A game originally played using an off-the-cuff d20 system, but now converted to Maze Rabbits. This post is published under the CC-BY-SA-4.0 licence.
Monday, 12 February 2024
Malachite and Mithril: The Grail Hermitage 1
Monday, 22 January 2024
Malachite and Mithril: Vault of the Sword Prince 2
A game originally played using an off-the-cuff d20 system, but now converted to Maze Rabbits. This post is published under the CC-BY-SA-4.0 licence.
Reroll for initiative! Barb rolls 12. Shade rolls 12. Sword Prince rolls 11
Barb's "sledgehammaxe", a weapon of her own design and making, sweeps towards the Prince's chest...
Barb's sledgehammaxe against Sword Prince (3, miss)
...and sails past as the Prince sidesteps its path. However, this moves him into position for Shade, who readies a grappling line to attach to the large floating sword.
Skillz check. Target 70%. Outcome 27%
It latches into position and Shade readies themselves for the next step, hoping that Barb survives the Prince's attention until then.
Sword 1 against Barb rolls 11 (hit, -4 hp)
Sword 2 against Barb rolls 7 (miss)
Tanking check. Target 85%. Outcome 79% (half damage)
The Prince's blade cuts deep into Barb's shoulder. She screams pain and rage directly into his face but he doesn't flinch. She hauls her weapon and takes a second swing.
Barb's sledgehammaxe against Sword Prince (7, miss)
The Sword Prince evades and Shade sees their chance to strike. They wind in their line, bringing the sword blade with it, then release it like a pendulum.
Skillz check. Target 70%. Outcome 27%
The pendulum blade strikes the Sword Prince and cleaves him in two. No blood flows, instead obsidian "flesh" crumbles away from iron "bones", The remains of the Sword Prince crash to the ground. The integrity of the dungeon begins to destabilise, so Shade and Barb flee back to the entrance and then out of the dungeon.
Monday, 15 January 2024
Malachite and Mithril: Vault of the Sword Prince 1
A game originally played using an off-the-cuff d20 system, but now converted to Maze Rabbits. This post is published under the CC-BY-SA-4.0 licence.
Bob Wizard, Dan Jun-Explora, and Mystic Marge materialise in the entrance of the Vault, refreshed from their period of renewal in the void. Dan's leather armour shines in the torch light, his longsword held at the ready. Marge's simple robes belie the powerful aura that hums through her. Bob's robes are iridescent and embroidered with arcane symbols and mystic patterns. The entrance is black-walled, high-ceilinged, edged with pillars like prison bars. A stifling atmosphere presses down on the group.
DC 20 Will save or be paralysed. Bob rolls 16. Dan rolls 9. Marge rolls 19.
All three are gripped by a paralysing malaise. Marge failed by the smallest margin, so has a chance to push it back.
Divine Intervention check. Target 82%. Outcome 49%
The divine flame within her causes her aura to flare with the light of hope. Marge is freed and her companions begin to stir. Reinvigorated, Bob aligns his sight with the etheric currents to try and discern a route into the dungeon proper.
Spellz check. Target 69%. Outcome 78%
The walls of iron-laced obsidian harden under his gaze, the shadows cast by the light of Marge's aura deepen. Marge steps closer and takes his hand, their individual forms of magic flowing together.
Divine Intervention check. Target 82%. Outcome 25%
Bob's eyes blaze with the same light as Marge's aura, the shadows flee and the walls themselves are burned away by his vision. A smoking tunnel stands open to the deeper dungeon. Dan readies his blade and leads the group into the next chamber.
[SWORD PRINCE: HD 3; AC 15; 2 swords +3 (1d6 + 2), ML 12]
In the centre of a hexagonal chamber, an iron sword hangs suspended in their air. Three meters long, the blade slowly turns on its point. Arches to the left and right are filled with inky darkness. Dan consults his collected wisdom to discover the sword's meaning.
DC 12 Wisdom check to intuit meaning. Dan rolls 12
He realises that the sword is somehow linked to the dungeon's heart. It's not the heart itself, but could be a mean to the heart's destruction. Bob and Marge lock eyes and telepathically agree to each try examining a different archway.
DC 10 Perception checks. Bob rolls 4. Marge rolls 14
Bob's mundane senses are unable to pierce the darkness, so he attempts to cast Truth Vision.
Spellz check. Target 69%. Outcome 60%
His eyes shimmer with a pale blue sheen and he perceives the inner truth of the chamber beyond the arch. He sees gears turning within gears; hours, weeks, years, generations of toil bearing fruit. He understands the Prince of the dungeon as having honed his martial gifts over endless aeons, the treasure of his vault being his mercenary earnings from a comparable period. He salivates at the prospect of all the treasure and the exotic arcane wonders it could purchase.
Across the room, Marge hears approaching footsteps coming from the night-black passage. She falls back to warn the others so they can prepare.
Roll for initiative! Bob rolls 4. Dan rolls 4. Marge rolls 18. Sword Prince rolls 19
The Sword Prince bursts from the archway, clad in obsidian plate, wielding a jagged, wrought iron sword in each hand. He leaps forwards and strikes.
Sword 1 against Bob rolls 6 (miss)
Sword 2 against Marge rolls 20 (hit, -7 hp)
Bob's Truth Sight allows him to track the blade and effortlessly avoid it. Marge begins to raise power within her aura, but is abruptly decapitated. Her aura's power is snuffed out in a moment. Bob and Dan recover quickly and go on the offensive. Dan's own blade flashes towards the Sword Prince, Bob's beard crackles with magical fury as he prepares to utter a Word of Power.
Dan's longsword against Prince rolls 4 (miss)
Bob's Spellz check. Target 69%. Outcome 21%
The Prince deflects Dan's blade with ease, behind his obsidian mask he remains silent. Bob, however, begins the first syllable of the Word of Discorporation.
1st Syllable, -3 hp, -3 AC
The Prince's armour cracks across his chest, deep fissures open revealing only darkness. He wordlessly raises his blades and prepares his second series of attacks.
Sword 1 against Bob rolls 10 (hit, -7 hp)
Sword 2 against Dan rolls 20 (hit, -9 hp)
Bob's utterance is silenced as an iron blade pierces his heart. A second blade cleanly bisects Dan from head to groin. The Sword Prince withdraws his blades and sheathes them. He considers the scene and then turns to leave the chamber.
To be continued...
Monday, 8 January 2024
Malachite and Mithril: Dead Passion's Grave 2
A game originally played using an off-the-cuff d20 system, but now converted to Maze Rabbits. This post is published under the CC-BY-SA-4.0 licence.
Dan Jun-Explora and Mystic Marge have engaged in battle with the guardian construct of Dead Passion's Grave.
Initiative roll 2.
The guardian lunges at Dan, its claws whirring.
Round 1
Three claw attacks against Dan: 4, 3, 3 (all miss).
Longsword against the Guardian: 6 (miss).
Round 2
Three claw attacks against Dan: 20, 7, 5 (1 hit, 5 hp).
After preliminary swipes from both sides, the guardian feints with two claws and disembowels Dan with the third.
Marge is conflicted - does she call upon the higher powers to save Dan or to slay the guardian? In a flash of inspiration she chooses a third option - destroy the Font of Passion!
Divine Intervention check. Target 82%. Outcome 45%
Marge's aura flares about her in a corona of brilliant light, before lancing out to pierce the dungeon's heart. Blood trickles from the Font as it cracks under the weight of the Divine Will bearing down on it. The guardian shrieks and lashes out with its claws.
Round 3
Three claw attacks against Marge: 16, 6, 4 (1 hit, 2 hp).
Barely able to approach her, the guardian flails its limbs. A single claw cuts deep into her side. Marge steels herself as she continues to pray.
DC 12 Fort save or bleed out. Marge rolls 1
Divine Intervention check. Target 82%. Outcome 75%
Marge's aura continues to cleanse the Font; the cracks widen, the blood pours out, and the reality of the dungeon beings to destabilise. Sadly, Marge's own blood is also rapidly flowing out of her. She commits her soul to the powers she serves and fully allows them to act through her.
DC 12 Fort save or bleed out. Marge rolls 18
Divine Intervention check. Target 82%. Outcome 86%
She realises that the power will ultimately consume her body and she instinctively limits it as best as she can. However, this allows the guardian another chance to strike.
Round 4
Three claw attacks against Marge: 20, 13, 3 (2 hits, 7 hp).
The guardian construct's claws cleanly bisect Mystic Marge at the waist. Her prayers fall silent as her face relaxes into a expression of serenity. Finally unencumbered from its mortal vessel, Marge's soul erupts in a holy blaze. The guardian construct disintegrates, it's matter blasted across the chamber. The Font of Passion implodes, forming a singularity which rapidly draws the dungeon into itself. The point of intersection ends and the world is saved.
In the void between worlds the souls of Mystic Marge, Dan Jun-Explora, and Bob Wizard drift. The next time the dungeon dimension tries to merge with ours, the three heroes will be ready.
Monday, 18 December 2023
Malachite and Mithril: Dead Passion's Grave 1
A game originally played using an off-the-cuff d20 system, but now converted to Maze Rabbits. This post is published under the CC-BY-SA-4.0 licence.
Bob Wizard and Dan Jun-Explora enter Dead Passion's Grave, an intersection of the dungeon dimension and this world. As they cross the threshold their lanterns dim slightly and a wave of lethargy passes over them.
DC 17 Will save or take an ongoing -1 malaise penalty to all d20 rolls. Dan rolls 9, Bob rolls 19.
Dan falters as the lingering echoes of past defeats saps his resolve. Bob has no regrets, his mind knows only how to seethe with barely contained power. With a mystic pass of his hand he attempts to brush away the curse that grips Dan.
Spellz check (each character has a special stat, roll under on 1d100 to pass). Target 60%. Outcome 93%
The magic here is powerful! Bob is unable to dispel it so sees no other path but that which lies ahead. He leads Dan across the chamber toward the arched passageway that beckons them to come deeper inside.
The narrow passage opens into a circular room with a fountain at its centre. The fountain resembles a woman pouring out a ewer, the water now just a muddy trickle. Two archways lead out of the chamber, one to the right and one straight ahead. Dan sits at the edge of the fountain while Bob sniffs the ether around both exits. He scents a blockage in the first passage so looks to the right. Before he gets close he's interrupted by a yell of surprise from Dan. The woman in the fountain has lowered her ewer and is reaching out for him.
DC 13 Reflex save or be grabbed. Dan rolls 19.
Dan evades the woman's grasp and draws his longsword. Bob whispers words of power as his eyes glow with a blue light. The woman remains on her pedestal and faces the pair. Her calm expression shifts to a mask of fear as she portends doom for all who take the righthand path.
DC 13 Will save or flee in terror. Dan rolls 3. Bob rolls 9.
The pair brick it and run shrieking hysterically back to the first room. They cower together in each other's arms for a time, and eventually manage to console each other enough that they feel able to continue. Returning to the fountain room, the woman in her original pose, the pair skirt the edge of the room to reach the far exit. At they cautiously proceed, Bob smells that blocked ether again. Dan's taking point and comes to a sudden halt. He reaches out a hand and feels the surface of an unseen barrier. He flexes and readies to try and push through it.
Gainz check. Target 22%. Outcome 57%
It resists him and he frowns at the clear use of sorcery. Bob's beard crackles with arcane power, neon yellow lightning sprays from his eyes...
Spells check. Target 60%. Outcome 94%
...and ricochets off in all directions!
DC 11 Reflex save or be struck by eldritch lightning. Dan rolls 17. Bob rolls 7.
Dan dives to safety, but Bob takes a lightning bolt to the face. A pile of fancy, if scorched, robes falls to the floor. Dan looks on in despair, his grief hiding the approach of another adventurer.
Mystic Marge is large and in charge. She wasn't shaken by the entrance, had no time for the confrontational water features, and is striding towards Dan. She channels her divine power to banish the ward.
Divine Intervention check. Target 82%. Outcome 64%.
The barrier is torn aside like gauze, Marge's aura cuts it aside before wrapping itself back around her. She takes a moment to compose himself and then reaches out a hand to comfort Dan. It's awkward, Marge is an instrument of celestial wrath, not a people person. They form up and press on into the dungeon.
They enter the chamber of the Font of Passion, the heart of the dungeon and their target. If they destroy this they can leave. As they take in the sight, they hear footsteps echoing from an alcove on the far side of the room. The nine-limbed, carapace-armoured, towering guardian construct crawls into the room.
[GUARDIAN CONSTRUCT: HD 2; AC 14; 3 claws +2 (1d6+2); ML 9]
Dan readies his longsword and squares off against the guardian. Marge holds back and appraises the situation. The guardian's mechanical voice box clicks and chitters a challenge.
To be continued...