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Lord Ogglebottoms Odd Tasks: All in a Nights Work (DM: DMDanW, Judge: Renau1g)

OK way to bend to peer pressure Tomalak (just kidding).

I'm just about to go into a meeting (you know, one of those muti-hour snore fests), but hopefully I can have an update for you by the end of the day.
 

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Gloom approach the alley trying to not make any noise, and stop a bit farther from the corner, leaving one of his stealthy companion to actually go to the alley corner. As he does so, he tries to hear the conversation, or spot any watch the bearded man could have left behind.

[sblock=Gloom hears..]
"What do you mean he never showed up?" asked a male voice. "I don't know Raj, I waited like da boss said, but he never showed up" replied another male voice, this one obviously belonging to the bearded man
[/sblock]

Thorn cuts back between the warehouses and storage buildings, joining Gloom and Zharne in the shadow cast by an ever-burning streetlamp.

Hearing the sounds of conversation 100 feet ahead, Thorn whispers to his friends in a low growl, "I can't make out anything they are saying. I would love to sneak closer, but..." He points down to his heavy, rusted armour. "I'm sure a deaf man could hear me coming."

Having not spotted any watch, Gloom makes a sign to the others to come quietly.

Gellan moves up to join Gloom as quietly as he can, concentrating so hard on being silent that he loses track of the conversation taking place in the alley.

Jehad watches the sign to move forward and moves forward quickly. However moving forward so quickly made him less stealthy. Stopping near Gloom he tries to listen to what is being said inside the alley but cant hear the slight words.

"Let us be quite clear on our purpose here: we are to retrieve information, and if possible, stolen property. There are to be no casualties, on either side." Minharath states to Zharne and Thorn, as the others had already moved up to the mouth of the alley and were out of earshot.

Zharne silently advances with the other and then takes cover behind tree and he also tries to hear what is happening in the alley

In his heavy rusted armor, Thorn knows he'll probably give-away his party's position, so he decides to advance only half-way down the dark alley. He still listens intently, hoping to hear what is going on.


Seeing that his allies are all trying to remain silent Minharath gives a sigh and tries his best to be quiet as he moves towards the others.

[sblock=Thorn, Gloom & Zharne all hear...]
"Were you even at the right bar Wendel? I know you ain't the brightest but I didn't think you could screw this up.." "HEY, I was a t the right place and Ogglebottoms brat never showed up OK. Now I's got to go tell da boss so if you can get back to guardin da door, I got important business ta take care of".
[/sblock]

As Minharath reaches the group Thorn, Gloom and Zharne hear soft footsteps coming from the alleyway. A heartbeat later you all see a mangy looking goblin come into view, an old shortsword in hand, and he begins looking around, first to his left and then across to his right. His eyes pop open and his jaw drops a bit as he sees you all standing there.

[sblock=Encounter #3]
Well, I suppose you could try and avoid a fight but in any event here is the initiative order for this Encounter;

Zharne (24)
Jehad (20)
Minharath (12)
Thorn (10)

Bad Guys (9)

Gellan (9)
Gloom (6)

So as per the combat system I'm running, anyone who beat the Bad Guys initiative can act now, then the bad guys, and then everyone, etc.

[/sblock]
[sblock=Map]
http://www.enworld.org/forum/attachment.php?attachmentid=42654&stc=1&d=1263519442
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Zharne wildshapes into his beastform, rushes forward so he are at the other side of the goblin then open his jaws and a torrent of flies are unleashed.

[sblock=Action Details]
Minor Action: wildshapes into his mangy beastform
Move Action:move to U6(uses 7 of the 8 m8vement Zharne has)
Standard Action:Swarming Locusts@T3-T5-R3-R5(I made 5 attack rolls just in case, anyway; Hits ref 18, 11 , 17, 6, 16; for 12 damage non-lethal at the moment, and all enemies in that zone grants CA until temnt regardless if i hit them or not.)

[/sblock]

[sblock=Zharne Redcloud stat Line]Zharne Redcloud- Male Elf Druid 1
Passive Perception: 21, Passive Insight: 14
AC:17, Fort:12, Reflex:15, Will:15 -- Speed:8
HP:31/31 Bloodied:15, Surge Value:7, Surges left:9/9
Initiative +4, Action Points: 1, Second Wind: not used
Powers: Wild Shape, Grasping Claws, Swarming Locusts, Storm Spike, Darting Bite,Sweeping Blow, Elven Accuracy, Savage Frenzy[/sblock]
 
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Zharne falls forward, turns into a wolf and rushes towards the goblin. The wolf opens its mouth and a swarm of flies falls over the goblin and drives it to the ground. Ahead Zharne can see the bearded man, but not who he was talking too.


[sblock=Status]
Name; Hit Points; H.S.; Action Points
Gellan; 27/27; 9/9; AP 1
Gloom; 38/38; 11/11; AP 1
Jehad; 32/32; 9/9; AP 1
Minharath; 25/25; 8/8; AP 1
Thorn; 29/29; 11/11; AP 1
Zharne; 31/31; 8/8; AP 1

Name; Initiative; Location; AC/F/R/W; Damage Taken
Wendel; 9; ?; 16/12/14/12;
Raj; 9; ?; 16/12/14/12;
Goblin 2; 9; T5; 16/12/14/11; 12 -> Downed (non-lethal)

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[sblock=initiative]So, are you going to provide a status update when the bad guys go? (That's how my other DM did it, I just want clarification). [/sblock]
 

Thorn sees that the group has been spotted, so he rushes forward

[sblock=Round #1 Action]
Thorn double moves to U1. Two x5 space moves[/sblock]

[sblock=Thorn stat Line for new thread page]Thorn- Male Shifter (Longtooth) Fighter 1
Passive Perception: 18, Passive Insight: 12
AC:17, Fort:16, Reflex:12, Will:13 -- Speed:5
HP:29/29 Bloodied:14, Surge Value:7, Surges left:11
Initiative +5, Action Points: 1, Second Wind: not used
Powers: Sure Strike, Reaping Strike, Covering Attack, Longtooth Shifting, Comeback Strike[/sblock]
 

[sblock=status updates & stuff]
I will try and provide status updates as often as possible. Since you know the bad guys defenses you can know if you hit or not, and I will try and include as much additional information in the status updates as your character know.

Now that I think about it, I do recall that I said I was going to post the bad guys hit points as well. That will be in the next status update. That way you will know their defenses and hit points and will know when one of them drops, thereby reducing the chance for having to retcon actions.

Does that answer your questions Tomalak?
[/sblock]
 

[sblock=Dan]no. but you gave much better info than I asked for. What I meant to ask was "Turns are essentially that place where we tak actions, in between the bad guys going, right?" But your response seems to suggest there is no need for the measurement of 'turns' anymore, which is fine too.[/sblock]
 

Since we are starting our first combat encounter I thought I'd repost the combat rules I am using just as a refresher (for everyone including me)

[sblock=Combat Rules]
We will be using Mal Malenkirk’s combat rules. For those of you not familiar with those rules here is some detail;

· I roll all initiatives. Waiting two days before everyone has had the chance to roll theirs is a waste of time.

· I roll a single initiative for my bad guys and play them all in the same turn. It loses some of the tabletop experience but it plays a lot faster than individual initiative. Occasionally there may be a bad guy or two that acts on its own initiative, but that would be rare.

· I’ll post relevant monster stats so you can determine the outcome of your action. This will be very basic information regarding defences and hit points. If more information is revealed through a successful knowledge check, I will add that information once it is revealed. This way you don’t have to wait for me to tell you if your roll hit, of if the bad guy died and it speeds up the game.

· I don't care in what initiative order you post; your action takes place at exactly the moment you post and as long as you only act once per round, it's all good. You can always edit your post as long as no one else has posted after you – including the DM. If you need to revise your actions for any reason, I will let you know.

The initiative in practice is only relevant once; the very first round.

Let's say initiative is:

Minharath 22
Thorn 17
BAD GUYS 16
Gellan 12
Gloom 9
Jehad 8
Zharne 5

That means Minharath and Thorn get to act before the BGs. I don't care in what order! If Thorn logs in the thread before Minharath, don't wait, act first!

Once they have both acted, I play all of the Bad Guys.

Then everyone act, in whatever order.

It is possible that Minharath and Thorn will log on the thread before Gloom, Gellan, Zharne and Jehad have all acted. It doesn't matter, they can act! Once all 6 of PCs have acted (and acted only once, of course!), I run bad guys and then it's once more your turn. That simple.

I repeat; your actions take place when you post. Should you want to delay, then simply wait for the others to post.

It is very common when you play that way for a player to log last in a turn and then be the first to log back after I have updated the fight and played the BGs. This leads to a PC acting almost back to back. It matters little; in the end he still has acted only once in either round.

This saves a lot of time especially because most players can't log on the thread thrice a day to see if it's their turn yet. If you log on at any time after I have run the BGs turn you are free to post without waiting for your buddies to act in order.

Two frequent rules issues arise from this practice:

1 - What about effects that last 'until the end of PC's X turn'?

Often a leader will grant a bonus to someone else 'until the end of the leader's turn'. This will usually be interpreted as 'Until the end of the target's turn' instead. Good old common sense. The target doesn't lose the bonus if the leader acts before him and doesn't gain TWO turns of using the bonus if he manages to act twice before the leader acts again.

2 - What about PCs who purposefully delay taking their turn in order to give a chance to their allies to grant them a free save?

Ongoing damage and others conditions effect occurs at the beggining of your turn. If you know someone might grant you a free save (leaders can often do that) before you act, it may save you damage or avoid a stun effect to purposefully delay taking your turn, giving a chance for the other PCs to help you... That's cool. I don't mind. It just increases the value of team work which is a good thing.

[/sblock]
[sblock=Oh, and one other thing..]
I know a lot of DMs here will post links to all their rolls and are completely transparent with their players when it comes to dice rolling.

I am not like that.

I will be using the virtual DM screen. What's that you ask? Well just like in table top D&D I use a DM screen and roll behind it. I give the players the results and they take my word for it, since of course I am the DM.

In other words, I will be rolling dice for the most part and just posting the results. I am not the biggest fan of the random number generators (ie: Invisible castle, Diceroom, CoCo, etc.) but obviously they are needed for the players to play D&D in this format. As the DM, I will just be using good old fashioned dice; rolling them and typing in the result. You'll just have to trust me :D.
[/sblock]
 

[sblock=Dan]Well, if you're using Mal's system, I'm good. [/sblock][sblock=attn: everybody]Still, i'd like to reiterate in case anybody missed it, I'm planning for Minharath to go last in each round. So, if you have some tactical matter you'd like to discuss or something, please do.[/sblock][sblock=turn 1]I'm counting this first part of the turn before bad guys go as a separate turn from after. I'd like to delay Minharath's turn until right before the bad guys. [/sblock]
 

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