04 March, 2025

Bonus The A.I. Conundrum Part 3.5 of 5


Disclaimer: This bonus series is not an endorsement or condemnation of A.I. in general or Grok3 in particular. This bonus series was just to satisfy my curiosity about the technology because while I have heard about it I had not tried it previously. I will give my concluding thoughts in Part 5 of the series. Any comments mentioning Elon Musk will be deleted, that is not what this series is about and not what I am interested in discussing.

I have no plans to use AI to assist me in writing this blog or to use AI art on this blog and I will be totally transparent if I ever post anything I know is AI generated. 

I wanted to break this bonus series up into chunks so I'm publishing Part 1 on 27 February, Part 2 on 1 March, Part 3 on 3 March, Part 3.5 on 4 March, Part 4 on 5 March, and concluding with Part 5 on 7 March, 2025.

The next installment of my Basic Fantasy RPG solo game will be published as scheduled on 9 March, 2025.


 In case you were interested Grok3 probably is better as a stand in GM, here is part of a session where I was a player. Again all I did was ask question I never loaded any system information into Grok3. Grok3's responses are in bold.


Jason- can you run me through a quick three room dungeon, create me a first level fighter in

rolemaster, populate the dungeon with appropraite monsters, and I will start outside the door.


Let’s dive into a quick three-room dungeon crawl using Rolemaster Standard System (RMSS),

create a 1st-level Fighter, and populate the dungeon with suitable foes. I’ll guide you through

character creation, set up the dungeon, and run the encounter round-by-round based on your

choices. You’ll start outside the dungeon door, ready to kick it in. Rolemaster’s crunchy

mechanics mean detailed stats and brutal combat—perfect for a gritty adventure!

---

### Step 1: Create a 1st-Level Fighter (Rolemaster SS)

Rolemaster uses a point-buy system with Development Points (DP) to build skills, and stats

range from 1-100 (90+ is exceptional). A 1st-level character gets their race’s base DP (typically

60-75) plus stat bonuses. We’ll make a straightforward Human Fighter—simple, tough, and

combat-ready.

#### Stats (p. 20, RMSS Character Law)

Roll 2d10 ten times (or assign 550 points across 10 stats, min 40, max 90 pre-bonus). For

speed, I’ll roll and adjust:

- Strength (St): 85 (+10 bonus) – Power for hitting and carrying.

- Quickness (Qu): 70 (+5) – Dodge and initiative.

- Presence (Pr): 50 (0) – Average charisma.

- Intuition (In): 45 (0) – Gut instinct.

- Empathy (Em): 40 (0) – Not a people person.

- Constitution (Co): 80 (+10) – Toughness and HP.

- Agility (Ag): 75 (+5) – Coordination for combat.

- Self Discipline (SD): 60 (0) – Focus.

- Memory (Me): 50 (0) – Basic recall.

- Reasoning (Re): 55 (0) – Tactical sense.

Humans get +5 to all stat bonuses (p. 24), so: St +15, Qu +10, Co +15, Ag +10, others +5.

#### Development Points

Humans get 70 DP (p. 25). Stat bonuses add to DP: 15 (St) + 10 (Qu) + 15 (Co) + 10 (Ag) + 5×6

(others) = 70. Total DP: 140.

#### Profession: Fighter (p. 28)

Fighters excel at weapons. Prime stat: Strength. Skill costs (p. 30):

- Weapon skills: 1/5 (1 DP to 1st rank, 5 per rank after).

- Body Development (HP): 2/5.

- Armor skills: 2/5.

#### Skills

Spend 140 DP (ranks give +5 each, +stat bonus, +10 profession for Fighter weapon skills):

- **Weapon: Broadsword** (1/5): 3 ranks (1 + 5 + 5 = 11 DP), +15 St, +10 prof = 40 OB

(Offensive Bonus).

- **Weapon: Dagger** (1/5): 1 rank (1 DP), +15 St, +10 prof = 30 OB.

- **Body Development** (2/5): 3 ranks (2 + 5 + 5 = 12 DP), +15 Co = 30 hits (base 10 + 10/rank

+ Co).

- **Armor: Chain** (2/5): 2 ranks (2 + 5 = 7 DP), +10 Ag = 20 DB (Defensive Bonus, reduces

maneuver penalties).

- **Perception** (3): 2 ranks (6 DP), +5 In = 15.

- **Climbing** (3): 1 rank (3 DP), +10 Ag = 15.

- **Stalk/Hide** (3): 1 rank (3 DP), +10 Ag = 15.

Total DP: 11 + 1 + 12 + 7 + 6 + 3 + 3 = 43. Left 97 DP—bank it or add utility (e.g., Riding, First

Aid) later.

#### Gear

- Broadsword (p. 86, Arms Law): +0 magic, medium blade.

- Dagger: Backup weapon.

- Chain Armor (AT 13, p. 83): -20 maneuver penalty, reduced to -10 with skill.

- 50’ rope, backpack, 10 silver pieces.

#### Final Fighter

- **Name**: Torin Ironfist

- **Level**: 1

- **Hits**: 30

- **OB**: Broadsword 40, Dagger 30

- **DB**: 10 (Qu) + 20 (Armor skill) = 30 (no shield yet)

- **Move**: 10 (base) - 10 (armor) = 0 penalty

Torin’s a rookie but swings a sword like he means it!

---

### Step 2: Three-Room Dungeon

A small ruined outpost, damp and mossy, perfect for a 1st-level challenge. You’re outside the

wooden door (reinforced, 50 hits to break).

- **Room 1: Entry Hall** – 20’x20’, cobwebs, rubble. 2 Goblins (scavengers) picking at bones.

- **Room 2: Guard Post** – 15’x15’, broken table, arrow slits. 1 Orc Warrior guarding loot.

- **Room 3: Loot Stash** – 10’x20’, crates, damp walls. 1 Giant Rat (nesting) + treasure.

---

### Step 3: Monsters (Arms Law & Creatures & Treasures)

- **Goblins (Level 1)**: Small, sneaky (p. 62, Creatures & Treasures). Hits 20, OB 20 (short

sword), DB 20 (leather AT 5), Move 10. Loot: 2 sp each.

- **Orc Warrior (Level 2)**: Tougher foe (p. 64). Hits 40, OB 35 (scimitar), DB 25 (chain AT 13),

Move 0.

- **Giant Rat (Level 0)**: Pest (p. 60). Hits 15, OB 25 (bite, Small attack), DB 30 (agility), Move

15.

---

### Let’s Play: Outside the Door

You’re Torin Ironfist, standing before the weathered door (March 1, 2025, night—chilly but

clear). The dungeon’s quiet, but you hear faint goblin chatter inside. Your broadsword’s ready,

chain clinking softly.

#### Options:

1. Kick the door (St roll, 50 hits to break).

2. Check for traps/locks (Perception-15).

3. Listen closer (Perception-15).

4. Other (sneak, shout, etc.).

What do you do? I’ll roll combat once you’re in—Rolemaster’s tables (Arms Law) will decide the

carnage!


Jason- 3


You’ve chosen Option 3: Listen closer. Torin Ironfist presses his ear to the weathered wooden

door, trying to pick up more details from within the dungeon. Let’s resolve this using

Rolemaster Standard System (RMSS) mechanics and proceed into the dungeon crawl.

---

### Listening at the Door

- **Skill**: Perception (15 total: 2 ranks × 5 + In bonus 5).

- **Difficulty**: Routine (+30 modifier, p. 45 *Character Law*, faint goblin chatter is audible but

muffled by the door).

- **Roll**: Open-ended d100 (roll high, 96+ explodes upward, 05 or less explodes downward).

I’ll roll for you: 67.

- **Total**: 67 + 15 (skill) + 30 (difficulty) = 112.

**Result** (*RMSS Skill Resolution Table*, p. 46): Success (100+ is full success). Torin hears two

distinct goblin voices—grating, guttural, arguing over “who gets the shiny bit.” He also picks up

the scrape of metal on stone, suggesting they’re armed and moving around. No other sounds

stand out from deeper in the dungeon yet.

You’re still outside, armed with this intel. The door looms ahead—time to act!

---

### Action Prompt

You know two goblins are in Room 1, likely distracted. Options:

1. Kick the door down (St roll vs. 50 hits).

2. Check for traps/locks (Perception-15, harder without specific trap skills).

3. Sneak in (Stalk/Hide-15 vs. goblin Perception ~20).

4. Other (shout a challenge, ready a weapon, etc.).

What do you do? I’ll roll initiative and combat once you’re inside!

---

### Current Status

- **Torin Ironfist**: Level 1 Fighter, 30 hits, Broadsword OB 40, DB 30, chain armor (AT 13).

- **Position**: Outside the door, night, no foes aware yet.


Jason- 2


You’ve chosen Option 2: Check for traps or locks. Torin Ironfist crouches by the weathered

wooden door, running his fingers along the edges and peering at the rusty hinges, looking for

anything suspicious or mechanical. Let’s resolve this in Rolemaster Standard System (RMSS)

and move into the dungeon crawl.

---

### Checking for Traps/Locks

- **Skill**: Perception (15 total: 2 ranks × 5 + In bonus 5). Torin lacks specific Lock Lore or Trap

Lore (costly skills for a Fighter), so this is a raw Perception check.

- **Difficulty**: Hard (-10 modifier, p. 45 *Character Law*)—the door’s old, and traps/locks aren’t

obvious without expertise. Goblins aren’t master engineers, but this is a cautious check.

- **Roll**: Open-ended d100. I’ll roll: 82.

- **Total**: 82 + 15 (skill) - 10 (difficulty) = 87.

**Result** (*RMSS Skill Resolution Table*, p. 46): Partial Success (75-89). Torin doesn’t spot any

traps—no tripwires, pressure plates, or poison needles. He does notice the door’s unlatched,

just wedged shut by age and dampness—no lock to pick. It’ll open with a shove (no Strength

roll needed, less than the 50 hits to break it fully). The goblins’ chatter continues inside,

unaware.

---

### Entering the Dungeon

You push the door open with a creak (Stalk/Hide-15 vs. goblin Perception-20, roll 34 + 15 = 49

vs. their 62— they hear it). Room 1 unfolds: a 20’x20’ entry hall, dim (night outside, -20 to

vision rolls), cobwebs, rubble piles (partial cover, DR 2). Two goblins spin around, 10 feet away,

short swords (OB 20) drawn—one near the center, one by a pile of bones.

#### Initiative (p. 24, *Arms Law*)

- Roll d100 + Qu bonus: Torin (70 + 10 = 80), Goblins (50 + 5 each = 55, 58). Torin acts first.

---

### Round 1: Combat Begins

- **Torin Ironfist**: 30 hits, Broadsword OB 40, DB 30, AT 13.

- **Goblin 1**: 20 hits, Short Sword OB 20, DB 20, AT 5, 10’ away.

- **Goblin 2**: 20 hits, Short Sword OB 20, DB 20, AT 5, 10’ away.

#### Torin’s Action

You’re first! Options:

1. Attack Goblin 1 with broadsword (full OB 40).

2. Attack Goblin 2 (same).

3. Split attack (50% OB each, 20/20).

4. Move to cover (5’ to rubble, halves attack OB this turn).

5. Other (yell, throw dagger, etc.).

What do you do? I’ll roll your attack and theirs once you choose—Rolemaster’s *Arms Law*

tables will spill the blood!

---

### Current Status

- **Torin**: Outside doorway, goblins alerted, initiative won.

- **Room 1**: Two goblins, dimly lit, no surprises left.


Jason - 1


You’ve chosen Option 1: Attack Goblin 1 with your broadsword. Torin Ironfist steps into the dim

entry hall, gripping his blade, and swings at the nearest goblin with full force. Let’s resolve this

round of combat using Rolemaster Standard System (RMSS) and *Arms Law* tables. Buckle

up—things get bloody fast!

---

### Round 1: Combat Breakdown

- **Setup**: Room 1 (20’x20’, dim, -20 vision but foes are close), Torin vs. two goblins, 10’ apart

(melee range, no penalties).

- **Torin Ironfist**: Level 1 Fighter, 30 hits, Broadsword OB 40, DB 30, AT 13 (chain).

- **Goblin 1**: 20 hits, Short Sword OB 20, DB 20, AT 5 (leather).

- **Goblin 2**: 20 hits, Short Sword OB 20, DB 20, AT 5 (leather).

- **Initiative**: Torin (80), Goblin 1 (55), Goblin 2 (58). Torin goes first.

#### Torin’s Attack

- **Action**: Full attack on Goblin 1 with broadsword (OB 40).

- **Defense**: Goblin 1’s DB 20 (Quickness + leather).

- **Net Attack**: OB 40 - DB 20 = 20 base roll needed for a hit.

- **Roll**: Open-ended d100 (I’ll roll): 86. Total: 86 + 20 = 106.

- **Result**: Check *Arms Law* Broad Sword Table (p. 40, AT 5 column): 106 = 13B critical.

- **Damage**: 13 hits. Goblin 1 drops to 7 hits (20 - 13).

- **Critical**: Roll on Slash Critical Table (p. 76), B severity (66-85). Roll: 72. “Slash through

ribs. +8 hits, foe stunned 2 rounds, -20 to activity.”

- Additional 8 hits: Goblin 1 to -1 hits. Stunned, bleeding out (1 hit/round, p. 25 *Arms Law*).

#### Goblin 1’s Action

- **Status**: Stunned (-20 OB, can’t attack), at -1 hits. Must roll to stay conscious (RR vs.

Stunning, base 50, roll 43—fails). Collapses, out of the fight.

#### Goblin 2’s Action

- **Action**: Attacks Torin with short sword (OB 20).

- **Defense**: Torin’s DB 30 (Qu 10 + Armor skill 20).

- **Net Attack**: OB 20 - DB 30 = -10 base roll.

- **Roll**: d100: 38. Total: 38 - 10 = 28.

- **Result**: *Short Sword Table* (p. 42, AT 13): 28 = miss. Blade scrapes Torin’s chain, no

damage.

---

### End of Round 1

- **Torin**: 30 hits, unscathed, standing tall.

- **Goblin 1**: -1 hits, stunned, bleeding (dies next round at -10 without aid).

- **Goblin 2**: 20 hits, still swinging, 10’ from Torin.

The hall smells of blood and damp stone. Goblin 1 crumples, clutching its side, while Goblin 2

snarls and adjusts its grip. Rubble offers cover 5’ away, and a dark doorway to Room 2 looms

15’ ahead.

#### Options for Round 2

You’re first again (initiative holds):

1. Attack Goblin 2 with broadsword (OB 40).

2. Move to cover (5’, halves OB to 20 if attacking).

3. Finish Goblin 1 (coup de grâce, auto-kill if you close 5’).

4. Other (throw dagger, retreat, yell).

What do you do? I’ll roll the next round based on your choice!


Jason - 1


You’ve chosen Option 1: Attack Goblin 2 with your broadsword. Torin Ironfist shifts his stance,

ignoring the bleeding goblin on the floor, and brings his blade down on the second goblin still

standing in the dim entry hall. Let’s resolve Round 2 using Rolemaster Standard System

(RMSS) and *Arms Law* tables.

---

### Round 2: Combat Breakdown

- **Setup**: Room 1 (20’x20’, dim, -20 vision but melee range negates), Torin vs. Goblin 2.

Goblin 1 is bleeding out.

- **Torin Ironfist**: 30 hits, Broadsword OB 40, DB 30, AT 13 (chain).

- **Goblin 1**: -1 hits, stunned, bleeding (-1 hit/round, now -2, dies at -10).

- **Goblin 2**: 20 hits, Short Sword OB 20, DB 20, AT 5 (leather).

- **Initiative**: Torin (80), Goblin 2 (58). Torin acts first.

#### Torin’s Attack

- **Action**: Full attack on Goblin 2 with broadsword (OB 40).

- **Defense**: Goblin 2’s DB 20.

- **Net Attack**: OB 40 - DB 20 = 20 base roll.

- **Roll**: Open-ended d100: 91. Total: 91 + 20 = 111.

- **Result**: *Arms Law* Broad Sword Table (p. 40, AT 5): 111 = 15C critical.

- **Damage**: 15 hits. Goblin 2 drops to 5 hits (20 - 15).

- **Critical**: Slash Critical Table (p. 76), C severity (86-95). Roll: 88. “Sever muscle in weapon

arm. +10 hits, foe stunned 3 rounds, -30 to activity, arm useless.”

- Additional 10 hits: Goblin 2 to -5 hits. Stunned, arm limp, bleeding (1 hit/round).

#### Goblin 2’s Action

- **Status**: Stunned (-30 OB = -10 effective OB), at -5 hits. RR vs. Stunning (base 50, roll 39—

fails). Can’t attack, collapses, bleeding out.

#### Goblin 1’s Status

- Bleeds to -2 hits (no action, unconscious).

---

### End of Round 2

- **Torin**: 30 hits, untouched, broadsword slick with goblin blood.

- **Goblin 1**: -2 hits, bleeding (-3 next round).

- **Goblin 2**: -5 hits, stunned, bleeding (-6 next round).

The fight’s over in seconds. Goblin 1 lies in a pool of red, while Goblin 2 twitches, its sword arm

useless. The hall’s quiet except for their ragged gasps. Rubble (cover) is 5’ away, and the

doorway to Room 2 (15’x15’ guard post) is 15’ ahead—faint orcish grumbling echoes from it.

#### Loot Check

Goblins carry 2 silver pieces each (4 sp total). You can grab it now or later.

#### Options for Round 3

No active foes here, so no initiative yet:

1. Finish both goblins (coup de grâce, instant kill).

2. Move to Room 2 doorway (15’, Perception check to scout).

3. Search Room 1 (Perception-15 for hidden loot).

4. Other (rest, loot now, etc.).

What do you do? Room 2’s orc warrior awaits!


Jason - 1


You’ve chosen Option 1: Finish both goblins with a coup de grâce. Torin Ironfist steps forward,

his broadsword raised, and delivers swift, decisive strikes to end the suffering of the two

bleeding goblins in the dim entry hall. Let’s wrap up Room 1 and move you toward the next

challenge in this Rolemaster Standard System (RMSS) dungeon crawl.

---

### Round 3: Cleanup

- **Setup**: Room 1 (20’x20’, dim), combat over.

- **Torin Ironfist**: 30 hits, Broadsword OB 40, DB 30, AT 13 (chain).

- **Goblin 1**: -2 hits, bleeding, defenseless.

- **Goblin 2**: -5 hits, stunned, bleeding, defenseless.

#### Torin’s Action

- **Coup de Grâce**: No roll needed (*Arms Law*, p. 25)—an unresisting foe at negative hits

can be killed instantly with a deliberate strike. Torin plunges his broadsword into Goblin 1’s

chest (dead), then turns and finishes Goblin 2 with a clean cut (dead).

- **Time**: 1 round (6 seconds) per kill, but combat’s done, so it’s narrative now.

---

### Room 1: Aftermath

- **Torin**: 30 hits, unscathed, standing amid goblin corpses.

- **Loot**: Each goblin has 2 silver pieces (4 sp total), easily pocketed from their ragged belts.

- **Scene**: The hall’s silent now—cobwebs sway, rubble litters the floor, and blood pools

under the goblins. The doorway to Room 2 (15’x15’ guard post) is 15’ away. You hear a low

orcish grunt and the clink of armor from within.

#### Status

- Goblins dispatched in two rounds—Torin’s a natural. Room 1 is cleared.

#### Options

No foes here, so you’re in control:

1. Loot the goblins (grab 4 sp, quick action).

2. Move to Room 2 doorway (15’, Perception-15 to scout the orc).

3. Search Room 1 (Perception-15 for hidden loot, takes time).

4. Other (rest, clean blade, etc.).

What do you do? I’ll roll for Room 2’s orc warrior once you engage!


Jason - 1


You’ve chosen Option 1: Loot the goblins. Torin Ironfist kneels briefly beside the fallen goblins,

rifling through their ragged belts to claim their meager spoils. Let’s handle this quick action in

Rolemaster Standard System (RMSS) and set you up for the next room in the dungeon crawl.

---

### Looting the Goblins

- **Action**: Grabbing the loot is a simple task—no roll needed unless contested (*Character

Law*, p. 44). The goblins are dead, so Torin pockets their coins.

- **Loot**: 2 silver pieces per goblin, 4 sp total. Torin tucks them into his pouch (10 sp starting

+ 4 = 14 sp now).

- **Time**: Takes 1 round (6 seconds), but combat’s over, so it’s narrative.

---

### Room 1: Updated Status

- **Torin Ironfist**: 30 hits, Broadsword OB 40, DB 30, AT 13 (chain), 14 sp.

- **Scene**: The entry hall (20’x20’, dim) is still—two goblin corpses sprawl in the flickering

shadows, blood soaking the stone. Rubble (cover) is 5’ away, and the doorway to Room 2

(15’x15’ guard post) is 15’ ahead. The orcish grumbling grows clearer—deep, punctuated by

the scrape of a blade on a whetstone.

#### Room 2 Preview

- **Foe**: Orc Warrior (Level 2). Hits 40, OB 35 (scimitar), DB 25 (chain AT 13), Move 0.

Guarding a small stash (broken table, arrow slits in walls).

#### Options

You’re ready to move on:

1. Move to Room 2 doorway (15’, Perception-15 to scout the orc).

2. Search Room 1 (Perception-15 for hidden loot, takes time).

3. Approach stealthily (Stalk/Hide-15 vs. orc Perception ~25).

4. Other (rest, prepare, shout a challenge).

What do you do? I’ll roll initiative and combat once you engage Room 2!


Jason - 2


You’ve chosen Option 2: Search Room 1. Torin Ironfist decides to take a moment to scour the

dim entry hall for anything of value before pressing deeper into the dungeon. Let’s resolve this

in Rolemaster Standard System (RMSS) and set up your next move.

---

### Searching Room 1

- **Skill**: Perception (15 total: 2 ranks × 5 + In bonus 5).

- **Difficulty**: Medium (0 modifier, p. 45 *Character Law*)—the room’s cluttered with rubble

and cobwebs, but it’s small and not deliberately concealed.

- **Roll**: Open-ended d100. I’ll roll: 59.

- **Total**: 59 + 15 (skill) + 0 (difficulty) = 74.

- **Result**: *RMSS Skill Resolution Table* (p. 46): Partial Success (75-89 is full, 60-74 is near).

Torin finds something minor but misses anything well-hidden.

**Outcome**: Torin kicks through the rubble and bones near the goblins’ corpses. He uncovers

a rusty dagger (OB +5 if used, worth 1 sp) half-buried under a stone—no masterwork, but

functional. A thorough search might’ve found more (e.g., a hidden stash), but this is what turns

up quick. Takes 1 minute (10 rounds), non-combat time.

#### Noise Check

- **Stalking/Hiding**: Not active, so moving rubble isn’t silent. Orc in Room 2 rolls Perception

(~25, Medium difficulty). Roll: 44 + 25 = 69 (near success). He grunts, alerted to noise but not

your exact position—yet.

---

### Room 1: Updated Status

- **Torin Ironfist**: 30 hits, Broadsword OB 40, DB 30, AT 13, 14 sp, rusty dagger (+5 OB if

wielded).

- **Scene**: The 20’x20’ hall remains dim and bloody. Goblins are looted, and the rusty

dagger’s in hand or pouch (your call). The doorway to Room 2 is 15’ away—orcish muttering

sharpens, armor clinking as he stirs.

#### Room 2 Reminder

- **Foe**: Orc Warrior (Level 2). Hits 40, OB 35 (scimitar), DB 25 (chain AT 13). Now on edge

from the noise.

#### Options

Time to advance:

1. Move to Room 2 doorway (15’, Perception-15 to scout).

2. Approach stealthily (Stalk/Hide-15 vs. orc Perception-25).

3. Charge in (full OB, no subtlety).

4. Other (throw dagger, rest, etc.).

What do you do? Combat’s imminent—I’ll roll initiative once you engage!


Jason - 3


You’ve chosen Option 3: Charge in. Torin Ironfist grips his broadsword, takes a steadying

breath, and barrels through the doorway into Room 2, ready to face the orc warrior head-on

with no subtlety. Let’s dive into combat using Rolemaster Standard System (RMSS) and *Arms

Law* tables—things are about to get brutal!

---

### Room 2: Guard Post Setup

- **Description**: 15’x15’, dimly lit (-20 vision, but melee range negates), broken table (cover,

DR 2), arrow slits in walls. A small loot pile (sack, 10 sp) sits in the corner.

- **Torin Ironfist**: 30 hits, Broadsword OB 40, DB 30, AT 13 (chain), 14 sp, rusty dagger (+5

OB).

- **Orc Warrior**: Level 2, 40 hits, Scimitar OB 35, DB 25, AT 13 (chain). Alerted from Torin’s

search noise, facing the doorway (5’ away when Torin charges in).

- **Initiative**: d100 + Qu bonus. Torin: 70 + 10 = 80. Orc: 60 + 5 = 65. Torin acts first.

---

### Round 1: Combat Begins

Torin bursts through the doorway, covering 15’ (Move 0 with armor, but short sprint’s free in

combat), closing to 5’ of the orc. The orc snarls, scimitar raised.

#### Torin’s Action

- **Action**: Full attack with broadsword (OB 40).

- **Defense**: Orc’s DB 25 (Qu + armor skill).

- **Net Attack**: OB 40 - DB 25 = 15 base roll.

- **Roll**: Open-ended d100: 78. Total: 78 + 15 = 93.

- **Result**: *Arms Law* Broad Sword Table (p. 40, AT 13): 93 = 11B critical.

- **Damage**: 11 hits. Orc drops to 29 hits (40 - 11).

- **Critical**: Slash Critical Table (p. 76), B severity. Roll: 64. “Slash to lower leg. +5 hits, -10 to

activity, stunned 1 round.”

- Additional 5 hits: Orc to 24 hits. Stunned, limping (-10 OB/DB next round).

#### Orc’s Action

- **Status**: Stunned (-10 OB = 25 effective OB).

- **Action**: Attacks Torin with scimitar (OB 25).

- **Defense**: Torin’s DB 30.

- **Net Attack**: OB 25 - DB 30 = -5 base roll.

- **Roll**: d100: 52. Total: 52 - 5 = 47.

- **Result**: *Scimitar Table* (p. 42, AT 13): 47 = miss. The orc’s clumsy swing clangs off Torin’s

chain.

---

### End of Round 1

- **Torin**: 30 hits, unscathed, 5’ from orc.

- **Orc**: 24 hits, stunned (no action next round), -10 OB/DB, bleeding faintly from the leg.

The orc reels, growling through gritted teeth, its scimitar wavering. The broken table (cover) is

5’ to your left, and a narrow doorway to Room 3 (10’x20’ loot stash) is 10’ behind the orc. You

hear a faint skittering from beyond—Room 3’s giant rat stirring.

#### Options for Round 2

Torin’s first (initiative holds):

1. Attack orc again (OB 40, finish it fast).

2. Move to table cover (5’, halves OB to 20 if attacking).

3. Disengage (back 5’ toward Room 1, defensive stance).

4. Other (throw rusty dagger, shout).

What do you do? I’ll roll Round 2 once you decide!


End Part 3.5

No comments:

Post a Comment

I moderate for spam and hateful comments. If you follow the wisdom of The Great Ones, "be excellent to each other", you will not have a problem.