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Post by Aguila Saber on Jul 14, 2009 5:26:07 GMT -5
Doomy Round 37. Location: O-15 NW
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 19 1/2 ( +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: Follow Mar moving to O-15 NW Search +3
Mar is on O-15 SW, armed with a Sword wearing a Robe of Awareness (+2 Eye when Searching) : 2 Damage.
You arrive at another corpse (O-15 NE). From this place you can also see the following:
West: Plants at M-15. South: A strange wooden pillar South-east: Exit at P-17
Also there are some annihilators to the South-East at Q-16. They have seen you and are moving towards you. Warrior NE, Aware Soldier NE, Aware Footman SW, Aware
Mar is preparing a spell.
They are still at some distance.
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Post by Doomy on Jul 14, 2009 5:45:18 GMT -5
This time, I'd like to switch to Pistol and delay my action to see what sort of effect Mar's spell has, then open fire if needed just before engaging in melee.
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Post by Aguila Saber on Jul 14, 2009 5:49:42 GMT -5
Mar has cast this spell before. You are fairly certain it is a magic missile directed at one of them.
Switching weapon is free.
Next action? Take a step forward and waiting for them to close before you fire the pistol?
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Post by Doomy on Jul 14, 2009 6:11:02 GMT -5
By "see what sort of effect the spell has" I basically mean "see if it kills the warrior".
But yes, if he survives I will move a step and fire. The warrior is the prime target but if I can line up more than one I will use my step accordingly. Then switch to axe and attack the warrior if he is still alive.
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Post by Aguila Saber on Jul 14, 2009 9:08:14 GMT -5
Mar is firing at the Footman which is heading towards him.
The two others (Soldiers and Warrior) are heading towards you.
The Warrior is a Tier III with plenty of Health. Will take several hits to take him down.
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Post by Doomy on Jul 14, 2009 9:33:43 GMT -5
Hmm, a Tier III.
Better fire as many bullets into him as possible, not just the one. He is a melee fighter after all, best to deal with him at range if I can.
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Post by Aguila Saber on Jul 14, 2009 9:55:29 GMT -5
Doomy Round 38. Location: O-15 NW
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 20 ( +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 Boompowderx11 1 Potion of Restoration (Neutralizes Disease)
1 Pouch 1 White Pearl 1 Aventurine
Actions: Fire Pistol at Warrior (and Soldier) Reload Fire Pistol at Warrior (and Soldier) Reload
Warrior. I: 1+7 =8 Soldier. I: 1+3 = 4 Footman. I: 1+0 = 1 Mar: 1+1=2 Doomy: 3+7=10
2 activity Doomy fires at Warrior: 3+7=10. DC: 8. Hit. Damage (Distance 3): 7-2 + 9-2 = 12 damage Doomy fires at Soldier: 3+6=9. DC: 8. Hit. Damage (Distance 3): 5-2 + 10-2 = 11 damage
3 activity Mar uses magic ranged attack on Footman: 3+0=3. DC: 6, Miss
6 activity Doomy fires at Warrior: 3+2=5. DC: 8. Miss. Half damage Damage (Distance 1): (1+3 + 6+5)/2 = 9.5 damage Doomy kills the Warrior Doomy fires at Soldier: 3+0=3. DC: 8. Miss. Half damage Damage (Distance 1): (4+2 + 5+6)/2 = 8.5 damage Doomy kills the Soldier
6 activity Mar uses magic ranged attack on Footman: 3+5=8. DC: 6, Hit. Damage: 2+2d3 = 6 damage
Footman attacks Mar: 1+5=6. DC: 7. Miss.
Only the Footman left and he is tottering on death's door.
Will look at the attacks they get at beginning of the next round since you cannot do anything before that (Mar would be wounded if you tried firing the Pistol):
Footman. I: 1+0 = 1 Mar: 1+3=4
2 activity Mar attacks Footman: 2+4=6. DC: 6, Hit. Damage: 2+1d4= 4 damage Mar kills the Footman
Mar is on O-15 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 10:07:36 GMT -5
Cool, another devastating attack from the Dwarf and his trusty pistol. I'll leave my slaughtered enemies where they lie and proceed onward. I'm fairly sure I'm leading the kill count by some margin.
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Post by Aguila Saber on Jul 14, 2009 10:19:17 GMT -5
Moving to the exit doors I take it?
I'd be surprised if you are not getting the highest Kill count in this event.
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Post by Doomy on Jul 14, 2009 11:34:54 GMT -5
Yep! Time for the exit riddle or whatever is coming up.
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Post by Aguila Saber on Jul 14, 2009 12:03:36 GMT -5
Doomy Round 39. Location: P-16 SW
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 20 1/2 ( +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 Boompowderx11 1 Potion of Restoration (Neutralizes Disease)
1 Pouch 1 White Pearl 1 Aventurine
Actions: Move to the exit P-16 NW, ignoring the corpses.
You come to a set of doors which are both locked.
On the door you are facing there is the following riddle:
"If you break me I do not stop working, If you touch me I may be snared, If you lose me Nothing will matter."
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 also take a closer look at the symbols.
Mar is staying back watching you. Not looking at the riddle.
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Post by Doomy on Jul 14, 2009 12:15:01 GMT -5
The dwarf scans the symbols hurriedly, seeking either a literal or symbolic representation of a heart.
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Post by Aguila Saber on Jul 14, 2009 12:16:29 GMT -5
You find a Heart symbol. Do you press it?
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Post by Doomy on Jul 14, 2009 12:17:13 GMT -5
Yes, I choose that symbol.
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Post by Aguila Saber on Jul 14, 2009 12:34:31 GMT -5
Correct. Congrats on reaching the Crystal Beacon.
Doomy reaches the exit in Round 39.
Doomy
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 30 ( +12 +6 ) 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 Boompowderx11 1 Potion of Restoration (Neutralizes Disease)
1 Pouch 1 White Pearl 1 Aventurine
Kills: 18 Tier I 13 Tier II 2 Tier III
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