|
Post by eviltb on May 26, 2009 4:21:40 GMT -5
oh yea, keep forgetting about the numbers...
+2 Perc (stealth) +3 search move for the rest of the act
|
|
|
Post by Aguila Saber on May 26, 2009 14:27:34 GMT -5
eviltb Round 15. Location: H-10 NW.
Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 29 Activity per round: 9 Perception points: 2
Weapons: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 3/10. 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 1 Naphta Bomb. 3d4 Fire damage to all within three distance. Attack: Eye. Miss = Half. 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Wand of Fire. 3d3 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target.
Pouch: Garnet Alexandrite
Actions Round: Move E-10 NW to H-10 NW (6 activity) Stealth +2 (2 Perception points) Search +3 (3 activity)
Looking around you see the body of a dead archer to the South-West of your current location. (On G-11 NW)
You also spot a Pit Trap just to the South of you. You have strayed uncomfortable close to it. (It is on H-10 SW)
Finally you spot five enemies standing to the North-East (on I-9). Unfortunately for you one of them, seemingly the leader, has seen you and is starting to call the attention of her comrades while at the same time starting to cast a spell.
Witch I-9 SW, Aware Acolyte I-9 NW, Unaware Intuite I-9 SW, Unaware Intuite I-9 NE, Unaware Intuite I-9 NE, Unaware
Note: These are five Spellcasters and they combined are of some power, while you are rather unprotected from their attacks.
A small warning. Read the information above carefully. A poor choice of action at this point will likely see you knocked out in two rounds.
|
|
|
Post by eviltb on May 27, 2009 4:34:50 GMT -5
Hmmm...
So the way I see it I have several ways outta this:
1. Fire the pistol at the group. From my position it should hit the 2 NE Intuites, the 1 SW and the SW Witch???
2. open my pack and get the sleep/flame/acid grenade and lob it into I9. Since these are all mages then the sleep might not work very well as their Mind are all probably quite high. The acid does smg to one target and minimal splash to the rest of the group, so Im probably best with the fire bomb.
either way Id need a damn good initiative to get ahead of everyone. Since the Intuites are unaware do I act before them? To get the greatest affect from a grenade, where on the board would it be best to throw?
psychic fear this round would be on the witch. She probably has the highest Mind, but I need her out of the way.
edit - Idea! Can I get a grenade, throw it, then fire the pistol?
|
|
|
Post by Aguila Saber on May 27, 2009 10:57:26 GMT -5
Who you hit for half or full damage with the Pistol depends on who you aim at.
You will damage all to some extent by aiming at those furthest away (NE). Aiming at SW or SE will miss the other group. Best is to aim at either SW or NE.
When it comes to the unaware enemies neither of them will get to act with spells against you until you take action against them. Some might cast protective spells, but only the aware (=witch) can attack you.
Yes, you can throw the grenade first and then fire the pistol. Just remember to note the target squares for the throw and the shot
Missing the throw will displace the grenade one square in a random direction, so make sure you have enough distance or you may fall asleep yourself if the grenade falls short!
|
|
|
Post by eviltb on May 27, 2009 11:24:38 GMT -5
I'll probably go with the Naphta Bomb rather than the sleep cause i think its more likely to work. If I back off one square, throw grenade into the middle of the group, then fire (target being one of the Intuites at NE since their at the back and I want my shot to carry), would that be legal?
|
|
|
Post by Aguila Saber on May 27, 2009 12:31:18 GMT -5
Yes, it would be legal.
Grenade aimed at NW square. Bor Pistol aimed at NE square?
And I assume starting with psychic fear at the witch?
|
|
|
Post by eviltb on May 27, 2009 17:29:48 GMT -5
yes, so I guess the order would go
psychic fear on witch get fire bomb from pack throw bomb at NW square fire pistol at NE square move in and rapier attack anyone whose not on fire that I can reach without setting myself alight
|
|
|
Post by Aguila Saber on May 29, 2009 13:58:32 GMT -5
eviltb Round 16. Location: G-10 NE.
Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 16 (-13) Activity per round: 9 Perception points: 2
Weapons: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 3/10. 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Bor Pistol, Not 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 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Wand of Fire. 3d3 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target.
Pouch: Garnet Alexandrite
Actions: psychic fear on witch (free) Move to G-10 NE (1 activity) get fire bomb from pack (3 activity) throw bomb at I-9 NW square (2 activity) fire pistol at NE square (2 activity) 1 activity reamining which will carry over to next round
Psychic Fear on Witch. DC: 2 + 2 = 4. Resist roll: 5 + 9 = 14. Witch resists 1 psychic damage.
Witch psychic attacks eviltb and does 2-1 = 1 damage.
3 activity: Witch makes electric attack on eviltb: 5 + 5 = 10. DC: 9. Hit. Damage: 4d3 + 4= 12 electrical damage.
6 activity eviltb throws Naphta Bomb at I-9 NW: 1+ 7 = 8. Hits intended target. Attack Witch: 1+3 = 4. DC: 7. Half damage. (1+4+1)/2 = 3 damage Attack Acolyte: 1+5=6. DC: 6. Hit. 3+4+1 = 8 damage. Attack Intuite: 1+0=1. DC: 5. Half damage: (3+4+1)/2 = 4 damage Attack Intuite: 1+7=8. DC: 5. Hit: 4+4+1 = 9 damage Attack Intuite: 1+9=10. DC: 5. Hit: 1+4+4 = 9 damage
eviltb kills Intuite #2 and Intuite #3.
8 eviltb eviltb fires Bor Pistol between the remaining enemies causing half damage to them all.
Damage to Witch (Distance 4): 2d5-3 + 2d5-3 = (3 + 4)/2 = 7/2 = 3.5 damage. Damage to Acolyte (Distance 4): (6 + 2)/2 = 4 damage Damage to Intuite (Distance 4): (5 + 6)/2 = 5.5 damage.
eviltb kills the Acolyte and the Intuite.
1 activity carried over.
Enemies: Witch I-9 SW, 6.5 damage Acolyte I-9 NW, Dead Intuite I-9 SW, Dead Intuite I-9 NE, Dead Intuite I-9 NE, Dead
I assume you will want to attack the witch. I need to know which path you will choose when attacking: 1. Closest distance? 2. First one square north then east ? 3. Move east until you are adjacent (directly south) and then attack?
|
|
|
Post by eviltb on May 30, 2009 3:57:37 GMT -5
ok that worked quite well, although Im hurt and if the witch gets a better roll next time I could die. So for this round I have 10 act? Yes I will close at the least activity, which I guess means closest. Does my position depend on wether the witch uses magic or melee? If possible I want to get her to use melee so she cant zap me again. Then psychic fear. I do want to heal just in case, so if getting and using a healing potion uses 5 act I'll do that, then attack for the rest of the act.
|
|
|
Post by Aguila Saber on May 30, 2009 8:44:29 GMT -5
No, there is only two ways for you to avoid getting attacked by the witch's magic: - Successful with your psychic fear - Retrating backwards. You will quickly get out of range because visibility is low and you are much faster. Retreating three squares and then spend the rest on stealth/potion/pistol will lose contact for sure. You can then sneak up again next round.
Attacking will mean that you get attacked twice with the electrical attack this round. The witch has two saved up activity.
If you really want to take a healing potion then you should retreat to get out of range. Then she will only get a single attack. Spending half of your activity on non-combat things while being blasted to pieces is not a good idea.
|
|
|
Post by Aguila Saber on May 30, 2009 8:48:37 GMT -5
eviltb Round 17. Location: D-10 NE.
Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 15 (-1) Activity per round: 9 (+1 from previous round) Perception points: None in combat.
Weapons: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 3/10. 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Bor Pistol, Not 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 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Wand of Fire. 3d3 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target.
Pouch: Garnet Alexandrite
Actions: Psychic fear on witch (free) Change to Poisonous Rapier (free) Move to D-10 NE (6 activity) Stealth +3 (1 activity and 2 Perception points) Take out Healing Potion (3 activity)
Psychic Fear on Witch. DC: 2 + 7 = 9. Resist roll: 5 + 6 = 11. Witch resists 1 psychic damage.
Witch psychic attacks eviltb and does 2-1 = 1 damage.
Right... Awaiting final confirmation on actions before using up your 10 activity.
Witch electrical attack on eviltb while retreating: 5 + 3 = 8. DC: 9. Miss.
You make your retreat without problem. There is no sign of the witch and you do not know if she follows or is casting defensive spells for the moment.
You cannot attack the witch the next round, but then on the other hand neither can she attack you.
Enemies: Witch Unknown (last I-9 SW), 6.5 damage Acolyte I-9 NW, Dead Intuite I-9 SW, Dead Intuite I-9 NE, Dead Intuite I-9 NE, Dead
|
|
|
Post by eviltb on May 30, 2009 9:48:42 GMT -5
Right then.
So using 2 perc for stealth, putting an extra 2 in stealth, moving back 3 squares, get out heal (3act) and drink (2act). Thats 10 isnt it??
|
|
|
Post by Aguila Saber on May 30, 2009 10:01:03 GMT -5
Right. Updated the post above.
You are ready to use the Healing Potion, and then you have quite a few activity to spend on other things.
|
|
|
Post by eviltb on May 31, 2009 3:48:02 GMT -5
ok so
get/use heal reload pistol 2 perc on stealth, +3 act on stealth stealth back and try to sneak up on the witch, try and sneak behind her if I can
|
|
|
Post by Aguila Saber on May 31, 2009 4:50:03 GMT -5
eviltb Round 18. Location: E-10 NE.
Strength: 0, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 24 (+9) Activity per round: 9 (+1 from previous round) Perception points: None in combat.
Weapons: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 3/10. 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 x9 1 Book of Herbs 2 Flask of Healing Potionx3 2 Acid Flasks x6 1 Potion of Laumspurx1 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Wand of Fire. 3d3 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target.
Pouch: Garnet Alexandrite
Actions: Use Healing Potion (2 activity) Reload Bor Pistol (4 activity) Stealth +3 (1 activity and 2 Perception points) Move to E-10 NE (2 activity)
Healing Potion restored 9 Health.
You move a small bit back-wards. There is still no enemies to be seen.
Interesting things close by: Some vegetation to the south may contain useful herbs.
The corpse of the archer (G-11) which you saw earlier has become (just about) visible again.
Enemies: Witch Unknown (last I-9 SW), 6.5 damage Acolyte I-9 NW, Dead Intuite I-9 SW, Dead Intuite I-9 NE, Dead Intuite I-9 NE, Dead
|
|