Part 3: Investigating the Moathouse Ruins
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Dec 27, 2020 2:33 am
Eltrezar urges Elmo to hurry along, there were bandits to be slain, forts to be freed, and maidens to be saved! Perhaps not all to be found here, but a wizard can dream.
Dec 27, 2020 9:43 am
Coulson urges his steed into another gallop, determined to get to the gate, to stop these bandits leaving
Dec 27, 2020 6:28 pm
Previously posted as a secret note:

Theoretically, Alice could dismount as a free Action and move and act this round, but since the horse is running at full gallop I would argue that Alice would have to make a pretty tricky Dexterity roll to stay on her feet (seeing as she's in full plate armor, I'd apply a penalty of +4 to your roll). If she succeeds her dexterity roll, she stays on her feet and can move and act however you see fit. If you fail the Dexterity roll I'd argue that Alice falls prone on the ground.
1. Gilly (7)
2. Kelric (6)
3. Angel, Elmo, Brigands (5)
4. Coulson, Eltrezar (4)
-->5. Alice (2)
Quote:
Coulson races his warhorse on, skirting along the edge of the moat and through the felled tree blocking the road leading to the moathouse, finally crossing the drawbridge. As the dwarf and his companion cross they both see rotted planks and makeshift patchwork boards under the mounts heavy hooves clatter and rattle. Before you the moathouse gates await.Quote:
The door is hanging open on one greathinge, the other is splintered and holed but still in position, wedged and shored closed from the inside.
OOC:
It's Alice's turn. If she's just going to stay on the horse and wait to enter with Coulson on the horse's next turn we can pass. Theoretically, Alice could dismount as a free Action and move and act this round, but since the horse is running at full gallop I would argue that Alice would have to make a pretty tricky Dexterity roll to stay on her feet (seeing as she's in full plate armor, I'd apply a penalty of +4 to your roll). If she succeeds her dexterity roll, she stays on her feet and can move and act however you see fit. If you fail the Dexterity roll I'd argue that Alice falls prone on the ground.
OOC:
Round 3 will wrap up with Alice. Turn order as follows:1. Gilly (7)
2. Kelric (6)
3. Angel, Elmo, Brigands (5)
4. Coulson, Eltrezar (4)
-->5. Alice (2)
Rolls
Secret Roll
Dec 27, 2020 8:13 pm
OOC:
Round 3 ends; Round 4 begins!Turn order is as follows:
-->1. Gilly (7)
2. Brigands (6)
3. Angel, Coulson (5)
4. Alice, Eltrezar (4)
5. Kelric (3)
6. Elmo (2)
(Jeez... I have to imagine Eltrezar is going to be about ready to set Elmo's horse's tail on fire by this point.)
Angel is currently occupying the space where the hole in the wall is (HH11). I'm fine with PCs passing through a friendly PC's space during movement as long as the PC don't stop on an occupied space. So if Gilly wishes to enter the room, she can slip past Angel, but she must move from HH11 to FF10 to pass through the hole in the wall.
If anyone enters the room, Angel saw the brigands flee through a door south of the spaces that occupy AA8 and BB8.

Rolls
Angel Initiative roll - (1d6+1)
(4) + 1 = 5
Gilly Initiative roll - (1d6+2)
(5) + 2 = 7
Coulson Initiative roll - (1d6+1)
(4) + 1 = 5
Kelric Initiative roll - (1d6)
(3) = 3
Alice Initiative roll - (1d6+1)
(3) + 1 = 4
Eltrezar Initiative roll - (1d6-1)
(5) - 1 = 4
Elmo Initiative roll - (1d6+1)
(1) + 1 = 2
Brigand Group Initiative Roll - (1d6)
(6) = 6
Dec 28, 2020 12:16 am
Gilly scrambles though the hole, after hearing the commotion inside. She moves as far in as is possible, following where she knows the bandits would have gone out.
IF A) the path diverges into two ways, she will wait for backup. The chase is on, but we need time for the others to close the net, and one Halfling doesn’t make for much of a chase!
IF B) she spots one of the brigands along the corridor, she will kneel down onto the stone, and fire at the one that’s trailing the group!
IF A) the path diverges into two ways, she will wait for backup. The chase is on, but we need time for the others to close the net, and one Halfling doesn’t make for much of a chase!
IF B) she spots one of the brigands along the corridor, she will kneel down onto the stone, and fire at the one that’s trailing the group!
OOC:
As I don’t know whats beyond the door they left, I will let the DM tell me which action is appropriate!Last edited December 28, 2020 12:18 am
Rolls
Attack, if possible! - (1d20+3)
(20) + 3 = 23
Damage - (1d6)
(3) = 3
Dec 28, 2020 12:23 am
OOC:
Apologies for the delay. Got home last night and had some stuff to take care of. Anyhoo...As Gilly crosses the room she approaches the door with her bow drawn she immediately finds four brigands before her. Two of them have just mounted riding horses of their own while two are running to their own horses, their backs turned to Gilly in their rush to grab their animals and escape. The little halfling snaps off a shot, deftly striking one in the torso.

OOC:
Gilly moved 30' to get to the door. If she would like to move 10' more let me know. In the meantime, from where she stands Gilly has the option of four targets to choose from. They are Brigands #6 through #9. Brigands #8 and #9 are astride their horses already. #6 and #7 are running to get to their own mounts. Whichever brigand you choose is hit on your Natural-20 roll, but not all have the same Hit Points.Dec 29, 2020 5:53 pm
OOC:
A good choice.
Meanwhile, as Coulson and Alice are rushing into the castle they hear the sound of hooves approaching. Suddenly a mounted rider appears at the door and seeing his way blocked by the warhorse before him, swings his short sword at the dwarf in front. The blade slashes across Coulson's arm opening a nasty gash.

OOC:
Wow... Wise call on the Nat-20 damage decision. Coulson takes 2HP damage and has 6 HP remaining by my sheet.Turn order is as follows:
1. Gilly (7)
2. Brigands (6)
-->3. Angel, Coulson (5)
4. Alice, Eltrezar (4)
5. Kelric (3)
6. Elmo (2)
Rolls
Brigand #9 Attack roll, Short Sword Damage roll - (1d20, 1d6)
1d20 : (20) = 20
1d6 : (2) = 2
Dec 29, 2020 5:59 pm
"Throw down your arms and you may yet live, you curs! Surrender this instant or it's death for all of you!" Alice snarls at the man as he clips the dwarf.
Dec 29, 2020 10:48 pm
Angel rushes up behind Gilly as she let's an arrow fly. Not knowing what others are doing he says, "Great shot, Gilly. Let's be after them before they escape." Angel takes off again running his bow held loosely in his left hand and a pair of arrows in his right.
Dec 29, 2020 11:19 pm
OOC:
@Aldrusian: Give me an hour or so to get home and post what Angel sees as he dashes throughbthe door past Gilly. Dec 30, 2020 3:02 am
OOC:
Seeing as how there are no enemies visible (living ones, at least), Eltrezar will be holding his turn until Elmo's turn. Hopefully there will be someone willing to hold one of my daggers by then.Dec 30, 2020 7:56 am
As the slice comes in from the bandit, Coulsons horse tears up slightly, and he in turn brings his sword down towards the attacker in a long overhand chop
Rolls
Attack - (1d20+2)
(20) + 2 = 22
Damage - (1d8)
(8) = 8
Dec 30, 2020 7:41 pm
OOC:
Good lord, let's save some Nat-20s for the next round, eh?Meanwhile, in another part of the castle, Angel rushes into the black chamber and past Gilly through the door.
Quote:
This was once a great audience chamber, as shown by the tattered banners and tapestries on the walls, destroyed furniture, and heaps of rotting cloth thrown into corners. Once richly appointed, it has been thoroughly searched, sacked,and despoiled. Leaves and dirt cover the floor, and cobwebs hang from walls and the ceiling above. Looking up, you see that pieces of beams and chunks of stone poke through, indicating that the upper stories of the place are totally destroyed and likely to be impassable to anything larger than a rat.OOC:
Angel has moved 30'. He can move another ten feet if he wishes. If he chooses to attack he can hit any of the four riders, however the ones to the southwest have descended a set of stone stairs, and because of the angle of the steps they will be a bit harder to hit, incurring a -2 penalty to the shot.Dec 30, 2020 8:32 pm
Angel will move further if he can and still put an arrow in the back of the nearest rider thinking one less sword against them is always a boon no matter who it is.
Rolls
Attack closest brigand with bow - (1d20+2)
(16) + 2 = 18
damage from arrow - (1d6)
(3) = 3
Dec 31, 2020 12:07 am
Angel enters the room and fires off an at one of the closest riders who gives a grunt as the arrow hits the man in the stomach.

Round 4 continues. Turn order is as follows:
1. Gilly (7)
2. Brigands (6)
3. Angel, Coulson (5)
-->4. Alice, Eltrezar (4)
5. Kelric (3)
6. Elmo (2)
I realize Eltrezar is going to hold his turn until Elmo moves, but another option is that he could hop off the horse now and follow the sniper team in the castle hole if he's hungry for some action.
OOC:
The arrow hits the brigand on AA17. The shot hurts him but he's still alive.
Round 4 continues. Turn order is as follows:
1. Gilly (7)
2. Brigands (6)
3. Angel, Coulson (5)
-->4. Alice, Eltrezar (4)
5. Kelric (3)
6. Elmo (2)
I realize Eltrezar is going to hold his turn until Elmo moves, but another option is that he could hop off the horse now and follow the sniper team in the castle hole if he's hungry for some action.
Dec 31, 2020 2:35 am
OOC:
I assume the two remaining bandits have not yielded to Alice's offer of surrender?Dec 31, 2020 2:42 am
OOC:
Eltrezar definitely feels more comfortable behind the wall of iron, not hanging around the squishies. He'll keep on riding, wind blowing through his beard.load next