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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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 is in rough shape.
Can he attack and withdraw?


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 waits until Brathas moves to get a better angle with his sling 19 - 1d20 - 1 ⇒ 19 - (18) - 1 = 0 if hIts 1d4 ⇒ 1


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 takes a step forward to get a better angle and throws an ustar over the table at the nearest creature.

THAC0: 18 - 1d20 ⇒ 18 - (13) = 5
Damage: 1d4 ⇒ 1

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Brathas wrote:

Brathas is in rough shape.

Can he attack and withdraw?

Yes, but you can only move at half speed when withdrawing.

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Zynazyr and Wallia both score minor hits.

TACTICAL MAP UPDATED

Round 4 Initiative
Block 1: Ana, Brathas, Ferrous, Fistep,
Wallia, Zynazyr.
Block 2: All creatures.

Ana, Brathas, Ferrous, and Fistep are up!

BTW Ana and Ferrous do not quite have enough movement to move behind the creatures and attack this turn. But if they run they could move all the way and then not attack.


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 attack Red and withdraw, trying to get behind Walia. 15' is not quite enough (so if Walia could move up that could be a life-saver).
THAC0 15: 15 - 1d20 ⇒ 15 - (14) = 1
damage: 1d6 + 1 ⇒ (5) + 1 = 6
He deals the zombie a solid blow in his desperation.


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

Continues to hack at the red zombie.

THACO: 16 - 1d20 ⇒ 16 - (15) = 1
Damage: 1d10 + 3 ⇒ (7) + 3 = 10
Initiative: 2d6 ⇒ (6, 4) = 10


Anabot and Ferrousbot both circle around behind the one remaining creature.

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Brthas strikes the creature with his sword and then falls back. Fistep brings the creature down with a final slash. Only one creature remains standing. It continues to attack Fistep with its clawlike hands. All it manages to do is scratch at Fistep's armor.

dice:
v. Fistep: 17 - 1d20 ⇒ 17 - (8) = 9
v. Fistep: 17 - 1d20 ⇒ 17 - (6) = 11
Init. Ana: 2d6 + 3 ⇒ (3, 1) + 3 = 7
Init. Brathas: 2d6 + 1 ⇒ (4, 6) + 1 = 11
Init. Ferrous: 2d6 ⇒ (5, 4) = 9
Init. Fistep: 10 = 10 pre-rolled
Init. Wallia: 2d6 ⇒ (3, 5) = 8
Init. Zynazyr: 2d6 + 3 ⇒ (6, 5) + 3 = 14
Init. Monster: 1d6 ⇒ 3

TACTICAL MAP UPDATED

Round 5 Initiative
Block 1: Ana, Brathas, Ferrous, Fistep, Wallia, Zynazyr.

Block 2: The creature.

Everyone is up!

FYI Ana and Ferrous have a +2 to hit because the enemy's back is turned.


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 gets in front of Brathas and whirls another bullet with his sling 19 - 1d20 - 1 ⇒ 19 - (16) - 1 = 2 if hits 1d4 ⇒ 3


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

Attacks the last remaining creature as it claws at his armor.

THACO: 16 - 1d20 ⇒ 16 - (10) = 6
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Initiative: 2d6 ⇒ (4, 5) = 9


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

Ferrous coming up on the creatures back sees Fistep slash into it and Wallia's stone strike it. My turn. he screams as he strikes out with his axe.
Attack: 18 - 1d20 - 2 ⇒ 18 - (11) - 2 = 5
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

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Wallia strikes the creature in the torso with a sling stone. Then a slash from Fistep and a chop from Ferrous' axe and the creature collapses.

Combat Over.

The group looks over the room.

The masks worn by the creatures are silver and are worth 20 gp each.

Wallia identifies the materials on the table as those used in the process of embalming the dead. Most of them are now dried out and useless. But there are four flasks of oil that are still usable, and two vials of a bubbling liquid. Ferrous identifies this liquid as a potent acid.

Acid Vials:
These can be thrown and work similar to a flask of oil, doing 1d8 damage for two rounds when they hit. The main advantage is they don't need to be lit, but they also work against creatures immune to fire damage.

The bin at the end of the two tables is mostly full of rotten winding cloths but has a small bottle of bluish liquid and a mid-sized wooden box. The box has 1000 silver pieces inside. No-one is able to discern what the liquid is at first glance.

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12:50 AM, Day 6

The party reviews its options.

FYI as of now, Brathas, Fistep, and Wallia will all level up when you camp for the night.

TIER 4 MAP UPDATED

Now what?

* Go down the stairs? (D).
* Return to an unfinished area?
* * The Beetle nest? (B)
* * The trapped sarcophagus with the magic torches? (F)
* * The corridor with the haunts? (H)
* Return to camp for the Day? (camping in the wizard's tomb?)
* Visit the Magi or the Warrior Women?
* Check in with the NPCs upstairs?
* * Get water first or afterwards?
* 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

"I think we should visit the rest of our comrades, drop off some of this food for them, then head back to the wizard's tomb to rest. While there we can also examine some of these items we have accumulated.
I was a bit reckless there standing alongside the warriors, so if there is more healing and holy water available I would rest more easily."


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, "I would also suggest topping off our canteens as well."

Can I make water into Holy Water? I agree with Brathas.


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

That works for me he says as he wipes off his blade.

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Wallia of Winterbourne Stoke wrote:
Can I make water into Holy Water?

Wallia: Normal water can be turned into holy water through the use of a bless spell. The effect lasts for 1 day, unless the container has been ritually purified (normally with a purify food and drink spell) in which case the duration is indefinite.

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It is normally assumed that fetching water is a part of your routine, but since you haven't done that today I'll assume you stop for water on your way back to base.

1:20 PM, Day 6

2d6 ⇒ (5, 6) = 11

The party travels up to the water trap and triggers it, collecting some water. Then they return to the camp, much to the relief of the people stuck there.


Male Human Fighter 1

Bruno grins at the appearance of the group.

"Welcome back! We were starting to get worried!"

"Not a lot happened while you were gone. You missed a wicked sandstorm though. It started yesterday, and blew itself out a few hours ago. We could hear it howling through the chimney."

"Also, that goblin died. Shame, yes, we were all quite broken up about it. He wouldn't stop screaming about how hungry he was, even when he was gagged. Then he ... ah... strangled himself while we were asleep. It happens to goblins, apparently."


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 glares a bit, looking suspicious of Bruno. He isn't that broken up about Smelldox, but did like his plan for sowing discord between the goblins and the priests of Zargon. He keeps quiet about it.


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

Only good goblin is a dead one. Shame you let him off so easy.
Ferrous says before taking a drink of the water. Well we found more food but we are not really any closer to finding a way out of here.


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 Brathas and says a prayer CLW 1d6 + 1 ⇒ (6) + 1 = 7


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

"Thank you, Walia."
Brathas should be at full after resting.


Male Human Fighter 1
Ferrous Grimgond wrote:
Only good goblin is a dead one. Shame you let him off so easy.

"Then I suppose you could say that he converted. Nice that a goblin can 'find religion.' Heh."

"And I appreciate the food. Though honestly, I could really kill for an orange right now. Or even a cabbage. There's only so many ways you can cook rat."

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Guys, is there anything else you want to say or do before heading back down to the wizard's chamber?

And do you want to continue to leave these guys here or bring them with you?


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 says nothing upon learning of the goblin's death. Her face remains impassive. Gathering her companions aside, she says quietly, "I feel that we should bring them to a safer place below; a room that we have already explored and know to be safe. This will make them closer to us and save time going back and forth, as well as making them safer."


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 agree with Ana. And hopefully we will soon find a reliable supply of food in the lower levels."


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 move them down to tier 4. We have cleared out most of the rooms anyway. We may want to try to sell those books to one of those different groups we found. But maybe tomorrow."


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

I thought we had moved the people down to the secret room on the 2nd floor?!

Steps up to the fat man. Let me get this straight, you let our prisoner die of starvation when we left him in your care? he says as he loosens his sword in his scabbard.


Male Human Fighter 1
Fistep wrote:
I thought we had moved the people down to the secret room on the 2nd floor?!

Yes, that's where they (and you) are now. But the suggestion now is to move the camp down to the wizard's tomb on level 4.

Fistep wrote:
Let me get this straight, you let our prisoner die of starvation when we left him in your care? he says as he loosens his sword in his scabbard.

"Erm... well... easy now."

"No, he didn't starve to death. It was strangulation."

"But we were rationing what food we had, which wasn't a lot. And we had to feed him too. He wasn't satisfied with half-rations. Well, we sure as hell weren't going to give him more than what we got!"

"We've had that bugger here for almost a week. What the hell were we keeping him here for anyway?"

For the record you captured the goblin on day 1, and it is now day 6. The goblin was not simply going to be held in stasis forever, and no one has shown any interest in it for a while.

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While we are on the subject, do you want to bring the weird odds and ends that were in this room back down to level 4 also?

Also, how do you want to seal the door to the new camp? If the door is not sealed somehow you run the risk of wandering monsters entering the camp.

FYI this room does not have anything you can use as a chimney. So it will get smoky of you have fires lit. There is also carpeting all over the place so lighting a fire is probably not a good idea, unless you have some kind of container to put it in.

1:50 PM, Day 6

2d6 ⇒ (3, 5) = 8

The party escorts the non-combatants down to the fourth tier where the wizard's tomb lies.

Once there, they seal the door behind them and rest for the remainder of the day.

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PING! Three of you level up.

XP Breakdown:
Ghouls 100 XP
Treasure 1200 XP
Puzzle 150 XP
Treasure 900 XP
Rats 95 XP
Treasure 430 XP
Finding Trapdoor 100 XP
Trap 150 XP
Treasure 350 XP
Shrews 80 XP
Treasure 200 XP
Custodians 245 XP
Treasure 240 XP

Total: 4240 / 6 = 707 XP

Ana: 707 + 71 = 778 (+ 4463 = 5241) ... and 2759 needed for 3rd level
Brathas: 707 + 71 = 778 (+ 2216 = 2994) ... Levels up and 2006 needed for 4th level
Ferrous: 707 + 71 = 778 (+ 3444 = 4222) ... 278 needed for 3rd level
Fistep: 707 + 71 = 778 (+ 3490 = 4268) ... Levels up and 3732 needed for 4th level
Wallia: 707 + 71 = 778 (+ 2266 = 3044) ... Levels up and 2956 needed for 4th level
Zynazyr: 707 + 106 = 813 (+ 3882 = 4695) ... 305 needed for 3rd level

Please see discussion thread for leveling details.

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Once settling down to camp, Ana, Wallia, and Zynazyr set about to try and identify things they have not yet identified. First they light a cone of incense of perception to help them analyze what they find.

You have a bunch of these (5 left after this), and this is one of the best uses for them, so I'm just going to assume you will use them to help you identify items from now on, unless you have any objections.

Spoiler:
1-turn checks:
W general 27, 29 2d6 ⇒ (4, 6) = 10

W 19 1d6 ⇒ 2
W 20 1d6 ⇒ 3
W 31 1d6 ⇒ 1
W 33 1d6 ⇒ 5
W 34 1d6 ⇒ 6
W 35 1d6 ⇒ 3
W 38 1d6 ⇒ 6

Z general 57, 1d6 ⇒ 3
A general 57, 1d6 ⇒ 6
Z 57, no time 1d6 ⇒ 4
Z 40 1d6 ⇒ 4
A 56 1d6 ⇒ 6
Z 56 1d6 ⇒ 6
A 40 1d6 ⇒ 4
Z 67 1d6 ⇒ 3
A 69 1d6 ⇒ 6
Z 69 1d6 ⇒ 5
A 71 1d6 ⇒ 4
Z 71 1d6 ⇒ 5
A 80 1d6 ⇒ 2
Z 82 1d6 ⇒ 3
A 83 1d6 ⇒ 3

Wallia manages to identify the two remaining unidentified tablets, one scroll, and one of the spells from a scroll with multiple spells:
Scroll of cause light wounds
Scroll of detect magic
Scroll of Protection from Undead
Scroll of light

Zynazyr determines that the steel ustar found in the wizard's room is magical, but has not yet identified it.
He also identifies a potion as a potion of gaseous form.
He identifies one of the spells in the spellbook as lightning bolt.

Ana manages to decipher one of the spells in the spellbook as knock, and another as water breathing. Only one spell in the spellbook remains unidentified.

The casters continue to work, burning another cone of incence.

Spoiler:
1-6 turn checks:
W used 8 turns
Z & A used 7 turns

Z 50 2d6 ⇒ (1, 2) = 3 z 9 turns
A 56 2d6 ⇒ (3, 5) = 8 A 12 turns
z 49 2d6 ⇒ (6, 4) = 10 Z 15 turns
A 24 2d6 ⇒ (5, 2) = 7 A 18 turns
z 24 2d6 ⇒ (5, 6) = 11 Z 21 turns
A 49 2d6 ⇒ (2, 6) = 8 A 24 turns
z 71 2d6 ⇒ (1, 4) = 5 Z 25 turns

W general 27, 29 4d6 ⇒ (6, 2, 3, 2) = 13 W 14 turns
W 33 2d6 ⇒ (4, 4) = 8 W 18 turns
W 34 2d6 ⇒ (2, 2) = 4 W 20 turns
W 35 2d6 ⇒ (1, 5) = 6 W 25 turns

Zynazyr manages to identify the ring from the huntress' tomb as a ring of animal control. He also identifies the last spell in the spellbook as detect magic.

Ana identifies the ring from the the wizard's tomb as a ring of protection +1. She also identifies the huntress' leather armor as leather armor +1.

Wallia realizes that two of the candles found in the priest's tomb are sacramental candles. He also narrows down two more spells from the scrolls with multiple spells as:
Scroll of remove fear
Scroll of protection from evil

Ana & Zynazyr: I assume you want to spend time scribing spells into your books. Only one of you can do this at a time, and there are 4 hours remaining in the night. So 4 spells total can be copied. Please let me know which ones you want to do, and who is doing the copying. If we are being fair then you could do 2 each but that is up to you. The one that is not copying anything could spend that time trying to identify something else, though I will assume that for meals and such you will each need 1 hour of down time.

Wallia: FYI In addition to the above you also still have scrolls of purify food & drink and resist cold.


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

if you have a scroll or equipment, make sure to update the loot spreadsheet!


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


Zynazyr determines that the steel ustar found in the wizard's room is magical, but has not yet identified it.\

steel or silver? I had one that was silver listed.


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

I would give the leather armor +1 to brathas.
And my suggestion would be the ring of protection +1 to either Ana or Ferrous since they are in combat a lot. If Ana takes it, her AC will the 3 the same as Ferrous. Ferrous would go to 2.


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 would like the leather armor, if possible. How much work would it take to adjust it to fit him?

And what does the ring of protection stack with? Regular armor but not magic armor? Or both? Might be good for Ana.

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Fistep wrote:
Lost City DM wrote:
Zynazyr determines that the steel ustar found in the wizard's room is magical, but has not yet identified it.
steel or silver? I had one that was silver listed.

There were three silver ones and one steel one in the mage's tomb. Turns out the steel one is magical.

Fistep wrote:

I would give the leather armor +1 to brathas.

And my suggestion would be the ring of protection +1 to either Ana or Ferrous since they are in combat a lot. If Ana takes it, her AC will the 3 the same as Ferrous. Ferrous would go to 2.

Reasonable suggestions.

Brathas wrote:

Brathas would like the leather armor, if possible. How much work would it take to adjust it to fit him?

And what does the ring of protection stack with? Regular armor but not magic armor? Or both? Might be good for Ana.

The leather armor will fit if you are the right species. So go ahead.

The ring of protection stacks with anything.


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 will accept the ring but does not enter a bid for it, if someone else really wants it. Zynazyr can copy the scrolls if he wishes and Ana will continue trying to identify the unknown items. Ana tends to rely less upon her spells, anyway.


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

How many NPC survivors are there? Is the wizard's crypt big enough?
Can the eternal candelabra be moved to this room and re-lit? Do the candles give off heat? Smoke? If heat but no smoke, could be very useful. Even if not magically smoke-free, low-smoke candles like beeswax would be good. The NPCs could put a pot of water over it and have a little fondue pot to slowly cook food.


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 try to read those 4 books that they had found in that room that he thought being of some eccliesiastical significance.


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

Ferrous isn't much of a fighter as his dex is average and the system doesn't allow his attacks to be based solely on Strength. So with that in mind I think anything that would allow Ana to stand in the front and deal damage longer is a plus. So in short give the ring to the elf lady.


Male Human Fighter 3 hp 16/17, 2NL || AC -1 || F11 A15 C15 D10 H12 W12 || Mv 15'
Ferrous Grimgond wrote:
Ferrous isn't much of a fighter as his dex is average and the system doesn't allow his attacks to be based solely on Strength. So with that in mind I think anything that would allow Ana to stand in the front and deal damage longer is a plus. So in short give the ring to the elf lady.

take the polearm them.. its two handed, so now you use STR for to-hits. Your dex is actually better than Ana's... she's got to use 2 handed weapons to do anything.

oh crap, n/m, I looked and saw this: 2-HANDED MELEE WEAPONS

yeah, you are sorta boned :|

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Brathas wrote:
How many NPC survivors are there? Is the wizard's crypt big enough?

The wizard's crypt is much bigger than the secret room they were in before, which was kind of cramped. The basic assumption of the module is that there are approximately the same number of NPCs as Player-characters (at least to start with).

Brathas wrote:
Can the eternal candelabra be moved to this room and re-lit? Do the candles give off heat? Smoke?

Yes, they could. And the candles do give off heat and smoke (whether or not they are in the candelabra), though not much of either. The ceiling directly above might end up a bit sooty but you won't have trouble breathing. So you could rig up something to cook food very slowly.


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

"What do you think, Zynazyr? I would like to copy these spells, but would it be better to learn read magic and then teach it to you? As for this spell that creates permanent light, I suggest that we cast it directly from the book on some small object that can be easily hidden away."


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 set up the Eternal Candelabra for the other survivors.
"This will give you light and some heat without burning up the candles. It's not a lot of heat, but it's not that cold in here. You just need heat for cooking, right? Well if you put a small pot over the candles with a lid, it should be able to slowly cook small batches of stew. We'll try to find some better food and living space but this should suffice for now."


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

Sharpens his sword, casting a baleful eye at Bruno.


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 casually eat some stew and start by reading "The Mystery of Fate" and then if he is not too sleepy read "The Prophecies of the Oracle of Arkothad "

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Wallia:
The Mystery of Fate is a text on astrology, having to do with predicting the fate of individual people and also using astrology to predict general events. It starts with general principles and then gets down to specifics, and gets to be pretty dry reading at that point, since it involves mathematically calculating the precise positions of various planets in the sky at any given time and then looking for patterns.

Someone aside from the original scribe that copied the book has made notes in the margins. From the notes you are able to correlate some dates of historical events you are aware of with the calendar in use by the Cynidiceans. You are able to figure out that it is currently around 850 YC ("Year of Cynidicea") and that the original book was written about 700 years ago.

There are some tables in the back to help the reader compute the positions of the planets but they are clearly long out of date. The text could be used for astrological research but using it will take a lot of time, and you aren't especially good at math (which would be based on INT).

The Prophecies of the Oracle of Arkothad is a book you are already familiar with, though you may not have actually read it. It dates from about 1000 years ago. It is a collection of the ravings of the oracle as written down by her servants. The prophecies are mystical and compelling dramatically but are rather vague and it is hard to determine what or who is being talked about at any given time. Everything is subject to a lot of interpretation.

It might require some divine inspiration to be able to tell if any of it is applicable to your current situation. Or they could just be ravings of a mad woman.

The Church of Thyatis frowns on fortune-telling generally though divinely inspired visions are exempt.

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