First Expedition

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jferngler
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Re: First Expedition

#141 Post by jferngler »

Toothy Herman gives Maurice an amused look, says "You should throw a stone in first, next time. Saves me a lot of trouble." Maurice is unamused, but goes into the room much more carefully. He looks to see if he can salvage the crossbow that could have spelled his doom.

Avery and Girt follow. Seeing the desecrated state of the graves, they attempt to tidy up the disturbed remains. They keep their eyes open for valuables while doing so. Herman nods with approval, but does a lot more thourough search of the bodies as he stuffs them back into the niches. Giant hovers about the boys.

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Re: First Expedition

#142 Post by Raven Crowking »

The trigger went off when you opened the door; not sure what throwing a stone would have done!

The crossbow is pretty rusty, but you might be able to salvage it. Of course, you would need some more bolts first.

I need to know how long you are willing to spend looking in the burial alcoves (both to determine what, if anything, you find, and whether or not something comes while you are looking). If just Avery, Girt, and Herman are doing this, it will take 50 minutes to do a good job.

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Re: First Expedition

#143 Post by jferngler »

The three arranging graves will take the full 50 minutes. Maurice will take this opportunity to rest a bit, alert for strange sounds, club at the ready.

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Re: First Expedition

#144 Post by Raven Crowking »

You have searched for about 20 minutes, and found a scattering of silver coins (about 60) when the door to the east opens and six skeletons step outward, confronting the characters in the hallway. Both sides are initially surprised, but after a long moment, everyone in the hallway may act. Those searching the alcoves must wait 1 additional round to become aware of, and be able to act against, the threat in the hallway.

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Re: First Expedition

#145 Post by jferngler »

Maurice gives a cry and gets to his feet, club up. Giant begins barking madly.

Avery and Girt are ashen faced. Avery Quietly, and then with increasing force begins saying, "No. No. No! NO!" He grows quite animated over the bony opponents.

Herman turns from the pile of collected coins. He hefts his mace. "Fates!" he calls.

(Initiative is 15 for the group)

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Re: First Expedition

#146 Post by Raven Crowking »

Unfortunately, those who were searching the alcoves are as yet unaware of the danger.

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Re: First Expedition

#147 Post by jferngler »

(Maurice and Giant are the only two then who can act as yet. Their initiative is 15.)

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Re: First Expedition

#148 Post by Raven Crowking »

Gods willing, they are not alone in reacting!

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Re: First Expedition

#149 Post by Lord Zack »

John will take his pitchfork and strike at the skeletal creatures, moving so that he is only near one of them, if possible.

Thordek will move to the head of the group, striking at the skeletons if he can get there.

Char and Alexatros wait for a better time to act.

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Re: First Expedition

#150 Post by Raven Crowking »

The skeletons don’t go until 6, so the commoners have a definite advantage! Unfortunately, many of their number seem stunned by the appearance of the un-dead, and do nothing this round!

John Parsnip strikes at the skeletal creatures with his pitchfork (reproducing an illustration in the core rulebook), and misses with a 4.

Thordek rolls little better with a 6.

Maurice, with his club, rolls an 8, while Giant barks madly but clearly has no taste for the un-dead bones.

Judge Note: Feel free to make your own rolls, as you may wish to burn Luck to adjust them!

Because of the corridor width, only three of the skeletons can likewise attack, and they naturally attack the three facing them.

The skeleton facing John Parsip rolls a 12, which is good enough to hit. It does 1 point of damage (unarmed skeletons do a base 1d3). The skeleton facing Thordek rolls a 15, doing 2 points of damage. Maurice is also hit, with a roll of 12, taking 2 hp of damage. That’s not enough to take out any of our commoners, so we can go into the next round.

NOTE: Anyone who chooses to act may do so on the next round. Be aware that (1) longer weapons can be used to strike over the front rank and (2) missile weapons may be used, but there is a chance of hitting a friend on a miss.

I intend to track XP to action, so those whose characters do things will reach Level 1 faster than those whose characters do not.

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Re: First Expedition

#151 Post by jferngler »

Maurice gives a cry and strikes again (AC 10, 4hp). Giant, barking, lunges for the door of the crypt room.

Avery and Girt are ashen faced. Avery, quietly, and then with increasing force begins saying, "No. No. No! NO!" He grows quite animated over the bony opponents. Both boys move towards the door.

Herman turns from the pile of collected coins. He hefts his mace. "Fates!" he calls. He corrals the boys at the door to the crypt room. "Come on, you'll get torn to pieces out there, lads! Get in here!" Herman calls.

(Only Maurice is in the hallway. The others remain in the crypt room.)

Maurice hollers over the din: "Get back to the doorway! Get to the door with the others and hold them from the room. We can fight them one at a time, fools. Back to the door!" He will attempt to disengage so as to fall back to the door.

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Re: First Expedition

#152 Post by Lord Zack »

John Parsnip and Thordek follow the advice of their fellow adventures and withdraw from melee.

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Re: First Expedition

#153 Post by caveman »

Tevez and Silva fall back into the corridor, but Aguero has his awl, and he swipes at a skeleton in desperation. (A 12! for 3dmg if that hits)
Knave: Cedric the Defrauded Outlaw
Level 1 HP 8 Armor Defense 12
Str 11 Dex 11 Con 13 Int 13 Wis 14 Cha 12
(sinewy broken-faced but rosy cheeked, oily pompador, frayed tunic, courteous manner, but irascible tendencies, and squeaky voiced)
https://docs.google.com/document/d/13hM ... sp=sharing

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Re: First Expedition

#154 Post by Raven Crowking »

Maurice gives a cry and strikes again with his club, smashing the old bones to bits. However, there are five skeletons left, and another takes the place of that which has fallen.

John Parsnip, Thordek, and Maurice fall back to the door, so that they can limit their opponents even more. Unfortunately, this gives the skeletons a chance to make a free attack, one against each, rolling a 13, a 16, and a 14. That’s good enough to hit all of them. John Parsnip feels bony hands claw his throat, for 2 points of damage. With the 1 point he already sustained, that is enough to do for him. Thordek takes 3 points, as does Maurice, felling both stalwarts. Things seem grim for the little band.

Tevez and Silva fall back, but Aguero swipes at one of the skeletons with his awl, hitting. Skeletons are not particularly vulnerable to pierced vitals, but luck of an unusual kind is with Aguero, and he manages to knock its skull from its bony body, which clatters in a heap to the ground. The group is now facing four skeletons.

The skeletons step forward, over their fallen. One attacks Aguero, hitting with a 15, and doing 3 points of damage. It snaps the guild beggar’s neck with its bony hands. Two more advance down the hallway, while one enters the room. They stride quickly toward Avery and Girt, and, as this requires their full movement, they do not get an attack. Giant cringes from the un-dead creatures…but when he sees his master threatened, he may attack (if you desire) on the next round.

Because Tevez and Silva were not yet engaged, I am going to rule that they can fall back past their stunned comrades (i.e., the characters of the players not currently engaged in the game), targeting Old Jathy and Arkadios. Old Jathy is lucky…the skeleton’s roll of 8 is a near miss.

Arkadios is less lucky, as the skeleton rolls a natural 20, which is confirmed with an 18. Arkadios takes 3 points of damage and rolls a 6 on the Un-dead critical chart. The wound blackens immediately and a horrid infection from beyond the grave begins to spread. This matters little to Arkadios, though, who had only 2 hit points, and is dead.

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Re: First Expedition

#155 Post by jferngler »

(Six dead, one round. Long Live DCC!)

Avery calls out to Ulesh, God of Peace, "Hear me, Lord! Cast down these vile ones!" He swings his smith's hammer with all the force of his too young arm! (AC 10, 1 hp)

Girt chokes up on his staff and tries to crush the ancient skull of the skeleton before him, he too swinging for all he's worth. (AC 14, 2 hp)

Giant, snarling and whinging, lunges for the femur of the skel attacking Girt. (AC 16, 3 hp)

Toothy Herman bashes at the Skeleton before Avery, inspired by his call on the divine, he summons the Fates, "Not today, my ladies! Not TODAY!" (AC 19, 1 hp (so maybe it will be today, ha))

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Re: First Expedition

#156 Post by Lord Zack »

Alexatros will attack one of the skeletons. Char will see if there is something on the ground somewhere he can throw at the skeletons. If he can find it quickly enough, then he will throw it.

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Re: First Expedition

#157 Post by Raven Crowking »

Alextros attacks with his staff (18-1 = 17), striking for (2-1) 1 point of damage. Not enough to slay the unholy thing, but certainly enough to get its attention! Meanwhile, Char glances around and notices a good-sized brick, which he picks up and throws at the skeleton. He rolls an 11, -1 for agility, but still good enough to hit. I decided to random roll which skeletons you targeted, and determined damage of 1-2 for the brick. Luckily, Char hits the same skeleton, and rolls maximum damage. It’s skull is cracked by the brick, and it collapses in a clatter of bones.

Within the crypt room, the skeleton now acts. It has four possible targets (including Giant) and the die roll says….it attempts to rip its bony fingers into Toothy Herman! The skeleton rolls an 11, which is enough to hit the shaman, and rolls 2 points of damage! The Fates are indeed kind to Toothy Herman!

In the hallway, the remaining skeletons attack, this time targeting Pora and Edgar. The attack against Pora is a natural 1! Luckily (for it) it also rolls a 1 on the Fumble chart….it’s blow is incompetent, and makes it look foolish as Pora easily avoids the blow, but has no other effect.

The roll against Edgar is a 9, which succeeds against the dwarven herder’s Armor Class. As Edgar has only 1 hit point, even the skeleton’s poor hit (1 hp damage) is enough to slice through his throat, and the dwarf falls.

Within the room, Avery, Girt, Giant, and Toothy Herman all converge on the skeleton, making short work of it (as their 7 hp total damage exceeds the skeleton’s 5 hp).

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Re: First Expedition

#158 Post by jferngler »

Girt attempts to hold him back, but Avery will not be restrained. Avery rushes from the crypt-room to deal a shattering blow to the closest skeleton in the hallway. "Ulesh!" his cry. (If he can get there: AC 10, 1 HP).

Kicking one of the loose bones, now piled at his feet, Herman says, "Let him go lad. He is in the hands of the Fates, now." Girt stands in the doorway, his face a mix of horror and helplessness.

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Re: First Expedition

#159 Post by Lord Zack »

Alexatros will attack the next skeleton to approach the door. Char will look for another improvised projectile, but will only throw it at a skeleton that is not in melee (if that is possible, otherwise he will just hold on to it) so as to have no chance of hitting an ally accidentally.

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Re: First Expedition

#160 Post by Raven Crowking »

Only two skeletons now remain, and both are in the hall with the majority of the party.

Alexatros, the elven forester, attacks one with his staff, rolling a 19 (-1 for 18)…a palpable hit. He does 1 point of damage, and the skeleton does not fall. Avery rushes out, striking the other skeleton for a single point of damage with his hammer. Luckily enough, this does for that skeleton, whose skull is shattered from behind.

The remaining skeleton, were it intelligent, would surely flee. But it is not intelligent, and it attempts to claw Alexatros….a 17 hits for 2 points of damage.

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