Post by spiral on Jul 17, 2008 9:25:14 GMT -5
You spend the night in Gerdie's hut. She leaves the room soon after telling you of the Hydra, and does not return.
Linelle stays to talk to you and cook you a hearty dinner. She stays up late speaking with Shay, it's apparent she has developed a shine for him. If asked to fetch Gerdie again, Linelle explains her mother is tired and must rest.
At dawn, you head out into the swamp. The air is humid and thick even at this time of day, and you dread still being around when noon arrives. Any non-magical means of tracking in such an environment seem pointless. It's difficult over the noise of the insects and sloshing of the mire about your thighs to hear anything of interest.
Indeed, the Hydra would have to burn you all to a crisp before you would know it was close by, if it intended to stay hidden.
The swamp gets no deeper than waist-high, with Goran often struggling to keep his neck above the mire. Large eels pester you often, some of you chop a few. It's disconcertin, not being able to see the things that move around you. Here and there, small islands of foliage block your sight into the swamp. Reeds grow tall here and there. Frogs ribbit, strange birds chirp, and the flies get everywhere, in your armour, in your robes..
By mid-morning, you reach the centre of the swamp. There are some ruins nearby a couple of hundred yards away. You scan the swamp for signs of the Hydra. Burnt islands and trees indicate it spends time here. But where?
Your question is soon answered as you hear a loud roar from the ruins to the East of where you stand. It comes from underground. The Hydra knows you are here, somehow..or has it just woken? You wonder nervously if it has made its presence known by mistake, or if it is warning you away!
{Place yourselves in the lower-left 5x5 squares. Give me an x and y for where you are standing.}
Last chance preparations and then actions please.
Movement in 2nd Ed. AD&D
One round in AD&D lasts a minute. One square is 10'. You all move 10x your Movement Rate per round. Every square on the map except wood/stone flooring counts as 'swamp':
Crom - 15 squares (150') (waist-deep, so 10 while in swamp)
Goran - 6 squares (60') (shoulder deep, so 2 while in swamp)
Other - 12 squares unless encumbered (waist-deep, so 8 while in swamp)
If you move and make a melee attack, your move is halved, (e.g. Shay can move 4 squares and attack, or 8 squares with no attack).
You can charge an opponent for a melee bonus and AC penalty, increasing your move by 50%, so Shay could charge 12 squares through the swamp, if he felt like being reckless but wanted the bonus to hit and damage.
Linelle stays to talk to you and cook you a hearty dinner. She stays up late speaking with Shay, it's apparent she has developed a shine for him. If asked to fetch Gerdie again, Linelle explains her mother is tired and must rest.
At dawn, you head out into the swamp. The air is humid and thick even at this time of day, and you dread still being around when noon arrives. Any non-magical means of tracking in such an environment seem pointless. It's difficult over the noise of the insects and sloshing of the mire about your thighs to hear anything of interest.
Indeed, the Hydra would have to burn you all to a crisp before you would know it was close by, if it intended to stay hidden.
The swamp gets no deeper than waist-high, with Goran often struggling to keep his neck above the mire. Large eels pester you often, some of you chop a few. It's disconcertin, not being able to see the things that move around you. Here and there, small islands of foliage block your sight into the swamp. Reeds grow tall here and there. Frogs ribbit, strange birds chirp, and the flies get everywhere, in your armour, in your robes..
By mid-morning, you reach the centre of the swamp. There are some ruins nearby a couple of hundred yards away. You scan the swamp for signs of the Hydra. Burnt islands and trees indicate it spends time here. But where?
Your question is soon answered as you hear a loud roar from the ruins to the East of where you stand. It comes from underground. The Hydra knows you are here, somehow..or has it just woken? You wonder nervously if it has made its presence known by mistake, or if it is warning you away!
{Place yourselves in the lower-left 5x5 squares. Give me an x and y for where you are standing.}
Last chance preparations and then actions please.
Movement in 2nd Ed. AD&D
One round in AD&D lasts a minute. One square is 10'. You all move 10x your Movement Rate per round. Every square on the map except wood/stone flooring counts as 'swamp':
Crom - 15 squares (150') (waist-deep, so 10 while in swamp)
Goran - 6 squares (60') (shoulder deep, so 2 while in swamp)
Other - 12 squares unless encumbered (waist-deep, so 8 while in swamp)
If you move and make a melee attack, your move is halved, (e.g. Shay can move 4 squares and attack, or 8 squares with no attack).
You can charge an opponent for a melee bonus and AC penalty, increasing your move by 50%, so Shay could charge 12 squares through the swamp, if he felt like being reckless but wanted the bonus to hit and damage.