Throw pebbles at Rorrim
How close are the ghouls, and to whom?
Seeing that Rorrim is distracted and not noticing the ghouls, you toss your pebbles at him.
Throw pebbles (1d6=3, 1d6=5) He eerily steps aside just in time to avoid being hit.
Attempt diplomacy. When that fails, hit it with a stick.
(1d6+1=5) You present your skull staff to the undead monsters, calling out "I am your master! You must obey!" The creatures pause a bit, then turn away from you. One hisses "Not Prodith. But save for last." Well, that wasn't exactly a failure, but since it didn't actually save you.
Close in, attack/ghoul dodge (1d6=4, 1d6=3, 1d6=4) You rush at the nearest ghoul, trying to whack it with your skull staff, but it evades your attack.
Hit closest ghoul (in the face) with the warhammer!
Use all action points available for the attack!
Your pebbles thrown away, you, decide to mash some ghoul.
Close in, attack/ghoul dodge (1d6=5, 1d6=2, 1d6=2). You nimble open the door into the main keep from the passage, then clumsily swing your warhammer, trying too much to put more force behind your attack, gracing the enemy (half damage dealt (2 damage), 3 action points used.)
Let's tests out their weakness to fire, shall we?
Throw a Firebolt at one of their faces, then follow up with a slash to the same ghoul (If it's not dead).
((Also, I should be fully healed of that one hit point.))
((That you are.))
Firebolt ghoul/ghoul dodge (1d6+1=2, 1d6=1) You cast your firebolt spell, targeting the ghoul wounded by Rorgrin, but the shot goes a bit high, scorching the top of the ghoul's skull (Half damage (1 damage); 1 action point used). The ghoul however tries to dodge a few seconds after the fact, landing face first on the stone floor.
Close in, attack Ghoul/ghoul defense (1d6=3, 1d6+2=3, 1d6=1)You don't quite get a path to follow up with a melee attack.
"Finally!"
WARCRY FOR INSPIRATION//ENEMY DEMORALIZATION!
And then STRIKE at the nearest ghoul that is HARMING AN [ALLY]
Focus on the battle (1d6+1=2) You don't quite get a focus on the battle before it starts, as you were too engrossed in your examination of the keep. You barely get a warcry out.
Battle cry (1d6+1=4) Everyone is duly impressed, but keeps on fighting.
Trael had been half-expecting something to lie in wait. Not surprising. His sword swung upwards before arcing down towards the closest ghoul.
He wasn't about to let these things get in his way. No matter what they were, he would kill them.
"What are they, Larry?" He mumbled as he fought, "Are they... Undead? Like us? Rather awkward, eh?"
Hack them apart like the worthless obstacles they are! Then press on, keeping alert as I move into the keep they came from.
"Hardly any more awkward than mammals eating mammals."
Hack the ghouls (1d6+1=7) Try to dodge (1d6=3) You impale the ghoul's head is front of you, killing it instantly. But now your sword is stuck in ghoul skull. "Now that's a bit more awkward."
Enemies - 4
GhoulsThe ghoul charged by Zalgus grunts as it ignores the necromancer, seeing Trael as the bigger threat, and tries to bite the skeleton.
Ghoul attack, Trael defense (1d6=5, 1d6=1) The creature gets a good bite at Trael's arm, though the cloak prevents some of the teeth to find their mark (3 damage)
The prone ghoul tries to stand up
(1d6=4), and comes into a crouching position.
The third ghoul tries to get into the melee to attack Rorgrin.
Close in, attack Rorgrin/Rorgrin defense (1d6=3, 1d6=5, 1d6=5) The commotion is too great for the undead to get into the fight though. (no attack occurs from it.)
As the battle starts, Zalgus attempts to sway the undead creatures to his side, but only succeeds in delaying attacks on his own person. Rorgrin emerges from the western passage, scraping one of the ghouls, which is then scorched by Baradine's magic as well. Overwhelmed by the attacks, the monster tries to dodge, falling straight down, but quickly rises to a crouch. Trael loses little time and impales the face of another ghoul on his sword, killing it, though it remains impaled. Rorrim, who had been examining the keep walls, can do little more than let out a battle cry. One of the remaining ghouls then bites down on Trael's arms, while the third tries in vain to get into melee.
Ghoul 1 - Melee with everyone but Rorrim
Ghoul 2 - 2/5 hp, melee with everyone but Rorrim, crouching (Gets -1 to attacks)
Ghoul 3 - Close
Hit points: 20
Action points: 10
TraitsSageNecromancerEquipmentSkull StaffGrim RobeManhide GrimoireUnmarked potionSpells:Draining GazeConsult DeadCall Shade Hit points: 20
Action points: 7/10 (0/6 turns to recovery)
TraitsUsing everything as a weaponStaying eternally calmEquipmentA ropeWell-crafted knifeWarhammer Hit points: 17/20 (0/3 to heal)
Action points: 10
TraitsUnfeelingDrivenEquipment:Ancient, battered steel greatswordHeavy green wool cloakLarry Hit points: 25
Action points: 5
TraitsVigilantWarriorEquipment:Dulled, chipped, Tempered Steel Lochaber AxeLeather armorWoad body paintA rock Hit points: 20
Action points: 9/10 (0/6 to recover)
TraitsSkilled SwordsmanFire magicEquipment:Bronze LongswordBronze ShieldBook of Fire MagicSpells:FireboltFiery CylinderHeat Shield Those of you who have action point options for your weapons, the intention of the text is that you get the option to use X action points once when you make your attack. Perhaps that wasn't clear enough from my side or maybe I misunderstood LW's post and he understood the limitation, but either way Rorgrin used 3 action points.
Rorgrin deals half damage not because it was a grazing hit (rolling the same attack as the enemy dodge, but because his attack roll was below 4, which is normally a failure.)
I won't post the stats for every enemy you encounter, by the way, at least initially The ghouls are basic enough enemies that you had a good enough chance to be familiar with, but others, especially unique foes, you may not be.
Yes, I failed at Invisible Castle this morning. Names in the campaign slot, wrong names for actions. Guess I rolled a 2 for this turn.