Difference between pages "Back to Treborg" and "After the Ghouls"

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Continued from '''[[Back to Camp]]'''.
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Continued from '''[[Backtracking]]'''
  
== Planning ==
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'''The DM:''' What does the party wish to do now?
'''[[Lexent]]:''' Sounds good to me. I could also use a trip to Stavanger. Hopefully I have enough to procure some armor, or at least improve my weapon.
 
  
'''[[Vafrandir]]:''' Probably the best course of action. No shame in getting some professional help.
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'''[[Lexent]]:''' Do I need a night's rest before being able to commit my new spells to memory, or merely the time to pray for them?
  
'''[[Lexent]]:''' In.
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'''The DM:''' Committing new spells to memory IS praying for them.  Yes, you will need 15 minutes per spell per level of spell.  You will need to sleep six hours before you can relearn spells you’ve used today, but you can pray for the new spells right now.
 +
 
 +
'''[[Lexent]]:''' I'm somewhat keen to take the time necessary to gain access to those new spells, but I also don't want any loose ghouls to be able to sneak up on us, so we should probably see what the situation is down that hallway first.
 +
 
 +
'''[[Lexent]]:''' The good roll on Medicine was a welcome consolation prize for not making it up to amatuer in Dweomercraft. I was really hoping to improve my turning.
 +
 
 +
'''The DM:''' Effectively, a cleric doesn’t “memorize” ... the cleric meditates, prays, then becomes aware of when the power of the spell has been bestowed onto them from the outside.  Lexent will be aware now that his spells are coming from the Plane of Ysgard, or Asgard, an assembly of floating continents including the Den of Olidammara, Jotunheim, Valiant Hall and the Plain of Ida; these float over a huge land called Muspelheim, with an subterranean realm below that's called Nidavellir.  I’ll go ahead and steal from [https://forgottenrealms.fandom.com/wiki/Lords_of_the_Golden_Hills the Forgotten Realms] and say that the Gnomish gods dwell on a small floating continent called “The Golden Hills,” whereat your gods come from.
 +
 
 +
'''[[Lexent]]:''' So is Garl Glittergold among my deities?
 +
 
 +
'''The DM:''' Incidentally, Nebelun is the Gnomish god of healing.  Yes regarding Garl.  Your pantheon is polytheistic, and you don’t pray to any single god.  You give your attention to the god that is in authority over the thing you need right now.
 +
:'''[[Lexent]]:''' I'll admit to a bit of surprise that you seem to be hewing somewhat closely to anything published by 'the company'.
 +
 
 +
'''Pandred''': I don't want to lose in the shuffle the fact that ghouls are still nearby. Are we continuing the fight or retreating? I'm still fighting fit.
 +
 
 +
'''Pandred''': I'll be watching the corridor the ghouls came from while we decide.
 +
 
 +
'''[[Lexent]]:''' I'm at 12/26, so I could be doing better, but have some fight left in me.
 +
 
 +
'''The DM:''' I believe Lexent intends to get spells together.  Do you want to do all of them, Lexent, or some of them?
 +
 
 +
'''[[Lexent]]:''' I think that Pandred is correct and we need to at least ascertain what the ghouls down the hall are doing before committing to a half hour or more to pray.
 +
 
 +
'''[[Lexent]]:''' "Pandred, If your amenable, would you take a peek around the corner and see what you can of the situation?"
 +
 
 +
'''[[Vafrandir]]:''' I am good to fight as well.
 +
 
 +
'''[[Lexent]]:''' I proceed to the corner of hallway 'f' and peer around it. What do I see?
 +
 
 +
'''Pandred''': I'll head to the end of the corridor the ghouls emerged from with Lex and peek as well. I've been itching to get to this thing since we saw it.
  
'''Marcule:''' Did anyone else get an email from Alexis?
+
[[File:Chieftain's Room 01a.jpg|right|280px|thumb|Fully revealed now]]
 +
== Room f ==
 +
'''The DM:''' I’ll assume Pandred’s wearing the infrared goggles.  You don’t see much without torchlight, but there are two large black figures moving among a dim red background.  There seems to be a table with chairs, and a low dais, above which is a large round shield; this is dimmer than other objects in the room, suggesting it’s made of metal.  You can only see as much of the room as the short hall (about 15 feet) allows.  I’ll give you some map as soon as I sketch it.
  
'''[[Lexent]]:''' Yep. Do we just wait to hear more, or should we try to make some plans?
+
'''Pandred''': I'll swap to shield and handaxe and approach the room for a better look.
  
'''[[Pandred]]''': We can't act on anything, but if you've got ideas beyond "roll up with a bunch of dudes", which is what I was thinking, it wouldn't hurt to hear.
+
'''[[Lexent]]:''' Yes, a shield seems wise at this point. I strap mine on.
  
'''The DM:''' @%$&^(^%#%$&*&^%#%$#&^*$%$#@%%*(&*(&^$#@ In.
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'''The DM:''' Oops, forgot to add the black blobs. Well, presume they’re above the table.
  
'''The DM:''' Sorry about that.  Figured out the password.
+
'''[[Lexent]]:''' How large is large? Larger than humanoid?
  
'''[[Lexent]]:''' Honestly, I'd like more information. A bunch of men-at-arms will only be able to do so much against powerful undead/fiends. I'm kind of hoping that Fraser will be able to assist, but I don't expect to hear from him any time soon.
+
'''The DM:''' the ghouls prior have been approximately goblin sized. These are human sized.
  
'''Marcule:''' I like the "Roll up with dudes plan" haha. there is something to be said for getting some men at arms.
+
'''The DM:''' Refresh the page and you should see the images there now.
  
'''The DM:''' If I can weigh in; what you need from men-at-arms is a support network.  Food, more people to build a cairn, provide defense for the camp, possibly make it easier to climb up to the dungeon, cook your food in the morning and at night so you’re not risking malady checks when you come in tired; buy additional healing salves, improve your armour and other equipment; Marcule has an ability to make an armoured set of clothing that he’s able to wear as an illusionist, but has not done; there’s also the question of the gas gun, though I haven’t made rules for it yet.  Knowing what your tools can do is also useful and sorting out what equipment WILL help with undead (holy water, for example).
+
'''[[Lexent]]:''' I call for everyone to form up and move to 2723.
  
'''The DM:''' Oh, and build regular communication with Treborg, so that you’re not out here without being sure there can’t be more food, more salve, replacement equipment, etc.  Obviously, Oddsdrakken can be trusted to use Nadia as pilot to get stuff from Stavanger when you’re not there.
+
'''The DM:''' I'll need confirmation.
  
'''The DM:''' Sidenote: I was including the club in the equipment poster and realized that a “self-made” club can be differentiated from a “bought” club by simply saying the former breaks on a 1 in 3 and the latter on a 1 in 4. So please take that as canon, since you’ll be in a position to buy new clubs now.  I'm going to move this conversation to a new post.
+
'''[[Lexent]]:''' Marit moves to 2725. After retrieving her axe, of course.
  
'''[[Vafrandir]]:''' In.
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'''[[Vafrandir]]:''' I'll move to 2625. I suggest the sappers stay in the lower hallway until we can better see the interior of the room.
  
'''[[Vafrandir]]:''' All that takes time (wink wink), which we have, and money, which we have less of.
+
'''The DM:''' And now the whole room is visible.  Those are high quality white pine chests in the upper right corner, and a rack of weapons nearest to Lexent.  Can’t get into the symbols inscribed on the floor at this time, you cannot see them clearly.
  
'''[[Lexent]]:''' And therein lies my concern. It seems as though Grond is beyond our current capabilities to confront, and while a support network would be useful for not wasting so many days trying to get TO the dungeon, they don't give us too much more to help confront him once we get there. We by ourselves can purchase the additional supplies, armour, and equipment. (Although personally, my funds for doing so are quite limited). The knowing what will help us and being able to accurately assess just how dangerous this situation is is what I hope Fraser will be able to help us with.
+
'''[[Lexent]]:''' Do the ghouls seem aware of us?
  
'''[[Lexent]]:''' Well, I suppose to start we should head back to camp.
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'''The DM:''' They’re eying you, but they’re holding their ground.
  
'''The DM:''' Didn’t I just pour a bunch of money into the party’s pocket at the end of the last dungeon plunder?  And there’s still the matter of Marcule’s credit.
+
'''The DM:''' The air in here seems a trifle ... shall we say ... revolting.
  
'''[[Pandred]]''': Disagree about being unable to take Grond. Things could get screwy if he's immune to normal weapons, but as far as I know he's either a ghost or a wizard with an awesome black mist intercom. More importantly, once we don't get hung up for three days over every couple bad rolls we'll be able to really dig down into the complex, with sappers maybe literally.
+
'''Pandred''': I'll advance to 2623. Can ghouls talk? Let's find out. "We're here for Grond!"
  
'''Marcule:''' Happy to use my credit if we need it.
+
'''The DM:''' They don’t respond.
  
'''Pandred''': Agree on heading back to camp. I do so.
+
'''The DM:'''Lexent, you’re nominated for initiative. d6.
  
'''[[Lexent]]:''' As do I.
+
'''[[Lexent]]:''' I roll a '''1'''.
  
'''[[Vafrandir]]:''' Yes, we need to sell the loot and take stock. Back to camp we go, for now. The only problem I see with going to Stavanger and back is that it might well take a week before we're back here. Just something to consider.
+
== Round 1 ==
 +
'''The DM:'''Lucky you. I also roll a 1. The left hand ghoul leaps three hexes around the table, into 2623, and slashes at Lexent with both claws; it doesn’t have time to bite.  Because initiative is simultaneous, no matter what happens, Lexent will be able to attack, even if I stun him.
  
'''[[Lexent]]:''' That had been my concern up until our encounter with Grond, however he? seems content to stay where he is for now. The immediate threat to the community seemed to be from the goblins, but we haven't seen any more of those than the ones you first fought.
+
'''[[Lexent]]:''' I return the favour. ''To Hit:'' '''15''' ''Damage:'' '''2+1=3'''
  
== July 8th ==
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'''The DM:''' Before I roll, however ... Vafrandir has a 16 dexterity; which means, Vafrandir has time to throw something before I attack LexentHe has a +1 initiative.
'''The DM:''' The 14 hour walk is a 15 hour walk from the new camp.  Counting it as 11 am on the 7th, what with discussion and planning, you walk for 8 hours on the 7th and then another 7 on the 8thThat makes it 4 in the afternoon as you blow into Treborg; you haven’t been here in well over a week.  Oddsdrakken was concerned.
 
  
'''Marcule:''' I also head back to camp. (ooc: I will be back for 11:30) please use my credit as needed
+
'''[[Lexent]]:''' Wait, Is the ghoul in the same hex as Pandred?
  
'''The DM:''' There’s been no rain all this time.  The temperature is steadily cool, with it wavering a bit at nightThe wind has strengthened but it is no more than a moderate breeze, quite comfortable.
+
'''The DM:''' Because Lexent’s THAC0 is now 19, that hits AC 4 and the damage countsDoesn’t stun.
  
'''[[Vafrandir]]:''' Finally, some drier weather. Shall I count off 4lb for the 8th (and 2 for Odds)?
+
'''[[Vafrandir]]:''' I'll throw my club at 2623. But I only roll a '''10 raw, 12 to hit; 1 raw; 2 dmg'''. I'll begin to draw my sword with the rest of my AP.
:'''The DM:''' Yes.
 
  
'''The DM:''' It’s a shame, Lexent, that no one took the time to light a natural light source to get a better look at what there was to see in the hall, while you were speaking to GrondApart from his fouling up your infravision, you might have a better idea of what you were facing.
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'''The DM:''' Oops, I read Pandred in 2624... okay, the ghoul is in 2722Pandred can also attack.
:'''[[Lexent]]:''' Indeed.
 
  
'''The DM:''' Your house is completedCould you settle up with Anders?
+
'''The DM:''' Vafrandir’s attack, then, was on 2722, and it misses.  The room is made of stone, so Vafrandir needs to roll a d6 for the club1-2 breaks.
  
:'''[[Vafrandir]]:''' How much do we owe? Hmm...I'm remembering that Embla was our treasurer.
+
'''[[Vafrandir]]:''' 5 for the club.
  
'''[[Lexent]]:''' I head to the church to speak with Father Arvin.
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'''Pandred''': HROAGH! Against 2722. Natural 20, followed by a mere 13. '''Crits''' for 5+3, 8, doubled to '''16'''!
  
'''The DM:''' You’ve apparently paid the price alreadySo “settling up” means shaking Anders’ hand.
+
'''The DM:''' That stuns.  AND all of it countsAND the thing isn’t dead.
  
'''[[Vafrandir]]:''' Will certainly do that. I'll express again how sorry I am for the loss of his cow.
+
'''Pandred''': I'll advance with my last AP to 2522.
  
'''[[Vafrandir]]:''' Unloading treasure: I'll put the stoppered flasks in a chest in the house (DM, may I get a weight or size for these?). Those of you with extra equipment that you're not storing on your own sheets, please let me know. I see that Pandred distributed 3 gems to each of us: can you be specific which ones?
+
'''The DM:''' This gives the players initiative.  BUT ... As you draw in a breath following your initial adrenaline based attacks, Lexent and Pandred find the air so foul that they each have to make a saving throw. That has to happen before Pandred can move to 2522.
: '''The DM:''' a flask is 8 in. tall, with 8 fl. oz., weighing 0.63 lbs.
+
 +
'''[[Lexent]]:''' ''To Save:'' '''12'''. Not sure if I add anything.
  
'''The DM:''' Father Arvin remembers Lexent and greets him by name.
+
'''Pandred''': '''18'''.
  
'''[[Pandred]]''': I'll have to dig back in the annals of time, I thought I had said which ones went to who back when I distributed.
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'''[[Lexent]]:''' I would also like to retreat to 2724 if I am not stunned.
  
:'''[[Vafrandir]]:''' "I dole out 4 Adamantiums to everyone but me, who gets 3. I take two swords, everyone else gets 1. I take 3 small gems and both plum-sized gems, everyone else gets 3 small gems. I take the shields and give the dagger to Marcule because he can make use of it."
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'''The DM:''' It’s a poison save, so you both make it.   You both have to expend 1 AP recovering, and from here forward if you’re within 2 hexes of a ghoul, you’re -2 to hit.
  
'''[[Lexent]]:''' "How were services yesterday, Father?"
+
'''The DM:''' if you have the AP left.
: '''The DM:''' Today is [https://www.infoplease.com/calendar/165007 Friday].  But I'll assume you say something about the same.
 
::'''[[Lexent]]:''' That's fascinating. I just looked up on [https://www.timeanddate.com/date/weekday.html this site] and it gave me that it was Monday. Sorry about that.
 
::: '''The DM:''' Infoplease used to publish a world almanac, so I’ve been using this as a source since the 1970s.  The other appears to be counting 1900, 1800 and 1700 as leap years, and thus it is off by three days.
 
  
'''Pandred''': You're right. The small gems were all worth 1xp, which I took to be that they were worth 1gp each, I didn't differentiate between them except by xp value.
+
'''The DM:''' Lexent, you pry back into your memory, when your teacher taught you the difference between ghouls and ghasts. This is one of the latter. You’re not able to turn these.
:'''[[Lexent]]:''' I made the assumption that mine were agates.
 
:'''[[Vafrandir]]:''' Understood. I'll take 2 hematite and 1 cairngorn. Just want to be accurate.
 
  
'''Marcule:''' In.
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'''[[Vafrandir]]:''' We'll have to get these the old fashioned way.
  
=== Meeting with Father Arvin ===
+
'''Pandred''': Recovery eats my last AP. No move for me.
'''Father Arvin:''' how can I be of service, Lexent?
 
  
'''[[Lexent]]:''' I describe for him our encounter with Grond and ask if he has yet had the chance to send that letter off to Fraser.
+
'''[[Lexent]]:''' Takes me down to one, So I cannot move.
 +
: '''The DM:''' Technically, you would have been able to, Lexent; when Pandred stunned the creature, it was hurled back into 2822, which would mean your hex ceased to be a “melee hex”.  But I hit you so it’s moot.
  
'''Father Arvin: ''' “There is a boat that goes between here and Glesvaer once a week.  I wrote a letter and sent it off on the 30th, but no answer came back yesterday; though I’m assured the letter was put into Fraser’s hands.
+
'''The DM:''' Now, the creature’s attacks never were made.  This was simultaneous, so regardless of the party’s moves, the thing did get two attacks on Lexent.  This may also stop Lexent from “falling back” to 2724.  Lexent, I believe with the end of the last combat, your protection from malevolence ran out.  I roll a 5 and a 15 to hit; the latter hits for 3 damage.  That stuns you back into 2724 and I will need a saving throw against paralysation.
  
'''Father Arvin: ''' “This ‘Grond’ seems to be a thing of evil, though we should be thankful for the destruction of a goblin nest in our hinterland.  Perhaps I should send a message to my Bishop and see if the church could sort this out.”
+
'''[[Lexent]]:''' ''To Save:'' '''5+3=8'''
  
'''[[Lexent]]:''' "He does, however his direct malevolence seems less than I would expect. He did not immediately attempt to destroy us and gave us warning to leave. I think that we will continue to investigate and do what we can."
+
[[File:Ghasts Round 02.jpg|right|315px|thumb]]
 +
== Players Round 2 ==
 +
'''The DM:''' Lexent fails his save and is paralysed. If he was right, he should be able to move in an average of 5 rounds.
  
'''[[Lexent]]:''' Assuming he does not attempt to continue the conversation, I bid him a good afternoon and return to the house.
+
: Pandred, you have full movement starting the second round.  Vafrandir, if you don’t move ahead, the four hirelings will bypass you and rush into the chamber.
  
'''The DM:''' A minister always has things to do, so he’ll let you go.  But that doesn’t say what he might do on his own volition, which you’ll realise as you walk away.
+
: The party apart from Lexent can go.
  
'''The DM:''' I can’t see an absolute confirmation on the size of the house, so we’ll say it is 15 feet square, interior, a bit larger on the outside. That’s 69 tons of goods, each person who eats, shelters and sleeps there needs 4 tons, regardless of size of person;  it is a question of moving around space, not size of bed.  Each bed is roughly 7.44 tons, with airspace above the bed.  A bunk-bed takes exactly the same amount of tonnage.  We can calculate for smaller beds for gnomes easily.
+
'''[[Vafrandir]]:''' It takes me an additional 1 AP to finish drawing my sword. I'll move to '''2522'''.
  
=== The House ===
+
'''The DM:''' Noted.
'''The DM:''' Do you care to sketch or decide who sleeps where in the house?
 
  
'''The DM:''' Do you require me to repeat the space the house provides and how much space a person in the house needs to live there?  It’s on the wiki, but I’ll look for it if you need me to.
+
'''Pandred''': I'll pursue the stunned ghoul into 2722. Swinging with 10+1 to hit '''AC 6''' for 6+3 '''9''' damage.
  
'''[[Vafrandir]]:''' I've no preference for sleeping arrangements. We've been sleeping in tents for the past week - not very picky. I'd appreciate the wiki link again if you don't mind.
+
[[File:Ghasts Round 02b.jpg|left|245px|thumb|Following the party’s move]]
 +
'''The DM:''' Misses, Pandred. Bjarni will run straight forward at stride-4 to 2622.
  
'''[[Lexent]]:''' As the newcomer, I will happily take whatever space is available for me. Is that on the new wiki or the old?
+
: Lexent, please run Marit, since you’re out of this. She’d like to get into the combat.
  
'''[[Lexent]]:''' I suppose that means that we should also work on furnishing our new abode.
+
: Asger heads into 2623; Helga will hold at 2624 and protect Lexent.
  
'''Marcule:''' once i sell some treasure I have some things in mind.
+
'''[[Lexent]]:''' Marit walks S-3 To 2721 and then attacks. Let me know if that works.
  
'''The DM:''' Look [[Across_Boknafjord#The_House|here]].
+
:'''The DM:''' It doesn’t quite.  1 AP for a stride-3 into Pandred’s melee hex.  Once in the melee hex, she has to move at stride-1; so 1 AP for moving into 2721, +1 AP penalty for moving out of a melee hex.  That leaves her with 1 AP left.  She won’t punch, because a connect would mean a saving throw.  I’ll rule that she goes to 2721, however.
 +
::'''[[Lexent]]:''' So the melee hex rule applies to ally hexes as well? Oh wait, the ghast is no longer stunned is it. That makes sense now.
  
'''[[Vafrandir]]:''' Thank you. I like the idea of the thinner beds to preserve space. For now, we have no beds at all, so the amount of space they take up is not an immediate concern.
+
A “melee hex” is any hex with a combatant in it.  Melee hexes are considered to be places where combat is taking place.  As Marit passes through the melee hex, she has to dodge around Pandred, not running into her, while ALSO avoiding being hit.  It doesn’t matter whose melee hex it is; these extra careful movements of not crashing into Pandred as Marit runs through, which wouldn't be easy since Pandred is dodging around trying to hit the ghast, is penalized 1 AP.  Always Remember: a “stun” does not mean a creature goes limp and ceases movement. It means the creature falls back and can’t cause damage, but the creature is still conscious, still fighting and still waving its arms at Pandred, defending itself and TRYING to attack, though in game terms it can’t do damage.
  
'''[[Lexent]]:''' If we were to commission gnome sized beds that should free up some space as well. Is there a rule I could link to that details what is and is not adjusted for smaller characters?
+
'''[[Lexent]]:''' Got it. Thanks.
  
'''The DM:''' I can’t see an absolute confirmation on the size of the house, so we’ll say it is 15 feet square, interior, a bit larger on the outside.  That’s 69 tons of goods, each person who eats, shelters and sleeps there needs 4 tons, regardless of size of person;  it is a question of moving around space, not size of bedEach bed is roughly 7.44 tons, with airspace above the bed.  A bunk-bed takes exactly the same amount of tonnageWe can calculate for smaller beds for gnomes easily.
+
'''The DM:''' In the latest picture on the left, Vafrandir and Bjarni are would-be combatants, but they’re not IN combat right now, so they’re not standing in melee hexesPandred and the ghast are in combat, so 2722 and 2822 are the only present melee hexes on the mapIf it makes it easier for you, I’ll start shading the melee hexes in yellow.
  
'''The DM:''' A bed 2 ft. wide for a gnome is probably enoughLength?  maybe 4 inches longer that you both are?  And bunks so the gnomes can sleep atop each other?  The 7.44 tons is for a bed 6x42x4 would be one third that for a gnome bunkbed.
+
'''The DM:''' going to call this before attacking for the ghasts. Twas a good week, allThank you.  Out.
  
'''[[Lexent]]:''' That seems fine by my reckoning. Is that something we would need the furnituremaker in Stavanger to produce for us or would someone in Treborg be capable of that level of carpentry?
+
'''[[Lexent]]:''' It's fine. I was only thinking of the rule where passing by a stunned creature doesn't count as going through a melee hex.
  
'''[[Vafrandir]]:''' Let's spring for bunks. Valda, Odds, and Nadia will also need a place to stay (when Odds isn't galavanting with us). Let me check the numbers quickly.
+
'''The DM:''' Ah.  Hm.  This hasn't ever come up before.  Usually, passing by a stunned creature takes place in the same round it was stunned; it ceases to be stunned on the creature's next "move". Only it didn't get a move, because the previous round was simultaneous.  Hm.
 +
: I'll go ahead and say that moving past a stunned creature with no penalty can only take place in the SAME ROUND when it was stunned.  This is the next round; so, because it wasn't stunned again, it counts as a melee hex. This is a tentative rule; it may need further thought, and something might come up that makes this ruling impractical.
  
'''Marcule:''' sounds good to me
+
'''[[Lexent]]:''' In.
  
'''[[Vafrandir]]:''' 4 bunk beds against the back walls and 4 tons for 7 persons = 57.44 tons. That leaves 11.24 tons for raw storage. Getting tight quickly but we can certainly expand as we go. Have I got that right?
+
'''[[Vafrandir]]:''' In.
  
'''[[Lexent]]:''' Did you calculate one of those bunks at 1/3 Tonnage?
+
'''The DM:''' In.  Getting my bearings.
  
'''[[Vafrandir]]:''' Ah, thanks. That gives us 16.2 tons.
+
'''The DM:''' I’d like to propose a change on the judgement call regarding stunned characters and melee hexes.  I think we can try this: because Pandred re-engaged the ghast, AFTER it had been stunned, that reasserts the combat; IF Marit had crossed through 2722 BEFORE Pandred re-engaged, the hex wouldn’t have been a melee hex and Marit would have had enough AP to attack.  It’s a tricky detail, but I think it’s more precise than my previous call.
 +
:'''[[Lexent]]:''' Makes sense to me.
  
'''[[Lexent]]:''' That matches my maths.
+
'''The DM:''' Okay, I believe that’s everybody’s move.  working on the next round ...
  
'''The DM:''' Please begin to specify on your character sheets what’s being stored in the house.  Oddsdrakken and Naomi will already have begun the work of moving those things from tent to house, but it would do to have them listed that way.
+
'''Marcule:''' in
  
'''[[Lexent]]:''' That settled, shall we turn in early for a well deserved rest before (hopefully) heading to Stavanger in the morning?
+
[[File:Ghasts Round 02c.jpg|right|420px|thumb|Following the party’s move]]
 +
=== Ghast Round 2  ===
  
'''[[Vafrandir]]:''' I'll take care of that on the Cargo sheet.
+
'''The DM:''' The ghast in 2822 attacks with all three attacks on Pandred.  Pandred is VERY lucky ... the bite misses with a 2, the right claw with an 8 and the left claw with an 11.  Pandred made a save earlier, but Marit will need to make a save and so will Asger against the ghast’s stench.
  
'''The DM:''' I took it that Pandred rode down in the cart, and that she therefore hasn’t done anything to heal her injuryHm.  Is it possible that I miscounted the hour of the 7th that you would have actually left? Let me lookIt might actually be the 9th of July just now.
+
: The ghast in 2719 rushes forward and attacks Bjarni with left claw and bite, and Vafrandir with his right clawBjarni is missed with the left claw, but the bite rolls a 19 and causes 3 damage. That will stunBjarni needs to make TWO saving throws, one against stench and one against paralysation.
  
'''The DM:''' Oops, nope, I see she’s healed and that it is the 8thMy bad.
+
: The claw on Vafrandir is a 16, which causes 1 damage; which doesn’t stun, but Vafrandir rolls a save vs. paralysation.  Vafrandir also has to make a save vs. the thing’s stenchSo, fun times all around.
  
== What's Next ==
+
'''Marit''': ''To Save:'' '''19'''.
'''[[Vafrandir]]:''' DM, what is the weight of the adamantium short sword?
 
:'''The DM:''' 3.31 lbs.  Down from iron 3.5.
 
::'''[[Vafrandir]]:''' Thanks!
 
  
'''Marcule:''' I think I will keep the sword.
+
'''[[Vafrandir]]:''' My first save is a 2, so I'm not sure the second save (a 20, of all things) makes much difference.
 +
: '''The DM:'''  The first save was for the stench.  Vafrandir’s failing that means he’s so overcome by the stench that he can’t stand it and can’t fight toe to toe with these things.  But, the 20 means he’s not paralysed.  He can’t function this round and he’ll have to fall back all the way to 2624 or 2723.
  
:'''[[Vafrandir]]:''' We all have one (if we want to keep them, which I do).
+
'''Bjarni:''' stench: 17, paralyzation: 14.
 +
: '''The DM:''' Bjarni makes the stench save but he's paralyzed.  He will fall prone in his hex.
  
'''[[Vafrandir]]:''' A reminder - I am not accounting for your personal effects on the Cargo sheet. If you want it stored in the house/tent/boat/cart, let me know.
+
== Players Round 3  ==
  
'''Pandred''': Consider my Trunk to be in the house. I haven't calculated the total weight for it at all, I'll start doing that.
+
'''The DM:''' After everyone makes their saving throws, those that aren’t paralyzed or vomiting can attack; both Vafrandir and Bjarni will be unable to attack because they will take one round to get over the nausea. Bjarni can stagger under the table and Vafrandir can fall back into 2623.  If Asger makes save, he will also be affected nonetheless and will stagger into 2723.  Helga, however, can rush forward and attack.
  
:'''[[Vafrandir]]:''' I have some stuff in it for a weight of 108 lb: [https://docs.google.com/spreadsheets/d/1KK9o9c-HPQjTqafZt7mZAUOjY9aqmg63ryWaBjI2V8U/edit?usp=sharing Cargo].
+
: If Marit makes save, she will stagger into 2719.
  
'''[[Vafrandir]]:''' Accounted. Looks like we can fit everything. Marcule and Lexent, would you like a chest?
+
: Pandred can attack. That’s where you are. Marcule hasn’t indicated any action yet, and can move as he wishes.
  
'''[[Lexent]]:''' I was hoping to procure a chest with proceeds from my adamantium and gems. Do you have a spare I could purchase?
+
'''Marit''' I attack the ghast in 2822 ''To Hit:'' '''14-2=12'''.
:'''[[Vafrandir]]:''' We're a team! I think I can consolidate some of the food and give you an empty.
+
: '''The DM:'''  Marit CAN’T attack, as I’ve just explained.
 +
::'''Marit''' I'm sorry, I misunderstood.
  
'''The DM:''' things like trunks work in this cubic-weight system like magic items.  The ‘’dimensions’’ of the trunk need to be calculated like the bed ... but what goes in the trunk does need to be measured at all.  If the trunk is nestled in something larger, than the trunk disappears and the measurements for the larger item are used.  If you plan and think, and have specific kinds of shelves built, you can make a lot disappear into the house without being measured against the house’s tonnage limit.
+
'''Marcule:''' 17 for Asguer. Marcule moves to 2625.
  
'''Marcule:''' I also need to pick up a chest
+
'''The DM:''' The stench of these things is so bad, even if you make save it incapacitates you for one round, then makes you -2 to hit.  If you blow save, you can’t approach within 10 feet of these things AT ALL, without returning to vomiting.

Revision as of 10:49, 4 May 2021

Continued from Backtracking

The DM: What does the party wish to do now?

Lexent: Do I need a night's rest before being able to commit my new spells to memory, or merely the time to pray for them?

The DM: Committing new spells to memory IS praying for them. Yes, you will need 15 minutes per spell per level of spell. You will need to sleep six hours before you can relearn spells you’ve used today, but you can pray for the new spells right now.

Lexent: I'm somewhat keen to take the time necessary to gain access to those new spells, but I also don't want any loose ghouls to be able to sneak up on us, so we should probably see what the situation is down that hallway first.

Lexent: The good roll on Medicine was a welcome consolation prize for not making it up to amatuer in Dweomercraft. I was really hoping to improve my turning.

The DM: Effectively, a cleric doesn’t “memorize” ... the cleric meditates, prays, then becomes aware of when the power of the spell has been bestowed onto them from the outside. Lexent will be aware now that his spells are coming from the Plane of Ysgard, or Asgard, an assembly of floating continents including the Den of Olidammara, Jotunheim, Valiant Hall and the Plain of Ida; these float over a huge land called Muspelheim, with an subterranean realm below that's called Nidavellir. I’ll go ahead and steal from the Forgotten Realms and say that the Gnomish gods dwell on a small floating continent called “The Golden Hills,” whereat your gods come from.

Lexent: So is Garl Glittergold among my deities?

The DM: Incidentally, Nebelun is the Gnomish god of healing. Yes regarding Garl. Your pantheon is polytheistic, and you don’t pray to any single god. You give your attention to the god that is in authority over the thing you need right now.

Lexent: I'll admit to a bit of surprise that you seem to be hewing somewhat closely to anything published by 'the company'.

Pandred: I don't want to lose in the shuffle the fact that ghouls are still nearby. Are we continuing the fight or retreating? I'm still fighting fit.

Pandred: I'll be watching the corridor the ghouls came from while we decide.

Lexent: I'm at 12/26, so I could be doing better, but have some fight left in me.

The DM: I believe Lexent intends to get spells together. Do you want to do all of them, Lexent, or some of them?

Lexent: I think that Pandred is correct and we need to at least ascertain what the ghouls down the hall are doing before committing to a half hour or more to pray.

Lexent: "Pandred, If your amenable, would you take a peek around the corner and see what you can of the situation?"

Vafrandir: I am good to fight as well.

Lexent: I proceed to the corner of hallway 'f' and peer around it. What do I see?

Pandred: I'll head to the end of the corridor the ghouls emerged from with Lex and peek as well. I've been itching to get to this thing since we saw it.

Fully revealed now

Room f

The DM: I’ll assume Pandred’s wearing the infrared goggles. You don’t see much without torchlight, but there are two large black figures moving among a dim red background. There seems to be a table with chairs, and a low dais, above which is a large round shield; this is dimmer than other objects in the room, suggesting it’s made of metal. You can only see as much of the room as the short hall (about 15 feet) allows. I’ll give you some map as soon as I sketch it.

Pandred: I'll swap to shield and handaxe and approach the room for a better look.

Lexent: Yes, a shield seems wise at this point. I strap mine on.

The DM: Oops, forgot to add the black blobs. Well, presume they’re above the table.

Lexent: How large is large? Larger than humanoid?

The DM: the ghouls prior have been approximately goblin sized. These are human sized.

The DM: Refresh the page and you should see the images there now.

Lexent: I call for everyone to form up and move to 2723.

The DM: I'll need confirmation.

Lexent: Marit moves to 2725. After retrieving her axe, of course.

Vafrandir: I'll move to 2625. I suggest the sappers stay in the lower hallway until we can better see the interior of the room.

The DM: And now the whole room is visible. Those are high quality white pine chests in the upper right corner, and a rack of weapons nearest to Lexent. Can’t get into the symbols inscribed on the floor at this time, you cannot see them clearly.

Lexent: Do the ghouls seem aware of us?

The DM: They’re eying you, but they’re holding their ground.

The DM: The air in here seems a trifle ... shall we say ... revolting.

Pandred: I'll advance to 2623. Can ghouls talk? Let's find out. "We're here for Grond!"

The DM: They don’t respond.

The DM:Lexent, you’re nominated for initiative. d6.

Lexent: I roll a 1.

Round 1

The DM:Lucky you. I also roll a 1. The left hand ghoul leaps three hexes around the table, into 2623, and slashes at Lexent with both claws; it doesn’t have time to bite. Because initiative is simultaneous, no matter what happens, Lexent will be able to attack, even if I stun him.

Lexent: I return the favour. To Hit: 15 Damage: 2+1=3

The DM: Before I roll, however ... Vafrandir has a 16 dexterity; which means, Vafrandir has time to throw something before I attack Lexent. He has a +1 initiative.

Lexent: Wait, Is the ghoul in the same hex as Pandred?

The DM: Because Lexent’s THAC0 is now 19, that hits AC 4 and the damage counts. Doesn’t stun.

Vafrandir: I'll throw my club at 2623. But I only roll a 10 raw, 12 to hit; 1 raw; 2 dmg. I'll begin to draw my sword with the rest of my AP.

The DM: Oops, I read Pandred in 2624... okay, the ghoul is in 2722. Pandred can also attack.

The DM: Vafrandir’s attack, then, was on 2722, and it misses. The room is made of stone, so Vafrandir needs to roll a d6 for the club. 1-2 breaks.

Vafrandir: 5 for the club.

Pandred: HROAGH! Against 2722. Natural 20, followed by a mere 13. Crits for 5+3, 8, doubled to 16!

The DM: That stuns. AND all of it counts. AND the thing isn’t dead.

Pandred: I'll advance with my last AP to 2522.

The DM: This gives the players initiative. BUT ... As you draw in a breath following your initial adrenaline based attacks, Lexent and Pandred find the air so foul that they each have to make a saving throw. That has to happen before Pandred can move to 2522.

Lexent: To Save: 12. Not sure if I add anything.

Pandred: 18.

Lexent: I would also like to retreat to 2724 if I am not stunned.

The DM: It’s a poison save, so you both make it. You both have to expend 1 AP recovering, and from here forward if you’re within 2 hexes of a ghoul, you’re -2 to hit.

The DM: if you have the AP left.

The DM: Lexent, you pry back into your memory, when your teacher taught you the difference between ghouls and ghasts. This is one of the latter. You’re not able to turn these.

Vafrandir: We'll have to get these the old fashioned way.

Pandred: Recovery eats my last AP. No move for me.

Lexent: Takes me down to one, So I cannot move.

The DM: Technically, you would have been able to, Lexent; when Pandred stunned the creature, it was hurled back into 2822, which would mean your hex ceased to be a “melee hex”. But I hit you so it’s moot.

The DM: Now, the creature’s attacks never were made. This was simultaneous, so regardless of the party’s moves, the thing did get two attacks on Lexent. This may also stop Lexent from “falling back” to 2724. Lexent, I believe with the end of the last combat, your protection from malevolence ran out. I roll a 5 and a 15 to hit; the latter hits for 3 damage. That stuns you back into 2724 and I will need a saving throw against paralysation.

Lexent: To Save: 5+3=8

Ghasts Round 02.jpg

Players Round 2

The DM: Lexent fails his save and is paralysed. If he was right, he should be able to move in an average of 5 rounds.

Pandred, you have full movement starting the second round. Vafrandir, if you don’t move ahead, the four hirelings will bypass you and rush into the chamber.
The party apart from Lexent can go.

Vafrandir: It takes me an additional 1 AP to finish drawing my sword. I'll move to 2522.

The DM: Noted.

Pandred: I'll pursue the stunned ghoul into 2722. Swinging with 10+1 to hit AC 6 for 6+3 9 damage.

Following the party’s move

The DM: Misses, Pandred. Bjarni will run straight forward at stride-4 to 2622.

Lexent, please run Marit, since you’re out of this. She’d like to get into the combat.
Asger heads into 2623; Helga will hold at 2624 and protect Lexent.

Lexent: Marit walks S-3 To 2721 and then attacks. Let me know if that works.

The DM: It doesn’t quite. 1 AP for a stride-3 into Pandred’s melee hex. Once in the melee hex, she has to move at stride-1; so 1 AP for moving into 2721, +1 AP penalty for moving out of a melee hex. That leaves her with 1 AP left. She won’t punch, because a connect would mean a saving throw. I’ll rule that she goes to 2721, however.
Lexent: So the melee hex rule applies to ally hexes as well? Oh wait, the ghast is no longer stunned is it. That makes sense now.

A “melee hex” is any hex with a combatant in it. Melee hexes are considered to be places where combat is taking place. As Marit passes through the melee hex, she has to dodge around Pandred, not running into her, while ALSO avoiding being hit. It doesn’t matter whose melee hex it is; these extra careful movements of not crashing into Pandred as Marit runs through, which wouldn't be easy since Pandred is dodging around trying to hit the ghast, is penalized 1 AP. Always Remember: a “stun” does not mean a creature goes limp and ceases movement. It means the creature falls back and can’t cause damage, but the creature is still conscious, still fighting and still waving its arms at Pandred, defending itself and TRYING to attack, though in game terms it can’t do damage.

Lexent: Got it. Thanks.

The DM: In the latest picture on the left, Vafrandir and Bjarni are would-be combatants, but they’re not IN combat right now, so they’re not standing in melee hexes. Pandred and the ghast are in combat, so 2722 and 2822 are the only present melee hexes on the map. If it makes it easier for you, I’ll start shading the melee hexes in yellow.

The DM: going to call this before attacking for the ghasts. Twas a good week, all. Thank you. Out.

Lexent: It's fine. I was only thinking of the rule where passing by a stunned creature doesn't count as going through a melee hex.

The DM: Ah. Hm. This hasn't ever come up before. Usually, passing by a stunned creature takes place in the same round it was stunned; it ceases to be stunned on the creature's next "move". Only it didn't get a move, because the previous round was simultaneous. Hm.

I'll go ahead and say that moving past a stunned creature with no penalty can only take place in the SAME ROUND when it was stunned. This is the next round; so, because it wasn't stunned again, it counts as a melee hex. This is a tentative rule; it may need further thought, and something might come up that makes this ruling impractical.

Lexent: In.

Vafrandir: In.

The DM: In. Getting my bearings.

The DM: I’d like to propose a change on the judgement call regarding stunned characters and melee hexes. I think we can try this: because Pandred re-engaged the ghast, AFTER it had been stunned, that reasserts the combat; IF Marit had crossed through 2722 BEFORE Pandred re-engaged, the hex wouldn’t have been a melee hex and Marit would have had enough AP to attack. It’s a tricky detail, but I think it’s more precise than my previous call.

Lexent: Makes sense to me.

The DM: Okay, I believe that’s everybody’s move. working on the next round ...

Marcule: in

Following the party’s move

Ghast Round 2

The DM: The ghast in 2822 attacks with all three attacks on Pandred. Pandred is VERY lucky ... the bite misses with a 2, the right claw with an 8 and the left claw with an 11. Pandred made a save earlier, but Marit will need to make a save and so will Asger against the ghast’s stench.

The ghast in 2719 rushes forward and attacks Bjarni with left claw and bite, and Vafrandir with his right claw. Bjarni is missed with the left claw, but the bite rolls a 19 and causes 3 damage. That will stun. Bjarni needs to make TWO saving throws, one against stench and one against paralysation.
The claw on Vafrandir is a 16, which causes 1 damage; which doesn’t stun, but Vafrandir rolls a save vs. paralysation. Vafrandir also has to make a save vs. the thing’s stench. So, fun times all around.

Marit: To Save: 19.

Vafrandir: My first save is a 2, so I'm not sure the second save (a 20, of all things) makes much difference.

The DM: The first save was for the stench. Vafrandir’s failing that means he’s so overcome by the stench that he can’t stand it and can’t fight toe to toe with these things. But, the 20 means he’s not paralysed. He can’t function this round and he’ll have to fall back all the way to 2624 or 2723.

Bjarni: stench: 17, paralyzation: 14.

The DM: Bjarni makes the stench save but he's paralyzed. He will fall prone in his hex.

Players Round 3

The DM: After everyone makes their saving throws, those that aren’t paralyzed or vomiting can attack; both Vafrandir and Bjarni will be unable to attack because they will take one round to get over the nausea. Bjarni can stagger under the table and Vafrandir can fall back into 2623. If Asger makes save, he will also be affected nonetheless and will stagger into 2723. Helga, however, can rush forward and attack.

If Marit makes save, she will stagger into 2719.
Pandred can attack. That’s where you are. Marcule hasn’t indicated any action yet, and can move as he wishes.

Marit I attack the ghast in 2822 To Hit: 14-2=12.

The DM: Marit CAN’T attack, as I’ve just explained.
Marit I'm sorry, I misunderstood.

Marcule: 17 for Asguer. Marcule moves to 2625.

The DM: The stench of these things is so bad, even if you make save it incapacitates you for one round, then makes you -2 to hit. If you blow save, you can’t approach within 10 feet of these things AT ALL, without returning to vomiting.