We can do all these as long as we're not in the middle of a combat, so I think they are allowed in this case (combat hasn't started).SlyJohnny wrote:Question! Can we change the Combat Order at any point outside of combat or was it locked in at the beginning of the adventure? And can we trade items?
Darth voted to cast COURAGE in the third round, but the text stated that this one has to be cast at the start of combat, so I'll go with Slyjohnny's vote on that. And since he didn't specify a target, I'll go with Darth's suggestion to cast it on the barbarian to compensate for the loss of his weapon. TEMPEST will be used in Round 2 as both have voted.
Barbarian and Elf switch positions, and breastplate is passed to the Elf.
Let's go!
COMBAT:
Eildonas rolls a 4 and scores a cut on Grim Dugald (BODY down to 9).
Asgrim rolls a 2 and for once hits in the first round, bitch-slapping Grim Dugald with his ham-sized hands, (BODY down to 8).
Anvil rolls a 3 and cuts another BODY point off Grim Dugald (down to 7).
Grim Dugald rolls a 2 and scratches Eildonas with his claws....but glances off the Elf's breastplate as the latter rolls a 2.
ROUND 2:
Eildonas rolls 1 and cuts another chunk off Grim Dugald (BODY down to 6).
Asgrim rolls a 3 (now he keeps rolling low when he doesn't need it) and rips an arm off Grim Dugald (BODY down to 5).
Anvil rolls a 6 and misses clumsily.
Fortunate casts TEMPEST, causing Grim Dugald to automatically miss a turn this round.
Grim Dugald is enveloped by the TEMPEST spell and cannot attack.
ROUND 3:
Eildonas rolls a 6 and misses this round.
Asgrim rolls a 5 and hits thanks to the COURAGE spell, ripping off another arm (Grim Dugald's BODY down to 4).
Anvil rolls a 5 and misses again.
Fortunato casts FIRE OF WRATH and burns Grim Dugald (BODY down to 2).
Grim Dugald rolls a 2 and bites Eildonas, who rolls a 4 and takes the bite on his arm (BODY down to 4).
ROUND 4:
Eildonas casts VEIL OF MIST (sorry, missed that earlier)
Asgrim rolls a 4 and caves in Grim Dugald's face with a punch (BODY down to 1).
Anvil rolls a 3 and finally scores another hit (albeit the most important one) striking down Grim Dugald.
Fortunato cheers and does a victory dance.
Grim Dugald rolls a 1 in his last-ditch effort, but due to also rolling a 2 for the VEIL OF MIST, misses his target, and keels over.
Might as well take a look at what we have.....Grim Dugald falls! The floorboards shake with the impact, which sends clouds of dust into the air.
But is he truly beaten? Can you kill one who has already tasted death? Before your eyes, the strong white fingers twitch and a growl of returning strength rises from his black maw.
Quickly - before he reanimates, you must do something. The desperate struggle has left you too weary to fight on. But what alternative is there?
If you open the door and race off into the night, turn to 67.
If you think you have an item that might dispatch him for good, turn to 124.
Alas, we used up the 1 useful item we had: the holy water!Which item will you use? Do not take too long to make up your mind, as already Grim Dugald is returning to life - or rather, to undeath.
If you use a silver dagger, turn to 134.
If you have the sword Wraithreaver, turn to 11.
If you employ an oak staff, turn to 22.
If you try a phial of holy water, turn to 33.
If you don't have any of these, your only recourse is to run for it: turn to 67.
Alas, no, we were too busy doing our shopping!Gasping for breath, you chase in blind panic across the moors. Cold moonlight paints a maelstrom of wild fells, sucking hollows and stunted trees, all of which hurtle past in a blur. Then, as you stagger up the side of a hillock, the distant blare of a hunting-horn echoes out of the distance behind you, and you hear the horrible baying of phantom hounds at your heels.
If the pedlar told you how he got away from Dugald's hunt, turn to 90.
Otherwise, turn to 101.
Damn.....I really wasn't expecting us NOT to win in the first attempt, since there were so many different ways to reach the end, but we seem to have taken the wrong combination of choices.You try to struggle on, but to no avail. Terror takes all the strength from your legs, and you fall in your tracks with an exhausted groan
The hounds come sweeping down on you in a tide of evil. Their grisly panting covers you in a charnel stench, hot breath rasps your flesh, gory slobber scalds you - and you are too weak with fear to even look up.
As they swirl about you, you hear the whinney of a horse and a short sneering laugh of unutterable cruelty. Huge hands seize you then, and Grim Dugald rides back home with his bag......
Your adventure ends here.
So, how do we want to do this again? The most straightforward choice (least retcons) would be to pretend we didn't use the holy water on the coffin.
So, options:
1) Pretend we still have the holy water and use it with the wine before combat?
2) Pretend we still have the holy water and use after combat (which means we fight Grim Dugald again at COMBAT 5 (thanks to Garlic) and BODY 18)?
3) Rewind even further back to explore the rest of the manse?
4) Rewind even further back to take a different route to the manse?
5) Rewind almost to the beginning and buy different stuff from the pedlar?
6) Rewind almost to the beginning and ask the Pedlar for exposition instead of shopping?