Quasi Dungeons and Dragons

Author: drafterman

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(So what are we doing? Opening the coffins, searching the other crypts? Finishing exploring the basement? Talking to Rose and Thorn?)

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@Buddamoose
@drafterman
(we should finish up this area, rooms north and south then perhaps go back up.)
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@TheDredPriateRoberts
@drafterman
I agree, Order of Actions fmpov would be:

1) Open coffins in kids crypts. 
2) Explore west room by crypts.

(If we find coffins filled)

3) confront children about it.

(If we find coffins empty and everything as it should be if in line with kids story + what we've discovered)

3) investigate source of chanting

(Btw, those N and S rooms are the crypts i think?)

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@Buddamoose

I agree, Order of Actions fmpov would be:

1) Open coffins in kids crypts. 
2) Explore west room by crypts.

(If we find coffins filled)

3) confront children about it.

I concur but I would suggest we go south before we go west to minimize backtracking.
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I concur but I would suggest we go south before we go west to minimize backtracking.

(True, so I guess amend to 

1) explore all crypts and open all coffins

We can parse through the results after they're opened and the information out on the table 👌)

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@Buddamoose
(There are the two kids crypts to the north, and the two parents' crypts to the south. You have not yet opened up the parents' crypts)
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The party opens up Rose and Thorn's coffins, to find them completely empty. Likewise, they gain access to the parents' crypts and coffin, and find them similarly empty.

Basement (updated):

Attic Map:

Player Summaries:
Eikka - 12/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⭘
Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⬤⬤⬤
Roberts - 19/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
Snerp - 12/13 HP - 13 AC - Bardic Inspiration: ⬤⭘ | Spell Slots: 1⬤⭘⭘

Player Sheets:

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What Buddamoose said
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@TheDredPriateRoberts
(the crypts are empty, kids story checks out)

We should proceed west, from the room with the big table, cautiously of course. 

(Sorry, had to delete to tag you lol)
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@secularmerlin
@Buddamoose
@Earth
@TheDredPriateRoberts
The party then heads west from the room and snakes down the uneven hallway. As they reach the intersection, several rotting hands burst from the ground (https://yotesgurl.files.wordpress.com/2015/12/hand-out-of-grave.gif) and three ghouls begin to crawl out!

COMBAT!

Basement (updated):

Attic Map:

Combat Summary:
[22] Snerp - 12/13 HP - 13 AC - Bardic Inspiration: ⬤⭘ | Spell Slots: 1⬤⭘⭘
[15] Ghoul 1 - Uninjured [Restrained]
[15] Ghoul 2 - Uninjured [Restrained]
[15] Ghoul 3 - Uninjured [Restrained]
[11] Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⬤⬤⬤
[9] Roberts - 19/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
[1] Eikka - 12/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⭘

Player Sheets:


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(I'm still wielding the long sword found above the fireplace until I determine it isn't effective, in which case I would switch to the silvered short sword)
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@TheDredPriateRoberts
(Roger. Do you perform an attack? You are in reach of two of the ghouls, west and south)
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@drafterman
Turn dead. ZUD'S INDESCISION TAKE YOU BEFOULED CORPSE !! Spoken in primordial.
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@secularmerlin
(Due to the constraints of the hallway, you can't currently see any of the ghouls. You can pass through Budda and Roberts' square and go to the free space to the north of Roberts, but you'll provoke an attack of opportunity from the ghouls nearby. Alternatively you can go the long way around, but don't have enough movement to get there in one turn and still use Turn Undead. Risk vs. Reward)
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@secularmerlin
(On second thought, you have a third option: You can temporarily occupy Budda's square, do Turn Undead, then step back into your own square)
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@secularmerlin
@drafterman
On second thought, you have a third option: You can temporarily occupy Budda's square, do Turn Undead, then step back into your own square)

I'm moving to the north or Roberts, casting Vicious Mockery on the ghoul to the west. Add a bardic inspiration to myself with a bonus action and use it on saving throw to dodge any attack that might come my way.

(You can move up into my spot Merlin.)
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@drafterman
yes I will attack
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@Buddamoose @Drafterman 

(Coolsies then my actions remain basically unchanged.)
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@TheDredPriateRoberts
(Which one?)
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@TheDredPriateRoberts
(stack up with the one I'm attacking. 

We need to co-ordinate our attacks.


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@Earth
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(if earth doesn't submit an action for combat round, he has chill hand as a cantrip, so would it be possible to uae that on one of the ghouls in his stead as the cantrip doesn't take any of his spell slots? And switch the damage to radiant? )
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@drafterman
the one to the west
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@Buddamoose
(It's early, I'll give him some time to read and submit)
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@drafterman
(no worries, my b on jumping the gun lol.)
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@Buddamoose
(LOL. It's fine. I get the enthusiasm, but as a DM I want to minimizing encroaching on player autonomy)
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@secularmerlin
(@Merlin- if I were you, I would attack the one Roberts and I aren't. Turn Dead is gonna do alot of damage. Probably don't need any more than ur attack to take one out. If it doesn't kill it, it would be damn close to dying.)

(P.S.- Drafter pointed out below thaot you aren't doing a damage spell, my b.)
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@Buddamoose
(Ahem:


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@drafterman
(like I said earlier I was itching for combat and wanna see how we'll do against a group, and *voila* like magic here it is lol. 

The whole one or two separate fights, then a group fight is tbh, a common start to questlines, so I suspected a group fight was on the way as is 😂)
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@drafterman
(😮 well shit, I thought it was a damage spell. Causing it to flee so we can take out the other two first is clever AF tho)
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@Buddamoose
(Provided it works.)