4. The First Expedition
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Yaarrrrrrr!
Rolls
War Hammer - (1d20, 1d6+1)
1d20 : (2) = 2
1d6+1 : (4) + 1 = 5
Rolls
Longbow attack 1, damage - (1d20+2, 1d6)
1d20+2 : (18) + 2 = 20
1d6 : (6) = 6
Longbow attack 2, damage - (1d20+2, 1d6)
1d20+2 : (7) + 2 = 9
1d6 : (1) = 1
Jacky successfully executes his fighting retreat. The cephalopod initially moves to follow the halfling, but halts its advance as Jacky retreats to the apparent safety of the doorway (Jacky is now out of melee).
Grim flails harmlessly with his less-than-trusty hammer.
One of Ella’s arrows rips straight through the cephalopod above Grim’s head, tearing its thin translucent body, but not bringing it down.
Awaiting confirmation of Thrud’s and Zach’s Round 1 actions.
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2:10 pm, Basilsday 2nd Lucreon (April) 2993 AEP
Ellagel, Elven Fighter/Magic User 1/1: 6/6, 90’
Grimidek, Dwarven Cleric 1: 5/9, 60’
Jacky, Halfling Fighter/Thief 1/1: 4/6, 60’
Thrudmarr, Wiskin Fighter 1: 5/5, 90’ (Lantern)
Zacharias, Archontean Fighter 1: 10/10, 60’
Link to Jacky’s maps …
Rolls
Bastard Sword - To Hit - (1d20+3)
(7) + 3 = 10
Bastard Sword - Dmg vs. Small/Med - (2d4+3)
(24) + 3 = 9
"HRRRAAAAAGHH!!!!!!"
His boots pound against the stone floor as he barrels towards the creature hovering above Grim, axe held high.
Rolls
Battle Axe To Hit (Charge!) - (1d20+3)
(19) + 3 = 22
Battle Axe Damage - (1d8+3)
(8) + 3 = 11
@Thrud - it’s OK to place the lantern on the floor and switch to your shield before charging - a combat round in OSRIC is a minute long, so I’m not going to get fussy about reasonable minor actions.
Without a thought for their own safety, Zach and Thrud charge to the aid of the beleaguered Grim. Zach’s attack is wild and misses its mark. But Thrud’s axe rips through the already perforated cephalopod above the dwarf and it falls harmlessly to the ground.
That concludes the round. As one of the cephalopods has been killed, I’ll make a morale check to see if they will continue to attack you.
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2:10 pm, Basilsday 2nd Lucreon (April) 2993 AEP
Ellagel, Elven Fighter/Magic User 1/1: 6/6, 90’
Grimidek, Dwarven Cleric 1: 5/9, 60’
Jacky, Halfling Fighter/Thief 1/1: 4/6, 60’
Thrudmarr, Wiskin Fighter 1: 5/5, 90’ (Lantern)
Zacharias, Archontean Fighter 1: 10/10, 60’
Link to Jacky’s maps …
Rolls
Morale check for the cephalopods - (1d100+5)
(78) + 5 = 83
Rolls
Hammer! - (1d20, 1d6+1)
1d20 : (20) = 20
1d6+1 : (2) + 1 = 3
"No run! Thrud smash!"
Edit: Hit AC -6. Do I get my 2nd attack this round if it's still up?
Rolls
Thrud chop! - (1d20+3)
(18) + 3 = 21
Battle Axe Damage - (1d8+3)
(7) + 3 = 10
Rolls
Ranged attack (AC hit) - (20-1d20-4)
- (3) + 16 = 13
Damage - (1d6+2)
(6) + 2 = 8
Ranged attack (AC hit) - (20-1d20-4)
- (15) + 16 = 1
Damage - (1d6+2)
(1) + 2 = 3
Edit: The dice gods hate our Zacharias.
Rolls
Bastard Sword - To Hit #1 - (1d20+3)
(1) + 3 = 4
Bastard Sword - Dmg vs. Small/Med #1 - (2d4+3)
(34) + 3 = 10
Bastard Sword - To Hit #2 - (1d20+3)
(13) + 3 = 16
Bastard Sword - Dmg vs. Small/Med #2 - (2d4+3)
(11) + 3 = 5
I believe those in melee get one attack when the enemy leaves, and their ordinar attack routine when it’s their round. So Thrud and Zach might get three attacks and grim 2…
Rolls
Longbow #1, damage - (1d20+2, 1d6+2)
1d20+2 : (18) + 2 = 20
1d6+2 : (6) + 2 = 8
Longbow #2, damage - (1d20+2, 1d6+2)
1d20+2 : (6) + 2 = 8
1d6+2 : (4) + 2 = 6
Rolls
2nd Battle Axe attack - (1d20+3)
(14) + 3 = 17
Battle Axe Damage - (1d8+3)
(5) + 3 = 8
Battle axe vs retreating monster - (1d20+3)
(18) + 3 = 21
Battle Axe Damage - (1d8+3)
(1) + 3 = 4
OK, let’s try to bring some order to the general chaos!
We are still in Round 1. As it’s clear that you plan to press the attack, let’s continue to work through things in the proper sequence. Here’s a view of the current situation (I’ve removed the already dead cephalopod that was above Grim) …

In OSRIC, combatants within 10’ of each other are considered to be within melee range. So, for their second attacks in Round 1, Thrud can reach the one in front of him (that attacked Jacky previously) and Zach can engage the closest one to him in the group of four.
Both of the follow-up attacks find their mark, tearing through the creatures’ thin, translucent bodies. But neither are killed outright and they continue to float, albeit somewhat erratically.
That concludes the round. Please can someone roll initiative for Round 2 and we’ll pick things up from there.
Rolls
Cephalopod initiative for Round 2 - (1d6)
(5) = 5
OK, so you win initiative for Round 2. This means that those in melee range will be able to attack twice this round ... once on your initiative and a second bonus attack at +4 on the cephalopod's initiative.
Rolls
Bastard Sword - To Hit (First) - (1d20+3)
(16) + 3 = 19
Bastard Sword - Dmg vs. Small/Med - (2d4+3)
(11) + 3 = 5
Bastard Sword - To Hit (Second) - (1d20+3+4)
(7) + 7 = 14
Bastard Sword - Dmg vs. Small/Med - (2d4+3)
(42) + 3 = 9
Rolls
War hammer - (1d20, 1d6+1)
1d20 : (2) = 2
1d6+1 : (3) + 1 = 4