|
Post by eviltb on Jul 26, 2009 12:47:47 GMT -5
get/take laumspur, psychic fear on assassin #2, continue attack with sword on #2
|
|
|
Post by Aguila Saber on Jul 28, 2009 14:20:37 GMT -5
Doomy
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 16 (+1/2 -14.5) Activity per round: 8 Perception points: 2 Alether Berries: +1 attack and +1 AC. Round 2 of 5.
Weapons 2 Drodain War Axe, Two-handed, Damage: 1d10 Slashing, Condition: 5/5 1 Bor Pistol, Not 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 2 Boompowderx9 1 Potion of Restoration (Neutralizes Disease)
1 Pouch 1 White Pearl 1 Aventurine
|
|
|
Post by Aguila Saber on Jul 28, 2009 14:24:47 GMT -5
eviltb
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 19 Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Magic Shortsword: Fast, Brittle, Damage: 1d4 Slashing +1 Magic, Condition: 9/10. Poison DC: 6 with 1 application. 1 Bor Pistol, Not 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
|
|
|
Post by Aguila Saber on Jul 28, 2009 14:28:11 GMT -5
Beowuuf
Strength: 2+1 =3, Speed: 1+1+1=3, Eye: 0, Mind: 3 Health: 30 ( +1/2 ) Mana: 4 1/2 (-2 +1/2) Activity per round: 7 Perception points: 2 Camouflage: +2 Stealth. Round 2 out of 2. Speed: +1 round 1 out of 3.
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.
|
|
|
Post by Aguila Saber on Jul 28, 2009 14:36:39 GMT -5
Actions for the Annihilators. Warrior #1: 18.5 damage. Continues to attack Doomy.
Warrior #2: 6 damage Continues to attack Doomy
Assassin #1: 1 damage (Weapon no longer poisoned) Continues to attack eviltb
Assassin #2: 4 damage (1 poison application left) Continues to attack eviltb
Archmage #1: 0 damage The archmages must have heard all the ruckus to the north and the nearest archmage will start moving north this round.
Archmage #2: 0 damage This archmage remains where he is. Not much noise from the south and all of it late in the round.
Witch #1: 0 damage Attacks Beowuuf with spells.
Witch #2: 11 damage Attacks Beowuuf with spells.
Crystal Beacon damage
Doomy Bor Pistol shot at range 5: (8-4 + 7-4)/2 = 3.5 damage
(Doomy's second shot was not directed so it would damage the Beacon.)
eviltb Bor Pistol shot at Range 4: (7-3 + 3-3)/2 = 2 damage
|
|
|
Post by Aguila Saber on Jul 28, 2009 14:49:34 GMT -5
Start of Round 2. __ABCDEFGHIJ 1 oooD1XXooo 2 ooX2XXXXoo 3 oXXoXXoXXo 4 XXooXXooXX 5 3XXXCC5XXX 6 E4XXCC6XXX 7 XXoo78ooXX 8 oXXoXBoXXo 9 ooXXXXXXoo 0 oooXXXXooo1,2 = 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 (pre-round or before damage/attacks can resolved): Bewouuf Speed on Self (2 Mana, 3 Rounds) eviltb Psychic Fear on Assassin #2 I will let eviltb avoid the Poison effect since the Laumspur is used before one full round has passed after it was applied. As last round: Beowuuf resists all the psychic damage he takes. The witches are immune to the belt's damage. Psychic Fear DC. Resist roll. Action if resist (1= Held, 2=Move), Movement direction if Move (1 = NW to 8 = SE) (1d10=6, 1d10=3, 1d2=2, 1d8=3) DC: 2 + 6 = 8. Resist: 0 +3 = 3. Failed. Movement towards the NE (away from you) Hmmmm... with Assasin #2 scared and moving out of range.... Do you still want to follow Assassin #2 while taking attacks from Assassin #1 who is in range all the round ?
|
|
|
Post by eviltb on Jul 29, 2009 2:51:53 GMT -5
Well if #2's run away, then I'll just stay with #1 whose actually attacking me. I can always go after #2 later.
|
|
|
Post by Aguila Saber on Jul 29, 2009 20:18:28 GMT -5
Warrior #1, Warrior #2, Assassin #1, Witch #1, Witch #2, Doomy, eviltb, Beowuuf (1d10=1, 1d10=6, 1d10=6, 1d10=7, 1d10=5, 1d10=3, 1d10=9, 1d10=3) Warrior #1: 1+1= 2. Warrior #2: 1+6 = 7 Assassin #1: 5 + 6 = 11 Witch #1: 0 + 7 = 7 Witch #2: 0 + 5 = 5 Doomy: 3 + 3 = 6 eviltb: 4 + 9 = 13 Beowuuf: 3 + 3 = 6 Doomy attacks Warriors (1d10-1=9, 1d10=8, 1d10-1=8, 1d10=4, 1d10-1=5, 1d10=7, 1d10-1=1, 1d10=9)Hmmm... this will kill the first Warrior at 2 activity. Beowuuf attacks Witches (1d10-1=7, 1d5=1, 1d10-1=6, 1d5=4, 1d10-1=9, 1d5=2, 1d10-1=7, 1d5=3)This will kill Witch #2 at 2 activity, before she gets to act. eviltb attacks Assassin #1. Attack, Damage, Poison resist, Poison damage. (1d10-1=8, 1d4=4, 1d10=1, 1d3=3, 1d10-1=1, 1d4=1, 1d10=4, 1d3=2, 1d10-1=3, 1d4=3, 1d10=10, 1d3=3)Warrior attacks roll and damage rolls on Doomy. (1d10-1=0, 1d6=6, 1d10-1=3, 1d6=6, 1d10-1=1, 1d6=6, 1d10-1=7, 1d6=1) Assassin #1 attacks roll and damage rolls on eviltb. Shield check: Resists damage on a 1 or 2. (1d10-1=7, 1d4=2, 1d10=10, 1d10-1=1, 1d4=4, 1d10=5, 1d10-1=2, 1d4=1, 1d10=6, 1d10-1=8, 1d4=1, 1d10=2, 1d10-1=7, 1d4=4, 1d10=5) Witch #2 attack and damage rolls on Beowuuf (1d10-1=2, 4d3=5, 1d10-1=8, 4d3=6) Laumspur healing effect. (2d4=6) 1 activity Warrior #2 attacks Doomy: 3 + 0 = 3. DC: 9. Miss. Warrior #2's weapon is damaged. Warrior #1 attacks Doomy: 4 + 3 = 7. DC: 9. Miss. 2 activity eviltb has taken out Laumspur Assassin #1 attacks eviltb: 2 + 7 = 9. DC: 9. Hit. Damage: 2 damage. Shield check failed. Doomy attacks Warrior #1: 4 + 9 = 13. DC: 8. Hit. Damage: 3 + 8 - 1 = 10 damage. Doomy kills Warrior #1 Beowuuf attacks Witch #2: 3 + 7 = 10. DC: 7. Hit. Damage: 3 + 1 = 4 damage. Beowuuf kills Witch #2. 3 activity Witch #1 attacks Bewouuf: 5 + 2 = 7. DC: 8. Miss. Warrior #2 attacks Doomy: 3 + 1 = 4. DC: 9. Miss. 4 activity eviltb uses Laumspur. Removes Poison and restores 6 Health. Assassin #1 attacks eviltb: 2 + 1 = 3. DC: 9. Miss. Assassin's weapon is damaged. Doomy attacks Warrior #2: 4 + 8 = 12. DC: 8. Hit. Damage: 3 + 4 - 2 = 5 damage. Beowuuf attacks Witch #1: 3 + 6 = 9. DC: 7. Hit. Damage: 3 + 4 = 7 damage. 5 activity Warrior #2 attacks Doomy: 3 + 7 = 10. DC: 9. Hit. Damage: 3 + 1 - 2 = 2 Warrior #2 takes 1 damage due to Belt of Retribution 6 activity eviltb attacks Assassin #1: 4 + 8 = 12. DC: 10. Hit. Damage: 1 + 4+1 = 6. Poison applied. Poison damage: 3. Assassin #1 attacks eviltb: 2 + 2 = 4. DC: 9. Miss. Doomy attacks Warrior #2: 4 + 5 = 9. DC: 8. Hit. Damage: 3 + 7 - 2 = 8 damage. Doomy kills Warrior #2. (Doomy has 2 available activity here. You need to specify what to do with them.) Witch #1 attacks Beowuuf with Lightning attack: 5 + 8 = 13. DC: 8. Hit. Damage: 6 + 4 = 10 (electrical). Beowuuf attacks Witch #1: 3 + 9 = 12. DC: 7. Hit. Damage: 3 + 2 = 5 damage. 8 activity eviltb attacks Assassin #1: 4 + 1 = 5. DC: 10. Miss. Magic Shortsword is damaged. Assassin #1 attacks eviltb: 2 + 8 = 10. DC: 9. Hit. No Damage. Shield check succeeded. Doomy attacks Warrior #2: Target dead. Beowuuf attacks Witch #1: 3 + 7 = 10. DC: 7. Hit. Damage: 3 + 3 = 6 damage. Beowuuf kills Witch #1. 10 activity eviltb attacks Assassin #1: 4 + 3 = 7. DC: 10. Miss. Assassin #1 attacks eviltb: 2 + 7 = 9. DC: 9. Hit. Damage: 4 damage. Shield check failed. Damage so far: Warrior #1: 18.5 + 10. Dead. Warrior #2: 6 + 5 + 1 +8 = 20. Dead. Assassin #1: 1 + 9 = 10. (Weapon no longer poisoned. Poisoned: DC:6) Assassin #2: 4 +1 = 5 (1 poison application left) Archmage #1: 0 Archmage #2: 0 Witch #1: 0 + 7 + 5 + 6 = 18. Dead Witch #2: 11 + 4 =15. Dead. Beowuuf: 0 + 10 = 10. Doomy: 14.5 + 2 = 16.5 eviltb: 11 + 6 - 2 - 4 = 11. (Weapon no longer poisoned.)
|
|
|
Post by Beowuuf on Jul 30, 2009 1:02:09 GMT -5
Hang on, am I mis-reading, or does that mean I can leap at the beacon and destroy it??? And have I won round before the second arcmage would even care what's going on down in the south because of the lack of noise to start with? Or was that round one?
Anyway, if I'm not spotted, attack the beacon and power word strength for 2 mana.
If I am spotted attack the beacon but power word: hold for as much mana as I can get away with first on the nearest mage.
Looks like it's me and Doomy for the beacon, perhaps with an archmage each to deal with!
For Dessi and the Vakeros!
|
|
|
Post by Doomy on Jul 30, 2009 1:40:48 GMT -5
Spare Activity: Switch to Rifle Next round: Shoot Beacon, reload and repeat.
Can Beo outrun a speeding bullet?
|
|
|
Post by eviltb on Jul 30, 2009 2:46:54 GMT -5
psychic fear assassin #1, attack #1 as normal.
dont worry guys, Im fine.
|
|
|
Post by Aguila Saber on Jul 30, 2009 11:37:52 GMT -5
Start of Round 3. __ABCDEFGHIJ 1 oooDXXXooo 2 ooXXXXXXoo 3 oXXoXXo5Xo 4 XXooXXooXX 5 3X4XCCXXXX 6 EXXXCC6XXX 7 XXooXXooXX 8 oXXoXBoXXo 9 ooXXXXXXoo 0 oooXXXXooo3,4 = Assassins 5,6 = Archmages o = Unpassable area (Rockface or pillars) C = Crystal Beacon X = Normal passable area B = Beowuuf D = Doomy E = Eviltb Given the ruckus and the dead bodies, I'll let Doomy and the Archmage detect each other. Archmage cannot miss Doomy, and is not really trying to hide. Archmage #2 hears the noises from the Witches and does indeed move southwards to investigate this round. Arrives next round. You do not really know this, but there is battle going on in most directions. Order of actions (pre-round or before damage/attacks can resolved): Beowuuf: Power-Word: Strength (2 Mana) eviltb Psychic Fear on Assassin #1 eviltb psychic fear DC. Resist roll. 1= Frozen, 2=Move away. 1= Move NW, 8= Move SE (1d10-1=5, 1d10-1=7, 1d2=2, 1d8=6) DC = 2 + 5 = 7. Resist: 0 + 7 = 7. Successful Assassin #1 takes 1 damage from the psychic attack Doomy: You want to swap actions and deal with the Archmage, or you keep your current target (Crystal beacon)?
|
|
|
Post by Doomy on Jul 30, 2009 12:36:44 GMT -5
Hmm, since the archmages were on the opposite side of the beacon I'd rather hoped they would leave me alone. Time for a change of plan.
NEW ACTIONS
Switch to Rifle (spare Activity), Shoot Archmage, reload, shoot again
|
|
|
Post by Beowuuf on Jul 30, 2009 12:44:03 GMT -5
Spare Activity: Switch to Rifle Next round: Shoot Beacon, reload and repeat. Can Beo outrun a speeding bullet? 2 activity to swap weapons, I'm one square away from the beacon. The real question is, can you outdraw a speeding wolf? Ah, the archmage does come. Oh well, if I don't detect him, then I guess ether way it's finish the mission- let's kill the beacon, or die in the attempt!
|
|
|
Post by Doomy on Jul 30, 2009 12:46:56 GMT -5
Might be tricky, since the other archmage is about to fire a lightning bolt up your jacksie.
|
|