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Post by eviltb on Mar 21, 2009 2:22:55 GMT -5
Psychic fear on the A Ive already hit Rapier attacks on the same A until he falls over Change rapier attacks to another (nearest) A
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Post by Aguila Saber on Mar 21, 2009 5:36:32 GMT -5
eviltb Round 4. Location: A-6 NE. Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 30 Activity per round: 9 Perception points: 2 Weapons:1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 10/10. 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Backpack containing: 1 Rope 2 Boom Powder x10 1 Book of Herbs 2 Flask of Healing Potionx3 2 Acid Flasks x6 Pouch: Empty Actions: Psychic Fear on wounded Annihilator. Attack eviltb attacks annihilators. (1d10=6, 1d8=5, 1d10=7, 1d8=1, 1d10=5, 1d8=5, 1d10=9, 1d8=5) eviltb, annihilators as they are listed. (1d10=10, 1d10=5, 1d10=2, 1d10=7) Annihilator attacks on eviltb (in order of attacks) (1d10=9, 1d5=4, 1d10=8, 1d5=1, 1d10=5, 1d5=3, 1d10=1, 1d5=5, 1d10=1, 1d5=5, 1d10=9, 1d5=1) 0 activity: Poison resist: 2 + 7 = 9. Resisted. No more damage. Mind check: will not matter since eviltb will kill him with first strike and has better initiative. 2 activity eviltb attacks soldier 1. 4+6-1=9. DC: 7. Hit. Damage: 5. eviltb kills soldier 1. Footman attacks eviltb, 1+9-1=9. DC:9. Hit. Damage: 1+4 = 5. Soldier attacks eviltb, 2+8-1=9. DC:9. Hit. Damage: 2+1 = 3. 4 activity eviltb attacks soldier 2. 4+7-1=10. DC: 7. Hit. Damage: 1. Poison not applied. Footman attacks eviltb, 1+5-1=5. DC:9. Miss Soldier attacks eviltb, 2+1-1=2. DC:9. Miss 6 activity eviltb attacks soldier 2. 4+5-1=8. DC: 7. Hit. Damage: 5. Poison not applied. Footman attacks eviltb, 1+1-1=1. DC:9. Miss Soldier attacks eviltb, 2+9-1=10. DC:9. Hit Damage: 2+1 = 3. 8 activity eviltb attacks soldier 2. 4+9-1=12. DC: 7. Hit. Damage: 5. Poison applied. Resist failed. Poison damage: 3. 1 activity carried over. Visible creatures: Tribal Warrior, B-5 SW, spear Tribal Mage, B-5 SW, staff Annihilator Soldier, A-6 NE, dead Annihilator Soldier, A-6 NE, dead Annihilator, Footman, A-6 NW The tribal mage casts two spells this round and the warrior moves over to the mage, otherwise no actions from them. They seem to be content to wtach this round but when you down the second enemy the warrior starts to move towards you. At the start of the round the only enemy within range is the last annihilator, but when you have downed him the warrior will be within range.
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Post by eviltb on Mar 21, 2009 5:45:11 GMT -5
Rapier attacks against the A Psychic fear against the tribal warrior If A goes down the move to warrior and give rapier attacks
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Post by Aguila Saber on Mar 22, 2009 15:50:54 GMT -5
eviltb Round 5. Location: A-6 NE. Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 26 (-4) Activity per round: 9 Perception points: 0 Weapons:1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 10/10. 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Backpack containing: 1 Rope 2 Boom Powder x10 1 Book of Herbs 2 Flask of Healing Potionx3 2 Acid Flasks x6 Pouch: Empty Actions: Psychic Fear on Tribal Warrior. Attack Annihilator Move and attack Tribal Warrior 0 activity: eviltb Fear DC roll, and Tribal Warrior resist roll. (1d10=6, 1d10=3) Tribal Warrior takes 1 damage and fails to resist. Checking if frozen or flees. Result: Frozen in fear and loses the round. eviltb attack rolls vs annihilator and tribal warrior Attack, damage, 2=Poison applied if hit, Resist roll, Poison damage. (1d10=1, 1d8=7, 1d2=1, 1d10=9, 1d3=1, 1d10=1, 1d8=4, 1d2=1, 1d10=6, 1d3=3, 1d10=2, 1d8=4, 1d2=1, 1d10=5, 1d3=1, 1d10=9, 1d8=2, 1d2=2, 1d10=8, 1d3=3) Footman attacks eviltb (1d10=3, 1d5=1, 1d10=7, 1d5=3, 1d10=4, 1d5=2) Tribal Mage attacks eviltb (1d10=2, 2d3=5, 1d10=10, 2d3=2) 1 activity eviltb attacks footman. 4+1-1=4. DC: 7. Miss. Poisonous rapier is damaged. 2 activity Footman attacks eviltb, 1+3-1=3. DC:9. Miss 3 activity eviltb attacks footman. 4+1-1=4. DC: 7. Miss. Poisonous rapier is damaged. Tribal mage attacks eviltb: 3+2-1 = 4. DC:9. Miss. 4 activity Footman attacks eviltb, 1+7-1=7. DC:9. Miss 5 activity eviltb attacks footman. 4+2-1=5. DC: 7. Miss. Poisonous rapier is damaged. 6 activity Footman attacks eviltb, 1+4-1=4. DC:9. Miss Tribal mage attacks eviltb: 3+10-1 = 12. DC:9. Hit Damage: 2+2 = 4 (Magical) 7 activity eviltb attacks footman. 4+9-1=12. DC: 7. Hit. Damage: 2: Poison appliled but resisted. eviltb attacks Footman (5th attack) (1d10=10, 1d8=5, 1d2=2, 1d10=1, 1d3=2) 9 activity eviltb attacks footman. 4+10-1=13. DC: 7. Hit. Damage: 5. Poison applied and 2 damage. Footman dies. Visible creatures: Tribal Warrior, B-5 SW, 1 damage, spear Tribal Mage, B-5 SW, staff Annihilator Soldier, A-6 NE, dead Annihilator Soldier, A-6 NE, dead Annihilator, Footman, A-6 NW, dead
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Post by eviltb on Mar 22, 2009 16:07:20 GMT -5
psychic fear on Warrior if Warrior is frozen, move to Warrior and attack with Rapier if Warrior flees, move to Mage and attack with Rapier
(is it possible with the psychic fear for me to choose the option of flee or frozen? Ideally Id want my opponent to by frozen and lose their round so I can just wade in and kill them, rather than having them flee)
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Post by Aguila Saber on Mar 24, 2009 14:58:17 GMT -5
eviltb Round 6. Location: A-5 SE. Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 26 Activity per round: 9 Perception points: 0 Weapons:1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 6/10. 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Backpack containing: 1 Rope 2 Boom Powder x10 1 Book of Herbs 2 Flask of Healing Potionx3 2 Acid Flasks x6 Pouch: Empty Actions: Psychic Fear on Tribal Warrior. eviltb psychic fear DC roll, Resist roll. (1d10=10, 1d10=1) eviltb fear effect. 1-8 indicates movement and direction. 9-16 indicates frozen. (1d16=2) Feared resist fails. Tribal Warrior is panicked and moves 2 steps to the North. eviltb rolls in order: attack, damage, 2=apply poison, resist roll, damage roll, shield damage absorption (does not work against poison side-effect) (1d10=1, 1d8=1, 1d2=1, 1d10=7, 1d3=3, 1d2=1, 1d10=7, 1d8=2, 1d2=2, 1d10=2, 1d3=1, 1d2=1, 1d10=7, 1d8=7, 1d2=2, 1d10=2, 1d3=1, 1d2=2, 1d10=9, 1d8=8, 1d2=2, 1d10=10, 1d3=2, 1d2=2) Tribal Mage attacks eviltb with magic missiles. (1d10=5, 2d3=4, 1d10=2, 2d3=3) 1 activity eviltb moves to A-5 SE. Starts attacking Tribal Mage. 3 activity eviltb attacks Tribal Mage. 4+1-1 = 4. DC 5. Miss. Rapier is damaged. Tribal Mage attacks eviltb. 3+5-1 =7. DC 9. Miss 5 activty eviltb attacks Tribal Mage. 4+7-1 = 10. DC 5. Hit Damage: 2 (Not absorbed). Poison applied and not resisted. Poison damage: 1. 6 activity Tribal Mage attacks eviltb. 3+2-1 =4. DC 9. Miss 7 activty eviltb attacks Tribal Mage. 4+7-1 = 10. DC 5. Hit Damage: 0 (7 damage absorbed). Poison applied and not resisted. Poison damage: 1. 9 activty eviltb attacks Tribal Mage. 4+9-1 = 12. DC 5. Hit Damage: 0 (8 damage absorbed). Poison applied but is resisted. Visible creatures: Tribal Warrior, B-4 SW, 2 damage, spear Tribal Mage, B-5 SW, 2 damage, staff, poisoned x2 Annihilator Soldier, A-6 NE, dead Annihilator Soldier, A-6 NE, dead Annihilator, Footman, A-6 NW, dead
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Post by eviltb on Mar 25, 2009 4:04:02 GMT -5
psychic fear on warrior attack mage with rapier when mage fails, attack warrior
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Post by Aguila Saber on Mar 28, 2009 17:48:22 GMT -5
eviltb Round 7. Location: A-5 SE. Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 21 (-5) Activity per round: 9 Perception points: 0 Weapons:1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 4/10. 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Backpack containing: 1 Rope 2 Boom Powder x10 1 Book of Herbs 2 Flask of Healing Potionx3 2 Acid Flasks x6 Pouch: Empty Actions: Psychic Fear on Tribal Warrior. Attack Mage till dead Attack Warrior eviltb Fear effect. DC. Resist. 1-8 indicates movement and direction. 9-16 indicates frozen (1d10=8, 1d10=10, 1d16=4) Fear is resisted. The warrior moves towards eviltb and attacks. Tribal Mage Poison Resist and damage rolls. (1d10=8, 1d3=3, 1d10=3, 1d3=2) One poison application is resisted, and one is not and causes a further 2 damage. Initiative: eviltb, Mage, Warrior (1d10=8, 1d10=7, 1d10=4) Initiative: eviltb goes first at each activity eviltb rolls in order: attack, damage, 2=apply poison, resist roll, damage roll, 2=shield damage absorption (does not work against poison side-effect) (1d10=4, 1d8=7, 1d2=1, 1d10=6, 1d3=2, 1d2=2, 1d10=1, 1d8=2, 1d2=2, 1d10=8, 1d3=3, 1d2=2, 1d10=6, 1d8=8, 1d2=2, 1d10=9, 1d3=2, 1d2=1, 1d10=1, 1d8=6, 1d2=1, 1d10=8, 1d3=1, 1d2=2) 2 activity eviltb attacks Tribal Mage. 4+4-1 = 7. DC 5. Hit Damage: 7 (Absorbed). No poison. 3 activity Tribal Mage attacks eviltb (1d10=3, 2d3=4) Tribal Mage attacks with magic blast: 3 +3+1 = 5. DC: 9. Miss. 4 activity eviltb attacks Tribal Mage. 4+1-1 = 4. DC 5. Miss. Rapier is damaged. Tribal Warrior attacks eviltb (1d10=9, 1d6=3, 1d10=7, 1d6=3) Tribal Warrior attacks eviltb: 2 + 9-1 = 10. DC: 9. Hit: Damage: 2 + 3 = 5. 6 activity eviltb attacks Tribal Mage. 4+6-1 = 9. DC 5. Hit Damage: 8. Poison applied but resisted. eviltb kills Tribal Mage. Tribal Warrior attacks eviltb: 2 + 7-1 = 8. DC: 9. Miss 8 activity eviltb attacks Tribal Warrior. 4+1-1 = 4. DC 6. Rapier is damaged. 1 activity is unused. Visible creatures: Tribal Warrior, B-5 SW, 3 damage, spear Tribal Mage, B-5 SW, DEAD, staff Annihilator Soldier, A-6 NE, dead Annihilator Soldier, A-6 NE, dead Annihilator, Footman, A-6 NW, dead
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Post by eviltb on Mar 28, 2009 19:36:29 GMT -5
lay into the remaining warrior with psychic fear and rapier attacks search area/corpses with remaining activity
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Post by Aguila Saber on Mar 31, 2009 17:27:26 GMT -5
eviltb Round 8. Location: A-5 SE.
Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 21 Activity per round: 9 Perception points: 2
Weapons: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 4/10. 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1.
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed
Backpack containing: 1 Rope 2 Boom Powder x10 1 Book of Herbs 2 Flask of Healing Potionx3 2 Acid Flasks x6 1 Potion of Laumspurx1
Pouch: Empty
Actions: Psychic Fear on Tribal Warrior. Attack Warrior
(Invisible castle acting up so rolling manually myself.)
Warrior fails to resist Fear and is Frozen.
1 activity eviltb attacks Tribal Warrior. 4+7 = 11. DC 6. Hit Damage: 0 (2 Absorbed). Poison applied, resist fails. Poison damage: 1
3 activity eviltb attacks Tribal Warrior. 4+8 = 12. DC 6. Hit Damage: 8 (Not Absorbed). No Poison.
5-7 activity (looting the two natives): Looting the Mage eviltb finds a Potion of Laumspur. (You can't put this with your Healing Potion.) You also find their weapons which you may take. Indicate if you do so. They are normal weapons of the stated types.
eviltb kills the tribal warrior.
8-9 activity: Take out Potion from Backpack.
2 Perception points: +1 Stealth.
Eviltb has killed a total of: 3 Tier II and 2 Tier I enemies.
Visible creatures: Tribal Warrior, B-5 SW, DEAD, spear Tribal Mage, B-5 SW, DEAD, staff Annihilator Soldier, A-6 NE, DEAD Annihilator Soldier, A-6 NE, DEAD Annihilator, Footman, A-6 NW, DEAD
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Post by eviltb on Mar 31, 2009 17:59:35 GMT -5
Hmm nothing useful then. Guess i'll go into stealth and use the laumspur potion straight away.
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Post by Aguila Saber on Apr 4, 2009 13:46:06 GMT -5
Updated the post above.
It will cost you 2 activity to use the Potion.
So you have 7 activity and 2 Perception point available in next round.
Eviltb has killed a total of: 3 Tier II 2 Tier I
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Post by eviltb on Apr 5, 2009 17:15:24 GMT -5
ok so after using the potion...
+3 act to add to search use rest of act to actually search
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Post by Aguila Saber on Apr 6, 2009 16:02:07 GMT -5
eviltb Round 9. Location: A-6 NE.
Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 29 (+8) Activity per round: 9 Perception points: 2
Weapons: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 4/10. 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1.
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed
Backpack containing: 1 Rope 2 Boom Powder x10 1 Book of Herbs 2 Flask of Healing Potionx2 2 Acid Flasks x6 1 Potion of Laumspurx1
Pouch: Empty
Actions: Use Healing Potion (2 activity) Ranged Search South +3 (2 activity, 2 Perception points) Move to A-6 NE (1 activity) Search +3 (4 activity)
Your ranged search does not discover much. There are some plants to the south, they are a good distance away. No sign of enemies in that direction.
Your search reveals nothing of interest. At a glance the corpses of the annihilators hold no items of value, and there is nothing else of interest here either.
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Post by eviltb on Apr 6, 2009 16:47:14 GMT -5
ok from A5 move to B4?
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