|
Post by Doomy on Aug 1, 2009 15:51:15 GMT -5
Kill the archmage with a bullet, then kill the crystal with another bullet.
|
|
|
Post by eviltb on Aug 1, 2009 18:17:12 GMT -5
sigh, this isnt going well.
anyway, psychic fear on whichever A is weaker or nearest. Take some laumspur to counter-act the poison, then continue with the shortsword on whichever A is weaker.
|
|
|
Post by Aguila Saber on Aug 1, 2009 20:30:05 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! Right, no melee this round. I will apply a one round cool-down for the next power word, so you will have to wait until end of next round before using it. The Crystal Beacon is will be showing some cracks after three more attacks. Hmmm .... in fact ignoring the archmage and doing one more round of attacks will probably take it down.
|
|
|
Post by Aguila Saber on Aug 1, 2009 21:34:43 GMT -5
sigh, this isnt going well. anyway, psychic fear on whichever A is weaker or nearest. Take some laumspur to counter-act the poison, then continue with the shortsword on whichever A is weaker.  You didn't notice that one of them died ?
|
|
|
Post by Aguila Saber on Aug 1, 2009 21:43:41 GMT -5
Actions for the Annihilators.
Warrior #1: Dead
Warrior #2: Dead
Assassin #1: Dead
Assassin #2: 5 damage (Healing Potion) Attacks eviltb, will use Healing Potion if able after one more hit.
Archmage #1: 12.8 damage (Healing Potion) Attack Doomy, will use Potion after next attack
Archmage #2: 0 damage Continues South this round ans spots Beowuuf towards the end of the round.
Witch #1: Dead (unused Healing Potion, easily lootable)
Witch #2: Dead
Crystal Beacon damage
Damage this round: 33
Total damage: 38.5
|
|
|
Post by Aguila Saber on Aug 1, 2009 22:10:26 GMT -5
Round 4 resolution. Psychic Fear DC. Resist. 1=Frozen/2=Move. 1-8; indicates direction (1d10-1=6, 1d10-1=7, 1d2=2, 1d8=2) DC: 6+2 = 8. Reist: 0 +7 = 7. Scared: Moves off away from eviltb towards the North. (2 steps) Laumspur: Laumspur Healing effect (2d4=6) eviltb restores 6 Health and the Poison is removed. OK. With the Assassin moving away from both you and the beacon, perhaps you will want to start doing some damage at the Crystal Beacon ? Or even prepare your Bor Pistol for another shot ? Beowuuf actions: Weapon damaged on 0 and 1 plus damage roll for weapon. (1d10=5, 1d5=2, 1d10=10, 1d5=1, 1d10=7, 1d5=3, 1d10=10, 1d5=3) 5, 10, 7, 10: No weapon damage to Beowuuf's weapon. Weapon damage on Beacon: 2 + 1 + 3 + 3 = 9. Beowuuf Power attacking is good for another 8 * 4 damage = 32 damage. Total damage: 41 Attack roll. Drift check (2%, 1 and 2). Damage roll. (1d10-1=4, 1d100=35, 2d8=9) Archmage attack and damage roll on Doomy (1d10-1=4, 3d3=5) Doomy shot at Crystal Beacon: Rifle shot damage on Crystal Beacon (2d8=5) Crystal Beacon takes 4.8 damage. Beowuuf Hold DC on Archmage and Resist roll. (1d10-1=8, 1d10-1=1) 1 activity Archmage uses ranged magic attack on Doomy: 4 + 4 = 8. DC: 9. Miss. 2 activity Doomy fires Rifle at Archmage: 4 + 6 - 0.x = 9.x. DC: 7. Hit. No drift. Damage = (9 - 0.2) * 1.0 = 8.8 damage Doomy kills the Archmage 4 activity eviltb close to crystal beacon 7 activity Bewouuf Hold on Archmage. DC: 3 + 8 = 11 Reist: 3 +1 = 4. Failed. Archmage loses next round. 9 activity eviltb reloaded Bor Pistol (and I will let you switch to this weapon for only 1 activity point since you are obviously handling it.) 11 activity eviltb damage at Crystal Beacon with Bor Pistol (2d5=5, 2d5=4, 2d5=4, 2d5=6) Bor Pistol damage on Crystal Beacon: (5+4+4+6)/2 = 19 = 9.5 Damage so far: Assassin #2: 5, carry-over: 1 initiative (healing potion) Archmage #1: 12.8+8.8 = 21.6, Dead (healing potion) Archmage #2: 0 (sleep-tooth) (Held) Witch #1, Dead (Healing Potion) Beowuuf: 10 Doomy: 21.5 eviltb: 13-6= 7
|
|
|
Post by Beowuuf on Aug 2, 2009 0:53:55 GMT -5
So wait, what did the second archmage do to me? I seem to have missed it (something about sleeptooth). Oh, I see, he only sptted me at the end of round. That's good! And cool, that beacon can't withstand much more Wuufy punishment! Just, you know, as long as I stay alive long enough to give it  Concentrate on attacking the beacon, and hope if I fall the others take it down, or take down the archmage. If I actually do take down the beacon and am still standing, obviously engage the mage no matter my health!
|
|
|
Post by Aguila Saber on Aug 2, 2009 2:48:36 GMT -5
Briefing information: Destroy the Cystal Beacon and all Annihilators at this site are rendered powerless as well.
The constructed it, but they have since linked the Crystal Beacon to their lives.
|
|
|
Post by Beowuuf on Aug 2, 2009 3:16:09 GMT -5
Heh, sounds like if I destroy the beacon I get to coup-de-grace the archmage for free then 
|
|
|
Post by Aguila Saber on Aug 2, 2009 3:24:41 GMT -5
Added your Hold spell, it was successful.
When the Beacon is gone, Doomy can see you on the other side and vice versa. So potentially he can help killing the Archmage, assuming you are moving so you do not block out his aim. eviltb's enemies are only visible to him.
I might let you clear up the Annihilators after all. We will see.
|
|
|
Post by eviltb on Aug 2, 2009 3:38:48 GMT -5
can i reload the pistol, move up to it so im right next to the beacon (if not already) then fire the pistol??
|
|
|
Post by Aguila Saber on Aug 2, 2009 3:43:53 GMT -5
Yes, of course. Will add this.
|
|
|
Post by Doomy on Aug 2, 2009 3:44:58 GMT -5
I will surprise no-one with the following actions:
Shoot the beacon, reload, shoot the beacon again.
|
|
|
Post by Aguila Saber on Aug 2, 2009 4:07:54 GMT -5
Start of Round 5.
__ABCDEFGHIJ 1 oooDXXXooo 2 ooXXXXXXoo 3 o4XoXXoXXo 4 XXooXXooXX 5 XXXXCCXXXX 6 XXXECCXXXX 7 XXooXBooXX 8 oXXoXXoXXo 9 ooXXX6XXoo 0 oooXXXXooo
4 = Assassins 6 = Archmages o = Unpassable area (Rockface or pillars) C = Crystal Beacon X = Normal passable area B = Beowuuf D = Doomy E = Eviltb
Actions for the Annihilators.
Warrior #1: Dead
Warrior #2: Dead
Assassin #1: Dead
Assassin #2: 5 damage (Healing Potion) Attacks Doomy, since he is the nearest enemy ad the only one withing view.
Archmage #1: Dead (Healing Potion)
Archmage #2: 0 damage (Sleepthooth) Held this round.
Witch #1: Dead (Healing Potion)
Witch #2: Dead
Crystal Beacon damage
Damage this round: 41 (Beowuuf) + 4.8 (Doomy) + 9.5 (eviltb) = 55.3
Total damage: 38.5 +55.3 = 93.8
The Crystal Beacon is looking damaged. It won't hold together for much longer.
|
|
|
Post by Doomy on Aug 2, 2009 4:11:52 GMT -5
Ignore the assassin, keep attacking the beacon. As soon as the beacon fails, the assassin will collapse like a puppet with its strings cut anyway. Right?
|
|