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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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 opens the bag and looks inside. She runs her fingers through the powder, not certain what to think.


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

Follows the strange woman, sword and shield at the ready.

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Fistep wrote:
Follows the strange woman, sword and shield at the ready.

The woman walks quietly down the corridor, not seeming to notice that Fistep is following. She turns the corner and heads west. Coming to the corner Fistep can see that the corridor only goes 20' west before turning south again, and the hallway descends down a set of stars at that point. The woman seems to be heading for the stairs.

Some Dice: 1d20 + 9 ⇒ (3) + 9 = 121d6 ⇒ 5

Your characters might not know this, but in early versions of D&D, players were generally assumed to know that delving deeper into a dungeon means more difficult encounters. This is not universally true, but is something to consider if you want to follow the woman down the stairs.


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

Montague stays a bit back from Fistep, and motions to him when he turns around. "I think we should find out what else is up here, before heading down. Wouldn't want anything to keep us from running back up and out if we need to".


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 watches the woman walk past the group with both confusion as to what she is doing and wonderment in that someone apparently lives here. He follows her with the others to see where she is going. Not wanting her to leave down the stairs just yet, he speaks up. "Excuse me, can you help us? We became lost in the desert during a dust storm and found this place. We could use some water. Can you tell us where we might find some? Also, how many of you call this place home?"


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

Turns to Montague and starts to agree with him, until Zynazyr speaks up. He quietly says to Montague, and to the group, "Good point.." before looking back towards to the woman to see hows Zynazyr's question gets answered, if at all.

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Zynazyr wrote:
"Excuse me, can you help us?..."

The strange woman gives you an odd quizzical look as she goes by you but otherwise does not seem to react to your words at all.

She reaches the top of the stairs, and pauses, looking down them. Aftyer a few moments, she takes the flimsy shawl she is wearing in both hands, and spreads her arms like wings. Then, suddenly, she runs pell-mell down the stairs while flapping her arms. She goes around the corner (there seems to be a landing there) and is gone. It would almost seem that you had imagined her were it not for the strange bag that Ana now holds.

You could follow at this point but are unlikely to catch her now as she is unencumbered and running.

12:20 PM, Day 1

Dice: 1d6 ⇒ 3

The hallway is now quiet and deserted.


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

Looks at the door in front of him, Montague's advice in his mind. "Might as well look here first." he says as he motions to the door in front of him and begins to search the area.

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The party checks the door leading south from the south end of the hallway. The door has clearly been damaged in the past, though it is in much better shape than the one to the north.

No traps are evident on the door, but Montague hears the sound of shrill voices barking at one another in a guttural tongue. Montague cannot understand what they are saying but there are at least three voices.

Ferrous:
Listening at the door, you can hear the sounds Montague indicated... the voices are speaking the goblin tongue. Most of the speech is muffled by the door but you hear one shout at another: "You're not looking hard enough! Look over there!"

Places, folks. Assuming you plan on kicking the door in where are you going to stand? Or perhaps you might prefer to investigate other doors first?

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Anastoria wrote:
Ana opens the bag and looks inside. She runs her fingers through the powder, not certain what to think.

BTW, as to this:

The powder seems to be finely-ground, but beyond that you do not learn anything new about it. You do not sense any magic. There is nothing other than the powder in the bag.


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

Motions to Ferrous and Ana towards the door gesturing that there are three voices, but sees that the dwarf is understanding the mutterings. He moves up, adjusting his shield and sword for combat, ready to step in once the door is open.


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 steps back from the door giving the fighters room to enter the room. He prepares to send a bolt of energy at any enemies.

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I'll be online again at around midnight tonight (8.5 hours from now) and we'll start that encounter. If Grey Owl is ready by then then he will join the party for it.


Grey Owl come to his senses with a start. He is in a cool, dark room, but it takes some time for him to remember how he got there.

"Ah yes, the desert!"

He slowly sits up, letting the wave of weakness pass before trying to stand. All his gear was bundled up by his head, and he can hear noise coming from the doorway out of this room.

The old man slowly gathers his things, checks his tomahawks and warclub and still on his belt, and then slowly moves towards the light. The first person he comes across startles him. It takes a moment for him to remember the fellows name..Montague!

"Montague! What has happened? Where are we?"

Grey Owl's appearance: The old Atruaghin man has long, grey hair held back by a leather strap, and very bushy eye brows. His beak-like nose stands out in a tanned and weathered face. His odd green eyes hold a deep wisdom, but his withered frame denotes a physically weak body. While as tough as old boot leather, the old man's strength left him long ago. He wears the leather armor of his tribe, studded with pieces of horn. A tomahawk sits at each hip, and a warclub is loosely gripped in his right hand while he holds a small wooden buckler in his left. The pack on his back seems to weigh him down, bending the otherwise tall man over.


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

Upon hearing goblin voices Ferrous's eyes take on a hard look as he shoulders he shield and axe and prepares to bust through the door. He takes a quick look at the rest of the group before barreling through the door.


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

"Grey Owl? Is that you? I'm not sure... kind of woke up around this area, explored a bit and found this area. How in the world did you end up here"?


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

Follows the charging dwarf into the room, sword ready to swing at the nearest goblin!


"I do not know...I assumed one of you brought me into this place? However I arrived, I am sure it saved me from death! Where are the others? What have you found so far?"

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Grey Owl wrote:
"I do not know...I assumed one of you brought me into this place? However I arrived, I am sure it saved me from death! Where are the others? What have you found so far?"

FYI you were part of the same group that was part of a desert caravan and became lost in the desert. You may be somewhat sun-addled but you would remember travelling with the rest of the group. Thylla the Cleric, a fighter named Bruno the Fat, and at least four others are still outside; you woke up among them.

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I moved Montague and Grey Owl up towards the action.

Ferrous Grimgond wrote:
Upon hearing goblin voices Ferrous's eyes take on a hard look as he shoulders he shield and axe and prepares to bust through the door. He takes a quick look at the rest of the group before barreling through the door.

The door resists a moment, so Ferrous kicks it in.

This room appears to have once been an office. There is a desk against the west wall and a sleeping pallet in the southeast corner. The remaining walls are lined with bookshelves. However, the room has been thoroughly demolished; the desk is in splinters and the shelves are wrecked; moldy pieces of papyrus cover the floor and furniture. Four goblins are digging through the papyri scattered on the floor; one of the goblins is wearing a black robe with white splotches on it and has some kind of skull on his head; the others are wearing leather armor and are armed with crude swords and two also have shortbows. A fifth goblin in leathers has been knocked over by the force of the door opening and lies on his back in the middle of the room. All three goblins look up at you, quite startled.

1d6 ⇒ 5
Sadly, the goblins are not surprised. They draw their weapons and prepare to fight.

Initiative Block 1:
Grey Owl, Montague, and Zynazyr in any order
Initiative Block 2:
Regular Goblins
Initiative Block 3:
Anastoria, Fistep, and Ferrous in any order
Initiative Block 4:
Goblin in robe & hat

FYI the goblin directly south of the door has been knocked prone by the door and anyone attacking him in melee will get a +2 to hit him (until he gets up). Missile fire against him will be at -2 to hit though. He has also taken 2 damage (Ferrous' STR bonus).

Grey Owl, Montague, and Zynazyr are up! The others may post their actions ahead of time with conditions (like "I attack the nearest goblin").

FYI Ranged combat: Those of you in the rear echelons will take a -1 to hit for each friendly character your shot will pass through (so the second rank will take a -1 and the third rank will take a -2. It is still worth doing of course; you guys will probably want to remain behind the tanks. Furthermore, you may want to move to the west to get a clear shot at the goblins in the eastern part of the room.


Seeing the threat to the group, Grey Owl conjures up a warrior spirit to help the others in their fight.

Cast reversed of Protection from evil to conjure warrior spirit who will attack the nearest goblin

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Grey Owl wrote:

Seeing the threat to the group, Grey Owl conjures up a warrior spirit to help the others in their fight.

Cast reversed of Protection from evil to conjure warrior spirit who will attack the nearest goblin

Welcome back from Thanksgiving!

With the sound of Grey Owl's chanting, a strange, silvery creature appears in the room, at first hazy and indistinct but gradually taking shape.

A few points about summoning spirits with binding:

* Firstly, when you summon a spirit you can tell me what square the spirit appears. I have put it at 7.25 as this allows it to attack the goblin from behind and doesn't block the door, but you can conjure it wherever you want within 30 feet (6 squares). The only goblin you can see from your angle is the one that has been knocked down, so I am assuming that you are attacking that one.

* The warrior spirit is the most powerful option for this spell. Conjuring a Warrior spirit means that you must maintain total concentration to continue controlling it, so once you cast it you may not move or take any actions other than controlling the spirit. If you want to be able to do other things, you could conjure a Protector Spirit which will still allow you to take actions, though the protector spirit is less powerful.

* A warrior spirit must stay in your line-of-sight so you may want to move first to get a better view of the room. Stepping back to 7.19 will allow you to see the goblin at 9.26. On the other hand, you could move to 6.21, and would be able to see 9.24, 9.26, and 10.25, but you wouldn't be able to see 7.24 from there. You control the warrior spirit like a puppet, so if you can't see the enemy the spirit can't either (though you could make a "blind" attack at -4 to hit).

* The warrior spirit's stats are: HD 2, HP 9, AC 4, THACO 18, # of attacks: 2, damage 1-4 each. You could make an avatar for it if you want.

* A protector spirit's stats are: HD 1, HP 5, AC 6, THACO 19, # of attacks: 1, damage 1-6.

If I don't hear from you I will assume you are either staying where you are or only moving to 7.19, and I will roll the spirit's attacks. Otherwise you are welcome to roll them, and put the spirit where you want if you don't like where it is.

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OK, I am going ahead with the Spirit's attacks. Grey Owl, I am also moving you to 7.19 to make sure you can see a bit more of the room.
With a roar the spirit pummels the goblin on the ground with it's hammer-like fists.

Spirit Attack THAC0 18 +2 enemy prone, +2 attack from behind: 18 - 2 - 2 - 1d20 ⇒ 18 - 2 - 2 - (9) = 51d4 ⇒ 4
With one fist the spirit crushes the goblin. It then turns to face the goblin to its right.

Spirit Attack THAC0 18: 18 - 1d20 ⇒ 18 - (11) = 71d4 ⇒ 4
The other fist narrowly misses the goblin to the right.

You guys now know that the goblins are AC 6.

Montague and Zynazyr are next, in any order. If you are making ranged attacks you will may wish to adjust your position for line of sight.


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

Montague moves up against the wall beside the door, and waits for the more warlike members of his party to enter the room first.

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Zynazyr hesitates, waiting for more enemies to come in to view.

To move things along, I am having Zynazyr delay since it is unlikely that he can take out a goblin in a single attack, and with the spirit there sleep is probably overkill.

The goblins start shouting madly at one another.

The goblin at the south end of the room draws a crude sword and stabs at the spirit.
Goblin 9.26: 20 - 1d20 ⇒ 20 - (17) = 31d6 ⇒ 3
It manages to strike the spirit, giving it a minor wound.

The goblin in the middle of the room looks around at the dwarf in the doorway and the spirit monster ravaging his friend, struck by indecision for a moment...
Dwarf or Spirit?: 1d2 ⇒ 1
He chooses to rush at the dwarf in the doorway, gibbering in his guttural tongue.

Ferrous:
He shouts at you, "Filthy Dwarf! I'll carve out your liver!"

Goblin 8.23: 20 - 1d20 ⇒ 20 - (9) = 111d6 ⇒ 1
The goblin's swing goes wide.

The goblin in the northeast corner (only visible by Fistep and Montague) takes a shot at the spirit with his shortbow.
Goblin 10.23: 20 - 1d20 ⇒ 20 - (15) = 51d4 ⇒ 2
The arrow flies past the spirit and glances off the wall behind.

Everyone other than Grey Owl may now act. Montague, you have moved 5' so if you want to continue moving I'll allow it. There is a backstab opportunity at 8.24 though this leaves you pretty exposed.


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

Ferrous laughs as the goblin's sword slashes at the air besides him.

GOBLIN:
I will crush your puny brain smelly one! Death has come for you all!

Ferrous swings his axe at the goblin in front of him. He will then step into the room. If he must move first he'll take a step into the room (9.23) and then swing.
THAC0_19: 20 - 120 = -100
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


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

THAC0_19: 20 - 1d20 ⇒ 20 - (11) = 9
Forgot that D doesn't work it has to be d.


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

Moves into the room and takes a swing at the first goblin...

THACO+1 Thirst: 16 + 1 - 1d20 ⇒ 16 + 1 - (6) = 11
Damage-1 Thirst: 1d10 + 3 - 1 ⇒ (6) + 3 - 1 = 8
Initiative: 2d6 ⇒ (2, 1) = 3

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Ferrous Grimgond wrote:
Forgot that D doesn't work it has to be d.

Too Bad... hitting a -100 AC is normally pretty hard. :)

BTW, since you have eaten, you don't need to worry about thirst penalties for the next couple of hours. There was enough moisture in the meat to offset the penalty. This will normally be the case with fresh food (but not preserved rations).

Montague, Zynazyr and Anastoria are up.


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

Forgot to include the next round initiative.
Init: 2d6 ⇒ (1, 3) = 4

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@ Ferrous: Just looked at the map and noticed that it looks like you moved diagonally from 8.22 to 9.23. Doing this would require you to pass through a wall. From your original position you would have had to go through Fistep's current space to enter the room. When you are engaged in melee you can only move safely at half speed, so this leaves only one legal spot for you (without moving Fistep) - which is standing on top of the dead goblin. You could always stomp on his skull just to make sure. I moved your figure there; if you would rather had not moved you can put your figure back, though I expect you want to give Ana some room.

@ Montague: if you want to shoot an arrow or throw something, squares 6.21 and 7.21 have a clear shot at the goblin in the doorway with no cover penalty.


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

@ Ferrous: Just looked at the map and noticed that it looks like you moved diagonally from 8.22 to 9.23. Doing this would require you to pass through a wall. From your original position you would have had to go through Fistep's current space to enter the room. When you are engaged in melee you can only move safely at half speed, so this leaves only one legal spot for you (without moving Fistep) - which is standing on top of the dead goblin. You could always stomp on his skull just to make sure. I moved your figure there; if you would rather had not moved you can put your figure back, though I expect you want to give Ana some room.

[ooc]That works. I missed the way and since I was in the door way I thought maybe I could squeeze by the Goblin in the other direction.


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

With the goblins engaged, Zynazyr moves around the corner (6.21) to get an angle on a goblin, then tries to hit it with a ray of energy.

Cantrip: 1d6 ⇒ 3
Inititive: 2d6 ⇒ (5, 4) = 9


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 steps up to the door and swings her battleaxe at the goblin threatening Ferrous and Fistep.

THACO 16: 16 - 1d20 + 1 ⇒ 16 - (17) + 1 = 0 (+1 thirst)
Damage: 1d10 + 3 - 1 ⇒ (7) + 3 - 1 = 9 (-1 thirst)

Initiative: 2d6 + 3 ⇒ (3, 3) + 3 = 9

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The goblin in the doorway is struck by Zynazyr's small bolt of lightning, and then makes a sad gurgling sound as he is cut down under Ana's battleaxe.

Montague is up, followed by the goblin in the hat, then new initiative. If I don't hear from Montague by midnight tonight (14.5 hours) I will bot him this round.

@ Anastoria: As with the others, you don't have to worry about thirst penalties for now because there was some moisture in the food you had. See above posts.

@ Zynazyr: You don't need to worry about cover when throwing a cantrip.

next round initiative:

Init Ana: 9 = 9
Init Ferrous: 4 = 4
Init Fistep: 3 = 3
Init Grey Owl & Spirit: 2d6 + 1 ⇒ (6, 5) + 1 = 12
Init Montague: 2d6 + 1 ⇒ (2, 4) + 1 = 7
Init Zynazyr: 9 = 9
Init Goblin: 2d6 ⇒ (1, 6) = 7
Init Goblin in hat: 2d6 + 1 ⇒ (1, 2) + 1 = 4

Block 1: Grey Owl, Ana, Zynazyr, & Montague
Block 2: Goblins
Block 3: Ferrous & Fistep


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

Those numbers are so tiny my old eyes can't make them out, so you'll have to move me.

Montague steps up and bravely lets loose with an arrow from his small bow.

1d20 ⇒ 5 Shortbow
1d6 ⇒ 5 Arrow

Montague in a fit or rage takes his shortbow and throws it down the hallway.


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

Barreling into the room, Ana attempts to cut down the goblin in the hat.

THAC0 16: 16 - 1d20 ⇒ 16 - (17) = -1
Damage: 1d10 + 3 ⇒ (1) + 3 = 4

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Montague wrote:
Those numbers are so tiny my old eyes can't make them out, so you'll have to move me.

Hey! Somebody moved the whole grid out of the way! OK, I put it back.

Montague: For the record, if you look at the top there's a menu item that says "View." If you click that you get a menu that includes "Zoom In." I usually hit that twice to get a closeup of the room, and the numbers should be readable at that point. I moved you one square to the east.

Montague steps up and looses a shot but it goes wide enough that the rest of you are not sure who he was aiming for.

The goblin in the hat looks at the spirit in the room and the elven woman who just cut down one of his minions.
"Bu algh büyüsü kokuyordu düşündüm! Ne kadar iyi kör olduğunda ruhun alt miyiz?"

Ferrous:
"I thought that stank of Elven Magic! How well can you rule your spirit when you are blind?"

Anastoria:
The goblin's speech is close enough to hobgoblin that you can make out a bit of it. He said something like: "I smell elf spell! You no magic when no see!"

The goblin in the hat mutters a few words and points at Anastoria. A burst of light explodes in front of her eyes.

Anastoria: The goblin has cast light at your eyes so you must make a dodge save or be blinded temporarily. If you succeed then your action will resolve normally. If you fail the save, you will be -4 to hit any targets that you swing at, and you will need to pinpoint a target or just guess where they are. You also can't run without risking tripping over things.

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ROUND 2

Initiative:
Block 1: Grey Owl, Ana, Zynazyr, & Montague
Block 2: Goblins
Block 3: Ferrous & Fistep

Ana has posted her action which will need to be changed if she fails her save. Grey Owl, Zynazyr, and Montague can post now.

Grey Owl, you can roll attacks for your spirit. Unless you dismiss the spirit you can't do anything else as you need to continue concentrating.

Zynazyr, from your vantage point you can only see the goblin fighting the spirit.


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

Dodge save (15): 1d20 + 5 ⇒ (14) + 5 = 19

Is that right?

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If your Dodge save is 15 then you need to roll a natural 15 to make the save. So that's a failure, sadly. Alternately, if you want to roll your bonus (i.e. 1d20 + 5) then the DC will always be 20. It works out to the same thing.


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

Moves forward towards the goblin in the corner, swinging his sword at the goblin's head!

THACO: 16 - 1d20 ⇒ 16 - (14) = 2
Damage: 1d10 + 3 ⇒ (7) + 3 = 10
Initiative: 2d6 ⇒ (2, 4) = 6

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Fistep wrote:
Moves forward towards the goblin in the corner, swinging his sword at the goblin's head!

That's definitely going to take one down... if there are still any left by then. You do go after the others but those rolls will stand as long as there is still a target.

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Grey Owl wrote:

Seeing the threat to the group, Grey Owl conjures up a warrior spirit to help the others in their fight.

Cast reversed of Protection from evil to conjure warrior spirit who will attack the nearest goblin

I got a PM from Grey Owl saying he does not actually have time for the game so I will bot him for the rest this encounter.

Grey Owl continues to chant, his attention focused on the spirit in the room. The spirit flails its hammerlike fists at the goblin before it.

Spirit Attack 1: 18 - 1d20 ⇒ 18 - (2) = 161d4 ⇒ 2
Spirit Attack 2: 18 - 1d20 ⇒ 18 - (12) = 61d4 ⇒ 1

The spirit's first swing goes wide, but the second connects, albeit barely. The goblin is still standing.


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

Not wanting to get in the way inside the crowded room, Zynazyr sends a ray of energy at the goblin by the spirit. Worried too much about hitting a companion, he mixes up some words and the spell fails.

cantrip: 1d6 ⇒ 6

Init: 2d6 ⇒ (5, 5) = 10


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

"Blast and bebothered! I can't see a thing!" Ana shouts angrily. She swings at the last known position of the goblin, hoping that he hasn't moved.

THAC0 16: 16 - 1d20 + 4 ⇒ 16 - (2) + 4 = 18
Damage: 1d10 + 3 ⇒ (6) + 3 = 9

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Anastoria wrote:
"Blast and bebothered! I can't see a thing!" Ana shouts angrily. She swings at the last known position of the goblin, hoping that he hasn't moved.

Sadly, the goblin had moved, and Ana's swing passes through empty air.

You didn't have to reroll your attack; we could have just applied the -4 penalty for being blind retroactively to your original roll. The real question was would you still charge into the room without being able to see... and apparently you would. You are pretty vulnerable while blinded, though most of the goblins have either gone down or are occupied, so maybe it will be all right.

Montague is up, followed by the goblins, and then Ferrous (Fistep has already posted his action).

BTW Fistep: I moved your icon back as your attack won't resolve until after the goblins move, but in all likelihood the goblin will still be at that position after their move; I'll move it forward then.

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Montague delays, looking for an opportunity. The goblins then attack.

Goblin attack: 20 - 1d20 ⇒ 20 - (10) = 101d6 ⇒ 5

The goblin in the south end of the room stabs at the warrior spirit, and fails to connect; the spirit is more nimble than it looks.

The goblin in the hat yells at the goblin in the northeast corner:
"Algh alın!"

Ferrous or Ana:
"Get the Elf!"

Goblin attack: 20 - 1d20 ⇒ 20 - (17) = 31d6 ⇒ 6

The goblin at the north end of the room draws his sword and stabs at Anastoria. Unable to see, Anastoria fails to deflect the sword which goes into her side.

Anastoria, you take 6 damage. Did you get hit by the beetles or anything? If not you should still have 5 temporary hit points, though I don't see them on your sheet.

The goblin in the hat mutters something unintelligible, and points at the floor...

1d6 ⇒ 6

And nothing happens! With a curse, he goes through the door behind him, and is out of sight.

Ferrous rushes forward and attacks the goblin in the corner. The goblin' head is messily severed and a gout of goblin blood stains the wall behind him.

Ferrous and Montague are up, then initiative for next round.


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

I think they bold Ferrous above is Fistep
Ferrous moves forward places himself between the remaining goblin and the blind elf. He cries out Ally here you pointy eared elf so watch yer axe.
He then brings his own axe to bear on the sole remaining goblin in the room.
AttackTHAC019: 20 - 1d20 ⇒ 20 - (3) = 17
damage: 1d8 + 2 ⇒ (8) + 2 = 10
Initiative: 2d6 ⇒ (5, 5) = 10

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