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Post by Aguila Saber on Jul 23, 2009 13:03:36 GMT -5
eviltb Round 51. Location: S-16 SW
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 29 (+9) 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: Loot Altar (2 activity) Stealth +3 (1 activity and 2 perception points) Search +3 (4 activity)
You find: 1 Healing Potion. You use this immediately. It restores 9 Health. 1 Diamond (Pouch) 1 Stone Amulet. All Acid and Electrical damage is reduced by 50%. (when worn) 1 Rapier: Fast, Brittle, Damage: 1d8, Piercing, Condition: 5/5.
You have 4 activity remaining of this round. What do you do with them?
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Post by eviltb on Jul 23, 2009 17:58:36 GMT -5
nice find, I'll wear the stone amulet and pouch the diamond.
South to exit, wasnt it? Usual max stealth/search, then head to south door.
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Post by Aguila Saber on Jul 24, 2009 3:03:18 GMT -5
eviltb Round 52. Location: S-16 SW
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 29 (+9) 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 Stone Amulet. All Acid and Electrical damage is reduced by 50%.
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 Diamond
Actions: Walk up to the doors.
A large number of symbols are engraved on buttons on the door. Presumably the door will open if the correct one is pressed.
If you know the answer to this riddle, you can quickly pass trough the door this round.
Otherwise, the door on the other side contains another riddle, and you can take a closer look at the symbols. You have time to look at the riddle on the other door or give an answer to this one this round.
Looking at the symbols on this or the other door will take you into next round.
Axes and swords will not help you through. Yet it and a little push will do. Some on the road would have fought and soon died, were it not close at hand to let them inside.
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Post by eviltb on Jul 24, 2009 3:08:47 GMT -5
Solve riddle, the answer is a key.
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Post by Aguila Saber on Jul 24, 2009 5:32:19 GMT -5
Yes, correct.
eviltb reaches the Exit in Round 52.
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 30 (+1) 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 Stone Amulet. All Acid and Electrical damage is reduced by 50%.
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 Diamond
Kill count: 12 Tier I 14 Tier II 1 Tier III
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