Part 5: Return to the Moathouse Ruins

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May 28, 2021 4:16 am
Hrmph! "While I worry that breaking down the door will bring upon us whomever waits beyond, it will do us no good to sit here without venturing forth. Let us examine this room once more, both of these doors seemed to have been hidden from the wrong side." Eltrezar begins exploring the area to the right, around the corner from the staircase. Naturally, he will ensure at least one warrior comes with him.
OOC:
The area to the bottom right of the map is what I'm interested in.
Last edited May 28, 2021 4:16 am
May 28, 2021 3:01 pm
"I agree that beating down the doors could bring more trouble than we wish, let's all stay together down here though. Come, fighters up front, let's see what else is down here."
May 28, 2021 4:51 pm
Opting to hold off for the moment on the noisy racket that would come with breaking down the two doors, the party decides to explore the room, Eltrezar taking the lead with the fighters up front with him and the archers taking the rear.

The room square-ish and littered with torn sacks, broken blates, and the debris of old weapons racks, indicating this may have been storage place and armory for the fortress. The western wall is piled with great heaps of worthless rubble, broken containers, and furniture, all obviously junk, used to hide the locked doors at G13 and G16. Examining the other side of the room, Eltrezar finds a closed door in the northeast corner (Q15), and a corridor running southward in the southeast corner of the room.
As he approaches the southeast corner's corridor his lantern light suddenly falls upon an emaciated-looking man standing behind a tall, floor-to-ceiling, stone pillar. As soon as the light shines upon his eyes the man gives a sorrowful groan and steps out to reveal a body draped with decomposing flesh. This man is a corpse, yet attacks!
OOC:
Gilly's token is actually at M12 right now. I only have it where it is to provide the most illumination for the room. Neither party rolls a 1 or 2 on a surprise check, so Round 1 begins with turn order as follows:
1. Maloria (7)
2. Angel (6)
3. Gilly (5)
4. Bors (4)
5. Man-at-Arms, Zombie (2)
6. Eltrezar (0)
https://i.imgur.com/JfS3qnU.png

Rolls

Secret Roll

Angel Initiative roll - (1d6+1)

(5) + 1 = 6

Gilly Initiative roll - (1d6+2)

(3) + 2 = 5

Eltrezar Initiative roll - (1d6-1)

(1) - 1 = 0

Maloria Initiative roll - (1d6+1)

(6) + 1 = 7

Bors Initiative roll - (1d6+1)

(3) + 1 = 4

Man-at-Arms Initiative roll - (1d6)

(2) = 2

Zombie Initiative roll - (1d6)

(2) = 2

May 29, 2021 2:11 am
"Light of Cuthbert, the living dead! Strike this abomination from the world lads!"

Mal cautiously advances toward the necrotic creature with her shield raised. Although the zombie is too far for her to attack with hammer, Mal holds her position on the front line and pulls her sling from her belt, loosing a stone at the lead walker.
OOC:
Move to O16
Last edited May 30, 2021 6:39 pm

Rolls

Attack - (1d20+1)

(6) + 1 = 7

Damage - (1d4+1)

(3) + 1 = 4

May 30, 2021 6:24 pm
OOC:
By my measurements Maloria is 20' from the monster, and has a movement of 90' (30' per round during combat). So she can move all the way to the monster and attack if she would like. But maybe she wishes to hold at O16, because...
As Maloria steps forward to approach the creature who has been lurking in the pitch black of this basement for an untold measure of time, a second one accompanying the first, previously obscured by a pilar, comes into her line of sight.
https://i.imgur.com/KlS2YPh.png
OOC:
@dominion451: If you would like Mal to move the rest of the way forward to attack, let me know and we can retcon the attack.
Otherwise the dwarf used 15' of Movement to O16 as requested this turn.
Angel for his part, immediately dashes laterally to O14 before firing an arrow at the nearest monster but the arrow clatters uselessly against the wall to his target's right.
https://i.imgur.com/ay29oIO.png
OOC:
Round 1 continues. Turn order is as follows:
1. Maloria (7)
2. Angel (6)
-->3. Gilly (5)
4. Bors (4)
5. Man-at-Arms, Zombies (2)
6. Eltrezar (0)

Sorry, I forgot to move Gilly's token back. She is at M12 at the moment. This is her perspective:
https://i.imgur.com/gKCUdxQ.png

Rolls

Angel Attack roll, Damage roll - (1d20+3, 1d6)

1d20+3 : (2) + 3 = 5

1d6 : (5) = 5

May 30, 2021 6:37 pm
OOC:
Mal's movement should be 20' in combat because of Plate Mail, and I thought I used it up as I hadn't considered moving on the diagonal. I WOULD like to retcon an attack with my sling tho...
May 30, 2021 7:08 pm
dominion451 says:
OOC:
Mal's movement should be 20' in combat because of Plate Mail, and I thought I used it up as I hadn't considered moving on the diagonal. I WOULD like to retcon an attack with my sling tho...
OOC:
@dominion451:
That's Option #1: Encumbrance by Armour Type. In that case, yes, Mal would have a movement of 60' (20') per turn. We've been using Option #2:Encumbrance by Weight Carried for this campaign because I think it's a little more realistic without being a ridiculous pain in the butt for me to micromanage your stuff.

https://i.imgur.com/5M9XpDX.png https://i.imgur.com/4eeLunQ.png
OOC:
So in this case, I have Maloria at 500c for her Plate, 100c for her shield, 30c for her hammer, 36c fr coins she's carrying, and 80c for all other miscellaneous gear (backpack, potions, rations, etc.), for a total of 746c, which puts her in the 90' Movement Rate group, though just barely.
And then I keep all of that encumbrance tracked on the same spreadsheet as linked in the first the post of each thread so that you guys don't have to. Anytime you need to know what your PC's Encumbrance and Movement Rate is just refer to that sheet. I keep it pretty up to date for you and all I have to do is enter data in the "Encumbering Equipment" cells of the sheet and it automatically updates the "Movement Rate" cell in Column E.

Other than that, as I understand it, you would like to retcon and have Mal attack with her sling from O16, correct? If so, go for it!
May 30, 2021 7:17 pm
OOC:
Hmmm, now I'm all for taking the better interpretation of a rule set if it benefits me, but as a semi honest gamer I have to say that the words "up to" before the weight indicate that the number is the upper limit for the move rate. 0-400 is 120', 401-600 is 90', 601-800 is 60', etc.

Feel free to tell me to stuff it, but it seems pretty clear to me. No disrespect xoxox
May 30, 2021 7:59 pm
OOC:
@dominion451: Yeah, actually you're right... You made me double check my formulas for that Movement Rate Cell, and it turns out I copy/pasted the formula for Mal's and Bors's Movement Rate off of the entry for Angel's PC. So it was reading Angel's Total Encumbrance and applying it to your Movement Rate. I fixed it, and now it accurately says you have a MR of 60' (20'). Technically, you could still make it to the zombie because of diagonal movement, but if you want to throw a sling stone from O16 go ahead and roll your attack.
Also, Bors has a Movement Rate of 60' (20') as well.
May 30, 2021 8:07 pm
OOC:
Yeah I have a bad habit of rushing in and dying so I'm gonna try some caution in the depths of the Moathouse ;)
May 30, 2021 8:51 pm
OOC:
Sounds good. Go ahead and make your sling attack of you like.
May 31, 2021 11:44 am
OOC:
Bors will move to N18 and take up a defensive position and try to get some line of sight to the south.

KCC

May 31, 2021 12:03 pm
OOC:
Is it my turn now too? Hard to make out with all the OOC! I’ll roll in any case!
Gilly drops the torch to the floor, and quickly sends an arrow sailing into the darkness at the shambling figure by the pillar. It’s a tough shot, truth be told!

Rolls

1d20+3, 1d6

1d20+3 : (13) + 3 = 16

1d6 : (3) = 3

May 31, 2021 5:00 pm
OOC:
Okay, Gilly had first initiative so we'll do her turn first, then Bors.
Gilly drops her torch on the ground and grabs her bow, and despite a penalty of 4 for teammates giving the zombie a good amount of cover, her arrow still sails through and hits its target. The corpse jars a little at the projectile's impact but seems otherwise indifferent, too interested in the new arrivals standing before it to care.
OOC:
Those currently emitting light are Angel, Gilly, Eltrezar, Maloria, and the Master-at-Arms. I don't have Bors marked as carrying illumination, but since Bors is standing right next to Gilly we can say Bors picked up Gilly's torch and carried it with him for light.
Bors moves forward to get a closer look at the enemies before him, and only sees the 2nd zombie of the two. There appears to be a corridor leading somewhere south but beyond the reach of his torch everything remains shrouded in darkness.
https://i.imgur.com/022zNM6.png

The Man-at-Arms drops his sword and torch on the ground as well and draws his longbow firing an arrow at the one gilly shot.

Rolls

Man-at-Arms Attack roll; Damage roll - (1d20, 1d6)

1d20 : (10) = 10

1d6 : (1) = 1

May 31, 2021 7:30 pm
Moving to behind Maloria for protection, Eltrezar takes one of his trusty daggers and flings it at the nearest zombie, hoping that the creature would not persist long after an assault. He mumbles something about never having seen the undead before, a combination of curiosity and caution in his voice.
OOC:
Eltrezar moves to P-15 and throws a dagger at the closest Zombie. If he can move after the attack (still having movement left), he will return to N-15.

Rolls

Attack - (1d20-1)

(10) - 1 = 9

Damage - (1d4)

(1) = 1

Jun 1, 2021 4:06 pm
OOC:
I put my sling attack in my original action post but it was a miss
Jun 1, 2021 7:28 pm
dominion451 says:
OOC:
I put my sling attack in my original action post but it was a miss
OOC:
Ah, I see it now. Alright.
Eltrezar moves over to get a better angle on an enemy and throws a dagger, but the weapon sails past the undead target. The wizard then retreats behind the protection of Maloria again as the monsters advance.
OOC:
I think these zombies would naturally attempt to attack whomever is nearest to them. Mal and Bors are both 15' from Zombie #1, however Zombie #1 can only see Maloria, as Bors is hidden behind the column there. Zombie #2's closest target is Bors, so it will attack the fighter.
One of the monsters kunges for Maloria, who deftly blocks the creature's claws. The second one shambles to Bors and attacks, but again its assault is thwarted by the fighter!
OOC:
Round 1 ends; Round 2 begins! Turn order is as follows:
-->1. Angel, Gilly (6)
2. Man-at-Arms (5)
3. Bors (4)
4. Maloria (3)
5. Eltrezar (0)
6. Zombies (2)
https://i.imgur.com/M2eFSuk.png

Rolls

Zombie #1 Attack roll, Damage roll - (1d20, 1d8)

1d20 : (2) = 2

1d8 : (2) = 2

Zombie #2 Attack roll, Damage roll - (1d20, 1d8)

1d20 : (5) = 5

1d8 : (7) = 7

Angel Initiative roll - (1d6+1)

(5) + 1 = 6

Gilly Initiative roll - (1d6+2)

(4) + 2 = 6

Eltrezar Initiative roll - (1d6-1)

(1) - 1 = 0

Maloria Initiative roll - (1d6+1)

(2) + 1 = 3

Bors Initiative roll - (1d6+1)

(3) + 1 = 4

Man-at-Arms Initiative roll - (1d6)

(5) = 5

Zombies Initiative roll - (1d6)

(2) = 2

Jun 1, 2021 7:42 pm
Angel draws another arrow and fires at the one attacking Mal. Another arrow hits the undead fiend, but it barely reacts to the piercing projectile and maintains it's focus on its intended quarry, Maloria.
OOC:
Round 2 continues! Turn order as follows:
-->1. Angel, Gilly (6)
2. Man-at-Arms (5)
3. Bors (4)
4. Maloria (3)
5. Eltrezar (0)
6. Zombies (2)

Rolls

Angel Attack roll, Damage roll - (1d20+3, 1d6)

1d20+3 : (10) + 3 = 13

1d6 : (1) = 1

KCC

Jun 1, 2021 10:26 pm
Satisfied that her arrow found its mark, she sends another sailing towards the same zombie.

Rolls

1d20+3, 1d6

1d20+3 : (3) + 3 = 6

1d6 : (1) = 1

Jun 4, 2021 8:30 pm
Gilly fires her bow and misses. The Master-at-Arms moves twenty feet south to have a clear shot at the one Gilly shot at, and his arrow hits, just barely. Like every arrow that's punctured it so far, the zombie jarrs a bit at the impact, but seems otherwise little concerned with the projectiles. He does seem to be functioning with a bit of a herky-jerky fluidity however, as some of the arrows have damaged muscles and tendons necessary for mobility and proper function.
OOC:
Round 2 continues! Turn order as follows:
1. Angel, Gilly (6)
2. Man-at-Arms (5)
--> 3. Bors (4)
4. Maloria (3)
5. Eltrezar (0)
6. Zombies (2)
https://i.imgur.com/lvtDnH5.png

Rolls

Man-at-Arms Attack roll; Damage roll - (1d20+1, 1d6)

1d20+1 : (10) + 1 = 11

1d6 : (1) = 1

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