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Re: Onward to Wessex Keep and Grimmsgate

Posted: Thu Mar 03, 2016 5:41 pm
by thewegger
After some muffled grumbling over being awaken, Dolgrim readies his sling, makes sure that his axe is within reach and peers into the darkness to see what is out there.

Dolgrim will hold his ground and attack the first enemy possible.

Re: Onward to Wessex Keep and Grimmsgate

Posted: Thu Mar 03, 2016 6:15 pm
by RhinoDino1973
Hearing Fenwick, Guntram nods and readies his weapon.

Re: Onward to Wessex Keep and Grimmsgate

Posted: Thu Mar 03, 2016 10:17 pm
by jcftao
Gerhard nocks an arrow and lets it fly at the wolf's throat...

Re: Onward to Wessex Keep and Grimmsgate

Posted: Fri Mar 04, 2016 1:38 am
by Mike
OCC: Do the humanoids appear to have missile weapons either readied or available?

Re: Onward to Wessex Keep and Grimmsgate

Posted: Fri Mar 04, 2016 2:05 am
by merias
Mike wrote:OCC: Do the humanoids appear to have missile weapons either readied or available?
They appear to have only hand-held weapons - from this distance, and in the moonlight, they could be swords or hand axes, it is hard to tell.

Re: Onward to Wessex Keep and Grimmsgate

Posted: Fri Mar 04, 2016 3:13 am
by Mike
Oberon advances slowly with a view to meeting the enemy within short range of missile fire but slow enough for the party to launch a

"Fighters advance, archers volley, wizards...wizard!"

Oberon roars and bellows; if they don't know they're outnumbered this might give them pause for thought.

Re: Onward to Wessex Keep and Grimmsgate

Posted: Fri Mar 04, 2016 3:33 am
by greyarea
Fenwick is startled by Oberon's approach, but rolls with it, seeking out the victim he will charm.

Re: Onward to Wessex Keep and Grimmsgate

Posted: Fri Mar 04, 2016 4:38 am
by Mike
"Finish the wolf and they're done for." Yells Oberon.

Re: Onward to Wessex Keep and Grimmsgate

Posted: Fri Mar 04, 2016 12:52 pm
by merias
[Morale check 2d6=10]

Oberon bellows, yet the humanoids charge in, swords drawn, yelling what Fenwick understands as Goblin. The wolf charges alongside them, snarling in anticipation.

Initiative Party 5 Goblins 4

Dolgrim fires off a sling stone at the group that flies wide.

Gerhard fires off a volley of arrows at the wolf, both sink into the wolf's flank and the creature yelps in pain.

Fenwick thinks he is close enough to ensorcell one of the humanoids, he utters the words imprinted in his memory, and the nearest Goblin stops in his tracks. You can see he is looking back and forth at Fenwick and his Goblin friends as they run past him.

Oberon, Grimma and Guntram meet the charge and weapons clash. True to his weapon's moniker, a mighty blow of Oberon's
morning star cracks the skull of one Goblin, dropping him before he can strike. Grimma moves in with her sword but can't connect a solid blow. Sleepy Guntram swings his flail but also to no effect.

The one Goblin still in play rushes at Grimma but she easily sidesteps his sword attack.

The enraged wolf leaps, his fangs finding purchase in Oberon's thigh, drawing fresh blood.

Status:

Code: Select all

+----------+----------+----------+
|Grimma    |Full HP   |          |
+----------+----------+----------+
|Oberon    |4/7       |          |
+----------+----------+----------+
|Fenwick   |6/6       |<0>       |
+----------+----------+----------+
|Dolgrim   |7/7       |          |
+----------+----------+----------+
|Guntram   |6/6       |          |
+----------+----------+----------+
|Gerhard   |7/7       |          |
+----------+----------+----------+
Goblin #1: KILLED
Goblin #2: Unwounded
Goblin #3: CHARMED
Wolf: Badly wounded

Mechanics:

Dolgrim d20+1=6+1 MISS

Gerhard
[Here a 'volley' corresponds to the WB RoF of 2/round for bows]
11+3=13 HIT dmg d6-1=6-1=5
9+3=12 HIT dmg d6-1=4-1=3

Fenwick target save 1d20+4=6+4=10 FAIL

[I gave him a hefty bonus because your side had already started attacking, but it did not matter anyway]

Oberon 1d20+1=11+1=12 HIT dmg 1d6+1=6+1=7

Grimma 1d20+1=9+1=10 MISS

Guntram 1d20=3 MISS

Goblin #2 v. [who? 1d3=1] Grimma 1d20=5 MISS
Wolf v. [who? 1d3=2] Oberon 1d20=19 HIT dmg 1d6=3

Code: Select all

                    Rocky hill
                  ....
            ... ..   .....
           ..            ..
            ..             .
             .           ...
             ...     .....                   Rocky hill
               .......                      .. ........
                                           ..         ...
                                           .            .
                                           ..          ..
                           W                ..        ..
         ^                  Ob               .. Spring.
         |       G3    G1                     .........
         N                   Gr                  Camp
                       G2                 Ge
                            Gu
                                          Do

                                            Fe


                        Rocky hill
                            ....
                        .....   ....
                      ...           .
                      ....         ..
                         ..        .
                          ..      .
                           .......

Re: Onward to Wessex Keep and Grimmsgate

Posted: Fri Mar 04, 2016 12:58 pm
by merias
Those who fired missile weapons last round can drop them and join melee this round, or stow them properly, but if they stow them they have to wait a round to enter melee. Firing into melee is possible but not advisable due to the risk of hitting an ally.