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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Brathas' arrow strikes the carrion crawler cleanly.

TACTICAL MAP UPDATED

Round 1 Initiative:
Block 1: Ana, Brathas, Ferrous, Fistep, Wallia, Zynazyr
Block 2: Carrion Crawler

Everyone except Brathas is up.


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 steps back from the carrion thingy and slings a pellet at it 19 - 1d20 - 1 ⇒ 19 - (3) - 1 = 15 if hits 1d4 ⇒ 3


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

Fistep steps into the room and readies to attack it if the creature comes forward. Ferrous, look a new beast to hone our skills upon!


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

Seeing the others engage the creature, Zynazyr throws his ustar at it.

THAC0 18: 18 - 1d20 ⇒ 18 - (14) = 4 I believe no modifiers since Ferrous is in front of me and creature is at medium range.
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 casts sleep on the creature, not certain that the spell will affect it, but willing to try.

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Wallia and Zynazyr let fly. Wallia's shot goes wide, but Zynazyr's shot strikes home. The creature rears and gurgles.

Ana casts sleep. Sparkling sand rains on the creature like faerie mist.

1d20 ⇒ 19

The creature wobbles on its feet, and shakes its head. But it remains awake!


Ferrousbot charges the creature.

axe: 18 - 1d20 ⇒ 18 - (8) = 101d8 + 2 ⇒ (6) + 2 = 8

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Ferrous rushes at the beast, and swings his axe at the beast. But the beast rears back out of reach.

The beast trikes at Ferrous!

tentacle: 15 - 1d20 ⇒ 15 - (13) = 2
tentacle: 15 - 1d20 ⇒ 15 - (3) = 12
tentacle: 15 - 1d20 ⇒ 15 - (15) = 0
tentacle: 15 - 1d20 ⇒ 15 - (17) = -2
tentacle: 15 - 1d20 ⇒ 15 - (9) = 6
tentacle: 15 - 1d20 ⇒ 15 - (19) = -4
tentacle: 15 - 1d20 ⇒ 15 - (1) = 14
tentacle: 15 - 1d20 ⇒ 15 - (10) = 5

Four of the beast's tentacles strike Ferrous. Ferrous feels his body stiffen.

Ferrous: no damage, but you need to make FOUR health saves. Any failures result in temporary paralysis.

TACTICAL MAP UPDATED

dice:
Init. Ana: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Init. Brathas: 2d6 + 1 ⇒ (6, 5) + 1 = 12
Init. Ferrous: 2d6 ⇒ (4, 4) = 8
Init. Fistep: 2d6 ⇒ (4, 3) = 7
Init. Wallia: 2d6 ⇒ (3, 5) = 8
Init. Zynazyr: 2d6 + 3 ⇒ (5, 6) + 3 = 14
Init. Monster: 2d6 ⇒ (3, 3) = 6

Round 2 Initiative:
Block 1: Ana, Brathas, Ferrous, Fistep, Wallia, Zynazyr
Block 2: Carrion Crawler

Everyone is up. Once again the creature goes last.


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

Ferrous moves to stand besides the swordsman. He readies himself to bring his ax down into the creature should it come within range.
Crap Ninja'd by the DM when I had the message open at work.
HealthSave: 1d20 ⇒ 18
HealthSave: 1d20 ⇒ 13
HealthSave: 1d20 ⇒ 8
HealthSave: 1d20 ⇒ 17


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 forward, her battle axe gleaming in her hand. She brings the axe in a downward swipe towards the creature's head, tearing into flesh and bone!

THAC0 16: 16 - 1d20 ⇒ 16 - (18) = -2 Damage: 1d10 + 4 ⇒ (7) + 4 = 11


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 slings another pellet in the direction of the beast 19 - 1d20 - 1 ⇒ 19 - (12) - 1 = 6 if hits 1d4 ⇒ 3

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Ferrous Grimgond wrote:
Crap Ninja'd by the DM when I had the message open at work.

Sorry! :) Would you have done anything different?

Ferrous wobbles but manages to remain standing despite the venomous tentacles!

Ferrous you can also make your next attack.

Anastoria wrote:
Ana steps forward...

Ana: Great roll! Sadly your combat move is only 15 feet thanks to your plate mail and you can't actually engage the crawler in melee this turn. I have moved you back to where you would be in a single move (though you could also be in the square to either side). If you choose to run this round you don't get an attack but can get adjacent to the crawler in 15:14 or 16:15.

BTW you should also probably swap out your battleaxe for the shiny new two-handed sword +1 you found.

Wallia's sling stone strikes the crawler in the head! It screeches with rage.

TACTICAL MAP UPDATED

Round 2 Initiative:
Block 1: Ana?, Brathas, Ferrous, Fistep, Wallia, Zynazyr
Block 2: Carrion Crawler

Brathas, Ferrous, Fistep, and Zynazyr are up. Ana may choose to move further.


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:


Sorry! :) Would you have done anything different?

What I posted I was going to follow Fisteps lead and come just into the room. I assume the CC would have approached us to attack but then Fisteps readied attack would have happened instead of Ferrous charging past his teammate to take on the thing by himself. negating the strategy of his teammates.

Ferrous furies swings his axe at the creature before him.
Attack: 18 - 1d20 ⇒ 18 - (20) = -2 slicing through a tentacle.

Damage: 1d8 + 2d6d1001 - 1d20 ⇒ (1) + (347, 631, 38, 792, 752, 304, 514, 294, 343, 630) - (12) = 4634
oops forgot the slash in my damage roll. Let's try that again.
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Nat20Attack: 18 - 1d20 ⇒ 18 - (8) = 10

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Ferrous buries his axe in the crawler's head! The creature collapses.

Combat Over.

2d6 ⇒ (6, 3) = 9

The party enters the room. The corpse of the carrion crawler smells particularly foul. You are not sure if you want to try eating something like that.

The sarcophagus is decorated with a variety of gemstones. There are twenty worth 50 gp each, and another five worth 200 gp each. They can be pried out pretty easily.

The party searches, but does not find any traces of magic, evil, traps, or secret doors.

So now what?

* Spend another turn to search again?
* Open the sarcophagus?
* Continue down the hall to the west and south?
* Return to a previously explored area?
* Something else?


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

"Good job, my friends. I can only imagine what might have happened, had I been able to get in there."


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 picks up his pellets if he can and then looks around the sarcophagus.

He then says, "Ferrous, that was a very well run show, my son. The gods smiled upon us that time."


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

Walks up to the dwarf and slaps him on the back, Great swing of ye ole axe my friend... we shall need to mount this beasts head on the wall of your home!

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Wallia looks around the sarcophagus. Like most of the others you have seen, it is carved out of wood and ornately decorated. The tall charioteer shown on the walls is also depicted on the top. It shows no signs of having ever been tampered with or opened.

So now what?

* Spend another turn to search again?
* Open the sarcophagus?
* Continue down the hall to the west and south?
* Return to a previously explored area?
* Something else?


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

Did ye all see it try to tickle me? Foul beast the Carrion Crawlers. I think I will pass on the trophy. But I think maybe we should take those gems. If we ever needed to trade for water or food the would be useful.

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The gems are easily removed from the wooden sarcophagus. All together they are worth 2000 gp.

So now what?

* Spend another turn to search again?
* Open the sarcophagus?
* Continue down the hall to the west and south?
* Return to a previously explored area?
* 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, "It probably wouldn't be an attractive wall decoration if we were ever able to get out of this desert. I think we should search a smidge more."

Walia listens at the sarcophagus for the tell tale signs of something living inside.


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

"Do you want me to search the sarcophagus again for traps? You do, don't you?"
Brathas resigns himself to more grave robbing.
He thinks to himself, I'm sorry, dead charioteer. But if your grave goods help defeat Zargon I hope your soul will understand.


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

Nods to Brathas, If you don't mind, that would be good


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

"Neither Zynazyr nor I can detect any magic from within. Is there really a need to open it?"


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

Ferrous peers up from being in the middle of prying away a gemstone. I see no need to open the sarcophagus if there is no magical items inside. But I won't object if we do so. Dead bodies are dead bodies and have no need for the items buried with them.

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3:50 PM, Day 5

3d6 ⇒ (3, 1, 6) = 101d3 ⇒ 2
10d6 ⇒ (2, 1, 3, 1, 1, 6, 3, 6, 4, 3) = 30

Brathas and the others spend another 10 minutes or so checking for traps, and fail to fins any. But after 10 minutes Zynazyr does manage to catch a faint glimmer of magic from within.

I'm just going to go ahead and assume that is enough cause for you to open the sarcophagus.

The companions pry open the elaborate coffin. Inside is a mummified man wrapped in a burial shroud. Strangely, he seems to be short and stocky rather than tall and slender as he is portrayed in the depictions on the walls.

Once open, Zynazyr can tell that the glimmer of magic he saw is coming from the waist area of the corpse, under the wrappings. But he also detects some magic coming from a long bundle at the corpse's hip, and he and Ana detect some magic energy coming from the eyes.

The bundle at the hip turns out to be a short sword. Around the waist of the body under the clothes are concealed a set of thieves' tools. And on the eyes are a pair of gold coins which are magical.

Though the magicians aren't sure of the magical properties of the sword or the tools, Ana realizes the coins are gold coins of tricks.

Gold coin of tricks:
This gold coin must be in someone's possession for at least a day before that person is considered the coin's "owner" for the magical effects of the coin. The owner can perform any coin tricks or sleight-of-hand involving the coin he wishes and is always successful in doing so. If he flips the coin it always lands the way the owner wishes. Whenever the owner spends the coin, the coin reappears in his possessions at dawn (disappearing from the pockets of whomever held the coin at the time, which will no doubt irritate the person who had it). If the owner wagers the coin in a game of chance, the DM should generate the results of the wager twice and choose the better result for the owner. If the owner still loses the wager, or if the owner has the coin stolen from him, he loses his magical connection to the coin and is no longer considered to be the "owner."

So what now?

* Return to the haunted area? (by the time you get there the fear will have worn off for everyone)
* Return to an area you already explored (which one?)
* Continue west and then south along the hallway?
* Something else?


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

Ferrous suggests heading West and then down the Southern hallway.


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

Sounds good to me!


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

"Not the charioteer at all, but a thief? Did he steal a prime burial spot? Well, then I believe he will understand."
Brathas takes the short sword and thieves' tools if nobody objects. He follows Ferrous West and then South.

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Brathas wrote:
"Not the charioteer at all, but a thief? Did he steal a prime burial spot? Well, then I believe he will understand."

That is exactly it.

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4:10 PM, Day 5

1d6 ⇒ 4

The party returns to the corridor.

The group travels west, and then south. After the turn south, the passage runs 40', then narrows for 10', and widens again for another 20'. The passage then turns west again and fades out of sight.

At the corner is another door, leading east. The party hears nothing and detects no traps, but the door has clearly been broken open. This looks more like the work of a crowbar than the claws of an animal.

TIER 4 MAP UPDATED.

So now what?

* Open the door?
* Continue down the hall to the west?
* Return to a previously explored area?
* 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'

Open the door


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

Looks like someone very strong has been this way before. I suggest we check it out lest we find said strong person at our back.

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4:20 PM, Day 5

Confident there are no traps, the party pushes the door open.

The walls of this room show painted scenes of a man signing documents and organizing tax collection. A wooden coffin that has been smashed open is lying on the floor in pieces, atop a small dais raised about 18" above the surrounding floor. Eight pale-skinned humans wearing masks stand around the coffin. They all have wounds bad enough to kill a normal person.

One of the humans looks up blearily at the part as the door opens and light shines in. "What are you doing?" it says in a coarse, distant-sounding voice. "We're supposed to be friends."

Wallia detects evil coming from these "humans."

TIER 4 MAP UPDATED.
TACTICAL MAP UPDATED

2d6 ⇒ (6, 4) = 10 Neither party is surprised.

dice:
Init. Ana: 2d6 + 3 ⇒ (5, 6) + 3 = 14
Init. Brathas: 2d6 + 1 ⇒ (3, 2) + 1 = 6
Init. Ferrous: 2d6 ⇒ (2, 3) = 5
Init. Fistep: 2d6 ⇒ (1, 2) = 3
Init. Wallia: 2d6 ⇒ (5, 3) = 8
Init. Zynazyr: 2d6 + 3 ⇒ (3, 3) + 3 = 9
Init. Blue: 1d6 ⇒ 4
Init. Grey: 1d6 ⇒ 2
Init. Red: 1d6 ⇒ 1
2d6 ⇒ (4, 2) = 6

Round 1 Initiative:
Block 1: Ana, Brathas, Ferrous, Fistep, Wallia, Zynazyr
Block 2: Wounded Humans

Everyone is up.

FYI the icons for the men in masks show masks. The "front" of the creature is the nose; imagine they are looking "down." So the ears point towards their back. Thus the one directly in front of Ferrous has its back to Ferrous.


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

"Who are you?" Ana asks. "What do you mean that we are supposed to be friends?"


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

LCDM when you say things like "Wallia detects evil coming from these 'humans'" are we playing like that information has been revealed to the party or only to Wallia. Ferrous action towards these "humans" will most likely vary based on if he knows they are emanating EVIL juju or not.


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'

Would it be plausible for Walia to be able to try to convert them?


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 eyes the group suspiciously and looks to Wallia for some direction.


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

Steps into the room and draws his sword and shield, readying to attack if attack Stand down and state your business!

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Ferrous Grimgond wrote:
LCDM when you say things like "Wallia detects evil coming from these 'humans'" are we playing like that information has been revealed to the party or only to Wallia. Ferrous action towards these "humans" will most likely vary based on if he knows they are emanating EVIL juju or not.

Replied to this in the DISCUSSION THREAD.

Also:

Ana, Wallia, Zynazyr:
Remember, because evil is not an alignment in B/X/BECMI, it works a little differently.

Anything that is a gross violation of natural law will detect as evil. Whether it is immoral or not is up to your own interpretation.

Things like:
* Mind control spells (a person under a charm person spell would detect as evil, though it is the spell, not the person that is evil)
* Undead creatures
* Elementals
* Constructs (note that for the last two here, it is the act of imprisoning a spirit inside inanimate matter and forcing it to do your bidding that is evil. An object that is mindless and animated through some type of telekinesis is not evil)
* Summoned creatures and outsiders (even a good intentioned outsider has violated the rules of the universe by coming to this plane)

Evil clerics wield these kind of energies and also will detect as evil. Some magic-users also might. But ordinary humans definitely will not.


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 seeing the inherent a-natural state of the men in this room and says, "Friends,It seems as though something has afflicted you, and we have come in order to extend you a helping hand. May I examine your wounds?" in a cautious manner.


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 delays for now. He has his hand on his new magic short sword, but it is not yet drawn.

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Going to wait a bit longer for Ferrous to post. But I am assuming that pretty much everyone is delaying their action, except Fistep who readied an attack.


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

Ferrous moves into the room to stand on the opposite side of the door as Fistep. He grips his axe tightly ready to drive into anyone who approaches with hostile intent.

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The "humans" begin walking towards the group, fists upraised. They move with a shambling gait that is deceptively quick.

One of them shouts, "Wait! No, don't!"

Then the creatures close to melee range and begin swinging.

But Fistep and Ferrous are ready. Nevertheless, the agility of the "humans" takes both warriors by surprise, and their strikes miss their targets.

Another one of the creatures shouts, "No, please!". And then they are upon Ferrous and Fistep.

dice:
Fistep: 15 - 1d20 ⇒ 15 - (5) = 101d10 + 3 ⇒ (10) + 3 = 13
Ferrous: 18 - 1d20 ⇒ 18 - (4) = 141d8 + 2 ⇒ (3) + 2 = 5

vs Fistep: 18 - 1d20 ⇒ 18 - (6) = 12
vs Fistep: 18 - 1d20 ⇒ 18 - (12) = 6
vs Fistep: 18 - 1d20 ⇒ 18 - (5) = 13
vs Ferrous: 18 - 1d20 ⇒ 18 - (3) = 15
vs Ferrous: 18 - 1d20 ⇒ 18 - (20) = -21d8 ⇒ 7
vs Ferrous: 18 - 1d20 ⇒ 18 - (11) = 7

Their fists have an unnatural power. One of them strikes Ferrous a telling blow.

Ferrous: 7 damage.

TACTICAL MAP UPDATED

dice:
Init. Ana: 2d6 + 3 ⇒ (6, 1) + 3 = 10
Init. Brathas: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Init. Ferrous: 2d6 ⇒ (1, 4) = 5
Init. Fistep: 2d6 ⇒ (2, 3) = 5
Init. Wallia: 2d6 ⇒ (5, 3) = 8
Init. Zynazyr: 2d6 + 3 ⇒ (2, 6) + 3 = 11
Init. Blue: 1d6 ⇒ 5
Init. Grey: 1d6 ⇒ 1
Init. Red: 1d6 ⇒ 5

Round 1 Initiative:
Block 1: Ferrous, Fistep
Block 2: Wounded Humans
Block 3: Ana, Brathas, Wallia, Zynazyr

Round 2 Initiative:
Block 1: Ana, Brathas, Ferrous, Fistep, Wallia, Zynazyr
Block 2: Wounded Humans

Everyone is up. Ana, Brathas, Wallia, and Zynazyr have all delayed and thus get 2 actions in a row.
Ferrous is down to only 6 hit points, which is dangerously low.


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

Ferrous will reluctantly fall back from the front line.
There is a question of timing. Technically this should happen after the round of readied actions but not sure how strictly you want to rule this.

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Ferrous Grimgond wrote:

Ferrous will reluctantly fall back from the front line.

There is a question of timing. Technically this should happen after the round of readied actions but not sure how strictly you want to rule this.

Since we are doing block initiative, we are just going in the order of posting. However, it is worth mentioning that defensive movement (i.e. movement that does not give the enemy a bonus to attack - the original B/X rules imply opportunity attacks) is only half your speed. So you would need to fall back to the space Brathas is in right now.

So it actually does make sense for you to wait until some other things are resolved.


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 draw his bow and shoot (round 1), then shoot and move back to 8:15 (round 2). He'll aim for whichever one he has the clearest shot at.
THAC0 16: 16 - 1d20 ⇒ 16 - (4) = 12
damage: 1d6 ⇒ 6
THAC0 16: 16 - 1d20 ⇒ 16 - (12) = 4
damage: 1d6 ⇒ 4
"We have a bottleneck, let's use it!"


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 is surprised by the sudden attack. "It seems not all of them want to parlay," he says as he throws his ustar and then a dagger before moving to let Wallia get to Ferrous.

THAC0 18 (at grey in 12-15): 18 - 1d20 + 1 ⇒ 18 - (4) + 1 = 15
Damage: 1d4 ⇒ 2

THAC0 18 (at grey in 12-15): 18 - 1d20 + 1 ⇒ 18 - (15) + 1 = 4
Damage: 1d4 ⇒ 2

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