Animate Dream Shopkeep

Amhal Pitt's page

68 posts. Alias of Oceanshieldwolf.


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Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

[A few moments ago…]

Amhal was having trouble finding enough material for his makeshift campfire - almost everything that *could* have been used for the barricade *had* been used, leaving precious little to scavenge for his purposes. He had just spied a possible piece of wood in the dim light of his flickering torch when he heard the noise.

He didn’t think, just reacted, trying to flatten himself against the ground from his crouched position. A sharp searing pain exploded in his belly and then…darkness….

He drifts, in and out as if in a deep mist, or looking through a distorted glass…sees a figure bent at a table…operating…something. The figure’s face is lit up, as if staring into a deep well of knowledge….the mist deepens…and Amhal falls…

[Now…]

”Splblk….blpk….klblk….” says the blood seeping from Amhal’s mouth.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Hmm, while Regnar did give Amhal his shield, I don’t think it is likely Amhal was using it while building a fire. So…he’s out. Well, it was nice knowing you all!!! At least we’ll die rich.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal sighs, and stops momentarily from his work making a fire.

”Dobin, Ralina and I rely on light. So we need at least some. And we can’t create it instantaneously without…magical means. Thus we need at least some to be prepared. And to prepare, in truth. The goblins know we are here - our very public execution of their bodyguard told them, if our blundering entrance into their home did not.

The warrior eyes the bags of loot, perhaps considering whether their spoils will ever be spent by their group.

”Truth be told…our options are few from here. That secret door likely leads us further into danger…

GMO - yup - building fire for Amhal…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Had 6, so now one lit and 4 remaining…

Satisfied that the barrier will at least protect them from some arrows and bolts, and more importanty stem the tide of goblins he fears are out there in the darkness, Amhal plants the ogre’s head, affixed to the end of his burnt out torch as a warning in the barricade.

Then, by the light of his next torch, he sets about making a firepit/campfire with whatever is available…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

How high is our barricade now? How much of Amhal’s torch is left?

Amhal makes his characteristic grunt of assent as Regnar gives advice. He stops his efforts for a moment at the makeshift barrier and looks back toward the rest of the group.

”A campfire would be useful, both for warmth and in case we need a constant source of light. should…hostilities ensue. I’m guessing it’s a little late for…subterfuge…Good idea Regnar.

Amhal will make sure to light his next torch with the current one, and then splop the ogre head on the old one and plant the shaft of this grisly trophy in the top of the barricade.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Hearing Ralina, Amhal nods toward Regnar as the priestess approaches. Amhal whispers as he too peers out into the darkness beyond his guttering torch.

”Yon dwarf is keen to shoot from the barricade should it come to that. I have a shortbow, and a score arrows, but I’ll trust to my blade for now should they charge in behind before we have the secret door locked down…

I’m a little unclear on the passage of time here - mostly relevant for how long more my torch will last and how much of the barricade I (and whoever else is assisting) have completed…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal grunts appreciatively as the bag is found. He continues to work on the barricade.

”You need any help Regnar? Dru - be careful of that bag, could be anything in an old moldy bag…besides jink…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal frowns at the discovery, seemingly displeased at the added twist in the skein of their predicament.

”If we knew it was…not a secret to the goblins…then I’d say yes - make it also secure. We don’t want them coming in at our backs. But if they *don’t* know it exists…ach. I’m sorry to be cautious again, but I’ve no wish to enter their lair while they are all riled up and can come in after us unaware. And to go through, and make it fast after us - well, then we are stuck with no way out. I vote we stay here, defensive, jam the secret door…and see what the goblins do next…”.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

First, that sounds….”ambitious”. Secondly…I have no idea what you mean. ;)

I was thinking more a wall across the face of the cave. Simple. Effective. Not at all versatile.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal sighs and picks up the bag as ordered by Regnar. He tosses into a corner, and removing the grisly trophy from his belt (the ogre head) places it next to their hard won loot. He looks for an available “sconce” or spot to place his torch and then, once he has retrieved his shield from the dwarf and stowed it, with sword in its scabbard, sets about assisting the others with creating a suitable barricade.

Regnar talked about shooting his bow. “Chest high” is a relative term for dwarves and humans…I guess we could try to completely block the entrance and leave a hole or two to see and shoot through.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Oh, I had not realised Finnin was still in the cave. Not trusting the “thief” Amhal will not let Finnin leave with the ogre’s coin sack!!! Just to be clear…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal grunts as the bad lands at his feet.

”You talk overmuch. I did not make the choice to flee. I stay here if you do, but the light I keep to see by.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal approaches the ogre lair (and if has actions to spare) enters, looking for Ralina.

”Ralina!!! The others are fleeing! Where are you!!!


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

@GMO - timing here is likely pretty critical

- if the goblins emerge at the cave entrance before Drusilla, Regnar and Finn arrive, Amhal will have stayed in the cave opening to ensure they can retreat unmolested.

- if the goblins are yet to arrive when Amhal finds out Ralina has not emerged, he will head toward the ogre lair.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal’s eyes widen slighty, then he nods and prepares to retreat.

When he sees either Dru or Reg (or Finn) emerge from the ogre lair and approach his position, Amhal will ask:

”Where is Ralina!?! I’m not leaving her…

And if told she has not followed will head toward the ogre lair.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

That seems…wise. Unfortunately Amhal…isn’t and events are also…developing.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

”DRU!!!! They’re coming!!!” Amhal shouts over his shoulder before turning his gaze to the other warrior.

”Quick Dobin - do we hold them here or retreat? I’m for holding, but if you advise retreat I’ll agree. ” Amhal’s eyes are piercing, vibrant, the adrenaline of the previous battle still a remnant in his heart.

”We two can hold this opening and ensure they can’t surround or overrun us…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal keeps his watch on the goblin lair entrance, and occasionally looks back toward the ogre cavern.

”Drusilla - what news from the ogre lair?” he calls out.

If any of the other cavern entrances hold lairs of goblins, or other creatures, they will likely have already heard the recent fracas with the ogre, so calling out to his allies doesn’t feel like a breach of any kind of “stealth”. And, to belabor the point, Amhal calls into the tunnel before him.

”We have slain your ogre champion!


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal watches with interest as Ralina removes a king’s ransom in coins from the ogre’s effects. Then, after tying the grisly trophy to his belt, and keen to avoid further ambushes, Amhal moves back to the goblin cave entrance and keeps watch, torch held high to allow him to see.

[Move from Ogre corpse to Goblin Cave entrance.]


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Going to wait to see what Dobin’s post-combat action is…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal grins manically as the behemoth falls. The warrior steps back to allow Regnar egress from the goblin-lair, and holds his torch forward toward the cave the ogre emerged from.

”Perhaps his home might provide a redoubt from which to defend. Or his family lairs within. Let us find out!

He then steps toward the corpse, and with a huge swing, lops off the Ogre’s head.

Essentially a Move then an Attack (or coup de grace) on a corpse. Does this require an attack roll?


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Combat Round 4

Hearing Regnar through a haze, Amhal shakes his head, unsure why the dwarf feels the need to command him.

First he takes my shield, now he wants to steal my glory!?!

Seeing Drusilla and Ralina score hits on the creature’s hide, and buoyed by both his own successful strike and the adrenalin of battle, Amhal swings back along the creature’s trunk….

Shwaa!!!: 1d20 + 1 ⇒ (16) + 1 = 17
Schh!!!: 1d8 + 1 ⇒ (8) + 1 = 9


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

[Combat Round 4 - Declaration of Intent]

[No Movement Intent]


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Swinging back across with his blade, Amhal tries to slice the creature’s midsection open…

Shaaa!!!: 1d20 + 1 ⇒ (19) + 1 = 20
Shhht!!!: 1d8 + 1 ⇒ (1) + 1 = 2


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Combat Round 2 - Declaration of Intent

No Movement.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Well, when you remove the 5’ step, which wasn’t a part of the rules Keep on the Borderlands was used for in, there is no longer a problem with the map. All BECMI movement is in 10’s. I don’t think there is an issue with the quality of the map at all.

I’m happy with things as they are.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16
GM - Obermind wrote:
Amhal Pitt wrote:
GMO - was it possible for Amhal to have moved to allow Regnar egress from the cave? The only reason I did not was because you mentioned a 5’ of movement, and I chose not to as we are using 10’ squares and it didn’t seem like that would achieve anything - thus my point about the lack of granularity on the map. If so, apologies to Regnar.

Yep, no worries. I moved you. What do you mean by 'achieve anything'?

And I disagree on the lack of granularity of the map :P

Thanks for moving me.

The problem is that I was under the impression that the map is 10’ squares, and it appears to be the case. The lack of granularity comes from the inability to clearly move within this frame. Otherwise I have to be specific about which of the four spaces of the 10 square I am in, and which of the possible 5’ participles of various 10’ squares I can reach. Amhal can now move to the (takes deep breath) 5’ portion that is in the SouthWest corner of the 10’ spaces to his East, the 5’ portion that is in the NorthWest corner of the 10’ space to his South East, and possibly, if diagonal movement is allowed, the 5’ portion that is in the SouthWest corner of the 10’ space to his South East.

But at the time, we were all higgledy piggledy occupying 10’ spaces, and I didn’t see how I could move to a different 10’ space with a 5’ step. Thus moving wouldn’t appear to achieve anything, as I couldn’t see the granularity needed on a 10’ square map to have the capability to step 5’.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

GMO - further clarification - is the 5’ step counted as part of the Intent phase? The part you quoted from the Rules Cyclopedia says “Maneuvering in this way does not count as an action during the round.” That makes me think it is part of an attack. What do you think? Do you want us to declare intent to 5’ step during this phase?


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Remember folks in Melee - that is Dobin, Regnar, Ralina and Amhal, there are only three Movement options available to us - Retreat, Fighting Withdrawal, and a 5’ step. GMO outlined those for us in THIS post.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

GMO - was it possible for Amhal to have moved to allow Regnar egress from the cave? The only reason I did not was because you mentioned a 5’ of movement, and I chose not to as we are using 10’ squares and it didn’t seem like that would achieve anything - thus my point about the lack of granularity on the map. If so, apologies to Regnar.

Having stubbornly refused to allow the dwarf access to the foe, Amhal tries to set fire to the ogre with his torch…sadly, the untried warrior can’t even hit the living barn.

Am treating torch as a club worth 1d6, please amend if in error…

Fwash!!!: 1d20 + 1 ⇒ (6) + 1 = 7
Schwipsh!!!: 1d6 + 1 ⇒ (1) + 1 = 2 [plus fire?


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

[Combat Round 2 - Declaration - Clarification]

Given that 5’ movement isn’t really a granular possibility, Amhal will stay put. No movement Intent.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Regnar - you have to wait for Initiative to be rolled…also, I’m clarifying that Amhal isn’t actually moving…see next post.

The Intent phase is to show what each side intends to do, then they have to act accordingly as directed by the new Initiative, which is rolled each turn, after the Intent phase.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16
GM - Obermind wrote:
Amhal Pitt wrote:

[Combat Round 2 - Declaration]

Amhal is going to try to move around to the Ogre’s back. Essentially 10’ North, then 10’ West, then 10’ South to end up behind the Ogre.

Weeeeeeeell..... I believe the original BX rules did not make any provision for this. Instead they simply stated the following for Movement (confirmed via OSE):

Outside of Melee
Movement rate: A character can move up to their encounter movement rate each round.
Maximum duration: Characters may move at this rate for at most 60 rounds.

In Melee
When in melee with a foe, only the following forms of movement are possible:
▶ Fighting withdrawal: The character moves backwards at up to half their encounter movement rate. There must be a clear path for this movement.
▶ Retreat: The character turns and flees from melee, moving up to their full encounter movement rate. This round: the character may not attack; the opponent gains a +2 bonus to all attacks against the character and ignores any AC bonus due to the character’s shield (if applicable).

After some digging around I found an iteration in the Rules Cyclopedia, which we will add here:

Rules Cyclopedia wrote:
Characters rarely stand solidly in one place and fight without moving from one position. When a character attacks, we assume that he is maneuvering for position. To reflect this limited movement, a character can move up to 5 feet while he is fighting. Maneuvering in this way does not count as an action during the round.
Bottom line, you can 5', fighting withdrawal or retreat.

Oh. So the only reason it lists your “Melee Combat Speed” is *not* for moving in melee. It is for running away. Gotcha. Will clarify intent in Gameplay.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Re missiles and melee:

I prefer that allies are available targets if you miss. Otherwise, what is your Target AC? If you roll a 1, it is Amhal’s AC of 5 (currently without shield); if you roll a 2 it is Regnar’s AC of 2 (currently using Amhal’s shield) and if you roll a 3 or 4 it is the Ogre’s AC. That seems a bit odd. Seems better to try to hit your target, then, if you miss, the DM randomly generates a target from among the melee-involved allies and foes. And they are automatically hit.

Personally I don’t like the “penalising firing into melee”. GMO may remember in a Greyhawk game we were in where I freaked out at PF1’s punishing “allies in melee provide cover to your foes” + “firing into melee is at -4” for a total of -8 to hit. There was just no point in attempting it. And much like PF2, PF1’s “answer” was “there are feats for that”.

So I’d really like it if we could just use the BECMI rules for firing into melee. I don’t believe there are any. ;)


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

[Combat Round 2 - Declaration]

Amhal is going to try to move around to the Ogre’s back. Essentially 10’ North, then 10’ West, then 10’ South to end up behind the Ogre.

[GMO: my understanding is that after all Declarations, Initiative is rolled again. And thus a new Initiative is rolled each round. Is this correct?]


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Heh. Amhal is totally going to try to set him on fire with his torch. He’s wearing furs after all. And this was my plan well before anyone mentioned it.

The first time I played 5th edition, when it was still a playtest, my Monk chose to set the Hill Giant Steading on fire. So I have form…but sadly, she couldn’t stop her companions from endlessly not taking advice about full frontal assaults against giants in mixed groups who outnumbered them 2 or even 3 to 1 and they all…died.

One of the weirdest things about BECMI and ADnD for me personally as a player has been GMs completely unable to grok…grappling and tackling. Once I tried it and after rolling “ok” I apparently tumbled inneffectually into a foe’s armor; in another game the DM just ruled I fell over - that was an honestly bad roll, but I do wonder what might have happened to his brain had I succeeded. Essentially I find most combats fairly boring if they are just straight exchanges of melee blows, and trying to be narratively interesting or “cinematic” is one way to make the game more interesting. Totally not going to try to tackle “Mungo the Ogre” or trip him with ropes like an Ewok vs an AT-ST or, more appropriately an AT-AT.

As for guile, I’m all for mundane characters using their wits to create effects, regardless of whether the effects are replicated by spells. I don’t like magic and I hate wizards, and I don’t think any spell does anything out of the ordinary that a…sufficiently advanced… mechanism could also produce. If you do, name…263 and I’ll be satisfied.

But it definitely needs to be character guile as opposed to player guile - seems to me Ralina is curious and inventive. As long as she doesn’t try to create a thermonuclear warhead with iron rations, a piton, 50’ tope and a 10’ pole I’m ok.

Having said all that, I do agree that the unfocused lantern flame may not…project that well from a mirror. I don’t like magic think it would be annoying to look at, but there’s no particular reason the ogre need look in it’s direction or be fazed by it unless it is susceptible to bright lights. I’n not sure if the ambient daylight matters - I’ve been blinded by glints off vehicles in broad daylight.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Clarification, Round 1

Amhal moves back to the cave mouth or just outside of it.

Essentially the difference between wheter Amhal can move diagonally on his first 10’ of movement or not…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Ah, ok, Amhal is carrying 540 coins, so can move 90’ or 30’ in combat.

GM - Obermind wrote:

- We are using a simplified approach to Combat. If it starts in a situation like this, you are all aware of it and we move to Combat Rounds. Maybe it is relevant to say in a Combat Round you can also Run, which in your case would allow you to move at 60' instead of 20' in a round. But when you run, you can do nothing else apart from running.

Does this mean that you can do no melee or spellcasting, because you have opted to essentially do a “full round action” of running?

GM - Obermind wrote:


- Again, we are using a simple approach. You are aware of what is in the map, and can act accordingly. So you can act as if you know exactly where the opponent is. If he is an opponent or not, that is another thing - Amhal would not know ;)

Hope these make sense?

Sure. In a sense it is a meta approach, which I am fine with. One small further clarification - do you mean “Amhal is aware that there is an ogre, but not whether the ogre is an opponent” OR that “OSW the player is aware there is an ogre, but Amhal is not, but we are still in Combat rounds so OSW can move Amhal accordingly”?


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Combat Round 1

Amhal likewise was heading to the cave entrance anyway, so that way he will go!

GMO: Do we (Dobin, Regnar and Amhal) hear the ogre snort?


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

@GMO - just a few questions for clarification now that we are getting to the…fun part!

* How big are the squares on the tactical map? There seem to be three party members located in a square.

* I am unclear on my movement speed. I read somewhere that metal armor makes a character encumbered regardless of their encumbrance. Is that not the case?

* Currently my speed is 60’ or 20’ in combat. If I am unaware there is combat, do I move faster? ;) Seriously though, as we are in Encounter, and have rolled initiative, I guess I move 20 feet. How many squares is that?

* If you are moving without having seen the opponent your allies have seen, can you change/alter your trajectory once you would realistically have seen the foe? It kind of interacts oddly with the “Movement, then Melee” ordering of OSR combat. Currently, I’m a little unclear on whether Amhal even knows there is a tangible threat. He’s just going to head back to the entrance as planned…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal takes a deep breath.

”I’m inclined to agree with you. This is madness, the six of us traipsing around their front doorstep with them alerted, and especially during their preferred time. If they like the dark, we should come in during the day, and possibly look for another entrance…

The warrior tips his head back toward the entrance.

”Dobin! We’re heading back to make a new plan. Let’s go back to the cave opening.

Round 6

Amhal heads back to the cave entrance.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

@GMO - is it dark outside now?

@All: I thought it was already darkening when we entered the ravine, so Amhal is thinking Drusilla would be good as a lookout outside, and Regnar can assist with being a fellow bulwark inside…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Reposting as I missed that Amhal turns back to speak to Drusilla again after Dobin…

Amhal looks at the elf.

”Drusilla - fall back with Ralina - keep our exit out of the ravine safe. I don’t know much about your magic protection, but best we save it for when we really need it.

The warrior nods at Dobin. ”Dobin - up with me, we will push forward to Regnar’s position and make a plan.

He turns back to Drusilla.

”If we decide to move in then we will call you - but let’s wait to see if any Goblins emerge into the ravine to try to trap us…

[Round 5]

Amhal moves to Regnar’s side, torch in one hand, sword in other.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

@Critzible: I’m having trouble following Drusilla’s last comment to Regnar. He doesn’t have a light, how is he going to make a blinding flash?


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal looks at the elf.

”Drusilla - fall back with Ralina - keep our exit out of the ravine safe. I don’t know much about your magic protection, but best we save it for when we really need it.

The warrior nods at Dobin. ”Dobin - up with me, we will push forward to Regnar’s position and make a plan. If we decide to move in then we will call you - but let’s wait to see if any Goblins emerge into the ravine to try to trap us…

[Round 5]

Amhal moves to Regnar’s side, torch in one hand, sword in other.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

@GMO - just a question on nomenclature - where you are using the term “Turn” do you mean a “Turn of 10 minutes” as opposed to a “Round of 60 seconds”, or just the next…turn? From memory and a torch lasts 6 Turns, so…about an hour…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Turn 4

Amhal peers in towards the edge of his torchlight, first to the left and then back toward Regnar, before finally settling on the middle corridor. He neither moves in nor retreats, staying by Drusilla’s side.

”Regnar - what do you hear? Can you understand any of what they are jabbering about? Drusilla - can you understand any to know…what they are?


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Turn 3

Amhal curse under his breath.

”Dobin, stay here with Finnin, and by all the gods keep an eye out on the ravine…

With that, Amhal ducks into the cave, reflexively lowering his head. He comes to Drusilla’s position. Please move Amhal to Drusilla’s current position… The warrior calls out to the plucky cleric.

”Ralina - at least fall back to here - you stay there and there’s one, two, three -
four ways you can be flanked. Here there are only two, and one at least, if it remains ours, is a route to relative safety…


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Amhal’s blood runs cold, the familiar tension felt before battle coursing along his spine.

”Get back.” he says in a small voice. He begins to head back to the entrance, his voice growing louder.

”Get back, get back! We’ll be trapped if we tarry.” he insists, falling back to the entry with his torch. ”They know we are here. “Bree Yark” must mean “Intruders!” or similar.


Ftr 1 | HP 0/8 | AC 4 (5 without shield)| +1 to atk/dam/doors | Sword +1, 1d8 +1 | Shortbow, 1d6
SAVES:
Death Ray/Poison 12 // Magic Wands 13// Paralysis or Turn to Stone 14 // Dragon Breath 15 // Rod/Staff/Spell 16

Dobin, you have no light source. The plan was to let Regnar and Drusilla go first with their demihuman vision, and then we follow, Amhal with a torch and Ralina with her lantern.

Amhal nods to Regnar in encouragement, and then lights his torch using Ralina’s tinderbox. Once his torch is lit, he will head in. Sword in hand, he will indicate for Finnin and Dobin to follow. Ralina can bring up the rear.

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