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Post by Aguila Saber on Jul 7, 2009 14:41:19 GMT -5
Doomy Round 34. Location: N-13 NW
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 18 ( +1/2 -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. 1 Bor Rifle, Loaded with 1 charge and 1 bullet
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 Belt of Retribution: Deals 1 Psychic Damage to anyone who successfully hit you in melee
Backpack containing 1 Alether Berries +1 attack and +1 AC for 5 Rounds x4 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx1 1 Book of Herbs 3 Boompowderx13
1 Pouch 1 White Pearl
Actions: Swing at most wounded enemy
Enemies: Knave #1 M-13 NE, 1 damage Knave #2 N-13 SW, 5 damage Knave #3 M-13 NE, 1 damage Knave #4 N-14 NW, Dead Doomy at N-13 NW.
Knave #1: 1 + 8 = 9. Doomy: 2 + 5 = 7.
1 activity. Knave #1 attacks Doomy: 0 + 3 = 3. DC: 7. Miss.
Doomy attacks Knave #2: 3 + 3 = 6. DC: 6. Hit. Damage: 1d10 + 3 = 12 damage. Doomy kills Knave #2
2 activity Knave #3 attacks Doomy: 0 + 4 = 4. DC: 7. Miss.
3 activity. Knave #1 attacks Doomy: 0 + 9 = 10. DC: 7. Hit. Damage: 2 - 2 = 0. Knave #1 takes 1 damage.
Doomy attacks Knave #1: 3 + 8 = 11. DC: 6. Hit. Damage: 1d10 + 3 = 11 damage. Doomy kills Knave #1
4 activity Knave #3 attacks Doomy: 0 + 5 = 5. DC: 7. Miss.
5 activity. Doomy attacks Knave #3: 3 + 7 = 10. DC: 6. Hit. Damage: 1d10 + 3 = 7 damage. Doomy kills Knave #3
I will Reload your Pistol for your two remaining activity.
Hmmm.... I think I probably made the Tier 1 of this enemy too weak. Need to be Tier II to be a real threat.
Enemies: Knave #1 M-13 NE, Dead Knave #2 N-13 SW, Dead Knave #3 M-13 NE, Dead Knave #4 N-14 NW, Dead Doomy at N-13 NW.
Mar is on M-11 SE, armed with a Sword wearing a Robe of Awareness (+2 Eye when Searching), Necklace of Alertness: 11 Damage.
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Post by Doomy on Jul 7, 2009 16:08:44 GMT -5
Search the area to ensure no more enemies are around, then call Mar over if it's clear.
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Post by Aguila Saber on Jul 8, 2009 16:50:48 GMT -5
You can assume the area is clear.
The sound of combat and gun fire would have alerted anyone nearby and you would have been attacked already.
Are you searching the corpses?
Mar will move forwards to the shrine.
There is also the other group of corpses which are left unlooted.
Also: You move over to the other side of the shrine. A small casket lying half-buried on N-13 NE catches your eyes.
Finally: There is a corpse lying to the south-east which you can take a closer look at.
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Post by Aguila Saber on Jul 13, 2009 11:41:34 GMT -5
Need some reply here of what you want to do with the rest of the round.
Any directions you want to give Mar, and how much of the dead corpses you want to loot, and possible division between the two of you to do the looting.
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Post by Doomy on Jul 13, 2009 11:44:12 GMT -5
Sorry, missed your previous post. The dead enemies are all low-level thus unlikely to have good stuff. I think I will go search the casket for any traps, then open it if it seems safe. Mar should heal as soon as possible. Will Mar hand over the necklace or keep it?
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Post by Aguila Saber on Jul 13, 2009 12:49:58 GMT -5
How much Search on the Casket?
How much Search in the Round?
As for Mar keeping the Necklace that may depend on what he finds on the other groups of Annihilators and contents of the chest.
And if you ask to have it of course.
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Post by Doomy on Jul 13, 2009 13:19:09 GMT -5
Maximum search on the casket this round. I think the area is clear of hostiles. Other matters will be resolved after Mar heals.
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Post by Aguila Saber on Jul 13, 2009 13:59:01 GMT -5
Doomy Round 35. Location: N-13 NW
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 18 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. 1 Bor Rifle, Loaded with 1 charge and 1 bullet
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 Belt of Retribution: Deals 1 Psychic Damage to anyone who successfully hit you in melee
Backpack containing 1 Alether Berries +1 attack and +1 AC for 5 Rounds x4 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx2 1 Book of Herbs 3 Boompowderx13 1 Potion of Restoration (Neutralizes Disease)
1 Pouch 1 White Pearl 1 Emerald 1 Aventurine
Actions: Search chest +3 (1 activity and 2 Perception points) Disarm the found trap (4 activity) Loot (2 activity)
Doomy discovers that the Casket is trapped with an electrical shocker trap!
He disarms the trap and find the following inside the chest: 1 Healing Potion 1 Emerald 1 Aventurine 1 Potion of Restoration (Neutralizes Disease) 1 Boots of Speed: +1 Speed while worn.
Mar makes his own proposal. He will exchange the Necklace for the Emerald you just found.
Doomy.... just a query. Have you realized a certain thing about the necklace?
Mar is on N-12 NE, armed with a Sword wearing a Robe of Awareness (+2 Eye when Searching), Necklace of Alertness: 2 Damage.
Mar recovers some items in a hidden cache and uses them. Restores 9 Health.
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Post by Doomy on Jul 13, 2009 15:05:25 GMT -5
OK, disarm and loot the chest. While doing so, I will ask Mar for the necklace. I'll offer the pearl in exchange.
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Post by Aguila Saber on Jul 13, 2009 15:20:00 GMT -5
Updated the post above.
I believe the trade is something for next round, as both you and Mar has other things to do this round.
Perhaps you will want to skip looting the other group altogether?
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Post by Doomy on Jul 13, 2009 16:04:39 GMT -5
Ok, I will leave the dead mooks alone. Mar and I need to get moving. Remember the trade for next round please.
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Post by Aguila Saber on Jul 13, 2009 22:52:12 GMT -5
For updating post above: Which of the items do you bring along? Do you put on the Boots?
For next round: Do you trade the emerald for the Necklace?
And what is significant about the Necklace to begin with?
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Post by Doomy on Jul 14, 2009 1:46:39 GMT -5
The necklace hasn't been described, but I guess it looks valuable or well-crafted enough for me to want it. Being a dwarf, I have a thing for craftsmanship. I will accept the trade. Add the healing potion to my flask, wear the boots and necklace and take the other potion and aventurine if I have room for them. Otherwise Mar can take them.
Once all that is done, we will resume our journey.
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Post by Aguila Saber on Jul 14, 2009 4:13:29 GMT -5
Doomy Round 36. Location: N-13 NW
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 19 ( +1/2 ) Activity per round: 8 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. 1 Bor Rifle, Loaded with 1 charge and 1 bullet
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 Belt of Retribution: Deals 1 Psychic Damage to anyone who successfully hit you in melee Boots of Speed: +1 Speed while worn. Necklace of Alertness: +1 Eye while worn
Backpack containing 1 Alether Berries +1 attack and +1 AC for 5 Rounds x4 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx2 1 Book of Herbs 3 Boompowderx13 1 Potion of Restoration (Neutralizes Disease)
1 Pouch 1 White Pearl 1 Aventurine
Actions: Don the Boots of Speed (1 activity) Loot (2 activity) Trade Necklace with Emerald (2 activity) Look at and Don Necklace ( rest of this round)
Items are not described unless you look more closely at them. I guess you will take a closer look while Mar sets out ahead of you.
The Necklace is of Drodarin design. It comes from the country of Boden. Perhaps that makes it a little clearer who the necklace belonged to.
"We close now. Exit is to the South-East. Come," Mar says.
Mar is on N-13 SW, armed with a Sword wearing a Robe of Awareness (+2 Eye when Searching) : 2 Damage.
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Post by Doomy on Jul 14, 2009 4:33:37 GMT -5
On realising the origin of the necklace, Doomy realizes the witch encountered earlier was surely the slayer of the dwarf whose body he and Mar had found. That murder has now been avenged. The dwarf resolves to return the magic jewellery to its rightful inheritors when his mission is completed, but for now it might as well aid him towards that end.Follow Mar to the south-east. OOC: Check my awesome stats!
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