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Post by Aguila Saber on Jun 10, 2009 16:11:53 GMT -5
Doomy Round 25 and 26. Location: L-9 NE
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 11 1/2 ( +1 -9) Activity per round: 7 Perception points: None in
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 Splinter Grenade. 3d4 piercing damage. Attack: Eye. Miss = Half. Strength DC 5 vs Stun.
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 2 Boompowderx10
1 Pouch 1 White Pearl
Actions Round 25: Equip War Axe (free) Aim and Throw Splinter Grenade at L-7 NE (2 activity) Close to combat range with enemy L-7 SE (5 activity)
Mar is on J-10 NW, armed with Shortbow and a Sword, 2 arrows remaining, wearing a Robe of Awareness (+2 Eye when Searching.)
Initiative: Doomy: 2 + 1 = 3 Mar: 1+8 = 9 Acolyte SE: 0+5 = 5 Acolyte NW: 0+3 = 3 Intuite SE: 0+0 = 0
2 activity: Mar fires Bow at Acolyte NW: 2 + 9 = 11. DC: 6. Hit. No drift. No kick. Hits torso. Damage: (3 - 5/20) * 1.0 = 2.75 damage.
Doomy throws Splinter Grenade (Aim): 2 + 6 = 8. DC: 5. Hits target square. Throw at Acolyte SE: 2 +6 = 8. DC 6. Hit. Full damage. Damage: 3 + 2 +1 = 6 damage. Stun check: 0 + 1 = 1. DC: 5. Stunned and loses this round.
Throw at Acolyte NW: 2 + 0 = 2. DC: 6. Miss. Half damage. Damage: (3 + 4 + 2) = 4.5 damage. Stun check: 0 + 7 = 7. DC: 5. Success.
Throw at Intuite SE: 2 + 9 = 11. DC: 5. Hit: Full damage. Damage: 3 + 3 +4 = 10 damage. Doomy kills the Intuite.
3 activity Acolyte NW makes a cold attack on Doomy: 4 + 4 = 8. DC: 7. Hit. Damage: 3+3+2+3-2 = 9 cold damage.
4 activity. Mar fires Bow at Acolyte NW: 2 + 7 = 9. DC: 6. Hit. No drift. No kick. Hits torso. Damage: (3 - 5/20) * 1.0 = 2.75 damage. Mar kills the Acolyte.
Mar drops Bow and moves 2 steps to the East.
Mar is on L-10 NW, armed with a Sword wearing a Robe of Awareness (+2 Eye when Searching.)
Round 26. Acolyte: Stun check: 0 + 3 = 43. Failed. Loses another round.
2 activity Doomy attacks: 3 + 6 = 9. DC: 6. Hit. Damage: 3 + 4 = 7 damage. Doomy kills the Acolyte.
Move from L-7 SE to L-9 NE ( 4 activity) Search +2 (1 activity and 2 Perception points)
To the North there is another corpse.
The corpse is that of a dwarven gunner. From your briefing you identify that the dwarf has the two following items: Bor Rifle with 9 Boompowder Belt of Retribution: Deals 1 Psychic Damage to anyone who successfully hit you in melee
Acolyte L-7 NW, Dead Acolyte L-7 SE, Dead Intuite L-7 SE, Dead Dead Corpse, L-6 SE Dwarven corpse, L-9 NE
You do not see any further enemies this round. Mar is taking a closer look at the annihilators you killed leaving you alone with the dwarven corpse.
Mar will need next round to loot the enemies there.
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Post by Doomy on Jun 10, 2009 16:54:22 GMT -5
Doomy takes the fallen gunner's rifle, ammunitiion and belt. Fixing the belt around his own waist, he next adds the powder to his own supply.
"Please ask your tribe to ensure this body is taken back to my people for a proper funeral," says the dwarf. He then addresses the dead dwarf. "You shall be avenged."
So, take the 9 powder, and wear the belt. As for the rifle, I'm not sure if I am allowed to carry it. If not, I'll entrust Mar's tribe to return it to our skyship along with the body.
Next step - move to loot the corpse on L-6 SE, again with maximum search on that location.
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Post by Aguila Saber on Jun 14, 2009 13:22:57 GMT -5
The world funeral does not seem to mean anything to Mar.
"We make a shallow hole? " he asks.
I guess the rifle will count as 1 weapon, it is only when you use it, it uses both hands, so yes you could take it along. Carrying more or less the same way you would a bow.
As for the L-6 corpse. Mar is much closer to that corpse. It will take nearly a round for you only to reach it. Are you sure you want to move all that way north?
XX => L6 XC
AM => L7 XA
XX => L8 XX
XD => L9 XX
A= Dead Annihilators M = Mar C = corpse D = Doomy and Dead Dwarf
You are probably doing much better work by keeping a lookout while Mar goes through the corpses.
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Post by Doomy on Jun 14, 2009 16:20:59 GMT -5
"Sort of..." says the dwarf, feeling a little confounded by the cultural barrier. "I want his body taken home to his family, not left here."
Okay, I'll take the rifle and your advice. Mar can investigate the corpse while I stand guard.
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Post by Aguila Saber on Jun 20, 2009 5:32:54 GMT -5
Doomy Round 27. Location: L-9 NE
Strength: 2+1 = 3, Speed: 2, Eye: 2, Mind: 0 Health: 22 ( +1/2 +10) 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. 1 Bor Rifle, Loaded.
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
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 4 Boompowderx18
1 Pouch 1 White Pearl
Actions: Loor Dwarven Corpse Equip Bor Rifle and Load it with 1 one of the Boom Powder. (2 activity) Search +3 Wait for Mar to finish looting.
In addition to the items you also find 1 Healing Potion in the dead dwarf's Backpack.
The Healing Potion restored 10 Health.
Mar's search of the three annihilators and the extra corpse does not yield anything of value. All that is found is a damaged Mace which Mar decides not to bring along.
"You can bring him with you on the way back?," Mar proposes.
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Post by Doomy on Jun 20, 2009 5:55:59 GMT -5
I'm down to less than half health so I'll use the potion immediately.
"Okay, we'll come back for the dwarf," agrees Doomy. "Onward!"
Once again folowing Mar towards the spire.
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Post by Aguila Saber on Jun 20, 2009 12:45:55 GMT -5
Doomy Round 28. Location: L-10 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, Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. 1 Bor Rifle, Loaded.
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
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 4 Boompowderx18
1 Pouch 1 White Pearl
Actions: Move L-9 NE to L-10 SE following Mar (3 activity) Search +3
Mar gets ready to move ahead chosing now to take a southerly route. He hasn't gone far before he stops and points ahead.
"A witch," he says. "They are the most powerful spellcasters of the enemy."
You follow his outstretched arm and see the witch looking more closely at the vegetation, as if searching for something. She is so pre-occupied with the search that she seems unaware of your presence here.
Two the south and south-east curious some large plants are growing the like of which you have not seen before.
Mar is on L-10 SE, armed with a Sword wearing a Robe of Awareness (+2 Eye when Searching.)
Visible enemies: Witch M11-SE (Unaware), Distance: 3)
D=Doomy and Mar. P=Large Plants
L M XX XX =N XD XX =S XX XX =N XX XW =S PP PP
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Post by Doomy on Jun 20, 2009 13:48:58 GMT -5
The dwarf bellows no knightly challenge. Instead he simply levels his rifle at the witch and pulls the trigger.
Shoot the witch with my pistol, and hopefully drop her before she can cast a spell. Reload and shoot again if necessary. Does this count as a stealth attack?
I get a better rate of fire with the pistol, I think?
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Post by Aguila Saber on Jun 20, 2009 14:54:59 GMT -5
Well, Rifle is superior in dealing more damage to one opponent but Pistol is superior as a close range weapon. They are about the same. You should probably be a bit closer for the Pistol to have best effect.
You don't get to auto-hit in the case of a ranged weapon, but the witch will not get to act until you shoot. This means that aiming and firing is free.
Reload time is the same for the two weapons: 2.
Mar will also cast a magic spell at the witch and so is likely to do some damage of his own should you not kill the Witch out-right.
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Post by Doomy on Jun 20, 2009 15:20:43 GMT -5
OK then - I'll shoot with the rifle instead of the pistol as the rifle is better against single targets and just as fast.
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Post by Aguila Saber on Jun 21, 2009 4:43:27 GMT -5
Doomy Round 29. Location: L-10 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, Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. 1 Bor Rifle, Not Loaded
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
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 4 Boompowderx17
1 Pouch 1 White Pearl
Actions: Attack Witch with Rifle. Reload Attack Witch with Rifle
2 activity Doomy attacks Witch with Rifle: 4 + 1 - 0.15 = 4.85. DC: 7. Miss. Redirected aim: Lower Left. No kick. No drift. Bullet hits Left Leg. Damage: (2d8 - 0.1) * 0.5 = 11.9 * 0.5 = 5.9 damage
3 activity Mar attacks Witch with Magic attack: 3 + 9 = 12. DC: 7. Hit. Damage: 5 damage.
5 activity Witch attacks Mar with Electric charge: 4 + 9 = 13. DC: 7. Hit. Damage: 1+2+1+3+4 = 11 damage (electrical).
6 activity Doomy attacks Witch with Rifle: 4 + 4 - 0.15 = 7.85. DC: 7. Hit. No kick. No drift. Bullet hits Torso Damage: (2d8 - 0.1) * 1.0 = 12.9 damage Doomy kills the Witch.
Forgot to ask you about Loads and Bullets. Same rules apply as in Marksmanship. I used 1 of each for last round and this round. You need to reload agaian though.
With the hit Mar took he is inclined to retreat to recover, unless healed.
There is another tribal shrine up ahead (quite close, on N12).
If you can secure the shrine, he can continue. But you will have to handle the securing yourself. This is unless you find some other way of healing the injury. You will not be able to use the shrine to heal your injury. It is some tribal magic which only works for the tribals.
Mar is on L-10 SE, armed with a Sword wearing a Robe of Awareness (+2 Eye when Searching), 11 Damage.
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Post by Doomy on Jun 21, 2009 6:52:11 GMT -5
I am trying to conserve ammunition (ha!) so will be using one load with one bullet whenever I fire the rifle unless otherwise stated. The most accurate load for me is two of each, but that's expensive.
Time to secure the shrine. I'll reload and head over there with maximum search on N12.
Doomy checks on Mar's injuries and makes him as comfortable as possible. "Wait here, I will get you some help," he says , before making for the shrine.
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Post by Aguila Saber on Jun 22, 2009 12:47:12 GMT -5
Doomy Round 30. Location: M-11 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. 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
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 4 Boompowderx16
1 Pouch 1 White Pearl
Actions: Reload (2 activity) Move from L-10 SE to M-11 SE (3 activity) Search +3 (2 activity and 2 Perception points)
Mar's hunch that more of the enemy is near provs correct when your search reveals three more of the enemy standing not too far away on the other side of the shrine. They have seen you too and when they start to use their now almost familiar casting manouever you can tell that they are yet more elementalists.
Acolyte O-11 SW. (Distance 3) Intuite O-11 SE. (Distance 4) Intuite O-11 SE. (Distance 4)
Mar is on L-10 SE, armed with a Sword wearing a Robe of Awareness (+2 Eye when Searching), 11 Damage.
Hmmm they are standing in a line, so a very good target for the Pistol. A bit far away though. If you step up one or two steps you will likely take them out, if you shoot from where you are some of them will likely survive the blast.
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Post by Doomy on Jun 22, 2009 15:10:33 GMT -5
More elementalists? Man. Usual procedure (as suggested) - advance a couple of steps and dakka dakka with the Pistol.
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Post by Aguila Saber on Jun 23, 2009 14:06:40 GMT -5
Have to ask how many steps since the results are very different for 1 and 2, and 3 is not possible since you end up on the same square then. 1 step means casting and firing so highest Initiative will go first . 2 steps and the spells will go first but you will most likely kill all in one shot.
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