Difference between revisions of "Grimstone Hollow"

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This is the 1st dungeon in the [[Self-play: a D&D Tutorial|Self-play Tutorial]] series.
 
This is the 1st dungeon in the [[Self-play: a D&D Tutorial|Self-play Tutorial]] series.
 
__TOC__
 
__TOC__
Arliss and Bertram have just [[Tunnel Dungeon (RDG)#Tunnel Dungeon Entrance|descended through an entrance]] from the outside, and have encountered the [[Hobgoblin|hobgoblins]] in their [[Tunnel Dungeon (RDG)#Initial Space Behind Entrance|guardroom]].
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Arliss and Bertram have just [[Tunnel Dungeon (RDG)#Tunnel Dungeon Entrance|descended through an entrance]] from the outside, and have encountered the [[Hobgoblin|hobgoblins]] in their [[Tunnel Dungeon (RDG)#Initial Space Behind Entrance|guardroom]].  The video for this combat can be viewed on Youtube.
  
 
== Front Guardroom ==
 
== Front Guardroom ==

Revision as of 23:57, 3 June 2024

... had to look like a penis, didn't it?

This is the 1st dungeon in the Self-play Tutorial series.

Arliss and Bertram have just descended through an entrance from the outside, and have encountered the hobgoblins in their guardroom. The video for this combat can be viewed on Youtube.

Front Guardroom

To start, are Grimgor and Vargul surprised? [roll d6] ... and they're not. The next step is for the two parties, before anything can happen, to determine which one of them has initiative [d6 for each party] ... and as it happens, the party does.

Bertrand has an arrow, and his bow is out; the arrow isn't loaded, so at this time, Bertrand will begin loading his arrow. Bertrand doesn't have line-of-sight as can be seen, if I draw an arrow from here to here, he cannot see Grimgor because of the passage, and he cannot see Vargul for the same reason. Arliss will take two steps forward [into 0403], which costs two action points (AP), and while he does that he will draw out a dagger, which, because he's doing it with his hands and not his feet [which is to say, the draw is a free movement]], these do not cost any extra amount of action points to perform. Once he pulls out the dagger, he will stop at this point, and he will throw the dagger at Grimgor. [roll d20] And he misses with a 6.

While Bertrand is loading his bow, he will do the same [using his hands and feet for different tasks), and he will step forward the one hex he's allowed to move, into 0202. It is now the hobgoblin's turn.

One of the hobgoblins, Grimgor, is immediately going to turn around and run for help. So he's going to turn to this door, and he's going to open the door — which we will move there — and he will get to the point where he is standing there, because rounds are very short, he doesn't have time to completely leave [when taking into account that he must survey the situation and make a decision before running]; but his back will be to the party now.

Meanwhile, Vargul will pick up his flail from the table — or rather his morning star — and we'll just link that to the rest of Vargul — and he will turn. It takes him one [AP] to pick up his morning star and one to move into 0604; he has a total movement of 4 [AP] (they all have a total movement of 4) — so if he moves into 0503, he can't attack because he needs two full action points to attack. But he can engage Arliss in melee, which means Arliss can't easily back up into the hallway.

Not that Arliss intends to anyway, but Vargul's main point is to stop anybody from getting in the way of Grimgor going to get help. So he's basically going to sacrifice himself here, for the good of the entire lair, as it were, because they're protecting other hobgoblins that cannot be seen. So Vargul moves into 0503. That is the end of their turn.

He doesn't know that Arliss has pretty high strength. Arliss' strength is 18/53. It's +2 to hit; he's going to roll to attack Vargul [roll d20]... and he misses, he rolls a 9 [adjusted] which is not good enough.

Meanwhile, Bertrand's bow is loaded, so Bertrand's going to attack Vargul, with the bow [roll d20], and he's going to roll a natural 20. Now, that's pretty damn good at this moment. The natural 20 ... he rolls again — you can see that Vargul is not using a helmet — at the moment it's double damage; if he rolls another natural 20 it will be triple damage. And if he rolls a 19, it'll be triple damage because Vargul doesn't have a helmet. [roll d20] And he rolls a 12, so it's double damage. My long bow does d8 for damage. So, Bertrand rolls a d8, he rolls a 7, that's 14. Vargul has 9 hit points total, and as a soldier, he can go down to -5 without dying, but 9 minus 14 is -5, so Vargul will fall back to 0604, whereupon, he will die.

[two errors in the video; Bertrand has a 16 strength, which is +1 damage, so it should have been 16 damage, not 14. Secondly, while Vargul should be stated as still alive at "-5" hit points, the arrow causes a wound, which I overlooked in the video; Vargul would be stunned after Bertrand's hit, and would bleed out the round after, IF the actual damage of 16 had been 14]

Before that, we're just going to colour him dead.

All right. Now it is Grimgor's turn. He's going to run out of the room; he could fight Arliss, but he's got his commands, and he's going to slam the door closed, and before Arliss and Bertrand can actually get to the door and stop him, he's going to put a hook on the door, to hold it closed.

And that ... that's the battle.