Watchfort Reclamation Continued, Spring 669.
Re: Watchfort Reclamation Continued, Spring 669.
For the immediate fight.
Re: Watchfort Reclamation Continued, Spring 669.
Round 2 JJh and Si-woo extra HD from Haste, shooting the wight cwowd.
JJh [_1d6]=(2)=2 and Si-woo [_1d6]=(6)=6 extra HD shots from haste
JJh [_1d6]=(2)=2 and Si-woo [_1d6]=(6)=6 extra HD shots from haste
Re: Watchfort Reclamation Continued, Spring 669.
I didn't realise Haste was in effect. But as it turns out it makes no difference
Earnan [_1d6]=(2)=2 extra HD from Haste
Earnan [_1d6]=(2)=2 extra HD from Haste
Re: Watchfort Reclamation Continued, Spring 669.
In the enclosed space the unearthly warcries of the ghostly Dawi make it difficult to hear but it is nothing compared to the deafening blast of the enemy's thunderers. Acrid smoke bellows forth and hangs in the still air as well to further obscure the dim chamber.
The Party's archers have one more volley to loose but no more as ghost and skeleton alike charge into close combat to settle this Grudge with hammer, axe and pick.
You are all temporarily deaf and will have to go with the plan and gesturing for the rest of the battle. Spells have a 25% chance of failing to cast.
The Wights move off the dais and now you have to volley at them behind their lines. This gives you -2 to Hit (low ceiling, cover) with bows and makes crossbows unable to target them.
Those of you planning to charge (who aren't making ranged attacks) can do so along with the ghosts. Those of you with Haste can sacrifice your +1HD to do both if you want.
The Party's archers have one more volley to loose but no more as ghost and skeleton alike charge into close combat to settle this Grudge with hammer, axe and pick.
You are all temporarily deaf and will have to go with the plan and gesturing for the rest of the battle. Spells have a 25% chance of failing to cast.
The Wights move off the dais and now you have to volley at them behind their lines. This gives you -2 to Hit (low ceiling, cover) with bows and makes crossbows unable to target them.
Those of you planning to charge (who aren't making ranged attacks) can do so along with the ghosts. Those of you with Haste can sacrifice your +1HD to do both if you want.
Re: Watchfort Reclamation Continued, Spring 669.
Your area attackers need this round to move into position.
Re: Watchfort Reclamation Continued, Spring 669.
Is turning undead hindered by the deafness?
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Re: Watchfort Reclamation Continued, Spring 669.
It's my understanding that any spell that has to be said aloud is affected. Wands would not be. So, Morwen can still use her wand of magic missle without an issue, but using Turn Undead or Command Undead would be affected.
Re: Watchfort Reclamation Continued, Spring 669.
Turn Undead is not actually affected because while the Cleric must be capable of action and speech and then present their holy symbol no one needs to understand the words. Barnaby's Inspire Allies would normally falter because hearing it is an important part, but Barnaby has Battle Chant so he gets a Save because he doesn't need full concentration to maintain it.
Spellcasting (and scroll use) does require proper speech as the words do matter. A permanently deaf spellcaster could learn to do this without issue much how being deaf doesn't prevent you from speaking intelligibly. Its more about the sudden stress and ringing in your ears. Spells that require you to give commands could still be cast but would be of no use since the target can't hear you. Command Undead would prevent the affected undead from attacking Morwen, but that's all. They would continue to fight the rest of the party.
Spellcasting (and scroll use) does require proper speech as the words do matter. A permanently deaf spellcaster could learn to do this without issue much how being deaf doesn't prevent you from speaking intelligibly. Its more about the sudden stress and ringing in your ears. Spells that require you to give commands could still be cast but would be of no use since the target can't hear you. Command Undead would prevent the affected undead from attacking Morwen, but that's all. They would continue to fight the rest of the party.
Re: Watchfort Reclamation Continued, Spring 669.
In Round 2 did Hodlar get a shot off at the wights, before they moved down off the dias?
I have updated the wight HP on the combat thread.
Fixed Si-woo, he has Heroic Prowess, not Heroic Pussiance. He's a bit more about not getting hit than his cousin.
Jiho
Round 3
Jiho, Si-woo shot wights and moved forward (losing the +1 HD)
Jiho: +1 Heroic, +2 Heroic Pussiance
Jiho attack [_6d6]=(3+1+1+4+3+2)=14
Si-woo: +1 Heroic, +1 Pussiance
Si-woo shoot [_5d6]=(2+3+4+2+4)=15
Hemia faced the Thunderers and Turned Undead. She tapped Borav and pointed at the skeletal crossbowmen.
Hemia: +2 Wis, Bless, Greater Channeling
Hemia turn undead [_2d6]=(4+5)=9
I have updated the wight HP on the combat thread.
Fixed Si-woo, he has Heroic Prowess, not Heroic Pussiance. He's a bit more about not getting hit than his cousin.
Jiho
Round 3
Jiho, Si-woo shot wights and moved forward (losing the +1 HD)
Jiho: +1 Heroic, +2 Heroic Pussiance
Jiho attack [_6d6]=(3+1+1+4+3+2)=14
Si-woo: +1 Heroic, +1 Pussiance
Si-woo shoot [_5d6]=(2+3+4+2+4)=15
Hemia faced the Thunderers and Turned Undead. She tapped Borav and pointed at the skeletal crossbowmen.
Hemia: +2 Wis, Bless, Greater Channeling
Hemia turn undead [_2d6]=(4+5)=9
Re: Watchfort Reclamation Continued, Spring 669.
[1d6]=5 +HD from Haste
Dramm Hit Dice [_6d6]=(1+4+2+2+5+4)=18 + Dramm's Hasted HD [_5d6]=(4+3+1+5+1)=14
Dramm continues trying to cut toward the Wight Thane.
Barnaby belches flame, sticking close to his invulnerable buddy.
Dramm Hit Dice [_6d6]=(1+4+2+2+5+4)=18 + Dramm's Hasted HD [_5d6]=(4+3+1+5+1)=14
Dramm continues trying to cut toward the Wight Thane.
Barnaby belches flame, sticking close to his invulnerable buddy.
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
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Re: Watchfort Reclamation Continued, Spring 669.
Earnan looses one more arrow at the wights, its point glistening with the Oil of Sharpness, while he still can. Now it is truly impossible to pick out a particular target, and he simply arcs his shot over the skeletons at the shadowy group, and hopes to hit any of them - he thinks he has. Holy water might have had greater effect, but he holds his two precious vials back for when he will be unable to shoot for fear of hitting his own comrades.
Earnan shoot wights (haste) [_4d6]=(1+1+6+5)=13
Earnan shoot wights (haste) [_4d6]=(1+1+6+5)=13
Re: Watchfort Reclamation Continued, Spring 669.
Working on the Round results now. Consider this a teaser.
Hodlar did shoot and got no hits.
Turn Undead works from closest to furthest and weakest to strongest. You can't pick the targets.
Leitz wrote: ↑Mon Nov 11, 2024 1:26 am In Round 2 did Hodlar get a shot off at the wights, before they moved down off the dias?
I have updated the wight HP on the combat thread.
Fixed Si-woo, he has Heroic Prowess, not Heroic Pussiance. He's a bit more about not getting hit than his cousin.
Hemia faced the Thunderers and Turned Undead. She tapped Borav and pointed at the skeletal crossbowmen.
Hemia: +2 Wis, Bless, Greater Channeling
Hemia turn undead [_2d6]=(4+5)=9
Hodlar did shoot and got no hits.
Turn Undead works from closest to furthest and weakest to strongest. You can't pick the targets.
Its just +1HD I'm afraid. So Dramm has 7HD while hasted. This did remind me that I forgot something in the spell description though. hasted characters are harder to hit: enemies get -1 to hit you. Doesn't matter to Dramm atm since he's invincible vs skeletons, but still.tibbius wrote: ↑Mon Nov 11, 2024 1:42 am [1d6]=5 +HD from Haste
Dramm Hit Dice [_6d6]=(1+4+2+2+5+4)=18 + Dramm's Hasted HD [_5d6]=(4+3+1+5+1)=14
Dramm continues trying to cut toward the Wight Thane.
Barnaby belches flame, sticking close to his invulnerable buddy.

Re: Watchfort Reclamation Continued, Spring 669.
Earnan hits Wight [1d9]=8 The Champion this time for 1.
Siwoo doesnt hit.
Jiho hacks down 2 skeletons
Dramm hacks down 3 Skeletons.
Barnaby breath weapon, Skeltons [2d4]=6, Wights [1d6]=3 he hits 6 skeletons which from the direction of the attack thats 3 melee, 2 xbow, 1 thunderer.
Thunderer explodes? [2d6]=5 Be careful with firesand!
Thunderer explode damage [_3d6]=(5+6+2)=13 2 more damage.
Barnaby breath weapon targets Wights [_3d9]=(4+7+6)=17
Barnaby breath weapon damage [_2d6]=(6+5)=11 Basic undead are assumed to be hit on 4 so they all burn up.
Wight save vs Fire 4 [2d6]=7 6 [2d6]=3 7 [2d6]=6 They also take 2 each.
Skeletons that Ji ho and Dramm uselessly attack. They can force 7HD each to do so thus 7 total do not fight back vs ghosts.
22 Skeletons (hit 4+) fight 24 Ghosts (hit 5+) I'm taking averages here. Too many dice for the roller.
Enemy get 11 hits. 2 kills plus 3 overflow (which kills the already injured one)
Allies get 8. 4 kills
Borav Turn Undead [2d6]=4 Not his day. There are no 1HD undead so he fails and may not attempt again today.
Hemia scores a 10 (Level +1 HD affected. She Turns 14 HD of undead. Because she has Greater Turning she Disrupts them instead of just Turning. This the 7 closest to her are blasted into dust. its all melee guys with the injured going first.
She may continue to turn undead each round.
Morwen uses her Wand. Due to lack of clear sight they hit random Wights.
Morwen magic missiles [_3d9]=(9+9+7)=25 2 on Thane, one on #7 who had 1hp after fire breath.
Re: Watchfort Reclamation Continued, Spring 669.
Round 4
The Ghosts begin to engage the enemy missile units.
Barnaby used his breath attack. Someone else will have to ignite the firesand barrels (if no PC wants to Borav will quaff the potion and do it)
You can then engage the Wights in melee combat.
Dramm, Jiho, Gurav can attack in melee.
Korev (sharpness on his weapon) throws a barrel but then enters melee to absorb attacks as needed.
Who else is risking melee?
As always ranged attacks go first which includes arrows, holy water and firesand.
The Ghosts begin to engage the enemy missile units.
Barnaby used his breath attack. Someone else will have to ignite the firesand barrels (if no PC wants to Borav will quaff the potion and do it)
You can then engage the Wights in melee combat.
Dramm, Jiho, Gurav can attack in melee.
Korev (sharpness on his weapon) throws a barrel but then enters melee to absorb attacks as needed.
Who else is risking melee?
As always ranged attacks go first which includes arrows, holy water and firesand.
Re: Watchfort Reclamation Continued, Spring 669.
Somewhere I got the idea that there would be 3 breaths per quaff. Not sure why. Do you recall that?
Neil Gaiman: "I started imagining a world in which we replaced the phrase 'politically correct' wherever we could with 'treating other people with respect', and it made me smile."..."I know what you’re thinking now. You’re thinking 'Oh my god, that’s treating other people with respect gone mad!'"
Fail States RPG
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Fail States RPG
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Re: Watchfort Reclamation Continued, Spring 669.
Re: Watchfort Reclamation Continued, Spring 669.
Does Borav have flamebreath? I thought it was Hodlar, and apparently it was in the plan at 1 point for him to do that.
Re: Watchfort Reclamation Continued, Spring 669.
Correct, Hodlar has Flame Breath at the Ready and Hemia has a potion as well.
Did Hemia Turn/Destroy any skeletons? If she drank the Flame breath potion after Turning, could she Flame breath over the Ghost!Dawi into the Skele XBows?
Re: Watchfort Reclamation Continued, Spring 669.
scarik I put this in the Current Combat post but failed to put it in this thread. is it still acceptable for them to throw weapons before melee?
Once the path is clear and the party is in melee, is Magic Missile still subject to "shooting into melee"?
scarik wrote: ↑Mon Nov 11, 2024 9:53 pm Morwen uses her Wand. Due to lack of clear sight they hit random Wights.
Morwen magic missiles [_3d9]=(9+9+7)=25 2 on Thane, one on #7 who had 1hp after fire breath.
Round 4
Hemia quaffed a Flame potion and then she and Hodlar immolated the wights and set off the firesand before her husband and everyone else got in the way. Not sure what to roll, or if you roll this.
JJh vs wight (go for thane if possible, otherwise the champion) (forgot the +1 HD, added it):
JJh attack wights [_6d6]=(6+2+1+4+4+6)=23
JJh extra HD vs wight [_1d6]=(6)=6
Si-woo vs wight (trying to keep JJh from multiple attacks) (his +1 HD Haste is included):
Si-woo melee wight [_6d6]=(3+2+3+1+4+1)=14
Edited JJh's target to the Champion if Dramm beats him to the Thane.
Re: Watchfort Reclamation Continued, Spring 669.
Thanks. I forgot which Dwarf it was.
Its buried in the results. She Destroyed 7 of them and can continue Turning. She certainly can use the flame breath potion but its vastly weaker than her Turn Undead. Since Melee goes first by the time she Turns again there is a good chance that Crossbows will be affected as she can move to be closer to them as the enemy front line collapses.
Magic Missile never misses. It hit random Wights simply because Morwen isn't sure which ones are which at them moment. Once she can see clearly she can target freely and pick off the weakest ones without risk.Leitz wrote: ↑Tue Nov 12, 2024 8:14 pm
Once the path is clear and the party is in melee, is Magic Missile still subject to "shooting into melee"?scarik wrote: ↑Mon Nov 11, 2024 9:53 pm Morwen uses her Wand. Due to lack of clear sight they hit random Wights.
Morwen magic missiles [_3d9]=(9+9+7)=25 2 on Thane, one on #7 who had 1hp after fire breath.