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Post by dharn on Apr 10, 2009 9:07:07 GMT -5
Trasken was about to pick apart the corpse that he had saw when he notice an Annihilator somewhere to the South. Slow and carefully he picked what he had wanted while keeping an eye on the enemy.
Action Stealth +3 (1, activity, 2 Perception) Loot Corpse (2 activity) Ranged Search South +2 (3 activity) Stealth (2 activity)
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Post by Aguila Saber on Apr 15, 2009 17:41:40 GMT -5
Trasken, Round 11. Location: E-7 SE
Strength: 3, Speed: 3, Eye: 0, Mind: 0 Health: 19 1/2 (+1/2 Round) Activity per round: 8 Perception points: 2
Weapon: 2 War Axe, Two-Handed, Damage: 1d6 Slashing, Condition: 5/5. Poisoned DC:8 (3 successful strikes). Diseased DC: 8 (2 succesful strikes) 1 Machete, One-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5
Worn Wolfskin cloak Wolfskin boots Bearskin Loincloth Ring of Regeneration, +1 Health every 2 Rounds. Talisman of Health: +5 Health. Old Bracelet : Reduces Rage recovery by 3 Rounds. Minimum Recovery time: 1 Round. Danarg Lurker Belt: +2 Stealth
Backpack 1 Pouch with Salt 1 Waterskin 2 Meals x2 2 Potion of Healing x2 1 Potion of Graveweed
Pouch: 5 Gold Crowns
Actions: Stealth +3 (1, activity, 2 Perception) Loot Corpse (2 activity) Ranged Search South +2 (3 activity) Coat Weapon with Disease (2 activity)
You do not find anything of value or practical use which hasn't been ruined, broken or otherwise spoiled.
The corpse has been attacked by some strange flies and you find large sections of infected tissue on several places on the body. In some places you the infected tissues form bulbswith infected fluid.
It strikes you as as possibility to remove these bulbs and drop the infected fluid/tissue on your weapon to make it yet more deadly. (Applies poison on hit for limited number of hits.)
Applying the infection to your weapon, costs 1 Activity for each hit you want the weapon to stay infected. (Maximum of 3 hits.)
You have applied a viruelnt disease to the weapon. It will last for 2 hits.
Unfortunately, the Annihilator you saw last round seems to have spotted you. It looks like he's trying to attract someone's attention.
In any case the element of surprise is ruined, but you may be able to get away.
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Post by dharn on Apr 16, 2009 10:22:59 GMT -5
Hm... for the remaining activities = Search Current Location 2 points
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Post by dharn on Apr 20, 2009 9:22:51 GMT -5
Hmm... I was about to wait to see what will happened with my remain points before giving the new actions but since I'm going camping until Friday, I'll just lay out my plan: Coat my axe with even more poison and try to sneak up on the enemy to kill stealth.
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Post by Aguila Saber on Apr 25, 2009 16:07:11 GMT -5
Updated the post above. You were spotted this round.
Up to you if you want to leave or attack.
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Post by dharn on May 1, 2009 10:35:00 GMT -5
It was a careless mistake for Trasken to try to add even more poison to his weapon but it was one that he was willing to make to test this new development. No sooner than he had placed his weapon on the inflicted fluid, he made eye contact with the enemy. There was a lull before his instinct took over as he rushed off to battle again.
Action Move South (2 Points) 3x Melee Attack (8 points)
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Post by Aguila Saber on May 3, 2009 5:36:14 GMT -5
Trasken, Round 12. Location: E-9 SE Strength: 3, Speed: 3, Eye: 0, Mind: 0 Health: 20 (+1/2 Round) Activity per round: 8 Perception points: 2 Weapon:2 War Axe, Two-Handed, Damage: 1d6 Slashing, Condition: 5/5. Poisoned DC:8 (2 successful strikes). Diseased DC: 8 (1 succesful strikes) 1 Machete, One-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 WornWolfskin cloak Wolfskin boots Bearskin Loincloth Ring of Regeneration, +1 Health every 2 Rounds. Talisman of Health: +5 Health. Old Bracelet : Reduces Rage recovery by 3 Rounds. Minimum Recovery time: 1 Round. Danarg Lurker Belt: +2 Stealth Backpack 1 Pouch with Salt 1 Waterskin 2 Meals x2 2 Potion of Healing x2 1 Potion of Graveweed Pouch:5 Gold Crowns Actions: Move to E-9 SE Attack Annihilator When you get into range of the Annilator, you spot four more of them. The combat has alerted them to your presence. 3 activity Annihilator Mage attack on Trasken. (1d10=5, 2d3=3)Attack: 3 + 5-1 =7. DC: 8. Miss. 6 activity Trasken attack on Annilator Mage. Resist roll for Poison DC 8. Resist roll for Disease DC 8. (1d10=2, 1d6=3, 1d10=3, 1d10=7, 1d10=10, 1d6=4, 1d10=10, 1d10=5) Attack: 3 +2-1 = 4. DC: 5. Miss 8 activity Attack: 3 + 4-1 = 6. DC: 5. Hit. Damage: 3 + 4 = 7. Poison applied but resisted. Disease applied. Stats reduced by 1. Trasken kills the Annihilator Adept. Remaining enemies are positioned at: Archmage. E-10 SW Mage. E-10 SW Adept. E-10 SW Adept. E-10 SE If you move 2 steps forward you will be in striking range of all of them. If you move one step forward you can reach the Adept on SE. Probably a good time to activate rage. 
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Post by dharn on May 3, 2009 7:17:46 GMT -5
It was glorious, it was beautiful and it was sweet. Trasken ducked under the Annihilator's feeble attempt at an attack, which he did not even see properly, and with powerful upward slash, cleaved the creatures' head cleanly into two. But the was no time to waste because he had seen them, all four of them turning to face him. Time was on his side as they were still reeling from seeing their number fell from the attack. Trasken looked into himself and pulled a image from his past. His blood began to boil, his anger began to rise and he gripped his weapon tightly.
It will be a glorious fight.
"Heh." Trasken whispered to himself.
Action: Activate Rage Move South (2 Points) 3x Melee Attack : Target = Archmage (8 points)
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Post by Aguila Saber on May 3, 2009 11:13:50 GMT -5
Trasken, Round 13. Location: E-10 SE Strength: 3+2, Speed: 3, Eye: 0, Mind: 0 Health: 8 1/2 (+1/2 Round) Activity per round: 8 Perception points: None. In combat. Rage: Round 1 of max 5. Weapon:2 War Axe, Two-Handed, Damage: 1d6 Slashing, Condition: 4/5. 1 Machete, One-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 WornWolfskin cloak Wolfskin boots Bearskin Loincloth Ring of Regeneration, +1 Health every 2 Rounds. Talisman of Health: +5 Health. Old Bracelet : Reduces Rage recovery by 3 Rounds. Minimum Recovery time: 1 Round. Danarg Lurker Belt: +2 Stealth Backpack 1 Pouch with Salt 1 Waterskin 2 Meals x2 2 Potion of Healing x2 1 Potion of Graveweed Pouch:5 Gold Crowns Actions: Move to E-10 SE Attack Annihilator 3 activity Adept attacks Trasken with ranged magic attack. (1d10=4, 2d3=4, 1d10=7, 2d3=4)Attack: 3 + 4-1 = 6. DC 8. Miss. Attack: 3 + 7-1 = 9. DC 8. Hit. Damage: 4 + 2 = 6 damage. Mage attacks Trasken with ranged magic attack. (1d10=9, 2d3=4) Attack: 4 + 9-1 = 12. DC: 8. Hit. Damage: 4 + 2 = 6 damage. Archmage attacks Trasken. (1d10=1, 3d3=6) Attack: 5 + 1-1 = 5. DC: 8 Miss. The archmage takes one damage due to miscast spell. Trasken attacks Annihilator. (Highest Tier first.) (1d10=6, 1d6=1, 1d10=1, 1d6=5, 1d10=4, 1d6=1) 4 activity Attack: 5 + 6-1 = 10. DC 7. Hit. Damage: 5 + 1 = 6. Poison not resisted: damage: 1. Disease not resisted. All stats are -1. 6 activity Attack: 5 + 1-1 = 5. DC 7. Miss Trasken's weapon is damaged. 8 activity Attack: 5 + 4-1 = 8. DC 7. Hit. Damage: 5 + 1 = 6. Poison resisted. Hmm.... all in all 14 damage so Trasken kills the Archmage. Remaining enemies (all in range) are positioned at: Mage. E-10 SW Adept. E-10 SW Adept. E-10 SE Doesn't look all that promising. This will be close. You can take one more hit, then you pass out. You may have cause for regretting not using some of your Healing Potions earlier. Now, you have to hope for the best.
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Post by Aguila Saber on May 4, 2009 14:02:08 GMT -5
Trasken, Round 14. Location: E-10 SE Strength: 3+2, Speed: 3, Eye: 0, Mind: 0 Health: 17 (+1/2 Round + 5) Activity per round: 8 Perception points: None. In combat. Rage: Round 2 of max 5. Weapon:2 War Axe, Two-Handed, Damage: 1d6 Slashing, Condition: 4/5. 1 Machete, One-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 WornWolfskin cloak Wolfskin boots Bearskin Loincloth Ring of Regeneration, +1 Health every 2 Rounds. Talisman of Health: +5 Health. Old Bracelet : Reduces Rage recovery by 3 Rounds. Minimum Recovery time: 1 Round. Danarg Lurker Belt: +2 Stealth Backpack 1 Pouch with Salt 1 Waterskin 2 Meals x2 2 Potion of Healing x2 1 Potion of Graveweed Pouch:5 Gold Crowns Actions: TBA 1 activity Annihilator Adept attacks Trasken. (1d10=5, 2d3=3, 1d10=3, 2d3=5)Attack: 3 + 5-1 = 7. DC: 8. Miss. Attack: 2 + 3-1 = 5. DC: 8. Miss. The Mage casts a Shielding spell and is now more difficult to hit. 2 activity Not a critical failure so no damage to Trasken. Blood Feast restores 2 Health and Trasken kills the Adept. (Even the minimum roll hits and kills.) 4 activity Mage goes first, followed by Trasken and then Adept. Mage attacks Trasken: 3 + 2 = 5. DC: 8 Miss. Not a critical failure so no damage to Trasken. Blood Feast restores 3 Health and Trasken kills the Adept. (Even the minimum roll hits and kills.) At this point I will assume you will continue to use Blood Feast since switching weapon a second time in the round will cost you 2 activity and 1 attack. 6 activity Trasken attacks Annihilator Mage: 5 + 3 = 8. DC: 6. Hit. Shield: 50%. Damage absorbed. 8 activity Trasken attacks Annihilator Mage: 5 + 6 = 9. DC: 6. Hit. Shield: 50%. Does not protect. Damage: 5 + 2 = 7 damage. Blood Feast: 3 Health. Remaining enemies (all in range) are positioned at: Mage. E-10 SW, 7 damage Adept. E-10 SW, Dead Adept. E-10 SE, Dead Looking overall promising. Blood Feast got you up at a decent health score again. You still need to get through the Mage defences one more time.
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Post by dharn on May 5, 2009 11:04:11 GMT -5
Wow... Luck favours the bold? Hahahaha... Let see how many Trasken can sink his teeth into before they cut him down.
Action: Blood Feast Adept SW Blood Feast Adept SE Attack Annihilators
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Post by Aguila Saber on May 6, 2009 15:51:12 GMT -5
Updated post above with rest of round.
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Post by dharn on May 7, 2009 11:46:51 GMT -5
Action: 2x Melee Attack (4 points) Blood Feast on Mage Melee Attack (2 points)
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Post by Aguila Saber on May 7, 2009 17:54:50 GMT -5
Action: 2x Melee Attack (4 points) Blood Feast on Mage Melee Attack (2 points) You can't switch to Blood Feast during a round, since it implies a switch of weapons (Axe to Unarmed). Weapons can be switched freely only at start of a round (so switching back to axe is free). At any other time it costs 2 activity.
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Post by dharn on May 8, 2009 10:09:25 GMT -5
So all out attack then, hopefully it hit.
Action: 4x Melee Attack (8 points)
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