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Post by Doomy on Mar 24, 2009 15:12:02 GMT -5
When the Annihilators stop moving, Doomy coolly levels his Bor pistol at the nearest of them and pulls the trigger.
Aim pistol and shoot Annihilator 1. (2 Activity) Reload. (2 Activity, 1 Boompowder)
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Post by Aguila Saber on Mar 28, 2009 17:22:38 GMT -5
Updated the post on previous page for results.
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Post by Doomy on Mar 28, 2009 17:42:13 GMT -5
Doomy quickly guns down the first two Annihilators, and ignoring the survivors' retaliatory spellfire, looses another shot at them.
Aim pistol and shoot Annihilator 3. (2 Activity) Then, if either of the remainder survive, close for melee. If they are both dead, spend Perception on searching the bodies.
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Post by Aguila Saber on Mar 31, 2009 16:53:33 GMT -5
Doomy Round 7. Location: C-7, SE Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 11 1/2 (+1/2 -9) Activity per round: 7 Perception points: 2 Weapons2 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. WornCloak 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 containing1 Alether Berries +1 attack and +1 AC for 5 Rounds. 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx3 1 Book of Herbs 4 Boompowderx18 1 Pouch 1 White Pearl Actions: Fire Bor Pistol at C-7 SE (2 activity) Swap weapon ( 2 activity) Move to C-7 SE (3 activity) 2 activity Doomy Bor Pistol shot vs Annihilators (1d10=2, 2d6=3, 2d6=7, 1d10=9, 2d6=7, 2d6=8) Doomy Fires at Annihilator 1. 2 + 2-1 = 3. DC 5. Miss. Half damage. Distance: 3 which means -2 to damage. Damage: 1 bludgeoning + 5 piercing = 6. Divided by 2 this means 3 damage. Doomy Fires at Annihilator 2. 2 + 9-1 = 10. DC 5. Hit Distance: 3 which means -2 to damage. Damage: 7 bludgeoning + 8 piercing = 15. Doomy kills the Annihilator. 3 activity and 6 activity Annihilator Mage Fireblast on Doomy (1d10=9, 2d3=5, 1d10=10, 2d3=5) Attack 1. Fire blast: 3 +9-1 = 11. DC: 7. Hit Attack 2. Fire blast: 3 + 10-1 = 12. DC: 7. Hit. Fire damage: 5+2. Reduced by -2 for Armour. Fire damage: 4+2. Reduced by -2 for Armour. Doomy takes 9 damage. Annihilator 1 and 2 at C-7 SW, DEAD Annihilator 3 at C-7 SE, DEAD Annihilator 4 at C-7 SE, 3 damage
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Post by Doomy on Mar 31, 2009 17:29:18 GMT -5
Howling in pain, the dwarf rushes the final enemy, axe in hand and determined to cleave his skull.
Switch to Axe (Free). Kill.
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Post by Aguila Saber on Apr 4, 2009 13:10:39 GMT -5
Doomy Round 8. Location: C-7, SE Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 22 (+1/2 +10) Activity per round: 7 Perception points: 2 Weapons2 Drodain War Axe, Two-handed, Damage: 1d10 Slashing, Condition: 5/5 1 Bor Pistol, Not Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. WornCloak 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 containing1 Alether Berries +1 attack and +1 AC for 5 Rounds. 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx2 1 Book of Herbs 4 Boompowderx18 1 Pouch 1 White Pearl Actions: Attack annihilator Doomy attacks Annihilator (1d10=6, 1d8=2, 1d10=7, 1d8=1, 1d10=8, 1d8=3) 2 activity Doomy attacks Annihilator: 3 + 6-1 = 10. DC: 5. Hit. Damage: 3 + 2 = 5. Doomy kills the Annihilator. Doomy takes out Flask of Healing Potion and uses 1 does. It restores 10 Health. Search +1 Annihilator 1 and 2 at C-7 SW, DEAD Annihilator 3 and 4 at C-7 SE, DEAD Doomy becomes of two things. A seemingly innocent looking branch is in fact a level of some sort. Looking at the area around the level he spots something which looks like a secret area. A voice to the west alerts Doomy to the fact that he has company. A native approaches him. While you have not encountered any natives before here, you get the impression that this particular native is fairly powerful and potentially important. The native is walking towards you. He doesn't seem to have any hostile intentions.
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Post by Aguila Saber on Apr 4, 2009 13:38:19 GMT -5
Doomy killed 4 Tier I above.
Total kills 2 Tier II 6 Tier I.
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Post by Doomy on Apr 4, 2009 16:32:45 GMT -5
The dwarf grunts with satisfaction as he cleans the foul-smelling brain matter from his axe. He has barely arrived and already slain eight Annihilators, though he has taken a beating for his trouble. Hopefully his target will not be too far off now. Which direction was it again?
Spend 5 activity retrieving healing flask from backpack and consuming one draught. Spend 2 Perception on a general search of my vicinity, sorry but I have no idea what direction I'm meant to be going in!
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Post by Aguila Saber on Apr 5, 2009 15:05:01 GMT -5
About directions.
You start in North West (A1)
You are meant to move to the South East. The passage is somewhere in the South East quardant. The furthest South East point is T20.
Updated the post above with more information and findings.
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Post by Doomy on Apr 5, 2009 16:12:13 GMT -5
Thanks for the clarification re directions. Assuming you mean the branch is part of some sort of mechanism, the word you want is "lever," not "level". Can I use Perception to examine the native?
As the native does not appear hostile and has already seen him, the dwarf waits for him to approach to find out what he wants.
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Post by Aguila Saber on Apr 5, 2009 16:27:30 GMT -5
Thanks for the clarification re directions. Assuming you mean the branch is part of some sort of mechanism, the word you want is "lever," not "level". Can I use Perception to examine the native?As the native does not appear hostile and has already seen him, the dwarf waits for him to approach to find out what he wants. Right. After brief introductions, do you let him speak or do you try to steer the conversation yourself ? Also potentially of importance: 1. Do you tell him of the lever you've found ? 2. How much time is Doomy investing in talking ? ( You do not need to give a total amount, but whenever you want to speak less than 1 more round, I need an indication of this. )
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Post by Doomy on Apr 5, 2009 16:55:40 GMT -5
Will let the guy speak first, but after he has said his piece I mean to ask him if he knows about the lever and if he minds if I try using it. For all I know his mission is to prevent me from activating it. If that means a full round spent in conversation so be it.
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Post by Aguila Saber on Apr 6, 2009 15:53:22 GMT -5
Doomy Round 9. Location: C-7, SE
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, Not 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 Alether Berries +1 attack and +1 AC for 5 Rounds. 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx2 1 Book of Herbs 4 Boompowderx18
1 Pouch 1 White Pearl
Actions: Talk to Native
The native introduces himself as Mar, Warchief of the Sheni tribe.
After your introduction, he goes on to congratulate you on your victory over the annihilators, and then asks if you have seen a lone women of his tribe.
( I will assume you respond 'no' here.)
The man goes on to explain that he had set up a meeting with her here, but she's already late. He seems quite worried that she may have met some of the enemies.
He then goes on to ask you how you caused the boom and conflagration earlier.
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Post by Doomy on Apr 6, 2009 16:28:23 GMT -5
"I shot the Annihilators with my pistol," says Doomy. "It kills enemies at a distance, like a bow, but also makes the noise you heard. If I see this woman of your people I will try to rescue her." Indicating the branch, he says "I have notced this branch is a lever - does it open a hidden door? Perhaps your woman is behind a concealed entrance."
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Post by Aguila Saber on Apr 8, 2009 12:12:05 GMT -5
"No," he responds. "The level opens a small supply cache. My tribe uses caches like this one to store supplies while we wander the land, or to hide away things for safe-keeping"
"So far it has been uncommon that our enemies have found them, so we use them for messages, healing supplies and to hide things."
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