Monthly Archives: January 2012

Adventure Two, One Hundred Thirty Second Turn

Sarka, southwest farm, the fallows, Klos 19th, 350AC, 14:20  (underground, 65 degrees, half moon)

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/01/battledragon.mp3|autostart=yes]

Badder thug 5, standing alone and without his crossbow, drops and burrows into the earth, disappearing from sight.

Assassin 2 slips backwards into the woods and retreats out of sight.

Ragnor tries to climb up a shroom trunk and jump onto the beetle’s back.  (10): 00 1 = black!  Result:

  • 1       unable to climb shroom
  • 2-3  falls from shroom onto ground
  • 4      falls at beetles feet and may be kicked/stepped on
  • 5      hits beetle’s back but slides along shell and off other side (may be stepped on)
  • 6      just a bad jump and lands on ground without further harm

The roll: 4.    Ragnor falls down between the beetles huge legs, and it tries to squish him.  stunned from last turn so (12): 1 0 = white.

Phallon stands up and mental blasts assassin 2 before he moves out of sight (10): 20 7 = white.

Arvak tries to get onto the beetle’s back again.  He must make a successful dodge roll to get by the horn and mandibles.  (8): 9 6 = orange.  The beetle gets the first attack on him, and tries to gash him with its horn (12): 5 8 = blue.  Arvak dodges and leaps onto its back (18): 6 9 = yellow, so no problem.

Zeebo runs and dodges towards the southeast and tries to life leech the beetle.  He must make a successful IN check/dual brain roll to avoid Arvak with his life leech.  IN check (9): 8 7 = green.  He attempts life leech, but unfortunately “sprained” his power on a previous turn and nothing happens.

Initiative

  • Ragnor  0 = automatic win
  • Beetle    8 + 2 = 10
  • Phallon 7 + 2 = 9
  • Zeebo    6 + 2 = 8
  • Arvak    6 + 1 = 7
  • Badders  2 + 2 = 4

Adventure Two, One Hundred Thirty First Turn

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

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/01/thundarrend.mp3|autostart=yes]

Badder thug 5 hustles north to A7 on the map, then starts reloading his crossbow.

There is no sign of Assassin 1.  Assassin 2 fires his crossbow at Zeebo.  (9): 80 4 = green.  Zeebo’s dodge roll (13): 8 4 = yellow.  A miss!

Zeebo uses telekinesis on badder thug 5.  (12): 5 5 = blue.  The badder’s PS save (6): 50 9 = white.  His crossbow goes sailing out of his hands, before he can reload it.

Phallon attempts fear generation, but cannot: he used it last turn, it can only be used once every 5 turns.  (Its fear effect is continuing to work on assassin 1.)

Ragnor uses regeneration (11): 30 7 = white.  Not this turn.  He moves back towards the battle (at 1/2 speed due to attempted mutation use) and makes it to E10, about 10m east of the huge beetle.

The rhinoceros beetle pivots and swings its head/horn around in a wicked arc, at Arvak.  (X): 5 3 = green.  BD15 – 4ac = 11 x 2RF = 22 points of damage.  Arvak’s kinetic negation (12): 2 4 = white.  Down to 50 hit points.  Arvak’s PS save vs slam (11): 9 7 = orange.  The blow wallops him in the side, yet he withstands it and is merely staggered (-1CS to actions).

Arvak attacks the beetle with his hammer (17): 8 7 = orange.  BD14 – 7ac = 7 x 4RF = 28 points of damage.  The beetles PS save vs slam (X): 7 6 = yellow, so stunned.

Initiative

  • Badders      8 + 2 = 10
  • Ragnor        5 + 2 = 7, tie breaker 2
  • Phallon       5 + 2 = 7, tie breaker 1
  • Arvak          3 + 1 = 4
  • Beetle          1 = automatic loss, tie breaker 0
  • Zeebo          1 = automatic loss, tie breaker 1

Adventure Two, One Hundred Thirtieth Turn

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

Ragnor pulls out his accelera dose, and injects it into himself.  Pfffffffff.  The ancient medicine accelerates his healing process and he gains (8 9 0 4) 31 hit points.  Up to 59.

Badder thug 5 levels his crossbow at Zeebo and fires.  Zeebo dodges (13): 7 2 = green.  The shot (8): 20 2 = white.

Assassin 1 ducks back out of view.

Assassin 2 reloads his crossbow.

Zeebo’s also uses telekinesis on the badder’s crossbow.  (12): 5 0 = blue.  PS save (6): 70 1 = blue.  The badder keeps the weapon.

Phallon moves to under the assassin’s shroom, and hunkers down beside the fallen shroom trunk, out of sight of the other assassin.  He still does not see a way up into the canopy.

Arvak pummels the beetle’s head with his hammer.  (18): 8 3 = yellow.  BD14 – 7ac = 7 x 3RF = 21 points of damage.  Telekinetic force (10): 4 3 = white.  PS save vs slam (X): 1 9 = white, so the beetle is stunned.

The beetle moves a few paces up to the shroom stalk, and tries to scrape Arvak off on the trunk.  (12): 6 7 = blue.  BD12 – 4ac = 8 points of damage.  Kinetic negation (12): 7 2 = green, negates 6 points of damage, so only 2 points takenDown to 72 hit points and no slam.  Arvak makes a DX check to stay on the beetle (8): 2 4 = white.  He flies off and tumbles to the ground.

Initiative

  • Badders  9 + 2 = 11
  • Zeebo      6 + 2 = 8
  • Phallon   4 + 2 = 6
  • Ragnor    1 = automatic loss, tiebreaker 9
  • Beetle      1 = automatic loss, tiebreaker 6
  • Arvak      1 = automatic loss, tie breaker 1

Adventure Two, One Hundred Twenty Nineth Turn

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

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/01/gw-the-immortals.mp3|autostart=yes]

Badder thug 5 was probably soiling himself last turn, but now that the armored cavalry has arrived to engage Arvak, he reloads his crossbow.

Assassin 1 looks down at Phallon, shifts his aim to the treasonous badder thug 2, and fires.  (11): 50 7 = blue.  BD12 – 3ac = 9 points of damage.  The bolt nails him in the chest, and he drops dead.  (He took a lot of punishment from Arvak previously)

Assassin 2 lifts his crossbow and fires at Phallon.  (9): 80 0 = green.  BD12 – 4ac = 8 x 2RF = 16 points of damage.  Phallon is down to 23 hit points.

Ragnor moves further away from the combat, and tries to regenerate.  (5): 80 8 = green.  His senses come back to him (not delirious anymore), and he gets a bonus of 6 hit points since he only needed a blue to resolve the effect.  He is up to 28 hit points.  He would be at E13 on the map.  His night vision allows him to see pretty well, thanks to the dim lights.  This area of the fallows is flat, with a similar spacing of shroom stalks, and a number of small insects moving about, although none seem threatening.

The rhinoceros beetle attacks Arvak with its horn again (X): 1 8 = white.

Phallon moves under assassin 1.  One of his brains focuses on finding a way up, but there isn’t anything obvious here (see my comment last turn).  The other brain uses fear generation on the assassin.  (14): 40 4 = blue.  MS save on fear table (8): 70 1 = blue.  The assassin’s actions are now at 1/2 columns for the next 5 turns.

Arvak tries to duck past the beetle’s massive horn, then leap onto its back.  For these types of actions (similar to charging someone wielding a pike), I’ll give the beetle first initiative (although that already happened).  It has to miss (which also happened), and Arvak has to make a successful dodge roll, or else he cannot attempt the action (without impaling himself).  Arvak’s dodge roll (8): 7 3 = blue.  Arvak makes a jumping/leaping roll, and needs to avoid a black (18): 3 1 = white.  He dodges the horn and leaps.  He lands with his upper body on top of the head, and his legs dangling, but he easily hauls himself up.

Zeebo uses telekinesis on badder thug 5.  (12): 8 8 = yellow.  The badder makes a PS save to hold onto his crossbow.  (6): 90 7 = orange.  Wow, he keeps it.  Zeebo slashes with his monoknife (7): 1 0 = white.

Initiative

  • Ragnor   9 + 2 = 11
  • Badders  8 + 2 = 10
  • Zeebo      7 + 2 = 9
  • Phallon   6 + 2 = 8
  • Arvak      6 + 1 = 7
  • Beetle      3 + 2 = 5

Adventure Two, One Hundred Twenty Eighth Turn

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

[audio:https://gwevolution.netfarious.net/wp-content/uploads/2012/01/supermanb.mp3|autostart=yes]

Ragnor staggers off deeper into the fallows, trying to put some shrooms between him and the beetle.  DX check to avoid tripping or running into a shroom on a black roll (5): 70 9 = blue.  He moves about 15m to the northeast and makes it to what would be E10 if the map extended that far.

Arvak and badder thug 6 attack one another this turn.  Arvak grips his warhammer and runs forward at him, nostrils flaring.  The badder, with wide eyes, raises his now loaded crossbow to fire what may be a very close range shot.  Arvak strikes just before the shot can be fired.  (18): 8 3 = yellow.  BD14 – 3ac = 11 x 3RF = 33 points of damage.  The badder is slammed backwards, strikes the shroom trunk, and bounces off (dead).

The remaining badder thug fires his crossbow at Arvak.  (8): 10 3 = white.  Thrummm!  The bolt sails past him.

The two assassins reload their crossbows.

Phallon picks up a mace (from dead badder thug 1) and moves to the southeast, until he is at C3 on the map.  He is looking way up into the canopy at assassin 1, and tries to mental blast him.  (10): 30 3 = white.

The loyal badder walks over to dead badder thug 1, and picks up the crossbow.  He then spends the remainder of the turn reloading it.

Zeebo runs south and attacks the freshly killed but not fallen thug 6 who is bouncing off the shroom trunk from Arvak’s blow.  Bonus of +3 CS for attacking from behind (10): 8 6 = yellow.  BD 9 – 2ac (halved from 3ac rounded up) = 7 x 3RF = 21 points of damage.  The knife is rammed into the badder’s back, its point just emerges out of the badder’s chest.  Then it collapses to the ground, sliding easily off the blade.

The rhinoceros beetle runs to the north, towards Arvak.  Ragnor moved out of its path, so he is not at risk for being trampled.  The beetle tries to gouge Arvak with its horn (X): 4 7 = green.  BD15 – 4ac = 11 x 2RF = 22 points of damage.  Arvak’s kinetic negation (12): 9 3 = orange.  He negates 12 points of damage, and doesn’t have to roll vs slam.  Only 10 points of damage taken, now at 74 hit points.

Initiative:

  • badders   0 = automatic win
  • Ragnor    9 + 2 = 11, tie breaker 3
  • Beetle      9 + 2 = 11, tie breaker 2
  • Phallon   9 + 2 = 11, tie breaker 1
  • loyal badder  7 + 2 = 9
  • Arvak      7 + 1 = 8
  • Zeebo      4 + 2 = 6