|
Post by Beowuuf on Apr 26, 2009 14:09:50 GMT -5
"Of course!" says Beowuuf, bowing again.
Will use any spare points and perception pints to make a ranged search in the direction of the village as we walk.
|
|
|
Post by Aguila Saber on Apr 26, 2009 14:45:50 GMT -5
They will lead you towards the village. This will actually take a couple of rounds. (Not sure how many but at a quick guess I'd say 3 or 4.)
The village is not on the map. It is just outside it.
I guess you are free to ask questions while you go. As stated it will take a couple of rounds.
|
|
|
Post by Beowuuf on Apr 26, 2009 14:54:46 GMT -5
Ok, if it is off to the side, I guess I will alternate ranged searches towards the village, and towards the centre of the map area.
I will figure out what questions I want to ask them and get back to you!
|
|
|
Post by Aguila Saber on May 3, 2009 5:10:45 GMT -5
Beowuuf Round 11. Location: H-2 NW.
Strength: 2+1+1=4, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 (+1/2) Mana: 7 1/2 (+1/2) Activity per round: 7 Perception points: 2 Strength: +1 for 1 Rounds
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: 10/10 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)
Backpack 2 Healing Potionx2 1 Book of herbs 1 Tools (Magnifying glass, Scissors, Pliers) 1 Rope 1 Torch 1 Tinderbox 1 Laumspur Leavesx2 (+2d4 Health)
Actions: Talk to the Natives. They will lead you one space to the North this round. H-3 NW to H2 N-W. This is to avoid the pit traps.
How are you spending the rounds ? Mostly searching ? Stealthing ?
I guess most of your attention will be on the natives, but I will permit you 3 points per round divided as you like on Stealth/Search.
|
|
|
Post by Beowuuf on May 3, 2009 11:43:49 GMT -5
Zero stealth unless the natives are stealthy. I'll alternate the rounds looking towards he village for 3 points, then towards the centre of the playable map for 3 points
Oh, and I wil get back to you on the questions, just work and KDD5 and mum down have combined to be a pain!
|
|
|
Post by Aguila Saber on May 4, 2009 14:28:48 GMT -5
Beowuuf Round 12. Location: I-2 NE.
Strength: 2+1=3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 (+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: 10/10 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)
Backpack 2 Healing Potionx2 1 Book of herbs 1 Tools (Magnifying glass, Scissors, Pliers) 1 Rope 1 Torch 1 Tinderbox 1 Laumspur Leavesx2 (+2d4 Health)
Actions: Talk to the Natives. Move to I-2 NE
During your walk you are unexpectedly confronted with more annihilators arriving from the north.
Quickly you prepare for combat.
Tribal Mage I-2 SE Tribal Warrior I-2 NE Tribal Warrior I-2 SE
Enemies: Adept J-1 SE Adept J-1 SE Intuite J-1 NE Intuite J-1 SW
The enemies are spellcasters. The Warriors quickly leave to attack one of them, while the Mage prepares a spell.
|
|
|
Post by Beowuuf on May 4, 2009 14:58:06 GMT -5
Power word hold on one of the Adepts for 3 mana for full DC. Charge the other Adept with magic shortsword drawn, to I-2NE (to be adjacent to Adepts). Use any final activity to attack that adept. Use 2 perception pints to check J-1 for any further hidden enemy.
Very sneaky!
|
|
|
Post by Aguila Saber on May 6, 2009 14:23:21 GMT -5
You will not have any perception points.
On the other side I can tell you that you mostly bumped into this meeting and I chose to simply reveal all locations on both sides.
|
|
|
Post by Beowuuf on May 6, 2009 14:38:11 GMT -5
Ah, perception points are only out of combat, I think I knew that...
Ah well, let's see who wins between alot of mages and a bunch of mostly warriors with minimal mage backing!
|
|
|
Post by Aguila Saber on May 6, 2009 15:11:18 GMT -5
Beowuuf Round 13. Location: I-2 NE. Strength: 2+1=3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 (+1/2) Mana: 5 (+1/2 -3) Activity per round: 7 Perception points: None this round. Weapons1. 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: 10/10 4. Bow with Pull value 0. WornVakeros 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) Backpack2 Healing Potionx2 1 Book of herbs 1 Tools (Magnifying glass, Scissors, Pliers) 1 Rope 1 Torch 1 Tinderbox 1 Laumspur Leavesx2 (+2d4 Health) Actions: Hold for 3 Mana on Acolyte 1. Draw Magic Shortsword Move to J-2 NE Attack Acolyte 2. Beowuuf, Tribal Warrior 1-2, Tribal Mage, Acolyte 1-2, Intuite 1-2 (1d10=4, 1d10=7, 1d10=9, 1d10=6, 1d10=2, 1d10=1, 1d10=4, 1d10=6) Order: Warrior #2, Warrior #1, Mage, Beowuuf and Intuite #2, Intuite #1, Acolyte #1, Acolyte #2. Bewouuf Hold DC and Resist roll. (1d10=6, 1d10=4) Acolyte #1 is held for this round. Intuite magic ranged attacks. (1d10=3, 2d3=6, 1d10=9, 2d3=3) Mage attacks with magical ranged attack. (1d10=6, 2d3=6) Acolyte attacks with cold attack. (1d10=7, 3d3=6) 2 activity Tribal Warrior #2 moved to I-1 SE, attacking Intuite #2 Tribal Warrior #1 moved to J-2 NE, attacking acolyte #1 Beowuuf moved to J-2 NE, attacking acolyte #2. 3 activity Mage attacks Acolyte #1: 3 + 6-1 = 8. DC: 6. Hit. Damage: 6 + 2 = 8 (magic). Intuite 2 attacks Tribal Mage: 3 + 9-1 = 11. DC: 5. Hit. Damage: 3 + 2 = 5 (fire) Intuite 1 attacks Tribal Warrior #1: 3 + 3-1 = 5. DC: 6. Miss Acolyte 2 attacks Tribal Warrior #2: 4 + 7-1 = 10. DC: 6. Hit. Damage: 6 + 3 = 9 4 activity Attack rolls for Warrior #1 (x2) and Warrior 2 (x2) (1d10=10, 1d6=3, 1d10=1, 1d6=2, 1d10=10, 1d6=2, 1d10=8, 1d6=6) Beowuuf attack rolls. (1d10=6, 1d5=1, 1d10=10, 1d5=5) Tribal Warrior #2 attacks Intuite #2: 2 + 10-1 = 11. DC: 5. Hit. Damage: 2 + 3 = 5. Tribal Warrior #2 kills Intuite #2. Tribal Warrior #1, attacks acolyte #1: 2 + 1-1 = 2. DC: 6. Miss. Tribal Warrior's weapon is damaged. Beowuuf attacks acolyte #2. 3 + 6-1 = 8. DC: 6. Hit. Damage: 3 + 1 + 1 = 5 damage. 6 activity Mage attacks Intuite #1 (1d10=8, 2d3=4) Mage attacks Intuite #1: 3 + 8-1 = 10. DC: 5. Hit. Damage: 4 + 2 = 8 (magic). Mage kills Intuite #1. Tribal Warrior #2 moved to J-1 SW and attacks one of the Acolytes. Tribal Warrior #1, attacks acolyte #1: 2 + 8-1 = 9. DC: 6. Hit. Damage: 2 + 6 = 8 Tribal Warrior kills Acolyte #1 Beowuuf attacks acolyte #2. 3 + 10-1 = 12. DC: 6. Hit. Damage: 3 + 5 + 1 = 9 damage. Beowuuf kills Acolyte #2. Tribal Mage I-2 SE, 5 damage Tribal Warrior 1, I-2 NE Tribal Warrior 2, I-2 SE, 9 damage Enemies: Acolyte 1, J-1 SE, Dead Acolyte 2, J-1 SE, Dead Intuite 1, J-1 NE, Dead Intuite 2, J-1 SW, Dead That was quick. All over in one round.
|
|
|
Post by Beowuuf on May 6, 2009 16:07:36 GMT -5
Woohoo! Go Team Tribal!
The noise of battle is fierce, as spells fly between the group. Beowuuf is satisfed to feel his magical hold take. He is even more satisfied that when the sounds of steel are added to the battle, the battle soon ends.
Beowuuf's own oponent falls easily, and meanwhile Beowuf is aware that all the other opponents in his periphery fall down without any allies following suite.
"A good skirmish!" says Beowuuf, grinning to the Tribal group. He hands his Laumspur leaves to the closest warrior who is sporting a severe wound. "Hopefully a good sign that the troubles with your village can be dealt with swiftly, as can their source."
Given that encounter, Beowuuf might put a little more activity in to sneaking! I will loot the opponent if the other warriors are doing the same, and give any unidentified items to the mage. If the tribal men are not looting, then Beowuuf will leave with them right away. Either way, let's give Warrior #2 the Laumspur leaves for his 9 damage.
I think as many points in to stealth as the pace of the group allows. Any additional points (if any) will go in to the alternating search as detailed before.
Questions for the tribal guys: "Do mages such as these appear often?" (for right away)
"What kind of traps do you set in these lands?" "Is there an east path to the centre of these lands where the creatures come from?" "Has anyone seen an unknown figure, not one of these creatures, coming through this area in the last day or so? The would have had strange hands, perhaps?" "Are there any local plants you use? I am looking to increase my herblore."
That's probably enough for the trip, especially if we get attacked again!
|
|
|
Post by Aguila Saber on May 10, 2009 13:19:21 GMT -5
Beowuuf Round 14. Location: I-2 NE.
Strength: 2+1=3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 (+1/2) Mana: 5 1/2 (+1/2) Activity per round: 7 Perception points: 2 Points
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: 10/10 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)
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)
Actions: The warriors looks to the mage for direction. He quickly looks at the corpses and shakes his head. The warriors stands away from the corpses and refrains from looting them.
The wounded warrior is very severly wounded and accepts Beowuuf's gift and applies one of the two Laumspur leaves. The Laumspur leaves restores 6 Health to the Warrior.
The mage apologizes for this sudden and unexpected encounter. This enemy group must have arrived here while they were discussing what to do with the other group.
The mage confirms that many of the enemy are magic users. As many as half of them show some form of magic aptitude. Either in elemental magic or normal magic.
When asked about their traps, they tell you that they are pit traps of one variety or another. They also sometimes bait the areas around carnivorous plants with items of interest to the enemy.
When asked about the centre of the land, the Mage does not understand.
When asked about other stangers "There was another stranger, he died. Detour from the village and safe path. Enemies guard close by the corpse."
When asked about the local plants, the Mage offers you to come to the village and talk to their medicine man.
Tribal Mage I-2 SE, 5 damage Tribal Warrior 1, I-2 NE Tribal Warrior 2, I-2 SE, 3 damage
|
|
|
Post by Beowuuf on May 10, 2009 13:27:31 GMT -5
I think I@ll avoid the corpse and interesting items then!
Beowuuf will carry on as previously stated, but will probably meet the medicine man and perhaps upgrade the herblore book, maybe...
|
|
|
Post by Aguila Saber on May 10, 2009 13:58:17 GMT -5
Beowuuf kills so far: 1 Tier II Btw... the mage essayed the corpses and concluded there was nothing of any interest on them. Most likely you are saving time here  The warriors and mage speaks appreciatively to Beowuuf about the combat and his welcome help, and they will continue a bit more cautiously towards the village.
|
|
|
Post by Aguila Saber on May 13, 2009 16:20:31 GMT -5
Beowuuf Round 15 and 16. Location: N-2 NE.
Strength: 2+1=3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 (+1/2) Mana: 6 1/2 (+1/2 +1/2) Activity per round: 7 Perception points: 2 Points
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: 10/10 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)
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)
Actions: Spend two rounds moving towards the target.
At the place where you are at the end of this round you gain the following info from the Tribals / your own observations.
There is another tribal pit-trap to the north (N1). The mage and warriors asks you to not step there.
There is a patch of plants to the east standing in lime green fluids. The tribals warn you not to enter this place either since the lime green fluid is highly poisonous.
You spot a corpse to the South-East. The tribals warns you not to loot it. There are quite a few wild animals further south and they are quite likeli to spot you and attack the way they attacked the corpse.
Having pointed out these hazards to you they indicate that you should move north-eastwards next to avoid the pit and the poisonous fluid.
Tribal Mage, 5 damage Tribal Warrior Tribal Warrior, 3 damage
|
|