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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Talikshim comes up behind Fistep, and lights the rocket. Sparks begin to fly out of the back end where the wick is and it begins to shake. Talikshim can tell that it will go off soon.

Ferrous steps back into the hall beside Fistep. You didn't specify so I moved you back 5'.

The slime oozes slowly out into the hallway. Another bubble grows in the slime, then pops.

1d3 ⇒ 2
18 - 1d20 ⇒ 18 - (7) = 11

Another glob of slime flies towards Fistep, but misses.

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dice:
Init. Ana: 2d6 + 3 ⇒ (2, 4) + 3 = 9
Init. Ferrous: 2d6 ⇒ (4, 4) = 8
Init. Fistep: 2d6 ⇒ (2, 5) = 7
Init. Montague: 2d6 + 1 ⇒ (6, 5) + 1 = 12
Init. Talikshim: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Init. Zynazyr: 2d6 + 3 ⇒ (5, 1) + 3 = 9
Init. Monster: 2d6 ⇒ (1, 2) = 3

Round 5 Initiative order:
Block 1: The Party
Block 2: The Slime

Talikshim points the rocket at the open doorway. The rocket streaks away with a screaming sound.

1d6 ⇒ 5

Once in the room the rocket ricochets around the room, until suddenly there is an explosion, and a flask of light and thunderous sound.

2d6 ⇒ (5, 4) = 9

The slime is scattered in flaming chunks around the room. When the smoke clears you can see that the slime has been turned to char and ash. There are still a few small bits of living green goo here an there, but none are large enough to be a threat.

Combat over.

Ferrous' mace is intact and usable, though the once glossy finish is pitted and ruined.

The party looks over the room and sees no evidence of any secret doors, magic, or traps. There is no treasure here.

When the party got here in my home game, they won initiative and just closed the door again. :) However, you wouldn't have got any XP for doing that as the slime was barring a route you could have taken.

FYI The large fireworks are skyrockets and they explode for 2d6 damage at the end of their flight. They also can blind and deafen people in the area of effect.

You may now proceed through the door to the east. However, you may want to distribute what oil you have more effectively, and you recall that there is more oil (5 flasks worth) in the central room.


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 am NOT cleaning that up," Ana says stoically.


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

Damn slimers ruin everything. Guess them wizard sticks got some use after all. Still not for me though. I'll still take my chances with me arms and armor. Ferrous said as he picked up his mace.
I may go back to that first room and recover some of the oil we left there.


Shaman 1 | 7/7 hp (+ 2 temp HP) | AC 6 | F15 A14 C13 D16 H12 W15 | Mv 30' | THAC0 19 | Detect Evil 2 in 6

"The slime will regrow in time like the harmless green of still waters. But now we can continue safely."


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

Nods, Yeah we best do that.... perhaps 1 flask a person?


Shaman 1 | 7/7 hp (+ 2 temp HP) | AC 6 | F15 A14 C13 D16 H12 W15 | Mv 30' | THAC0 19 | Detect Evil 2 in 6

"I will take an empty bottle and place some slime within."

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11:20 AM, Day 2

The party is gathered at the door to the slime room, considering their next move.

Do you guys want to:

* Proceed through the eastern door of the slime room?
* Return to the central room to get more oil?
* Do something else?

If you guys do go back to the central room, do you also plan to return here and investigate the east door?

Talikshim, the amphorae here are very large and probably too big for what you want to do. But back where the "camp" is there are clay jars in a variety of sizes. You would guess that if the slime doesn't harm stone, porcelain is probably safe too.


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

Looks in thought, Yes, we should get the oil.. we've learned a valuable lesson that the things we find can help us survive. He pauses, But then we should return here and see where this door leads to see if leads around the back of the "jail".

He starts to head down the hall back towards the central room, after first closing the eastern door.


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

Wait up Fistep. No one should venture off alone in this damned place. The dwarf called out as he ran after the fighter.

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Okay, that is close enough to a consensus.

11:30 AM, Day 2

dice:
1d6 ⇒ 12d6 ⇒ (3, 4) = 71d8 + 1 ⇒ (8) + 1 = 91d6 ⇒ 4

The party quietly moves back down the hallway towards the central room.

However, Ferrous stops the group at the corner of the hallway before it turns south. He can hear goblin voices coming from the south! They are too far away to tell what they are saying, but the sound of goblin speech is unmistakable. There may be as many as half a dozen speakers.

It sounds like they are rounding the corner that leads to the stairs to the south. He can also see an occasional flicker of greenish light that will go on for a moment, then off again. They are out of the range of your beetle-gland light.

I haven't rolled initiative yet and will do so when the enemy becomes visible and someone tries to make an attack. As far as you know the goblins are not yet aware of you.


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 as Fistep starts walking down the hall. He looks into the room with the remains of the slime as if wondering what to do. When Ferrous follows Fistep, he shrugs his shoulders and follows. "I'm not waiting here without our 2 fighters. Let's just make this quick before the slime coalesces, assuming it can. I don't want to have to fight it again."

He almost falls down after running into the dwarf when he stops suddenly. "Why did you stop?" he says, straightening himself back up. Hearing there are goblins coming, he starts considering the group's options.

"Why don't we go back to the slime room. I can put one of the large fireworks on the ground pointing down this hall. Ferrous, you can be looking down this way and tell me when they reach the corner and then I can light it. Hopefully, it will do the same to them as it did to the slime."


Shaman 1 | 7/7 hp (+ 2 temp HP) | AC 6 | F15 A14 C13 D16 H12 W15 | Mv 30' | THAC0 19 | Detect Evil 2 in 6

"I have another of the big ones if we wish to light it."

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Zynazyr wrote:
"Let's just make this quick before the slime coalesces, assuming it can."

Ferrous could tell you that he thinks slimes need food to grow, and they can't eat stone. So you shouldn't have to worry about the slime coming back for a long time, and it would be easy to kill the remaining little bits of slime with a torch if you want.

Do you want to set up your rocket barrage at your current position on the map?


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
Lost City DM wrote:
Do you want to set up your rocket barrage at your current position on the map?

No, I want us to back up to by the slime door. I'll put rocket in 16.8 pointing towards our current location. Then we can make enough noise to make sure they come investigate.


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

Pulls his sword and readies his shield at the dwarf and wizards words. He makes a gesture to retreat while putting his finger to his for all to keep quiet.


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

Montague is content to stay as far away from the unreliable explosives as possible.


Shaman 1 | 7/7 hp (+ 2 temp HP) | AC 6 | F15 A14 C13 D16 H12 W15 | Mv 30' | THAC0 19 | Detect Evil 2 in 6

"We had best prepare many, for some of them seem unreliable."

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Zynazyr wrote:
No, I want us to back up to by the slime door. I'll put rocket in 16.8 pointing towards our current location. Then we can make enough noise to make sure they come investigate.

The party retreats back down the hall to set up their ambush.

The Red Arrow at 16.8 represents the skyrocket lying on the floor. I am guessing you intend to stay around the corner out of sight and light it by cantrip?

Also, if you like you can conceal the fire beetle glands you are using for light in a container of some sort, to allow Ana/Ferrous to use infravision, if you don't want your light to be visible.

Taklishim Nantan wrote:
"We had best prepare many, for some of them seem unreliable."

If you wish you can tie the fuses of several of them together; lighting it would then cause them all to go off simultaneously. There are three of the "good" skyrockets left in total.


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

Montague stands well back from the unreliable devices and squints with his fingers in his ears.


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, not trusting the fireworks, retreats to the rear of the party.


Shaman 1 | 7/7 hp (+ 2 temp HP) | AC 6 | F15 A14 C13 D16 H12 W15 | Mv 30' | THAC0 19 | Detect Evil 2 in 6

Tak retreats as well not knowing if pointing them in a direction guaranteed that is where they end up...

"We are ready."

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Okay, I didn't get an answer so I'm just going ahead and assuming that you are using all three remaining skyrockets in this plan.

Talikshim ties the fuses of the three rockets together and then retreats behind the corner. The party waits for a sign that the goblins are close.

1d2 ⇒ 2

The noise from the goblins seems to quieten down for several minutes. Then, after a few minutes of silence, you hear the sound of goblins shouting in the distance.

1d2 ⇒ 11d2 ⇒ 21d3 ⇒ 11d2 ⇒ 1

The shouting dies down again, and then for another while there is silence. Another ten to fifteen minutes go by before you can hear the goblins again. They are now coming up the passageway towards your "target" bend in the corridor. Occasionally you can see flashes of greenish light illuminating the bend up ahead.

There was no guarantee that the goblins would come this direction or this far, but apparently they do...

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Okay, I'd like specific instructions here:

1. From using the skyrockets before you know they take a moment (one combat round) between when they are lit and when they "launch." Do you want to:
* Try to light the rocket just before the goblins come around the corner, or
* Wait until they are in sight?

2. How do you plan to light the rockets?
* Have Zynazyr and/or Ana use a cantrip?
* Have Fistep run out and use a torch?
* Both; have Fistep use a torch only if the cantrips fail?

Fistep: You are feeling kind of flushed. Make a Health Save before you do anything else.


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

Sorry, I must have checked thread meaning to come back to comment, then forgot to. So the goblins don't run past the fireworks, I think we should try to anticipate them coming around the corner. I'll try a cantrip.

When Ferrous tells him to, Zynazyr concentrates to light the fireworks but can't see the end of the wick well enough and fails.

Cantrip: 1d6 ⇒ 6


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

Er what is a health save

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Fistep wrote:
Er what is a health save

It's the fifth one on your save list, maked "H". So you need a natural 13 on a d20.

Zynazyr wrote:

Sorry, I must have checked thread meaning to come back to comment, then forgot to. So the goblins don't run past the fireworks, I think we should try to anticipate them coming around the corner. I'll try a cantrip.

When Ferrous tells him to, Zynazyr concentrates to light the fireworks but can't see the end of the wick well enough and fails.

1d20 ⇒ 2

Ferrous tries to guess when the Goblins are about to come round the corner. He indicates that they are almost at the "target" spot.

Zynazyr fails to light the wick, so Ana tries her own cantrip.
1d6 ⇒ 2

The wick catches!
3d6 ⇒ (5, 2, 6) = 13

One of the fireworks goes out with a puff of smoke. But the other two begin shaking and throwing sparks! In a moment they will launch!

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11:50 AM, Day 2

dice:
Init. Ana: 2d6 + 3 ⇒ (2, 3) + 3 = 8
Init. Ferrous: 2d6 ⇒ (3, 6) = 9
Init. Fistep: 2d6 ⇒ (5, 6) = 11
Init. Montague: 2d6 + 1 ⇒ (4, 1) + 1 = 6
Init. Talikshim: 2d6 + 2 ⇒ (6, 6) + 2 = 14
Init. Zynazyr: 2d6 + 3 ⇒ (5, 3) + 3 = 11
Init. Monster: 2d6 ⇒ (3, 3) = 6
Init. Monster: 2d6 ⇒ (4, 4) = 8
Init. Monster: 2d6 ⇒ (2, 2) = 4

Round 1 Initiative
Block 1:Everyone except Montague
Block 2:Some Goblins
Block 3:Montague
Block 4:More Goblins
Block 5:Skyrockets

The goblins are not yet around the corner. So any actions the party takes can be in the form of readying actions or passing. You may or may not wish to be visible when the rockets fire - up to you.


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

Montague always prefers not to be visible to potential foes... BTW what was the latest XP reward? I know he's close to becoming twice as powerful.


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, having cast the cantrip, retreats once more.


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 smiles at Ana when he sees she lit the fireworks. He stays hidden around the corner and gets out the shuriken they found earlier.

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Okay, moving along...

Ferrous stays at the corner, keeping an eye down the hallway to watch for the arrival of the goblins.

A couple of goblins come around the corner. One goes to the door of the old supply room and looks in. The other looks up the hallway.

"Hej, eno ga tamo vatru."

Goblin:
"Hey! There's a fire there."

Before either of them can react the two lit rockets screech away down the corridor.

1d20 ⇒ 201d20 ⇒ 21d2 ⇒ 1

One of the rockets actually strikes the lead goblin, and then explodes in a shower of sparks. The second runs along the south wall and strikes the wall at the end of the corridor.

2d6 ⇒ (1, 5) = 62d6 ⇒ (3, 2) = 51d20 ⇒ 111d20 ⇒ 14

Both goblins scream as they are engulfed in flame, and they both fall dead. More screams can be heard from around the corner of the corridor.

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dice:
Init. Ana: 2d6 + 3 ⇒ (4, 2) + 3 = 9
Init. Ferrous: 2d6 ⇒ (4, 4) = 8
Init. Fistep: 2d6 ⇒ (3, 6) = 9
Init. Montague: 2d6 + 1 ⇒ (5, 2) + 1 = 8
Init. Talikshim: 2d6 + 2 ⇒ (5, 2) + 2 = 9
Init. Zynazyr: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Init. Monster: 2d6 ⇒ (1, 4) = 5
Init. Monster: 2d6 ⇒ (6, 5) = 11

Round 2 Initiative!
Block 1:Some Goblins
Block 2:The party
Block 3:More Goblins

There is a moment of silence as the smoke clears.

Morale: 2d6 ⇒ (5, 5) = 10

Then a gabble of goblin voices can be heard shouting from around the corner.

Goblin:

"WTF was that?"
"Some kind of trap!"
"Sogg is dead!"
"Was it wizards?"
"Agh! Wizards! Run!"

You can hear the sound of several sets of feet retreating back down the corridor.

Everyone is up. It sounds like the goblins are retreating. If you want to pursue you can use your whole round moving three times your normal move. You do get full XP for monsters that run away but you won't get XP for treasure (including food & water) unless you actually get the treasure.


Shaman 1 | 7/7 hp (+ 2 temp HP) | AC 6 | F15 A14 C13 D16 H12 W15 | Mv 30' | THAC0 19 | Detect Evil 2 in 6

Taklishim yells in his best goblin voice in Goblin......
"Dragon!!!!"

"They are in full retreat, Let us not be here when they return."


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

Chuckles with amusement at the antics of the goblins with the fireworks. At this time I don't think its worth pursuing them. aka... I'm not sure a han solo in the death star pell mell storming the stormtroopers is warranted. With that he steps over into the room recently occupied by the ooze and surveys the room, slowly moving closer to the door. Montague, is this door locked?


Shaman 1 | 7/7 hp (+ 2 temp HP) | AC 6 | F15 A14 C13 D16 H12 W15 | Mv 30' | THAC0 19 | Detect Evil 2 in 6

Taklishim finds an area of thick dirt, in it he creates a fake dragon footprint.....

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The sound of retreating goblins echoes down the corridor, until eventually all is silent.

There are two dead goblins in sight. Looking around the corner you can see one more dead goblin just south of the corner.

Searching the bodies you discover 29 silver pieces, 6 gold pieces, and two of them have preserved food amounting to one and a half meals. There is no water though one of the goblins has an empty waterskin. Their weapons and armor are of low quality.

Fistep's Health Save: 1d20 ⇒ 15

Fistep feels a little flushed, and one of the rat bites he received seems a little sore, but is otherwise all right.

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12:00 PM, Day 2

So, what does the party plan to do:
* Head straight for the other door in the slime room?
* As above but stop in the central chamber to collect the lamp oil first?
* Choose another exit?
* Something else?

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Going by the discussion thread, there seems to be a consensus to move ahead and get the oil later. So...

The party investigates the door but finds no traps. The door is unlocked.

Opening the door reveals a north-south corridor. The south end is beyond the limits of your beetle-light but the north end is only a few feet away. There is a door across the hall and another door 10' south of that.

At the north end of the corridor there is a headless statue. The statue seems to represent the same woman represented by the large female statue on the roof; aside from the missing head the statue is in good condition. A stylized mouse mask made of copper with gold inlay "whiskers" rests on the top of the stump of the statue's neck.

MAP UPDATED.

So... where to now?


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

Fistep steps up to the closest door and listens to see if he can hear any activity from the other side. Then he looks further down the corridor, his sword and shield at the ready.


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

Ferrous follows Fistep to the doorway and pressed his ear against the door listening for any sounds within.
He then looked up at the fighter with a slight smile.


Shaman 1 | 7/7 hp (+ 2 temp HP) | AC 6 | F15 A14 C13 D16 H12 W15 | Mv 30' | THAC0 19 | Detect Evil 2 in 6

The world of tunnels is strange in the sight of Taklishim.... But the others seem more familiar with it....

"What do you hear?". He whispers...


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 looks at the statue quizzically. "Why would someone cut off the head, yet leave the mask?" "You should check out the statue when we are done with these rooms," he whispers to Montague. He then waits for the door to be opened.

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Zynazyr wrote:
Zynazyr looks at the statue quizzically. "Why would someone cut off the head, yet leave the mask?" "You should check out the statue when we are done with these rooms," he whispers to Montague. He then waits for the door to be opened.

The mask does not appear to be part of the statue. It is similar in make to the one Orocrinos wore.

Fistep wrote:
Fistep steps up to the closest door and listens to see if he can hear any activity from the other side. Then he looks further down the corridor, his sword and shield at the ready.

Ferrous can hear a strange, bestial wheezing and screeching coming from within. The sound is audible but not especially loud. Possibly a creature of some sort, though it doesn't sound very healthy.

The door does not seem to be trapped or locked.


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

Shrugs and says quietly, away from the door, Sounds like there is something in there, not very healthy... . He pauses looking over at the wizard, Perhaps its another one of our friends with the masks? I say we open and find out.


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

Aye. I heard it too. But it sounds more like a beastie than a human. Based on the other creatures we've run into I expect it to be a buggie of some kind.
Putting his ear against the door briefly before he continued Ferrous looked back at the group.
Everyone ready? he asked as he placed a hand on the door.


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 behind the warriors, readying a sleep spell should it prove necessary.


Shaman 1 | 7/7 hp (+ 2 temp HP) | AC 6 | F15 A14 C13 D16 H12 W15 | Mv 30' | THAC0 19 | Detect Evil 2 in 6

"Yes but the last human being we encounters likewise acted and sounded as a beast."


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

Reluctant to be exposed to the second door and hallway to the south, Zynazyr moves near the statue and waits for the door to open.

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Fistep and Talikshim are close...

The party opens the door.

This room has two double bunk beds along the east wall along with a table, some chairs, and a small brazier. The room is in some disarray but most of the furniture is relatively intact. A single candle burns on the table. Sitting on one of the bunk beds is a scrawny man wearing a frog mask. His clothing has been torn into long strips which hang from around his neck like a ponsho, and he is rather filthy. He is playing an old, battered and out-of-tune concertina - this is the source of the noise.

1d6 ⇒ 1

The man in the frog mask looks up in surprise.

Literally... you will have surprise if you choose to attack.

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