Showing posts with label Well Room melee. Show all posts
Showing posts with label Well Room melee. Show all posts

Thursday, February 16, 2017

They're Out on a Limb ~ Round 6

There is only one root-creature that can fight this round, and it is surrounded by followers.  At random, it whirls and attacks Fjall - it rolls a 9.  This hits AC 9, so Fjall escapes a bad attack.

So little has changed.  Here is the layout:


Petar is loaded and may fire.  He has a lot of extra possible targets between himself and the enemy, with the stumps in the way and all, but he has got a clear shot between Lothar and the creature that was lately stunned.

All others can act as they will.



Wood You Believe It? ~ Round 5

There are only two root-creatures left.  These have been engaged by Embla and Valda, so they turn away from Pandred and her difficulties, to attack the other two women.

A 2 is rolled against Valda, missing.

Against Embla the creature in 0509 rolls an 18.  This certainly hits.  Embla gets off lucky, however, taking but 3 damage.  Since she has 17 hit points before the hit, she isn't stunned.  This leaves the present arrangement:


Willa is loaded and may fire.  Petar can start loading this round.  No one is stunned, so everyone can act.

Following the player's move, the position is as follows:


Wednesday, February 15, 2017

Punishment is Given ~ Round 4

As Pandred moves, so does the end creature, it's tendrils shifting their connections with its adjacent fellow, moving into 0409 to attack the fighter.  It swings, rolls a 10 and hits AC 8.  I believe you established yourself as AC 6 with shield, so that is a miss.

The other creature in 0509 turns and considers Fjall a moment, then attacks Pandred.  It rolls an 18.  She takes 6 damage from the blow.  If Pandred makes a dexterity check [roll a d20], she can avoid being slammed hard enough against the wall to take 1-2 damage; she will hit the wall, it is just a matter of how well she can remain balanced.  In either case, Pandred is definitely stunned.

The creature in 0610 will attack Engelhart.  It rolls a 14, hitting AC 4.  That's good enough to pay homage to the cleric.  Father Engelhart will take 8 damage, more than enough to stun him and throw him into Valda's hex.

It does not follow.

Here is the layout for the player's round:

Embla's move was missed in the last round.  Her move
is indicated above.  She is in 0709, and can act this round.

This will enable the rest of the party to act.  Please note, especially regarding Fjall, that these creatures do not seem to have a "back" or a "flank."  The writhing root seem able to defend themselves in every direction.

Petar can fire.  Willa can load.  She can move up to one hex if she loads.

Following the player's moves, the position is as follows:



Tuesday, February 14, 2017

Valda Takes a Whack ~ Round 3

Begins with the creatures' movements.  The creature in 0611 turns and faces Lothar, swinging at Bergthora as it does.  Bergthora is missed by a 3, as the blow falls short of her shifting and dodging inside her hex (as everyone does when fighting ~ it is not a special ability]

The creature in 0510 adjusts to 0610, keeping the "hedge" of interlacing roots that has formed between the creatures.  It attacks Valda and hits with an 18.  She is just glanced, however, for 3 damage ~ still, it is enough to stun her and knock her into Engelhart's hex.

This leaves the last two creatures in 0508 and 0507 to thump on Pandred.  Luckily for her, however, the creatures roll a 7 and a 5.  Truly miraculous.

The final position of the creatures is, therefore:


The players can act.  Don't forget to move your followers.  Willa and Petar are willing to shoot their bows, but remember that a natural 2 will hit a party member.

The players having moved, here is the scene before the creature's return the attack:


I'm just going to forego putting up the x.p. from round to round, to save some time.  You've seen how it works; I'll put up the numbers soon.  But just to confirm: I think the only hits so far have been Pandred's 9, the creature's 3 against Valda and Lothar's group doing 13.  Oh, and there was a javelin for 6 damage.  Have I missed anyone?

Saturday, February 11, 2017

All In ~ Round 2


The depiction this time has a lighter grey at the top of the map, showing the limit of the party's sight of the corridor at the top of the room.  I hope that makes everything clearer.

As promised, the party is allowed two rounds, to make up for moves lost before.  Pandred is stunned, so cannot take his second attack - but the rest of the party can act.  Lothar, please indicate Bergthora and Valda's move and attack; they will prefer to attack with hand to hand weapons.  I'll have Fjall and the others come down the stairs when the party's round is done.

The party can act.

UPDATE: the party has moved, here is their position:



Thursday, February 9, 2017

Pandred is Attacked! ~ Round 1


The four creatures all act with radical speed, together rushing against Pandred.  Only two are able to get close enough to attack, but they do so with limbs flailing.  Meanwhile, between them, the rootish twigs quickly form a fence that runs from 0508 to 0611.

The two that can attack roll a 6 and a 7 ~ so Pandred is miraculously unharmed.

The rest of the party can now move.  Please let me know who is coming down the stairs behind Engelhart, once the stairs are clear, and IN ORDER.  Minimalize confusion, please.

I know it looks as though I have intentionally organized the move to trap Pandred, but I will now compensate for that by giving you TWO movement turns, with the exception of Pandred, who can have just ONE.

Go ahead and do your best.