Mage sight? I guess not. Maybe you could see through the water and ID these creatures?
Mage Sight: see through any visual
obstruction, both natural and magical. (3F)
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Deepcut |
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Mage sight? I guess not. Maybe you could see through the water and ID these creatures? Mage Sight: see through any visual obstruction, both natural and magical. (3F)
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
Last Edited By: Deepcut
06/16/09 17:02:59.
Edited 2 times.
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Deepcut |
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So the map says East, which is towards the light? If so we go East towards the light. If not, then we go where the map says to go.
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
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Mister Frau Blucher |
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Yup. East takes us to an intersection, where we need to turn south - toward the glow.
When we come to the corner, someone needs to peek around the corner. Borann will do it, Hoke close by with bow ready.
Official Killer DM #0853
Programmed adventures for TFT/LAW: http://www.darkcitygames.com/ The Beggar's Street Bravos - you cannot stop us, you can only hope to contain us. |
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SgtHulka |
The Glow | ||
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Borann and Hoke move cautiously forward through the wet and the dark. Neither has a torch, all the better to remain stealthy. The sound of the rushing
water muffles the clink of Borann's chain hauberk.
Four small, arching bridges span the intersecting channels to allow access to each footpath. Borann passes the bridge, choosing to keep the river between him and whatever is causing the glow. As he peers around the corner, he sees... ...nine huge rats, the size of hunting dogs, swarming over several dead bodies. One of the bodies is clutching a glowing wizard's staff, which is the source of the light. It is obviously magical, since it sits in several inches of water without extinguishing. The rats don't appear to have noticed either Hoke or Borann, intent, as they are, on their meal. The light blue ( ~ ) hexes are sewer channel/river hexes. You have not tested their depth, but Grint believes them to be 4 feet or so deep. The current is very strong. The yellow ( 4 ) hex is the glowing object. It illuminates its own hex and 5 surrounding hexes. 4 is the giant rat on top of it. 1-9 are all giant rats. H& B are Hoke and Borann, respectively. They are standing in the dark (-8 AdjDex). The rats, however, are clearly illuminated, so Hoke could fire an arrow, for example, at a rat, with no AdjDex penalty for darkness. The question marks ( ? ) indicate the closest hexes that Rook, or any other party member, can be with a torch. Torches illuminate their own hex and the five surrounding hexes. If Rook is any closer to Hoke and Borann, they will be illuminated, and would no doubt have alerted the rats to their presence. The rest of the party can place themselves either in the ? mark hexes, or anywhere behind them (west of them). Because the rats have not noticed Hoke or Borann, we have not entered combat rounds. The Beggar's Street Bravos can still move and act in the hope of keeping the rats unaware, or if they attack the rats, they will receive one free combat turn of surprise during which the rats can't act. If, during non-combat movement or actions you alert the rats (by walking into the light, making too much noise, or whatever) we will immediately begin combat turns without surprise. SOUTH----> .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.*.*.*.*.*........................... ....*.*.*.*.*.*.*............................ .*.*.*.~.~.~.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*. *.*.*.*.~.~.~.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.* .*.~.~.~.~.~.~.~.~.*.*.~.~.~.~.~.~.~.~.~.~.~. *.*.~.~.~.~.~.~.~.*.*.~.~.~.~.~.~.~.~.~.~.~.~ .*.~.~.~.~.~.~.~.~.*.*.~.~.~.~.~.~.~.~.~.~.~. *.*.*.*.~.~.~.*.*.*.*.*.*.*.*.*.*.*.*.2.4.6.9 .*.*.*.~.~.~.*.*.*.*.*.*.*.*.*.*.*.1.3.5.7.8. ....H.B.*.*.*.*.*............................ .....F.T.*.*.*.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.~.~.~.*.*........................... ....R.*.~.~.~.*.*............................ .....G.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................
Last Edited By: SgtHulka
06/18/09 06:52:58.
Edited 3 times.
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leadjunkie |
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Wow! That map took a little work (and you don't even have the advantages of the superior WotC board's formatting tools).
Games I am...
Judging - Wilderlands: The Pagan Coast Playing - Damien the Bloodfeaster's Red Hand of Doom & kenmckinney's Savage Tide "Virtual" Lich |
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SgtHulka |
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I put the ? marks too close to Borann, so I moved them back one hex.
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Mister Frau Blucher |
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I think the rest of our party should sneak up close - not moving the light past the question marks - and then we should act with surprise, Hoke moving one hex
direction 2 and firing, Borann moving 2 hexes direction 3, on the bridge, and someone joining him so we can hold them on a narrow front while Hoke lights them
up with the longbow. We might position it so Frik can jab from between Borann and the dude beside him - Tenn Kahn, maybe? Rook can move up after the first free
surprise turn, so we can see the rats as they get to the bridge.
Official Killer DM #0853
Programmed adventures for TFT/LAW: http://www.darkcitygames.com/ The Beggar's Street Bravos - you cannot stop us, you can only hope to contain us. |
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Deepcut |
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Nice map.
How close can we reasonably sneak without alerting them? You can put F and T next to H & B: no torches.
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
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SgtHulka |
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Deepcut wrote:Sneaking is an inexact science. From judge to player I can tell you you're safe, at the very least, up to B and H, since they've already gotten that far. Basically, you need to stay out of the light (The Fantasy Trip doesn't give a lot of critters dark vision) and then it's a matter of how close to them you get before the hear and/or smell you. The rushing water is definitely helping you out. I'll put F and T where you indicate. If Rook is at one of the ? marks you'll actually be in the light, but that's okay because I don't think the rats can see you around the corner. EDIT: I went ahead and put Rook at one of the two ? marks. If you'd prefer him at the other ? mark, LJ, or somwhat further back, give me directions from his current position. (putting him at the other question mark, for example, would be direction 3. Putting him four hexes down on the bottom left edge of the map would be directions 4,5,4,5. You can tell me where you want Grint in the same way).
Last Edited By: SgtHulka
06/17/09 18:00:06.
Edited 1 times.
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leadjunkie |
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Rook follows Borann like a puppy, He heels (at the question mark) when told while Borann and Hoke venture further. Grint is not keen on pressing forward, so
takes up a position directly behind his new meat shield; such as it is.
Games I am...
Judging - Wilderlands: The Pagan Coast Playing - Damien the Bloodfeaster's Red Hand of Doom & kenmckinney's Savage Tide "Virtual" Lich |
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Mister Frau Blucher |
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Assuming we get our free surprise turn,
Hoke steps to the water's edge and raises his bow. I. Stand still or move one hex and A. attack. Direction 2, Facing 3. Borann moves onto the bridge. II. Move half your MA or less. C. dodge. Direction 3,3; Facing 3. Tenn can move 1 or 2 hexes beside Borann, and that way only 2 of the rats can come at us at a time. Frik can move behind either one, depending on Tenn's position, to be in a position to jab. Rook and Grint can move up until the hexes in front of Borann are illuminated - hopefully out to 2 hexes beyond him, so that Hoke can see the swarm to fire his bow. That means Rook should be somewhare near the base of the bridge. Is this all kosher, Sarge?
Official Killer DM #0853
Programmed adventures for TFT/LAW: http://www.darkcitygames.com/ The Beggar's Street Bravos - you cannot stop us, you can only hope to contain us. |
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Deepcut |
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Rats may be able to swim, fyi.
I imagine that they will all charge, so have you pole arms out.
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
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Deepcut |
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Options:
1) sneak past the rats, and run at the end where the light is. 2) rush up and surprise attack 3) use ranged weapons as surprise I am in favor of option 2 because we have the most who can do that effectively. There are a lot of rats, so we need to maximize our defensive posture and not split up. Keep the plate guys in front. THese rats are going to do damage like 1d6+1 or something like that, so the plate guys dont have much to fear. The rats may end-run the fighters, so make sure that grint and co are nearby. OPTION 4) cast a 7 hex sleep spell on them and then do option #1. If we win: do not touch the wizard staff bc it will explode.
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
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SgtHulka |
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The two proposals are:
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Mister Frau Blucher |
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If we rush up, we will not get there before we lose surprise. Then they will surround us.
This way, we force them to come over the bridge on a narrow front. You are right, they can probably swim, but not that fast. Rather than Frik jabbing, he and Rook could be on either side of the bridge whacking rats swimming across, as Hoke feathers them. Sarge is there a penalty to Rook attacking while holding the torch? I think we should use the terrain and surprise to our advantage this way, but I will do whatever the group decides.
Official Killer DM #0853
Programmed adventures for TFT/LAW: http://www.darkcitygames.com/ The Beggar's Street Bravos - you cannot stop us, you can only hope to contain us. |
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leadjunkie |
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Mister Frau Blucher wrote:1 This. Rook and Grint move up as MFB described. 2 Spear can be used one handed. Doesn't seem like the torch would be any more encumbering than a shield.
Games I am...
Judging - Wilderlands: The Pagan Coast Playing - Damien the Bloodfeaster's Red Hand of Doom & kenmckinney's Savage Tide "Virtual" Lich |
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Deepcut |
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I like sarge's plan #1. We want to protect the flanks.
mfb, show me what you mean:where do we go?
"...In ancient times, hundreds of years before the dawn of history, an ancient race of people... the Druids. No one knows who they were or what they were doing... "
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Mister Frau Blucher |
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I was thinking something like this:
Hoke direction 2, fires bow this turn; Borann direction 3,3; Tehn direction 3; Frik 1, then next turn 2, after Hoke moves one more hex (and continues firing). This puts Frik in a position to get any rats swimming to the left of the bridge. Rook would move up to a similar position on the right side of the bridge. Grint would follow, maybe to cast a spell or save for more serious encounters. This way they can only attack us over the bridge, only 2 at a time, or by going slower through the water to the polearms on either side.
Official Killer DM #0853
Programmed adventures for TFT/LAW: http://www.darkcitygames.com/ The Beggar's Street Bravos - you cannot stop us, you can only hope to contain us. |
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leadjunkie |
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I'm heading out of town in the morning. Will be back Sunday evening. Feel free to run my characters in both games.
Games I am...
Judging - Wilderlands: The Pagan Coast Playing - Damien the Bloodfeaster's Red Hand of Doom & kenmckinney's Savage Tide "Virtual" Lich |
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SgtHulka |
TURN 1: Movement Phase | ||
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Hoke steps to the water's edge and raises his bow. I. Stand still or move one hex and A. attack. Direction 2, Facing 3.
Borann moves onto the bridge. II. Move half your MA or less. C. dodge. Direction 3,3; Facing 3. Rook moves up with the torch, and prepares to spear any swimming rats. II. Move half your MA or less. A. charge. Direction 2, 2, 2, 2, facing 3. Grint rushes up behind the torch. II. Move half your MA or less. A. charge. Direction 2, 2, 1, 1, 1, facing 3.
Tehn moves 3, 3, facing 3 armed with 2 bastard swords
Frik moves 2, facing 2 armed with pike axe SOUTH----> .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.*.*.*.*.*........................... ....*.*.*.*.*.*.*............................ .*.*.*.~.~.~.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*. *.*.*.*.~.~.~.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.* .*.~.~.~.~.~.~.~.~.*.*.~.~.~.~.~.~.~.~.~.~.~. *.*.~.~.~.~.~.~.~.*.*.~.~.~.~.~.~.~.~.~.~.~.~ .*.~.~.~.~.~.~.~.~.*.*.~.~.~.~.~.~.~.~.~.~.~. *.*.*.*.~.~.~.*.*.*.*.*.*.*.*.*.*.*.*.2.4.6.9 .*.*.H.~.~.~.*.*.*.*.*.*.*.*.*.*.*.1.3.5.7.8. ....*.F.*.B.*.*.*............................ .....*.*.*.T.*.*.*........................... ....G.R.~.~.~.*.*............................ .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................ .....*.*.~.~.~.*.*........................... ....*.*.~.~.~.*.*............................
Last Edited By: SgtHulka
06/19/09 21:16:27.
Edited 6 times.
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