|
Post by Beowuuf on Jul 30, 2009 14:21:26 GMT -5
He's got to move into position around a pillar, and THEN fire. Nah, it will be the hidden magical discharge in attacking the pillar that will kill me. We all have ranged attack methods, I bet we'll find out we need to use those
|
|
|
Post by Aguila Saber on Jul 30, 2009 16:31:18 GMT -5
Doomy
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 14 1/2 (+1/2 -2) Activity per round: 8 Perception points: 2 Alether Berries: +1 attack and +1 AC. Round 3 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 30, 2009 16:34:59 GMT -5
eviltb
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 19 (+8 -6 -2) Activity per round: 9 + 2 Perception points: 2
Weapons: 1 Magic Shortsword: Fast, Brittle, Damage: 1d4 Slashing +1 Magic, Condition: 8/10. 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 Laumspurx2. +2d4 Health 1 Potion of Restoration (Neutralizes Disease)
Pouch: Garnet Alexandrite Sapphire Ruby Diamond
|
|
|
Post by Aguila Saber on Jul 30, 2009 16:38:29 GMT -5
Beowuuf
Strength: 2+1+1 =4, Speed: 1+1+1=3, Eye: 0, Mind: 3 Health: 20 1/2 ( +1/2 -10) Mana: 3 (-2 +1/2) Activity per round: 7 Perception points: 2 Speed: +1 round 2 out of 3. Strength: +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 30, 2009 16:42:55 GMT -5
OK: Believe I have most info for next round. The second round went decidedly to the Magnamund Champions.
Just one query to Beowuuf.
Do you want to use Power Attack when you strike at the Beacon?
Just beware then that any roll of 0 or 1 on the attack will cause damage to your weapon. You will always hit but you are risking to damage your weapon. (Blunt weapon has no risk of damage but a sword is far from ideal for this task.)
|
|
|
Post by Beowuuf on Jul 30, 2009 16:58:50 GMT -5
power attack please!
|
|
|
Post by Aguila Saber on Aug 1, 2009 10:31:12 GMT -5
Actions for the Annihilators. Warrior #1: Dead
Warrior #2: Dead
Assassin #1: 10 damage (Weapon no longer poisoned) Continues to attack eviltb
Assassin #2: 5 damage (1 poison application left) Moves towards and to attacks eviltb
Archmage #1: 0 damage Attack Doomy
Archmage #2: 0 damage Moving South this round.
Witch #1: Dead
Witch #2: Dead
Crystal Beacon damage
No further damage this round.
Total damage: 5.5
|
|
|
Post by Aguila Saber on Aug 1, 2009 11:28:30 GMT -5
Round 3 resolution. (eviltb's fear attempt updated on previous page.) Poison resist and damage. (1d10-1=0, 1d3=2) Assassin #1 takes another 2 damage and is still poisoned. Hmmm... with the psychic damage this is actually enough to kill him, so eviltb kills Assassin #1. Beowuuf actions: Weapon damaged on 0 and 1 plus damage roll for weapon. (1d10-1=2, 1d5=3, 1d10-1=7, 1d5=4, 1d10-1=6, 1d5=2)2, 7, 6: No weapon damage to Beowuuf's weapon. Weapon damage on Beacon: 3 + 4 + 2 = 9. Beowuuf Power attacking is good for another 8 * 3 damage = 24 damage. Total damage: 33 Attack roll. Drift check (2%, 1 and 2). Damage roll. (1d10-1=0, 1d100=47, 2d8=11, 1d10-1=3, 1d100=74, 2d8=13) Redirect roll for shot. 1= Up and Left, 2 = Up, 3 = Up and Right, 4 = Left, 5 = Right, 6 = Down and left, 7 = Down, 8 = Down and right. (1d8=1) Archmage attack on Doomy. (1d10-1=9, 3d3=7) Assassin #2 and eviltb initiative. (1d10-1=5, 1d10-1=8) eviltb has higher initative than Assassin #2 and goes first in the attacks. eviltb Attack and damage roll for shortsword. (1d10-1=2, 1d4=4, 1d10-1=3, 1d4=4, 1d10-1=3, 1d4=4, 1d10-1=2, 1d4=1) eviltb Attack and damage roll for shortsword. (1d10-1=2, 1d4=3)Assassin #2 Attack and damage roll for shortsword on eviltb. (1d10-1=2, 1d4=2, 1d10-1=7, 1d4=1, 1d10-1=1, 1d4=2, 1d10-1=5, 1d4=3)eviltb: Shield check on successful attack. 1 and 2= damage absorbed. (1d10=5) Poison resist roll with DC:8 and poison damage. (1d10-1=4, 1d3=1) Doomy fires Rifle at Archmage: 0 + 6 - 0.x = 5.x. DC: 7. Miss and Redirect Up and left. Shot misses. 3 activity eviltb attacks assassin #2: 4 + 2 = 6. DC: 10. Miss Assassin #2 attacks eviltb: 2 + 2 = 4. DC: 9. Miss. Archmage uses ranged magic attack on Doomy: 4 + 9 = 13. DC: 9. Hit. Damage: 7 + 3 = 10 magic. Reduced by 50%. So 5 damage. 5 activity eviltb attacks assassin #2: 4 + 3 = 7. DC: 10. Miss Assassin #2 attacks eviltb: 2 + 7 = 9. DC: 9. Hit. Shield check failed. Damage: 1 damage. Poison resist failed and 1 poison damage. 6 activity Doomy fires Rifle at Archmage: 3 + 6 - 0.x = 8.x. DC: 7. Hit. No drift. Damage = (13 - 0.2) * 1.0 = 12.8 damage 7 activity eviltb attacks assassin #2: 4 + 3 = 7. DC: 10. Miss Assassin #2 attacks eviltb: 2 + 1 = 3. DC: 9. Miss. Assassin #2's shortword is damaged. 8 activity Doomy reloads Bor Rifle. 9 activity eviltb attacks assassin #2: 4 + 2 = 6. DC: 10. Miss Assassin #2 attacks eviltb: 2 + 5 = 7. DC: 9. Miss. 11 activity eviltb attacks assassin #2: 4 + 2 = 6. DC: 10. Miss. Damage so far: Assassin #1: 10 + 3 =13. Dead. (Poisoned DC:6) Assassin #2: 5, carry-over: 1 initiative (healing potion) Archmage #1: 0 + 12.8 = 12.8 (healing potion) Archmage #2: 0 (sleep-tooth) Beowuuf: 10, carry-over: 1 initiative Doomy: 16.5 + 5 = 21.5 eviltb: 11 + 2 =13. Poisoned with DC:8.
|
|
|
Post by Beowuuf on Aug 1, 2009 12:32:14 GMT -5
Concussive blast for as much mana as I have left, while power attacking the beacon please!
|
|
|
Post by Aguila Saber on Aug 1, 2009 12:40:09 GMT -5
Concussive blast for as much mana as I have left, while power attacking the beacon please! In your case wait for an updated picture, and additional information. I believe you need some more info before deciding.
|
|
|
Post by Aguila Saber on Aug 1, 2009 12:41:58 GMT -5
Doomy
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 10 (+1/2 -5) Activity per round: 8 Perception points: 2 Alether Berries: +1 attack and +1 AC. Round 4 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 Boompowderx7 1 Potion of Restoration (Neutralizes Disease)
1 Pouch 1 White Pearl 1 Aventurine
|
|
|
Post by Aguila Saber on Aug 1, 2009 12:43:59 GMT -5
eviltb
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 17 (-2) Activity per round: 9 + 2 Perception points: 2 Poisoned with poison DC:8. (Will take further damage unless Laumspur is used at start of round.)
Weapons: 1 Magic Shortsword: Fast, Brittle, Damage: 1d4 Slashing +1 Magic, Condition: 8/10. 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 Laumspurx2. +2d4 Health 1 Potion of Restoration (Neutralizes Disease)
Pouch: Garnet Alexandrite Sapphire Ruby Diamond
|
|
|
Post by Aguila Saber on Aug 1, 2009 12:46:25 GMT -5
Beowuuf
Strength: 2+1+1 =4, Speed: 1+1+1=3, Eye: 0, Mind: 3 Health: 21 ( +1/2) Mana: 1 1/2 (+1/2) Activity per round: 7 Perception points: 2 Speed: +1 round 3 out of 3. Strength: +1 round 2 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 Aug 1, 2009 12:55:20 GMT -5
Start of Round 4.
__ABCDEFGHIJ 1 oooDXXXooo 2 ooXXXXXXoo 3 oXXoXXo5Xo 4 XXooXXooXX 5 X4XXCCXXXX 6 XEXXCCXXXX 7 XXooXBooXX 8 oXXoXXo6Xo 9 ooXXX0XXoo 0 oooXXXXooo
4 = Assassins 5,6 = Archmages o = Unpassable area (Rockface or pillars) C = Crystal Beacon X = Normal passable area B = Beowuuf D = Doomy E = Eviltb
Note: No eye contact or interaction between Beowuuf and the Archmage (6) this round.
Next round the Archmage will be placed at 0 with a started spell (1 activity spent).
Beowuuf has time for three more attacks on the Crystal Beacon and can then spend 1 activity as you like. Suggested to get into melee-range with the Archmage.
Power-Word is for next round.
|
|
|
Post by Beowuuf on Aug 1, 2009 13:28:36 GMT -5
If the beacon does not seem to be crumbling, then sure, change tactics. Hold person for last mana (I imagine this might be a shot to nothing) and then move into range for melee melee melee!
|
|