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Post by Aguila Saber on Aug 2, 2009 4:14:36 GMT -5
I will surprise no-one with the following actions: Shoot the beacon, reload, shoot the beacon again. I'll surprise you with telling you that the Beacon will not be up at the second shot. (At least not if the others continue to hit it.) So (you and everyone else) should specify actions for when the Crystal Beacon is gone as well. I will let you clear up the remaining Annihilators. Doomy and Beowuuf know about the Archmage Doomy and eviltb know about Assassin #2. Shouting is permissible once the Beacon is gone. Before that point you do not see each other. Oh, and once the Beacon is down Beowuuf and eviltb can see each now that eviltb moved forward, and Beowuuf and Doomy can also see each other at this point.
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Post by Aguila Saber on Aug 2, 2009 4:15:27 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? Nah. I reconsidered that. You will get to finish them off. Those who were wandering the Outland Challenge area will be gone though.
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Post by Doomy on Aug 2, 2009 4:19:05 GMT -5
Okay, given this most recent information... Kill the beacon with a bullet, then use healing potion. Use it twice if possible. If the beacon is gone before I can shoot it, use the potion then switch to Axe.
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Post by Aguila Saber on Aug 2, 2009 4:20:52 GMT -5
Doomy
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 10 1/2 (+1/2) Activity per round: 8 Perception points: 2 Alether Berries: +1 attack and +1 AC. Round 5 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 1 Boompowderx5 1 Potion of Restoration (Neutralizes Disease)
1 Pouch 1 White Pearl 1 Aventurine
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Post by Aguila Saber on Aug 2, 2009 4:23:57 GMT -5
eviltb
Strength: 0+1=1, Speed: 3+1=4, Eye: 1, Mind: 2 Health: 17 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 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 x6 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
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Post by Aguila Saber on Aug 2, 2009 4:25:21 GMT -5
Beowuuf
Strength: 2+1+1 =4, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 21 1/2 ( +1/2) Mana: 1 (+1/2 -1) Activity per round: 7 Perception points: 2 Strength: +1 round 3 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
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Post by Aguila Saber on Aug 2, 2009 4:40:32 GMT -5
So actions are:
Bewouuf hits the Beacon with Power Attack: 2, 4, 6 activity. Move to Mage and attack him when Beacon is down.
New end of round Hold on Mage, you can also renew Speed and or Strength with that 1 Mana. Your pick.
Doomy Shoot Beacon at 2 activity. Use Healing Potion twice (4 and 6 activity) Switch to Axe (8 activity)
eviltb: Not sure. Reload Pistol is 4 activity and then you can fire again at 6.
Switching to a weapon is 2 activity and then you can hit the beacon at every 2 activity.
Using the readied item (Wand) is 3 activity per use. It will cost you 1 activity to re-ready the Wand (after using the Laumspur). Then you can fire at: 4, 7, and 10.
Bot sure what you want to do once the Beacon is gone which it will be this round.
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Post by Beowuuf on Aug 2, 2009 4:40:49 GMT -5
I believe I've stated my beacon-falling next actions. Since I know the others, there won't be a pause between seeing them and taking out the archmage Edit: If the mage's attacks hit my speed, renew speed, otherwise try a hold
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Post by Aguila Saber on Aug 2, 2009 5:10:43 GMT -5
The mage won't hit you this round, since your Hold last round was successful. The Hold lasts for 1 round, which means this round in this case.
Also pointing you to the Witch's Healing Potion. You can snap it up and ready it for 1 activity, probably best done when the Beacon is gone.
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Post by Aguila Saber on Aug 2, 2009 5:32:02 GMT -5
I'll start with starting actions here, since I can see that eviltb's start actions won't matter. He cannot damage the beacon more before it is gone. May go down to initiative roll between Doomy and Beowuuf so starting with that. First roll = Beowuuf, second roll= Doomy (1d10-1=2, 1d10-1=2)Beowuuf: 2 + 2 = 4 Doomy: 2 + 3 = 5 So Doomy goes first. Assasin #2 rolls. Assassin #2 attacks on Doomy. (1d10-1=8, 1d4=4, 1d10-1=8, 1d4=3, 1d10-1=6, 1d4=3) 2 activity: Doomy Bor Rifle shot. Doomy Bor Rifle damage. (2d8=5) Range penalty is -0.2. Total damage now: 93.8 + 4.8 = 98.6. Not enough to destroy it. Beowuuf's attacks: Weapon damaged on 0 and 1, base damage for weapon. (1d10-1=8, 1d5=3) 8: No weapon damage. Damage to Beacon: 8 + 3 = 11. Total damage: 98.6 + 11 = 109.7. This is >100 which was the Crystal Beacon's Hits. Beowuuf destroys the Beacon!3 activity Beowuuf picks up and redies the Withc's potion 4 activity: Doomy uses Readied Healing Potion: restored 7 Health. Restored Health for Healing Potion. (4d3=7)eviltb has reloaded the Bor Pistol 5 activity Beowuuf attacks Archmage: 4 + 9 = 13. DC: 7 Damage: 4 + 4 = 8. ( I assumed no Power Attack here.) Beowuuf attacks Archmage (1d10-1=9, 1d5=4)Assassin #2 attacks Doomy: 2 + 8 = 10. DC: 9. Hit. Damage: 4 - 2 = 2 damage. Belt of Retribution deals 1 damage to Assassin #2. 6 activity Doomy uses Readied Healing Potion: restored 5 Health. Restored Health for Healing Potion. (4d3=5)7 activity Beowuuf attacks Archmage: 4 + 9 = 13. DC: 7 Damage: 4 + 2 = 6. ( I assumed no Power Attack here.) Beowuuf kills the Archmage. Not any need to cast that spell. Beowuuf attacks Archmage (1d10-1=9, 1d5=2) Assassin #2 attacks Doomy: 2 + 8 = 10. DC: 9. Hit. Damage: 3 - 2 = 1 damage. Belt of Retribution deals 1 damage to Assassin #2. 8 activity Doomy has readied War Axe. 9 activity Assassin #2 attacks Doomy: 2 + 6 = 8. DC: 9. Miss. eviltb has looted Assassin #1. You find the Leather Armour which I will let you take along. -1 to all Elemental damage and no penalties.) No further combats for you this time. Damage so far: Assassin #2: 5+2= 7, carry-over: 1 initiative (healing potion) Archmage #1: Dead (healing potion) Archmage #2: Dead (sleep-tooth) Beowuuf: 10 Doomy: 21.5+3-12 = 12.5 eviltb: 7 Congrats to Beowuuf for winning this contest !
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Post by Beowuuf on Aug 2, 2009 5:39:46 GMT -5
WOOHOO! After avoiding fighting to swan around with some natives, weird to win!
Yeah, grab the health potion on the way to attack the mage. And I didn't spot my hold had actually worked! Think I will try it again then attack:)
Beowuuf feels the satisfying crunch of the beacon give under his blade, a blade that has held true. The shards crash to the ground and beyond Beowuuf is surprised to see A dwarf he recognises holding a gun. Beowuuf nods once and raises his blade in salute, then sees the dark Kai to his right and gives a glare in that direction.
Still, with the beacon gone, Beowuuf realises there is still an archmage to finish!
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Post by Aguila Saber on Aug 2, 2009 5:53:30 GMT -5
Lady Luck is on your side this round Woofy.
You managed to finish the Archmage with your two attacks.
Doomy doesn't have the same luck, but he is not in any real danger with the low damage of the Assassins and his full plate.
Reason that you get to keep the Mana is the 1 round cool-down. You actually kill the Archmage before the cool-down expires.
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Post by Beowuuf on Aug 2, 2009 7:23:31 GMT -5
So I assume we all converge on the last assassin, mow im down, then give eahc other 'what the heck are you doing hear' looks! Since Beowuuf is out of the woods, then can I just say great contest, great finish (not just case I destroyed the beacon), and well done AS Shame Dharn could not carry on until the end, but it has been running for a while, and Dharn's life does see to only afford him periods of time on the forum
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Post by Doomy on Aug 2, 2009 7:32:23 GMT -5
Well done Wuuf (you jammy git), and massive kudos to AS for running this long and complex contest.
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Post by Aguila Saber on Aug 2, 2009 8:07:00 GMT -5
There is loot gathering as well.
You can collect whatever special items they had. Those around Beowuuf had a Necklace of Eye and Sleeptooth.
One of the warriors around Doomy had a useful Axe.
I'm summarizing the scores and posting them. The last one Annihilator is not included.
Also, eviltb can start to use stealth from this round, Beowuuf can start to do so from next round.
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