Monthly Archives: November 2011

Adventure Two, One Hundred Twenty Second Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:18  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/11/mortalkombat.mp3|autostart=yes]

Phallon immobilized and crawling with bugs, uses loyalty touch on one of the arskarryl.  (11): 40 4 = white.

Badder thug 2 uses his mace and attacks (A,Z 4) Zeebo.  (+3CS for attacking from behind = 9): 20 4 = white.

Badder thug 3 fires its crossbow at Ragnor.  (+1CS for distracted/stunned = 9): 10 1 = white.

Badder thug 5 swings its mace at Ragnor.  (7): 80 5 = green, -1RF due to skeletal enhancement.  bd8 – 6ac = 2 points of damageHit points down to 106.

Badder thug 6 fires its crossbow at (ZAR 6) Ragnor.  (11): 90 8 = red.  bd12 – 6ac = 6 x 5RF = 30 points of damageHit points down to 76.  CN save vs complications A (9): 40 4 = white.  Complications A (9): 80 2 = green.  Effect = delirium.  He performs mental actions on the C column, physical actions at 1/2.

The badder assassins reload their crossbows.

Arvak runs down the hill with the fallen mushroom trunk to his left, and tries to run over badder thug 2.  Charging attack (18): 3 6 = blue.  bd18 – 3ac = 15 points of damage.  PS save (6): 30 6 = white.  CN save on slam table (7): 30 9 = white.  The badder goes flying backwards about 9 meters, crashes to the ground, and is stunned.

Zeebo pulls out his accelera dose and jabs it into Phallon.  The paralysis wears off immediately, and he gains (0 7 3 3) 23 hit points.  Up to 26.  Zeebo also uses telekinesis vs the arskarryl (12): 2 7 = white.

To sum up, all of the beetles who had multiple targets to choose from, randomly decided to attack Zeebo.  Apparently his anti-charisma, or maybe the smell, attracts them.

Arskarryl 1 (could have attacked P,Z) on Zeebo (3): 5 6 = white.

Arskarryl 2 (P,Z) on Zeebo (3): 4 2 = white.

Arskarryl 3 (A,Z) on Zeebo (3): 7 6 = blue.  Zeebo’s displacement (9): 0 4 = black.  Hmm, this mutation in theory is easy to go wrong.  But I have a problem letting a mutation meant for safety, cram someone into a rock 5% of the time.  Even randomly displacing in a direction is a benefit in most cases (as good as a blue roll).  Here’s the chart:

  • 1  mutation no longer available for the day
  • 2 mutation no longer available for the hour
  • 3-4  uses up ‘5 displacements’
  • 5-6 nothing

2.  No more displacements this hour.  The arrskaryl lands near Zeebo’s arm/shoulder and snips him with its claw.  1 point of damageDown to 94 hit points.  Zeebo makes a MS save vs pain/distraction (9 + 1RS): 4 3 = white up to a blue.  Dual brain keeps him from being further affected.

Arskarryl 4 (A,R,Z) attacks Zeebo (3): 8 2 = blue1 more point of damage (down to 93).  MS save (9): 5 5 = blue up to a green.

Arskarryl 5 attacks Ragnor (+2CS for condition of Ragnor = 5): 4 4 = white.

Arskarryl 6 attacks Ragnor (5): 7 5 = blue1 point of damageDown to 75.

Arskarryl 7 attacks (A,Z) Zeebo (3): 4 5 = white.

The huge rhinoceros beetle attacks (ZAR 2) Zeebo.  (X): 9 3 = orange.  bd 15 – 6ac = 9 x 4RF = 36 points of damageDown to 59 hit points.  CN save vs slam (7): 0 3 = black.  Zeebo rolls on the slam table, and is at -1RS: (7): 7 7 =blue down to a white.  He flies backwards about 8 meters, sprawls into the ground, and is stunned.

Ragnor, delirious with pain (and perhaps a perforated organ), tries to kill the two arskarryl on him.  Claw 1 vs #5 (9): 80 7 = green.  bd6 – 4ac = 2 x 2RF = 4 points of damage.  Bite vs #5 (9): 60 8 = blue.  bd10 – 4ac = 6 points of damage.  The beetle is slashed and crunched in Ragnor’s jaws (like a lobster claw in a metal crusher), and dies.  Claw 2 vs #6 (9): 30 6 = white.

Initiative

  • Zeebo  0 = automatic win
  • Ragnor  8 + 2 = 10
  • Badders  7 + 2 = 9, tie breaker 8
  • Arvak 8 + 1 = 9, tie breaker 1
  • beetles  1 = automatic loss, tie breaker 0
  • Phallon 1 = automatic loss, tie breaker 7

Adventure Two, One Hundred Twenty First Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:17  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/11/bodies.mp3|autostart=yes]

Zeebo life leeches as he runs towards Phallon.  The roll vs badder thug 2 (9): 1 0 = white.  The roll vs arskarryl 7 (9): 7 8 = green.  Zeebo gains 6 hit points, up to 101.

Ragnor knows he is dangerously close to Phallon for life leeching, so he attacks badder thug 5 instead.  He is stunned/distracted by the arskarryl that is snipping in his face.  Claw 1 (9): 30 6 = white.  Claw 2 (9): 10 7 = white.  Bite (9): 30 0 = white.

The huge beetle attacks Arvak (who is running at it) with its horn.  (21): 3 8 = green.  Arvak’s kinetic negation (12): 4 4 = white.  BD15 – 4AC = 11 x 2RF = 22 points of damage.  Hit points down to 113.  PS save vs slam (11): 4 6 = white.  Arvak is slammed backwards 10 meters, he is knocked down and stunned for the turn.

Arrskaryl 1 lands on Phallon and tries to snip at him with its claws.  He is paralyzed, so a defenseless target and attacks at +1RS.  (3): 0 5 = black up to a white.  Arrskaryl 2 does the same (3): 2 3 = white up to a blue1 point of damage done.  Phallon down to 3 hit points.

Arrskaryl 3 and 4 were going to attack Arvak, but their target just went flying away through the air, and so they buzz about in a circle.

Arrskaryl 5 and 6 continue to attack Ragnor.  (3): 4 5 = white.  (3): 9 1 = blue1 point of damage, Ragnor down to 108 hit points.  Ragnor’s MS save vs pain (8): 40 4 = white, so still distracted/stunned.

Arrskaryl 7, despite being life leeched, attacks Zeebo as he runs through the forest.  (3): 2 5 = white.

Arvak spends the remainder of the turn getting up and shaking the stars from his vision.

Phallon tries to look for some healing supplies while crawling away, but realizes that the poison has now completely paralyzed him.  His last physical ‘action’ is to fall over onto the forest floor.  (Jeff, I recommend looking at the “mutation status” page: some of your mental mutations are out of commission, but you can use fear generation again (declare this turn, use next turn.)

Badder thug 2 attacks Zeebo with a mace (6): 30 6 = white.

Badder thug 3 moves to a better position (see map) and reloads his crossbow.

Badder thug 5 fires his crossbow at Ragnor (8): 60 3 = blue.  BD12 – 6ac = 6 points of damageHit points down to 102.

Badder thug 6 reloads his crossbow.

Assassin 1 rolls back into his firing position and attacks (ZAR 4) Arvak.  (12): 00 8 = white.  A crossbow bolt hits and completely buries itself in the soft ground.

Assassin 2 fires at (ZA 4) Arvak.  (12): 70 4 = green.  BD 12 – 4ac = 8 x 2RF = 16 points of damage.  Arvak’s kinetic negation (12): 1 7 = whiteDown to 97 hit points.

Initiative

  • Phallon  0 = automatic win
  • Badders 9 + 2 = 11
  • Arvak 8 + 1 = 9
  • Zeebo 6 + 2 = 8, tie breaker 9
  • Beetles 6 + 2 = 8, tie breaker 7
  • Ragnor 6+ 2 = tie breaker 5

Adventure Two, One Hundred Twentieth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:17  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/11/saveyourself.mp3|autostart=yes]

Phallon dodges towards the safety of the byllka pod.  He feels his muscles rapidly stiffening, and has a very tough time moving.  Dodge at -5CS (3): 80 4 = blue.  He makes it.  He also mental blasts badder thug 6 (10): 00 4 = black.  Ugh.  1 blasts self, 2 that brain goes dormant for awhile, 3-4 “sprains” power, 5-6 nothing.  3.  Mental blast lost for 1d10 turns: 4.

Arvak hurls a spike upward at the assassin.  -2CS for most of targets body covered by shroom (13): 0 9 = white.  The spike smacks into the underside of the shroom and falls back to the ground.

Badder thug 2 snarls fiercely and tries to pound Zeebo with his mace.  +4CS for Zeebo being hemmed in by the shroom trunk/cap, and being attacked by a melee weapon without any hand weapon or shield (10): 10 9 = white.

Badder thug 3 fires his crossbow at (A,R 4) Ragnor (8): 40 7 = white.

Badder thug 4, weaponless and faced with a snarling wolf creature, drops to the ground and quickly burrows into the mulch to escape.  Counting this as a dodge roll (since badders can burrow at a crazy speed, and this is light mulch not packed earth).  (8): 70 6 = blue.

Badder thug 5, who just fell off the giant beetle, gets up, gathers up his crossbow, and takes a few steps: away from the beetle, next to a byllka pod trunk (basically gathers himself and will be able to fire next turn).

Badder thug 6 turns and fires his crossbow at (Z,P,A,R 1) Zeebo.  (8): 90 2 = yellow.  Zeebo displacement (9): 7 4 = blue.  Zeebo disappears.  It is possible the bolt will hit badder 2.  Attack roll again at -1RF (kind of like ‘firing into a crowd’ rules): 50 3 = white.

The Assassins (masked hooded badders) duck out of sight behind their mushroom cover and reload their crossbows.

Ragnor tries to rip up badder 4.  He now needs green results to hit due to the previous dodge roll.  Claw 1 (17): 40 5 = blue.  Claw 2 (17): 60 9 = green.  BD 6 – 3ac = 3 x 2RF = 6 points of damage.  Bite (17): 80 8 = orange.  BD 10 – 3ac = 7 x 4RF = 28 points of damage.  The badder is really hurt, yet just manages to burrow down out of reach and escape!  Unless you want to pursue via burrowing (enlarging the crumbling existing path).

The huge beetle suddenly lunges forward and attacks (Z,P,A,R 2) Phallon.  -3CS for fear, -4CS for cover via the mushroom (17): 9 6 = orange.  BD 15 – 4ac – 3extra ac for the shroom = 8 x 4RF = 32 points of damage.  Phallon makes a PS check on the slam table (7): 80 7 = green.  It plunges its horn through the trunk and into Phallon’s chest.  As it continues its charge, its head connects with the shroom and the impact blasts the base of the mushroom trunk into pieces.  Phallon is flung backwards 2 meters, with a bleeding hole in the plate vest he wears, which just saved his life.  He is down to 4 hit points.  He can choose to fall over if he wants, but he is being rapidly paralyzed by the poisoned crossbow bolt from before.  The mushroom cap is caught on those around it, so it doesn’t fall down at the moment.

The arrskaryl continue their annoying attacks.  An extra one buzzes around each player (although Zeebo displaced, so he is free of them this turn).  Two on Arvak (3): 1 5 = white4 4 = white.  Two on Phallon (3): 5 7 = white1 7 = white.  Two on Ragnor (3): 7 5 = blue4 3 = white.  The same bug snips Ragnor again for 1 point of damage.  MS save (8): 20 6 = white.  This time the pain from the pinchers are too much, Ragnor will be stunned (actions at 1/2 columns) next turn.

Zeebo displaces and appears on the map at H1, behind the mushroom trunk.  His actions cannot be done, he uses the turn to get his bearings.

Initiative

  • Zeebo  0, automatic win, tie breaker 9
  • Ragnor 0, automatic win, tie breaker 2
  • Insects  8 + 2 = 10
  • Arvak 6 + 1 = 7
  • Phallon 4 + 2 = 6
  • Badders 3 + 2 = 5

Adventure Two, One Hundred Nineteenth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:17  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/11/dueloffates.mp3|autostart=yes]

Badder thug 1 drops his crossbow, unslings his mace, and runs at your group.  With Arvak charging him, they meet in the middle and his target is Arvak.  The swing (6): 20 1 = white.

Badder thug 2 also grasps his mace, runs forward, then suddenly veers towards Zeebo and attacks him.  (6): 80 0 = blue.  Zeebo’s displacement (9): 4 3 = white.  BD 8 – 6ac = 2 points of damageHit points down to 75.

Badder thug 3 reloads his crossbow.

Badder thug 4 changes to mace and runs at your group.  With Ragnor running at him, he becomes his target.  (6): 00 2 = black.  1 drops mace, 2 throws mace away, 3 falls down, 4 hits self, 5 impales arm on Ragnors weapons, 6 nothing.  2.  The swing hits nothing but air and the badder loses his grip, sending the mace flying off into the woods.

Badder thugs 5 and 6 reload their crossbows.

Twang!  A cloaked masked badder lying on top of a mushroom fires his aimed crossbow at (1-2 Arvak, 3-4 Phallon, 5-6 Ragnor: 3) Phallon.  (13): 80 2 = yellow.  BD 12 – 4ac = 8 x 3RF = 24 points of damage.  Poison (X): 20 2 = blue.  BD 8 additional points of damage.  Phallon feels his muscles starting to tighten (-2CS to physical actions this turn).  Down to 36 hit points.

Another cloaked masked badder is hiding behind the fallen mushroom cap (opposite site from Zeebo), and fires his crossbow at (1-3 Arvak, 4-6 Phallon: 1) Arvak.  (11): 10 5 = white.  The poisoned bolt flies past everyone!

The giant beetle starts to clack its large mandibles together, and menacingly slams its horn on the ground several times, sending mulch flying into the air.  It doesn’t move from its current location.

Arrskaryl 1 flies around Arvak’s head and tries to snip him with a crab like claw (3): 9 4 = green.  Arvak’s kenetic negation (12): 7 3 = green.  No effect.

Arrskaryl 2 buzzes down onto Phallon.  (3): 3 5 = white.

Arrskaryl 3 buzzes around Ragnor. (3): 8 0 = blue1 point of damage (down to 109), but the snip is very painful.  Ragnor makes a MS save or is stunned.  (8) 60 2 = blue, so not stunned.

Zeebo life leeches.  Attacks vs badder 2, 6, the beetle, and the assassin, needs a 54 to hit: 60, 58, 91, 09.  He gains 18 hit points.  Up to 95 hit points.  Zeebo also uses telekinesis (12): 8 9 = yellow.  The badder makes a PS save to stay afoot (6): 60 1 = blue.  He gets pushed off the beetle’s back.  Falling damage (only 3 meters onto a soft surface (1): 5 3 = white.  DX save to keep on his feet (8): 20 5 = white.  The badder tumbles and falls.

Arvak performs a charging attack (18): 6 4 = green.  BD18 – 3ac = 15 x 2RF = 30 points of damage.  He slams his breastplate into the badder’s face, and the badder goes soaring backwards and collapses onto the ground, unmoving.  The mace lands nearby.

Phallon focuses on Ragnor and tries time distortion (10): 30 0 = white.  No effect this turn, can try again.

Ragnor tries to rip up badder 4.  Claw 1 (17): 00 4 = white.  Claw 2 (17): 00 9 = white.  Bite (17): 00 1 = black.  Never have so many powerful attacks done so little to so few.  Black result 1-2 puts mouth in way of enemies mace swing, 3 bite self, 4-5 slips and falls, 6 nothing: 6.

Initiative

  • Phallon 0 = automatic win
  • Arvak 8 + 1 = 9
  • Badders 7 + 2 = 8
  • Ragnor 3 + 2 = 5
  • Insects 2 + 2 = 4, tie breaker 0
  • Zeebo 2 + 2 = 4, tie breaker 5

Adventure Two, One Hundred Eighteenth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:17  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/11/mkcontrol.mp3|autostart=yes]

The huge beetle rumbles forward like an armored tank.  Those of you that didn’t notice before can see and hear the arrskaryl (crab-beetles) flying towards you.  About three of them will be upon you next turn.

Several crossbows are fired at your group.  In addition to the two on the beetle, there are four more badders that some of you didn’t see until now:  They had burrowed up from the earth last turn.

Badder thug 1 targets Phallon (all shots randomly determined, placement of shroom stalks on map blocks certain targets, will not bore you with all those die rolls)  (8): 50 1 = white.  Misses.

Badder thug 2 targets Zeebo (8): 00 3 = black.  1 crossbow breaks, 2 misfires/jams, 3 drops crossbow, 4 accidently targets badder thug 1, 5 slips and falls down the slope, 6 nothing.  2.  The crossbow won’t fire, and the badder throws it down with disgust.

Badder thug 3 targets Ragnor (8): 60 7 = blue.  Base damage of 12 – 6ac = 6 points of damage.  Ragnor down to 110hp.

Badder thug 4 targets Zeebo (8): 70 7 = blue.  Zeebo rolls displacement (9): 6 6 = blue.  He vanishes with a sucking sound (see below for where he ends up).

Badder thug 5 targets Arvak (8): 20 3 = white.

Badder thug 6 targets Zeebo (all this is simultaneous, so he won’t hit due to the displacement, lets see the attack anyway 8): 00 0 = red.  A bolt sails through the spot where Zeebo’s head just was.

Zeebo reappears with the fallen mushroom cap at his back, and the stalk at his left, shielding him from view.  He can see badder thugs 1 and 2, and is just starting to see the giant beetle horn from this position.  See private post.

Arvak hurls a grenade (15): 0 6 = white.  Scatter d12 4 so 4 o’clock of his target (based on his view). The grenade only misses by a few meters, but unfortunately bounces off the beetle and drops to the earth before detonating (so its 5 meter blast radius hurts the beetle only). Grenade damage (X): 5 3 = green.  BD 8 – 7ac = 1 x 2RF = 2 points of damage.  CN save vs stun (X) 5 5 = green.  The beetle ignores it.  See your private post.

Phallon uses sun ray hands (12): 10 8 = white.  Nope, not invoking the power at this moment (can try again).  He also uses fear generation (14): 80 7 = yellow.  The huge beetle makes a MS save on the fear table (18): 8 1 = yellow = panic.  It is at -3CS for its actions.  The beetle lurches to a stop (the badder thugs make DX saves black = fall, white = have to hold on/regain balance before next action (8): 60 5 = blue, 80 4 = green.  Although Silfrarr was just holding onto the base of the beetle horn, he vanishes into thin air.

Ragnor tries to monster out.  (Looking up the power and checking mutation status, I discovered that today is actually the first day of the half moon, not the crescent.  Whoops.  I guess a few days did pass before you guys got to this city.  So although Ragnor will not be as smooth talking, he does have an easier time with wolfing out!  (11): 50 8 = blue = level 1 monster.  Fur shoots out, his fangs, claws, and muscles grow impressively, but not quite enough to pop off his armor.  He can suddenly hear and smell everything around him much better, and he has night vision.  His MV is up to 32, physical strength up to 21 (+3), and constitution up to 18 (+2).  Claws do bd6 each, bite bd 10.

Initiative

  • badders 0 = automatic win
  • Silfrarr/insects 8 + 2 = 10
  • Zeebo 6 + 2 = 8, tie breaker 9
  • Arvak 7+ 1 = 8, tie breaker 3
  • Phallon 3 + 2 = 5
  • Ragnor 2 + 2 = 4

Hmm, notice that the player order for initiative turned out to be the same as last turn.  Also interesting, the ORDER you replied in last turn is also the same.

Adventure Two, One Hundred Seventeenth Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:15  (underground, 65 degrees, crescent moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/11/silfrarr.mp3|autostart=yes]

Silfrarr takes a couple of steps and grasps the black horn protruding from the ground.  “I tire of this.  I may pass some of this information on to the king.  The nobles have different opinions on how you should be treated.  My sire is one of those who wishes to see you destroyed.”

He gestures with his other hand, and the lanterns flash a blinding purple light.  The ground around Silfrarr shakes, then seems to erupt in a shower of dirt and mulch.  A massive (8-10 meters long) dark beetle unearths itself and starts to walk forward.  The badders are now standing on its back, nearly 3 meters off the ground.  Silfrarr is holding onto the huge horn like spike on its head.

You hear rustling along the ground, and loud buzzing in the air from all directions.  The badder guards aim their crossbows at you.  “You are skilled with words and imagination, and that makes you dangerous.  You will not live to dig another den…”

Check your private posts.  Declare your actions.  Each square on the map below is about 5 meters.

Initiative

  • Silfrarr/insects  0 = automatic win
  • Badders        6 + 2 = 8, tie breaker 3
  • Zeebo            6 + 2 = 8, tie breaker 1
  • Arvak            6 + 1 = 7
  • Phallon         3 + 2 = 5
  • Ragnor          1 = automatic loss