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Post by Doomy on May 18, 2009 15:10:00 GMT -5
That was easier than expected! Reload Pistol, loot bodies.
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Post by Aguila Saber on May 24, 2009 9:34:00 GMT -5
Doomy Round 20. Location: H-7 NW
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 20 ( 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 Boompowderx12
1 Pouch 1 White Pearl
Actions (Round 19): Reload Bor Pistol (2 activity) Move to H-7 NW (4 activty) Search +2 (1 activity and 2 Peception points)
Looking around there are no further enemies in sight. You briefly look at the three bodies, but at a first glance none of them seem to carry anything of use.
Mar on his side has opened a small niche in the stone structure and is retrieveing something inside.
Mage at H-7 NW. DEAD Mage at H-7 NW. DEAD Adept at H-7 NE. DEAD
Mar is on H-8 SE, armed with Shortbow and a Sword, 7 damage.
Continue with looting? Your first look at them didn't reveal anything of use.
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Post by Doomy on May 25, 2009 2:30:13 GMT -5
Search some more (3 Activity plus 2 Perception) Then ask Mar what he has found before setting off again towards the spire.
Dissatisfied with the apparent lack of items on the bodies, Doomy decides to carry out a quick pat-search of each one. He also sees Mar retrieve a small item from a hidden recess.
"What do you have there, Mar?" he says.
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Post by Aguila Saber on May 25, 2009 14:11:13 GMT -5
Doomy Round 21. Location: H-7 NW
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 21 ( +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 Boompowderx12
1 Pouch 1 White Pearl
Actions: Loot Mage (2 activity) Loot Mage (2 activty) Loot adept (2 activity) Search +2 (1 activity and 2 Perception points)
You take the time to loot two of the corpses before returning to Mar. Your first impression was correct. The corpses had nothing of practical use or value on them.
Mar answers your query. "Just tending to my wounds with some Laumspur from one of our secret caches."
"So next step. My tribe has a pit trap to the east of here, so we need to skirt that area either to the north or to the south. Which way do you prefer to go?"
Mar is on H-8 SE, armed with Shortbow and a Sword.
To the south of Mar you glimpse the corpse of a fallen adventurer.
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Post by Doomy on May 25, 2009 14:44:58 GMT -5
Investigate the corpse, but AFTER searching for enemies/traps. Whatever killed the adventurer might still be around.
"We go south," says Doomy. "That corpse might be the warrior I am looking for."
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Post by Aguila Saber on May 27, 2009 11:13:12 GMT -5
Doomy Round 22. Location: H-9 SE
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 21 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 Boompowderx12
1 Pouch 1 White Pearl
Actions: Move from H-7 NW to H-9 SE (6 activity) Search +2 (1 activity and 2 Perception points)
The dead adventurer is not the dwarf you look for. You notice that he still has a damaged shortsword clutched in his hands. He has a bag on his belt which appears to contain something.
Mar is on H-9 SE, armed with Shortbow and a Sword.
"More enemies," Mar says and points to the south east. And sure enough. Three more annihilators are swiftly approaching you.
Soldier, I-11 SW Soldier, I-11 SE Footman, I-11 SW
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Post by Doomy on May 27, 2009 11:31:50 GMT -5
"They look like fighters this time. Guess they ran out of mages," grins the dwarf. "Drop 'em quick and let's get moving."
Shoot the soldiers. Reload and fire again if they survive. Will take the footman with my axe if he still lives.
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Post by Aguila Saber on May 29, 2009 13:01:50 GMT -5
Doomy Round 23. Location: H-9 SE
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 18 ( +1/2 - 4) Activity per round: 7 Perception points: None in combat.
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 Boompowderx11
1 Pouch 1 White Pearl
Actions: Fire Bor Pistol at Soldier #1 on I-11 SW Reload Fire Bor Pistol at Soldier #2 on I-11 SE 1 unspent activity
Initiative: Doomy: 2 + 0 = 2 Mar: 1 + 4 = 5 Soldier #1: 1 +3 = 4 Soldier #2: 1 + 9 = 10 Footman: 1 + 9 = 10
1 activity Soldier #2 moves to I-11 NE Footman moves to I-11 NW Soldier #1 moves to I-11 NW
2 activity Soldier #2 moves to I-10 SE Footman moves to I-10 SW
Mar attacks Soldier #2 with Bow: 2 + 7 = 9. DC: 6. Hit. No drift. No kick. Hits torso. Damage: (5 - 3/20) * 1.0 = 4.85 damage.
Soldier #1 moves to I-10 SW
Doomy fires Bor Pistol at Soldier on I-10 SW: 2 + 4 = 6. DC: 7. Half damage. Damage (distance 3): (2d6 -2 + 2d6 -2)/2 = (5 + 4)/2 = 4.5 damage.
Doomy shot on Footman: 2 + 3 = 5. DC: 6. Half damage. Damage (distance 3): (2d6 -2 + 2d6 -2)/2 = (8 + 2)/2 = 5 damage.
Doomy shot on Soldier on I-10SE. Half damage. Damage (distance 3): (2d6 -2 + 2d6 -2)/2 = (3 + 6)/2 = 4.5 damage.
3 activity Soldier #2 moves to I-10 NE Footman moves to I-10 NW Soldier #1 moves to I-10 NW
4 activity Soldier #2 moves to I-9 SE Footman moves to I-9 SW
Mar attacks Soldier #2 with Bow: 2 + 8 = 9. DC: 7. Hit. No drift. No kick. Hits torso. Damage: (3 - 3/20) * 1.0 = 2.85 damage. Mar kills Soldier #2
Soldier #1 moves to I-9 SW
Doomy has Reloaded the Bor Pistol
6 activity Footman attacks Doomy: 1 + 2 = 3. DC: 7. Miss
Mar attacks Footman with Bow: 2 + 2 = 4. DC: 6. Miss. Target: to the right. No drift. No kick. Arrow hits right arm. Damage: (2 - 0.05) * 0.5 = 0.95
Soldier attacks Doomy: 2 + 9 = 11. DC: 7. Hit. Damage: 2 + 4 - 2 = 4 damage.
Doomy fires Bor Pistol at Soldier on I-9 SW: 2 + 7 = 8. DC: 7. Hit Damage (distance 1): (2d6 + 2d6) = 17 damage. Doomy kills the soldier.
Doomy shot on Footman: 2 + 6 = 8. DC: 6. Hit. Damage (distance 1): (2d6 + 2d6) = 10 damage. Doomy kills the Footman.
Mar is on H-9 SE, armed with Shortbow and a Sword, 2 arrows remaining.
Soldier, I-9 SW, DEAD Soldier, I-9 SE, DEAD Footman, I-9 SW, DEAD
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Post by Doomy on May 29, 2009 16:41:35 GMT -5
Did we kill all three enemies listed at the foot of the update, or are these new guys?
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Post by Aguila Saber on May 29, 2009 17:54:04 GMT -5
They are dead. Updated the post.
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Post by Doomy on May 30, 2009 2:26:35 GMT -5
Reload Pistol, search the bodies, resume travel with Mar leading the way as usual.
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Post by Aguila Saber on May 30, 2009 2:47:55 GMT -5
Reload Pistol, search the bodies, resume travel with Mar leading the way as usual. Which of the corpses are you going to loot? (You will only loo those you specify directly.)
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Post by Doomy on May 30, 2009 4:55:18 GMT -5
How long would it take to search them all?
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Post by Aguila Saber on May 30, 2009 8:51:11 GMT -5
How long would it take to search them all? Cost for looting is 2 per corpse. And this applies both to the corpse of the adventurer and the corpses of the annihilators. I guess Mar can take a couple of the corpses but it is finder's keeper's if you want to do this.
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Post by Doomy on May 30, 2009 13:56:26 GMT -5
Okay, in that case I will loot the adventurer and one soldier, then reload my gun and set off with Mar leading the way.
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