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

