[002] A Temple and a Tomb

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Marullus
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Re: [002] A Temple and a Tomb

#61 Post by Marullus »

With the skeletons in close range all brought low, Naugrim kneels by Orram and prays for his life before seeing to his own...
Cure Wounds (Lvls 1-3) [1d20+2]=17+2=19 [2d6]=3

Willow takes aim at the bone-throwing bone heads with her next shot...
Longbow [1d20+1]=16+1=17 [1d8+1]=4+1=5

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Re: [002] A Temple and a Tomb

#62 Post by Rex »

Ulfgar

Ulfgar will attack the nearest skeleton.

Great Axe [1d20+3]=17+3=20 to hit [1d8+2]=3+2=5 damage

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Re: [002] A Temple and a Tomb

#63 Post by shaidar »

Wendel

The wizard sends a magic missile at one of the far skeletons, preferably one already damaged:

Magic-Missile (adv, vs 11): [1d20+3]=17+3=20;[1d20+3]=11+3=14; dmg [1d4]=3

Fergus helps Ulfgar with his skeleton (#2):

Long Sword: [1d20+4]=9+4=13; dmg [1d8+4]=2+4=6

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Re: [002] A Temple and a Tomb

#64 Post by Eris »

Battle in the Nave Turn 3
Everybody



Willow takes aim at the bone-throwing bone heads with her next shot, picking Skeleton8 as her target! Willow's arrow flies true, piercing the creature and making it chatter its teeth! It still stands.

With the skeletons in close range all brought low, Naugrim kneels by Orram and prays for his life before seeing to his own...his god responds favorably and Orram (3hp) wakes from his deadly slumber and stands.

Orram freshly brought back from near death turns toward the Skeletons up on the dias, one of which brought him low!

Black Wolf shouts, "Take them!" and charges for the dais! He bounds up the steps and swings a mighty swing at Skeleton10 missing it as it steps aside and thrusts its spear at Black Wolf!

Wendel sends a magic missile at one of the far skeletons, seeing that Willow's arrow pierced Skeleton8 he sends his missile at that one (3). Skeleton8 is badly hurt, hardly holding together, but still it stands and thrusts its spear at Black Wolf!

Ulfgar attacks Skeleton2 (5) with his Great Axe smashing to pieces, finally!

Fergus starts to help Ulfgar with his skeleton (#2) but sees it fall apart from the dwarfs mighty blow, so he turns toward the Skeletons on the dais. Loping forward he closes on them thrusting his Long Sword through Skeleton9 (6) shattering rib bones as his sword goes through!

The Skeletons respond! Skeleton9, just attacked by Fergus replies with a spear thrust but misses! Skeleton8, spear clangs against Black Wolf's armor doing him no harm! Skeleton10 also thrusts at Black Wolf missing him completely!

There is a momentary pause as the heroes look around. Three Skeletons still remain on the dais where Black Wolf and Fergus challenge them. The rest of you are still back in the Nave, but can move forward to attack them, or pepper them with arrows from a distance. There is a fourth Skeleton, but it has run away from Naugrim as far as it can go and is bouncing against the back wall repeatedly as it tries to put more distance between itself and the Priest it fears!

End of Turn 3

I'll wait until Friday, 3/15/2024, before posting again.

We will maintain this Initiative Order for the remainder of the battle
19 Willow: Halfling, Herbalist/Ranger; [S-1,I-1,W+2,D+0,C+0,H+2]; HP:8/8, AC:11;
Bk:Scout; Stealthy (3 round invisible), Wayfinder, Herbalism (WIS), +2 Rngd Attck & Dam
18 Naugrim: Dwarf, Priest(Madeera); [S+2,I+0,W+2,D+1,C+2,H-1]; HP:10/3, AC:14;
Bk:Acolyte; Stout; Spells: Turn, Cure, Holy Weapon
11 Orram: Human, Thief; [S+1,I+0,W+0,D+3,C+1,H-2]; HP:5/3, AC:10;
Bk: Herbalist; Thieves Tools;Sht Bow, Dagger, Club Death Saves: 5/5
10 Black Wolf: Human, Fighter; [S+2,I+0,W+0,D+2,C+2,H+0]; HP:10/8, AC:14;
Bk:Mercenary; Grit:??; WpMas: Longsword
10 Wendel: Human; Wizard; [S+1,I+3,W+2,D-1,C+1,H+0]; HP:5/5; AC:9;
Bk:Chirugeon; Spells: Detect Magic(1), Magic Armor(1), Magic Missile(1A), Light(1)
09 Ulfgar: Dwarf; Fighter; [S+1,I+1,W-2,D+1,C+3,H+1]; HP:13/10; AC:14;
Bk:Scout; Grit:Dex; WpMas: Great Ax
08 Fergus: Human; Fighter; [S+3,I+1,W+1,D-1,C+2,H+1]; HP:10/10; AC:12;
Bk:Soldier; Grit:Str; WpMas: Long Sword
01 Skeletons (yes, I rolled 1 for their initiative. :) )
----
Skeleton1: 11ac 10/0 Short Sword (1d6) Ch-1
Skeleton2: 11ac 10/0 Short Sword (1d6) Ch-1
Skeleton3: 11ac 10/0 Short Sword (1d6) Ch-1 Turned
Skeleton4: 11ac 10/10 Short Sword (1d6) Ch-1 Turned
Skeleton5: 11ac 10/0 Spear (1d6) Ch-1
Skeleton6: 11ac 10/0 Spear (1d6) Ch-1
Skeleton7: 11ac 10/0 Spear (1d6) Ch-1
Skeleton8: 11ac 10/2 Spear (1d6) Ch-1
Skeleton9: 11ac 10/4 Spear (1d6) Ch-1
Skeleton10: 11ac 10/10 Spear (1d6) Ch-1
----
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Re: [002] A Temple and a Tomb

#65 Post by shaidar »

Wendel

Magic-Missile (adv, vs 11): [1d20+3]=5+3=8;[1d20+3]=8+3=11; dmg [1d4]=2

Once again the wizard summons a missile to send forth, this time the spell almost slips away from him but he grits his teeth and manages to complete it. He sends it against an injured skeleton on the dais.

Fergus continues to attack skeleton #9:

Long Sword: [1d20+4]=11+4=15; dmg [1d8+4]=7+4=11

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Re: [002] A Temple and a Tomb

#66 Post by Rex »

Ulfgar

Ulfgar charges the nearest skeleton.

Great Axe [1d20+3]=8+3=11 to hit [1d8+2]=1+2=3 damage
Plus any bonuses from the charge.

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Re: [002] A Temple and a Tomb

#67 Post by Marullus »

Naugrim invokes healing upon himself, but drawing upon other dieties while in this temple of Ord remains difficult.
Cure Wounds (Lvls 1-3) [1d20+2]=2+2=4 [2d6]=9

Willow tries again to shoot the finger-throwing trio...
Longbow [1d20+1]=4+1=5 [1d8+1]=2+1=3

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Re: [002] A Temple and a Tomb

#68 Post by axis57 »

Orram, shocked and staggering, retreats to the other side of the room.

I don't know what the rules are regarding being popped back up from death. I feel like he'd be too out of it but I don't want to be a scrub and not help fight lol. DM's discretion whether this shot counts. He'll fire on Skeleton 10.

To hit: 1d20 = 17 + 3 dex = 20

Damage: 1d4 = 4 + 3 dex = 7

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Re: [002] A Temple and a Tomb

#69 Post by Eris »

Battle in the Nave Turn 4
Everybody


Willow tries again to shoot the finger-throwing trio...but something appears to be wrong as her arrow misses everyone and plinks against the back wall.

Naugrim invokes healing upon himself, but drawing upon other dieties while in this temple of Ord remains difficult. His effort comes to nothing, and Naugrim feels he must pray and meditate to draw himself closer to his god Madeera before he can continue to call upon her aid!

Orram, shocked and staggering, retreats to the other side of the room. OOC: Sure! Orram can fire off an arrow! :) Even shocked as he is Orram fires his arrow, almost blindly, but even blind squirrels sometimes get the nut! His arrow pierces Skeleton4 (4), but does less damage than he would have hoped for. OOC: You don't add DEX or STR to damage rolls in Shadowdark, so only 4 points.

Black Wolf moves on Skeleton10 and assaults it! His blow (5) staggers the creature back as it barely holds together!

Wendel, once again summons a missile to send forth, this time the spell almost slips away from him but he grits his teeth and manages to complete it. He sends it against Skeleton8 (2) on the dais and as it falls...

Ulfgar charges Skeleton8 adding his strike to Wendel's magic and the undead creature literally shatters into bone fragments! Ulfgar grunts as one of the fragments cuts his face (1).

Fergus continues to attack skeleton #9 whacking it with his Long Sword (11) and cleaving in twain!

Only two Skeletons remain! Skeleton4, now injured, turns around and charges Black Wolf! Both Skeletons attack Black Wolf, 4 misses, but 10 thrust its spear forward and hits him (2), drawing more blood from the warrior!

End of Turn 4

Your turn (Thursday 3/21/24, noon CDT)


We will maintain this Initiative Order for the remainder of the battle
19 Willow: Halfling, Herbalist/Ranger; [S-1,I-1,W+2,D+0,C+0,H+2]; HP:8/8, AC:11;
Bk:Scout; Stealthy (3 round invisible), Wayfinder, Herbalism (WIS), +2 Rngd Attck & Dam
18 Naugrim: Dwarf, Priest(Madeera); [S+2,I+0,W+2,D+1,C+2,H-1]; HP:10/3, AC:14;
Bk:Acolyte; Stout; Spells: Turn, Cure, Holy Weapon
11 Orram: Human, Thief; [S+1,I+0,W+0,D+3,C+1,H-2]; HP:5/3, AC:10;
Bk: Herbalist; Thieves Tools;Sht Bow, Dagger, Club
10 Black Wolf: Human, Fighter; [S+2,I+0,W+0,D+2,C+2,H+0]; HP:10/6, AC:14;
Bk:Mercenary; Grit:??; WpMas: Longsword
10 Wendel: Human; Wizard; [S+1,I+3,W+2,D-1,C+1,H+0]; HP:5/5; AC:9;
Bk:Chirugeon; Spells: Detect Magic(1), Magic Armor(1), Magic Missile(1A), Light(1)
09 Ulfgar: Dwarf; Fighter; [S+1,I+1,W-2,D+1,C+3,H+1]; HP:13/9; AC:14;
Bk:Scout; Grit:Dex; WpMas: Great Ax
08 Fergus: Human; Fighter; [S+3,I+1,W+1,D-1,C+2,H+1]; HP:10/10; AC:12;
Bk:Soldier; Grit:Str; WpMas: Long Sword
01 Skeletons (yes, I rolled 1 for their initiative. :) )
----
Skeleton1: 11ac 10/0 Short Sword (1d6) Ch-1
Skeleton2: 11ac 10/0 Short Sword (1d6) Ch-1
Skeleton3: 11ac 10/0 Short Sword (1d6) Ch-1 Turned
Skeleton4: 11ac 10/8 Short Sword (1d6) Ch-1
Skeleton5: 11ac 10/0 Spear (1d6) Ch-1
Skeleton6: 11ac 10/0 Spear (1d6) Ch-1
Skeleton7: 11ac 10/0 Spear (1d6) Ch-1
Skeleton8: 11ac 10/0 Spear (1d6) Ch-1
Skeleton9: 11ac 10/4 Spear (1d6) Ch-1
Skeleton10: 11ac 10/5 Spear (1d6) Ch-1
----
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Re: [002] A Temple and a Tomb

#70 Post by shaidar »

Wendel

The wizard attempts to summon another enchanted missile to strike skeleton #10:

Magic-Missile (adv, vs 11): [1d20+3]=17+3=20;[1d20+3]=10+3=13; dmg [1d4]=2

Fergus attacks skeleton #4 with his long sword:

Long Sword: [1d20+4]=17+4=21; dmg [1d8+1]=2+1=3

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Re: [002] A Temple and a Tomb

#71 Post by Marullus »

Willow again finds it hard to poke a stick into bone.
Longbow [1d20+1]=5+1=6 [1d8+1]=2+1=3

Naugrim joins his fellows in proper dwarfsmanship with his mace.
Mace [1d20+2]=10+2=12 [1d6+2]=2+2=4

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Re: [002] A Temple and a Tomb

#72 Post by Rex »

Ulfgar

Ulfgar moves to the next skeleton.

Great Axe [1d20+3]=17+3=20 to hit [1d8+2]=1+2=3 damage

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Re: [002] A Temple and a Tomb

#73 Post by axis57 »

Orram fires again at Skeleton 10.

To hit: 1d20 = 8 + 4 DEX = 12

Damage: 1d4 = 3

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Re: [002] A Temple and a Tomb

#74 Post by Eris »

Battle in the Nave Turn 5
Everybody

Okay, here we go! Will you finish them off this turn or will they start killing you?

Willow again finds it hard to poke a stick into bone as her arrow flies through Skeleton4's rib cage and cracks against the wall behind it! If you didn't have bad luck you wouldn't have any at all!

Naugrim joins his fellows in proper dwarfsmanship with his mace running up and swinging at Skeleton4. His blow hurts the creature!

Orram breathes a deep steadying breath, then fires again at Skeleton 10. A hit!

Black Wolf sees the creature before him stagger as an arrow plonks into it's eye socket and brings his sword down hard severing Skeleton10's head from it's body and traveling halfway down through it's rib cage. With a last weak thrust of it's spear in the direction of Black Wolf, this creature falls and won't rise again.

"Ha! Missed me, but I didn't miss you!", shouts Black Wolf

Wendel attempts to summon another enchanted missile to strike skeleton #10. His arcane energy does the rest of the job of turning this creature's falling torso into splintered bone!

Ulfgar moves to the last standing skeleton, Skeleton4. His great axe falls from one side while Fergus' long sword strikes in from the other! Both hit! The last Skeleton falls half to one side and half to the other side as both do equal damage...and together more than enough to fell the creature before it can even attempt a dying blow at either of them.

Suddenly, the room is silent, except for the harsh breathing of our heroes. No undead remain, only the bones of dead creatures lie scattered on the floor.

As Black Wolf turns around and grins at the rest of you his feet make a crunching sound as his boots crush dry bones into smaller splinters, "One, two, three... Ah! We all survived. That is good! Though the bastards, did draw out some of our blood."

Combat is over, for now! Several of you need healing, one way or another and you need to update your HP if you don't.

Naugrim failed Turn Undead and Cure Wounds, so he will need to rest to regain use of either spell. That's rough! Getting multiple uses of a spell is great when they work, but failure on Cure Wounds on the first attempt (second in this case) is brutal.

I'm leaving the stat lines below for your perusal.


Willow: Halfling, Herbalist/Ranger; [S-1,I-1,W+2,D+0,C+0,H+2]; HP:8/8, AC:11;
Bk:Scout; Stealthy (3 round invisible), Wayfinder, Herbalism (WIS), +2 Rngd Attck & Dam
Naugrim: Dwarf, Priest(Madeera); [S+2,I+0,W+2,D+1,C+2,H-1]; HP:10/3, AC:14;
Bk:Acolyte; Stout; Spells: Turn, Cure, Holy Weapon
Orram: Human, Thief; [S+1,I+0,W+0,D+3,C+1,H-2]; HP:5/3, AC:10;
Bk: Herbalist; Thieves Tools;Sht Bow, Dagger, Club
Black Wolf: Human, Fighter; [S+2,I+0,W+0,D+2,C+2,H+0]; HP:10/6, AC:14;
Bk:Mercenary; Grit:??; WpMas: Longsword
Wendel: Human; Wizard; [S+1,I+3,W+2,D-1,C+1,H+0]; HP:5/5; AC:9;
Bk:Chirugeon; Spells: Detect Magic(1), Magic Armor(1), Magic Missile(1A), Light(1)
Ulfgar: Dwarf; Fighter; [S+1,I+1,W-2,D+1,C+3,H+1]; HP:13/9; AC:14;
Bk:Scout; Grit:Dex; WpMas: Great Ax
Fergus: Human; Fighter; [S+3,I+1,W+1,D-1,C+2,H+1]; HP:10/10; AC:12;
Bk:Soldier; Grit:Str; WpMas: Long Sword
----
Skeleton1: 11ac 10/0 Short Sword (1d6) Ch-1
Skeleton2: 11ac 10/0 Short Sword (1d6) Ch-1
Skeleton3: 11ac 10/0 Short Sword (1d6) Ch-1
Skeleton4: 11ac 10/4 Short Sword (1d6) Ch-1
Skeleton5: 11ac 10/0 Spear (1d6) Ch-1
Skeleton6: 11ac 10/0 Spear (1d6) Ch-1
Skeleton7: 11ac 10/0 Spear (1d6) Ch-1
Skeleton8: 11ac 10/0 Spear (1d6) Ch-1
Skeleton9: 11ac 10/4 Spear (1d6) Ch-1
Skeleton10: 11ac 10/0 Spear (1d6) Ch-1
----
End of Turn 5
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Re: [002] A Temple and a Tomb

#75 Post by Eris »

Crawling -- Everyone
Torch 5/10


Seconds pass, no more undead...or other monsters...appear. It looks like you are all safe, for the moment, but no place is really safe in here!

Now that you have the room to yourselves you Regroup Near the Dias. You can give the room and its contents a good look. There are alcoves to either side of the nave covered with tattered tapestries that haven't been explored. A large hole in the floor near the southwest corner of the room leads down to somewhere below, it's dark down there, but it's more than just a hole...more a tunnel you think. Up on the Dias is a stone altar in the center and a closed door on the right side.

The stone altar is cracked, almost broken into, and skewed to one side. You will have to approach it to see more, but if/when Wendel or Naugrim come Near to it they can feel magical energy coming from it...or the area around it.

All of you are stressed, some are wounded, a long rest here doesn't seem wise to any of you. Still, maybe a pause for a sip of water and binding of wounds while you explore...

What do you do?
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Re: [002] A Temple and a Tomb

#76 Post by Marullus »

Eris wrote: Fri Mar 22, 2024 7:27 pm
Naugrim failed Turn Undead and Cure Wounds, so he will need to rest to regain use of either spell. That's rough! Getting multiple uses of a spell is great when they work, but failure on Cure Wounds on the first attempt (second in this case) is brutal.
He also failed his first attempt at Magic Weapon outsode the door, so has no spells left at all.

How do rests work in Shadowdark?

So, you are counting a fail on Turn Undead if it is cast and ALL undead succeed?

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shaidar
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Re: [002] A Temple and a Tomb

#77 Post by shaidar »

Wendel

"Who's wounded?...Let me take a look at you and see what I can do."

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Marullus
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Re: [002] A Temple and a Tomb

#78 Post by Marullus »

"Hmmmm... Johnswort and bezor..." Willow murmurs to herself, rummaging through her pouches to assemble a curative. She huffs in frustration, giving up.

Herbalism [1d20+2]=7+2=9
So, failure to make a curative (DC 15). Can't try that again either.

Herbalism [1d20+2]=5+2=7
...nor a Salve, Dc 11.

"What's with the altar?" she calls to the others.

Naugrim shrugs non-committally in response, at a rare loss for words.
Study Altar [1d20+2]=3+2=5

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Re: [002] A Temple and a Tomb

#79 Post by Eris »

Marullus wrote: Fri Mar 22, 2024 7:43 pm
Eris wrote: Fri Mar 22, 2024 7:27 pm
Naugrim failed Turn Undead and Cure Wounds, so he will need to rest to regain use of either spell. That's rough! Getting multiple uses of a spell is great when they work, but failure on Cure Wounds on the first attempt (second in this case) is brutal.
He also failed his first attempt at Magic Weapon outsode the door, so has no spells left at all.
True, he did didn't he? Okay, Naugrim is basically a poor fighter now, until he gets a chance to pray (ie. a rest).
How do rests work in Shadowdark?

So, you are counting a fail on Turn Undead if it is cast and ALL undead succeed?
As I read the rules in SD:
p 44. wrote: If you fail your spellcasting check, the spell does not take
effect. You can’t cast that spell again until you complete a rest.
So, a. the Turn Undead spell doesn't take effect (no turning at all) on a failed spellcasting check; b. got to complete a rest to get it back; c. if you make the Turn Undead roll, then each undead must use their CHA+10 to beat your roll. Are you interpreting that differently?
p 86. wrote:Injured characters can rest to recover from their wounds. To rest, a character must consume a ration and sleep for 8 hours. Sleep can be broken up for light and routine tasks, such as taking a turn on watch.

<snip on Interruptions>

A character who successfully rests regains all lost hit points and recovers any stat damage (all stat damage is temporary unless described otherwise).

Additionally, some talents, spells, or items regain their ability to be used after a successful rest.
Really, from my reading, all spells need the Rest to come back from a failure. Items vary, scrolls are lost succeed or fail on the attempt to use while wands that fail come back after a rest (I guess they recharge). I'm not seeing where you might lose Talents and have to regain them? I can imagine a monster "draining" stats and maybe stealing a talent from a player, but I don't remember seeing that anywhere in the rulebook.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Location: Pace, Fl

Re: [002] A Temple and a Tomb

#80 Post by Eris »

OOC: I rolled the Advantage for Willow on both Curative and Salve and got 14 and 12. She would succeed on the salve, but fail on Curative. She can give somebody 1hp. She can also attempt to make more Salve, but not Curative, until she fails or has a rest.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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