Monthly Archives: September 2011

Adventure Two, One Hundred Eleventh Turn

Sarka, marketplace, Klos 19th, 350AC, 13:16  (underground, 65 degrees, crescent moon)

Arvak was shouting at the crowd last turn, and now Ragnor puts on a show of outrage, yelling at the badder crowd.  Both PC’s get to make CH checks to project their aura of dangerous might or rage (not affected by Zeebo’s mutation).  Zeebo hiding and running, and Phallon standing mute do not get these checks.

Arvak (7): 3 8 = white.  Ragnor (8): 80 1 = green.  The badders have to make a morale check, at -1CS due to green result.  Badder mob (9): 10 5 = white.

Zeebo sprints northwards and makes it just north of the hut next to Ragnor.

The badders seem to lose their resolve.  After some half-hearted jabs with their tools and a couple of thrown rocks (see below), they start to retreat.  One of them points up towards the center of the cavern-city and babbles something in badder.  They then scatter chaotically.

The rocks target 1 Arvak, 2 Phallon, 3 Ragnor, 4 Zeebo: 1,3.

rock at Arvak (7): 80 2 = blue.  Arvak’s telekinesis defense (14): 5 8 = blue.  The rock falls harmlessly.

rock at Ragnor (7): 50 8 =blue.  BD reduced to 1 point of damage.  Hit points at 110.

Adventure Two, One Hundred Tenth Turn

Sarka, marketplace, Klos 19th, 350AC, 13:16  (underground, 65 degrees, crescent moon)

The badders move forward slowly in a ragged group, shaking and prodding their “weapons” at you, and throwing rocks.  Ragnor and Arvak remember the professionalism of the badder hoplites, and observe that these badders seem to be more of an unruly mob.  You are not sure if they are trying to scare and herd you like animals, or if they are “warming up” before they start to truly strike.

Phallon stands and blankly looks at the approaching mob, reflexively ducking when rocks come his way.

Ragnor moves up to the north.

Most of the badders, in addition to their farming tool “weapons” were also holding a rock or two.  Those that didn’t hurl one last turn, do so now. Arvak being the largest, and Phallon being motionless are the better targets.  Zeebo is cowardly, er, I mean strategically hiding behind Arvak, so less of a target from one side.  Ragnor has seperated from the group, which actually makes him less of a target, since the badders are throwing their not so accurate rocks into the group of people.  Target selection – 01-33 = Arvak, 34-66 = Phallon, 67-78 = Ragnor, 79-00 = Zeebo: 30 5, 30 8, 70 9, 18, 87, 00.

Arvak is using telekinesis defensivel.  (14): 0 3 = black.  Hmm.  The ill effect shall be:

  • 1-2  alters trajectory of rock into friend (+1RS)
  • 3      telekinetic force wave knocks Zeebo over
  • 4      puts gesturing hand into trajectory of rock
  • 5      draws rock into himself (+1RS)
  • 6      “sprains” power for an hour (see you at Christmas telekinesis!)

2.  Friend shall be 1-3 Zeebo, 4-5 Phallon, 6 Ragnor.     6.

1 rock at Arvak, that now gets  launched away at Ragnor(6): 8 9 = green +1RS to yellow.  Armor reduces BD to 1 x 3RF = 3 points of damage.  Hit points down to 111.

2 rocks at Phallon (6): 10 0 = white, 20 0 = white.

3 rocks at Zeebo, hmm, they just don’t like him for some reason (6): 40 6 = white, 7 4 = blue, 1 7 = white.  Zeebo dodges (13): 6 5 = green, so no problems.

Zeebo whispers/hisses his advice in Arvak’s ear.  I’m picturing Wormtongue from Lord of the Rings.  And of course, Zeebo must have bad breath from something stuck in his teeth, just to skeeve out Arvak a little more.  Arvak bellows out:  ”We were invited by your king…  If you continue it is his wrath you must face!”  The badders continue to jabber and yell, you’re not sure they understand trade tongue, or care.

Initiative:

  • Phallon 8 + 2 = 10
  • Zeebo    5 + 2 = 7
  • Ragnor  3 + 2 = 5
  • badder mob 2 + 2 = 4
  • Arvak    1 = automatic loss

Adventure Two, One Hundred Ninth Turn

Sarka, marketplace, Klos 19th, 350AC, 13:16  (underground, 65 degrees, crescent moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/09/ds2sound.mp3|autostart=yes]

One of the badder peasants cries out in a short but loud yell/hiss.  The six badders to your east start to snarl and walk towards you, brandishing their farm implements (similar to pitchforks, sickles, and hoes).  Several of them hurl stones at you.  Four more badders to your west run out from behind a hut, and similarly start to yell, shake their weapons, and throw rocks.

The initial shower of stones.  Targets randomly determined (1 = Arvak, 2= Phallon, 3 = Ragnor, 4 = Zeebo): 3 3 2 2 3 4

2 stones at Phallon (6): 40 0 = white, 10 3 = white.  Several egg sized rocks whistle past.

3 stones at Ragnor (6): 30 4 = white, 70 4 =blue, 30 5 = white.  1 stone bounces off your plastic armor, causing 1 point of damage.  hit points down to 114.

1 stone at Zeebo (6): 70 5 = blue.  Displacement (9): 1 1 = white.  You may have left most of you weapons behind, but you’re glad you kept your armor on.  1 point of bruising damage.  hit points down to 76.

Initiative:

  • Phallon 0 = automatic win
  • Ragnor 8 + 2 = 10
  • badder mob 7 + 2 = 9
  • Zeebo 3 + 2 = 5
  • Arvak 3 + 1 = 4

Declare your actions…

Key to map: badders 1,7 have pitchforks; 2,4,8 have hoes; 3 has a sickle; 5 a scythe; 9 a short flail; 6 and 10 have a lot of rocks.

Adventure Two, One Hundred Eighth Turn

Sarka, marketplace, Klos 19th, 350AC, 13:15  (underground, 65 degrees, crescent moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/09/semantics.mp3|autostart=yes]

After your purchases from the carver, you find yourselves back outside the shop.  The badder is still there, chiseling away at the block of stone.  You think he is roughly cutting it into a shape to create a statue.

The shop to the west has a hanging brown pelt with a badder rune branded upon it.  You can smell a mixture of must and hay in the air.  The very large hut behind it has the usual mushroom cap roof, but there are many smaller mushrooms of various shapes and sizes either growing, or attached to the main roof.  The walls have decorative vine-like stalks growing up and around the sides, many of them with mushroom caps, or making it to the roof.  There is a shruden archway, but you cannot see into it from your current position.

Several badders, either peasants in shoddy canvas-like clothing, or ones in cloaks walk through the streets or are standing about talking to each other.  Several look at you with narrow slanted eyes.

See private posts.