While I was copy-pasting information over, I realized my combat strategy was pretty extensive, and I figured this would be a good opportunity to demonstrate my character’s intent to the game master. You’ll note that each time I bring up spell-casting, I mention that I wouldn’t cast defensively.

The reason for that should be a simple expression of my character’s goals and desires and whatnot. The real reason was that the same game master had on numerous occasions made hazardous decisions on my behalf that not only made little sense from a gaming perspective, but contradicted my character’s fundamental nature.

It would be months before I got so fed up as to leave the game. It wasn’t his game-mastering that compelled me to leave however (though it was a constant source of frustration), it was his conduct as a player that proved offensive enough to drive me away. Anyway, this will all go behind a “more” tag.

Elric’s Initiative
1d20+5
4+5 = 9

Elric’s Armor Class 19

Round 1
Assuming the guy hasn’t already drawn a melee weapon, Darme will draw his heavy mace and interpose himself between the “no-name” and the door. If he has already got a melee weapon out, Darme will cautiously step towards the door to avoid leaving himself open for opportunity attacks.

Heavy mace attack
1d20+6
2+6 = 8


Round 2
Darme will continue to move to block off no-name’s escape.

Heavy mace attack
1d20+6
19+6 = 25

1d8+3
8+3 = 11 damage


Round 3
If no-name has hit successfully a couple times, then Darme will cast shield of faith to give himself a +2 deflection bonus to AC. He won’t try casting defensively.

Otherwise, if Darme seems to have the upper hand (has lost 12 hp or less) he’ll continue to attack.

Heavy mace attack
1d20+6
13+6 = 19

1d8+3
6+3 = 9 damage


Round 4
If for some reason, Darme has taken 20 or more points of damage, he will use a Cure Moderate Wounds spell on himself. Again, he won’t try to cast defensively. Otherwise, he will continue to attack.

If the last attack didn’t hit, meaning the bad guy has an AC larger than 19, then Darme will instead cast Divine Favor, giving himself a +2 luck bonus to attack and damage. He doesn’t try to cast defensively.

Cure Moderate Wounds
2d8+4
8+4 = 12 hp cured

Heavy mace attack
1d20+6
15+6 = 21

1d8+3
4+3 = 7 damage


Round 5
Assuming all has gone well up until this point, Darme will continue battering the poor sod into submission. If the guy goes down, Darme will immediately administer first aid and tie him up. Otherwise, if this battle continues:

Heavy mace attack
1d20+6
20+6 = 26 (natural 20!)

Critical threat!
1d20+6
3+6 = 9 (probably doesn’t confirm)

1d8+3
7+3 = 10 damage