Mushgnome's Members Bout #3

Punish me with thy wicked rule and evil dice!

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Post by waysoftheearth » Mon Oct 31, 2022 10:52 pm

Re: Mushgnome's Members Bout #3

Yes, spears and handaxes can absolutely be thrown at a charging opponent. This would be straight from the CM playbook.

Your other practical option would be to have S go left, E go right, to create space for D and F (and the rest of the column, if you like) to advance to make a new, 4-man wide front line.
Hobbets (and spearmen) occupy 3.33ft of space.
Men with regular sized weapons otherwise occupy 5ft of space.
However, Archie's 2HS occupies 10ft of space.
[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 mushgnome » Tue Nov 01, 2022 12:18 am

Re: Mushgnome's Members Bout #3

Let's do that: move the two spear-a-ma-hobs forward to make a 4-man front line, set spear vs charge. More snacks for the hydra heads!
[f=59]Stern (Strong Hero, MV 9′′, AC 3, HD 4, hp 20, FC 4 men/hero, SV F4, L)[/f]

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Post by waysoftheearth » Tue Nov 01, 2022 6:59 am

Re: Mushgnome's Members Bout #3

And Fight Club 3 is underway, folks.

The SIX-HEADED HYDRA roars and howls as it rushes at the players, who form up in a bristling battle-line to receive it's charge!

Bargle and Esua prepare to hurl their lantern bombs, but OH NOOOO! Glitch throws a horrendous sleep spell and drops half his own team just as the Hydra is about to hit them! It's an unthinkable own goal!

___ ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | #| # | | | | |___|___|___|___|###|___####|___|___|___| | | | | ### | | ####| | | |___|___|__###__|___|___|___|___#___|___| | | | # | | | | | |# | | |___|___|#__|___|___|___|___|___|_##|___| | | ## | | | | | | # | |___|## |___|___##__|___|___|___|___#___| | # | | ## | | | | # | |___#___|___|___|___|___|___|___|___|#__| | |# | | | | | | | |# | |___|#__|___|___|___q8p_|___|___|___|_#_| | | # | | | ~X | | | | # | |___|_#_|___|___|___|___|_##|___|___|_#_| | | #| | | | | ## | |# | |___|__#|___|___|___|___|___|___|__##___| | | #| -S- -A- D|F E| | |## | | |___|___#___|C__|___|___|___|__##___|___| | | |###| | B| | #### | | | |___|___|___##__|___G___###_|___|___|___| | | | | ##| ####| | | | | |___|___|___|__#|___#___|___|___|___|___|
The battle field as is the moment before Glitch's sleep spell hits...


The Hydra crashes into the hapless line, tearing into poor Freya, Esau, and Dock! It's awful. Archie and Bargle are somehow spared the worst, and Seigheld, Clem, and Glitch remain upright. On the left flank Seigheld gives the Hydra back some reparation with her morning star, but is it too little too late?

___ ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | #| # | | | | |___|___|___|___|###|___####|___|___|___| | | | | ### | | ####| | | |___|___|__###__|___|___|___|___#___|___| | | | # | | | | | |# | | |___|___|#__|___|___|___|___|___|_##|___| | | ## | | | | | | # | |___|## |___|___##__|___|___|___|___#___| | # | | ## | | | | # | |___#___|___|___|___|___|___|___|___|#__| | |# | | | | | | | |# | |___|#__|___|___|___|___|___|___|___|_#_| | | # | | | | | | | | # | |___|_#_|___|___|___|___|_##|___|___|_#_| | | #| | | | | ## | |# | |___|__#|___|___|__q8p__|___|___|__##___| | | #| | -S- ~X oX | |## | | |___|___#___|C_-A-_D|oX_|___|__##___|___| | | |###| | B | | #### | | | |___|___|___##__|___G___###_|___|___|___| | | | | ##| ####| | | | | |___|___|___|__#|___#___|___|___|___|___|
The melee proper...


After this incident, Glitch will surely have to be worried about next season's contract with the Members ?!

Let's see if they can recover from this one folks!

Round ONE

Seighild (morning star) and Esau (sword+shield) fan out, creating space for Dock (spear+shield), Freya (spear+shield) and Archie (2h-sword) to join them in a 5-man front line as the Hydra gives a terrible hiss/roar and thunders toward them!

Clem, Bargle, Esua, and Glitch amble up behind the line, preparing to loose their spells/missiles at the opportune moment...


Spells/Missiles
Spells/missiles land at the half-way point of the move, at which point the hydra (MV 9") is less than 20ft away from the line. Esua, Bargle, Clem, and Glitch are throwing spells/missiles, so let's dice for the order they fall in: 4d6=4, 2, 6, 5. It's Clem, Glitch, Esua, then Bargle.

Clem the friar has followed Seighild to now touch her with a Protection from Evil spell.

Glitch (aptly named) throws a fateful sleep spell at the Hydra. Sleep affects 4-14 normal figures (or one heroic figure with up to 4+1 HD) so it will have no effect on the hydra. Unfortunately for Glitch sleep is indiscriminate and must affect the number of figures indicated, starting with those nearest the target.
This could be "very bad" (TM) for the players. 2d6=3+2=five figures affected (a mercifully low roll). Freya, Esau, Dock, Archie and Bargle all drop into an untimely sleep.

Which also means Esua and Bargle are ensorcelled before they toss their lantern bombs.


Melee

A 6-headed hydra fights as a 6th level fighter (FC 6 men/hero+1).
In today's irregular circumstance it is attacking five ensorcelled players, plus Seigheld (who is shielded by Clem's PfE).

All the players are normal tier, so this is resolved as normal combat. (If a player figure had heroic FC, I would have resolved their individual dual as fantstic combat, and the rest as normal combat).

The First Blow
The spear rank would ordinarily have had the first blow. But, since the players are indisposed, the hydra has the first blow.

For the five ensorcelled players: Housten, we have a problem. How to deal with slept opponents?

OD&D is tacit on attacking magically slept creatures as far as I know. Albeit, M&T does say players can attack sleeping dragons for one free round at +2 on the (presumably 2d6) attack dice, but that's naturally sleeping dragons. The AD&D PHB says magically slept creatures can be automatically slain, but it also says slapping or wounding creatures will wake them. So it appears there is room for wounding versus slaying. Let us presume the difference is that a semi-intelligent monster might merely wound, where an intelligent man-type could slay.

I will call it +4 to hit on a d20 and two dice damage (i.e., equivalent to a thief's backstab attack).

Attacks are against F, E, D, A, B, and S in that order.
Hydra (6 men) 6d20=16+4, 17+4, 17+4, 5+4, 8+4, 15~PfE.

Freya (AC2) is hit; 2d6=5, 4 hp. Freya slain!
Esau (AC2) is hit; 2d6=6, 3 hp. Esau slain!
Dock (AC2) is hit; 2d6=1, 5 hp. Down to 3/9.
Archie (AC3) is missed.
Bargle (AC5) is missed.
Seigheld (AC3) is missed.

Technically, PfE reduces the Hydra's HD by 1 (vs Seigheld only) so a single hydra head alone has no effective attack against her in normal combat.


Return Blows
Only Seigheld (2 men) has the chance to reply with her morning star. 2d20=9,20! A hit. d6=5. Hydra is down to 31/36 hp.

Seigheld was missed, and she hit, so she will have the first blow position next round.


Morale
If there were any non-players on the player side they would check morale at some penalty for suffering this awful start. However, PCs are not subject to morale dice; only the player's own best judgement :)

S&S says sleep lasts for 4-16 turns, but PHB says that slapping or wounding will awaken sleeping figures. Let us be "kind" and assume that being attacked/trampled by a six-headed hydra is enough to awaken the surviving ensorcelled player figures. They will have to scramble up and re-arm, so they will have second blow position next round.


@mushgnome what 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 mushgnome » Tue Nov 01, 2022 2:01 pm

Re: Mushgnome's Members Bout #3

Seigheld thinks, "Useless Hobbets! I should of hired Elves."
Everyone else gathers round the hydra, trying to get in their licks:
S = morning star
A = 2H sword
B = dagger
C = cudgel
D = spear
G = dagger

OOC: All in good fun! I was trying not to be "metagamey." Glitch wouldn't know in-character how many hit dice has a hydra.

Also as playtesting feedback, the "up to 4+1HD" restriction on the Sleep spell should be mentioned in the Quickstart. ;)
[f=59]Stern (Strong Hero, MV 9′′, AC 3, HD 4, hp 20, FC 4 men/hero, SV F4, L)[/f]

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Post by waysoftheearth » Wed Nov 02, 2022 10:29 am

Re: Mushgnome's Members Bout #3

mushgnome wrote:
Tue Nov 01, 2022 2:01 pm
Also as playtesting feedback, the "up to 4+1HD" restriction on the Sleep spell should be mentioned in the Quickstart. ;)

That's a good point; thanks. I hope you didn't read the QS and think: Awsome, sleep got buffed! I don't think there is any monster over 4 HD in the QS dungeon, so it didn't seem necessary to elaborate. But then Fight Club came along...
[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 » Fri Nov 04, 2022 11:00 am

Re: Mushgnome's Members Bout #3

It's all in melee folks!

Seigheld smashes one of the heads brutally with her morning star, as Dock, Archie, and Bargle rouse from an awful dream to find it isn't a dream at all! They scramble to re-arm while as the hydra attacks them again, Archie and Clem are injured and poor Glitch is ripped apart by the angry reptile. Clem and Bargle take swings, but no-one connects!
Round TWO

Dock (spear), Archie (2h sword), Bargle (dagger), scramble to find their feet and re-arm.

Glitch and Clem rush to attack. Seigheld is already meleeing the monster, and moreover she has the initiative!

First Blow
Seigheld (2 men) vs the hydra (AC5) 2d20=13, 15; one hit d6=6! Head1 is slain; Hydra is down to 30/36 hp. Seigheld retains the first blow.

Heads2-6 attack D, A, B, C, and G in that order. D, A and B begin the round in a prone/disadvantaged position; the Hydra strikes them at +2.
Hydra (5 men) 5d20=8+2, 14+2, 8+2, 14, 11.

Dock (AC2) is missed. (Remains on 3/9).
Archie (AC3) is is hit; 1d6=3. Archie down to 3/6.
Bargle (AC5) is missed.
Clem (AC6) is hit; 1d6=1. Clem down to 6/7.
Glitch (AC9) is hit; 1d6=5. Glitch is slain!


Second Blow

Clem (man+1) with cudgel vs hydra (AC5) d20=12+1, a miss (by 1 pip!). Hydra retains the first blow.
Glitch is slain, so has no return blow.

The PHB says slept victims take a full round to be roused. I'll at least allow Dock, Archie and Bargle to re-arm in that round.
Dock, Archie, and Bargle forfeit any blow this round. Hydra retains the first blow next round.


Morale
There is no morale checking.


@mushgnome I'm guessing there's no holding back now, so I'll take the liberty of proceeding immediately to the next round...

[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 » Fri Nov 04, 2022 11:12 am

Re: Mushgnome's Members Bout #3

The awful melee continues.

Seigheld can't repeat her former deed, and nooo! Dock is slain, but Archie gets a good blow in.
Round THREE

First Blow
Seigheld (2 men) vs the hydra (AC5) 2d20=9, 13; two misses.

Heads2-6 attack D, A, B, C, and S in that order. Noting that Seigheld's protection from evil means one head has no effective attack against her!
So I will only roll 4 attacks:
Hydra (5 men) 4d20=17, 13, 2, 6.

Dock (AC2) is hit! 1d6=5 Dock is slain!
Archie (AC3) is missed; (remains on 3/6).
Bargle (AC5) is missed.
Clem (AC6) is missed (remains on 6/7).


Second Blow

Clem (man+1) with cudgel vs head5 (AC5) d20=12+1, a miss (by 1 pip!). Hydra retains the first blow.
Dock is slain (by head2), so has no return blow.

Archie (man+1) vs head3 (AC5) d20=18+1 a hit! d6=4. head 3 down to 2/6. Archie gains the first blow position.
Bargle (2 men) vs head4 (AC5) 2d20=7, 7 two misses.


There is no morale checking. We may as well proceed immediately to the next round...

[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 » Fri Nov 04, 2022 11:29 am

Re: Mushgnome's Members Bout #3

Bargle slays another head, and Clem lands a blow, but alas Archie goes down in the fighting!

So it's anxious times folks; the players are down to just three men, and the hydra still has four heads.
Who will prevail???
Round FOUR

First Blow
Seigheld (2 men) vs the head6 (AC5) 2d20=2, 14; on hit! d6=2. head6 is down to 4/6.
Archie (man+1) vs head3 (AC5) d20=1+1 a miss.

Head4 (man) vs Bargle (AC5, hp 9/9) d20=7, miss.
Head5 (man) vs Clem (AC6, hp 6/7) is missed (remains on 6/7) d20=2, miss.


Second Blow

heads2+6 (2 men) vs Seigheld (AC3, hp9/9) PfE means -1 man so, 1d20=14, a miss.
head3 (man) vs Archie (AC3, hp 3/6) 1d20=20! A hit. 1d6=5! Archie is slain!

Clem (man+1) vs head5 (AC5) d20=13+1, a hit (exactly!). 1d6=3. head5 down to 3/6. Clem gains the first blow next round.
Bargle (2 men) vs head4 (AC5) 2d20=15, 19. two hits! 2d6=6, 2 head4 is slain!

[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 » Fri Nov 04, 2022 11:44 am

Re: Mushgnome's Members Bout #3

Clem slays a third head, and Seigheld cops a smarting blow.

It's now three vs three! With their superior AC and numbers of attacks, it looks like the players can pull this one back. But any lucky hit could be fatal at this point, so it's not a forgone conclusion...
Round FIVE

It's a bit of an edge case to figure out who gets the first blow when Bargle (having just slain head4) goes to attack head3 (which has just slain Archie). I'll hand wave it and allow Bargle the first blow, meaning all the player blows are first this round.

First Blow
Seigheld (2 men) vs the head6 (AC5, hp 4/6) 2d20=11, 5. two misses.
Bargle (2 men) vs head3 (AC5, hp 2/6) 2d20=9, 13. two misses.
Clem (man+1) vs head5 (AC5, 3/6) d20=14+1, a hit. 1d6=6! head5 is slain!


Second Blow

heads2+6 (2 men) vs Seigheld (AC3, hp9/9) PfE means -1 man so, 1d20=16, a hit! 1d6=5. Seigheld is down to 4/9 hp.
head3 (man) vs Bargle (AC3, hp 3/6) 1d20=13. A miss.
[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 » Fri Nov 04, 2022 12:02 pm

Re: Mushgnome's Members Bout #3

Clem takes a second hit, but is still running rampant.
Bargle slays a fourth head.

It is now three players vs two hydra-heads.
Round SIX

First Blow
head6 (man) vs Seigheld (AC3, hp 4/9) PfE means -1 man so, no effective attack.
head2 (man) vs Clem (AC6, hp 6/7) 1d20=17. A hit! 1d6=1! Clem is down to down to 5/7.
Bargle (2 men) vs head3 (AC5, hp 2/6) 2d20=20,10 one hit. d6=6! head3 is slain.


Second Blow

Seigheld (2 men) vs the head6 (AC5, hp 4/6) 2d20=16, 13. One hit. d6=3. Down to 1/6. Seigheld get the initiative back.
Clem (man+1) vs head2 (AC5, 3/6) d20=3+1, miss. head2 retains the initiative.

[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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