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Post by Beowuuf on Jul 8, 2009 1:43:21 GMT -5
Now how did I forget my hold spell...
Power word hold on one soldier, and determined attacks on the other. Hmm, I'll avoid the trade off of the power attack I think, since my hit chance is good enough
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Post by Aguila Saber on Jul 8, 2009 16:48:06 GMT -5
Beowuuf Round 39. Location: Q-15 NE.
Strength: 2+1+1 =4, Speed: 1+1+1=3, Eye: 0, Mind: 3 Health: 19 ( +1/2 ) Mana: 3 1/2 (+1/2 -1) Activity per round: 7 Perception points: 2 Power Word: Strength: 3 round of 4. Power Word: Speed: 2 round of 3. Alether: +1 attack and +1 AC. Round 2 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: Hold on Soldier #1 (1 Mana) Attack Soldier #2, and then Soldier #1
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, DEAD Footman, Q-15 SE, DEAD
Power Word Hold DC: 3 +6 = 9. Resits Roll: 0 + 5 = 5. Failed. Soldier #1 is held for the round.
Soldier #2: I: 1 + 5 = 6 Beowuuf: I: 3 + 9 = 12
2 activity Beowuuf attacks Soldier #2 : 5 + 8 = 13. DC: 7. Hit. Damage: 1d5 + 4 + 1 magic = 5 +4 + 1 = 10 damage.
Soldier attacks Beowuuf: 2 + 1 = 3. DC: 9. Miss.
4 activity Beowuuf attacks Soldier #2 : 5 + 6 = 11. DC: 7. Hit. Damage: 1d5 + 4 + 1 magic = 2 +4 + 1 = 7 damage. Beowuuf kills Soldier #2
6 activity Beowuuf attacks Soldier #2 : 5 + 5 = 10. DC: 7. Hit. Damage: 1d5 + 4 + 1 magic = 1 + 4 + 1 = 6 damage.
8 activity Beowuuf attacks Soldier #2 : 5 + 5 = 10. DC: 7. Hit. Damage: 1d5 + 4 + 1 magic = 5 + 4 + 1 = 10 damage. Beowuuf kills Soldier #1
Hmmm... that went better than you feared I believe, but then again you are buffed to the teeth here.
Everything is still quiet. Most of your buffs last for another round, but seems you will not get much more use of it.
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Post by Beowuuf on Jul 8, 2009 16:51:24 GMT -5
Woohoo!
Indeed, I'm still getting used to the benefit of even a +1, and exactly how good or bad I am against Tier I and II monsters.
Plus with the buffs luck was very much on my side.
Hmm, I think next round I'll power word: stealth (2 mana) and make for the last place I saw that adept. Full points to stealth, full points to search on that square, and tip toe forwards...
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Post by Aguila Saber on Jul 8, 2009 17:11:51 GMT -5
Beowuuf Round 40. Location: Q-15 NE and Q-16 SE
Strength: 2+1+1 =4, Speed: 1+1+1=3, Eye: 0, Mind: 3 Health: 19 1/2 ( +1/2 ) Mana: 2 (+1/2 -2) Activity per round: 7 Perception points: 2 Power Word: Strength: 4 round of 4. Power Word: Speed: 3 round of 3. Power Word: Camouflage: 0 round of 3. Alether: +1 attack and +1 AC. Round 3 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: Stealth +3 (1 activity, 2 Perception points) Search +3 (4 activity) Power Word: Camouflage (2 Mana, Cast at end of round) Move South to Q16 SE (3 activity)
You are moving quite slowly when maxing both stealth and search. You will lose one activity next round due to the Speed spell wearing off.
Everything is quiet. It will take you two Rounds to reach the corpse at this pace assuming that you don't max both in which case it will take three. If you only max Stealth you can make it there in one Round.
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Post by Beowuuf on Jul 8, 2009 18:45:05 GMT -5
Surely due to the criss cross of enemies around previously, it would be unwise not to be cautious? Or am I missing how close the others are to their goal right now?
Hmm, I guess I could gt some speed on, then put more in to a ranged search when I am forced to stop at the corpse.
Ok, I'll drop some search points to move faster
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Post by Aguila Saber on Jul 9, 2009 9:47:24 GMT -5
Is that as in: I go there in 1 round. or I go there in 2 rounds.
Notice that every enemy within range gets a spot check on you at end of each round. Being cautious here is surely to not expose yourself unnecessarily, rather than making sure you spot all the enemies there are.
Another thing you can try is to move slighly to the east, that may get you out of range of the western group. The eastern is already defeated.
You may come into range for new groups to the east by doing so however.
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Post by Beowuuf on Jul 11, 2009 16:15:55 GMT -5
Oh, I think my net went weird or something, thought I posted the reply!
If seeing them is less important for now, then all haste! No extra points in search. Except I like the eastern route, so I assume it will still take 2 rounds anyway.
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Post by Aguila Saber on Jul 12, 2009 14:56:58 GMT -5
With the eastern route it will take two Rounds, yes.
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Post by Beowuuf on Jul 12, 2009 15:06:26 GMT -5
fine by me!
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Post by Aguila Saber on Jul 12, 2009 15:18:59 GMT -5
Beowuuf Round 41. Location: R-18 SE
Strength: 2+1+1 =4, Speed: 1+1+1=3, Eye: 0, Mind: 3 Health: 20 ( +1/2 ) Mana: 2 1/2 (+1/2 ) Activity per round: 7 Perception points: 2 Power Word: Camouflage: 1 round of 3. Alether: +1 attack and +1 AC. Round 4 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: Stealth +3 (1 activity, 2 Perception points) Move South and slightly to the East to Q-16 SE to R-19 NE (6 activity)
You notice two annihilators to the north-east. You have nearly passed them when one of them looks in your direction. You have been spotted!
The exit is just ahead of you to the south west. The corpse is to the west.
Enemies: Mage T-18 NE. Aware Adept T-18 NW. Unaware
If you can disrupt the Mage you will probably be able to get a clean getaway. Hold Spell will work if successful. If you move away then the Mage will be forced to follow as you will be out of range for his spells.
Alternative is to attack, but the distance to close is fairly large, or you can move to the exit and try to use it. It does look locked so some time may be needed to force it.
There are two doors. One reachable from Q-19 South spots and one from R-20 West spots.
XX XX XX AM XX XX XX XX XC XB XX XX DD XX XX XX EE DX XX XX EE DX XX XX
A = Adept B = Beowuuf C = Corpse D = Door access E = Exit. Way to the crystal beacon M = Mage
Hmm... bad luck being spotted. He had to beat your number with 6 both of you rolling 1d10.
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Post by Beowuuf on Jul 13, 2009 14:16:26 GMT -5
Hmm, well certainly I will be ignoring the corpse.
I think a hold person at the mage and then an unsubtle sprint are the order of the day. I am a little worried about the locked door. Can I do a search with perception points to check for a trap, or is this considered combat now?
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Post by Aguila Saber on Jul 13, 2009 14:38:07 GMT -5
Two questions: 1. How much Mana into the Hold spell? (Each additional Mana increases the DC with 1.)
2. Which one of the four "D" marked slots are you moving towards?
You can search for traps and more but there will be other things for you ro consider as well, which will be clear when you reach the door.
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Post by Beowuuf on Jul 13, 2009 15:45:08 GMT -5
2 mana for the hold spell (ouch, magically defenseless afterwards!) and move to the closest D slot directly south. A dead body by a door does not make me want to use that door!
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Post by Aguila Saber on Jul 14, 2009 4:30:33 GMT -5
Beowuuf Round 42. Location: R-20 NW
Strength: 2+1+1 =4, Speed: 1+1+1=3, Eye: 0, Mind: 3 Health: 20 ( +1/2 ) Mana: 1 (+1/2 -2 ) Activity per round: 7 Perception points: 2 Power Word: Camouflage: 2 round of 3. Alether: +1 attack and +1 AC. Round 5 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 Hold on Mage (2 Mana, free) Move to R-20 NW (3 activity)
Power Word Hold: DC: 3+1+5=9. Resist roll: 2+6=8. Failed.
Mage is Held. Seems that was one well spent Mana.
You move out of range for the Mage and arrive at the Door.
On the door is the following riddle:
"The more you take the more you leave behind."
A large number of symbols are engraved on buttons on the door. Presumably the door will open if the correct one is pressed.
If you know the answer to this riddle, you can quickly pass trough the door this round.
Otherwise, the door on the other side contains another riddle, and you can take a closer look at the symbols.
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Post by Beowuuf on Jul 14, 2009 5:15:34 GMT -5
Hole?
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