|
Post by Aguila Saber on Mar 7, 2009 13:27:42 GMT -5
Doomy
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 30 (+1/2) Activity per round: 7 Perception points: 2
Weapons 2 Drodain War Axe, Two-handed, Damage: 1d10 Slashing, Condition: 5/5 1 Bor Pistol, Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1.
Worn Cloak of Magic Protection. All magical damage is reduced with 50% Full Plate Armour. -2 to all physical and elemental damage, -5 Stealth Gauntlets of Strength. +1 Strength Ring of Regeneration: +1 Health every 2nd Round
Backpack containing 1 Food ration 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx3 1 Book of Herbs 4 Boompowderx20
1 Pouch Empty
Round 0. Location: A-1.
You are escorted to one of the approaches to the Crystal Beacon. You bid farewell to your escort and look around.
However, merely moments after your escort has left you feel the ground move below you. Something has been hidden in the soil and now it makes its way to the surface to attack you.
Four creatures surface close you. They are annihilators but another type than you have seen before. They start to chant and weave their hands before them.
Enemies: Unknown Annihilators standing on A3, A2, B1, and B2.
The creatures on A2 and B2 look tougher than the two others.
|
|
|
Post by Doomy on Mar 7, 2009 13:50:52 GMT -5
At first, the dwarf wonders if the ground's movement is a product of the previous night's epic drinking bout. He is almost relieved when it turns out to be an ambush.
"Hi lads. Time for you to die!" Doomy says as he swings his axe at the enemy foolish enough to surface in melee range.
Actions
3x attack with axe on A2 (6 Activity). If he dies and I still have attacks left, will move to try to end the round in melee range of one enemy. I'm going on the principle that mages are usually pretty good at range but not so hot with an axe in the face.
|
|
|
Post by Aguila Saber on Mar 7, 2009 14:59:24 GMT -5
Hmmmm. You are on A1 and from A1 you can hit the one on B1 and A, then you can move to A2 where you can hit the ones on A3 and B2, assuming they do not move.
Not that I will stop you from moving to A3 when you have downed the one on A2, but you probably will be subjected to two-three additional attacks compared to if you simply strike the nearest, because of the additional movement.
|
|
|
Post by Doomy on Mar 7, 2009 15:07:53 GMT -5
Well, the general idea is to position myself to try to avoid melee attacks if possible, while remaining in contact with the enemy, ideally one at a time. It's hard to figure this stuff out though.
|
|
|
Post by Aguila Saber on Mar 10, 2009 14:58:38 GMT -5
Round activities. Doomy attack rolls. (1d10=9, 1d8=8, 1d10=5, 1d8=6, 1d10=7, 1d8=7) 2 activity Doomy attacks Annihilator mage: 3 + 8 = 11. DC: 6. Damage: 3 + 8 = 11. Doomy kills Annilhilator Mage (Tier II) 3 activity Adept/Mage attack and damage rolls on Doomy. (1d10=10, 2d3=4, 1d10=2, 2d3=3, 1d10=7, 2d3=4, 1d10=9, 2d3=6, 1d10=5, 2d3=4, 1d10=1, 2d3=3) Mage attacks Doomy: 3 + 9 = 12. DC: 7. Damage: 4 (Magic). Reduced to 2. Doomy takes 2 damage. Adept attacks Doomy: 3 + 1 = 4. DC: 7. Miss Adept attacks Doomy: 3 + 6 = 9. DC: 7. Hit. Damage: 4 (Magic). Reduced to 2. Doomy takes 2 damage. 4 activity Doomy has moved to A3. 6 activity Doomy attacks Annihilator adept: 3 + 4 = 7. DC: 5. Damage: 3 + 6 = 9. Doomy kills Annilhilator Adept (Tier I) 7 activity Doomy moves to A2. Round 2. 1 activity Mage attacks Doomy: 3 + 8 = 11. DC: 7. Damage: 6 (Magic). Reduced to 3. Doomy takes 3 damage. Adept attacks Doomy: 3 + 4 = 7. DC: 7. Damage: 4 (Magic). Reduced to 2. Doomy takes 2 damage. 2 activity Doomy attacks Annihilator mage: 3 + 7 = 10. DC: 6. Damage: 3 + 7 = 10. Doomy kills Annilhilator Mage (Tier II) 3 activity Doomy moves to B2. 4 activity Adept attacks Doomy: 3 + 0 = 3. DC: 7. Miss. 5 activity Doomy attack rolls on Adept. Round 2. (1d10=6, 1d8=3, 1d10=3, 1d8=1) Doomy attacks Annihilator adept: 3 + 5 = 8. DC: 5. Damage: 3 + 3 = 6. Doomy kills Annilhilator Adept (Tier I) Two unspent activity in Round 2. Doomy takes 9 damage. Doomy kills 2 Tier II and 2 Tier I.
|
|
|
Post by Aguila Saber on Mar 10, 2009 15:02:48 GMT -5
Doomy
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 22 (+1/2+1/2 - 9) Activity per round: 7 Perception points: 2
Weapons 2 Drodain War Axe, Two-handed, Damage: 1d10 Slashing, Condition: 5/5 1 Bor Pistol, Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1.
Worn Cloak of Magic Protection. All magical damage is reduced with 50% Full Plate Armour. -2 to all physical and elemental damage, -5 Stealth Gauntlets of Strength. +1 Strength Ring of Regeneration: +1 Health every 2nd Round
Backpack containing 1 Food ration 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx3 1 Book of Herbs 4 Boompowderx20
1 Pouch Empty
Round 3. Location: A-1.
Battle is dying down and even in death it would seem that the open eyes of annihilator magi try to will their magic to blast you to pieces.
They are wearing and using very little. A search of them could possible turn up something but it did seem as if they used only their magical prowess to blast you during the combat.
(2 activity and perception points to spend in Round 2.)
|
|
|
Post by Doomy on Mar 10, 2009 15:40:07 GMT -5
Use Perception points to search the bodies. Use Activity points to loot any interesting items or, if there are none, head for the Beacon (what direction would that be?)
With corpses strewn all around, the dwarf holds his bloody axe above his head. "Any more?" he roars defiantly, before helping himself to the spoils of war.
|
|
|
Post by Aguila Saber on Mar 11, 2009 16:42:21 GMT -5
You have to indicate a body to search. I assume that you use rest of round 2 for Perception on your location. (The two Mages and the Adept on A1 will be scanned for items. The last Adept is on another square.)
You notice something shiny on the Adept on A1:NE. The two Mages on A1 appears to have nothing of use or value.
(You can retrieve this item by looting the body in next Round, still leaving plenty of time to do other things if you choose to do so.)
|
|
|
Post by Doomy on Mar 12, 2009 3:15:06 GMT -5
Take the shiny thing! Then a ranged search on the other body.
IMPORTANT NOTE: Due to some problem with my internet connection I am having SEVERE difficulties posting anything on these forums right now. This is impairing my ability to participate here and in LWRPGoL. While I can just about load pages and read them, posting anything is almost impossible.
|
|
|
Post by Aguila Saber on Mar 16, 2009 17:42:37 GMT -5
Actions so far. Move from A-1 SE to A1 NE (1 activity) Loot Corpse (2 activity) Doomy finds a small white pearl clasped in one of the annihilator's hands. I guess I should interpret the remaining as: Move from A-1 NE to A-2 NE (2 activity) Search Location+3 (2 Perception points, 2 activity will find items on the last corpse as well) OK
|
|
|
Post by Doomy on Mar 16, 2009 17:47:43 GMT -5
Works for me!
The dwarf takes the pearl and puts it in his pouch before turning his attention to the remaining bodies. If nothing else, it should fetch a few coins once this task is completed.
|
|
|
Post by Aguila Saber on Mar 16, 2009 18:16:51 GMT -5
Doomy Round 3. Location: A-2, NE
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 22 1/2 (+1/2) Activity per round: 7 Perception points: 2
Weapons 2 Drodain War Axe, Two-handed, Damage: 1d10 Slashing, Condition: 5/5 1 Bor Pistol, Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1.
Worn Cloak of Magic Protection. All magical damage is reduced with 50% Full Plate Armour. -2 to all physical and elemental damage, -5 Stealth Gauntlets of Strength. +1 Strength Ring of Regeneration: +1 Health every 2nd Round
Backpack containing 1 Food ration 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx3 1 Book of Herbs 4 Boompowderx20
1 Pouch 1 White Pearl
Actions: Move from A-1 SE to A1 NE (1 activity) Loot Corpse (2 activity) Move from A-1 NE to A-2 NE (2 activity) Search Location+3 (2 Perception points, 2 activity)
Looking around Doomy sees nothing of interest on the last enemy. Nor does he notices anything else of interest nearby and the general area is quiet.
You are on flat ground with rather loose soil. It makes walking rather tideous since you have a tendency to sink down for every step you take with your heavy armour.
A bit to the South-West (B-3) there is stagnant pool of water, on the eastern banks of the pool there are some bushes with berries in various colours as well as other vegetation. (On C-3; You need to go there to identify them)
|
|
|
Post by Doomy on Mar 16, 2009 18:35:17 GMT -5
Noticing the plants, the dwarf decides to take a closer look and see if the book he impulsively stuffed in his pack can help identify them. Maybe there will be Alether or something similarly useful.
Move to C3 (avoiding B3), take book of herbs from pack, use 2 Perception to search plants.
|
|
|
Post by Aguila Saber on Mar 17, 2009 14:24:05 GMT -5
It is a fair bit away since the main squares are 2x2 now.
Do you want to stop and search B2 while you are passing through?
From A-2 NE to C-3 NW it is 5 activity which leaves you 2 Perception and 2 activity in this round if you choose to pass through B2.
(If you stop in B2 you will have more of course.)
|
|
|
Post by Doomy on Mar 17, 2009 14:39:09 GMT -5
I'll just move through B2, don't think there's much of interest there since you never mentioned it in the update. In Casiorn I had to charge straight through much of the dungeon due to too much dilly-dallying in the early stages, don't want to make that mistake again.
|
|