1. The Adventure Begins

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Starbeard
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Re: The Adventure Begins

#61 Post by Starbeard »

Foxes rolled 18 total. Digsby loses again 18 - 16, but the 2 points still aren't enough to force any lasting damage.

Digsby is beginning to find the combat more than he can take, and begins to get pushed back into the hall where he will no longer be able to keep those behind him protected. The two foxes have now grown more vicious and desperate, howling and yipping and stopping their assault for a moment in order to grow to the size of the fainting couch!

Biddle:
Biddle considers fighting toe to toe next to Digsby, but he feels a little exhausted from the spell (I'm recalculating combat adds based on STR loss from spells, as it made sense for me to interpret it that way).

He knows that climbing back up the broken stairs will take longer than it did to fly down them just now.
(It's a possibility, but risky. Normally it will take a full round to climb back up, probably at least another round in the attic to handle whatever's going on up there, then another round to fly back down and be in spell/interaction range, and then finally be able to participate in melee combat again. If you like, he can rush up and down the stairs as 'free moves', needing a Level 1 DX save each way to do so. Failure, however, will require another LK save to avoid falling down the broken stairs.)

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Re: The Adventure Begins

#62 Post by Starbeard »

That's all of the current round. I'll need actions from coffee and Clockwork, plus a confirmation from Khaboom about whether he'd like to rush the stairs, take his time or stay and fight, and then post the next round on Thursday (or as soon as everyone gets actions in).

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Re: The Adventure Begins

#63 Post by Rusty Tincanne »

Don't forget the attic...says a tiny voice in the back of Starbeard's mind. ...give Doughty the treasure.

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Re: The Adventure Begins

#64 Post by Khaboom »

Biddle will fight with both poniards - I think that's 4d6 -2 adds now.

"I'm coming to stand with you, friend!" he cries. "Foxes in boxes 6' under!"

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Re: The Adventure Begins

#65 Post by coffee »

Weeba has no melee weapon, but will happily continue to fire arrows into the foxes (or, more likely, near the foxes).

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Re: The Adventure Begins

#66 Post by Khaboom »

"Weeba! Grab a chair leg or something and whack them!" Biddle shouts.

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Re: The Adventure Begins

#67 Post by Rusty Tincanne »

There is a perfectly good, clean cleaver in the kitchen. It was too heavy for Doughty.

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Re: The Adventure Begins

#68 Post by ClockworkPoltergeist »

Digsby gives ground fighting a rearguard action the whole way. Slowly joining his intrepid travelling companions he seeks to align himself with them to present a more formidable front.

(Warshovel) [1d6] = 3+[1d6] = 4+[1d6] = 6+[1d6] = 5+3 > 21

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Re: The Adventure Begins

#69 Post by Pulpatoon »

Is there a result to Skinklob's attempt to pull the rug out?

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Re: The Adventure Begins

#70 Post by Starbeard »

Pulpatoon wrote:Is there a result to Skinklob's attempt to pull the rug out?
Rusty Tincanne wrote:Don't forget the attic...says a tiny voice in the back of Starbeard's mind. ...give Doughty the treasure.
Didn't forget, they're in the next combat round! Post imminent. :)

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Re: The Adventure Begins

#71 Post by Starbeard »

Day 1, Midday (turn 3) — combat round 4

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In the Front Room

All is turning frantic in the skirmish with the giant foxes! Digsby and Biddle take to arms and defend the hallway, slowly backing into the hallway to give themselves more room. The foxes continue to grow in size and ferocity, but the surprisingly the two of them manage to hold their own. Skinklob grabs hold of the rug and yanks it out from under one of the foxes as it races across the floor. The effect is, momentarily, tremendous: both foxes stumble awkwardly across the room, though only one had been on the rug when he performed his trick.

The foxes immediately regain their composure, the brief delay is enough: Weeba draws back and sends an arrow into the side of the nearest fox. It lets out a great screech, and instantly the other fox flickers and disappears! the wounded fox soon appears to be no larger than a common, garden variety animal; it hisses at the party before scampering in a panic back out of the room into some other part of the house.

The rug is now flopped across the floor and spilling out into the hallway. In the middle of the front room it half-covers what is clearly a locked trap door.

Actions?

Biddle melee [1d6] = 1 + [1d6] = 2 + [1d6] = 4 + [1d6] = 3 -2 = 8 hits
Digsby melee: (Warshovel) [1d6] = 3+[1d6] = 4+[1d6] = 6+[1d6] = 5+3 > 21 hits
Foxes: 27 hits, vs. Party's 29.

(The party took 1 spite damage, but that goes to Digsby first since he's a warrior, and his armour is enough to shrug it off.)

Weeba's ranged attack (vs. 15; larger opponents, stumbled momentarily) [1d6] = 4 + [1d6] = 5 + 17 hit!
Weeba bow damage [1d6] = 5 + [1d6] = 6 = 11 hits!

Image

In the Attic

Doughty Doughball finds a overturned table nearby with two of its legs snapped off. He grabs one of the heavy legs and runs over to the window slats, pushing over a bookcase full of bits and bobs that is blocking the way. It falls to the ground with a great crash, sending its contents scattering everywhere, revealing behind it a small circular window directly below the slatted vent, shuttered up with wooden boards. He gets to work smashing through to the outside as bloodsucking bats crawl all over his body, and is relieved to see large rays of sunlight pour in through the wall. Smoke and bats begin to pour out of the attic to the outside! By the time he returns to the fire he discovers that the partially dismantled cabinet beneath it has already caught fire. It will need to be smothered by means greater than what he carries on his person.

(Doughty needs to make a Level 1 LK save to avoid suffering damage from the bats, which are now agitated enough to attack anything in their way).

Action?

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Biddle Spratt, Hypnotist Extraordinaire (Wiz, ST 5/12 LK 14 DEX 10 — Adds: -3/-3) CON: 11
Digsby Mudfoot, Halfling Gardener (War, ST 7 LK 12 DEX 15 — Adds: +1/+2) CON: 20
Doughty Doughball, Halfling Cook (Rog, ST 5 LK 7 DEX 15 — Adds: -3/+0) CON: 16
Skinklob Nurl, Dwarven Dealer in Back Alley Hexes (Wiz, ST 8/12 LK 7 DEX 13 — Adds: -2/-1) CON: 17/23
Weeba Zortz, Warrior in Triplet (War, ST 13 LK 10 DEX 17 — Adds: +6/+11) CON: 10

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Re: The Adventure Begins

#72 Post by Pulpatoon »

Skinklob inspects the trap door. Assuming it looks safe, he digs out another crumpled piece of paper and reads it himself, moving his lips in concentration. Eventually feeling confident that he has gleaned what he needs to, he shoves the paper back in his pocket. He flexes his hingers, extends his hand, and raps twice on the door, next to the lock. "Knock Knock," he intones.

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Re: The Adventure Begins

#73 Post by Rusty Tincanne »

Level 1 Luck (7) [1d6] = 4 [1d6] = 5 +7 = 16


In an intimate dance between the myriad small creatures in the smoke-filled sunbeams, Doughty swats as much at the air as he does the bats.

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Re: The Adventure Begins

#74 Post by coffee »


Okay, I'm confused as to Missile damage. Do my personal adds come into it at all? Or is that just on the To Hit roll? Because that's already confusing in the free rules.

Thanks!

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Re: The Adventure Begins

#75 Post by Khaboom »

For missile attacks, you try a DEX SR on 2d6 to be on target, adding the dice roll to your DEX attribute. The GM decides the level of the SR needed based on size, distance and movement of the target.
If you hit, you roll the weapon's dice and add in your personal/combat adds with DEX adds counting double.

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Re: The Adventure Begins

#76 Post by Rusty Tincanne »

I was just thinking that I was rolling for results from the last round, so in case his next actions are needed:

Doughty rolls away from the window, allowing the bats to escape without him on the way. Seeing the fire getting beyond his control, he gives the trunk one last, half-hearted shove.

Stregth (5) [1d6] = 2 [1d6] = 1 :roll:

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Re: The Adventure Begins

#77 Post by Starbeard »

Khaboom wrote:For missile attacks, you try a DEX SR on 2d6 to be on target, adding the dice roll to your DEX attribute. The GM decides the level of the SR needed based on size, distance and movement of the target.
If you hit, you roll the weapon's dice and add in your personal/combat adds with DEX adds counting double.
He's right, of course. The damage from the dice roll was already enough to break the spell, but not nearly enough to kill it, so I didn't bother including the adds in the final calculation. My mistake, won't happen again!

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Re: The Adventure Begins

#78 Post by Khaboom »

Biddle goes to join Skinlob...

What will be on the other side of the trapdoor???

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Re: The Adventure Begins

#79 Post by Rusty Tincanne »

Yeah. Sure thing. Nevermind that or halfling you coaxed into an attic, then left to fight the fire you lit! :lol:

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Re: The Adventure Begins

#80 Post by coffee »

Okay, if the fox has run away and Weeba can get to the kitchen, he'll take the cleaver.

But he'll counsel against anybody opening the trap door until the party is reassembled.

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