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Post by Beowuuf on Nov 16, 2009 15:19:54 GMT -5
I think stay on Doomy's side to ensure he is fine, and to see if he finds anything interesting. So for one round, will sacrifice movement to add points to search around the body while Doomy loots the corpse
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Post by Doomy on Nov 16, 2009 15:36:24 GMT -5
It sounds like Wuufy at least will stick close to me anyway, so we may as well just go with the previously-discussed plan and move a little to the northwest (to column 2) and proceed from there.
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Post by Beowuuf on Nov 16, 2009 15:55:08 GMT -5
Lol, the envoy to the dwarves of the MKC won't leave a dwarf in potential rocky danger! May as well act as a furry wedge to let you get to safety
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Post by Doomy on Nov 16, 2009 18:27:08 GMT -5
And if you get squished in your efforts to protect me, I can probably sell you to a taxidermist. It's a win-win!
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Post by Beowuuf on Nov 17, 2009 3:29:28 GMT -5
Woohoo!
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Post by eviltb on Nov 17, 2009 6:43:59 GMT -5
excellent stuff, head to the cache then and check it out. Wheres the trip-wire and how hard to disarm it wuld it be?
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Post by Aguila Saber on Nov 17, 2009 14:23:48 GMT -5
Hmmm... you all move forwards this round without getting hit by the walls. Wall on Beowuuf's square did not turn.
Current positions
XXXXOOXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXSBXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXEEXXXX
O = Exit point B = Beowuuf and Doomy (Centre on the Square) S = Sylvia (Central on the square) E = Entry point
New dangers in next round:
Doomy & Beowuuf: A new wall approaches from the exit. It is coming with the short side towards you. You need to decide which side of this wall you will go. Closer to the centre or closer to Sylvia.
The wall is a little bit towards Sylvia's side but you should be able to clear it no problem unless it turns.
Sylvia: A wall approaches from the side of the labyrinth. It is fairly slow moving and approaches with the short end first. It is slightly behind (towards entrance) Sylvia so unlikely to cause problems.
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Post by Aguila Saber on Nov 17, 2009 14:25:39 GMT -5
excellent stuff, head to the cache then and check it out. Wheres the trip-wire and how hard to disarm it wuld it be? You can avoid the Trip Wire. No need to disarm it. The cache itself might be trapped too though. How much Search spent on the Cache before handling it?
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Post by Doomy on Nov 17, 2009 14:51:08 GMT -5
I'll move closer to Sylvia, in case she needs gallantly shoved out of the way.
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Post by Beowuuf on Nov 17, 2009 14:59:09 GMT -5
I'll go closer to the centre to not crowd Doomy and Sylvia incase of sudden shifting
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Post by Aguila Saber on Nov 17, 2009 15:31:10 GMT -5
The Wall on Sylvia's square turns around and starts chasing her.
Sylvia manages to keep a good distance to the wall which is not moving all that quickly.
Current positions
XXXXOOXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXAXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXEEXXXX
O = Exit point A = Beowuuf (Right on Square), Doomy (Central), Sylvia (Left on square) E = Entry point
New dangers:
A Wall is approaching from the right, but it poses small danger since it is already behind you and approaching with the short end.
Beowuuf: Keeping to the right, you can move forwards and avoid the wall in case it turns.
Doomy: You have the Wall moving directly towards you albeit not that quickly. Your safest route is to move onwards and keep the distance, but you can try to clear the wall by going either right/forward or left/forward as well.
Sylvia: Have mostly cleared the wall and is moving mostly forwards this round.
No new discoveries. (You have chosen a rather uninteresting route through this labyrinth so far.)
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Post by Doomy on Nov 17, 2009 16:28:52 GMT -5
I'll move on the left/forward diagonal.
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Post by eviltb on Nov 18, 2009 3:34:51 GMT -5
move upto the cache, then put max act into searching. Dont wanna miss anything cause 1 mistake here could mean cripsy-fried NAK!
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Post by Beowuuf on Nov 18, 2009 6:33:42 GMT -5
Keep right in the safe yet uninteresting route
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Post by Aguila Saber on Nov 19, 2009 15:25:59 GMT -5
eviltb moves to the cache and carefully examines the opening mechanism. Finding nothing threatening he starts works on it and opens it up.
Inside are the following items: Rapier (Damaged) (d8, fast, brittle) (piercing damage) Hammer (d3, 1 activity) (Bludgeoning) Magical Spear (+1 to attack, +1 magic damage)(d8, fast, 2 hands) (piercing damage) Potion of Eye: +1 Eye for 10 Rounds.
The above stats includes your Weapon Specialization bonus. Fast makes you able to attack using Speed stat.
The Rapier and Hammer can be kept in Backpack if you want.
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