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Post by Aguila Saber on Jun 8, 2009 14:23:35 GMT -5
Updated post above with findings for the Search.
Small warning. Even with max stealth/search you can cover a very large amount of squares. You may want to stall a bit. You can also make both searches and ranged searches each round to see a bit further ahead.
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Post by eviltb on Jun 9, 2009 3:15:57 GMT -5
Noted, i'll try and hang back a bit For the moment, lets take a look at that chest. Max stealth/search. Can it only be approached from one angle? Im expecting a trap of some sort, so if I can move around it then I'll do that.
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Post by Aguila Saber on Jun 9, 2009 15:58:56 GMT -5
eviltb Round 22. Location: H-13 NW.
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 24 Activity per round: 9 + 2 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. 1 Longbow with pull 1
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Quiver containing 7 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 Rope 2 Boom Powder x8 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: Move to H-13 NW (3 activity) Search +3 (2 activity and 2 Perception Points) Stealth +3 (3 activity) Examine chest for traps (3 activity)
You detect a trap on the chest. You can disarm this trap before opening the chest.
Search reveals: To the South-East (I-14) there are some large curious plants.
To the East you see the following two unaware annihilators: Acolyte I-13 SW Intuite I-13 SE
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Post by eviltb on Jun 10, 2009 7:23:33 GMT -5
Sounds all very good to me sir. Wow 11 act is brilliant ;D
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Post by Aguila Saber on Jun 10, 2009 16:00:53 GMT -5
Updated above with your findings.
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Post by eviltb on Jun 11, 2009 2:41:38 GMT -5
I want to take out the enemies first before disarming the chest.
Max stealth towards I13, avoiding the man-eating plants; auto-hit the Intuite; psychic fear the Acolyte; continue to attack the Intuite if not dead, if so follow and attack the Acolyte
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Post by Aguila Saber on Jun 14, 2009 14:29:01 GMT -5
eviltb Round 23. Location: J-14 NW.
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 24 Activity per round: 9 + 2 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. 1 Longbow with pull 1
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Quiver containing 7 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 Rope 2 Boom Powder x8 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: Move from H-13 NW to I-13 NW (2 activity) Stealth attack on I-13 SW (2 activity and 2 Perception points) Psychic Fear on I-13 SE Attack nearest
Annihilators: Acolyte I-13 SE Acolyte I-13 SW Intuite I-13 SE Unknown annihilator #1 K-15 SE Unknown annihilator #1 K-15 SW Unknown annihilator #1 K-15 SE
Stealth attack auto-hits and does: 1+8 damage. Poison applied. Resist: Failed. Poison damage: 1 damage. Eviltb kills the Acolyte
Psychic Fear DC: 2+6. Resist: 2 + 4 =6. Fail. Move to J-14 NW
eviltb follows moving to J-14 NW (3 activity)
eviltb attacks Intuite: 4 + 2 = 6. DC: 5. Hit. Damage: 1 + 4 = 5 damage. Poison applied. Not resisted. Poison damage: 3. eviltb kills the Intuite.
Rest of the round eviltb needs to be aware of the fact that the last remaining acolyte has noticed him and is prepared to hit him with a spell. (1 initiative already spent.)
It is not the only threat you are facing. You have, when following the fleeing annihilator, run into another group of annihilaotr, and they are of sort which you have not seen before.
They are armed with shortswords and you can see that at least two of their weapons are coated with a sticky fluid.
1. Acolyte I-13 SE 2. Acolyte I-13 SW, Dead 3. Intuite J-14 NW, Dead 4. Unknown annihilator #1 K-15 NE 5. Unknown annihilator #1 K-15 SW 6. Unknown annihilator #1 K-15 SE
eviltb: Same position as 3.
XX XX XX 21 XX XX XX 3X XX XX XX XX XX XX X4 XX XX 56
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Post by eviltb on Jun 15, 2009 3:16:54 GMT -5
Damn I hate that, 2 easy enemies turns into lots of nasty enemies. You fiend Anyway, I'll move to where no1 is and kill him. Whats the option of me then just sneaking off once Ive dealt with 1? Id rather that then get involved in something sticky like this, so possibly sneak back off to where the chest is and hide??
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Post by Aguila Saber on Jun 16, 2009 16:28:04 GMT -5
Visibility is very limited so in two rounds you will lose them for sure with your superior speed, assuming you won't use too many attacks on the Acolyte.
Killing Acolyte and escaping in one round is not doable however. (You may if you kill in one attack but you need very lucky damage rolls then, and help with poison damage as well)
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Post by eviltb on Jun 17, 2009 10:30:19 GMT -5
In that case, I'll take one attack and a psychic fear against the Acolyte. If he does down then great, but mostly I will retreat without attacking anyone. Past the Acolyte, back to the chest area, hide it out.
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Post by Aguila Saber on Jun 20, 2009 5:57:34 GMT -5
eviltb Round 24. Location: J-14 NW.
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 24 Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 2/10. 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. 1 Longbow with pull 1
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Quiver containing 7 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 Rope 2 Boom Powder x8 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: Move from J-14 NW to I-13 SE (2 activity) Attack Annihilator on I-13 SE (2 activity) Psychic Fear on I-13 SE Move away (7 activity)
2 activity. Acolyte uses Cold attack on eviltb: 4 + 3 = 7. DC: 9. Miss.
4 activity eviltb attacks Acolyte: 4 + 0 = 4. DC: 6. Miss. Poisonous Rapier is damaged.
Psychic Fear DC: 2 + 7 = 9. Resist: 4+ 1 = 5. Failed. Annihilator flees towards the SE.
eviltb moves from I-13 SE to G-12 NE (7 activity)
You are nearly back at the corpse and the place you killed the witch. Someone is giving chase but you have put some distance between you already.
1. Acolyte, Unknown 2. Acolyte I-13 SW, Dead 3. Intuite J-14 NW, Dead 4. Unknown annihilator #1, Unknown 5. Unknown annihilator #1, Unknown 6. Unknown annihilator #1, Unknown
Next round, you should be able to hide down somewhere. You just need to decide where. You want to take a place you have already been (which probably will place you close to the place where you hid from the witch.)
I assume max stealth. How much for Perception? And roughly where do you want to hide?
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Post by eviltb on Jun 22, 2009 3:12:01 GMT -5
max stealth, max perc, , I'll hide at E10 if I can make it to there, where I was before moving towards the witch.
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Post by Aguila Saber on Jun 22, 2009 14:37:40 GMT -5
eviltb Round 25. Location: J-14 NW.
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 24 Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 2/10. 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. 1 Longbow with pull 1
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed Quiver containing 7 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 Rope 2 Boom Powder x8 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: Search +3 (2 activity, 2 Pereption points) Stealth +3 (3 activity) Move from G-12 NE to E-10 SE (5 activity) (One activity remaining: unused.)
You are back at the looted treasure chest. There are no signs of the enemy anywhere close.
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Post by eviltb on Jun 23, 2009 3:45:06 GMT -5
Very good. I'll try and disarm the trap and loot it. What are your rules for disarming? How much act can I put into it to be succesful??
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Post by Aguila Saber on Jun 23, 2009 14:04:00 GMT -5
Very good. I'll try and disarm the trap and loot it. What are your rules for disarming? How much act can I put into it to be succesful?? I think you done that already on this spot and it was not trapped. That's where you got the Wand and Grenade from. The trapped chest is on H-13. Disarming costs a set amount of activity and is always successful. Trick is to discover the trap.
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