Adventure Two, One Hundred Twenty Third Turn

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

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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
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