How ’bout elves and goblins?
Watchfort Reclamation Continued, Spring 669.
Re: Watchfort Reclamation Continued, Spring 669.
No particular animosity. Goblins and Orcscare distinct here. Elves and Orcs certainly have bad blood, and Goblins do often work with Orcs. But I will not that while the Orcs that attacked Birderton had Warg riders they didn't have Goblins and this band of Gobbos is riding regular wolves.
Re: Watchfort Reclamation Continued, Spring 669.
Voice of DM says you rest and the wolves have to leave. Erikir convinces them to go north and east (ie away from the Goblins and keeping the blighted fort in between).
Hemia SP [_4d6]=(1+6+3+1)=11 +1sp 2/4.
Hemia SP [_1d6]=(4)=4 due to oops on DM's part I'm giving +1 SP for this as well. so 3/4
Morwen SP [_8d6]=(2+1+5+6+5+5+4+3)=31 Recovered.
Re: Watchfort Reclamation Continued, Spring 669.
In the interest of progress I assume you are ready to return to the dungeon.
They day is almost pleasant as they break camp. The fog lays thick to either side of the road but it is a light cloak on the path itself that should burn off by noon. Outside of the radius of the necromantic pall cast by the Blighted Fort of course.
As they pack up and make the hour long trip back to the dungeon the sky darkens, the mist thickens and the sun is a barely detectable glow behind oppressive, grey clouds.
Dungeon Awakening [1d6]=4 The hill is as quiet and foreboding as it was when they left and they find no signs of the undead having left by either entrance over the last night. Erikir is reassured that there is no sign of Goblins either. With them in the area it is not safe for him to fall back to the last campsite with the beasts of burden lest the riders return.
And so, once more the party prepares to enter the unnatural darkness under the hill.
I also assume that you proceed carefully enough to let you know that you can return to Chamber 2 without incident.
What preparations do you wish to take before entry?
You can cast Ritual spells to conserve SP before entering.
They day is almost pleasant as they break camp. The fog lays thick to either side of the road but it is a light cloak on the path itself that should burn off by noon. Outside of the radius of the necromantic pall cast by the Blighted Fort of course.
As they pack up and make the hour long trip back to the dungeon the sky darkens, the mist thickens and the sun is a barely detectable glow behind oppressive, grey clouds.
Dungeon Awakening [1d6]=4 The hill is as quiet and foreboding as it was when they left and they find no signs of the undead having left by either entrance over the last night. Erikir is reassured that there is no sign of Goblins either. With them in the area it is not safe for him to fall back to the last campsite with the beasts of burden lest the riders return.
And so, once more the party prepares to enter the unnatural darkness under the hill.
I also assume that you proceed carefully enough to let you know that you can return to Chamber 2 without incident.
What preparations do you wish to take before entry?
You can cast Ritual spells to conserve SP before entering.
Re: Watchfort Reclamation Continued, Spring 669.
Jiho
As they walked to the fort, Jiho talked to everyone about how they could do the next assault better. "We did well, and our spell casters gave us a great edge. How can we improve the plan? How can we get past the trap?"
Si-woo suggested that they use some of the heavy gear from the work chamber (room #1) and try to set off the trap. Perhaps the skeletons can help by pushing things forward? Hemia said that if they go in with torches, she will cast Light as a ritual (takes 1 turn and lasts 3 turns) while the trap work is being done. If there's an emergency she can cast it quickly. If a Bless is needed she will cast it normally since it takes a long time as a ritual, but that will just about finish her spell casting ability for the day.
Erikir said he could possibly get the animals near the entrance so they would be a little protected from the outside.
JJh: 7/7 HP, 2x Holy Water
SW: 6/6 HP, 2x Holy Water, 2 (doses) Sharpness, Potion Flame Breath (4x2 squares)
Hemia: 4/4 HP, 3/4 SP, 2x Holy Water, Potion Flame Breath
Erikir: 4/4 HP, 2 (doses) Sharpness
As they walked to the fort, Jiho talked to everyone about how they could do the next assault better. "We did well, and our spell casters gave us a great edge. How can we improve the plan? How can we get past the trap?"
Si-woo suggested that they use some of the heavy gear from the work chamber (room #1) and try to set off the trap. Perhaps the skeletons can help by pushing things forward? Hemia said that if they go in with torches, she will cast Light as a ritual (takes 1 turn and lasts 3 turns) while the trap work is being done. If there's an emergency she can cast it quickly. If a Bless is needed she will cast it normally since it takes a long time as a ritual, but that will just about finish her spell casting ability for the day.
Erikir said he could possibly get the animals near the entrance so they would be a little protected from the outside.
JJh: 7/7 HP, 2x Holy Water
SW: 6/6 HP, 2x Holy Water, 2 (doses) Sharpness, Potion Flame Breath (4x2 squares)
Hemia: 4/4 HP, 3/4 SP, 2x Holy Water, Potion Flame Breath
Erikir: 4/4 HP, 2 (doses) Sharpness
Re: Watchfort Reclamation Continued, Spring 669.
Dramm is concerned whether the Oil of Sharpness still will bite in a new day. Barnaby offers to take a place at the front "to belch like a drunken dragon".
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
Fail States RPG
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Fail States RPG
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Re: Watchfort Reclamation Continued, Spring 669.
Most potions have 2 doses so you all have another use of all the previously expended potions.
Re: Watchfort Reclamation Continued, Spring 669.
Earnan has little to suggest, "If we knew that the trap would be triggered by weight upon the ground, then I could cast a spell that would allow Hodlar to crawl upon the walls and ceiling. If he could pass the door, perhaps he would be able to see something more of how to disarm it. But I cannot say if that is so or if there is some more cunning trigger."
Few other of the spells he knows seem likely to be of immediate use. He will of course cast Protection from Evil again if needed, but it is easy to cast yet hard to maintain, so there is no sense in doing so preemptively. He doubts that they will face much that would be fooled by Invisibility. He can create a Light, when needed, to spare Hemia the effort when her ritual ends: her more powerful spells are of more use than his, here.
Few other of the spells he knows seem likely to be of immediate use. He will of course cast Protection from Evil again if needed, but it is easy to cast yet hard to maintain, so there is no sense in doing so preemptively. He doubts that they will face much that would be fooled by Invisibility. He can create a Light, when needed, to spare Hemia the effort when her ritual ends: her more powerful spells are of more use than his, here.
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Re: Watchfort Reclamation Continued, Spring 669.
Morwen
In preparation for their return to the dungeon, Morwen casts Protection from Evil-Sustained as a ritual. Once that's done, she ponders the questions put forth by Jiho. "I believe Earnan has the way of it, we would need to know what may potentially trigger the trap in order to see how to get past it. While I am unsure as to whether the weight of a few skeletons might activate it, it could be worth a try. Perhaps the fire sand could be of use..."
In preparation for their return to the dungeon, Morwen casts Protection from Evil-Sustained as a ritual. Once that's done, she ponders the questions put forth by Jiho. "I believe Earnan has the way of it, we would need to know what may potentially trigger the trap in order to see how to get past it. While I am unsure as to whether the weight of a few skeletons might activate it, it could be worth a try. Perhaps the fire sand could be of use..."
Re: Watchfort Reclamation Continued, Spring 669.
You have found 3 casks of firesand each weighing 20lbs includingthe container.
Re: Watchfort Reclamation Continued, Spring 669.
"I don't know much about the uses of firesand," Barnaby comments, "but perhaps if it's sparked to go boom, it could trigger or destroy the trap?"
20 lb of firesand will make one heck of a boom
20 lb of firesand will make one heck of a boom
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
Fail States RPG
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माया | Gratitude
Fail States RPG
Mythistorical Bundle
माया | Gratitude
Re: Watchfort Reclamation Continued, Spring 669.
With their preparatory spells cast (Bless and Pro-Evil-Sustained, oils applies and fire potions consumed) the party enters the dungeon once more.
The eerie quiet and palpable darkness are as they remember, but this time they are prepared for it and with layers of magic and song they advance quickly to where they last were (Earnan casts light, Barnaby uses Inspire Allies). Once they are back in Chamber 2 they ready the firesand casks with freshly oiled cloth and take another moment to look over the trapped wall in Chamber 3. How it is triggered still escapes Hodlar and so Gurav orders the skeletons to advance and prepare to assault Chamber 4.
While you were outside the Dawi skeletons were no more than decaying puppets, but as you returned to the place of their demise they once more begin exhibiting signs of thought and initiative. The young miners who were positioned with the firesand were fully capable of replacing the wicks and readying the casks for use without the detailed commands that the animated dead normally require. And so the group that had held the door to Chamber 3 likewise goes first into the room and immediately crosses to the eastern side without any regard for the blades primed to spring out of the walls and tear them to pieces. Once there one of them moves a hidden lever near the door to Chamber 4 before they move south to the portcullis and move another. As the second lever moves there is an audible sound of gears being locked and the other skeletons then take up positions inside the chamber facing the doors leading further inward.
A small, rasping, hollow voice then whispers, "All clear."
Morwen hides her surprise that these undead have gained the ability to speak so soon and the others mostly find the experience to be deeply unsettling. The Dawi especially hate every part of employing their own in this manner, but necessity is a Dwarven virtue and so they bear it as long as they must. Other than Earnan the others have actually all head a skeleton speak before though they didn't really think about it at the time. Corbin's guard Hector had spoken to them before at Ravenswell before Morwen became master of the tower, though his voice felt nearly alive while this one is like the sound of wind blowing dry leaves.
As the others come into the room, dashing quickly past the reach of the blade traps and eyeing the recesses that hold the blades with trepidation, they look around in the mixture of magical and torch light. The walls and floors of the chamber of streaked with bloodstains in stark contrast to the previous, almost peaceful, outer chambers, and the faint but distinct scent of violence hangs over the room. The skeletons now in their control seemingly died in their sleep but whatever happened here was much, much more intense. This was once a gathering place but the tables and stools are all shattered against the walls and shards from clay mugs and plates litter the floor.
Eventually their lights shine into Chamber 4 and reveal the dust cloaked splendor of the thane's audience chamber. The first 20 feet of the room is bare and then the rest of the garrison looms into view out of the darkness. Two score skeletal Dawi warriors in full armor in formation two lines deep face them while another score of heavy crossbow soldiers and a dozen armed with thunderers using benches to gain enough height to volley over their melee troops.
Behind them all, on the raised dais against the far wall sits the Thane on his throne flanked by his elite guards. Unlike the soldiers the lord and his household are not mere skeletons desiccated by dark magic and time, but fully corporeal creatures with blue flesh under their heavy armor adorend with faintly glowing runes and eyes that burn red with dark magic. To the left of the Thane stands the Runepriest, his hammer blazing like a torch with unholy power and to the right is the hornblower holding his banner. And while the darkness is a deep here as it was before the horrid power that animates them and powers their once-holy runes casts red light across their formation just bright enough to see by.
Gurav Morale [2d6]=4 Gurav Graka looks on, ready to unleash the allied undead when his eyes fall on the banner held high against them and a heartbreaking wail erupts from the doughty warrior. Such is his gried at the sight that he falls down to his knees, his spirit wounded and his will bent beyond endurance.
Dawi Morale [2d6]=7 Korev, Borav and Hodlar look on, shaken to their cores. None of the others know the Dawi language, but they can see that the sigil held proudly by their foe is the same worn by their friends.
And then the undead Thane rises and booms, "Invaders! You have chased us here and we will go no further. Come now and taste Dawi steel!"
All at once the other undead bang their weapons and stamp their feet and begin to chant in that terrible, hollow voice of the undead, "Gra-ka, Gra-ka, Gra-ka..."
Gurav Graka is overcome with grief but his companions haven't broken, but for the first round they can't do anything as they deal with the horror.
The rest of you have the strategic initiative and can decide how the battle starts. You don't get a free round but you do get +1 to all rolls against the enemy in Round 1.
The eerie quiet and palpable darkness are as they remember, but this time they are prepared for it and with layers of magic and song they advance quickly to where they last were (Earnan casts light, Barnaby uses Inspire Allies). Once they are back in Chamber 2 they ready the firesand casks with freshly oiled cloth and take another moment to look over the trapped wall in Chamber 3. How it is triggered still escapes Hodlar and so Gurav orders the skeletons to advance and prepare to assault Chamber 4.
While you were outside the Dawi skeletons were no more than decaying puppets, but as you returned to the place of their demise they once more begin exhibiting signs of thought and initiative. The young miners who were positioned with the firesand were fully capable of replacing the wicks and readying the casks for use without the detailed commands that the animated dead normally require. And so the group that had held the door to Chamber 3 likewise goes first into the room and immediately crosses to the eastern side without any regard for the blades primed to spring out of the walls and tear them to pieces. Once there one of them moves a hidden lever near the door to Chamber 4 before they move south to the portcullis and move another. As the second lever moves there is an audible sound of gears being locked and the other skeletons then take up positions inside the chamber facing the doors leading further inward.
A small, rasping, hollow voice then whispers, "All clear."
Morwen hides her surprise that these undead have gained the ability to speak so soon and the others mostly find the experience to be deeply unsettling. The Dawi especially hate every part of employing their own in this manner, but necessity is a Dwarven virtue and so they bear it as long as they must. Other than Earnan the others have actually all head a skeleton speak before though they didn't really think about it at the time. Corbin's guard Hector had spoken to them before at Ravenswell before Morwen became master of the tower, though his voice felt nearly alive while this one is like the sound of wind blowing dry leaves.
As the others come into the room, dashing quickly past the reach of the blade traps and eyeing the recesses that hold the blades with trepidation, they look around in the mixture of magical and torch light. The walls and floors of the chamber of streaked with bloodstains in stark contrast to the previous, almost peaceful, outer chambers, and the faint but distinct scent of violence hangs over the room. The skeletons now in their control seemingly died in their sleep but whatever happened here was much, much more intense. This was once a gathering place but the tables and stools are all shattered against the walls and shards from clay mugs and plates litter the floor.
Eventually their lights shine into Chamber 4 and reveal the dust cloaked splendor of the thane's audience chamber. The first 20 feet of the room is bare and then the rest of the garrison looms into view out of the darkness. Two score skeletal Dawi warriors in full armor in formation two lines deep face them while another score of heavy crossbow soldiers and a dozen armed with thunderers using benches to gain enough height to volley over their melee troops.
Behind them all, on the raised dais against the far wall sits the Thane on his throne flanked by his elite guards. Unlike the soldiers the lord and his household are not mere skeletons desiccated by dark magic and time, but fully corporeal creatures with blue flesh under their heavy armor adorend with faintly glowing runes and eyes that burn red with dark magic. To the left of the Thane stands the Runepriest, his hammer blazing like a torch with unholy power and to the right is the hornblower holding his banner. And while the darkness is a deep here as it was before the horrid power that animates them and powers their once-holy runes casts red light across their formation just bright enough to see by.
Gurav Morale [2d6]=4 Gurav Graka looks on, ready to unleash the allied undead when his eyes fall on the banner held high against them and a heartbreaking wail erupts from the doughty warrior. Such is his gried at the sight that he falls down to his knees, his spirit wounded and his will bent beyond endurance.
Dawi Morale [2d6]=7 Korev, Borav and Hodlar look on, shaken to their cores. None of the others know the Dawi language, but they can see that the sigil held proudly by their foe is the same worn by their friends.
And then the undead Thane rises and booms, "Invaders! You have chased us here and we will go no further. Come now and taste Dawi steel!"
All at once the other undead bang their weapons and stamp their feet and begin to chant in that terrible, hollow voice of the undead, "Gra-ka, Gra-ka, Gra-ka..."
Gurav Graka is overcome with grief but his companions haven't broken, but for the first round they can't do anything as they deal with the horror.
The rest of you have the strategic initiative and can decide how the battle starts. You don't get a free round but you do get +1 to all rolls against the enemy in Round 1.
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Re: Watchfort Reclamation Continued, Spring 669.
Morwen
Taking in the scene and the reactions of the living Dawi, Morwen quickly puts the context clues together and realizes what they're up against. Keeping her composure as best she can in the situation, she speaks calmly but with authority. "The ones with the red eyes are wights, non-magical weapons won't harm them." A warning to her comrades. "I must admit, I have never encountered circumstances of this sort, and cannot say whether the skeletons under our command will be as... dutiful, given the current climate."
What was left unsaid was that Morwen had also never dealt with bringing a fight directly into the maw of unchecked evil like what she was feeling here. "I suggest we do something about their ranged weaponry, first. Beyond that, I think our biggest adversary is their Runepriest." As the words leave her mouth, she reaches for one of her scrolls. "I have a way of getting his attention, though."
The matter of their being blood all over the place also raises questions. "Not to sound obtuse, but why is there so much blood? If this was done by the undead, there would be bones for the Shadows to rise from... not blood..."
Taking in the scene and the reactions of the living Dawi, Morwen quickly puts the context clues together and realizes what they're up against. Keeping her composure as best she can in the situation, she speaks calmly but with authority. "The ones with the red eyes are wights, non-magical weapons won't harm them." A warning to her comrades. "I must admit, I have never encountered circumstances of this sort, and cannot say whether the skeletons under our command will be as... dutiful, given the current climate."
What was left unsaid was that Morwen had also never dealt with bringing a fight directly into the maw of unchecked evil like what she was feeling here. "I suggest we do something about their ranged weaponry, first. Beyond that, I think our biggest adversary is their Runepriest." As the words leave her mouth, she reaches for one of her scrolls. "I have a way of getting his attention, though."
The matter of their being blood all over the place also raises questions. "Not to sound obtuse, but why is there so much blood? If this was done by the undead, there would be bones for the Shadows to rise from... not blood..."
Last edited by roobeastie on Sat Oct 26, 2024 3:24 pm, edited 2 times in total.
Re: Watchfort Reclamation Continued, Spring 669.
The enemy you can see are:
40 Skeletons (2HD, Melee, heavily armed)
25 Skeletons (2HD, Heavy Xbows, well armed)
10 Skeletons (2HD, Thunderers, well armed)
All wights are immune to mundane weapons, and attack as if they had magical weapons)
8 Wights (4HD, 7hp, heavily armed.)
1 Wight Cleric (6HD, 8hp, well armed, runed weapon, bolster undead: all Turn Undead rolls get -2 and total undead turned are reduced by his HD in addition to the penalties for the area)
1 Wight Champion (8HD, 11hp, heavily armed, runed weapon)
1 Wight Lord (8HD, 11hp, heavily armed, runed weapon, magic armor)
40 Skeletons (2HD, Melee, heavily armed)
25 Skeletons (2HD, Heavy Xbows, well armed)
10 Skeletons (2HD, Thunderers, well armed)
All wights are immune to mundane weapons, and attack as if they had magical weapons)
8 Wights (4HD, 7hp, heavily armed.)
1 Wight Cleric (6HD, 8hp, well armed, runed weapon, bolster undead: all Turn Undead rolls get -2 and total undead turned are reduced by his HD in addition to the penalties for the area)
1 Wight Champion (8HD, 11hp, heavily armed, runed weapon)
1 Wight Lord (8HD, 11hp, heavily armed, runed weapon, magic armor)
Re: Watchfort Reclamation Continued, Spring 669.
I meant to say this the other day, but I like this level of abstraction and assumption. Thank you.
Re: Watchfort Reclamation Continued, Spring 669.
With warlike gaze, Dramm establishes the quickest route to reach the Thane. He moves to cut his way along it. Dramm Hit Dice [_6d6]=(2+5+2+3+6+1)=19
Barnaby moves with Dramm, and belches flame against the nearest hostile undead.
Barnaby moves with Dramm, and belches flame against the nearest hostile undead.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
Fail States RPG
Mythistorical Bundle
माया | Gratitude
Fail States RPG
Mythistorical Bundle
माया | Gratitude
Re: Watchfort Reclamation Continued, Spring 669.
Assumption: JJh already quaffed the Potion of Invulnerability. If incorrect, discount his attack.
Active Spells: Bless (Hemia), Protection from Evil (Morwen), Light (Earnan)
Jing Jiho
"Si-woo, behind me and aim for the runepriest as Friend Morwen suggests. Korev, can you toss one of those barrels of firesand at the wights? Hodlar, if you don't mind, join in the attack on the runepriest. Once the firesand is there, flame breath it, will you? Hemia-"
Jiho noted Dramm and Barnaby moving forward to attack. It put the entire group at risk, but if Dramm felt that strongly about it then he and his man could follow the consequences. Jiho knew his people were disciplined enough to want to live, so he led them.
The potion coursing through his system would protect him against the skeletons and he needed to shield the others. He drew his bow, and moved forward to stand beside and slightly in front of a kneeling Gurav. Let the undead focus on him. Bow in hand, arrow knocked but undrawn, Jiho commanded the undead Dawi. "Lower your weapons in respect to Gurav Graka, LIVING and RIGHTFUL Thane of Kraka Grak. Do not dishonor your house and your blood! Surrender now, or meet eternity with shame!"
Jiho's 'friendly hand' on Gurav's shoulder was more a gauntleted fist breaking through a friend's despair.
Jiho Captain for Gurav and Dawi undead [_2d6]=(6+3)=9
+1 Captain,+1 Heroic, +2 Morale (for Gurav and JJh's side), +1 Bless
Jiho gave the undead Dawi time to respond, but at the first sign of attack he and Si-woo shot the runepriest.
Attacks if needed
Jiho: (Well Armed vs Heavy Armor) (+2 Heroic Pussiance, +1 Heroic, +1 Bless, +1 First Round Strategic Init, Should be in Short Range (50))
Ji-ho attacks: [_6d6]=(4+2+5+3+5+1)=20
Si-woo: (Well Armed vs Heavy Armor) (+1 Heroic Pussiance, +1 Heroic, +1 Bless, +1 First Round Strategic Init, Should be in Short Range (50))
Si-woo shoot runepriest [_5d6]=(4+5+2+4+2)=17
Active Spells: Bless (Hemia), Protection from Evil (Morwen), Light (Earnan)
Jing Jiho
"Si-woo, behind me and aim for the runepriest as Friend Morwen suggests. Korev, can you toss one of those barrels of firesand at the wights? Hodlar, if you don't mind, join in the attack on the runepriest. Once the firesand is there, flame breath it, will you? Hemia-"
Jiho noted Dramm and Barnaby moving forward to attack. It put the entire group at risk, but if Dramm felt that strongly about it then he and his man could follow the consequences. Jiho knew his people were disciplined enough to want to live, so he led them.
The potion coursing through his system would protect him against the skeletons and he needed to shield the others. He drew his bow, and moved forward to stand beside and slightly in front of a kneeling Gurav. Let the undead focus on him. Bow in hand, arrow knocked but undrawn, Jiho commanded the undead Dawi. "Lower your weapons in respect to Gurav Graka, LIVING and RIGHTFUL Thane of Kraka Grak. Do not dishonor your house and your blood! Surrender now, or meet eternity with shame!"
Jiho's 'friendly hand' on Gurav's shoulder was more a gauntleted fist breaking through a friend's despair.
Jiho Captain for Gurav and Dawi undead [_2d6]=(6+3)=9
+1 Captain,+1 Heroic, +2 Morale (for Gurav and JJh's side), +1 Bless
Jiho gave the undead Dawi time to respond, but at the first sign of attack he and Si-woo shot the runepriest.
Attacks if needed
Jiho: (Well Armed vs Heavy Armor) (+2 Heroic Pussiance, +1 Heroic, +1 Bless, +1 First Round Strategic Init, Should be in Short Range (50))
Ji-ho attacks: [_6d6]=(4+2+5+3+5+1)=20
Si-woo: (Well Armed vs Heavy Armor) (+1 Heroic Pussiance, +1 Heroic, +1 Bless, +1 First Round Strategic Init, Should be in Short Range (50))
Si-woo shoot runepriest [_5d6]=(4+5+2+4+2)=17
Last edited by Leitz on Wed Nov 06, 2024 5:17 pm, edited 1 time in total.
Re: Watchfort Reclamation Continued, Spring 669.
Sorry I was bust this past weekend so I didn't get my usual post in.
Before you can shoot or attack anyone you have to decide how you are going to go through the door. As of now you are all in Chamber 3.
You have two routes to enter Chamber 4. The North Arrow is the more direct and goes through the door there. The South Arrows require you to go through a choke point with(currently raised) portcullises at both sides.
Assuming you get through the doors both routes will be met with a hail of thrown axes/hammers, crossbow quarrels and thunderer bullets.
When order matters Combat always goes:
Missile
Move/Melee
Magic
You all need to either get into a shooting fight with a narrow frontage at the doors and claim some cover, or you need to send people inside to close the distance. Anyone who wants to use magic will be exposed to missile fire first. Thrown weapons are always ranged even when they have magical effects. You can throw holy water but the wights are out of range unless you get inside the room.
Potions of invulnerability make the enemy skeleton missile attacks have no effect, but the skeletons are still in the way and will take effort to fight through.
Everyone needs to be in one of these categories:
Advancing (whether to charge or make missile attacks)
Holding the Doors
Still in Chamber 3 (currently where all the Dawi and Dawi skeletons will be)
Before you can shoot or attack anyone you have to decide how you are going to go through the door. As of now you are all in Chamber 3.
You have two routes to enter Chamber 4. The North Arrow is the more direct and goes through the door there. The South Arrows require you to go through a choke point with(currently raised) portcullises at both sides.
Assuming you get through the doors both routes will be met with a hail of thrown axes/hammers, crossbow quarrels and thunderer bullets.
When order matters Combat always goes:
Missile
Move/Melee
Magic
You all need to either get into a shooting fight with a narrow frontage at the doors and claim some cover, or you need to send people inside to close the distance. Anyone who wants to use magic will be exposed to missile fire first. Thrown weapons are always ranged even when they have magical effects. You can throw holy water but the wights are out of range unless you get inside the room.
Potions of invulnerability make the enemy skeleton missile attacks have no effect, but the skeletons are still in the way and will take effort to fight through.
Everyone needs to be in one of these categories:
Advancing (whether to charge or make missile attacks)
Holding the Doors
Still in Chamber 3 (currently where all the Dawi and Dawi skeletons will be)
Re: Watchfort Reclamation Continued, Spring 669.
I’m more than happy to cast Protection again, but I thought Morwen had it up (the fancy level 3 version that doesn’t need concentration). Or has that expired?
I believe I have Light up.
Re: Watchfort Reclamation Continued, Spring 669.
You are correct. Earnan has Light, Morwen cast the level 3 version as a ritual and it lasts 5 Turns. This fight will only be Turn 2