Chronicles of Arcania: B/X Homebrew game.

Game Master Peet

Lost in the desert! The party gets separated from a desert caravan during a sandstorm. Parched and starving, they stumble on a ruined city in the middle of the desert. The pyramid at the center of the city seems mostly intact, and they find a secret door leading inside...

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FIRE BEETLE NEST MAP

Initiative: Ana, Brathas.


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Round 2 Initiative!
Block 1: Ana, Brathas, Wallia, Zynazyr
Block 2: Lizard
Block 3: Ferrous, Fistep

Round 3 Initiative!
Block 1: Ana, Brathas, Fistep, Zynazyr
Block 2: Lizard
Block 3: Ferrous, Wallia

Still waiting for Ferrous and Zynazyr. I will bot them if They don't post within about 18 hours.


Male Dwarven Axe-man (Level 3) hp 22/37  || AC 1 || F11 A15 C12 D11 H6 W8 || THAC0 17 || Mv 20' || Infravision 60

Busy Thanksgiving weekend out of town.

Empty Tankards.
Ferrous curses in reaction to the lizard's attack. He grits his teeth through the pain and charges forward with his axe.
Axe: 19 - 1d20 ⇒ 19 - (13) = 6 if it hits Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Ferrous's axe fails to cut through the tough hide of the creature and invokes more dwarven curses.
Withered Beards
Ferrous is a dwarf and not one to retreat from battle unless someone steps to take his place.


Alphatian 3 | 15/17 hp | AC 7 | F15 A10 C14 D13 H11 W12 | Mv 40' | Detect/Read Magic 2-6
Spells:
Cantrip (3-6) | Charm Person, Sleep, Binding / Invisibility, Wizard Lock

Zynazyr shakes his head in disbelief as the wounded dwarf charges the lizard.

"What is he thinking? He's going to get himself killed," he thinks to himself. "Fall back, Ferrous. Let someone else engage so you can be healed."

Concerned that Ferrous is in danger, Zynazyr sends a bolt of lightning at the lizard. Instantaneously cast magic missle.

Damage: 1d6 + 1 ⇒ (6) + 1 = 7

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12:10 AM, Day 4
Ferrous rushes forward to engage the large lizard, but despite it's size it is quicker than it looks, and it dodges his swing.

Zynazyr wrote:
Zynazyr sends a bolt of lightning at the lizard. Instantaneously cast magic missle.

Good time to roll a 6.

The dart of lightning strikes the lizard in the forehead. It's eyes flash and it stiffens for a moment. Then it collapses to the floor, dead.

Combat Over.

Congratulations, guys - you just killed a 4+2 HD monster. It was a giant version of one of these: https://en.wikipedia.org/wiki/Draco_(genus).

The lizard is large and will satisfy the group for a little while. It is good for 20 half-meals.

Brathas wrote:
"I would like to search that room."

Based on this I am going to move ahead and assume you want to have a look at the room where you originally found the lizard.

After dealing with the lizard carcass, the party moves up the hallway and returns to the old chamber to the northwest.

This room is a ruined chapel of some kind. Tattered tapestries hang from the walls. A dusty altar along the north wall is covered with rotting altar cloth. The candlesticks, offering bowl, and holy symbol on the altar are carved out of wood. The holy symbol looks like an eye, with wavy rays coming out of it.

13d6 ⇒ (3, 1, 4, 6, 2, 1, 6, 6, 2, 1, 6, 3, 3) = 44

The party carefully searches the room. Behind the altar is the remains of a human, pale-skinned and white-haired like others you have met here so far. His body has been chewed on and thoroughly mangled (presumably by the lizard). The body is cold but still pretty fresh; this person probably died today.

The body has a mask depicting a ferret, inlaid with ivory and worth 20 gp. There is also a sack with 380 gp, and two emeralds worth 100 gp each. The two candlesticks, bowl, and symbol are made from rare teakwood and are worth 25 gp each. There is also the remains of a leather canteen, but it has been chewed on by the lizard and is punctured and empty, though the area around it is damp.

The body is located behind the altar. Upon examining the altar, Brathas notices there is a hidden compartment within the altar. He examines the panel and does not detect any traps.

Within is a small dusty cubbyhole that contains four small vials and
a stack of a dozen candles. Ana and Zynazyr conclude that three of the four vials are magical but are unable to identify them at the moment.

If you wish you could spend more time trying to identify the vials. Spending 1 turn allows a second roll, spending 1 hour allows a third roll, spending 6 hours allows a 4th roll.


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

Walia looks around the chapel trying to get a good idea of the sect that probably operates in this chamber.

Wisdom 1d20 + 3 ⇒ (6) + 3 = 9

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So, what now?

Wallia: You are able to lay on hands once per day to heal 1d4 hp. Do you wish to use this on Ferrous now?

Do you guys want to spend extra time to examine the objects you have found? If so, how long?

After doing those things, will you:
* Return to camp so Ferrous can get some healing, and then return? (if so, what after that?)
* Return to camp and be done for the day?
* Go to the hidden room and do something with the snake basket?
* Return to the damp chamber again and try to figure out the trap (or spring it)
* Head up the main hallway #6
* Explore hallway #1?
* Bring the some supplies back to the Magi? (If so, how much?)
* Something else?

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PICTURE OF HOLY SYMBOL


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

Walia walks over to Ferrous and says, "My son, lets let the gods show you their mercy."

He kneels in the center of the room, whispering in the old tongue, nodding his head quietly, taking his ring finger to the tip of his nose and his eyes glow with a golden-amber hue as he is charged with divine energy and then places them on Ferrous' temple.

Doing 1d4 ⇒ 2 healing.


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

Afterwards Walia says, "We need to dress this beast for consumption. I would also suggest smoking the meat for later. We can also distill its blood for water if we have a cauldron, a pipe and a flask."

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Wallia of Winterbourne Stoke wrote:

Walia looks around the chapel trying to get a good idea of the sect that probably operates in this chamber.

Wisdom 1d20+3

Ninja'd!

Wallia looks around. He does not recognize the regalia here, but recalls speaking with Auriga:

Auriga Sirkinos NPC wrote:
"That abandoned chamber was once used by the Priests of Zargon. But they lost interest in this part of the pyramid before I was born."

When he sees the symbol on the altar (see post above) he also recalls this:

Auriga Sirkinos NPC wrote:
"His symbol is a mass of tentacles with an eye in the middle."


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

The Zargonians are the evil ones, I think Walia will want to dispel the evil and cleanse this room.

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Wallia of Winterbourne Stoke wrote:

Walia walks over to Ferrous and says, "My son, lets let the gods show you their mercy."

Doing 1d4 healing.

Ferrous: You are now at 8 HP.

Wallia of Winterbourne Stoke wrote:
Afterwards Walia says, "We need to dress this beast for consumption."

This has been done already, though the idea about distilling the blood is interesting. However, you don't have a cauldron or a pipe. If someone wants to try to save the blood in a waterskin, in the hopes of doing that later, let me know.

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Wallia of Winterbourne Stoke wrote:
The Zargonians are the evil ones, I think Walia will want to dispel the evil and cleanse this room.

Ninja'd again!

Wallia has already done a cursory check for evil in the room (this is always a part of searching), and detected nothing. But if you want to take 10 minutes you can get another roll.


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

I would like to take ten minutes and would like to destroy the Zargonian idols.

1d6 ⇒ 4

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Wallia of Winterbourne Stoke wrote:

I would like to take ten minutes and would like to destroy the Zargonian idols.

1d6

Since it's only extra time you are spending here, I will go ahead and assume you spend the extra 10 minutes looking even though nobody else has spoken up yet.

BTW these rolls are normally done by me since the results are secret.

4d6 ⇒ (1, 2, 1, 5) = 9

12:10 AM, Day 4

Wallia destroys the idol, even though he cannot detect any evil coming from it.

But he does detect evil coming from the nonmagical vial - it is unholy water.

Wallia:
Unholy Water, aside from some ceremonial uses, can be drunk to gain an extra 1d6 damage when casting cause wounds spells. However, since it is a negative energy item, and you are a cleric of life, for you to use it this way would be bad news. Splashing unholy water on a living creature can cause it to suffer some minor fear penalties for a while, and it can also heal undead for a small amount.

Ana and Wallia are able, after 10 minutes, to identify the three vials. They are potions of minor healing, which heal 1-4 hp when drunk.

So, what now?

Wallia: You are able to lay on hands once per day to heal 1d4 hp. Do you wish to use this on Ferrous now? Done

Do you guys want to spend extra time to examine the objects you have found? If so, how long? Done

After doing those things, will you:
* Return to camp so Ferrous can get some healing, and then return? (if so, what after that?)
* Return to camp and be done for the day?
* Go to the hidden room and do something with the snake basket?
* Return to the damp chamber again and try to figure out the trap (or spring it)
* Head up the main hallway #6
* Explore hallway #1?
* Bring the some supplies back to the Magi? (If so, how much?)
* Something else?


M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5

"Well done Zynazyr! I believe you saved us all. Ferrous needs some healing back at camp. After that, I would suggest going up the main hallway. The sooner we reach those fountains below, the better."


M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5

I believe Brathas shot three arrows, of which one hit. Can he recover any?

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Brathas wrote:
I believe Brathas shot three arrows, of which one hit. Can he recover any?

Rather than remembering how many arrows hit and missed, we just assume that as long as you are willing to cut arrows out of dead bodies, half of your arrows will be recoverable. When you have the total for the day, round up.

BTW I'd like to hear from a few more people before moving ahead.


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

Walia says, "Sorry, my son, Ferrous, the gods may be somewhat blocked by the pyramid and this altar of a dormant albeit evil deity of Zorgon or Zargan or Zargon or Zorgan, pweh." as he spits on the floor.

He continues, "I suggest we patch him up a bit and explore the tunnel we haven't yet."

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12:10 AM, Day 4

1d6 ⇒ 3

The party returns to camp without incident. Talikshim does not look well, but heals Ferrous for...

1d6 + 4 ⇒ (2) + 4 = 6 hit points.

Ferrous is now at 14 HP.

Talikshim has one lay on hands left which will heal 1d4+3.

Wallia of Winterbourne Stoke wrote:
He continues, "...and explore the tunnel we haven't yet."

Presently there are two tunnels you have not yet explored, #6 and #1.

So, will you:
* Go to the hidden room and do something with the snake basket?
* Return to the damp chamber again and try to figure out the trap (or spring it)
* Head up the main hallway #6? Brathas is voting for this.
* Explore hallway #1?
* Bring the some supplies back to the Magi? (If so, how much?)
* Something else?


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

6 is fine for me


Male Human Fighter 3 hp 16/17, 2NL || AC -1 || F11 A15 C15 D10 H12 W12 || Mv 15'

#6 is fine with me

Grand Lodge

Steps over to Ferrous, You ready to swing that axe of yours? You took a mighty wound from that lizard beast! he asks of the dwarf.


Female Elf 2 HP 9/15 || AC 3 || F13 A12 C14 D15 H11 W13 || Mv 15' || Infravision 60' || THAC0 19 (bow or sword)/15 (battleaxe/two-hand sword) || Find secret doors/hear noise/detect magic 2 in 6

"We should return at least a portion of what we have taken to the Magi," Ana states flatly.


Alphatian 3 | 15/17 hp | AC 7 | F15 A10 C14 D13 H11 W12 | Mv 40' | Detect/Read Magic 2-6
Spells:
Cantrip (3-6) | Charm Person, Sleep, Binding / Invisibility, Wizard Lock

"Agreed," Zynazyr chimes in. "Also, if we continue exploring, I am afraid I can only contribute minor spells."


M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5

"It has only been an hour or two since we talked to the Magi, so I don't see a reason to be hasty. We do have a bit more food of our own now, but not nearly as much as we took from them originally. If we could find another source, I'd be more comfortable returning the supplies, but I will agree with whatever you want to do.
Zynazyr, even with just that metal star and your dagger, you were more formidable than any of us against the lizard. And we also value your knowledge even if your magic is depleted. I would suggest it is a bit on the early side to call it quits for the day."


Female Elf 2 HP 9/15 || AC 3 || F13 A12 C14 D15 H11 W13 || Mv 15' || Infravision 60' || THAC0 19 (bow or sword)/15 (battleaxe/two-hand sword) || Find secret doors/hear noise/detect magic 2 in 6

"I still have two sleep spells available, and my axe is always ready to be bloodied. I still think that we should return the supplies. Better to have allies than more enemies, yes?"

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Zynazyr wrote:
"Agreed," Zynazyr chimes in. "Also, if we continue exploring, I am afraid I can only contribute minor spells."

Zynazyr: FYI You still have one spell slot available. You get two per day, and this was the first combat today.


Male Human Fighter 3 hp 16/17, 2NL || AC -1 || F11 A15 C15 D10 H12 W12 || Mv 15'

I agree with Ana he says with a shrug, We have enough potential enemies. He smiles at her, Your axe, my sword... and of course Ferrous' when we fight the side of a barn he says with a laugh and wink at the dwarf.

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I see two votes for returning at least some of the supplies right away. So, moving ahead...

1:00 PM, Day 4

2d6 ⇒ (6, 4) = 10

Now back at camp, the group once again assembles those remaining behind in camp into a labor group, and has them carry supplies while the more able members of the group stand guard.

The party is able to get the supplies back to the storeroom without incident.

Guys: I will move ahead here, but the question is: How Much of the supplies are you returning? There were 100 half-meals worth that you originally took, plus four casks of alcoholic beverages.

After putting back the supplies, you return to the chamber of the Magi.


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

I propose giving back half of each. Isn't 1pm?


"Ah, hello my friends! How fares your 'quest'?"

The party brings Auriga to see that supplies have been returned.

"Oh, wonderful! That will save us some trouble." He turns and looks at the group. "Well, I suppose you would like some water? Give me some of your waterskins."

Once you return to the ritual chamber, he gives the waterskins to one of the other Magi. The Mage goes to the south door of the chamber and presses a small button; you can hear the wall with the statue rumble back into its original position. While you chat with Auriga, he goes through the door, and returns a few minutes later with skins full of water.

How much he gives you will depend on how much of the supplies you 'recovered.'

"Well then... good luck in your explorations. We may have some more water later on if you find anything else worth trading for it." He smiles.

If anyone has anything they want to say to Auriga at this point you can stick it in here, but otherwise I am moving ahead.

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Wallia of Winterbourne Stoke wrote:
I propose giving back half of each. Isn't 1pm?

Ninja'd again! Yes, you are right.

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So, moving ahead up passage #6...

1:10 PM, Day 4

TIER 3 MAP updated.

1d6 ⇒ 4

The party returns to the turntable and heads north. One you reach the unexplored area you begin moving slowly. Seventy feet north of the turntable the passage branches east and west. To the east, the passage only goes 5' and ends in a door. To the west the passage continues out of sight. You can see a door in the south wall that must lead to the mold-filled chamber you saw from the damp room.

So now what?
* Try the eastern door?
* Travel to the west?
* Do something with the mold room?
* Return to another room or passage on this level that you haven't explored?
* Return to an unsolved but explored area (i.e. the snakes, the damp chamber)
* Return to camp for the day?
* Something else?


Male Human Fighter 3 hp 16/17, 2NL || AC -1 || F11 A15 C15 D10 H12 W12 || Mv 15'

Well we were supposed to take the stairs down after we came to the end of the main hall. grumbles.


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

Walia says, "We should go to the right."


Female Elf 2 HP 9/15 || AC 3 || F13 A12 C14 D15 H11 W13 || Mv 15' || Infravision 60' || THAC0 19 (bow or sword)/15 (battleaxe/two-hand sword) || Find secret doors/hear noise/detect magic 2 in 6

"Right," Ana says, not much caring.


Quick Rewind:

When the Mage returns, he gives the waterskins to Auriga, who turns them over to the party. Two waterskins are full; a third is half full.

"I'm afraid that's all we have on hand at the moment. But this should be plenty to tide you over until you get down to the fountains. If you need more water later on, we'd be happy to accept something else in trade."

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Two votes for the door to the right... good enough.

1:20 PM, Day 4

TIER 3 MAP updated.

The party examines the door in the short alcove, but can hear no noise, and finds no evidence of traps. The door is not locked, and clearly has been broken down in the past. Opening the door reveals a large chamber.

This room looks like a ruined chapel. It has been looted and deliberately wrecked. The stone altar has been smashed, and no ceremonial equipment can be seen. The word "Zargon" has been scrawled on one wall in large letters.

19d6 ⇒ (3, 1, 6, 6, 5, 1, 5, 2, 3, 3, 4, 5, 5, 2, 3, 4, 1, 6, 3) = 68

The party searches the room carefully. Upon inspection of the ruined altar, Brathas notices a small hidden compartment in the base of the altar. Carefully opening it reveals a small niche with three clay tablets.

The party looks the tablets over. Wallia realizes they contain clerical spells. The first has purify food and water. The others he does not recognize; it will take some time for Wallia to decipher them.

These are effectively scrolls except that they are written on clay instead of paper.

The only exit aside from the one the players came in by is a narrow passage to the south. From the doorway it looks like a small storeroom; a few small crates are stacked against a wall in a corner opposite the entrance.

So now what?
* Have Wallia spend more time examining the tablets?
* Explore the storeroom to the south?
* Return to the hallway and go west?
* Return to the hallway and examine the mold room?
* Return to the turntable and explore #1?
* Return to an unsolved but explored area (i.e. the snakes, the damp chamber)
* Return to camp for the day?
* Something else?


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

Walia will continue to concentrate on the tablets. "Methinks, I can yet decipher these."


Alphatian 3 | 15/17 hp | AC 7 | F15 A10 C14 D13 H11 W12 | Mv 40' | Detect/Read Magic 2-6
Spells:
Cantrip (3-6) | Charm Person, Sleep, Binding / Invisibility, Wizard Lock

"Well done you two. I'm sure those will come in handy." Zynazyr then looks down the short hallway. "Based on the looks of this room, I doubt there is anything down there but we might as well look. Fistep or Ferrous, do you mind leading the way? "

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1:30 PM, Day 4

Wallia of Winterbourne Stoke wrote:
Walia will continue to concentrate on the tablets. "Methinks, I can yet decipher these."

Since it is only a turn I'll go ahead on that one.

3d6 ⇒ (5, 3, 1) = 91d8 + 2 ⇒ (4) + 2 = 61d8 + 1 ⇒ (7) + 1 = 82d6 ⇒ (5, 4) = 96d6 ⇒ (4, 5, 1, 3, 2, 4) = 191d20 + 10 ⇒ (13) + 10 = 23

Wallia interrupts the party for some more time to examine the tablets. Sadly, he is unable to determine anything in the short time allowed.

Wallia: Your next attempt will take up to a full hour. Normally you would wait until you return to camp for the night before making those rolls, though if you want and the party agrees, you could spend that time now, or when things are calm.

When Wallia is done, Zynazyr suggests that the party investigate the south chamber. But before the party can discuss it, Ferrous, who is standing watch near the door, hears something from the other side of the door, like a high-pitched shriek echoing through the halls. Then he hears it again, a bit louder.

Ferrous:
You think the sound is coming from a cave bat. There are normal and giant varieties. The normal ones aren't especially dangerous, but the giant ones sometimes attack people, and are big enough to carry off a small child. Bats aren't too tough (they don't have much natural armor for example) but they move fast and they travel in groups. On the other hand, they make decent eating.

Ferrous notifies the party that there is noise coming from the hallway.

What do you want to do?

* Block the door and let whatever it is pass by?
* Go out into the hall to meet whatever it is that is coming?
* Get ready to spring out in Ambush?
* Open the door to let whatever it is into the room?
* Something else?


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

Walia says, "Let's check out the storage room because it is here. Could you please close the door?"


M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5

"What sort of noise, Ferrous? What do you suggest we do?"


Female Elf 2 HP 9/15 || AC 3 || F13 A12 C14 D15 H11 W13 || Mv 15' || Infravision 60' || THAC0 19 (bow or sword)/15 (battleaxe/two-hand sword) || Find secret doors/hear noise/detect magic 2 in 6

"I think that we need to deal with whatever is coming up the hall," Ana says.


Alphatian 3 | 15/17 hp | AC 7 | F15 A10 C14 D13 H11 W12 | Mv 40' | Detect/Read Magic 2-6
Spells:
Cantrip (3-6) | Charm Person, Sleep, Binding / Invisibility, Wizard Lock

"Agreed, but let's stay in here. If it comes in, then we deal with it," he says as he moves into the corner of the room by the altar opposite the door. He takes out his Ustar, prepared to throw it at whatever opens the door if it moves to attack.

Attack: 18 - 1d20 ⇒ 18 - (13) = 5
Damage: 1d4 ⇒ 4


Female Elf 2 HP 9/15 || AC 3 || F13 A12 C14 D15 H11 W13 || Mv 15' || Infravision 60' || THAC0 19 (bow or sword)/15 (battleaxe/two-hand sword) || Find secret doors/hear noise/detect magic 2 in 6

Ana takes up a position at the side of the door, her axe at the ready.


Male Human Cleric 3 Prophet Male Cleric 3 | hp 16/16 | AC 1 | F15 A15 C12 D15 H11 W13 | THAC0 Ranged 17, melee 18| Mv 15'

Walia shrugs and says, "So be it"

he then stands behind Anastoria and slides his shield onto his right arm and puts his mace in his left.


Since Ferrous isn't around to interpret the spoiler tag...

Brathas wrote:
"What sort of noise, Ferrous? What do you suggest we do?"

Ferrousbot replies,

"Cave Bats. Coming this way."

Everyone go ahead and read the spoiler.


M Half-Elf CORE Rog 1 | HP 11/11 | AC 18 (T15, FF 13, CMD 19) | F +2 R +7 W +2 | Mv 30' | Per +9 (+10 vs traps), low-light vision | Init +5

Brathas will move to the far side of the room and ready his bow.

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