The Great Hall

From The Juvenis Adventure
Revision as of 12:43, 16 February 2021 by The DM (talk | contribs) (→‎Skeletons!)
Jump to navigationJump to search

Contents

Great Hall 1st Door.jpg

The DM: Seems the only time I have to work on this is now. This will get more detailed as we move along. The party is moving in from the bottom of the map: at this time I assume Vafrandir is at the front.

Lexent: In.

Vafrandir: So the door I just opened, that is this corridor I see?

Pandred: In. Wishing I had infravision right about now.

Vafrandir: You still have the torch, right?

Pandred: Sure do. I just can't help but feel like a big "Intruders This Way" sign on us.

Lexent: Not sure there's anything to be done for it though.

Lexent: Shall we proceed down that hall or take a look at the other doors first?


The DM: Just working on a better picture. Vafrandir, assume you're in 2331, where I should have put you. The space in the room is unexpectedly well-lit, with a pale robin's egg blue colour. This seems to be coming from two fist-sized stones on the floor, which are grey-blue in colour and are just slightly more luminescent than the rest of the room. The light is twilight-level, but enough to make Vafrandir cast a shadow into the Great Hall.

The DM: Please pay no attention to the lower white space on the map; it isn't accurate, I'm just establishing that Marcule and Pandred are there.

Great Hall 1st Door (b).jpg

The DM: The hall Vafrandir is looking at continues about another twenty feet, turning to the left.

Vafrandir: Very good. Establishing my intent, I'd like to check through each door before moving on. But of course we will take it door by door. Does the hall show anything of immediate interest? Also, let's not forget to collect these stones before we leave for the surface.

Pandred: Already looking forward to it.

The DM: Which is the next door?

Lexent: I open the door just to the north of the already open one.'

The DM: As you reach for it, you start to hear sounds coming from the door. Sounds of something moving inside, and the door is shuddering.

Lexent: That being the case I instead move to 2030 and inform everyone else of the noise.

Pandred: Vafrandir, shut your door. I don't want the sound of a fight to carry farther than it has to.

The DM: I'm putting Vafrandir in 2331 and Pandred in 2131.

The DM: On close inspection, you see that there’s a small hook holding the door closed.

Lexent: "Should we leave this door alone since it appears to be somewhat secured?"

Pandred: I'll nod. "Move on, we can come back to it."

Great Hall 1st Door (c).jpg

The DM: something is banging around in there. What next?

Lexent: I inspect each of the doors in turn working my way anti-clockwise around the room listening for sounds and looking for other locking mechanisms.

Vafrandir: I shut the hall door. I say we take on whatever's in there.

Lexent: By the way, Is anyone in need of healing at this point? I could cast cure wounds if desired.

The DM: Obviously, you’re not a thief, so you can only see or hear what’s obvious. None of the doors are fixed shut in anyway that you can see and what sounds you hear may only be in your own imagination.

Lexent: Of course, but only that second door is latched and has obvious banging behind it, correct?

The DM: Vafrandir, I have you in 2231. Correct, Lexent.

Pandred: I have 14hp. Anyone with more? Get whatever you plan on using for zombie smashing ready.

The DM: Anybody want to change positions?

Lexent: "Pandred, would you like me to heal you before opening that door?"

Vafrandir: I'll move to 2229.

Pandred: I'll take 2231, moving the table and so on to the other side of the room. "No, not yet."

The DM: Pandred, the door is in 2330. Do you reach for the latch? And while I’m on that, I understand Lexent has a godentag; Vafrandir has the short sword; what are you armed with, Pandred?

Oh, and may I ask: who has the shaman’s staff just now?

Lexent: In that case I ensure that my shield is strapped on and that my Godentag is in hand and stay where I am. "Go ahead and open it Pandred."

Pandred: Torch and Handaxe. Marcule had the staff last to my knowledge. I will reach for the door.

The DM: your hand is poised just short of touching or opening the door.

Pandred: Tee hee. I will open the door.

Skeletons!

Great Hall 1st Door (d).jpg

The DM: Opening the door reveals two skeletons, with swords; Pandred, roll initiative. The door is open, but is blocked slightly by the chair.

Pandred: 6.

The DM: That’s good enough. You’ll have to move into 2230 to fight them in the door.

The DM: jeez, I missed that. Let me fix the map.

The DM: Go ahead and attack as you are, Pandred.

Pandred]: 10+1 hits AC 6 for 6+3 cau-9. I'll step back into 2131, unless my being where I am prevents the skeletons from striking out of the same hex.

Vafrandir: May the rest of us attack?

The DM: Vafrandir, yes ... but: according to the rule, only one combatant may attack from any single hex per round. Pandred attacked from 2231 and pulverized the first skeleton before moving back. The other skeleton is deeper in the room, but I’ll rule it comes boiling out, so you can attack it from 2230 this round. You’re closer to 2230 than Lexent, so I’ll give you the option first. If you don’t want the attack, Lexent can take it if he wants it.

Marcule: In, move to 2128. Holding my scimitar.

The DM: Marcule, I’ll just have you start there.

Vafrandir: Understood. That'll open up the frontage. I'll attack: 7 raw, 8 to hit; 8 raw, 10 dmg. Don't think that hits so the floor is Lexent's.

Lexent: I believe that removes any attack options from me, so I hold my position.

The DM: Okay, Marcule can’t attack from 2231, because technically Pandred is still “in” that hex. Does Marcule want to take any action before I attack?