Airwalkrr's Greyhawk: The Forgotten Depths of Kulkanor IC

"I would prefer to keep both hands free for my bow," Thamior says as he unsheathes his blade. "However, it doesn't seem as if this place is going to agree with archery at this particular time. Use your shield, Valeska, I shall be right behind with a torch in hand."
 

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[sblock=OOC]We are about to begin our first battle so I thought I'd review a few basics of AD&D combat for those of you who are used to later editions. AD&D combat rounds are one minute long. Each player (or monster) receives one action per round. Generally, you will either attack or move. If a spellcaster, you might cast a spell.

A charge attack may be undertaken once every 10 rounds provided you have a straight line to your target. A charging combatant gets +2 to hit but does not gain a Dexterity adjustment to AC. If the character has no Dex adjustment the character takes a -1 penalty to AC, but if AC 10, there is no adjustment. The combatant with the longer weapon strikes first in a charge, thus combatants with spears will strike before those with swords. If the length of the weapons are equal, weapon factors are consulted, with the faster weapon going first.

Initiative is checked each round with a d6 for the party and a d6 for the monsters. Sometimes monsters of a different type will have initiative checked separately. The lowest initiative die usually acts first in a round. Those with missile weapons gain a Dex adjustment to initiative checks, sometimes allowing them to act before their opponents even if they rolled lower. In the event of ties, weapon factors are consulted, with the faster weapon going first.

Spells are adjudicated much like any other action, with the spell being discharged on the caster's initiative. If a caster and an enemy combatant with a weapon act on the same initiative, the level of the spell is checked against the weapon factor of the enemy's weapon. Thus a spell of 2nd level would be cast before a combatant with a weapon with a speed factor of 4 if the two were tied in initiative. If a caster is hit before being able to cast a spell, the spell is disrupted and lost from that character's spell list for the day.

Surprise is checked with a roll of the d6. In general, your party will be surprised on a roll of 1 or 2. Some monsters have a greater chance than 2 in 6 to surprise. Likewise you might be able to modify your chances of surprising a monster by means of some game mechanics. Each 1 of the die indicates one segment (a segment is six seconds) in which you may act before your opponent(s). Thus if the surprise roll is 1 you are surprised for 1 segment, if the surprise roll is 2 you are surprised for 2 segments, etc. In the case of mutual surprise, the difference in rolls indicates who is more surprised, and how many segments they have to act. One attack may be made each segment of surprise. Spells generally have a casting time of 1 segment for each spell level. Thus, if a monster is surprised on a roll of 2, you may cast two 1st level spells or one 2nd level spell before the monster is able to act. Surprise is negated by making a lot of noise, use of light sources in a dark area, and so forth.

Declare your actions at the beginning of combat. Once everyone has declared actions, I will begin the combat round by rolling for initiative (for both sides) and describing the results. Once combat begins, I will generally allow 48-72 hours of time for you to post your action. If you do not post your action within this time, I will decide for you, usually making the most defensive choice possible. This means you will attack enemies in front of you with whatever weapon you have, but will not charge, cast a spell, or move anywhere unless pressed to do so.
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Valeska takes point with Thamior lighting the way for her. The rest of the group follows close behind with Hanon lighting their way. The descent into the dungeon is not difficult, except for the fact that the stairs are a bit high. Clearly this place was built for those much greater in stature. Still, it is not so bad that you cannot manage. Obviously the giants had servants of more modest height and didn't want to make things impossible for them.

The air is cool and damp as you head deeper into the ground. Soon you spy a landing below you. But as soon as you reach the bottom you are set upon by small scaled creatures that yip and howl as they charge at you with crude weapons. You are being attacked by a small force of kobolds!

Party surprise: 3
Monster surprise: N/A
No surprise
The landing opens into a room about 18 meters wide and 30 meters deep. The kobolds are approximately in the center of the room. A couple of torches are lit on sconces on the walls across from the kobolds. The number of kobolds is less than a dozen, but you will have a better idea of their numbers after one round of combat. Please declare actions.
 

"Lizard-dog- uh, -things! Quick, kill'em!" Luth says. Sword and shield at the ready, he charges to the nearest kobold and swings at it. It's his first fight in a while and his swing could have been better (14 to hit, 4 damage).

[sblock=ooc]I think this is what you asked for. I didn't roll init because it looks like you'll roll that for the whole party. If kobolds close so that I can't charge I'm not sure what I would do, but then I can't remember if we all declare actions before init or not. Basically, if this isn't what you wanted I'll edit the post.[/sblock]
 

Slightly more cautious than Luth, Thamior slowly makes his way to the kobold next to the one that the ranger charged.
 

"Filthy hissing rats!" yells the dwarf as he charges next to Luth, his broadsword over his head, his shield in front of him. However his swing was miscalculated and the blade goes straight over the head of the little bugger.

[sblock=Actions?]
Well, I want to make a charge attack: 1d20+5; 2d4+4: 9; 7
Am I entitled to two more attacks thanks to weapon proficiency?
Weapon Proficiency: Take 3 slots in broadsword (+3 to hit, +3 dmg, 3 attks/round)
[/sblock]
 

Valeska, sword and shield in hand, engages the nearest kobold and attacks.

[sblock=Voda Vosa]
You only get 3 attacks every 2 rounds, not 3 attacks each round. So it's two attacks this round, one attack next round, then two attacks the following round, and so on.
[/sblock]
 

"Wh.wh..what d.d.do I do?" Hanon blusters out. He doesn't have his weapon because he is holding his shield and the torch, and every mock combat he ever fought in, he had his mace in hand to start.

Flustered the young priest raises his torch higher trying to give the warriors more light to see with.

[sblock=OOC] Sorry for not acting round one, but I need to stay in character. I hope someone will give Hanon some directions *hint hint* or the DM will be generous enough to give the Kobolds a save vs. the torch light ;). I see Hanon as indirectly helping till he gets a few battles under his belt. [/sblock]
 
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"'ere's a clue smarty, if ye take deir heads off they die!" explains ironically the dwarf as he swings his sword again, missing badly once more. "At least hold dat torch closer, I can't see!"

6 is a miss I think
 

"Kobolds!" shouts the mage, recalling the lessons he had learned under his master, during his first dissection seminar.

Kit reaches for the dagger in his belt, but does his best to keep his back against a wall, to make sure they don't swarm around him. If any get near to him he will take a swing, but unfortunately for him, his blade skills have only ever proven effective against kobolds already dead.

[sblock=roll]
To hit: 7; damage (if successful): 4
[/sblock]
 

[sblock=OOC]Since in the first round Muzdum must charge to make his attack, he will only get one attack. Since his weapon is longer than the kobolds' weapons, he attacks them before they attack him. Same with Valeska and Luth. After this round, Muzdum will get 2 attacks the first round, 1 attack the second, and so forth. Weapon speed factors may (but probably not) result in extra attacks. In the event this occurs, I will roll your bonus attacks for you against any opponents within range to save time.[/sblock]
Muzdum, Luth, and Valeska charge headlong into the throng of kobolds who rush at them, various small swords and spears waving about ferociously. They howl in their native language at the invaders as they thrust their weapons forward.
[sblock=For those who speak kobold]"Die, thieves! You not take kobold treasures!"[/sblock]
Though Hanon waves his torch around, the torchlight seems not to bother them. Kit stays close by, dagger at the ready. After his allies have charged, Thamior makes his way cautiously into the fray, fending off several attacks from the vicious little monsters.

As they close, the warriors strike true. Valeska lops of the head of charging kobold with her blade before it can even strike one blow. Luth likewise runs a kobold through with his sword as it approaches. He doubts the blow itself is lethal, but the kobold falls to the ground, mortally wounded. But not all the attacks are successful. Though Muzdum was the first to swing, his blow fell just short of the monster before him. He was barely able to recover in order to parry a blow from another kobold's sword. Of the two kobolds remaining, both charge recklessly, their strikes falling wide.
Seeing the initial failure of their charge, the kobolds appear to break morale. They drop their weapons and throw up their hands, cowering before your onslaught.
[sblock=Loot]Kobold 1: 5 cp, 18 gems in a small purse, club
Kobold 2: 6 cp, 1942 sp in a heavy sack, 12 gems in a small purse, short sword and javelin
Kobold 3: 1493 cp in a heavy sack
Kobold 4: 3669 cp in a heavy sack, 13 gems in a small purse[/sblock]
As you take a quick glance around the room (1 round) you see a pair of doors to the left (west) and another pair of doors to the right (east). At the far (north) end of the room, you see a fifth door. The doors appear to be constructed of heavy oak and bound with rusted iron. They are considerably old, but their heaviness and size might make them difficult to open.
[sblock=Time Spent in Dungeon]0 turns, 2 rounds[/sblock]
 

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