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Post by eviltb on Jul 22, 2009 6:07:13 GMT -5
psychic on the warrior, attack the mage until dead, then attack the warrior. If anythings left and the backstabbers are near, then I'll attack them too!
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Post by Aguila Saber on Jul 22, 2009 7:58:25 GMT -5
eviltb Round 44. Location: Q-16 NE
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 13 (-8) 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: Psychic fear on Tribal Warrior Attack Tribal Mage and then Tribal Warrior and then Backstabbers
Tribal Warrior, Q-16 NW, 1 damage. I: 1+8=9 Tribal Mage, Q-16 NE, 5 damage Backstabber #1, S-17 NW. I: 3 + 9 = 12 Backstabber #2, S-17 SE. I: 3 + 7 = 10 eviltb: I: 4 + 3 = 7.
Psychic Fear DC: 2 + 4 = 6. Resist roll: 0 + 2 = 2. Failed. Moves to the East in Fear and takes 1 damage. (This means he will remain in range for attacks.)
2 activity: eviltb attacks Tribal Mage: 4 + 2 = 6. DC: 5. Hit. Damage: 2 + 1 = 3 damage
3 activty Tribal Mage attacks eviltb: 3 + 6 = 9. DC: 9. Hit. Damage: 2d3 + 2 = 4 damage (magical)
4 activity eviltb attacks Tribal Mage: 4 + 5 = 9. DC: 5. Hit. Damage: 1 + 1 = 2 damage eviltb kills the Tribal Mage
6 activity Backstabber #1 attacks eviltb: 1 + 7 = 8. DC: 9. Miss.
eviltb attacks Tribal Warrior: 4 + 9 = 13. DC: 6. Hit. Damage: 3 + 1 = 4 damage
8 activity Backstabber #1 attacks eviltb: 1 + 1 = 2. DC: 9. Miss.
Backstabber #1 attacks eviltb: 1 + 8 = 9. DC: 9. Hit. Damage: d5 = 4 damage Poison resist DC: 6. Resist: 1 + 8 = 9. Success.
eviltb attacks Tribal Warrior: 4 + 3 = 7. DC: 6. Hit. Damage: 4 + 1 = 5 damage eviltb kills Tribal Warrior
10 activity eviltb attacks Backstabber #1: 4 +5 = 9. DC: 8. Hit. Damage: 2 + 1 = 3 damage
eviltb: 1 activity carried over.
End round: Tribal Warrior, R-16 NW, Dead Tribal Mage, Q-16 NE, Dead Backstabber #1, Q-16 SE 3 damage Backstabber #2, R-16 NW
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Post by eviltb on Jul 22, 2009 11:56:14 GMT -5
fear backstabber 1, attack, then attack backstabber 2
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Post by Aguila Saber on Jul 22, 2009 14:36:42 GMT -5
eviltb Round 45 and 46. Location: Q-16 NE
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 13 Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Shortsword: Fast, Brittle, Damage: 1d4 Slashing, Condition: 4/5. 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: Psychic fear on Backstabber #1 Attack Backstabber #1 and then #2
Backstabber #1, I: 3 + 8 = 11 Backstabber #2, I: 3 + 7 = 10 eviltb: I: 4 + 0 = 4.
Psychic Fear DC: 2 + 6 = 8. Resist roll: 0 + 8 = 8. Success. Backstabber #1 takes 1 damage
1 activity eviltb attacks Backstabber #1: 4 +4 = 8. DC: 8. Hit. Damage: 4 + 1 = 5 damage
2 activity Backstabber #1 attacks eviltb: 1 + 4 = 5. DC: 9. Miss.
Backstabber #2 attacks eviltb: 1 + 7 = 8. DC: 9. Miss.
3 activity eviltb attacks Backstabber #1: 4 + 9 = 13. DC: 8. Hit. Damage: 3 + 1 = 4 damage eviltb kills Backstabber #1
4 activity Backstabber #2 attacks eviltb: 1 + 4 = 5. DC: 9. Miss.
5 activity eviltb attacks Backstabber #2: 4 + 4 = 8. DC: 8. Hit. Damage: 3 + 1 = 4 damage
6 activity Backstabber #2 attacks eviltb: 1 + 0 = 1. DC: 9. Miss. Backstabber #2's weapon damaged.
7 activity eviltb attacks Backstabber #2: 4 + 2 = 6. DC: 8. Miss
8 activity Backstabber #2 attacks eviltb: 1 + 3 = 4. DC: 9. Miss.
9 activity eviltb attacks Backstabber #2: 4 + 4 = 8. DC: 8. Hit Damage: 1 + 1 = 2 damage
11 activity eviltb attacks Backstabber #2: 4 + 1 = 5. DC: 8. Miss eviltb's shortsword is damaged.
New round:
Psychic Fear DC: 2 + 3 = 5. Resist roll: 0 + 4 = 5. Success. Backstabber #2 moves to the north-east and takes 1 damage
2 activity eviltb attacks Backstabber #2: 4 + 4 = 8. DC: 8. Hit Damage: 3+ 1 = 4 damage eviltb kills Backstabber #2 just before he has to move and follow.
The Backstabbers have Poisoned weapons which you can loot. Both of them has two applications of Poison DC:6 remaining. One of them is lightly damaged.
End round: Tribal Warrior, R-16 NW, Dead Tribal Mage, Q-16 NE, Dead Backstabber #1, Q-16 SE, Dead Backstabber #2, R-16 NW, Dead
Noticed that you haven't got a Ring of Regeneration. You should not receive the +1/2 Health pe round I've been giving you.
Hmmm will go back and modify the old posts for this. At a glance it reduces your Health by 9 points. You have plenty of Healing to take though.
Unfortunately, I had also forgotten to step your round number no less than 4 times. Also corrected.
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Post by eviltb on Jul 22, 2009 18:18:16 GMT -5
ok no probs
Will take healing until Im at max, will discard my current sword in favor of the undamaged poisoned weapon, then search/loot the rest of the bodies.
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Post by Aguila Saber on Jul 22, 2009 20:20:09 GMT -5
eviltb Round 46 (remainder). Location: Q-16 NE
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 18 (+5) Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Magic Shortsword: Fast, Brittle, Damage: 1d4 Slashing +1 Magic, Condition: 10/10. Poison DC: 6 with 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 Potionx3 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 (9 activity + 2 perception remaining): Take out Healing Potion and use (3 + 2 activity): +5 Health Loot Backstabbers (4 activity): You find the two Shortswords. In addition to being poisoned you discover that one of them is magical! (+1 magic damage and higher struture points) Stealth +1 (2 Perception points)
End round: Tribal Warrior, R-16 NW, Dead Tribal Mage, Q-16 NE, Dead Backstabber #1, Q-16 SE, Looted Backstabber #2, R-16 NW, Looted
Hmmm.... that was a rather bad dose of the Healing Potion. If you want to take another draught, you'll need to pay only 2 activity. You can do this next round.
I assume you will want to loot the 2 tribals for 4 activity.
What do you do with remaining activity?
You still have the altar and the closed doors to look at, among other things. There no new features visible from your new vantage point.
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Post by eviltb on Jul 23, 2009 3:05:26 GMT -5
Ok, I will take and equip the magic sword, replacing the sword I am currently holding. Will loot the tribals for 4 act, then take another healing draught.
To make sure Ive covered everything, I'll trek back up to that corpse and search/loot if for 4, then head back down and check out the alter/doors.
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Post by Aguila Saber on Jul 23, 2009 5:37:53 GMT -5
OK. The corpse is way up to the north. Will take you one additional round to go there and return.
How much Search and Stealth do you wish to spend during these two next rounds?
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Post by eviltb on Jul 23, 2009 9:03:14 GMT -5
max search and stealth as usual, you never know whats around here!
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Post by Aguila Saber on Jul 23, 2009 9:30:24 GMT -5
eviltb Round 47. Location: Q-16 NE
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 26 (+8) Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Magic Shortsword: Fast, Brittle, Damage: 1d4 Slashing +1 Magic, Condition: 10/10. Poison DC: 6 with 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 Potionx2 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: Use Healing Potion (2 activity): +8 Health Loot Tribals (4 activity): You find a Sword on the Tribal Mage and a Spear on the Tribal Warrior. Both are in good condition. Stealth: +3 (1 activity and 2 Perception points) Search: +3 (4 activity)
Indicate if you want to keep either weapon. They are not "Fast" and so will use Strength and not Speed.
Search doesn't reveal anything new.
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Post by Aguila Saber on Jul 23, 2009 9:42:54 GMT -5
eviltb Round 48 and 49. Location: Q-16 NE to S-16 SW
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 20 (+8 -6) Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Magic Shortsword: Fast, Brittle, Damage: 1d4 Slashing +1 Magic, Condition: 10/10. Poison DC: 6 with 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 Potionx2 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: Move North towards P-13. (1 activity spent) Stealth: +3 (1 activity and 2 Perception points) Search: +3 (4 activity)
Move South out of Mine-field (1 activity) Move East towards Altar S-16 SW (4 activity)
You have taken but a few steps north when something explodes below you. You have walked into a Mine-field!
You manage to avoid the worst blast but still take 3 Fire damage and 3 Sonic damage.
Stun check (DC: 7): 1 + 4 = 5. Stunned for 1 round. Stun check (DC: 6): 1 + 6 = 7. Resists stun for a 2nd Round.
How do you want to proceed ? The Mines are well hidden. Continuing further into the Mine field is dangerous at best.
Added:
There is locked small door on the Altar is on S-16 SE and you discover that the lock is Trapped. There is nothing of interest placed on the altar. A few plants in a few bowls, some mountain flowers and a couple of small bones.
4 activity to disarm the Trap, should you want to check what is behind the locked door. The lock is simple and will take but 2 activity to open, and then another 2 activity to loot.
The doors to the South which is close-by you are now sure is the exit from this place to the crystal beacon.
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Post by eviltb on Jul 23, 2009 11:08:33 GMT -5
ouch.
I will take the hint and back out of the minefield the way I came in, so head back to the doors/altar. Guess I'll check out the altar then.
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Post by Aguila Saber on Jul 23, 2009 11:53:21 GMT -5
Edited the post above with information.
You want to take another Healing Potion as well ?
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Post by eviltb on Jul 23, 2009 11:57:31 GMT -5
take a heal then disarm the trap, open/loot the door as described above.
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Post by Aguila Saber on Jul 23, 2009 12:56:18 GMT -5
eviltb Round 50. Location: Q-16 NE to S-16 SW
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 20 (+8 -6) Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Magic Shortsword: Fast, Brittle, Damage: 1d4 Slashing +1 Magic, Condition: 10/10. Poison DC: 6 with 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 Potionx2 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) Disarm Trap (4 activity) Open Lock (2 acitivity)
Nothing new this round. Will make next round now.
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