Part 5: Return to the Moathouse Ruins
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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!
1. Maloria (7)
2. Angel (6)
3. Gilly (5)
4. Bors (4)
5. Man-at-Arms, Zombie (2)
6. Eltrezar (0)

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
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.
Rolls
Attack - (1d20+1)
(6) + 1 = 7
Damage - (1d4+1)
(3) + 1 = 4

Otherwise the dwarf used 15' of Movement to O16 as requested this turn.

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:

Rolls
Angel Attack roll, Damage roll - (1d20+3, 1d6)
1d20+3 : (2) + 3 = 5
1d6 : (5) = 5
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.


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!
Feel free to tell me to stuff it, but it seems pretty clear to me. No disrespect xoxox
Also, Bors has a Movement Rate of 60' (20') as well.
Rolls
1d20+3, 1d6
1d20+3 : (13) + 3 = 16
1d6 : (3) = 3

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
Rolls
Attack - (1d20-1)
(10) - 1 = 9
Damage - (1d4)
(1) = 1
-->1. Angel, Gilly (6)
2. Man-at-Arms (5)
3. Bors (4)
4. Maloria (3)
5. Eltrezar (0)
6. Zombies (2)

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
-->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
Rolls
1d20+3, 1d6
1d20+3 : (3) + 3 = 6
1d6 : (1) = 1
1. Angel, Gilly (6)
2. Man-at-Arms (5)
--> 3. Bors (4)
4. Maloria (3)
5. Eltrezar (0)
6. Zombies (2)

Rolls
Man-at-Arms Attack roll; Damage roll - (1d20+1, 1d6)
1d20+1 : (10) + 1 = 11
1d6 : (1) = 1