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Post by eviltb on Aug 2, 2009 10:27:46 GMT -5
well i wont be firing the pistol at the beacon then i wont waste my time killing the last assasin, you guys can if you really want to. I'll take out a heal potion and take it until Im completly healed. I'll still keep the pistol in-hand, just in case. I'll move into stealth (max), then move to see what the assasin was carrying. Thanks for the great competition AS, very well run.
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Post by Aguila Saber on Aug 2, 2009 10:58:21 GMT -5
So Doomy versus the Assassin then. The Alether has now expired. Doomy attacks Assassin. (1d10-1=3, 1d8=4, 1d10-1=8, 1d8=1, 1d10-1=9, 1d8=7, 1d10-1=8, 1d8=4) Assassin attacks Doomy. (1d10-1=3, 1d4=1, 1d10-1=4, 1d4=3, 1d10-1=4, 1d4=1, 1d10-1=6, 1d4=1) 1 activity Assassin attacks Doomy: 2 + 3 = 5. DC: 8. Miss. 2 activity Doomy attacks Assassin: 3 + 3 = 6. DC: 10. Miss. 3 activity Assassin attacks Doomy: 2 + 4 = 6. DC: 8. Miss. 4 activity Doomy attacks Assassin: 3 + 8 = 11. DC: 10. Hit. Damage: 3 + 1 = 4 damage 5 activity Assassin attacks Doomy: 2 + 4 = 6. DC: 8. Miss. 6 activity Doomy attacks Assassin: 3 + 9 = 12. DC: 10. Hit. Damage: 3 + 7 = 10 damage Doomy kills the Assassin. He was drinking the potion as this point. Never quite made it, but the potion falls to the ground and is crushed and thus ruined.
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Post by Aguila Saber on Aug 2, 2009 11:14:57 GMT -5
Final character sheet (Loan items and items that are not kept by character are bolded)
Doomy
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 11 (+1/2) Activity per round: 8 Perception points: 2
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, Not 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
1 Pouch 1 White Pearl 1 Aventurine
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 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 Gloves of Strength
Pouch: Garnet Alexandrite Sapphire Ruby Diamond
Other: Leather Armour: -1 to all Elemental damage
Beowuuf
Strength: 2+1+1 =4, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 22 ( +1/2) Mana: 1 1/2 (+1/2) Activity per round: 7 Perception points: 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 1 Necklace of Eye (Assumed looted from the Witch)
Backpack 1 Boots of Speed
Removed temporary items and "consumables" from your Backpack lists. Any new challenge will have its own new contents there, if permitted.
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Post by Aguila Saber on Aug 2, 2009 11:24:20 GMT -5
The Assassin is wearing the Leather Armour which I've added above.
Weight and space is dis-regarded from here on, so you can bring it along and I will also permit you to recover the extra pair of strength gloves. It takes 1 round to do, but you have as much time as you like.
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Post by Aguila Saber on Aug 2, 2009 11:28:05 GMT -5
The following items are not yet claimed.
Warrior #1 (E4): Magic Spear: 1d6 + 1 damage, +1 attack (2-Handed weapon) Chainmail: -1 physical and elemental damage
Warrior #2 (F4): Two-Handed Axe (1d6) Full Plate: -2 physical and elemental damage
Doomy has first dibs but I guess perhaps no-one is interested since they already have better options themselves.
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Post by eviltb on Aug 2, 2009 11:37:22 GMT -5
If i take the leather armour, what does that give me and how does that affect my stealth?
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Post by Aguila Saber on Aug 2, 2009 11:44:13 GMT -5
If i take the leather armour, what does that give me and how does that affect my stealth? It gives -1 to all Elemental damage. It doesn't affect your Stealth. I guess you are the only active NAK, so you can decide yourself if a NAK would wear leather armour.
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Post by eviltb on Aug 2, 2009 11:46:25 GMT -5
Yes we can. Id have to dye the leather black though, just cause.
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Post by Doomy on Aug 2, 2009 13:12:08 GMT -5
The following items are not yet claimed. Warrior #1 (E4): Magic Spear: 1d6 + 1 damage, +1 attack (2-Handed weapon) Chainmail: -1 physical and elemental damage Warrior #2 (F4): Two-Handed Axe (1d6) Full Plate: -2 physical and elemental damage Doomy has first dibs but I guess perhaps no-one is interested since they already have better options themselves. I have no need for any of these items, the others can help themselves.
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Post by Beowuuf on Aug 2, 2009 13:39:23 GMT -5
I'll take the plate then! Any penalty? What would it replace if I wore it in another contest?
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Post by Aguila Saber on Aug 2, 2009 13:42:51 GMT -5
I'll take the plate then! Any penalty? What would it replace if I wore it in another contest? You would get the stated protection values. Seems I forgot the penalty though: -5 Stealth. It's huge and clunky and take a lot of time to don or get our of. I've noted a certain lack of light armour with protection so I will add some more of those in the loot tables. Historically, the Chainmail hasn't had a Stealth penalty, but sine I'm adding magical armour and protective clothing I see the need to add this. So Chainmail will have -2 Stealth. The Full Plate/Chainmail takes up your normal clothing (tunic / robe) slot. I don't think you have anything with any properties there new.
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Post by Aguila Saber on Aug 2, 2009 14:41:48 GMT -5
Final character sheet (Loan items and items that are not kept by character are bolded)
Doomy
Strength: 2+1 = 3, Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 11 (+1/2) Activity per round: 8 Perception points: 2
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, Not 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
1 Pouch 1 White Pearl 1 Aventurine
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 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.
Pouch: Garnet Alexandrite Sapphire Ruby Diamond
Other: Leather Armour: -1 to all Elemental damage
Beowuuf
Strength: 2+1+1 =4, Speed: 1+1=2, Eye: 0, Mind: 3 Health: 22 ( +1/2) Mana: 1 1/2 (+1/2) Activity per round: 7 Perception points: 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 1 Necklace of Eye (Assumed looted from the Witch)
Backpack
Removed temporary items and "consumables" from your Backpack lists. Any new challenge will have its own new contents there, if permitted.
After trade between Beowuuf and eviltb.
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