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Post by Doomy on Apr 8, 2009 13:46:26 GMT -5
"Perhaps we should open this one to see if there are any messages, but then I shall be on my way," says the dwarf.
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Post by Aguila Saber on Apr 15, 2009 14:15:49 GMT -5
I'd say you have time to open the secret area and inspect it during this round.
You find the following: 1 Healing Potion (You can put the contents of this one in your Flask.)
You find a piece of bone-like Ivory. The tribal warrior tells you it is from a carnivorous lizard like creature in the mountains. There is also a small Fluorspar crystal and a small piece of Jade.
Both of these go into your Pouch.
You also find a what looks like a plain robe. You are told that some of the annihilators who has been seen wearing robes like them. It might be useful camouflage. (Unfortunately, this robe will not fit you with your armour.)
Finally, there is a Mace (d4, fast) (Bludgeoning damage) in good condition in the compartment.
You may take what you wish from the above, space permitting.
The warrior is a little disappointed that there is no message in the secret cache, while you look at the items the warrior asks you where you are headed.
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Post by Doomy on Apr 15, 2009 14:22:46 GMT -5
OK, potion goes in flask, the pouch items go in my pouch. Does that include the ivory? I will offer the robe and mace to Mar as they are of little use to me, and he can have the ivory too if that is a backpack item.
"I am to seek the spire, and am also searching for another warrior like me who I believe is somewhere in this area," replies the gunner.
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Post by Aguila Saber on Apr 25, 2009 15:44:19 GMT -5
Note: Ivory is a jewel and this a Pouch item.
When offered items from the cache the warrior shakes his head and says. "Our custom is to leave something for everything we take, otherwise the cache would quickly go empty, would it not? Our medicine men will make sure there is always something restorative but anything else is mean to be a trade."
"The spire? You mean the construction our enemies are guarding?"
About your other query: "You mean someone else carrying boom sticks?"
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Post by Doomy on Apr 26, 2009 12:25:01 GMT -5
"I see," says the dwarf, returning all items except the healing potion to the cache. "Yes. Another member of my race is believed to have come here, and my mission involves travelling to that structure so I can destroy it. Can you aid me?"
Need to get moving I think. Spend all Activity moving towards the spire.
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Post by Aguila Saber on Apr 26, 2009 13:49:09 GMT -5
"I've not seen anyone like you before."
To the other query. "I do have some knowledge about the area and I know where you will find the least enemies, and I can show you where the entrance to the construction is."
(( You do not see the spire. Visibility is severely reduced. ))
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Post by Doomy on Apr 26, 2009 13:57:12 GMT -5
Okay, I will allow Mar to act as my guide.
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Post by Aguila Saber on Apr 26, 2009 14:08:05 GMT -5
"The path we must take leads east and then south. I'd prepare for battle with much blood spilt, iron-man."
"The central area is free of our enemies but there is too much noise while you walk, so we will need to take out the enemies bordering that area. We will not be able to pass unnoticed."
With those words he lets you prepare and then sets off towards the east. Moving slowly ahead of you.
(Please note any preparations you need performed.)
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Post by Doomy on Apr 26, 2009 14:22:47 GMT -5
Is my pistol currently unloaded? If so, load it. No other preparations at this time.
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Post by Aguila Saber on Apr 26, 2009 14:47:13 GMT -5
Is my pistol currently unloaded? If so, load it. No other preparations at this time. Yes it is "Not loaded".
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Post by Aguila Saber on May 3, 2009 4:36:40 GMT -5
Doomy Round 10. Location: C-7, SE
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 23 (+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 Potionx3 1 Book of Herbs 4 Boompowderx18
1 Pouch 1 White Pearl
Actions: Talk to Native Open Secret Vault Add Healing Potion to Inventory
Catching up with the actions here. Reloading the Gun will be next round, and then there is a few activity left to spend on movement,
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Post by Doomy on May 3, 2009 4:51:15 GMT -5
Mar is acting as my guide, so any movement points will be spent following him.
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Post by Aguila Saber on May 3, 2009 5:05:20 GMT -5
Doomy Round 11. Location: D-7, SE
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 23 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 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 Boompowderx17
1 Pouch 1 White Pearl
Actions: Talk to Native (1 activity) Reload Bor Pistol (2 activity) Move East to D-7 SE (2 activity) Search +3 (2 activity, 1 perception)
Mar is on E-7 SW.
Mar warns you of enemy ahead pointing to the North-East. You immediately spot two annihilators standing there.
"Elementalists. More are bound to be close, if at all possible we should take them out from a distance," he advices and starts to cast a spell.
The enemies have noticed you as well, since they are both faced in your direction and preparing to unleash their magic at you.
In order to use your Bor Pistol without hitting Mar you need to move two steps forwards alongside him, or move one-two step to the north. Both of these actions will also reduce distance and increase damage from a shot.
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Post by Doomy on May 3, 2009 5:28:16 GMT -5
Doomy moves to stand beside Mar. "Ranged combat is my specialty," he says, levelling his pistol at the nearest elementalist.
Move two steps to stand beside Mar, shoot the closest enemy, reload.
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Post by Aguila Saber on May 3, 2009 6:20:22 GMT -5
Doomy Round 12. Location: E-7, SE Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 14 (+1/2 -10) Activity per round: 7 Perception points: None. In combat. 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 Boompowderx16 1 Pouch 1 White Pearl Actions: Move East to 3-7 SE (2 activity) Fire Pistol (2 activity) Reload Pistol (2 activity) 1 activity lost looking for enemies. Mar is on E-7 SW. Initiative Mar vs. Targeted Annihilator. Mar wins so his spell goes first. 3 activity. Mar attacks Intuite with ranged magic attack. (1d10=6, 2d3=3, 1d10=9, 2d3=4)Attack: 3 + 6-1 = 8. DC 5. Hits. Damage: 3 + 2 = 5 (Magic). Mar kills the Intuite. Since Mar only noticed the Intuite this round, his second spell this round goes to a defensive spell. Intuite attacks Doomy with Fire based attack. (1d10=5, 2d3=2) Attack: 3 + 5-1 =7. DC: 7. Hit. Damage: 2 + 2 - 2 = 2 (Fire). Acolyte attacks Doomy with cold based attack. (1d10=4, 3d3=8)Attack: 4 + 4-1 = 7. DC: 7. Hit. Damage: 8 + 2 - 2 = 8 (Cold) 4 activity Doomy fires Bor Pistol at Acolyte. (The Intuite you spotted has already been downed by Mar. Noone of you noticed the other one.) Doomy Bor Pistol shot at Acolyte and Intuite. (1d10=6, 2d5=8, 2d5=9, 1d10=10, 2d5=10, 2d5=2) Attack on Acolyte: 2 + 6-1 = 7. DC: 6. Hit. Damage for distance 4 (uhhu damage should have been 2d6 not so I will reduce distance by 1 to compensate): 8-2 + 9-2 = 13 damage. Doomy kills the Acolyte. Attack on Intuite (unseen so half damage, but he is within the blasted area and so will take damage) Damage for distance 3 (compensated to 2): (10-1 + 2-1)/2 = 5. Doomy kills the Intuite. Looks like you will not need another round. You will simply lose the last activity point looking for standing enemies and not seeing any. Mar is looking around carefully, watching for more of the enemy to appear. You will have most of the the next round free for activities before you proceed. (You will have time for taking out and using a Healing Potion for instance.)
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