Wednesday, March 14, 2012

Otyugh Round 2: Emergence of the Maw

From top to bottom, the remainder of the party's turn:

Ermeth keeps a watch on the door ahead; Palt moves to shine more of his lantern on the pond.  Mega, Aruth and Kushi push carefully towards the pond, readying their picks.  Frith walks along behind them, encouraging them.  Joost hands his lantern to Salth, who has come to the bottom of the slope, so Joost can use both hands on his glaive.  Ganzor regains his balance at the bottom of the slope.

Nerga starts to climb down, as Seth, Odval, Erdina, Batath, Culf Worter and Htuya ready their slings.  At this point, there's no beast to see, so they do not fling stones.  Balther, as he passes Klaas, who is moving to 1322 and away from the slope, snags the lantern.  Klaas doesn't mind, as he needs to spend one round readying the crossbow, which he couldn't do as he was carrying the lantern.  Warth continues to watch the passage back, while encouraging all others to keep to their places.

At this point, the party can now see the main body of the creature, half-emerged from the darkness.  It must weigh at least a ton and a half.  Andrej recognizes that it must be a NEO-otyugh, which was always a possibility.

The creature makes no attack this round.  The party is free to attack again; Ahmet can move forward 1 hex and strike.  Joost does not need to move forward one hex to attack.  Joost could attack from hex 1318, but that's a 90-degree change in direction and he'd lose his momentum forward, so that would cost him 2 mp - thus, no point.  Chances are Ganzor is moving into that hex, unless Andrej wants to beat him out for it (they're both the same speed, but Andrej is more experienced).

Andrej, you're catching your balance after coming down the slope, so you're not technically moving yet (so one hex will cost 2 mp).  Lukas, where you are, you can't really see the creature, just the one tentacle waving above the edge of the slope.  Klaas will spend this round loading the crossbow.

Ahmet, don't forget to roll Joost's to hit.  Once again, don't worry about what the dwarves are doing.  Ahmet can see that Kushi, at least, also wants to attack - he's moving towards hex 1316, but Ahmet is faster, and will reach that hex first to attack.

Also, do not forget, adjacent persons to the creature may suffer Incidental Damage.

11 comments:

Andrej said...

Andrej moves to 1419 and I think that's all I can manage this round with just 3 movement points.

Lukas said...

Lukas will step forwards curiously to 1222 while drawing two darts now. Seeing that a giant tentacle likely is not a friendly prospect.

Klaas will be loading, then trying to get a good shot at the main mass if possible.

Lukas will try and switch with Klaas if necessary.

Ahmet said...

Ahmet attacks with scimitar!

To hit: 17
Damage: 9

Joost attacks with his glaive:

To hit: 13
Damage (I believe it is 2D8?): 6

Joost has a 12 STR, so I believe no to hit or damage bonus.

Alexis said...

I'm presuming Ahmet has moved to 1316; I know you said that with the last post, but please repeat these things, so I know you haven't changed your mind.

Ahmet hits AC 1; Joost hits AC 8 and misses. The creature takes Ahmet's damage, but isn't stunned. For reference, a glaive does 1d6 damage.

Andrej, you do just move the one hex, but you gain momentum; moving forward the next round, movement cost per hex will be 1 mp.

The creature is grotesque beyond all reason. The dwarves will attack, and the neo-otyugh too, and I will write these effects on the next post.

(OOC: we'll do one post per round. How's it working, guys? I want people to be happy)

Andrej said...

(OOC: One post per round is what i prefer, especially if you're updating a tactical map for each round. Keeps it a little cleaner.)

(OOC: You and I use a similar movement system in our respective games Alexis, but the movement costs and charging rules are different enough so that at times I get confused between the two... but yours is slowly becoming second nature now... borrowing some of your ideas for mine is helping that process, I admit.

At first, I have to say I felt a little constrained when we began using more of your movement rules. It seemed in the past we hand-waved through some of the tactical movement rules in the on-line game, and that worked just fine for me. Now I see that combats will begin taking us a longer (maybe its just that there are more combatants now, so a ot more to manage) but am not yet for or against that.

With the comparatively high amount of XP available in your combats and the pace of the campaign being that we don't fight too, too much this may work out just fine. I'll let you know if feelings on it change.

Alexis said...

(OOC: I could run this combat faster, post more often, except that I just don't have the kind of time I had four months ago. This is somewhat frustrating. But you'd be surprised how fast I can turn around the combat maps, unrestricted)

Alexis said...

(OOC: Regarding hand waving; I will continue to do so, where we have just four or five participants. If the party were to attack a water buffalo, I'd do it without the map. But something as complicated at this - knowing where everything is just can't be accomplished with text. Thus, the crab was fought without maps, as it was one enemy and there were only four attackers.)

Andrej said...

(OOC: I certainly understand the constraints on time and the necessity of making a living. In sum, the game is still working just fine for me.)

Ahmet said...

(OOC: I prefer one post per round; it can get annoying when the comment thread hits a second page at 200+.)

Lukas said...

(OOC: Additional benefit, combat review through the posts by round.)

Alexis said...

(OOC: I'll be avoiding that like the plague, Ahmet.

And I had considered that, Lukas)