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[001] Into the Blackmarsh

Posted: Wed Apr 26, 2023 7:00 pm
by ffilz
The party assembles on a chilly misty morning to enter the marshes. Ongoing spells have been cast. A narrow (single file) trail leads into the marshes. The trail is suitable for riding. What marching order would you like to maintain?

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 7:19 pm
by ffilz
You have been following a narrow trail into the marshes for a couple hours, everyone needs to make a Survival (ALT) check. Ylyindyr in the lead gets +2.

To make a check, add your ALT + 2 x Survival Skill (+ 2 more for Ylyndyr) + a chance adjustment. To make a chance adjustment roll, you will need this chart:

https://drive.google.com/file/d/1n2y28j ... share_link

To make a roll using the dice roller, the easiest way is to make a [1d1000-1] roll. If you roll less than 100, add leading 0s to get 3 digits. Then look up on the chart to find the number (the numbers between 12 and 88 can be treated as if there was an additional 0 on the end of them, so 120 or 880). If you roll 8 (008) or less, or 991 or higher, you will need to make an additional roll to get more digits, unless you rolled a 0 (000) or a 999, you need only roll [1d10-1] otherwise you might as well do another [1d1000-1]. You look to the highest number less than or equal to your roll (so an 087 is treated the same as an 067 for a -10) and take the Adj and add that to your base Survival (ALT) score.

I'm happy to lookup rolls for you if you find it confusing.

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 7:40 pm
by Rex
My mind is not clear enough today so just making a couple of rolls and will let you look it up to start with.


[1d1000-1]=464-1=463 [1d1000-1]=675-1=674

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 8:24 pm
by shaidar
:shock:

16+ (2 x 2) + 2 + ?? = 22 + ??

Sorry, you've lost me.

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 8:27 pm
by Rex
LOL, I have a degree in math and he lost me so don't feel bad.

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 8:29 pm
by ffilz
Rex wrote: Fri Apr 28, 2023 7:40 pm My mind is not clear enough today so just making a couple of rolls and will let you look it up to start with.


[1d1000-1]=464-1=463 [1d1000-1]=675-1=674
463 is a -1, so Poeninus gets 19 - 1 or 18

Rolling for the henchmen:



Marcus's 055 is -11 so 21 - 11 is 10

Ferdinand 793 is +5 so 20 + 5 is 25

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 8:29 pm
by ffilz
shaidar wrote: Fri Apr 28, 2023 8:24 pm :shock:

16+ (2 x 2) + 2 + ?? = 22 + ??

Sorry, you've lost me.
Yes, 22 is your base, roll [1d100-1] and I'll do the table lookup for you...

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 8:31 pm
by shaidar

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 8:46 pm
by ffilz
shaidar wrote: Fri Apr 28, 2023 8:31 pm [1d100-1]=2-1=1
You needed [1d1000-1], but we can start with [1d100-1], so an 01, we need one more digit (to distinguish between < 012, 012-017, and >= 018) so roll [1d10-1]

Ylyindir may be walking right into something, he's going to wind up somewhere between -16 and -14 added to his 20 for a net of 4 to 6...

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 8:55 pm
by Rex
So is lower or higher better?

Re: [001] Into the Blackmarsh

Posted: Fri Apr 28, 2023 9:00 pm
by ffilz
Rex wrote: Fri Apr 28, 2023 8:55 pm So is lower or higher better?
Oh sorry. Higher is better.

Re: [001] Into the Blackmarsh

Posted: Sat Apr 29, 2023 6:09 am
by shaidar

Re: [001] Into the Blackmarsh

Posted: Sun Apr 30, 2023 3:32 am
by ffilz
shaidar wrote: Sat Apr 29, 2023 6:09 am [1d10]=4
So 013 (4 -1), that's a -15 That's 18 (encumbrance adjusted ALT) + 4 (2 x survival) + 2 (being on point ahead) - 15 is 9.

Ylyndyr's horse stumbles on a trip wire and the others behind shout out Goblins!

Ylyindyr should make a riding roll.

The rest may dismount. Note that you all are using riding horses not cavalry or war horses. Poeninus and Ylyndyr are only level 1 riding so they really need to dismount (the COULD cast with a -6 penalty which makes it a pretty poor chance to get off a spell). Marcus and Ferdinand have level 3 riding so they can use missile fire at not penalty but they probably should dismount.

Re: [001] Into the Blackmarsh

Posted: Sun Apr 30, 2023 3:51 am
by Rex
Poeninus

Poeninus will dismount and try to get some cover and get his shield and weapon ready.

Re: [001] Into the Blackmarsh

Posted: Sun Apr 30, 2023 4:14 am
by ffilz
Rex wrote: Sun Apr 30, 2023 3:51 am Poeninus

Poeninus will dismount and try to get some cover and get his shield and weapon ready.
Oops, apparently Poeninus doesn't have riding at all... He does have Animal Handling so I'm going to allow that he can use that to simply ride.

Hmm, I neglect to have dismount actions, but 1/2 move allows readying sword and shield, and I see no reason not to allow dismount and ready. If attacked this round, he may only dodge. If he isn't engaged in melee, he may want to consider casting. He has several spell options. In one turn he can cast Short Clumsiness. In 1.5 turns he can cast either Short Demoralize or Short Entrancement. Entrancement takes an enemy out of action, but if you attack it, the enemy starts to figure out who is who and can attack back. Defensively he has Barkskin which adds armor or Blur which adds defense, each taking 2 turns to cast.

As 4th level magic casters, the PCs get 2 spell phases per turn, a spell takes its level in spell phases to cast. Note that casting requires concentration and you can't speak. Casting does not require hand motions or any verbalization.

Ferdinand and Marcus will both dismount and ready weapons and as soon as they can move, will move to stand between Poeninus and the goblins.

Re: [001] Into the Blackmarsh

Posted: Sun Apr 30, 2023 7:33 am
by shaidar
Ylyindyr

Riding check:

(I'm not sure which stat this might use, so I'll just roll d1000-1. If I don't fall off the horse then I will dismount)

chance adj: [1d1000-1]=978-1=977

Re: [001] Into the Blackmarsh

Posted: Sun Apr 30, 2023 10:17 pm
by Rex
Poeninus

Poeninus will cast Barkskin on himself.

Nice roll shaidar.

Re: [001] Into the Blackmarsh

Posted: Sun Apr 30, 2023 11:04 pm
by ffilz
shaidar wrote: Sun Apr 30, 2023 7:33 am Ylyindyr

Riding check:

(I'm not sure which stat this might use, so I'll just roll d1000-1. If I don't fall off the horse then I will dismount)

chance adj: [1d1000-1]=978-1=977
That's a +13, with that roll, Ylyndyr nimbly dismounts and draws sword (and as it's a single weapon, he can defend with it at -6).

Re: [001] Into the Blackmarsh

Posted: Mon May 01, 2023 8:18 am
by shaidar
Ylyindyr

With sword ready to defend, the elf waits for the goblins show themselves, then things can get interesting.

Re: [001] Into the Blackmarsh

Posted: Tue May 02, 2023 4:42 am
by ffilz
As Ylyndyr dismounts and draws, a flurry of arrows shoot at him:



[url=https://www.unseenservant.com/index.php ... 53&macid=0]6 goblins shoot



670 is +3, 858 is +7, 564 is +1, 648 is +2, 136 is -8, 000 needs another roll... 591, 000591 is -22

They have Hm 4 with bow, Ylyndyr has a Db (dodge) of 5, so:

4+3 = 7 a- hit, 4+7 = 11 a hit, 4+1 = 5 a hit, 4+2 = 6 a hit, 4-8=-4 a miss, 4-22=-18 a fumble, it may only dodge next round, and for the next 10 minutes is -6 DEX (which is -3 to most attacks and defense...)

So 4 hits from longbow, which is 1d6+2 vst. Ylyndyr has 4 T, So



4 bow hits [1d6]=2[1d6]=2[1d6]=1[1d6]=3

2+2=4 does not penetrate, 2+2=4 does not penetrate, 1+2=3 does not penetrate, 3+2=5 penetrates for 1 damage (character sheet updated).

Poeninus can start casting as he dismounts with a -3. To cast Barkskin, he will Have WISadj (6) + Caster Level (4) - Spell Level (2 or 4) - 3 for movement, which would net +3 for Barkskin V (adds 6 to armor and takes 2 turns to cast) or net +5 for Barkskin III (adds 4 to armor and cast be cast in 1 turn). Net +3 is a 67% chance of success, net +5 is 77% chance of success. Make your choice and make a [1d1000-1] roll. (I'd suggest the Barkskin III). Also note that you can cast that on yourself or one of your compatriots.

It will take the rest of you basically a full move to advance up to Ylyndyr, you would not get an attack. The goblins are either going to continue shooting, or draw melee weapons. They are about a full move into the brush. Actually Ferdinand has enough movement and uses a spear that he can do a full move charge and attack next round. Since Poeninus is casting, he has not drawn any weapons.

Please declare actions for next turn.