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Post by Doomy on May 3, 2009 6:48:07 GMT -5
Yes, use a healing potion, reload gun, and if there are any points left this round search the bodies. Is it my imagination or is my cloak of magic resistance doing nothing whatsoever?
The combat is swift and merciless. Doomy is hit by some spells but the pain does not stop him from gunning down his foes with Mar's help.
"Told you so," grins the dwarf.
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Post by Aguila Saber on May 3, 2009 10:35:30 GMT -5
Yes, use a healing potion, reload gun, and if there are any points left this round search the bodies. Is it my imagination or is my cloak of magic resistance doing nothing whatsoever? It helps against the magic damage type. This was elemental damage (Fire & Cold) so you got the Plate Armour reduction for it. Mar tries to halt you when you set off towards the corpses. "More will be close, let's not attract enemies we do not need to fight." A metallic sound from the your plate mail supports Mar's point. "You wanted to go to spire quickly?" A small reminder: remember that visibility is quite low in the general area. If you move to the north, you will be visible to several new squares; squares where enemies would not get to detect you otherwise.
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Post by Doomy on May 3, 2009 16:24:58 GMT -5
I was under the impression the elemental damage in this case was magical in nature, meaning I would be doubly protected. Never mind.
"Very well. Lead on, my friend," says the Dwarf, deferring to Mar's judgement.
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Post by Aguila Saber on May 4, 2009 14:21:57 GMT -5
Doomy Round 13. Location: E-7, SE Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 21 1/2 (+1/2 +7) 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 Potionx2 1 Book of Herbs 4 Boompowderx16 1 Pouch 1 White Pearl Actions: Take out and use Healing Potion Mar is on E-7 SE. Doomy uses Healing Potion (4d3=7) Doomy restores 7 Health. While Doomy takes out the Healing Potion, Mar points out a Mine Field on the square ahead. (F7). "There are many enemies around this place. Are you ready for another bout?" Mar points to the south where another group of annihilators are approaching you. No doubt they've overheard the noise. "More elementalists," he concludes. As in response they notice the two of you and start to cast spells. E-8 SE Acolyte E-8 SW Acolyte E-8 SE Intuite E-8 SW Intuite They are at some distance from each other. You can do full damage to those on SE or SW and will do half damage to the other square should you choose to fire the Bor Pistol.
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Post by Doomy on May 4, 2009 14:35:22 GMT -5
"I am always ready," says Doomy with a grin as he prepares to kill even more mages.
OK, more ranged combat this time. Shoot SE Intuite or Acolyte (whichever is higher Tier). Reload and fire again if necessary, concentrating on the bigger enemies. A simple strategy, but it works!
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Post by Aguila Saber on May 6, 2009 14:14:32 GMT -5
Doomy Round 13. Location: E-7, SE Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 10 (+1/2 -12) Activity per round: 7 Perception points: None in combat. 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 3 Boompowderx14 1 Pouch 1 White Pearl Actions: Fire at E-8 SE. Reload Fire at E-8 SE Mar is on E-7 SE. 2 activity Doomy fires Bor Pistol at Annihilators. (1d10=3, 2d6=10, 2d6=7, 1d10=9, 2d6=6, 2d6=8, 1d10=6, 2d6=8, 2d6=6, 1d10=8, 2d6=6, 2d6=8) Doomy shot on E-8 SE Acolyte: 2 + 3-1 = 5. DC: 6. Miss. Half damage at Distance 2: (6-1 + 8-1)/2 = 6 damage. Doomy shot on E-8 SE Intuite: 2 + 6-1 = 7. DC: 5. Hit. Damage at : 8-1 + 6-1 = 12 damage. Doomy kills the Intuite. Doomy shot on E-8 SW Acolyte. Half damage. Half damage at distance 3: (8-2 + 6-2)/2 = 5 damage. Doomy shot on E-8 SW Intuite. Half damage. Half damage at distance 3: (6-2 + 8-2)/2 = 5 damage. Doomy kills the Intuite. Doomy, Mar, Acolyte SW, Acolyte SE (1d10=8, 1d10=5, 1d10=4, 1d10=7) Initiative order: Doomy, Acolyte SE, Mar, Acolyte SW 3 activity Acolyte SE, Acolyte SW (1d10=10, 3d3=4, 1d10=4, 3d3=6) Mar attacking Acolyte SE (1d10=1, 2d3=3, 1d10=8, 2d3=4) Acolyte SE attacks Doomy with Cold attack: 4 + 10-1 = 13. DC: 7. Hit. Damage: 4 + 3 - 2 = 5 damage (cold). Mar attacks Acolyte SE with magic ranged attack: 3 + 1-1 = 3. DC: 6. Miss. Mar takes 1 damage due to failed spell. Acolyte SW attacks Doomy with magic ranged attack: 4 + 4-1 = 7. DC: 7. Hit. Damage: 6 + 3 - 2 = 7 damage (cold) 6 activity Doomy Bor Pistol shot. (1d10=1, 2d6=9, 2d6=6, 1d10=6, 2d6=8, 2d6=9) Doomy shot on E-8 SE Acolyte: 2 + 1-1 = 3. DC: 6. Miss. Half damage at Distance 2: (9-1 + 6-1)/2 = 7 damage. Doomy kills the Acolyte Doomy shot on E-8 SW Acolyte. Half damage. Half damage at distance 3: (8-2 + 9-2)/2 = 6 damage. Doomy kills the Acolyte No target left for Mar's second spell. E-8 SE Acolyte, Dead E-8 SW Acolyte, Dead E-8 SE Intuite, Dead E-8 SW Intuite, Dead This time Mar moves forwards to search the corpses.
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Post by Doomy on May 6, 2009 14:50:59 GMT -5
"Do you suppose these guys have taken the hint yet?" says Doomy, breathing raggedly as his gunsmoke dissipates. "Or are there more hiding somewhere?"
Use Healing potion, reload gun, search bodies. This is one bloody adventure, I think I've racked up a pretty big body-count.
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Post by Aguila Saber on May 10, 2009 12:58:44 GMT -5
Doomy Round 14 and 15. Location: E-8, SE
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 18 (+1/2 -1/2 + 7) 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 Potionx1 1 Book of Herbs 3 Boompowderx14
1 Pouch 1 White Pearl
Actions (Round 14): Reload, 2 activity Take out Healing Potion, 3 activity Use Healing Potion, 2 activity (Restored 7 Health)
Round 15. Move to E-8 SE (2 activity) Loot two corpses on E-8 SE (4 activity) Search +2 (1 activity and 2 Perception points)
Mar is on E-8 SW and looting those two corpses.
Mar does not find anything in particular on the two corpses he looks at.
Doomy finds the following: Shortbow with Quiver and 6 Arrows (You can offer this weapon to Mar if you like. He has a hand-weapon but no ranged weapon apart from his magic.) Scimitar (Condition 2/5 (Badly damaged))
There are some plants that may be of use in patch to the west. You will need to examine them closer to be sure.
You have time to offer your finds and discuss briefly with Mar as part of these two passed rounds.
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Post by Aguila Saber on May 10, 2009 13:51:17 GMT -5
Doomy total kills in Overland Challenge: 5 Tier II 9 Tier I.
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Post by Doomy on May 10, 2009 16:10:08 GMT -5
"Here," says the dwarf, offering Mar the bow. "Never been a fan of these things."
Leaving the sword alone, the dwarf fishes his book of herbs from his pack and examines the nearby plants.
Using the book, I will take as much time as needed to correctly identify the plants. That's one round, if I remember rightly.
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Post by Aguila Saber on May 13, 2009 16:34:01 GMT -5
Doomy Round 16 and 17. Location: E-8 SE
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 19 (+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 x4 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx1 1 Book of Herbs 3 Boompowderx14
1 Pouch 1 White Pearl
Actions (Round 16 and 17): Move E-8 SE to D-8 SE (2 activity) Take out Book of Herbs (3 activity) Use Book of Herbs to get Perfect Reading (5 activity and 2 Perception points) Move to E-8 SE (2 activity) Search +1 (2 Perception Points)
You search of the bushes reveal more of the herbs you found earlier. This time you find enough for an additional 3 doses of the herb.
NOTE: They are small and I will let you keep them in a single inventory spot.
When you approach Mar he is looking eastwards for more enemies.
"Seems we are clear for now. Be ready for more enemies. I can feel there are more and not distant either."
Mar is on E-8 SE, now armed with Shortbow and a Sword.
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Post by Doomy on May 14, 2009 1:36:03 GMT -5
After picking the herbs and storing them in his pack, Doomy replies to Mar as he reloads his pistol.
"If you can find a way round them, we shall take it. Otherwise, we shall go through them."
Take herbs, reload Pistol and follow Mar again.
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Post by Aguila Saber on May 17, 2009 16:16:51 GMT -5
Doomy Round 18. Location: G-8 SW
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 19 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 x4 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx1 1 Book of Herbs 3 Boompowderx14
1 Pouch 1 White Pearl
Actions (Round 18): Follow Mar moving eastwards slowly, moving to G-8 SW this round. Search +3
"More enemy contact cannot be avoided. But let's engage them in smaller groups as we have done so far," he leads on.
Doomy spots three enemies standing to the North-West. More spellcasters! They all appear to have seen you as well. Mar has seen the danger as well.
Mage at H-7 NW. Distance: 4. Mage at H-7 NW. Distance: 4. Adept at H-7 NE. Distance: 5.
You can fire at the Mages at H-7 NW without hitting Mar. The other target you must move first and fire later. They are a bit away see above, but this doesn't stop them from casting spells.
Mar is on G-8 SE, now armed with Shortbow and a Sword.
You may get more use for your Pistol and perhaps also your cloak this time. We'll see.
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Post by Doomy on May 17, 2009 16:47:32 GMT -5
Fire at the mages on H7 as suggested, reload and fire again if they survive.
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Post by Aguila Saber on May 18, 2009 14:11:12 GMT -5
Doomy Round 19. Location: G-8 SW
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 20 (+1/2) Activity per round: 7 Perception points: None this round.
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 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 (Round 18): Fire Pistol at Mages on H7. Reload. Fire Pistol at Mages on H7
2 activity
Doomy fires Bor Pistol at Mage: 2 + 1 = 3. DC: 6. Miss; Half damage.. Damage for distance 4: (9-3 + 8-3) / 2 = 5 damage. (Rounded down)
Doomy fires Bor Pistol at Mage: 2 + 0 = 2. DC: 6. Miss; Half damage.. Damage for distance 4: (6-3 + 10-3) / 2 = 5 damage.
Doomy Bor Pistol damage on Adept: Half damage. Damage for distance 5: (9-4 + 4-4) = 2 damage (Rounded down)
Initiative: Doomy: 2 + 9 = 11. Mar: 1 + 7 = 8 Mage: 0 + 9 = 9 Mage: 0 + 2 = 2 Adept: 0 + 2 = 2.
3 activity. Mage #1 attacks Mar. 3+ 7 = 10. DC: 7. Hit. Damage: 2+3+2 = 7 damage.
Mar attacks Mage 2. 3 + 6 = 9. DC: 5. Hit. Damage: 2+1+2 = 5 damage. Mar kills Mage #2.
Adept attacks Doomy: 2 + 1 = 3. Miss.
6 activity
Doomy fires Bor Pistol at Mage: 2 + 9 = 11. DC: 6. Hit Damage for distance 4: (7-3 + 7-3) = 8 damage. Doomy kills Mage #1
Doomy Bor Pistol damage on Adept: Half damage. Damage for distance 5: (2-4 + 8-4) = 2 damage
Mar attacks Adept: 3 +3 = 6. DC: 5. Hit. Damage: 1+1+2 = 4 damage. Mar kills the Adept.
When the smoke clears from the Pistol Mar motions for you to take a closer look at the corpses. Himself, he moves forwards to look more closely at a stone structure nearby (on H-8).
Mage at H-7 NW. DEAD Mage at H-7 NW. DEAD Adept at H-7 NE. DEAD
Mar is on G-8 SE, now armed with Shortbow and a Sword, 7 damage.
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