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Post by Beowuuf on Jun 21, 2009 8:42:21 GMT -5
I'll do that then
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Post by Aguila Saber on Jun 21, 2009 13:41:54 GMT -5
Beowuuf Round 31. Location: Q-13 NE.
Strength: 2+1+1=4, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 8 1/2 ( +1/2 -12 ) Mana: 5 (+1/2 -1 ) Activity per round: 7 Perception points: 2 Strength: Round 2 out of 4
Weapons 1. Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 2. Bluevein dagger, Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 3. Magic Shortsword, Fast, Damage: 1d5 Slashing +1 Magic. Condition: 9/10 4. Bow with Pull value 0.
Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic with Black Rose attract undead, +1 to poison/disease resist. Boots of Speed. (+1 Speed) Quiver with 15 arrows Ring of Regneration (+1 Health every 2 Rounds) Gauntlets of Strength. (+1 Strength) Belt of Retribution: Deals 1 psychic damage to any enemy that hits you (while worn)
Backpack 2 Healing Potionx2 1 Book of herbs 1 Tools (Magnifying glass, Scissors, Pliers) 1 Rope 1 Torch 1 Tinderbox 1 Laumspur Leavesx1 (+2d4 Health) 1 Alether Berries (+1 attack and +1 AC. 5 Rounds)
Pouch: 1 Tamara Seeds
Actions: Power-Word Concussive Blast (1 Mana) Move from Q-13 NE to Q-15 SE (5 activity) Attack on Mage (2 activity)
Enemies: Mage Q-13 NE, Dead Adept Q-13 SE, 5 damage Mage Q-15 SW, Unaware.
Concussive Blast kills the Mage.
As you might have guessed there are more of them and two of them has seen you.
Adept attacks Beowuuf with Magic Ranged attack: 3 + 9 = 12. DC: 7. Hit. Damage: 2d3 + 2 = 6 damage. Belt of Retribution Psychic damage is resisted by Adept.
Mage attacks Beowuuf with Magic Ranged attack: 3 + 7 = 10. DC: 7. Hit. Damage: 3d3 + 2 = 6 damage. Belt of Retribution Psychic damage is resisted by Mage.
Beowuuf attacks unaware Mage (auto-hit; max Power Atttack). Damage: d5 + 4 + 4 = 13 damage Beowuuf kills the Mage.
I'll list all the remaining enemies. The Adept and Mage have spent two activity casting new spells at you.
Enemies: Mage Q-13 NE, Dead Adept Q-13 SE, Dead Mage Q-15 SW, Dead Mage Q-15 NW. Casting, 1 activity left Adept Q-15 NE. Aware. Adept Q-15 NE. Casting, 1 activity left
Beowuuf is on Q-15 SE so you can hit the two adepts. The Mage is out of range for an immediate attack but you could try Hold I guess.
Just realized that you are finally getting some use out of that Power Attack special. Very useful for attacking unaware enemies.
Your health is low. I guess your best chance is to try and Hold the Mage, and take out the Aware Adept before he can cast (Very likeli you will succeed.) Not much you can do about the other Adept. With any luck he will miss. It is a 50% chance, so you were unlucky that both hit you last round.
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Post by Beowuuf on Jun 21, 2009 14:22:14 GMT -5
Ouch. Fortune never favours the bold, it favours the people who are cautious and don't gamble Definitely try a Hold on the mage, for full 3 Mana to increase the DC. And darn the resistance of mages to the belt of retribution! I guess it's better suited to melee combat against warriors. Is reaching in to the pouch a free pull for Tamara seeds or not? If it's a free pull or uses up unused activity I'll do it. And yes, target the aware Adept. Hmm, even if I get hit for full, I won't be killed. Gah, so many items in my backpack, that will cost some activity to pull healing out next round
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Post by Aguila Saber on Jun 21, 2009 14:37:51 GMT -5
Ouch. Fortune never favours the bold, it favours the people who are cautious and don't gamble Definitely try a Hold on the mage, for full 3 Mana to increase the DC. And darn the resistance of mages to the belt of retribution! I guess it's better suited to melee combat against warriors. Is reaching in to the pouch a free pull for Tamara seeds or not? If it's a free pull or uses up unused activity I'll do it. And yes, target the aware Adept. Hmm, even if I get hit for full, I won't be killed. Gah, so many items in my backpack, that will cost some activity to pull healing out next round Taking out the Tamara Seed is free, yes. Well, with luck you can actually kill all this round. Hmm... o probably not. You'd have to Power Attack the Mage to have a chance for that. Can also go the other way around. Also, I will assign a certain chance for the mages to cast shields this round. Might work to your favour that as well.
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Post by Aguila Saber on Jun 21, 2009 14:57:20 GMT -5
Beowuuf Round 31. Location: Q-15 NE.
Strength: 2+1+1=4, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 2 ( +1/2 -7 ) Mana: 5 1/2 (+1/2 ) Activity per round: 7 Perception points: 2 Strength: Round 3 out of 4
Weapons 1. Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 2. Bluevein dagger, Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 3. Magic Shortsword, Fast, Damage: 1d5 Slashing +1 Magic. Condition: 9/10 4. Bow with Pull value 0.
Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic with Black Rose attract undead, +1 to poison/disease resist. Boots of Speed. (+1 Speed) Quiver with 15 arrows Ring of Regneration (+1 Health every 2 Rounds) Gauntlets of Strength. (+1 Strength) Belt of Retribution: Deals 1 psychic damage to any enemy that hits you (while worn)
Backpack 2 Healing Potionx2 1 Book of herbs 1 Tools (Magnifying glass, Scissors, Pliers) 1 Rope 1 Torch 1 Tinderbox 1 Laumspur Leavesx1 (+2d4 Health) 1 Alether Berries (+1 attack and +1 AC. 5 Rounds)
Pouch:
Actions: Switch to Magic Shortsword (Free) (I assume you are not power attacking and you cnnot fail to kill the adepts with your damage roll when you have the additional1 magic damage from the weapon.) Power-Word Hold +3 ( Tamara Seed) Attack enemies (Adept, Adept, Mage)
Enemies: Mage Q-13 NE, Dead Adept Q-13 SE, Dead Mage Q-15 SW, Dead Mage Q-15 NW. Casting, 1 activity left Adept Q-15 NE. Aware. Adept Q-15 NE. Casting, 1 activity left
Bewouuf uses Power Word: Hold on Mage: DC: 3 +3 + 2= 8. Resist: 4+2 = 6. The Mage is held for one round. Needs to start recasting spell as well.
Adept attacks Beowuuf with Magic Ranged attack: 3 + 3 = 6. DC: 7. Miss.
Beowuuf attacks Adept: 4 + 3 = 7. DC: 5. Hit. Damage: d5 + 4 + 1 (Magic) = 6 damage Beowuuf kills the Adept.
Initiative: Beowuuf: 2 + 4 = 6 Adept: 0 + 9 = 9.
Adept attacks Beowuuf: 3 + 6 = 9. DC: 7. Hit. Damage: 7 damage.
Beowuuf attacks Adept: 4 + 2 = 6. DC: 5. Hit. Damage: d5 + 4 + 1 (Magic) = 7 damage Beowuuf kills the Adept.
Beowuuf moves up to and attacks the Mage: 4 + 2 = 6. DC: 6. Hit. Damage: d5 + 4 + 1 (magic) = 7 damage.
Enemies: Mage Q-13 NE, Dead Adept Q-13 SE, Dead Mage Q-15 SW, Dead Mage Q-15 NW. 7 damage Adept Q-15 NE. Dead Adept Q-15 NE. Dead
Hmm ... looking fairly good considering the circumstances. One more hit and the Mage is dead and you can get in one (but only one) attack before he loses a new spell. Max Concussive Blast will also kill him and is thus better than a renewed Hold.
You can also sneakily get in one attack and then use Concussive Blast immediately afterwards before he can cast the spell. This because I now allow Power-Words mid-round.
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Post by Beowuuf on Jun 21, 2009 15:15:50 GMT -5
Ouch, nasty damage roll Oh well, with only one visible enemy I guess I might have a chance to heal! And yes about switching to the short sword, I should have said. Ok, I will attack first with a melee weapon and then hopefully kill him. If not, can I use a Tamara seed along with the concussive blast? After that, cram as much healing items into Beowuuf's mouth next round as humanly (or wolfishly) possible, and then remaining activity to look for more enemy starting by looking south. As long as nothing is around, then spend the round after that looting.
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Post by Doomy on Jun 21, 2009 16:54:27 GMT -5
Oof, you've taken a beating. Let's hope you don't miss with that attack, eh?
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Post by Beowuuf on Jun 21, 2009 17:19:03 GMT -5
Bah, how could it possibly miss! I have right on my side, a sharp sword, and Vakeros kick arse ;D
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Post by Doomy on Jun 22, 2009 2:17:41 GMT -5
Do not tempt the Random Number God...
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Post by Aguila Saber on Jun 22, 2009 14:29:26 GMT -5
Beowuuf Round 32. Location: Q-15 NE.
Strength: 2+1+1=4, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 4 1/2 ( +1/2 +2) Mana: 6 (+1/2 ) Activity per round: 7 Perception points: 2 Strength: Round 4 out of 4
Weapons 1. Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 2. Bluevein dagger, Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 3. Magic Shortsword, Fast, Damage: 1d5 Slashing +1 Magic. Condition: 9/10 4. Bow with Pull value 0.
Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic with Black Rose attract undead, +1 to poison/disease resist. Boots of Speed. (+1 Speed) Quiver with 15 arrows Ring of Regneration (+1 Health every 2 Rounds) Gauntlets of Strength. (+1 Strength) Belt of Retribution: Deals 1 psychic damage to any enemy that hits you (while worn)
Backpack 2 Healing Potionx2 1 Book of herbs 1 Tools (Magnifying glass, Scissors, Pliers) 1 Rope 1 Torch 1 Tinderbox 1 Alether Berries (+1 attack and +1 AC. 5 Rounds)
Pouch:
Actions: Attack Mage (Mage)
Enemies: Mage Q-13 NE, Dead Adept Q-13 SE, Dead Mage Q-15 SW, Dead Mage Q-15 NW, 7 damage Adept Q-15 NE. Dead Adept Q-15 NE. Dead
Beowuuf attacks Mage: 4 + 8 = 12. DC: 6. Hit. Damage: d5 + 4 + 1 (magic) = 10 damage. Beowuuf kills the Mage.
Takes out one Healing Potion (find the Laumspur Leaves first)
Use Laumspur Leaves: Restores 1+1=2 Health.
Enemies: Mage Q-13 NE, Dead Adept Q-13 SE, Dead Mage Q-15 SW, Dead Mage Q-15 NW. 7 damage Adept Q-15 NE. Dead Adept Q-15 NE. Dead
You could have used a Tamara Seed but you only had two and you have already used them!
You have two remaining Potions. Use one or both of them?
There is no more enemies around. You would have seen and felt them by now for sure, since they would have been alerted by the sounds of battle.
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Post by Beowuuf on Jun 22, 2009 15:01:53 GMT -5
Use both I think, no point in praying for natural healing to do the job and finding the contest done by the time i'm healthy again!
Ok, I guess next rounds is looting and drinking potions. After that, a power word: stealth, more points to stealth, and adance southwards!
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Post by Aguila Saber on Jun 22, 2009 15:49:01 GMT -5
Are you backtracking north to loot those two corpses?
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Post by Beowuuf on Jun 22, 2009 16:15:51 GMT -5
No, just the Q-15 corpses. I guess since i am losing activity for healing, i'll search the bodies for magical traps then loot all four in to the next round
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Post by Aguila Saber on Jun 23, 2009 14:22:47 GMT -5
Beowuuf Round 33 and 34. Location: Q-15 NE.
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 17 1/2 ( +1/2 + 1/2 +5 + 7) Mana: 7 (+1/2 +1/2 ) Activity per round: 7 Perception points: 2
Weapons 1. Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 2. Bluevein dagger, Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 3. Magic Shortsword, Fast, Damage: 1d5 Slashing +1 Magic. Condition: 9/10 4. Bow with Pull value 0.
Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic with Black Rose attract undead, +1 to poison/disease resist. Boots of Speed. (+1 Speed) Quiver with 15 arrows Ring of Regneration (+1 Health every 2 Rounds) Gauntlets of Strength. (+1 Strength) Belt of Retribution: Deals 1 psychic damage to any enemy that hits you (while worn)
Backpack 1 Book of herbs 1 Tools (Magnifying glass, Scissors, Pliers) 1 Rope 1 Torch 1 Tinderbox 1 Alether Berries (+1 attack and +1 AC. 5 Rounds)
Pouch:
Actions: Take out and use 2 Healing Potions Loot 4 corpses Perception poins used on Search
Everything is still quite. Nothing new is discovered while you use the potions and loot the corpses.
Healing Potion 1: 5 Health Healing Potion 2: 7 Health
On the corpses you find: Boots of Speed: +1 Speed when worn Robe of Awareness: +2 Eye when Searching
Right. The Boots may go into your Pack. Perhaps you can trade the extra set with someone else later...
The Robe of Awareness will cost 1 Round to don, but can otherwise go to your pack as well.
I assume that you want to make a ranged search south since you are heading that way so you get the following info.
There is a corpse on Q19, you also see the promised exit on Q20. Seems your target is within range.
The Healing Potions you had with you turned out to be poor samples though.
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Post by Beowuuf on Jun 23, 2009 18:44:13 GMT -5
I noticed the low healing! Oh well! Does the robe interfer with anything? If not, then I will indeed don it.
Onwards to the corpse on the way to the Q20 exit, and do a search of the Q19 square beforehand to check for traps/weirdness.
No stealth, just to free some activity for moving quicker to the target
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