Round 14 - More Zombrats

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Continued From Round 13 ~ The Party is Fine

Summary

The remaining zombrat hits Mikael, stunning him, and then two more animate. As Embla reaches the creature to attack with her magic battle axe, it disappears. Valda then kills the zombrat while the rest of the party looks around for the obviously more dangerous threat.

Original Page

After the creatures' turn

The DM: The last two rat bodies tranform into zombrats, like before.

The one zombrat attacks Mikael, rolling a 12 and hitting AC 8. Unless I miss my guess, Mikael's dexterity is 16, giving him an AC of 8, having no armor options. That should hit. Being a zombie, it does more potential damage than a giant rat: but I roll 3 damage.

The monster in front of Embla and Rob vanishes. It simply ceases to be in the room.

The players may act.

After the players move, the positions are as follows:

After the players' turn

And the experience:

Current XP totals

Embla: I wave my axe through the hex where it previously was.

Mikael: My AC is 8, and 3 damage should stun me.

Rob: I move to 1013 (4ap)

Lothar: I move to 1513, looking for him in the pit room.

The DM: Count yourself stunned. Puts Mikael in 1111.

Embla: Assuming I find nothing, I move to 1110 and swing at the rat.

The DM: There's nothing there, Embla or Lothar.

The DM: After your search, which I'll count as 5 seconds, or 2 AP, it costs Embla 2 AP to reach 1109.

Valda needs to attack. If Englehart doesn't return, I'll have Pandred attack the zombrat in 0912.

Lothar: Valda's attack: 16, 3 damage.

The DM: That will kill the zombrat that was hit before, in 1109.

Pandred will roll a natural 1. His axe is fine, in 0912, where the zombrat is.

Working on the update.

The DM: The round above is updated.

The DM: The next post is up.

Continued on Round 15 - The Party Forges On