Part 10 - The Temple Again
- connivingsumo
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Re: Part 10 - The Temple Again
Calmert: Cleric
The next round, Calmert tries really hard to not just pose; in his head he prays, "St. Cuthbert - hear your servant. Give us strength so we smite this evil!"
The next round, Calmert tries really hard to not just pose; in his head he prays, "St. Cuthbert - hear your servant. Give us strength so we smite this evil!"
- spanningtree
- Ranger Lord
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Re: Part 10 - The Temple Again
Anall nathrack uthos bethos doss yell yenva. -Merlin
Re: Part 10 - The Temple Again
Thurwin - Wizard
QUESTION: Can Thurwin retrieve Sean so he's out of danger? Without being attacked, that is. If so, Thurwin will try to drag Sean to safety. If he sees anyone new emerge, he'll stop so he can engage them with a spell or whatnot.
QUESTION: Can Thurwin retrieve Sean so he's out of danger? Without being attacked, that is. If so, Thurwin will try to drag Sean to safety. If he sees anyone new emerge, he'll stop so he can engage them with a spell or whatnot.
Re: Part 10 - The Temple Again
You're asking the DM to guarantee that you won't be attacked this round?badams30 wrote:Thurwin - Wizard
QUESTION: Can Thurwin retrieve Sean so he's out of danger? Without being attacked, that is. If so, Thurwin will try to drag Sean to safety. If he sees anyone new emerge, he'll stop so he can engage them with a spell or whatnot.
Re: Part 10 - The Temple Again
No, silly. Do I see anyone other than the bugbear? I'm asking if Thurwin going to the aid of our guy will expose him to an attack from anyone visible in the room. I'm sure something unpleasant is coming, I'm just not sure where he lies in relation to visible enemies in the room.greyarea wrote:You're asking the DM to guarantee that you won't be attacked this round?badams30 wrote:Thurwin - Wizard
QUESTION: Can Thurwin retrieve Sean so he's out of danger? Without being attacked, that is. If so, Thurwin will try to drag Sean to safety. If he sees anyone new emerge, he'll stop so he can engage them with a spell or whatnot.
But if you are will to give me a "no attack guarantee" I'm cool with it.
Re: Part 10 - The Temple Again
heh. You only see the bugbear. All other enemies are in the magical darkness beyond.badams30 wrote:No, silly. Do I see anyone other than the bugbear? I'm asking if Thurwin going to the aid of our guy will expose him to an attack from anyone visible in the room. I'm sure something unpleasant is coming, I'm just not sure where he lies in relation to visible enemies in the room.greyarea wrote:You're asking the DM to guarantee that you won't be attacked this round?badams30 wrote:Thurwin - Wizard
QUESTION: Can Thurwin retrieve Sean so he's out of danger? Without being attacked, that is. If so, Thurwin will try to drag Sean to safety. If he sees anyone new emerge, he'll stop so he can engage them with a spell or whatnot.
But if you are will to give me a "no attack guarantee" I'm cool with it.
Re: Part 10 - The Temple Again
Thanks! Thurwin will try to drag whomever is closest back to safety.
Re: Part 10 - The Temple Again
Hello Darkness, My Old Friend - Round 4
Initiative players [1d6] = 1, baddies [1d6] = 2
The bugbear swings at who? [1d4] = 2 Tavin monster attack [1d20] = 3 but may as well as tried for the broad side of a barn, which he also would have missed. You hear a cry of pain from the other room and smell a bad smell, like something burning.
Odo critical hit! [1d12] = 4 staggers the bugbear, allowing him to send another shaft in PC attack [1d20] = 16 dmg [1d6+1] = 3+1 = 4. Effric fumble [1d16] = 5 trips and falls, and must take an action to stand the next round. Calmert Calthas longbow [1d20+2] = 6+2 = 8, dmg [1d8] = 3 firing into melee (hit own on 1-3) [1d6] = 3 who? [1d6] = 2 hitting Tavin and ruining his swing. Bror feels a shock through his arm as Glimmer thuds home, and the axe slips free as the bugbear falls dead.
Thurwin drags out Sean, who recovers as he is pulled out. He says a gruff, Thanks, and pull himself up,
Calmert's light shines on the ceiling (at an angle, towards the upper corner of the room). What lies in the darkness?
Actions?
Hit points and marching order
Effric 13/13 <5,3,1> prone
--Calthas 18/18
Tavin 6/9 < CLW >
--Odo Bracegirdle 14/14
Calmert 14/14 <0/3/friends> hold person
--Thurwin 13/13 <, >
Bror Troll-Hunter 12/12
Sean 13/19
13 +1
Who wants Individual Initiative?
Initiative players [1d6] = 1, baddies [1d6] = 2
The bugbear swings at who? [1d4] = 2 Tavin monster attack [1d20] = 3 but may as well as tried for the broad side of a barn, which he also would have missed. You hear a cry of pain from the other room and smell a bad smell, like something burning.
Odo critical hit! [1d12] = 4 staggers the bugbear, allowing him to send another shaft in PC attack [1d20] = 16 dmg [1d6+1] = 3+1 = 4. Effric fumble [1d16] = 5 trips and falls, and must take an action to stand the next round. Calmert Calthas longbow [1d20+2] = 6+2 = 8, dmg [1d8] = 3 firing into melee (hit own on 1-3) [1d6] = 3 who? [1d6] = 2 hitting Tavin and ruining his swing. Bror feels a shock through his arm as Glimmer thuds home, and the axe slips free as the bugbear falls dead.
Thurwin drags out Sean, who recovers as he is pulled out. He says a gruff, Thanks, and pull himself up,
Calmert's light shines on the ceiling (at an angle, towards the upper corner of the room). What lies in the darkness?
Actions?
Hit points and marching order
Effric 13/13 <5,3,1> prone
--Calthas 18/18
Tavin 6/9 < CLW >
--Odo Bracegirdle 14/14
Calmert 14/14 <0/3/friends> hold person
--Thurwin 13/13 <, >
Bror Troll-Hunter 12/12
Sean 13/19
13 +1
True dat. Spell disruption is awesome. We can do individual init, but everyone needs to roll their own (and if you don't you fall to the end of the order) and we'd want to use a larger die (d12 perhaps?) so the likelihood of simultaneous action goes down.Zhym wrote:I miss the AD&D 1e rules, where bows shoot before spells are cast.
Or individual initiative. Either would have helped.
Who wants Individual Initiative?
Re: Part 10 - The Temple Again
How about group initiative with individual modifiers? That way we only need one initiative roll, but faster PCs still get to go first.
- GreyWolfVT
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Re: Part 10 - The Temple Again
That or you could just run it like I do in 2e I still have ranged and spells go off before melee. Essentially i use the cast time/weapon speeds. Granted we are in LL not 1e or 2e AD&D.
Bror pulls his axe from the dead bugbear and shakes off the gore. "Well there take that yah stinkin bugbear."
Bror pulls his axe from the dead bugbear and shakes off the gore. "Well there take that yah stinkin bugbear."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Part 10 - The Temple Again
I use this method in my games, it works great.Zhym wrote:How about group initiative with individual modifiers? That way we only need one initiative roll, but faster PCs still get to go first.
Re: Part 10 - The Temple Again
Effric curses as he falls to the floor and tries to get back up as quickly as he can.
- spanningtree
- Ranger Lord
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Re: Part 10 - The Temple Again
Tavin - Monk
Tavin eyes Calmert, removes the shaft as he moves toward the bad smell.
OCC: no opion on the initiative bit, the game is fine as is.
Tavin eyes Calmert, removes the shaft as he moves toward the bad smell.
OCC: no opion on the initiative bit, the game is fine as is.
Anall nathrack uthos bethos doss yell yenva. -Merlin
Re: Part 10 - The Temple Again
Before I take an action - one question? Can Calmert focus his light on the darkened area so we can see what's in there?
Re: Part 10 - The Temple Again
Calmert cast light on his shield which is strapped to his arm, which is unidirectional (like a bullseye lantern or flashlight). He is also the victim of a hold person (which the DM needed to reread, since it could have affected more of you and turned this into a TPK) and is effectively a statue, so someone would need to take the shield off of his arm and re-aim it. (Calmert cannot do it himself.)badams30 wrote:Before I take an action - one question? Can Calmert focus his light on the darkened area so we can see what's in there?
Re: Part 10 - The Temple Again
Thurwin - Wizard
Thurwin shouts to Sean "Help me get Calmert!" And he'll try to drag him to safety too, and if he can, he'll try to direct his beam of light into the darkness to see what or who is in there....
Thurwin shouts to Sean "Help me get Calmert!" And he'll try to drag him to safety too, and if he can, he'll try to direct his beam of light into the darkness to see what or who is in there....
Re: Part 10 - The Temple Again
Calthas curses, then mumbles a word of excuse to Tavin. Then he drops his bow, unsheathes his sword and moves forward to help drag Calmert with his free hand.
[OOC: I am fine with group initiative as is currently done.]
[OOC: I am fine with group initiative as is currently done.]
Re: Part 10 - The Temple Again
Hello Darkness, My Old Friend - Round 5
INITIATIVE baddies [1d6] = 4 party [1d6] = 5
Calthas and Thurwin grabs Calmert and drags his stiff form into the room beyond. Effric rights himself and Bror seems pleased. Odo stands there.
Tavin moves into the inky blackness following his nose, Sean joins him. (OOC: PM sent) You hear a chanting coming from that same darkness, a spell being cast, and a cry of anger.
Actions?
Hit points and marching order
Effric 13/13 <5,3,1> prone
--Calthas 18/18
Tavin 6/9 < CLW >
--Odo Bracegirdle 14/14
Calmert 14/14 <0/3/friends> hold person
--Thurwin 13/13 <, >
Bror Troll-Hunter 12/12
Sean 13/19
OOC: For now we will keep initiative as it is.
INITIATIVE baddies [1d6] = 4 party [1d6] = 5
Calthas and Thurwin grabs Calmert and drags his stiff form into the room beyond. Effric rights himself and Bror seems pleased. Odo stands there.
Tavin moves into the inky blackness following his nose, Sean joins him. (OOC: PM sent) You hear a chanting coming from that same darkness, a spell being cast, and a cry of anger.
Actions?
Hit points and marching order
Effric 13/13 <5,3,1> prone
--Calthas 18/18
Tavin 6/9 < CLW >
--Odo Bracegirdle 14/14
Calmert 14/14 <0/3/friends> hold person
--Thurwin 13/13 <, >
Bror Troll-Hunter 12/12
Sean 13/19
OOC: For now we will keep initiative as it is.
Re: Part 10 - The Temple Again
Thurwin - Wizard
Thurwin says quietly "Sean, get ready... guys, be prepared." He'll then try to direct Calmert's light like a flashlight into the darkness beyond, attempting to illuminate those hidden in the darkness.
Thurwin says quietly "Sean, get ready... guys, be prepared." He'll then try to direct Calmert's light like a flashlight into the darkness beyond, attempting to illuminate those hidden in the darkness.
- GreyWolfVT
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Re: Part 10 - The Temple Again
Bror Gllimmer in hand is always ready for a fight. "Right, let's drop em all lads."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling