Monthly Archives: December 2011

Adventure Two, One Hundred Twenty Seventh Turn

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

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/thundarrend.mp3|autostart=yes]

Phallon moves up to a fallen badder and takes his weapons.  (There is a mace, an unloaded crossbow, and crossbow bolts in a leg quiver, which are taken?)

The loyal badder attacks the flittering arskarryl with his mace.  (6): 90 9 = red.  BD8 – 4ac = 4 x 5RF = 20 points of damage.  The bug is totally crunched and flies off through the air, landing in a wet heap.

The rhinoceros beetle stops, rotates, and attacks Ragnor with its horn.  (X): 7 1 = yellow.  BD15 – 6ac = 9 x 3RF = 27 points of damage.  Down to 22 hit points.  Skeletal enhancement vs slam (11): 30 3 = white.  PS save vs slam (10): 90 7 = orange.  Merely staggered (so additional -1CS to physical actions for just this turn).

Arvak runs over to badder 3, and swings his hammer.  (18): 7 8 = yellow.  BD14 – 3ac = 11 x 3RF = 33 points of damage.  The hammer hits the badder right in the center of his chest, and he drops like a stone.

Ragnor staggers away from the beetle, and tries regeneration (4): 60 1 = white.

The two remaining enemy badder thugs reload their crossbows.

Badder assassin 1 pokes his head down from the mushroom caps at about D3 and fires his crossbow at (APZ6) Zeebo.  Zeebo’s dodge (13): 5 8 = blue, so attackers need a green to hit.  (10): 20 7 = white.

Badder assassin 2 moves uphill a bit, and fires at (APZ5) Zeebo.  (8): 30 6 = white.

Zeebo life leeches.  vs badder 5 (9): 2 4 = white.  vs badder 6 (9): 0 5 = black.  1 = misjudged distance and rolls attack vs Arvak, 2 = Zeebo gives hp away, 3 = no power next turn, 4 = no power next hour, 5 = no power next day, 6 = nothing.  4.  Life leech unavailable for an hour.

Initiative

  • Ragnor  0 = automatic win
  • Arvak  9 + 1 = 10, tie breaker 9
  • Badders  8 + 2 = 10, tie breaker 1
  • Phallon 6 + 2 = 8
  • loyal badder 3 + 2 = 5
  • Zeebo  2 + 2 = 4, tie breaker 5
  • Rhinoceros beetle  2+ 2 = 4, tie breaker 2

Adventure Two, One Hundred Twenty Sixth Turn

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

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/battledragon.mp3|autostart=yes]

The rhinoceros beetle bucks a couple of more times, and then charges forward towards (and over) Ragnor.  In the time it takes for it to get there, several other actions will occur first.

Arskarryl 6 attacks Ragnor.  (3): 8 3 = blue.  Its claw snips Ragnor, causing a lot of pain.  1 point of damage, down to 49 hp.  MS save vs pain (C): 90 6 = blue (yes, really).

Arskarryl 7 tries to attack Phallon, but as it flies around, Phallon hides behind badder 2.  The badder also tries to stay in front of him, and is continuing to swat at the bug.  The bug attacks badder 2 (3): 6 1 = white.

The badders (3,5, and 6) now have loaded crossbows, and although there are multiple targets, they are watching Arvak ride the rhinoceros beetle (while pounding on it) right in front of them.  They fire at him (like a reverse drive-by).  Bonuses for engaged/distracted/off balance target offset by bucking motion of target.

Badder 3 (8): 40 3 = white.

Badder 5 (8): 70 5 = green.  Kinetic Negation (12): 3 7 = white.  BD 12 – 4ac = 8 x 2RF = 16 points of damage.  Down to 68 hit points.

Badder 6 (8): 00 9 = white.

Assassin 1 moves back behind the cover of the mushroom cap he is standing on (gone from view).  Assassin 2 reloads his crossbow.

Arvak has to make a balance (DX) roll to stay on the giant beetle (8): 3 0 = white.  He loses his footing and slides/falls off the shell onto the ground.  Falling damage roll (2): 0 2 = black.  The landing is on soft mulch so no damage taken.  Arvak makes a DX roll to stay or roll onto his feet (8): 6 7 = blue.

Badder 2 (the good one) attacks the arskarryl with his mace.  (6): 50 0 = white.

Ragnor attacks arskarryl 6.  He is still at 1/2 columns for delirium.  Claw 1 (9): 00 0 = red.  BD6 – 4ac = 2 x 5RF = 10 points of damage.  The arskarryl dies but is savaged further.  Claw 2 (9): 80 1 = green4 more points of damage.  Bite (9): 90 9 = red.  BD10 – 4ac = 6 x 5RF = 30 points of damage.  The arskarryl is completely shredded and crushed, and looks like the contents of a trash pit outside a crab shack.  Or, Ragnor could have completely eaten it.  His choice.

The rhinoceros beetle now tramples over the area where Ragnor stands.  The trampling attack (beetle still stunned from Arvak’s last hit, so roll is on the 12 column): 3 3 = white.  Fortunately it passes Ragnor without squishing him under its many legs.

Phallon uses fear generation (14): 10 4 = white.  No effect.

Zeebo moves up to the mushroom trunk at A4 and life leeches.  (9): 3 3 = white.  No effect.  He cannot use telekinesis as his target is gone.  (Perhaps he lashes out with it, but there is no effect)

Initiative

  • Phallon  0 = automatic win
  • Loyal badder  7 + 2 = 9
  • Beetles              5 + 2 = 7
  • Arvak                4 + 1 = 5
  • Ragnor              2 + 2 = 4
  • Badders            1 = automatic loss, tie breaker 7
  • Zeebo                1 = automatic loss, tie breaker 3

Adventure Two, One Hundred Twenty Fifth Turn

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

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/technofight.mp3|autostart=yes]

Zeebo life leeches (9): 9 4 = yellow.  He gains a single hit point, up to 64.  Telekinesis (12): 2 5 = white.  The arskarryl drops dead at his feet.

Phallon dodges (8): 20 1 = white.  He tries loyalty touch on badder 2 (11): 70 6 = green.  Badder MS save (8): 70 7 = blue.  The badder becomes his ally (see below).

The rhinoceros beetle starts to jump and buck, trying to throw Arvak off.  It also flicks up its wing cases for a second to try and bludgeon him (12): 1 7 = white.  Arvak must make a balance roll to stay on (8): 9 3 = yellow.

Arskarryl 6 continues to chase and attack Ragnor.  (3): 3 1 = white.

Arskarryl 7 attacks (PAR1) Phallon.  (3): 6 1 = white.

Arvak strikes the beetle again with his hammer (18): 4 5 = green.  BD14 – 7ac = 7 x 2RF = 14 points of damage.  Slam table (12): 6 7 = blue.  Telekinetic force (10) 2 8 = white.  The beetle’s body slams back down into the earth.  (Still alive, just stunned again.)

Badder 2, now trying to aid Phallon, swings his mace at the hovering arskarryl.  (9): 20 4 = white.

Badders 3, 5, and 6 reload their crossbows.

Assassin 1 fires down from his mushroom perch, at (ZP2) Zeebo.  (13): 30 4 = white.

Assassin 2 fires at (AR4) Ragnor.  (11): 40 5 = white.  He then moves to E1.

Ragnor life leeches on column C.  Targets are arskarryl 6: 30 9 = white.  Assassin 2: 90 0 = blue.  Arvak: 00 3 = black.  Beetle: 10 9 = black.

Black roll 1 = give own health away, 2 = give assassin’s health away, 3 = cant use power next turn, 4 = cant use power for an hour, 5 = can’t use power for day, 6 = nothing.  5.  Life leech unavailable.  Second black roll same as above except 3-6 = nothing.  6.  Ragnor gains 6 hit points.  Up to 50.

Initiative

  • Beetles   9 + 2 = 11
  • Badders 8 + 2 = 10, tie breaker 6
  • Arvak     9 + 1 = 10, tie breaker 4
  • Badder ally  5 + 2 = 7
  • Ragnor   4 + 2 = 6, tie breaker 0
  • Phallon  4 + 2 = 6, tie breaker 9
  • Zeebo     1 = automatic loss

Adventure Two, One Hundred Twenty Fourth Turn

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

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/deathstalker.mp3|autostart=yes]

Phallon turns his attention to the various bugs around him.  One of his brains lashes out at the rhinoceros beetle with mental blast (10): 80 6 = yellow.  BD5 x 3RF = 15 points of damage.  His other brain focuses on his physical action.  He takes a step back and uses sun ray hands (12): 50 2 = blue.  Cones of intense light flare from his hands, and all 3 arskarryl attacking him are torched (12 points of damage each), and drop to the ground.  Mmmmm, steamed crabs anyone?

Arskarryl 4 attacks Zeebo.  (5): 7 5 = blue1 point of damageDown to 57 hit points.  MS save vs pain/distraction (9): 2 5 = white + 1RS for dual brain = blue.

Arskarryl 6 attacks Ragnor.  (3): 5 3 = white.

Arskarryl 7 attacks Arvak.  (3): 9 2 = blue.  Kinetic negation (12): 2 8 = white1 point of damageDown to 90 hit points.  MS save vs pain/distraction (11): 1 8 = white = stunned for turn.

The rhinoceros beetle continues to attack, pivoting around the shroom trunk, as Ragnor turns and starts to run.  (X): 4 4 = green.  BD 15 – 6ac = 9 x 2RF = 18 points of damageDown to 38 hit points.  Save vs stun (11): 80 5 = yellow.

Badder thug 2 moves north and attacks (ZP4) Phallon with his mace.  (10): 30 4 = white.

Badder thug 3 fires his crossbow at (AR3) Arvak.  (8): 30 7 = white.

Badder thug 5 runs east, away from Ragnor and the giant beetle.

Badder thug 6 fires his crossbow at Arvak (8): 10 7 = white.

Both assassins reload their crossbows.

Ragnor runs screaming towards the south.  He can move half his total movement and still attack via life leech.  Delirium only reduces movement by 10%, so he runs about 15 meters.  Life leech (C) vs Arvak 70 4 = blue, badder 5 10 5 = black, badder 6 30 3 = white, arskarryl 6 00 1 = black, arskarryl 7 60 6 = white, rhinoceros beetle 30 6 = white.

black result:  1 = power doesn’t work this turn and can’t use for an hour, 2 = power gone for an hour, 3 = power doesn’t work this turn (but still can use it), 4 = gives away own hit points to enemies, 5-6 = nothing.  5.  Arvak loses 6 hit points (down to 84), and Ragnor gains it (up to 44).

Arvak brings his hammer around in an arc and slams it into the beetle.  Reduced due to stun (11): 8 7 = yellow.  BD14 – 7ac = 7 x 3RF = 21 points of damage.  Save vs slam (X): 1 7 = white.  Slam table (X): 3 9 = green.  The beetle’s legs flex, and its underside bounces off the ground.  It is stunned for next turn.  The hit also trigger’s Arvak’s telekinetic force (10): 5 4 = blue.  The shockwave doesn’t do further damage to the beetle as its legs act like shocks, and the ground is soft.  But it does launch the badder and the arskarryl 10 meters away.  The small bug flutters around like crazy with its noisy wings, and a falling damage is rolled vs the badder on column (1): 0 6 = black.  The badder lands on his feet, unharmed.

Zeebo judges Phallon to be just at the edge of life leech range.  He steps back a pace or two and uses it (9): 9 3 = yellow.  He gains 6 hit points from arskarryl 4.  Up to 63.  It is still flying and attacking.  He uses telekinesis to try to knock it away (12): 0 9 = white.

Initiative

  • Zeebo   0 = automatic win
  • Phallon 5 + 2 = 7, tie breaker 0
  • beetles  5 + 2 = 7, tie breaker 7
  • Arvak    5 + 1 = 6, tie breaker 6
  • badders 4 + 2 = 6, tie breaker 5
  • Ragnor  2 + 2 = 4

Adventure Two, One Hundred Twenty Third Turn

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

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2011/12/MKTechno.mp3|autostart=yes]

Zeebo, stunned and lying on the ground, attempts telekinesis.  Each brain (of the dual brain mutation) has its own mental mutations, which can be used once a turn.  Thus telekinesis can only be used once (unless both brains had the same mutation).  Zeebo would normally have known this, but he’s not thinking too clearly from the previous hit.  Mutation at 1/2 columns due to stun (6): 0 5 = 1 0 = white.

Ragnor, delirious, tries to rip up the remaining arskarryl on him.  Claw 1 (9): 60 0 = blue.  bd6 – 4ac = 2 points of damage.  Claw 2 (9): 10 4 = white.  Bite (9): 30 3 = white.

Badder thug 2, stunned, slowly picks himself up, and moves up to D2 on the map.

Badder thug 3 reloads his crossbow.

Badder thug 5 did not do much damage to Ragnor, but perhaps doesn’t realize this since Ragnor was simultaneously struck by the crossbow bolt last turn.  He swings his mace again (8): 60 7 = blue, downgraded to a white from skeletal enhancement.  It makes a noise like ‘ump’.

Badder thug 6 reloads his crossbow.

Assassin 1 fires at (A,R2) Arvak.  Bonuses for position/situation are offset by Arvak’s running/jumping (8): 20 8 = white.

Assassin 2 fires at (APRZ1) Arvak.  (8): 70 4 = blue.  Kinetic negation (12): 5 6 = blue.  bd12 – 4ac = 8 – 3 kinetic negation = 5 points of damage Hit points down to 92.

Arvak tries to jump onto the beetle.  He is almost 3 meters tall, and the beetle’s back is 3 meters high.  He can use momentum, moving downhill, and can hop up on the trunk of the fallen pod to jump over to the beetle.  He can normally make a long jump of around 23 meters or so, or vault over a 7 meter height.  This shouldn’t be a problem, unless the badders have waxed the beetle shell, in which case Arvak would slide off like Beau Duke.  Jumping/leaping roll (18): 7 4 = yellow.  Arvak jumps, and comes down right next to badder 6, and gets to make another charging attack (18): 0 6 = white.  Whoops, misjudges it and runs a few paces past his target, but he is on the beetle now!

Rhinoceros Beetle attacks (P/Z vs R 5) Ragnor.  It moves up and pivots clockwise (like a tank on treads), jamming its horn at Ragnor.  (X): 4 9 = green.  bd15 – 6ac = 9 x 2RF = 18 points of damageHit points down to 58.  CN save vs slam (helped by skeletal enhancement – 11): 30 9 = white.  CN save on the slam table (11): 80 8 = yellow.  He is stunned next turn.  On top of the delirium, that will put his physical actions at 1/4 columns.

Arskarryl 1 attacks Phallon (5): 2 4 = white.

Arskarryl 2 attacks Phallon (5): 4 3 = white.

Arskarryl 3 attacks (PZA1) Phallon (5): 2 0 = white.

Arskarryl 4 attacks (PZR3) Zeebo (5): 7 9 = blue1 point of damageHit points to 58.  MS save (9): 2 1 = white +1RS to blue.

Arskarryl 6 attacks Ragnor (3): 9 3 = green2 points of damageHit points to 56.  MS save (C): 40 9 = white.  I don’t think the pinching claw or the fluttering wings are going to distract him any further than his current penalty, so no further effect.

Arskarryl 7 attacks (PZA6) Arvak.  (3): 7 8 = blue.  It snips down on one of Arvak’s ears.  1 point of damage (91 hit points).  MS save (11): 8 7 = yellow.

Phallon uses fear generation (14): 20 9 = white.  He eats a kaapra shroom.  Previously it was stated he couldn’t have another until he slept, but I’ll say the accelera dose reset his taste buds.  He gains 2d10 hit points: 0 3 = 13.  Up to 39 hit points.  Willpower (14): 40 3 = blue.  His mouth is on fire, but he can eat more if he wants.  The burny tingling of his wounds actually makes him feel a lot better and kind of masks the aches.

Initiative

  • Phallon  0 = automatic win
  • Beetles  9 + 2 = 11, tie breaker 0
  • Badders  9 + 2 = 11, tie breaker 9
  • Ragnor 8 + 2 = 10
  • Arvak  3 + 1 = 4, tie breaker 4
  • Zeebo 2 + 2 = 4, tie breaker 2