(079) What a Gnome Knows

Waysoftheearth's Hinterlands PBP

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Post by sully » Wed Feb 03, 2016 12:27 am

Re: (079) What a Gnome Knows

The Herald stifles a grin and falls in behind Zax.
Thanis [Stealthy Hero, MV 12′′, AC 7, HD 4, hp 16, FC 4 men/hero, SV F4, N]. Hooded cloak, padded armor, sword, longbow +1 & quiver of arrows, dagger.

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Post by waysoftheearth » Sun Feb 07, 2016 12:03 pm

Re: (079) What a Gnome Knows

Brother Herald waits in the gloom for Zax, Akbar, and Karl to catch up to him. The four stand about a moment catching their breath as they exchange words, before deciding to investigate the next corner.

Then all of a sudden "Aayeeee!!" It's Goblins! Ugly ones! A gang of them rushes up from behind--they must've entered the great hall from one of those side passages back there--and charges into the rear of the group by surprise!
Dungeon Exploration Turn 6
The 6th turn is technically a rest turn, so the ref presumes it takes a half-turn for our posse of fighting-men to draw themselves together, and then a half-turn to catch their breath.

The ref checks for monsters: d6 → 6! Ach, it appears "someone" has noticed all the ruckus!

The ref dices to determine what interloper comes a looking...
Firstly: which monster table is it? d6 → 3, so it's monster level 1,
Secondly: which monster type is it? d6 → 2, so it's the ubiquitous goblinkind.
Thirdly: how many are they? 2d6 → 8. Ah, so this will be "serious".

Now will the players be surprised? d6 → 6, so yes.
Will the non-players be surprised? d6 → 2, so no.

The encounter distance will be d6 → 3, so 30ft. Now this is an ill result, for 30ft is precisely the range at which any figure can close to melee and attack.

The game will now zoom down into combat turns...
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

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Post by waysoftheearth » Sun Feb 07, 2016 12:22 pm

Re: (079) What a Gnome Knows

A gang of screaming, ugly goblins bound into the company ranks from the rear, swinging spiked cudgels. Brother Herald turns about just in time to render a perilous blow into a glancing one, suffering 1 hp for his trouble. Karl is not so lucky; he dodges one blow, only to unknowingly move directly into the path of another goblin club that gongs him right on the noggin! His skull would surely have been split were it not for his helm, which is cracked like an egg by the force as it is flung free! Karl sustains suffering 1 hp.
Combat Turn 1; Surprise Segment
The Goblins use their surprise segment to close the 30ft distance and attack.

The ref presumes the players are in a line: Akbar is ahead, then Zax, The Herald, and Karl.
The distance between the goblins and the rear of the party is 30ft, so the ref dices to determine how many goblins will make contact this segment: Mmm, it's an important but arbitrary call; There are 8 of them, so the ref decides 2-8 of them can engage. 2d4 → 5, so it's five of them.

5 # d20 → [13, 20, 6, 17, 7].

Based on proximity and direction, their attacks in the surprise segment will be aimed at 1-3 Karl, 4-5 The Herald, 6 Zax.
5 # d6 → [5, 5, 1, 3, 4]
So, 13, 20, 7 vs. The Herald's rear AC 5, one hit (and one miss by 1 pip). d6 → 1, so 1 hp damage.
6, 17 vs. Karls rear AC 5, one hit. d6 → 6, so 6 hp damage from a head hit. Karl would be slain, but instead his helmet is dashed off; he takes 1 hp damage and his helmet d20 → 3 is ruined.

Thus concludes the surprise segment.

The goblins are among you! Your orders?
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

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Post by coffee » Sun Feb 07, 2016 6:04 pm

Re: (079) What a Gnome Knows

Karl shakes his head to clear it, then engages the nearest goblin with his sword. He still has his shield, so he'll keep that high for the most part to protect his head.

Then it's just a matter of mowing them down.
[f=4]Karl the Fighter (M 9", AC 4/6, HD 1+2, FC Man+1, hp 9/9) mail+shield[/f]

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Post by Tonneau » Sun Feb 07, 2016 10:09 pm

Re: (079) What a Gnome Knows

"Ahr, ya sneeky buggahrs," growls Zax, swinging his ice pick in to 'negotiate'.
[f=59]Wraislin [Intellectual Conjurer, MV 12′′, AC 9, HD 2, hp 8, FC 2 men, SV M3, N] [/f]

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Post by sully » Sun Feb 07, 2016 10:44 pm

Re: (079) What a Gnome Knows

The Herald hefts his mace and strikes out at the nearest enemy.
Thanis [Stealthy Hero, MV 12′′, AC 7, HD 4, hp 16, FC 4 men/hero, SV F4, N]. Hooded cloak, padded armor, sword, longbow +1 & quiver of arrows, dagger.

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Post by flightcommander » Mon Feb 08, 2016 5:08 am

Re: (079) What a Gnome Knows

Assuming no opportunity to let fly a bolt, Akbar shifts his arbalest about (it's on a strap) and draws his shield and axe and so, into the fray!
[f=4]Morin the Fighter/Medium (MV 12", AC 7, HD 2-2, hp 8/8, FC Man+1, N) scimitar+lantern[/f]

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Post by waysoftheearth » Mon Feb 08, 2016 8:37 am

Re: (079) What a Gnome Knows

The company of fighting Men turn upon the ambush as a wolf upon a lamb. They club and hew, beat and stab with a brutal efficiency, hacking the goblins down with crunching of bone and splatter of black blood. Zax takes a heavy blow in the fighting for 5 hp, and Karl a minor nick for 1 hp, but inside a minute all but one--the ugliest hobgoblin--are laid low, digits twitching and bowels emptying into pools of their own black blood.

"Arrgh, yug zaggsish," swears the last standing hobgoblin, spitting a yellow tooth out along with a mouthful of slag. It's clear this guy is one hard-nosed bastard. He points his bristly chin toward Zax with an evil glare...
Combat Turn 1; Melee Segment

Now comes the melee segment which comprises a number of rounds of combat.

In this case, the players' orders are unanimously to do battle; so it shall be. As no particular strategy is issued, the ref can only presume a free-for-all mêlée in which no particular tactical advantage is had.

Up to 3 rounds may be fought per turn, depending on what--if any--movement precedes fighting (S&S p17). In this case combat is already joined, so the full 3 rounds will be fought (if necessary).

Here come the dice.

The ref dices to determine what manner of goblinkind are these (1-4 goblin, 5-6 hobgoblin): 8 # d6 → [1, 2, 2, 5, 5, 6, 3, 3], so 5 goblins and 3 hobgoblins.

The ref dices for some Goblin hp:
Goblins 5 # d6-1 → [5, 4, 1, 2, 3]
Hobgoblins 3 # d6+1 → [5, 7, 3]

1st Round
One-handed weapons on both sides, so the ref dices for initiative: Players d6 → 6, Non-players d6 → 5. The players have it.
Zax, Akbar, Karl (FC Man+1) 3 # d20+1 → [3, 16, 15],
Brother Herald (FC Man) 1 # d20 → [6],
That's two hits: 2 # d6 → [6, 5], 11 hp damage.
So four goblins are slain!

One goblin attacks (FC Man-1): 4 # d20-1 → [7]
Three hobgoblins attack: (FC Man+1): 3 # d20+1 → [2, 17, 7]
The most evil attack targets (1=Zax, 2=Akbar, 3=Herald, 4=Karl) d4 → 1, so Zax (AC 2), hits d6 → 5 for 5 hp damage. Zax is reduced to 1 hp.

Greater than one-third losses, calls a morale check: 2d6 → 8, so uncertain (requires subsequent check next round).

2nd Round
Initiative: Players d6 → 6, Non-players d6 → 5 (again!). The players do have it once more.
Zax, Akbar, Karl (FC Man+1) 3 # d20+1 → [13, 11, 9] (13 would hit AC 6),
Brother Herald (FC Man) 1 # d20 → [19],
So two more hits: 2 # d6 → [5, 5]. Iesu! Two more are slain, leaving only two hobgoblins.

Two hobgoblins attack: (FC Man+1): 2 # d20+1 → [13, 15]
They target (1=Zax, 2=Akbar, 3=Herald, 4=Karl) 2 # d4 → [4, 1], so Zax (AC 2) and Karl (AC 4), Karl is hit d6 → 1 for 1 hp.

With uncertain morale last round, the remaining hobgoblins check morale again : 2d6 → 10, so a positive result; Turns out these hobgoblins have some spine in them.

3rd Round
Initiative: Players d6 → 5, Non-players d6 → 1. The players retain the initiative.
Zax, Akbar, Karl (FC Man+1) 3 # d20+1 → [18, 20, 9],
Brother Herald (FC Man) 1 # d20 → [12] (would hit AC 7, so miss by one pip--if The Herald were a Fighting Man he would have hit),
All up two more hits: 2 # d6 → [5, 1], total 6 hp damage, slays another.

One last defiant hobgoblins attacks: (FC Man+1): 1 # d20+1 → [5] a miss.

Thus concludes the first combat turn.

What are your orders for the next combat turn?
Remembering that player options during combat generally include "CONQUER, WITHDRAW, SURRENDER, OR DIE!" (Holmes, p21).
Nothing would preclude a bit of banter, either ;)
[f=32]Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak, lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges; torch[/f]

Posts: 1288
Joined: Mon Sep 16, 2013 3:56 pm

Post by sully » Mon Feb 08, 2016 11:59 am

Re: (079) What a Gnome Knows

The time of Man is ascendant! proclaims The Herald, as he brings his mace to bear on the remaining Hob.
No quarter!
Thanis [Stealthy Hero, MV 12′′, AC 7, HD 4, hp 16, FC 4 men/hero, SV F4, N]. Hooded cloak, padded armor, sword, longbow +1 & quiver of arrows, dagger.

Posts: 1029
Joined: Tue Sep 17, 2013 12:12 pm

Post by coffee » Mon Feb 08, 2016 2:31 pm

Re: (079) What a Gnome Knows

Karl will go with the conquer option.
[f=4]Karl the Fighter (M 9", AC 4/6, HD 1+2, FC Man+1, hp 9/9) mail+shield[/f]

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