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Post by Aguila Saber on May 5, 2011 15:36:58 GMT -5
Several. At least 5 as per last post probably more than that but hard to say. There is two languages. Some speak in a stornlandish accent, others speak in a tongue you haven't heard before. You do not know this other language.
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Post by Doomy on May 6, 2011 6:44:17 GMT -5
I'll silently motion for Grey Ferret to sneak ahead to scout these potential enemies, and call for backup if needed.
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Post by Aguila Saber on May 14, 2011 4:14:49 GMT -5
Grey Ferret quickly steps forwards and so does your dwarf fellow.
It is just a few seconds after Grey Ferret has reached the opening when you are called forward.
Mordin and Grey Ferret half disappear from view attacking someone you can 't see aproaching from the left.
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Post by Doomy on May 16, 2011 2:19:33 GMT -5
I'll ready my gun and rush towards the fight.
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Post by Aguila Saber on May 22, 2011 14:05:23 GMT -5
===XXXXXXXX=== ==XXXXXXXXXX== ==XXXXXXXXXX== =XXXXXXXXXXXX= =XXXXXXXXXMXX= XXXXXXXXXXXXXE =XXXXXXXXXXXX= =XXXXXMMXCXXX= ==XMXXXXXCXX== ==XXXXXXXXXX== ===XXXCCXCX=== ===XCCXXXXX=== ====X1XXXX==== ======X2======
C = Cultists, armed with Dagger M = Cultist magic user, armed with Quarterstaff
1 = Grey Ferret and Mordin 2 = Doomy
From previous round.
Mordin attacks Cultist 1: 3 + 2 = 5. DC: 7. Miss. Grey Ferret attacks Cultist 1: 1 + 7 = 8. DC: 7. Hit Damage: Resisted. Cultist attacks Mordin: 1 + 5 = 6. DC: 8. Miss. Cultist attacks Mordin: 1 + 7 = 8. DC: 8. Hit. Damage: 1+1-2 = 0.
Mordin attacks Cultist 1: 3 + 3 = 6. DC: 7. Miss. Grey Ferret attacks Cultist 1: 1 + 6 = 7. DC: 7. Hit. Damage: 3+1= 4. Cultist attacks Mordin: 1 + 4 = 5. DC: 8. Miss. Cultist attacks Mordin: 1 + 4 = 5. DC: 8. Miss.
Damages: Cultist 1 has taken 4 damage.
You arrive seeing a few blows being exchanged. Most of the cultists in the hall are moving towards your position. The magic users are casting spells, although what they are you do not know.
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Post by Doomy on May 22, 2011 18:33:40 GMT -5
I want to start firing on the magic users but cultists are in the way. So I'll aim at one of the two cultists NE of Grey Ferret and Mordin (fourth row from the bottom) and shoot him as he advances.
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Post by Aguila Saber on May 29, 2011 15:36:00 GMT -5
Hmmm... Bor Pistols are crowd control weapons. You'd need a couple of them to storm you or floxk together to have a real use for it.
You need a Bor Rifle to pick off people with accuracy from a distance. The pistols are not usable for that.
I suggest drawing your axe and chop some of them down. Use the Pistol if they crowd up during the battle.
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Post by Doomy on May 30, 2011 12:57:08 GMT -5
OK, as they're coming for me anyway I'll stay in the doorway and ready my axe.
Head lopping time! Only question is - mine or theirs?
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Post by Aguila Saber on May 30, 2011 17:00:47 GMT -5
Well, you don't really know who they are heading for. They could equally well be heading for your two comrades.
Of course some could be heading your way... but one of the magic users points in your direction saying something you don't understand.
By the actions of the lesser cultists you do guess that the meaning of those words was "Stay clear".
In other word's you can expect some magic power in your direction very soon.
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Post by Aguila Saber on Jun 5, 2011 10:02:37 GMT -5
Maybe I wasn't clear enough.
Given that you know that most of the people around you are given orders to stay clear and hit your friends while the magic users hit you, do you really want to stand your ground?
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Post by Doomy on Jun 6, 2011 18:26:11 GMT -5
Good point. I'll just charge the closest enemies and try to hack a way through to the magic users. With any luck the close fighting will at least deter them from using any area effect spells.
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Post by Aguila Saber on Jun 12, 2011 11:37:50 GMT -5
===XXXXXXXX=== ==XXXXXXXXXX== ==XXXXXXXXXX== =XXXXXXXXXXXX= =XXXXXXXXZMXX= XXXXXXXXXXXXXE =XXXXXXXXXXXX= =XXZXXMMXXXXX= ==XMXXXXXXXX== ==XXXXXXXXXX== ===XXXXXXXX=== ===XX53XXXX=== ====20D6XX==== ======XX======
Cultists are armed with Daggers M = Cultist magic user, armed with Quarterstaff Z = Summoned Zombie
0 = Grey Ferret and Mordin D = Doomy # = Cultist. 3 = Cultist 3 & Cultist 4. 6 = Cultist 6 & Cultist 7.
This round:
Mordin attacks Cultist 1: 3 + 5 = 7. DC: 7. Hit. 3+2 = 5 Damage: Grey Ferret attacks Cultist 1: 1 + 4 = 5. DC: 7. Miss. Cultist 1 attacks Mordin: 1 + 9 = 10. DC: 8. Hit. Damage: 1+2-2= 1 damage Cultist 1 attacks Mordin: 1 + 3 = 4. DC: 8. Hit. Miss Cultist 2 attacks Mordin: 1 + 0 = 1. DC: 8. Cultist #2 weapon damaged. Magi attacks Doomy: 5 + 6 = 11. DC: 9. Hit: Damage 9. 25%: Damage: 3.
Mordin attacks Cultist 1: 3 + 8 = 11. DC: 7. Hit. 3+2 = 5 damage. Grey Ferret attacks Cultist 1: 1 + 2 = 3. DC: 7. Miss. Cultist 1 attacks Mordin: 1 + 8 = 9. DC: 8. Hit. Damage: 1+1-2 = 0. Cultist 2 attacks Mordin: 1 + 9 = 10. DC: 8. Hit. Damage: 1+2-2 = 1
Doomy attacks Cultist 3: 2 + 2 = 4. DC: 7. Miss. Cultist 1 attacks Mordin: 1 + 4 = 5. DC: 8. Miss Cultist 2 attacks Mordin: 1 + 9 = 10. DC: 8. Hit. Damage: 1+3-2 = 2 Cultist 3 attacks Doomy: 1 + 0 = 1. DC: 9. Miss. Weapon damaged. Cultist 4 attacks Doomy: 1 + 8 = 9. DC: 9. Hit. Damage: 1+3-2 = 2 damage. Belt of Retribution damages Cultist 4 (1 damage).
Mordin attacks Cultist 1: 3 + 7 = 10. DC: 7. Hit. 3+8 = 11 damage. Killed. Grey Ferret attacks Cultist 2: 1 + 2 = 3. DC: 7. Miss. Cultist 2 attacks Mordin: 1 + 3 = 4. DC: 8. Miss. Cultist 3 attacks Doomy: 1 + 1 = 2. DC: 9. Miss. Weapon damaged. Cultist 4 attacks Doomy: 1 + 1 = 2. DC: 9. Miss. Weapon damaged.
Doomy attacks Cultist 3: 2 + 1 = 3. DC: 7. Miss. Cultist 2 attacks Mordin: 1 + 0 = 10. DC: 8. Miss. Weapon damaged. Cultist 3 attacks Doomy: 1 + 7 = 8. DC: 9. Miss. Cultist 4 attacks Doomy: 1 + 1 = 2. DC: 9. Miss. Weapon damaged.
Doomy attacks Cultist 3: 2 + 1 = 3. DC: 7. Miss.
Damages: Cultist 1 has been killed. Cultist 2 has damaged weapon. (2) Cultist 3 has damaged weapon. (2) Cultist 4 has damaged weapon. (2)
Mordin: 2 damage Doomy: 5 damage
Your charge has drawn 4 of the cultist on you and they are prone to hit you all. Luckily, after the first shot the magic users do not have a clear view of you.
Two of them are walking around and waking dead corpses in the room. Two such Zombies were roused last round.
Really poor die roles from Grey Ferret and Doomy this round while Mordin hit with every blow.
Any directives for next round?
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Post by Doomy on Jun 13, 2011 0:17:02 GMT -5
I can take another round of this, so keep swinging at cultist #3 in hopes he goes down. After that, I'll be needing to use a healing potion by the looks of it.
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Post by Aguila Saber on Jun 13, 2011 13:30:17 GMT -5
===XXXXXXXX=== ==XXXXXXXXXX== ==XXXXXXMXXX== =XXXXXXXXXXXX= =XXXXMMXXXXXX= XXXMXXXXXXXXXE =XXXXXXXXZXXX= =XXXXXXXXXXXX= ==XXXXXXXXXX== ==XZXXXXXXXX== ===XXXXXXXX=== ===XX53XXXX=== ====X0D6XX==== ======XX======
Cultists are armed with Daggers M = Cultist magic user, armed with Quarterstaff Z = Summoned Zombie
0 = Grey Ferret and Mordin D = Doomy # = Cultist. 3 = Cultist 3 & Cultist 4. 6 = Cultist 6 & Cultist 7.
This round:
Initiative: Mordin: 1+9= 10. Grey Ferret: 2 + 1= 3. Doomy: 3 + 5 = 8 Cultist 2: 2 + 5 = 7 Cultist 3: 2 + 0 = 2 Cultist 4: 2 + 0 = 2 Cultist 5: 2 + 9 = 11 Cultist 6: 2 + 4 = 6 Cultist 7: 2 + 4 = 6
Grey Ferret psychic attacks Cultist 2 for 1 damage. Cultist 5 attacks Mordin: 1 + 9 = 10. DC: 8. Hit. Damage: 1+2-2 = 1. Mordin attacks Cultist 2: 3 + 0 = 3. DC: 7. Miss. Weapon damaged. Doomy attacks Cultist 3: 2 + 1 = 3. DC: 7. Miss. Cultist 2 attacks Mordin: 1 + 4 = 5. DC: 8. Miss. Cultist 6 attacks Doomy: 1 + 4 = 5. DC: 9. Miss. Cultist 7 attacks Doomy: 1 + 3 = 4. DC: 9. Miss. Grey Ferret attacks: Cultist 2: 1 + 9 = 10. DC: 7. Damage: 1+7= 8 damage. Cultist 3 attacks Doomy: 1 + 4 = 5. DC: 9. Miss. Cultist 4 attacks Doomy: 1 + 4 = 6. DC: 9. Miss.
Cultist 5 attacks Mordin: 1 + 0 = 1. DC: 8. Miss. Weapon damaged. Cultist 2 attacks Mordin: 1 + 8 = 9. DC: 8. Hit: Damage: 1+1-2= 0 Cultist 6 attacks Doomy: 1 + 9 = 10. DC: 9. Hit: 1+1-2=0 damage Belt of Retribution hits Cultist #6 for 1 damage Cultist 7 attacks Doomy: 1 + 7 = 8. DC: 9. Miss. Cultist 3 attacks Doomy: 1 + 6 = 7. DC: 9. Miss. Cultist 4 attacks Doomy: 1 + 1 = 2. DC: 9. Miss. Weapon damaged.
Cultist 5 attacks Mordin: 1 + 2 = 3. DC: 8. Miss Mordin attacks Cultist 2: 3 + 7 = 10. DC: 7. Hit. Damage: 3+8=11. Cultist 2 is killed. Doomy attacks Cultist 3: 2 + 3 = 5. DC: 7. Miss. Cultist 6 attacks Doomy: 1 + 9 = 10. DC: 9. Hit: 1+1-2=0 damage Belt of Retribution hits Cultist #6 for 1 damage Cultist 7 attacks Doomy: 1 + 8 = 9. DC: 9. Hit: 1+2-2=1 damage. Belt of Retribution hits Cultist #7 for 1 damage Grey Ferret attacks: Cultist 5: 1 + 1 = 2. DC: 7. Miss. Cultist 3 attacks Doomy: 1 + 3 = 4. DC: 9. Miss. Cultist 4 attacks Doomy: 1 + 7 = 8. DC: 9. Miss.
Cultist 5 attacks Mordin: 1 + 8 = 9. DC: 9. Hit: 1+1-2 = 0 damage Cultist 6 attacks Doomy: 1 + 1 = 2. DC: 9. Miss. Weapon damaged. Cultist 7 attacks Doomy: 1 + 5 = 6. DC: 9. Miss. Cultist 3 attacks Doomy: 1 + 1 = 2. DC: 9. Miss. Weapon damaged. Cultist 4 attacks Doomy: 1 + 9 = 10. DC: 9. Hit: 1+1-2 = 0 damage Belt of Retribution hits Cultist #4 for 1 damage
Cultist 5 attacks Mordin: 1 + 8 = 9. DC: 8. Hit. Damage: 1+3-2 = 2 damage. Mordin attacks Cultist 5: 3 + 9 = 12. DC: 7. Hit. Damage: 3+7=10. Doomy attacks Cultist 3: 2 + 7 = 9. DC: 7. Damage absorbed by shield. Cultist 6 attacks Doomy: 1 + 5 = 6. DC: 9. Miss. Cultist 7 attacks Doomy: 1 + 7 = 8. DC: 9. Miss Grey Ferret attacks: Cultist 5: 1 + 8 = 9. DC: 7. Hit. Damage: 1+3 = 4 damage. Cultist 3 attacks Doomy: 1 + 7 = 8. DC: 9. Miss. Cultist 4 attacks Doomy: 1 + 4 = 5. DC: 9. Miss.
Cultist 5 attacks Mordin: 1 + 9 = 10. DC: 9. Hit: 1+2-2 = 1 damage Cultist 6 attacks Doomy: 1 + 0 = 1. DC: 9. Miss. Weapon damaged. Cultist 7 attacks Doomy: 1 + 9 = 10. DC: 9. Hit: 1+2-2 = 1 damage. Belt of Retribution hits Cultist #7 for 1 damage Cultist 3 attacks Doomy: 1 + 4 = 5. DC: 9. Miss. Cultist 4 attacks Doomy: 1 + 4 = 5. DC: 9. Miss
Doomy attacks Cultist 3: 2 + 3 = 5. DC: 7.
Damages: Cultist 1 has been killed. Cultist 2 has been killed with damaged weapon. (2) Cultist 3 has damaged weapon. (3) Cultist 4 has 2 damage and damaged weapon. (3) Cultist 5 has 14 damage and damaged weapon (1) Cultist 6 has 2 damage and damaged weapon (2) Cultist 7 has 2 damage.
Mordin: 2+4= 6 damage and damaged weapon (1) Doomy: 5+2 = 7 damage
Another round with not too successful on attack. However the cultist seems mostly unable to penetrate your defences and are hurting themselves more than you.
Mordin and Grey Ferret has almost dispatched their two cultists this round.
So far Grey Ferret have not received any attacks. You vaguely recall the magic users to order their underlings to kill the dwarfs.
The Zombies are approaching your position.
The magic users are retreating to the far end of the hall. Some of them are summoning further undead.
See "map" above for the overall position of all.
Modified your damage for having 75% magic protection, not 50%.
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Post by Aguila Saber on Jul 18, 2011 10:59:20 GMT -5
Hmmm....
No reply. I'll soon let you swing another round again.
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