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Post by Aguila Saber on Jul 26, 2009 4:49:10 GMT -5
Doomy
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 30 (+1/2) Activity per round: 8 Perception points: 2 Alether Berries: +1 attack and +1 AC. Round 1 of 5.
Weapons 2 Drodain War Axe, Two-handed, Damage: 1d10 Slashing, Condition: 5/5 1 Bor Pistol, Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1. 1 Bor Rifle, Loaded with 1 charge and 1 bullet
Worn Cloak of Magic Protection. All magical damage is reduced with 50% Full Plate Armour. -2 to all physical and elemental damage, -5 Stealth Gauntlets of Strength. +1 Strength Ring of Regeneration: +1 Health every 2nd Round Belt of Retribution: Deals 1 Psychic Damage to anyone who successfully hit you in melee Boots of Speed: +1 Speed while worn. Necklace of Alertness: +1 Eye while worn
Backpack containing 1 Alether Berries: +1 attack and +1 AC for 5 Rounds x3 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 2 Flask of Healing Potionx2 1 Book of Herbs 3 Boompowderx11 1 Potion of Restoration (Neutralizes Disease)
1 Pouch 1 White Pearl 1 Aventurine
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Post by Aguila Saber on Jul 26, 2009 4:52:22 GMT -5
eviltb
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 30 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
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Post by Aguila Saber on Jul 26, 2009 4:55:12 GMT -5
Beowuuf
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 30 ( +1/2 ) Mana: 6 (-1 +1/2) Activity per round: 7 Perception points: 2 Camouflage: +2 Stealth. Round 1 out of 2.
Weapons 1 Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Bluevein dagger, Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Magic Shortsword, Fast, Damage: 1d5 Slashing +1 Magic. Condition: 8/10 1 Bow with Pull value 0.
Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic with Black Rose attract undead, +1 to poison/disease resist. Boots of Speed. (+1 Speed) Quiver with 15 arrows Ring of Regneration (+1 Health every 2 Rounds) Gauntlets of Strength. (+1 Strength) Belt of Retribution: Deals 1 psychic damage to any enemy that hits you (while worn) Robe of Awareness: +2 Eye when Searching
Backpack 1 Book of herbs 1 Tools (Magnifying glass, Scissors, Pliers) 1 Rope 1 Torch 1 Tinderbox 1 Boots of Speed.
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Post by Aguila Saber on Jul 26, 2009 5:59:32 GMT -5
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Post by Aguila Saber on Jul 26, 2009 6:04:27 GMT -5
Actions - stealth move towards the left hand witch. Biasing C9, B8 sort of attack path to be closer to eviltb and farther from the those archmages on the other side. I have no wish to be spotted nor in their ranged attack cone. I assume the assassins will concentrate on eviltb as long as I don't get too close. The left hand witch is aware, the right hand one is not. You can cast a new Power Word this round. The other was in preparation round.
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Post by Beowuuf on Jul 26, 2009 6:08:56 GMT -5
I think I will use 2 mana for hold then on witch 1. And I will make straight for the second witch and strike a blow then from D3.
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Post by Aguila Saber on Jul 26, 2009 6:14:36 GMT -5
I will interpret D3 as D7. (D0 would have been written as D10.)
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Post by Aguila Saber on Jul 26, 2009 6:25:31 GMT -5
Start of Round. __ABCDEFGHIJ 1 oooDXXXooo 2 ooXXXXXXoo 3 oXXoXXoXXo 4 XXoo12ooXX 5 XXX3CC5XXX 6 EXX4CC6XXX 7 XXoo78ooXX 8 oXXoXXoXXo 9 ooXXXXXXoo 0 oooBXXXooo1,2 = Warriors 3,4 = Assassins 5,6 = Archmages 7,8 = Witches o = Unpassable area (Rockface or pillars) C = Crystal Beacon X = Normal passable area B = Beowuuf D = Doomy E = Eviltb Order of actions: Bewouuf Hold on Witch #1 (2 Mana) eviltb Psychic Fear on Assassin #1 Witch #1 psychic attacks Beowuuf. Beowuuf takes no damage due to psychic shield. (2 damage prevented) Not sure if this damage should be reflected but it doesn't really matter since the Witch'es psychic defence would prevent it. Hmmm... will start with those since they effect many other things. Beowuuf Hold DC and Resist Roll for Witch #1. (1d10=10, 1d10=8) So: 3 + 1 + 10 = 14 DC. Resist roll is 5 + 8 = 13. Witch is Held. That was one very well spent additional Mana. eviltb psychic fear DC and Resist Roll for Assassin #1. (1d10=1, 1d10=9) So: 2 + 1 = 3 DC. Resist roll is 0 + 9 = 9. Success.
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Post by Aguila Saber on Jul 26, 2009 7:08:35 GMT -5
Hmmmm ... before I resolve the rolls.
eviltb: You realize that your chance of hitting the Assassins with the Wand is a meagre 10%?
They are fast and have a huge defence and your Eye score is simply not up to the task here. As a person with a similar trade I guess you would realize this and draw your own poisoned weapon and hit them back.
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Post by Aguila Saber on Jul 26, 2009 7:08:59 GMT -5
List. Initiative for Warrior #1 and #2, Assassin #1 and #2, Doomy, and eviltb (1d10=9, 1d10=10, 1d10=4, 1d10=4, 1d10=6, 1d10=2) Warrior #1: 1+9=10. Warrior #2: 1+10 =11 Assassin #1: 5 + 4 = 9 Assassin #2: 5 + 4 = 9 Doomy: 3 + 6 = 9 eviltb: 4 + 2 = 6 Warrior #1 moves from E4 to E1 (3 activity) Warrior #2 moves from F4 to D2 (3 activity) Assassin #1 from D5 to A5 (3 activity) Assassin #2, loses 2 first activity and then moves D6 to B6 (4 activity) Doomy fires Bor Pistol at 2 activity and 6 activity. Changes to Axe with last two activity. eviltb fires Bor Pistol at 2 activity and uses Wand at 4, 6, 8 and 10 activity (1 carry over) Beowuuf moves forward and stealth attacks Witch #2 with maximum power attack (D0 to F8 since it is closest route), this takes 3 + 2 activity, and last 2 activity is for 1 remaining attack. Witch #2 will get one melee retliation strike if alive after 2nd attack 2 activity Doomy Fires Bor Pistol at Warrior #1. (With their movement it will hit both of them, although at differing distance.) Doomy shoot at Warrior #1 and Warrior #2 Attack roll, Bludgeoning damage, Piercing damage (1d10=1, 1d6=1, 1d6=3, 1d10=10, 1d6=1, 1d6=1) Doomy shoot at Warrior #1 and Warrior #2 Piercing damage (2d6=5, 2d6=4) Doomy shot at Warrior #1: 3 (Eye) + 1-1 = 3. DC: 8. Miss. Half damage. Damage (Distance: 2) = (4-1-1 + 5-1-1)/2 = 2.5 damage. Doomy shot at Warrior #2: 3 (Eye) + 10-1 = 12. DC: 8. Hit Damage (Distance: 3) = (2-2-2 + 9-2-2) = 0 + 5 = 5 damage. eviltb fires Bor Pistol at Assassin #2 (Will not hit Assassin #1) eviltb shoot at Assassin #2 Attack roll, bludgeoning damage, piercing damage (1d10=8, 2d5=9, 2d5=3) eviltb shot at Assassin #2: 1 + 8-1 = 8. DC: 10. Miss. Half damage. Damage (Distance: 3): (9-2 + 3-2)/2 = 4 damage 4 activity eviltb swaps to magic shortsword 5 activity Warrior #1 and #2 attack on Doomy. (1d10=8, 1d6=6, 1d10=7, 1d6=6) Warrior #2 attacks Doomy: 3 + 8-1 = 10. DC: 9. Hit. Damage: 3 + 6 - 2 = 7 damage Warrior takes 1 damage due to Belt of Retribution Warrior #1 attacks Doomy: 4 + 6-1 = 9. DC: 9. Hit. Damage: 3 + 6 - 2 + 1/2 (Magic) = 7.5 damage Warrior takes 1 damage due to Belt of Retribution Assassin attacks on eviltb. Attack roll, damage roll, poison resist roll(if hit), poison damage roll (if poison applied) (1d10=9, 1d4=3, 1d10=3, 1d3=3, 1d10=7, 1d4=2, 1d10=9, 1d3=2, 1d10=10, 1d4=3, 1d10=1, 1d3=2, 1d10=5, 1d4=2, 1d10=2, 1d3=2, 1d10=7, 1d4=3, 1d10=1, 1d3=1, 1d10=1, 1d4=4, 1d10=8, 1d3=1) Assassin #1 attacks eviltb: 2 + 9-1 = 10. DC: 8. Hit. Shield aborbs damage. Beowuuf attacks Witch #2 (Stealth-attack, auto-hits) Damage: 3 + 3 (Power Attack) + 5 = 11 damage 6 activty Doomy Bor Pistol shot at Warrior #1 (1d10=6, 2d6=6, 2d6=11)Doomy fires Bor Pistol on Warrior #1: 3 + 6 = 9. DC: 8. Hit. Damage (Distance 1): (6-1 + 11-1) = 15 damage Assassin #2 attacks eviltb 2 + 7-1 = 8. DC: 8. Hit. Damage: 2. Posion resist: 1 + 9 = 10. DC: 8. Success. eviltb attacks on Assassin #2. Attack, damage, poison resist and poison damage rolls. (1d10=2, 1d4=4, 1d10=8, 1d3=2, 1d10=4, 1d4=2, 1d10=4, 1d3=2, 1d10=4, 1d4=2, 1d10=3, 1d3=1) eviltb attacks Assassin #2: 4 + 2-1 = 5. DC: 10. Miss. One application of poison is lost and the shortsword is damaged. 7 activity Assassin #1 attacks eviltb: 2 + 10-1 = 11. DC: 8. Hit. Damage: 3. Posion resist: 1 + 1 = 2. DC: 8. Failed. Poison damage: 2 Beowuuf attack and damage roll on Witch #2. (1d10=3, 1d5=1) Beowuuf attacks Witch #2: 3 + 3 = 6. DC: 7. Miss. Witch retaliation attack and damage roll on Bewouuf. (1d10=5, 1d3=2) Witch #2 attacks Beowuuf (melee): 0 + 5 = 5. DC: 7. Miss. 8 activity Assassin #2 attacks eviltb: 2 + 5-1 = 6. DC: 8 Miss. Doomy swaps weapon to War-Axe. eviltb attacks Assassin #2: 4 + 4-1 = 7. DC: 10. Miss. 9 activity Assassin #1 attacks eviltb: 2 + 7-1 = 8. DC: 8 Hit. Damage: 3. Posion resist: 1 + 1 = 2. DC: 8. Failed. Poison damage: 1 10 activity Assassin #2 attacks eviltb: 2 + 1-1 = 2. DC: 8. Miss. Assassin #2 shortsword is damaged. eviltb attacks Assassin #2: 4 + 4-1 = 7. DC: 8. Miss. Damage so far: Warrior #1: 18.5 Warrior #2: 6 Assassin #1: 1 (Weapon no longer poisoned) Assassin #2: 4 (1 poison application left) Archmage #1: 0 Archmage #2: 0 Witch #1: 0 Witch #2: 11 Beowuuf: 0 Doomy: 14.5 eviltb: 11 (and 1 poison applications, weapon has 1 poison application) Hmmm... the first round goes clearly to the annihilators who have rolled almost incredibly well. Heroes on the other hand has had very little luck this first round. eviltb: Taking a Laumspur from your backback might be an idea to get rid of the poison effects, and it will heal you a bit as well. Shield check: Damage resisted on 1 and 2. (1d10=1, 1d10=3, 1d10=9, 1d10=9) So the first attack is voided and the poison which would have been applied there as well.
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Post by Doomy on Jul 26, 2009 7:29:27 GMT -5
It looks like the warriors are now in melee range, so I'll use my 2 spare activity to switch to my axe. Next round I'll melee Warrior 1.
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Post by Aguila Saber on Jul 26, 2009 8:25:42 GMT -5
Yep. They are making their presence felt. Max damage on their rolls as well. Still the first of them is nearly dead.
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Post by eviltb on Jul 26, 2009 8:36:35 GMT -5
well that was poo.
will swap out wand for magic shortsword then and concentrate on assassin #2.
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Post by Aguila Saber on Jul 26, 2009 11:43:51 GMT -5
well that was poo. will swap out wand for magic shortsword then and concentrate on assassin #2. You swap the wand for the shield. (off-hand) You swap the shortsword for the bor pistol (main-hand) I assume you do the latter. I guess I can allow you shield checks anyway. Will do them no and change where needed.
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Post by Beowuuf on Jul 26, 2009 11:47:17 GMT -5
Well, I wouldn't have put any less into hold, but gambled on not put any more given my low mana Glad it worked! And yeah, the witches were a gamble - I've good mental defense, but I knew my retribution belt would be useless. Hmm... think I will power word: speed for 2 mana, and full round attack with the bluesteel blade for the moment. Target the witch #2 first, and in the unlikely event of killing her, carry the attack on to witch #1
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