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Post by Aguila Saber on Jun 24, 2009 12:54:50 GMT -5
Beowuuf Round 35. Location: Q-15 NE.
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 18 ( +1/2 ) 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) Robe of Awareness: +2 Eye when Searching
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 don the robe.
Did you put the Boots in your pack?
Also: do you want to use the Power Word camouflage before you move south?
How much spent on search, if anything?
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Post by Beowuuf on Jun 24, 2009 15:06:29 GMT -5
Yeah, I'll take the boots. Save the mana, move quickly towards the corpse then spend 2 perception points on looking to the corpse for traps/movement/identity
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Post by Aguila Saber on Jun 28, 2009 2:07:44 GMT -5
Beowuuf Round 36. Location: Q-18 SE.
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 18 1/2 ( +1/2 ) Mana: 8 (+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) Robe of Awareness: +2 Eye when Searching
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) 1 Boots of Speed.
Pouch:
Actions: Move from Q-15 NE to Q-18 SE (7 activity) Search +1
This area is alive with patrols and their recent passings! You become aware that you have really ran straight into the frying pan this time!
Ahead you see that the entrance to the way to the Crystal Beacon is shut close and there is some form of lock in place.
You spot enemies both to the west and the east, and they are likely to be in some numbers!
West: Acolyte on O19 SE, Unaware
East: Soldier, S-17 NW, Unaware Soldier, S 17 NE, Unaware Footman, S-17 NW, Aware Footman, S-17 SW Aware
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Post by Beowuuf on Jun 28, 2009 3:52:26 GMT -5
Search the square then for traps as i approach
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Post by Aguila Saber on Jun 28, 2009 5:55:45 GMT -5
Updated the post above.
This was the one round in this game when you really, really, really should have maxed your Stealth like the tribals told you to do.
Cloak + Power Word + Max Stealth = Almost invisible Beowuuf
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Post by Beowuuf on Jun 29, 2009 13:08:13 GMT -5
It seemed to take so long Oh well, that will teach me. So what happens with the aware footmen and unaware soldiers? Will the aware footmen alert the soldiers right away? Also, I forget which way around - the footmen are tier I or tier II? Hmm, something tells me I should power word stelath for one round and Stealth +3 to the acolyte and try to kill him. Is that possible? That puts me out of range of anything but arrow fire from the soldiers. Also, if other critters are unnoticed by me, I guess it gives me a chance to spot them. Sounds like a plan? Additional points this round to go in to a search if I kill the acolyte and avoid the combat round
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Post by Aguila Saber on Jun 29, 2009 17:40:17 GMT -5
It seemed to take so long Oh well, that will teach me. So what happens with the aware footmen and unaware soldiers? Will the aware footmen alert the soldiers right away? Also, I forget which way around - the footmen are tier I or tier II? Hmm, something tells me I should power word stelath for one round and Stealth +3 to the acolyte and try to kill him. Is that possible? That puts me out of range of anything but arrow fire from the soldiers. Also, if other critters are unnoticed by me, I guess it gives me a chance to spot them. Sounds like a plan? Additional points this round to go in to a search if I kill the acolyte and avoid the combat round Too late for Stealth now. It is a too late to stealth when already spotted. You must retreat out of range before stealth has any effect. Best move without any doubt: Retreat back north with full movement and take a stand there next round. The worst you can do is move east or west to engage. You will find yourself spotted and attacked by several more enemies if you try, as indicated by the foot-steps there are many enemies in this area. Several more than those you have seen so far. The footmen will alert the soldiers, yes. You can see them doing so already now. It will slow down their pursuit and give you more time to prepare for the fight.
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Post by Beowuuf on Jun 30, 2009 1:40:59 GMT -5
I'm not one to doubt your tactical mind - retreat north it is! I can't remember the lay of the land well now. Is there any square that gives me some protection on my flank?
Hmm, I guess the best time to take the aether would be now. Also, is a magical ranged attack resisted by anything? If not, I guess power word: strength for full mana
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Post by Aguila Saber on Jul 4, 2009 15:39:36 GMT -5
Beowuuf Round 37. Location: Q-15 NE.
Strength: 2+1+1 =4, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 18 1/2 ( +1/2 ) Mana: 5 1/2 (+1/2 -3) Activity per round: 7 Perception points: 2 Power Word: Strength: 1 round 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) Robe of Awareness: +2 Eye when Searching
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) 1 Boots of Speed.
Pouch:
Actions: Power Word: Strength (3 Mana) Move from Q-18 SE to Q-15 NE (7 activity) Search +1
You seems to have lost the Acolyte in your rush north. However, the Footmen and Soldiers are in pursuit after the Footmen have pointed you out to the soldiers.
You have enough time to cast a Power Word (Like Speed) and take the Alether the next round before you engage. (You probably only need 1 to 2 Mana if you do the power word, since these are not all that difficult enemies. You do want to be difficult to hit though.)
East: Soldier, R-16 NW, Unaware Soldier, R-16 NE, Unaware Footman, R-16 NW, Aware Footman, R-16 SW Aware
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Post by Beowuuf on Jul 5, 2009 15:49:42 GMT -5
Do I need the speed boost more than a strength boost? And yes, I'll use the other alether
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Post by Aguila Saber on Jul 6, 2009 15:33:51 GMT -5
You already have the Strength boost, you cast it last round.
You probably need both. Speed is to avoid getting hits and for attacking a little bit more often.
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Post by Beowuuf on Jul 6, 2009 16:20:00 GMT -5
Weird. I don't know how my eyes glanced passed the strength read-out! Ok, Ill cast the speed power word for 2 mana and see if I can take these close combatters out without bad luck knocking me down! Stll worried about ranged spellcasters though
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Post by Aguila Saber on Jul 7, 2009 14:26:40 GMT -5
Beowuuf Round 38. Location: Q-15 NE.
Strength: 2+1+1 =4, Speed: 1+1+1=3, Eye: 0, Mind: 3 Health: 19 ( +1/2 ) Mana: 4 (+1/2 -2) Activity per round: 7 Perception points: 2 Power Word: Strength: 2 round of 4. Power Word: Speed: 1 round of 3. Alether: +1 attack and +1 AC. Round 1 of 5.
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: 8/10 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) Robe of Awareness: +2 Eye when Searching
Backpack 1 Book of herbs 1 Tools (Magnifying glass, Scissors, Pliers) 1 Rope 1 Torch 1 Tinderbox 1 Boots of Speed.
Pouch:
Actions: Power Word: Speed (2 Mana) Take out and Use Alether (4 Activity) Attack Annihilators (2 attacks x 2 activity)
Annihilators move diagonally up which places them as follows after 3 activity. This means they will each get one attack at you this round and then you will get to strike twice. I assume you want to hit the Footmen first to take them out.
The attacks are made after your defences are up.
Soldier, Q-15 NW Soldier, Q-15 NE Footman, Q-15 NW Footman, Q-15 SE
Soldier attacks Beowuuf: 2 + 4 = 6. DC: 9. Miss.
Soldier attacks Beowuuf: 2 + 3 = 5. DC: 9. Miss.
Footman attacks Beowuuf: 1 + 3 = 4. DC: 9. Miss.
Footman attacks Beowuuf: 1 + 3 = 4. DC: 9. Miss.
Beowuuf attacks Footman: 5 + 8 = 13. DC: 6. Hit. Damage: 1d5 + 4 + 1 magic = 5 +4 + 1 = 10 damage. Beowuuf kills the Footman.
Beowuuf attacks Footman: 5 + 1 = 6. DC: 6. Hit. Shortword takes 1 damage point. Damage: 3 + 4 + 1 = 8 damage. Beowuuf kills the Footman
So far so good. I'll leave further use of spells up to you. The mage you saw is still nowhere to be seen. You probably lost him in your rush to the north.
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Post by Beowuuf on Jul 7, 2009 15:18:25 GMT -5
Is the combat still undertaken when the soldiers are dead, or is it possible to back in to stealth mode once the battle stops of the adept is still unaware?
Hmm. Is the 4 damage for three mana a good trade off> I would imagine not against soldiers, where I could probably kill one without the mana usage, right? Will start hacking with melee then!
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Post by Aguila Saber on Jul 7, 2009 21:42:27 GMT -5
Is the combat still undertaken when the soldiers are dead, or is it possible to back in to stealth mode once the battle stops of the adept is still unaware? Hmm. Is the 4 damage for three mana a good trade off> I would imagine not against soldiers, where I could probably kill one without the mana usage, right? Will start hacking with melee then! No enemies in sight. No combat. The Adept probably is not going to join. Best chances for lowest cost is hmm Hold for 1 Mana. Your Mind score makes it very likely it will succeed. You will most likely need 2 hits to down each of the soldiers, unless very lucky or very unlucky. You hit with 2 or better or 80% chance.
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