points for this combat aren’t accurate, as I’ve caused 3 and 4 damage on separate occasions earlier, and now 9. Assuming the number shown, “11”, was accurate for the start of the combat, that puts Marcule at -5 now. I’ll need a wisdom check for Marcule. The skeleton in 2126 advances into 2227.
2024 misses Vafrandir with a 10.

Round 9

The DM: With this round, having fought for 8 rounds, everyone is starting to feel warmer and sweaty. The effective ambient temperature rises from “chilly,” to “brisk” ... given the conditions, this has no effect on your combat at all. These are good working conditions. I just want to point out that there is a difference that will occur every eight combat rounds.

Pandred, by my count, this is your double-attack round.
Lexent, you’re able to turn undead while in melee, but you cannot also attack while doing so (but you can remain in the hex, parrying your enemy). Turning undead isn’t a spell and has no verbal or physical requirements; it only takes your will.
Vafrandir, you’re still facing two skeletons.
after the party's move
Marcule, I’ll need that wisdom check. Also, can I get an accurate shout-out for everyone’s current hit points please?
Lexent I am still at -1

The DM: Given the circumstances, I think it would be best to wait for Lexent to return before completing the round. And we’re also waiting for Marcule and Pandred’s arrival. I believe the party needs a full complement at this time.

Vafrandir: I attack 2123 with 12 raw, 15 to hit; 2 raw, 3 dmg, cau-1.

The DM: you'll be glad to know that's all you needed. The skeleton collapses.
Vafrandir: Whew! On to the next...

Vafrandir: 21 HP

Marcule: Sorry I am at -3 hp

The DM: no need for a wisdom check then.

P- I can be here in half an hour. Sorry for the holdup.

The DM: No rush.

Lexent In. I attempt to turn 2227 and 2128. To Turn: 9

The DM: fails.

Pandred: HROAGH! First swing on 2028. 9+1 hits AC 7 for 1+3 reduced to cau-2. Waiting for results before swing 2.

The DM: stuns, so that 2028 falls back into 2027.

Pandred: Then second swing on 2128. 14+1 hits AC 2 for 4+3 reduced to cau-3 damage.

The DM: Knocks the second skeleton into 2229. Moves? Knocking away everyone has left you alone and not in melee, so no penalties for moving out of the hex. I'll start working on the next round.

Pandred: I think I'll advance to 2028.

The DM: Noted.

Skeleton Round 9

Barracks (p).jpg

The DM: Start with Vafrandir this time. 2024, now alone, attacks with a natural 1. 1 in 6 chance of it breaking a bone, but no effect. the skeleton effectively misses.

2227 attacks Lexent, rolling a 6 and missing.
2127 attacks Lexent, rolling an 11, hitting AC 9. Lexent, sorry, I know you’re following the wiki, but the table under [dexterity] is in error. You’ll notice that the line for “7-14” is exactly the same as the line for “15.” The former should list the AC adj. as “0”. Typo. I’ll fix it as soon as you see the discrepancy. As such, you’re AC 9, and the skeleton hits.
Lexent, take-3 damage. 2127 will turn on Pandred.

Round 10

The DM: Lexent is stunned, but Pandred, Marcule and Vafrandir may all attack. Keep an eye on 2229, as it will certainly attack Lexent next round (though there’s probably little you can do about it.) I've adjusted the damage caused to the skeletons Pandred hit last round.

Lexent: Wisdom Check: 16 As I am down by 40% I believe this renders me unconscious.
Lexent: The highest roll I've made so far this combat, of course.
The DM: good news and bad news. Yes, you're unconscious. But, the skeletons are not programmed to attack moving things first, so ... lucky you?

Vafrandir: I return the favor with a natural 1. Unbelievable. My sword falls at my feet - again - and again does not break (4).

Pandred: Strike at 2027 with 14+1 hitting AC 2 for 1+3 reduced to cau-1 damage. Move to 1927. Let's hope my luck holds.

The DM: destroys it. Damage reduced for how many hit points it had left.

Marcule: 2227 , 16, cau-4 damage.

The DM: destroys. Damage adjusted for same reason.

Skeleton Round 10

Barracks (q).jpg

The DM: Three attacks: 2024 on Vafrandir, rolls an 8 and misses.

2127 on Pandred, rolls an 8 and misses.

2229 is equidistant from Pandred and Marcule. Rolling randomly, 50/50, it advances on 2228 and attacks Marcule. I roll an 11, which hits, for cau-2 damage. This stuns, and Marcule is reduced to -4 hit points, and must roll a wisdom check for sure this time. Marcule’s adjusted wisdom is 6. Cornered, Marcule can’t be forced back; there’s no room.

Round 11

Pandred and Vafrandir, you’re up.

Vafrandir: I pick up my sword (Close Drop is a literal lifesaver) and try again. 13 raw, 16 to hit; 1 raw, 2 dmg, cau-1. Better than 0.

The DM: for future reference, 1 raw, +1 for strength +1 for sword = 3 damage; still ends up causing just 1, though. Skeletons. Oh, and doesn't stun.

Pandred: Muscle into 2128 and swing on 2228. 20! Then 6 for a mere double damage. 4+3 doubles and then halves for 7 damage. Let's gooooooo!

The DM: Had one hit point left. Tremendous overkill. I'll strew its bones across the room to make you feel better. cau-1
Pandred I will let out a mighty roar as the bones clatter against the walls. HROAGH!