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.

