Difference between pages "Talk:Stavanger, May 21, 1650" and "Door H"

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[[File:County of Rogaland.jpg|right|490px]]
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Continued from [http://adventure.alexissmolensk.com/index.php/Dire_Wolf_Battle Dire Wolf Battle]
''A cool temperature, with a light rain falling and a moderate breeze blowing out of the west. A new moon in the night sky.''--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 09:57, 21 September 2020 (MDT)
 
  
'''1.''' Engelhart, I am never going to hand out D&D adventures on a silver platter when asked for, everYour local church will tell you to give up this adventuring, settle down and follow orders in furthering the power of the churchThe Rathaus, or town hall, will be too busy to see you.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 09:57, 21 September 2020 (MDT)
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'''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.
: I know.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 10:32, 21 September 2020 (MDT)
 
  
'''2.''' Vafrandir, the 10% bonus always applies when you get experience.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 10:01, 21 September 2020 (MDT)
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'''[[Pandred]]''': I said I was on the door, so 2027 sounds right.
  
'''3.''' At present, the value of the boat is 827 g.p.  At least, that is how much I will pay for it.  The boat will enable up to 7 people to comfortably travel upon it, up to double that number in a pinch; but unless you pull into the shore to cook food, you'll be stuck eating cold provisions while aboard.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 10:01, 21 September 2020 (MDT)
+
'''[[Lexent]]''' Alexis, would you object to me placing links to 'previous' pages (and 'next' ones where they don't exist) throughout the campaign?
: Got it. We'll factor this on our choice of destination, but going anywhere around these parts without a boat is bound to be a slog. Plus it would enable us to carry significant amounts of cargo or loot.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 10:32, 21 September 2020 (MDT)
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: '''The DM:''' Nope. I'm just lazy.
  
'''4.''' The apothecary will tell you that the book has been seized by the authorities as critical to the welfare of the state, and that no remuneration was offered.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 10:03, 21 September 2020 (MDT)
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'''The DM:''' I’ll put Marcule in 2128. Action?
  
'''5.''' Mercule, I take it you don't plan to take advantage of your credit at this time, since you've had a windfall?--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 10:04, 21 September 2020 (MDT)
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'''[[Pandred]]''': I open H.
  
:I will be picking myself up an extra saddle bag in the market, passing up on my credit at this time. --[[User:Marcule|Marcule]] ([[User talk:Marcule|talk]]) 10:25, 21 September 2020 (MDT)
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[[File:Barracks (a).jpg|right|560px]]
  
== Travel Preparations (continued) ==
+
'''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.
  
Just to say that I second Pandred's "one hex east of Jorpeland" (and the area beyond) as a promising mid-range destination, unspoiled wilderness without being excessively remote. We can sail to Jorpeland and leave the boat there for further repairs as we explore on foot for a while.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 10:48, 21 September 2020 (MDT)
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'''[[Pandred]]''': Door shut, door shut!
[[File:One Hex East of Jorpeland.jpg|right|280px]]
 
:We're speaking of specifically this hex, yes?--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 11:09, 21 September 2020 (MDT)
 
:: Exactly. It opens onto a broad area of unexplored ground. ([[User talk:Engelhart|talk]]) 11:16, 21 September 2020 (MDT)
 
  
Our boat holds seven. With Me, Mercule, Engelhart, Embla, Vafrandir, Odds, Willa, and Fjall, that's eight. So be aware we're at a squeeze. What we should do is explore the settled (the lighter yellow hexes) area near our destination, and see about setting up a base camp. That way in a pinch we have somewhere to fall back on. Find out if folks are friendly, and what they know about the area beyond. Alexis calls it a tundra, so even in the event of a ranger it looks rough on the food/shelter front as we explore. --[[User:Pandred|Pandred]] ([[User talk:Pandred|talk]]) 12:03, 21 September 2020 (MDT)
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'''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.
:I'm going to shop today, and use [[Engelhart's Boat|Engelhart's boat]] as storage for some things. Tomorrow I'd like us to head out and recon the easternmost of those settled hexes near Jorpeland. --[[User:Pandred|Pandred]] ([[User talk:Pandred|talk]]) 12:03, 21 September 2020 (MDT)
 
:: Can I get a consensus from other people on this '''plan'''? --[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 12:07, 21 September 2020 (MDT)
 
::: I'm good with the plan.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 14:20, 21 September 2020 (MDT)
 
  
"The plan sounds fine by me Pandred", Alexis will I be able to bring my donkey along?, if not i will have to hire someone to carry my gear. --[[User:Marcule|Marcule]] ([[User talk:Marcule|talk]]) 12:22, 21 September 2020 (MDT)
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:'''[[Lexent]]''' So they just rest against the frames?
:Looking over what you have listed, this really doesn't seem like a big deal. We'll have to pay to stable the animals until we have a place to store them ourselves, but honestly just make a tab for things you want to keep on the boat. I doubt Engelhart is going to throw a fit over some dice and extra boots being left aboard. I don't think it's worth your time or our space aboard ship to find another squire just now. --[[User:Pandred|Pandred]] ([[User talk:Pandred|talk]]) 12:32, 21 September 2020 (MDT)
 
:: As I've been reading a lot of ''Horatio Hornblower'' lately, the donkey can't be gotten aboard without a sling or a proper gangplank and the boat is too small for either.  The boat really isn't large enough for yet another person.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 12:40, 21 September 2020 (MDT)
 
  
I think, as Fjall and Willa listen and consider the party's plan, that they're concerned about their presence overloading the boat.  There are fishermen who come in from Jorpeland all the time to sell their wares in Stavanger.  Perhaps the two of them could make arrangements with these boats and meet you in Jorpeland within a week?--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 12:40, 21 September 2020 (MDT)
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'''[[Vafrandir]]:''' Pandred, back up and let them come to us, if they will.
:That is amenable to us. I think we're on our own timetable without those frogs or demons on our heels.
 
:: Don't forget that I'm due to have an henchman join me, meaning one more slot on the boat taken.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 14:39, 21 September 2020 (MDT)
 
  
Guys, I made a page for [[Engelhart's Boat]]. We all picked up stuff from camp, and I think it would be wise to consolidate that in one place. Please give it a look. Alexis, is there any way you could set up some kind of index page for our character sheets/hirelings etc? Just for ease of navigation. I'm learning as I go. --[[User:Pandred|Pandred]] ([[User talk:Pandred|talk]]) 12:54, 21 September 2020 (MDT)
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'''[[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?
: the boat page looks simple enough to me.  Could I pass along the work of the index page to Vafrandir or you for the moment, Pandred? I'm working vigorously to produce a sage ability page for sailing that is long overdue.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 14:09, 21 September 2020 (MDT)
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:'''P''': Regardless I step into 2028.
::I have added the links to the main page of our wiki. I know that '''we''' just dig through recent changes or our email for updates, but we might consider having the party's current page be displayed there as well. --15:18, 21 September 2020 (MDT)
 
  
I paid to have my clothes laundered, and bought an extra set. Everything I bought, with the exclusion of my Chain Armor, is on the boat. Just minor things I should have had a while ago. The Plate and Studded Armor were owned before. Unless anyone has suggestions, I'm done spending my money. --[[User:Pandred|Pandred]] ([[User talk:Pandred|talk]]) 13:00, 21 September 2020 (MDT)
+
'''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.
  
I am also ready to leave should we make way in the morning or would we like to leave sooner? --[[User:Marcule|Marcule]] ([[User talk:Marcule|talk]]) 13:32, 21 September 2020 (MDT)
+
'''[[Lexent]]''' I move to 2126.
: Note today's weather, Marcule.  It is raining. Do you really want to head off in the rain? --[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 14:10, 21 September 2020 (MDT)
 
  
'''Embla''' I'll do some shopping and put a host of supplies on the boat. I'm also down some 30hp, so I'd appreciate taking some time to rest until the weather clears, at the very least.
+
'''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.
:'''Engelhart''': At first chance I'll cast ''Aid'' and ''Cure Light Wounds'' on Embla, granting her (dice rolls...) a combined 22 hit-points in healing. We can sail out tomorrow and you'd be little worse for wear.
 
  
==== Sailing ====
+
'''[[Lexent]]''' Then I suppose we must wait for that to occur. I wait for the door to open.
'''The DM''': I have created '''[https://wiki.alexissmolensk.com/index.php/Sailing_(sage_ability) in depth sailing rules]''' for my wiki that you will all want to read.
 
:'''The DM''': there was a mistake in the fault check calculation for amateur-status but I fixed it.
 
:: '''Engelhart''': Good work. I've just first learned about "Broaching". We definitely need to wait for a lull in the weather to depart. How long is the journey supposed to take? I'm thinking just a part of the day, but I could be very wrong.
 
::: '''The DM''': under the present conditions, as described at the top of the post, you'd be close-hauling against the wind; Jorpeland is 13 mi. away, so it would take about 6½ hours; the hex east of Jorpeland we indicated would take 12 hours.
 
:::: '''Engelhart''': Considering we're making for Jorpeland to proceed from there on foot, my prediction was reasonably accurate.
 
  
====== Fighters in the Party ======
+
'''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''': Please note, that some of you have a Sage Study called "Athletics." Chances are, you haven't realized that athletic knowledge points need to be assigned to [https://wiki.alexissmolensk.com/index.php/Athletics_(sage_study) specific sage abilities] within that study.  The page needs rewriting (jeebs, what doesn't?) — but you can subscribe your scanty points to sailing there, if you wish (1 pt. would be enough to make you "supportive crew," if you wanted to spare towards swimming, skiing or some other athletic).  Please sort out those points at this time.
 
  
:'''Pandred''': I took Swimming. 7 points in it now.
+
'''[[Pandred]]''': '''4'''.
<br>
 
<br>
 
  
== Engelhart's Levelling ==
+
== Round 1 ==
Alexis, I've addressed you in my character page regarding my level up, kindly take a look]--[[User:Engelhart|Engelhart]]
+
[[File:Barracks (b).jpg|right|350px]]
:'''Hit Points''': I'd rather keep any character talk here, and not on other pages.  So many changes to make, 5th level is a real sign post.  Could we start with rolling your hit points.  A d8 (unless you've done it?). If you roll a "1", roll again.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 11:27, 21 September 2020 (MDT)
 
:: Right, I rolled a 6, which adjusted for Constitution grants +7 Hp.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 11:33, 21 September 2020 (MDT)
 
  
:'''Sailing''': It should be increasing like your other abilities, technically counting as "out of fields."  roll 4d4 -4 to catch you up to 5th level for that ability.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 11:27, 21 September 2020 (MDT)
+
'''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.
:: I roll 10, meaning 6 additional points to the study.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 11:33, 21 September 2020 (MDT)
 
::: It's technically an ability within the study of Athletics.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 11:49, 21 September 2020 (MDT)
 
  
:'''Sage Abilities for The Church, Power and Theology & Customs''': For each study in these fields, please roll 1d4 -1 and add those numbers to those studies.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 11:31, 21 September 2020 (MDT)
+
'''The DM:''' Incidentally, the skeletons do not have weapons.
:: Meaning to each and every single one of these skills under the headers, correct?--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 14:18, 21 September 2020 (MDT)
 
::: Meaning to each and every '''study''' under each of these '''fields'''.  Check the [https://wiki.alexissmolensk.com/index.php/Cleric_Sage_Abilities Cleric Sage Abilities] page for further clarity in nomenclature.
 
  
:'''Beasts''': roll a d12 and add that number to your beasts total.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 11:31, 21 September 2020 (MDT)
+
'''[[Lexent]]''' I attack the skeleton  in 2026. '''Attack: 3.''' Damage: 4.
:: Roll comes up as a cruel 1, so much for expertise.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 14:18, 21 September 2020 (MDT)
 
::: It will happen.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 14:55, 21 September 2020 (MDT)
 
  
:'''Choose one of your other sage studies in Legends & Folklore''' as a specialty.  We'll continue when these five things are done.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 11:32, 21 September 2020 (MDT)
+
'''Marcule:''' I back up one.
:: Very well, but I both need to be absent for a bit as well as think on my choice. It'll be a while yet.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 11:34, 21 September 2020 (MDT)
 
::: No problem. --[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 11:39, 21 September 2020 (MDT)
 
:::: I'm back, and my choice is "Artifacts".--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 14:18, 21 September 2020 (MDT)
 
::::: Right. Add 1d12 points to artifacts as well, and then 1d8-1 points to the remaining two studies in your chosen field.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 14:55, 21 September 2020 (MDT)
 
:::::: Done.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 15:06, 21 September 2020 (MDT)
 
  
: '''Next, spells'''.  You get TWO 3rd level spells, one from the usual table and one bonus 3rd level spell from your 17 wisdom, a one-time only bonus.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 14:57, 21 September 2020 (MDT)
+
'''The DM:''' Don’t roll damage unless you hit AC 7. Marcule, 2229.
:: Here comes the meaty part of the thing. I choose ''Prayer'' and ''Death's Door''.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 15:00, 21 September 2020 (MDT)
 
::: Death's Door will make the party happy.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 15:19, 21 September 2020 (MDT)
 
  
:'''Henchman'''. Henchmen are rolled up slightly differently from main characters.  Like before, roll 4d6 for '''six stats''' without specifying, '''one time''', regardless of the results.  You're then permitted to either accept those six rolls, whatever they are, or you MAY try again and roll six new rolls, a '''second time.''' If you take this option, however, to roll again, you MUST ACCEPT the second rolls, no matter how abysmally bad they are.  Once those six rolls are settled, the remaining character making process is the same.--[[User:The DM|The DM]] ([[User talk:The DM|talk]]) 15:02, 21 September 2020 (MDT)
+
'''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, fastIn 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).
:: 11, 11, 14, 13, 10, 15. Incredibly middling. I'm going for the reroll.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 15:14, 21 September 2020 (MDT)
 
::: 11, 9, 16, 13, 14, 14. More like it but just shy of enough for a credible Ranger. I'm going for a Fighter instead.--[[User:Engelhart|Engelhart]] ([[User talk:Engelhart|talk]]) 15:37, 21 September 2020 (MDT)
 
:::: '''The DM''': I'll need gender/sex and race as well.
 
::::: '''Engelhart''': Male, Half-Orc.
 
:::::: '''The DM''': I'll have a background ready for you tomorrow.
 
::::::: '''Engelhart''': Excellent. I've gone and added "Sling" as my third proficiency, as it was due.
 
:::::::: '''The DM''': Hope you see this; I will also need to know how your stats are arranged.
 
::::::::: '''Engelhart''': Yeah, I was about to leave that here as it did occur to me in the meantime that you'd need it. Strength: 16, Dexterity: 14, Constitution: 14, Wisdom: 13, Intelligence: 11, Charisma: 9.
 
  
== Out of Campaign Issues ==
+
'''[[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''': I confess that I have having difficulty wading through this layout. It isn't bad when it is a few things, but late in the day, and on a post, particularly with this sort of campaign moment, when everyone has ideas and is doing very different things, it is VERY difficult to track what are the latest details. In particular, I am having TWO problems:
+
: '''The DM:''' That’s a smashed skeleton.  Do you want to give ground or move forward?
 +
::'''[[Vafrandir]]:''' Hold ground.
  
:'''1st: Who is talking.''' The stamp at the end is mostly useless information AND it clutters the page up horrendously. Instead of using it, I would like it if players would please put their names at the front of their speaking in Bold.  Anyone not know how to do this?
+
'''[[Pandred]]''': I hold my swing for the next skeleton to step up.
  
:'''2nd: Subject.'''  I am thinking perhaps a sub-heading is needed for EVERY change in subject.  If you want to talk about the boat, make a subheading with four equal signs.  And then, '''NO DISCUSSION OF ANYTHING ELSE''' under that heading except specific references to boat matters.  Banter can go under "Banter", What to do next can go under "Plan of Action" and so on.
+
=== Skeleton Round 1 ===
 +
[[File:Barracks (c).jpg|right|350px]]
  
Thoughts? If we don't do something, I'm going to have to make everyone comment chronologically, so I can tell what's been written since the last time I checked.
+
'''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.
: '''Engelhart''': Yes, this began plaguing my feeble eyes as well. I've taken to nosing through the "history" tab so that each change becomes easier to see.
+
 
: '''Marcule''': I think this will be a good start, we may have to address the sub headings as we see it in action.
+
2026 throws the door closed, getting it out of it’s hex and attacks the cleric.  It rolls a 6 against Lexent, missing.
: '''Pandred''': I'll be honest I just skim the page for new content every time I reopen it, and then reread everything around that for context. I liked the stamp for linking to the character pages, but I guess with them posted on the main heading that's not necessary anymore.
+
 
: '''Embla''': I agree.
+
2027a also attacks Lexent, rolling a 13 and hitting.  It causes 4 damage ('''<span style="color:red">take-4</span>''').  This stuns, knocking Lexent back into 2226; the skeleton advances in 2126.  I’ll say the other doesn’t, because it attacked first and expended AP closing the door.  Another skeleton will roll into 2027.
 +
:'''[[Lexent]]''' How many AP does that expend? I don't see it on the chart and may need to do so next turn.
 +
 
 +
2028b attacks Pandred, rolling a 1, falling off-balance.
 +
 
 +
== Round 2 ==
 +
Lexent is stunned, but the other members of the party can act.
 +
 
 +
'''[[Pandred]]''' Bop for 7+2 hitting '''AC 8''', damage is 2+3, 5, reduced to '''2'''.
 +
: '''The DM:''' Miss.
 +
 
 +
'''[[Vafrandir]]:''' I attack the skeleton in '''2126'''. 4 raw, 7 to hit. Sorry, Lexent!
 +
 
 +
'''The DM:''' We simply have to give some time to Marcule.  You can't afford to have everyone in.
 +
 
 +
'''[[Lexent]]''' I'm most concerned with the hole in our line between Vafrandir and myself.
 +
 +
'''Marcule:''' Move to 2227. 16 hit 8 damage.
 +
 
 +
'''The DM:''' Okay, that’s halved for edged weapon ('''<span style="color:red">cau-4</span>'''), but it stuns, kicking the skeleton into 2125.  Marcule, do you want to move into 2126?  You have the move, but you are setting  yourself up for being attacked twice.
 +
 
 +
'''Marcule:''' I move to 2126.
 +
 
 +
=== Skeleton Round 2 ===
 +
[[File:Barracks (d).jpg|right|350px|thumb|the previous image shows a stairway on the left that isn’t there.  That’s flotsam that must have gotten accidentally copied; the next image will have the chest in the kennel room removed to; forgot]]
 +
 
 +
2027 will move into 1927 and attack Pandred, missing with a 4.  There isn’t enough room for it to move past and into 1928.
 +
 
 +
1926 will move into 2027 and attack Pandred, missing with a 9.
 +
 
 +
Both 2026 and 2027a will attack Marcule; they both miss, with a 9 and an 11.  Marcule’s dexterity saves him from that second attack.
 +
 
 +
That’s the most they can do for now.  I trust the players can follow the complexity of these movements and attacks.  Please ask questions if something isn’t clear.  This is vastly easier to depict if you’re watching me move the creatures around at a game table.
 +
 
 +
== Round 3 ==
 +
No one is stunned and everyone can act.  Lexent, there isn’t enough room for you to attack 2125.  But ... Lexent, please read [[https://tao-dndwiki.blogspot.com/search?q=turn+undead the first paragraph of this old wiki page]] very carefully.
 +
 
 +
'''Marcule:''' Lexent, feel free to use me as a sheild if it will let you get some spells off.
 +
 
 +
'''[[Pandred]]''': Swing on 1927. 7+2 whiffs at AC 8. Damage reduced to 2.
 +
 
 +
'''[[Lexent]]''' Oh. I had been under the impression from my reading of the sage abilities that I needed amateur rank in dweomercraft to accomplish this and thus had not attempted it. Would I roll once for each skeleton or a single time for the both of them?
 +
: '''The DM:''' A single time for the both of them.  There are several sage abilities throughout the system that allow some ability even if you don’t have amateur status.  Deliberately not telling which.  But since turn undead was a massive change from the standard character ability, you’re entitled to know.
 +
 
 +
'''[[Vafrandir]]:''' I'll attack 2027 (not sure which I'm able to hit). '''15 raw, 18 to hit; 6 raw, 8 dmg, <span style="color:red">cau-4</span>'''.
 +
: '''The DM:''' Either.  We'll say 2027a as a default.  Stuns, sends it back to 1926.  You cannot advance into 2027.
 +
 
 +
'''[[Lexent]]''' I attempt to turn the Skeleton Nearest Pandred in 2027 and the Skeleton in 2026 '''Roll: 4'''. It looks like I Turn as well as I hit.
 +
: '''The DM:''' ha.
 +
 
 +
'''The DM:''' '''Joke''': at this point, the sound of battle awakens 7 rats that attack from room-c.  Being a DM is sometimes much fun.  Let's close the game for the weekend.  Hate to leave you in mid-battle, but I've got to get off to the store.  Don't worry, Lexent; you've got a 55% chance to affect them next round.
 +
 
 +
'''The DM:''' Hm.  No sense of humour.  Be well.  Out.
 +
 
 +
'''[[Lexent]]''' In.
 +
 
 +
'''[[Lexent]]''' Shame it's a joke. I might do better hitting rats.
 +
 
 +
'''The DM:''' In.  I did not see Marcule take a swing this round.  Lexent, I think I'll allow you to substitute in for him.  Will you please roll a d20 for Marcule and see if he hits the right-side enemy he has?
 +
 
 +
'''Lexent as [[Marcule]]''' '''To Hit: 13 raw''' '''Damage: 4 raw'''
 +
: '''The DM:''' That hits.  '''<span style="color:red">cau-2</span>'''
 +
 
 +
'''[[Lexent]]''' Or swinging as not me.
 +
 
 +
'''[[Vafrandir]]:''' In.
 +
 
 +
'''The DM:''' trouble getting myself organized; working on the enemy’s turn.  Oh, by the way, Marcule's hit stuns.
 +
 
 +
'''[[Pandred]]''': In.
 +
 
 +
=== Skeleton Round 3 ===
 +
[[File:Barracks (e).jpg|right|350px]]
 +
'''The DM:''' This leaves skeletons at the start of the round at 2026 (on Marcule), 2027b (attacking Vafrandir) and 1927 (on Pandred).  There are two stunned skeletons and three in the background.
 +
 
 +
So, let’s attack Pandred first.  1927 rolls a natural 1, stumbling against the wall, not hurting itself.  Miss.
 +
 
 +
Vafrandir; 2027 attacks you, missing with an 11.
 +
 
 +
2026 attacks Marcule.  Natural 20, and I matched it AGAIN with another 20.  Jeebus.  Third roll is a natural 1, but it doesn’t count as a fumble.  Marcule takes 1x3 = '''<span style="color:red">take-3</span>''' damage.  Lucky.  This stuns and Marcule falls back into 2227.  That’s the gap the skeletons need.  2026 moves into 2126, but has attacked before and only engages Lexent in melee.
 +
 
 +
1926, in the back, moves into 2027 (1ap), enters 2126 (2ap) with its chum and attacks Vafrandir’s right (bodily weapons, 1ap).  It rolls a 9 and misses.
 +
 
 +
== Round 4 ==
 +
'''The DM:''' Red X’s show the party’s last hits.  The orange X shows the skeleton’s hit on Marcule.  Heavy lines show movement due to stunning.  Stuns on 1926 and 2124 won’t be there after the party’s turn.
 +
: Lexent, Vafrandir and Pandred may attack.  Marcule is stunned.
 +
 
 +
'''The DM:''' Pandred, this is your third attack in this combat.  NEXT round you’ll get two attacks.
 +
 
 +
'''[[Vafrandir]]:''' I attack '''2126b'''. 7 raw, 10 to hit. Ah, so close.
 +
 
 +
[[File:Barracks (f).jpg|right|280px|thumb|positions after the party's move; failed to note that 1927 is stunned]]
 +
'''The DM:''' I just noticed I failed to move the skeletons in 1826 and 1925 forward.  Please assume that 1826 has moved into 2026.
 +
 
 +
'''[[Lexent]]''' I attempt to Turn the two skeletons in 2126 ''To Turn:'' '''11'''
 +
 
 +
'''The DM:''' That’s sufficient; 2126a is tossed into 2025 and the other into 1926.  Both are stunned.  Requires Lexent’s full move except 1 AP.
 +
:'''[[Lexent]]''' So Turning takes all but 1 AP, not all?
 +
 
 +
'''[[Pandred]]''': Striking the skelly in 1927. 13+1 hits '''AC 4''' for 6+3 reduced to '''<span style="color:red">cau-4</span>''' .
 +
: '''The DM:''' Stuns.
 +
 
 +
'''The DM:''' Vafrandir is engaged in melee with 2027, and has used 2 AP, so he hasn’t sufficient AP to move into 2126.
 +
 
 +
'''[[Lexent]]''' If I have a remaining AP I close the door at 2125.
 +
: '''The DM:''' you mean, the door in 2226, to 2125.  Understood.  It's done.
 +
 
 +
=== Skeleton Round 4 ===
 +
[[File:Barracks (g).jpg|right|350px|thumb|following the skeleton’s move; those shown as stunned won’t be after the player’s round]]
 +
 
 +
'''The DM:''' 2027 will attack Vafrandir, rolling a 7 and missing.
 +
 
 +
: 2026 will move forward and attack Lexent.  Roll a 19, hits, '''<span style="color:red">tak-3</span>''' damage.  This stuns up to 12 hp, so Lexent is knocked back into 2326.
 +
 
 +
:  1926 (not stunned), moves into 2126 and attacks Vafrandir.  It rolls a 13, missing.  Vafrandir’s luck holds.
 +
 
 +
: No one attacks Pandred.  There’s banging at the double door, but apparently the skeleton is stuck behind it.
 +
 
 +
== Round 5 ==
 +
Pandred gets her two attacks; Vafrandir can attack.  I’ll wait to see if Marcule shows up ... if not, I’ll have to argue the character backs away into 2229.
 +
 
 +
'''[[Vafrandir]]:''' I'll swing back at '''2027'''. '''19 raw, 22 to hit; 2 raw, 4 dmg, <span style="color:red">cau-2</span>'''. That's more like it.
 +
: '''The DM:''' Stuns.  {''For future reference, leaving 2027 for Pandred's second attack, while Vafrandir attacked 2126, would have been a better strategy''}
 +
 
 +
'''[[Pandred]]''' Well, the guy in 1927 is about to get truly fucked up. First swing is Nat 20 followed by 15+1. Crit reduced from 14 to <span style="color:red">'''cau-7</span>'''. Second swing on him is 9+1 hitting '''AC 7''' for 8 reduced to '''4'''. So...he's back to being a pile of bones.
 +
: '''The DM:''' Don't misunderstand; it is a good idea to wait until you see the effects of the first attack, before making another.  In this case, the first attack destroys the skeleton; the second roll is void, because you wouldn't have made it; BUT ... you are entitled to a second attack. You have expended 1 AP attacking the first skeleton; what do you wish to do now?
 +
 
 +
[[File:Barracks (h).jpg|right|280px|thumb|positions after the party's move]]
 +
'''[[Pandred]]''': You're right, that's my bad. A stun on the skeleton in 2027 puts them in the doorway at 1926, right? Can I step up and into 2027 and swing?
 +
: '''The DM:''' Yes, you have 2 ap left, at least.  The kill frees you from melee, so it takes 1 AP to move into 2027, and this being you're multi-attack round, it costs only 1 AP to swing.  Great being 4th, ain't it?  Vafrandir is literally champing at the bit.
 +
 
 +
'''[[Pandred]]''': Excellent, move to 2027 and swing on 2126 then. A 2 doesn't hit anything, alas.
 +
: '''The DM:''' correct, it’s a miss.
 +
 
 +
'''Marcule:''' (OOC:sorry Mondays are hard.) I attack skeleton B in 2126 18, 5 damage.
 +
: '''The DM:''' Marcule, damage is halved to '''<span style="color:red">cau-2</span>''' due to edged weapon penalty.  Kills the skeleton on Vafrandir, which had been hit earlier.
 +
 
 +
=== Skeleton Round 5 ===
 +
[[File:Barracks (i).jpg|right|350px]]
 +
'''The DM:''' With two skeletons pushing the door open from the kennel in '''room g. ''', the last round seriously turned the tide for the party.  One skeleton in 2026 turns and attacks Vafrandir, rolling  a 16 and finally hitting the fighter.  Vafrandir '''<span style="color:red">take-2</span>'''  damage.  I don’t believe that stuns.
 +
 
 +
: Pulling it’s companion out of the doorway, the other skeleton in 1926, earlier turned by Lexent, attacks Pandred.  The skeleton rolls a 6 and misses.
 +
 
 +
: 1925 is trapped behind the other two skeletons, so it can’t get into the room and it can’t attack Pandred.  The remaining two push the double door open, but that’s as far as they get this round.  I’ve attached small green notes to indicate how much damage the players have caused to specific skeletons already.
 +
 
 +
== Round 6 ==
 +
'''The DM:''' Vafrandir can confirm the hit didn’t stun; everyone else can attack or move otherwise.  I'll argue Lexent can see the two skeletons pushing through the door if he wants to turn them.  Otherwise, they can't be reached easily, until the skeleton in front of them is dispatched.
 +
 
 +
'''[[Vafrandir]]:''' Correct, I am now at 21 hp, still raring to go. I may move then, yes?
 +
:'''The DM:''' Yep.  2126 is in your way.
 +
 
 +
'''Marcule:''' 2126 attack ''14.''  4 damage.  '''<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”).
 +
 
 +
[[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.
 +
 
 +
'''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 ===
 +
[[File:Barracks (m).jpg|right|350px]]
 +
 
 +
2026 attacks Marcule, rolling a 16 and hitting for '''<span style="color:red">take-4</span>''' damage.  That stuns Marcule.  Marcule falls back into 2227 and the skeleton advances into 2126.
 +
 
 +
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.
 +
 
 +
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>'''  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 '''<span style="color:red">take-4</span>''' 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 '''<span style="color:red">cau-3</span>'''; 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 ===
 +
[[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.
 +
 
 +
: 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 '''<span style="color:red">take-9</span>'''  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.
 +
 
 +
: Marcule, I’ll need that wisdom check.  Also, can I get an accurate shout-out for everyone’s current hit points please?
 +
 
 +
'''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, <span style="color:red">cau-1</span>'''.
 +
 
 +
'''[[Vafrandir]]:''' 21 HP

Revision as of 11:19, 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.
Marcule, I’ll need that wisdom check. Also, can I get an accurate shout-out for everyone’s current hit points please?

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.

Vafrandir: 21 HP