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Post by Beowuuf on May 14, 2009 23:14:22 GMT -5
Wow, I just realise how much I suck as I updated the List of Honour post for the current kills!
Beowuuf nods along at the words of the mage, thanking him for all the information. In his head, Beowuuf plans his route accordingly once he is finished with the village. It is a worry that so many of these Annihilators are mages - despite his abilities in magic, Beowuuf is a fighter and is ill-equipped to sustain ranges attacks. He makes a mental note to continue his stealthy movements and keep alert for long ranged attacks.
Hmm, the fact we've stopped makes me nervous! Can I make a search on the immediate area with my additional two points. Assuming Beowuuf sees nothing, I'll walk as indicated. Beowuuf will cast power word: Stealth for 3 mana (boy, it's reducing fast), and stealthily continue with his companions.
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Post by Aguila Saber on May 17, 2009 16:28:31 GMT -5
Beowuuf Round 17. Location: P-1 NE.
Strength: 2+1=3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 (+1/2) Mana: 7 (+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 one rounds moving towards the target. (Move to P-1 NE)
I will not deduct any Mana this time.
Note: There is no danger here. The tribals guide you in the indicated direction and tells you that the village is getting close.
The tribals tells you that the carnivorous plant ahead (Q-1) should be avoided when you leave the village.
In the distance you see the two guards outisde the village.
I will give the following action costs: Moving back and forth to the village: 1 round in each direction.
If you want to speak with anyone in the village, or simply look around then it will cost several rounds.
The village is a cluster of about a dozen small dwellings. Most dwellings would be recognizable by things lying about outside them.
Two Rounds for each dwelling you enter and want to speak with the tribal.
So ask what you would be looking for... I have medicine man since earlier. Anything else?
The medicine man will take care of the wounds of your comrades when you enter.
Tribal Mage, 5 damage Tribal Warrior Tribal Warrior, 3 damage
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Post by Beowuuf on May 19, 2009 15:39:03 GMT -5
Hmm, I guess since the real issue is closing the gate, I should get going again as soon as polite with anything I could get!
I guess look to be taken to the medicine man for a few rounds first, and ask him if he has any basic herblore he could pass to me. How to recognise carnivorous plants better, or any common health (or especially mana) restoratives. I will surrender my herblore book - perhaps it is as simple as him scoring out any useless items in it to give me a bettre chance to identify things?
And in general, ask the warriors and mage for perhaps a piece of parchment with the dangers they warned me of marked on a crude map. And a general sense of direction as to where the annihilators that threatened their village are. Beowuuf will bias himself to walk in that direction first, traps and plants willing, and confront them. Then swing back around to make for the centre of the map again.
And if the tribesmen have any lotions, potions or talismens they want to give me in my quest, they will not be refused! I don't think Beowuuf will actively ask for any tokens though. Well, except for perhaps a simple mana/health restorer if the medicine man has one to spare.
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Post by Aguila Saber on May 25, 2009 14:38:28 GMT -5
Right. I guess the cost for this is four rounds. You will get of course get back 2 Mana as well.
I do not believe there is anything the medicine man can teach you in this short space of time. The magic in the book is alien to him. Nothing can be done there.
However, for your help in fighting the annihilators on the way the medicine man offers you one free herb, and if you help out with the other group mentioned by the group earlier you get a second selection.
The medicine man has the following herbs in stock (several of each):
Laumspur. +2d4 Health Tamara Seed. Allows you to use one magical spell with no Mana cost. "Southern" Alether. +1 attack and +1 AC. 5 Rounds. Gnallia. Cures Poison and Disease effects.
For carnivorous plants there is only one more (apart from the one just outside the village) you are likely to encounter. They give you a description of this plant.
Carnivorous Plant: S5 Useful plant tips: Q9 (Tamara Seeds), S10 (Sabito Roots)
The Tamara Seeds can be used to counter the Mana cost for casting Vakeros Spells.
They will follow you to the annihilators who threatened the village and attack them with your aid.
The safest way they consider to be to attack the annihilators outside the village and then continue south, and south-west to where the Tamara Seeds are (Q9). Then move directly south-wards, and you will eventually arrive at the exit to the next level.
There will likely be some enemies roving those part, but their exact location differs over time so the direct path is as good as any other.
With a stealthy approach you can probably pass them undetected.
Does the above sounds good enough for your four invested rounds?
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Post by Beowuuf on May 25, 2009 14:57:54 GMT -5
Yes, yes it does.
So, I can take the Alether from the medicine man, then follow the party as they suggest. I'll pause to collect the Tamara Seeds on the way to the annihilators.
I assume the group I am with will also be conducting searches? I'll co-ordinate with them, and do a ranged search with my perception points plus any spare. I won't renew my perception word yet, but I will cast Power word: Stealth for three mana.
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Post by Aguila Saber on May 25, 2009 17:20:03 GMT -5
The group you are with will know where they are and will aid you in the attack.
They will try to walk up steathily and then fire at range at the enemy.
If you want to adopt this approach as well, then you can borrow a bow.
You may also ask to sneak up on the others and attack in close combat (hopefully for your part) with surprise. The rest of your group will then start fire at range for one round before rushing forward to help you (warriors). The mage will fire at range. If you opt for this then the Mage can put up a mage armour on you.
50% chance of absoring all physcial damage from any attack for 4 rounds. (50% checked for each attack).
You are also told that the annihilators you will face are warriors, and not spellcasters like the ones you fought before.
If you follow them and attack the annihilators, you get two picks. Is it two Alether? Or you want to split it?
You cannot get to the Alether bushes until after fighting the annihilators. There is no path clear of enemies and obstacles to them.
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Post by Beowuuf on May 26, 2009 0:23:39 GMT -5
Get in to melee range sounds a better option to me, especially with mage armour! My Eye is bad and I have no defense against long range magical attacks (just because they are warriors doesn't mean they might not have some odd equipment maybe?)
And sorry, I mis-read. I'll take two Alether now, eating one before combat, and once done with the annihilators carry on to the Tamara bushes myself.
If getting in to position takes a few rounds, I think I will also cast power word: strength for the upcoming combat
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Post by Aguila Saber on May 26, 2009 14:38:02 GMT -5
Beowuuf Round 18-21. Location: P-1 NE.
Strength: 2+1=3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 (+1/2) Mana: 9 (+1/2 * 4) 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) 1 Alether Berriesx2 (+1 attack and +1 AC. 5 Rounds)
Actions: Spend four rounds in the village. Information and new items as per previous posts.
Tribal Mage Tribal Warrior Tribal Warrior
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Post by Aguila Saber on May 26, 2009 14:47:44 GMT -5
Beowuuf Round 22. Location: Q-2 NE.
Strength: 2+1=3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 (+1/2) Mana: 6 1/2 (+1/2 -3) Activity per round: 7 Perception points: 2 Points Camouflage: 0 rounds 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: 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) 1 Alether Berriesx2 (+1 attack and +1 AC. 5 Rounds)
Actions: Silently move to Q-2 NE.
You are now at the last safe spot before there is a risk that the Annihilators spot you.
Mage will start to apply Mage armour start of next round and you have still to use the Alether, but I will assume you have it carried in your hand now so it is a matter of using 2 activity to use it.
The enemies are on the other side of a contaminated water source (at S-3). Likely locations are T-2, T-3 and/or T-4.
If want prepare with one spell then you can cast it next round. If you want to prepare with two then you should probably cast one of them this round. Let me know your choice.
Tribal Mage Tribal Warrior Tribal Warrior
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Post by Beowuuf on May 27, 2009 13:23:03 GMT -5
I just realised I never asked my mage friend nor my warrior allies their names! I guess before we go in to combat again I should tell them mine too.
I will cast stealth this round if it has ran out, and strength next round.
It seems to me I should attack at the edges of one of the possible areas. If I am wrong, I can sneak to another area or the warriors know where to fire. If I go central I could get flanked either way.
Can I use my two perception points to do a ranged search of T-2 just before the next round. Depending on what is found, I think move on to T-2 with full stealth.
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Post by Beowuuf on May 27, 2009 13:27:18 GMT -5
"My thanks," says Beowuuf as the mage grants him the magic shield. Beowuuf nods happily, seeing the slight shimmer in the air. "My name is Beowuuf, I do not think I have named myself before. Your names are?"
Beowuuf listens to the replies.
"I will move as quietly as I can to that area," said Beowuuf, motioning to the closest probably area of contact. "I will keep moving onwards if I do not encounter them. I am sure you will hear me when I find them. Be ready with your bows!"
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Post by Aguila Saber on May 29, 2009 13:14:21 GMT -5
The two warriors are brothers and are called Voro and Toro. The mage introduces himself as Drang.
You can't spy on the enemy the previous round. You will for sure notice enemies next round.
Is there any specific numbers or powers of enemies which will make you get second thoughts about this?
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Post by Beowuuf on May 29, 2009 15:17:44 GMT -5
I will be willing to take on a tier IV if I have ranged back-up and the small number of power ups I have, or two-three tier IIIs, four - six tier IIs, or say eight Tier Is. Does that sound over-confident?
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Post by Aguila Saber on May 29, 2009 16:26:12 GMT -5
Beowuuf Round 23. Location: Q-2 NE.
Strength: 2+1+1=4, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 (+1/2) Mana: 4 (+1/2 -3) Activity per round: 7 Perception points: 2 Points Camouflage: 1 rounds out of 4 Alether (1 attack and +1 AC): 1 round of 5 Strength: 0 rounds out of 4. Shield 50%: 1 round 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: 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) 1 Alether Berries (+1 attack and +1 AC. 5 Rounds)
Actions: Move to T-2 SW (6 activity) Power Word: Strength (3 mana, 4 rounds) Stealth +3 (1 activity, 2 Perception points)
Beyond the pool their hangs a mist which obscures the area where the enemy is located. You can't help feeling that there are a couple of more enemies around but you have no idea how many.
So far, so good. Noone of your enemies seems to have noticed you. This means you can use your Perception points for next round to stealth attack one of the enemies for maximum damage for no extra cost.
The annihilator you spotted on T4 seems to have noticed your tribal friends, because he snorts and points accusingly towards the place where you sneaked up from.
Visible enemies: Square T3 Warrior SW, Unaware Footman SE, Unaware
Square T4. Soldier NE, Unaware
Tribal Mage, R-2 NE Tribal Warrior, R-2 NE Tribal Warrior, R-2 NE
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Post by Aguila Saber on May 29, 2009 16:31:25 GMT -5
I will be willing to take on a tier IV if I have ranged back-up and the small number of power ups I have, or two-three tier IIIs, four - six tier IIs, or say eight Tier Is. Does that sound over-confident? No. You should be able to take on that and a bit more with your current boosts.
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