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Post by Aguila Saber on Jul 14, 2009 12:07:14 GMT -5
You wouldn't want to change weapon within a round. So simply fire 5 times with the bow I'd say. Then switch weapon next round.
The enemies are far enough away so they will each get one attack on you this round, assuming they do not fail the Fear roll.
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Post by eviltb on Jul 15, 2009 2:26:06 GMT -5
Very well, lets go with that then.
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Post by Aguila Saber on Jul 15, 2009 4:15:21 GMT -5
eviltb Round 39. Location: M-14 NE.
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 21 Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Shortsword: Fast, Brittle, Damage: 1d4 Slashing, Condition: 5/5. On hit: Poisoned DC:6, 2 applications 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. 1 Longbow with pull 1 1 Shield. 20% chance that any attack hits the shield and causes no damage.
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Quiver containing 3 Arrows Archer's Bracers: +2 to Attack when using a Bow. Gloves of Strength: +1 Strength Belt of Reaction: +2 activity/round
Backpack containing: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 2/10. 1 Rope 2 Boom Powder x7 1 Book of Herbs 2 Flask of Healing Potionx4 1 Acid Flasks x4 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Wand of Fire. 6 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target. 1 Laumspurx3. +2d4 Health 1 Gloves of Strength: +1 Strength
Pouch: Garnet Alexandrite Sapphire Ruby
Actions: Switch to Longbow (free) Psychic Fear on nearest Knave (free) Fire at nearest Knave (x4)
Psychic Fear DC: 2+ 1 = 3. Resist: 0 + 9 = 9. Resisted. Knave #2 takes 1 damage
2 activity eviltb fires at Knave #2: 4 - 0.x + 4 = 7.x. DC 6. Hit. Drift (13%): No. Kick (5%): No Damage: 1 + 1d6 - 0.1 = 1.9 damage
5 activity eviltb fires at Knave #2: 4 - 0.x + 3 = 6.x. DC 6. Hit. Drift (13%): No. Kick (5%): No Damage: 1 + 1d6 - 0.1 = 4.9 damage eviltb kills Knave #2 (7.8 damage total)
6 activity Knave #3 attacks eviltb: 0 + 3 = 3. DC: 9. Miss.
8 activity eviltb fires at Knave #3: 4 - 0.x + 9 = 12.x. DC 6. Hit. Drift (13%): Yes. Kick (5%): No Damage (Hits arm): (1 + 1d6 - 0.1) * 0.5 = 1.4 damage
11 activity eviltb fires at Knave #3: 4 - 0.x + 9 = 12.x. DC 6. Hit. Drift (13%): No. Kick (5%): No Damage: 1 + 1d6 - 0.1 = 1.9 damage
Initative carried over; Knave #1, 1 point started attack on eviltb.
Enemies to south-east M-14: Knave #1 at N-14 NW Knave #2 at M-14 SE, DEAD Knave #3 at M-14 SE, 3.3 damage
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Post by eviltb on Jul 15, 2009 5:42:19 GMT -5
yay killed one!! I take it their "up in my grill" now, so I'll change to shortsword/shield
psychic fear on Knave 3 attack Kanve 3 attack Kanve 1
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Post by Aguila Saber on Jul 15, 2009 6:19:03 GMT -5
eviltb Round 40. Location: M-14 NE.
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 21 Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Shortsword: Fast, Brittle, Damage: 1d4 Slashing, Condition: 5/5. 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. 1 Longbow with pull 1 1 Shield. 20% chance that any attack hits the shield and causes no damage.
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Quiver containing 3 Arrows Archer's Bracers: +2 to Attack when using a Bow. Gloves of Strength: +1 Strength Belt of Reaction: +2 activity/round
Backpack containing: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 2/10. 1 Rope 2 Boom Powder x7 1 Book of Herbs 2 Flask of Healing Potionx4 1 Acid Flasks x4 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Wand of Fire. 6 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target. 1 Laumspurx3. +2d4 Health 1 Gloves of Strength: +1 Strength
Pouch: Garnet Alexandrite Sapphire Ruby
Actions: Switch to Shortsword (free) Psychic Fear on Knave #3 (free) Attack Knave #3 and then #1.
Psychic Fear DC: 2+ 7 = 9. Resist: 0 + 5 = 5. Failed. Knave #3 is frozen in fear. Knave #3 takes 1 damage
1 activity Knave #1 attacks eviltb: 0 + 4 = 4. DC: 9. Miss.
2 activity eviltb attacks Knave #3: 4 + 9 = 13. DC: 6. Hit. Damage: 1 + 1d4 = 4 damage. Posion resist: 0 + 0 = 0. Failed. Poison damage: 1 damage. eviltb kills Knave #3
3 activity Knave #1 attacks eviltb: 0 + 2 = 2. DC: 9. Miss.
4 activity eviltb attacks Knave #1: 4 + 4 = 8. DC: 6. Hit. Damage: 1 + 1d4 = 5 damage. Posion resist: 0 + 6 = 0. Poison resisted.
5 activity Knave #1 attacks eviltb: 0 + 2 = 2. DC: 9. Miss.
6 activity eviltb attacks Knave #1: 4 + 9 = 13. DC: 6. Hit. Damage: 1 + 1d4 = 3 damage. eviltb kills Knave #1
Looting the three Knaves you find the Shortsword each of them was carrying but nothing else of interest.
This takes 1 activity in next round as well.
Enemies: Knave #1 at N-14 NW, DEAD Knave #2 at M-14 SE, DEAD Knave #3 at M-14 SE, DEAD
Hmm... the Knaves really should be a bit more powerful.
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Post by eviltb on Jul 15, 2009 6:23:36 GMT -5
5 Act on looting/searching the bodies then. Then I'll move to O14 to search that other body that was mentioned. Usual max search/stealth usage.
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Post by Aguila Saber on Jul 15, 2009 13:30:20 GMT -5
eviltb Round 41. Location: M-14 NE to O-14 NE.
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 21 Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Shortsword: Fast, Brittle, Damage: 1d4 Slashing, Condition: 5/5. 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. 1 Longbow with pull 1 1 Shield. 20% chance that any attack hits the shield and causes no damage.
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Quiver containing 3 Arrows Archer's Bracers: +2 to Attack when using a Bow. Gloves of Strength: +1 Strength Belt of Reaction: +2 activity/round
Backpack containing: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 2/10. 1 Rope 2 Boom Powder x7 1 Book of Herbs 2 Flask of Healing Potionx4 1 Acid Flasks x4 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Wand of Fire. 6 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target. 1 Laumspurx3. +2d4 Health 1 Potion of Restoration (Neutralizes Disease)
Pouch: Garnet Alexandrite Sapphire Ruby
Actions: Loot last Knave (1 activity from previous round) Stealth +3 (1 activity and 2 Perception points) Search +3 (4 activity) Move to O-14 NW (3 activity) Loot Corpse (2 activity)
You find the following on the corpse: 1 Potion of Restoration (Neutralizes Disease) (Drops spare Gloves to make space.)
Everything seems quiet.
Features: Interesting vegetation to the North-West (N-13) and the South-West (N-15) and the North (O-12).
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Post by eviltb on Jul 16, 2009 2:28:00 GMT -5
In any case, I'll take the Restoration potion, leaving the spare gloves if i need to make room in the ole pack.
Shall I wait for your description before I move on? You can probably guess where Im gonna move to next anyway.
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Post by Aguila Saber on Jul 20, 2009 15:28:24 GMT -5
Updated the post above. Turned out to be not all that much new after all.
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Post by eviltb on Jul 21, 2009 2:59:44 GMT -5
Max stealth/search, move East. Is East generally where I need to go to meet up with everyone?
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Post by Aguila Saber on Jul 21, 2009 6:37:51 GMT -5
Max stealth/search, move East. Is East generally where I need to go to meet up with everyone? East and/or South. You do not know exactly which direction is correct.
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Post by Aguila Saber on Jul 21, 2009 7:51:16 GMT -5
eviltb Round 42. Location: From to O-14 NE to R-14 NE
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 21 Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Shortsword: Fast, Brittle, Damage: 1d4 Slashing, Condition: 5/5. 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. 1 Longbow with pull 1 1 Shield. 20% chance that any attack hits the shield and causes no damage.
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Quiver containing 3 Arrows Archer's Bracers: +2 to Attack when using a Bow. Gloves of Strength: +1 Strength Belt of Reaction: +2 activity/round
Backpack containing: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 2/10. 1 Rope 2 Boom Powder x7 1 Book of Herbs 2 Flask of Healing Potionx4 1 Acid Flasks x4 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Wand of Fire. 6 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target. 1 Laumspurx3. +2d4 Health 1 Potion of Restoration (Neutralizes Disease)
Pouch: Garnet Alexandrite Sapphire Ruby
Actions: Stealth +3 (1 activity and 2 Perception points) Search +3 (4 activity) Move to R-14 NW (6 activity)
Findings:
The corpse at P-13 (North-west) is still visible.
There seems to be some form of altar on S-16 SW. (South-East)
You spot two natives to the south-west. They do not appear to have seen you. Native Q-16 NW, Unaware Native Q-16 NE, Unaware
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Post by eviltb on Jul 22, 2009 4:13:23 GMT -5
Is that same corpse that I got the restoration potion from? I think it is but just want to make sure.
I'll head towards the alter, taking out the two natives as I go.
So itd be stealth attack on one of the natives, psychic fear on the other one. Then attack whichever native is still alive.
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Post by Aguila Saber on Jul 22, 2009 4:35:36 GMT -5
No it is another corpse.
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Post by Aguila Saber on Jul 22, 2009 4:52:48 GMT -5
eviltb Round 43. Location: From R-14 NE to Q-16 NE
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 21 Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Shortsword: Fast, Brittle, Damage: 1d4 Slashing, Condition: 5/5. 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. 1 Longbow with pull 1 1 Shield. 20% chance that any attack hits the shield and causes no damage.
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Quiver containing 3 Arrows Archer's Bracers: +2 to Attack when using a Bow. Gloves of Strength: +1 Strength Belt of Reaction: +2 activity/round
Backpack containing: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 2/10. 1 Rope 2 Boom Powder x7 1 Book of Herbs 2 Flask of Healing Potionx4 1 Acid Flasks x4 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Wand of Fire. 6 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target. 1 Laumspurx3. +2d4 Health 1 Potion of Restoration (Neutralizes Disease)
Pouch: Garnet Alexandrite Sapphire Ruby
Actions: Stealth +3 (1 activity and 2 Perception points) Move to Q-16 NE (5 activity) Stealth attack on Native at Q-16 NE (4 activity) Psychic fear on Native at Q-16 NW (free, I'll ignore the fear effect this late in the round and just try to apply the damage)
You do not have activity for more attacks, so you will lose the last point here and there is no counter-attacks from the natives.
Stealth attack does: 4 +1 = 5 damage.
Psychic Attack/Fear does: 1 damage. Not resisted.
Surrounding area:
Altar to the East: S-16 SW
Tribal Warrior, Q-16 NW, 1 damage Tribal Mage, Q-16 NE, 5 damage
New enemy group who has heard the sound of combat at: S-17. They are approaching your position. Backstabber, S-17 NW Backstabber, S-17 SE
The new enemy group was standing before a pair of closed doors. More than that you cannot discern at this distance.
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