(Do the Skeletons give chase, 50-50 = Yes)
Ghost runs up the steps and into the rubble above ground, considering options quickly she runs for a wall she thinks will hold her weight and will let her leap to a tree branch.
(Does the wall give way? Unlikely = Yes and the Skeletons get a free attack)
She leaps up some stacked stones and makes it atop the wall. Unfortunately the sudden shift in weight loosens some mortar and the whole thing crashes down. Ghost lies stunned for a second, then her eyes come back into focus, showing 2 grinning skulls coming around the remains of the wall. They are upon her quickly but she scrabbles out of their way, claws slashing at only air. Then she is running again, looking for a climbable tree.
(Climb tree in a hurry = 1 in 6, plus 1 for easy climb / vines 1d6=1, success)
Ghost has 2 oil flasks remaining. She lights one and attempts to drop it on one of the Skeletons pacing around the tree below. (Ghost miss). She does not score a direct hit but the oil splashes out, burning both.
(Skeletons return to base? 50-50 = No, but they hear Bess)
Bess chooses this moment to give a loud bray, and the Skeletons immediately turn and march back into the ruins. They start pummelling at the stones, and clawing at the barrier to get inside. Bess brays again, clearly in distress. Ghost rubs her chin at this development.
(Stay and try to aid the group, Likely = Yes)
(Abandon Bess? Unlikely = No, but will not risk her life)
Ghost slips down the tree on the far side and circles her way towards the underground entrance. She is unarmoured and the Skeletons are busy. Despite the risk, she will not abandon Bess to the Skeletons just to increase her chances of sneaking by, so she takes a breath and crouch-walks through the rubble as they scratch at the stones protecting Bess.
(Sneak by = 1 in 6, +1 for unarmoured, +1 for distracted opponent d6=2, success)
Back in the tunnels, the light from the dropped lanterns and torches can still be seen, and Ghost creeps towards it. Everything is as it was before - Vasily, Morgan and Naki breathing shallow breaths - Poor Trix lying in a pool of her own blood - Skeleton bones and debris from the wine cellar everywhere.
PCs KOd on 0HP awake in 1-6 Turns on 1HP. The Skeletons will have 1 in 6 per Turn of breaching Bess’s barricades, unless they are distracted beforehand. Ghosts’s plan is to try and create a barricaded safe room in the wine cellar with all the PCs, and have at least 1 other PC awake before making a plan about Bess. She plans to move Naki first as she can carry him, albeit encumbered. Then do her best with (50-50) Vasily, then Morgan.
Naki wakes in 1d6=5 turns. Morgan wakes in 1d6=1 turn. Vasily wakes in 1d6=3 turns.
Turn 1: Skeletons roll 3
Morgan wakes while Ghost is moving Naki into the cellar.
Turn 2: Skeletons roll 2
Morgan and Ghost are able to carry Trix’s body into the cellar, and place it in a dry corner.
This has a chance of alerting the Skeletons above (wandering check 1d6=5, no)
Turn 3: Skeletons roll 3
Vasily wakes, while Ghost and Morgan collect all the dropped weapons, shields etc and bring them into the wine cellar (wandering check 1d6=1, yes)
Turn 4.
The sounds of bone on stone stop above - then the last 2 Skeletons come clattering down the tunnel. PCs are not surprised, although encounter distance is 2d6x10 feet = 20 feet! Both Skeletons are chipped and charred but move with unholy purpose.
Round 1
Individual Initiative:
Vasily = 6
Morgan = 5
Ghost = 3
Skeletons = 2
Unwilling to cede the initiative, the three companions run out to engage their foe one last time. Vasily swings twice, but is groggy and cannot land his blows (miss). Morgan fares no better (miss). Ghost hastily throws Naki’s last Holy Water, caring not if she hits her friends …
Ghost rolled exactly what she needed. If she had taken the penalty to avoid hitting her friends in melee when using a ranged weapon (like if using oil or daggers) then she would have missed! Holy Water does 1d8 on impact, and 1d6 splash to adjacent creatures. The 2 Skeletons have 1HP and 3HP. Ghost’s throw hits (50-50) the 3HP Skeleton for 7HP, and as the other cannot survive …
… and the vial sails between Morgan and Vasily as if guided by the hand of the Prophet himself. Both Skeletons are hit by spray and immediately crack and dissolve into dust.
Vasily uses the remains of the door, some barrels, racks and shelves to form a makeshift barricade. Ghost checks on Bess, coming back quickly and reporting the barricade holds. She then searches the room, uncovering no other exits but opening a large, lop-sided storage chest to find (amongst a tremendous amount of glass and crystal shards, and flattened pewter) a safely-packed set of (1d6=) 6 fine crystal goblets worth (d4x100=) 400gp each! Morgan tends to Naki, who comes round and soon is able to walk.
The PCs have just enough time to get back to town before dark, or they could attempt to hole-up underground or in the ruins (Bess might struggle with the stairs). They only have 4 days food, there is an escalating chance of encounters, and any disturbance means their rest will only gain 1HP (they would gain 1, +1 per HD/level otherwise) I say that it is almost a given that they will return to base, although I think my player group would choose to stay (!) Very Likely = Yes, and no delay to block the dungeon or anything.
The group load up their treasure, equipment and poor Trix’s body onto Bess - and head south into the rain. They can hear the roaring of water somewhere to the west, but pay it no mind. They have a stroke of luck as the downpour lightens up just as they are getting to the tree-line and head out into the plains, and by duskfall are back home. Morgan sees Trix to the Temple Quarter, and despite the late hour ‘Sir’ Conordon himself (the head man of the temples and their upkeep) comes to attend to the funeral arrangements personally.
XP for the latest excursion:
Exploration = 25 x4 (PCs) x3 (hexes) = 300xp
37 (Cobra) + (11x25) = 312
2400gp = 2400xp
Total = 3012 / 4 = 753xp each
For simplicity, the treasure is divided by 6 shares of 400, the PCs get 1 each, Trix’s family get another, and “the Town” gets 1 to cover a high standard of room, board and care, and will cover the cost of a riding horse each (a pony for Naki). It will take approximately 1 week to heal the PCs to full, do any buying, selling, training, investigating and recruiting.
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