IC 1 - Wretched Hive of Scum and Villainy

sulldawga
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shaidar
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Re: IC 1 - Wretched Hive of Scum and Villainy

#321 Post by shaidar »

I'd be happy with that.
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Rex
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Re: IC 1 - Wretched Hive of Scum and Villainy

#322 Post by Rex »

I am good with it as well.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#323 Post by sulldawga »

Combat Round 1

Brak summons the power of his god to see the universe as it truly is. His eyes glow with an unearthly light.

He notes the circle of power underneath the imp radiates strong magic and remains intact. He's sure the imp cannot get free unless a living creature breaks the circle.

The animated armor and swords also glow with arcane power, as does the rug lying on the floor in front of the book.

He sees no illusions, however.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#324 Post by sulldawga »

You can assume Brak can quickly relate the basics of what he's seen. Let me know if that affects anyone else's actions.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#325 Post by Rex »

Shysie

Shysie will still target the armor, but she will make sure not to step on or near the rug or circle. If forced to she will choose the rug over the circle.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#326 Post by shaidar »

Sirius

Sirius will also still attack the armour, and avoid the rug.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#327 Post by ybn1197 »

Baldwin

Like the others, Baldwin will concentrate his attack on the animated armor. He will drop his shield in favor of using Two Hander - When using a melee weapon two handed, gain adv when rolling damage
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Re: IC 1 - Wretched Hive of Scum and Villainy

#328 Post by sulldawga »

Combat round 1, con'd

The party moves to the attack, being aware of the danger inherent in the Rug, as well as the Armor and Swords. You smartly focus your assault on one foe. Shysie and Sirius are unable to penetrate the Armor's defenses, though perhaps their misses are crucial for Baldwin's immense two-handed strike. He pounds the proactive panoply with a full-strength swing, leaving it on its proverbial and actual last legs.

Alas, the enchanted items are quite dangerous themselves, and the party suffers for their boldness in attacking. The Rug flares up and snaps its corner at Baldwin, giving him a solid thump on the helmet. Somewhat dazed, the fighter fails to parry the attack of one of the floating swords and it almost takes his arm clean off at the elbow! Almost but not quite, as Sirius sees his distress and grabs him by the back of his armor, pulling him out of danger at the last second.

Brak struggles to fend off the other soaring spadroon, and it leaves the dwarf bleeding and grim-faced. On the edge of death, it's all Brak can do to stay conscious when the Armor delivers a right hook to his chin.

The imp begins to cast a spell, weaving tendrils of eldritch power with its fingers, when a blur of movement flashes past your eyes. A black cat runs into the room and lunges directly at the demon! It screeches in surprise and pain as the cat rakes its rubbery flesh with its claws!

Armor attack rd.1: 2#1d20+1 12 6 2#1d6+1 2 4 Two misses for Shysie.
Armor rd 1: 1d20+1 14 1d8+1 3 A miss by one point for Sirius
Armor rd. 1: 1d20+4 18 2#1d8+4 6 10 Baldwin hits and gets advantage on the damage roll (and an additional +1 dmg for wielding a long sword two handed)

Who gets attacked? All alphabetical order: 4#1d4 2 1 1 2
Armor, Rug, Sword 1, Sword 2 is the order for the attackers. Baldwin, Brak, Shysie, and Sirius for the defense. Looks like the Armor and Sword 2 will attack Brak, and the Rug and Sword 1 will attack Baldwin.

Rug rd 1 attack vs Baldwin: 1d20+3 14 1d10 9 The rug hits Baldwin and deals him a grievous slap.
Sword 1 vs Baldwin rd 1: 1d20+1 20 1d8 4 That's a Nat19. 4 damage, plus Blade Trauma.
Blade Trauma on Baldwin: 1d12 10 Severed Arm or Hand!
Which arm/hand, and Luck save for Baldwin: 1d6 4 1d20 15 Below the elbow and that's a failed Luck save. Let me know if you want to reroll that. On a success the limb is badly lacerated and non functional, but will heal with treatment and eight weeks rest.

Sword 2 vs Brak, rd 1: 1d20+1 18 1d8 3 Sword 2 hits Brak for 3 damage.
Armor vs Brak rd 1: 1d20+2 20 1d10 2 Armor hits Brak for 2 damage. Luckily not a natural 20 (or 19).

Some unlucky rolls for the party and some hot (virtual) dice for the enemy. I will pause here to see if anyone wants to attempt to Rescue Baldwin, as negating either the Rug's hit or the Sword's Nat19 would go a long way to keeping him upright and fighting.

HP totals
Baldwin 7/16 hp
Brak 2/12 hp
Shysie 12/14 hp
Sirius 8/12 hp
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Re: IC 1 - Wretched Hive of Scum and Villainy

#329 Post by shaidar »

Sirius

Seeing Baldwin dazed and the sword descending mightily towards his friends arm, Sirius tries to grab the rear of Baldwin's armour and pull him back out of the way.

Is that enough to declare a Rescue?
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Re: IC 1 - Wretched Hive of Scum and Villainy

#330 Post by Rex »

Shysie

Shysie will press her attack to allow the others to retreat.

"Back out, I will follow!"
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Re: IC 1 - Wretched Hive of Scum and Villainy

#331 Post by ybn1197 »

sulldawga wrote: Wed Sep 04, 2024 3:01 am Which arm/hand, and Luck save for Baldwin: 1d6 4 1d20 15 Below the elbow and that's a failed Luck save. Let me know if you want to reroll that. On a success the limb is badly lacerated and non functional, but will heal with treatment and eight weeks rest.
Reroll the Luck please.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#332 Post by sulldawga »

shaidar wrote: Wed Sep 04, 2024 4:40 am Sirius

Seeing Baldwin dazed and the sword descending mightily towards his friends arm, Sirius tries to grab the rear of Baldwin's armour and pull him back out of the way.

Is that enough to declare a Rescue?
A Rescue will prevent a bad outcome from happening. I am reading your post as allowing the Rug attack to happen and trying to prevent the Sword attack. It's a tough call, I think, as the Rug attack did a lot of damage but the Sword attack (if the Luck roll fails) will leave Baldwin unable to use a shield or wield a sword two-handed. Just wanted to make sure we were on the same page.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#333 Post by shaidar »

I went for the sword attack as it causes a long term issue, the damage from the rug can be more easily healed, although it leaves a more immediate hp issue. It isn't an easy call, but I think I'll stick with the sword.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#334 Post by sulldawga »

rescue initiative: 1d20 5 Sirius passes the Initiative check
Rescue Luck check: 1d20 5 Luck check passed.

Sirius is now at 10/11 Luck. He has used his one Rescue attempt for the adventure.

I will edit the IC post to show that the Sword attack did not land. Baldwin's HP updated to 7/16
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Re: IC 1 - Wretched Hive of Scum and Villainy

#335 Post by thirdkingdom »

Drasig Brak

"Let us retreat!" he calls out, "this foe is formidable indeed, and we need to regroup and catch our breaths!"
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Re: IC 1 - Wretched Hive of Scum and Villainy

#336 Post by Rex »

Shysie

Shysie is for retreating as well.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#337 Post by shaidar »

Sirius

"Agreed, let us keep these things at bay while we take it in turns drop back through the door and set up a new defensive line. Brak should go first."
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Re: IC 1 - Wretched Hive of Scum and Villainy

#338 Post by ybn1197 »

Turn between the pride of not giving ground and the rational thought they may be in over their heads, Baldwin agrees to fight another day and signifies they should make a fighting retreat. He will protect the others and leave last.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#339 Post by sulldawga »

Combat Round 2

The party attempts to flee. Sirius and Shysie are automatically successful, as they were not being engaged by an enemy in combat. Brak also eludes his pursuers but Baldwin is surrounded by the animated objects and cannot make it out of the door.

Party Retreat (in alpha order): 2#1d20 15 10 Baldwin fails, Brak succeeds. Brak is down to 9/11 Luck.

If other PCs want to stay, I am fine with it but Baldwin is stuck here for at least one more turn.
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Re: IC 1 - Wretched Hive of Scum and Villainy

#340 Post by shaidar »

If its allowed and assuming Sirius can see Baldwin is going to be overwhelmed can he stay and exit next round? Is there some kind defensive/parry option?
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