[Adventure] The Paper Chase (Judge: renau1g)

Grys rounds the corner and immediately spies a humanoid figure enveloped in a heavy robe, some way off down the corridor to the right. "Fools!" comes a screeching voice as the man ducks out of sight to his left. "You should never have come here."

[sblock=Initiative]Orsik - 22
Enemies - 16 - readied an action
Serris - 12
kal'Tarron - 9
Mythra - 7
Grys - 6 - enemies take readied action
-> Enemies' new Initiative[/sblock]


[sblock=OOC]I'm assuming the light source is in the centre of the junction so you can see all four ways, let me know if you want the sunrod somewhere else or want to set up additional light sources.

The man was spotted in L8 before running away to the west.

PCs are up.[/sblock]
 

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Serris moves in cautiously, looking for a foe.

[sblock=actions]move to f8
battleminds demand if there's anyone in burst 3
total defense[/sblock]
 

[sblock=Initiative]Orsik - 22
Enemies - 16 - readied an action
Serris - 12
kal'Tarron - 9
Mythra - 7
Grys - 6 - enemies take readied action
-> Enemies' new Initiative

...

PCs are up.[/sblock]

[sblock=OOC]
I'm totally confused here. Is it Orsik's turn (only) as per Mal's rules, or does everyone get to go. If everyone gets to go, does Orsik get to go twice (once before the enemies and once after)? I'm not sure why you skipped past Orsik's turn and readied the enemies' actions.
[/sblock]
 

OOC: I'm reading it as "we are close to combat, but not yet in so everyone goes and moves until the trap springs"

That's why I described my movement regardless of who stated to be where
 

kal'Tarron moves south after the robed figure, stepping aside once he enters the chamber so that he doesn't block the spellcasters' lines.

[sblock=actions]move to I5 (if it's clear). I'll see what we see before I post the rest of my actions[/sblock]
 

[sblock=OOC]Enemies had tons of time to ready actions since they heard you coming like 3 rounds ago - so I didn't skip Orsik's turn, but the enemy had already readied an action by the time he went down the tunnel. In this situation Initiative was mostly a formality (since enemies would always take their readied action and then the PCs would get to go), except that if you had hung back long enough then that guy might have dropped his readied action and tried something else instead - in which case Initiative might have come into play.

New combat post coming up soon based on kal'Tarron's action.

EDIT: On further reflection, if there was something wrong, it's that Grys shouldn't have also got to move before this new round started, since the enemies should have acted on Orsik's initiative. But it's not really a big deal, and I don't feel inclined to retcon it.[/sblock]
 
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kal'Tarron takes the lead, and as soon as he steps into the room he glimpses a flurry of movement from either side a pair of undead guardians close in on his flanks. The things are partially decomposed, still dressed in rusted scraps of armour and the rags of once-fine clothing. One swings a rusting mace at his head as the other stabs at him from behind with a short sword, but with quick thinking he just barely manages to fend off one blow with his own weapon as he ducks the other.

In the brief glance he manages to snatch at the room in between this show of defensive finesse, he gets no glimpse of the robed figure who shouted just a moment ago. There's also no sign of another exit to the room, leaving the man's location as something of a mystery.

[sblock=OOC]zom and zom1 readied actions trigger - Charge Attacks on kal'Tarron: 1d20=3+? = miss vs AC 1d20=6+? = miss vs AC

Regarding Orsik's turn: you can't make it to L4 and still ready an action, since it's 8 squares away. I actually didn't notice your post first time I read through these actions (if I had then I might have considered having Orsik move anyway and the enemies taking their readied actions on him). As it is, you still have your round's actions.

Lighting is becoming something of an issue; if the sunrod moved up with kal'Tarron so he can actually see the room he's entering, then the side passages would be plunged into darkness. I'm happy for somebody to put up a new light source at the intersection now, at which point we can waive the issue and move ahead, but if there's no new light source there by next turn then things will be plunged appropriately into darkness.

Readied actions by different monsters going off at different points in the round presents an interesting issue with the simplified version of Initiative that I'm using. I actually have no idea how to deal with this fairly without splitting up the enemies into two initiative groups. Hmm. I'll deliberate, and I'm open to any bright ideas - in the meantime, kal'Tarron can take the rest of his turn and everybody else except Serris can go. [/sblock]
 

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Yes, I misread I as small L 'l', I actually meant to go 5 squares and just enter the room or stop at H5 if there are open flanks. it would actually trigger the attack on the zombies, but since I stated wrong location, I guess it doesn't...

As for the init. Let them attack when they come in order and then simply clump them at one point, first or second as you think better
 

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