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Post by Aguila Saber on Nov 25, 2009 16:50:53 GMT -5
Around the corpse you find: A badly damaged longsword lying on the ground.
The corpse is still burning and is in very bad shape. This person had no backpack and neither is there a belt pouch to be seen. What you look at is mostly a burning heap of flesh and clothing.
Continuing moving forwards past the trigger will be no easy task. However, the areas both to the left and to the right seems devoid of trigger points so far easier to move past them that way.
Also to the left you spot another secret cache.
The trigger point and the new secret cache are both in the direct line between the two fire hurlers. So far though there is no sign of them reacting to your presence.
No matter which route you go forwards there are a lot of hot spots ahead and this slows your movement should you wish to take care and avoid these hot spots.
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Post by Doomy on Nov 25, 2009 17:08:51 GMT -5
Right and forwards it is!
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Post by eviltb on Nov 26, 2009 4:04:17 GMT -5
Ok well Im gonna take the same level of stealth/search when moving, but I'll take step then look around for hot spots, then look, step, look, step. You get the idea. also Im full, so I'll ignore the caches. If I avoid those hot spots, I should be alwight!
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Post by Aguila Saber on Nov 29, 2009 6:49:19 GMT -5
So basically: +2 search, +2 stealth, moving slowly ... which direction are you moving in?
Right/Forward? (Past nothing in particular) Forward? (Past the known trigger) Left/Forward? (Past the cache)
The forward route is the most dangerous one from the information you have.
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Post by Aguila Saber on Nov 29, 2009 6:53:39 GMT -5
Beowuuf, Doomy, Sylvia:
You reach the exit unscathed. There doesn't seem to be much going here. Beowuuf reach it first with some time to spare.
Beowuuf has spotted another corpse lying not too far inside. No doubt brough there by the walls since it looks very much battered.
Beowuuf: Do you open the exit door yourself, or do you wait for Sylvia and Doomy before opening?
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Post by Beowuuf on Nov 29, 2009 8:14:26 GMT -5
If the other two are fine, I will open it myself to ensure there is nothing going on. Stealth as much as possible to the corpse, search points into checking it out for cause of death.
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Post by Doomy on Nov 29, 2009 9:34:28 GMT -5
As Wuuf is being sneaky I will hold position by the door and watch his back.
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Post by Beowuuf on Nov 29, 2009 9:49:29 GMT -5
Cheers
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Post by Aguila Saber on Nov 29, 2009 11:11:47 GMT -5
The corpse is among the moving walls, behind you and to the right. (Sylvia and Doomy comes from behind you and to the left).
You will have to back-track in that other direction to reach it. Will probably take you about two rounds.
Or you can ignore the corpse and open the door.
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Post by Beowuuf on Nov 29, 2009 12:01:50 GMT -5
Oh, sorry, I get what you mean now. I'll just open the doors and stealth in, use some search points once I'm clear of the door, and ignore the corpse then.
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Post by Aguila Saber on Nov 29, 2009 14:06:03 GMT -5
Current statuses.
eviltb spent 3 Rounds in the Fire Hurler room. Hmmm.... I guess you never discarded one Backpack item to make room there. You will need to make a decision when leaving this room.
eviltb, Nad-Adez Konkor
Strength: 0+1=1, Speed: 3+1=4, Eye: 1+1=2, Mind: 2 Health: 30 Activity per round: 11 Defence: 9 Eye +1 for another 9 Rounds
Specials: Psychic attack: 1, Psychic defence: 1, Weapon Specialization (Fast weapons), Psychic fear affect, Poison Resisant: +3 vs Poison
Weapons: 2 Magic Spear (Fast, 1d8 Piercing, +1 Attack, +1 Magic damage) 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 6 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%. Infra-Red Lenses (2 activity to see heat sources)
Satchel containing: 1 Sleeping gas grenade. Sleep Mind DC: 6-9. Stays in a 3x3 area for 4 Rounds. 1 Laumspurx3. +1d4 Health. Cures some Poison and Disease. 1 Sun-rod, 100 Rounds, Unlit
Backpack containing: 1 Magic Shortsword: Fast, Brittle, Damage: 1d6 Slashing +1 Magic. 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance 2 Flask of Healing Potionx2 1 Whetstone 1 Waterskin (full) 3 Meals x3 2 Sleeping bag 1 Wand of Fire. 6 charges. Uses Eye to hit. Damage: Mind d4 Fire. Single target. 1 Cat's Paws
Pouch: Sapphire Ruby 47 Lune
Beowuuf, Doomy and Sylvia spent 10 Rounds to traverse the Wall room.
Beowuuf, Vakeros
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0+1=1, Mind: 3 Health: 29 (+1/2) (-4 and +3 while avoiding walls) Mana: 5 (+1) (-15 and +10 while avoiding walls) Activity per round: 7 Defence: 7
Specials: Psychic defense: 3, Power Attack, Vakeros Power Words: Concussive Blast, Hold, Strength (The Power Diadem gives you access to the others.), Self Healing: +1 Health every two Rounds.
Weapons 1 Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Bluevein dagger, Fast, Brittle, 1 activity, Damage: 1d3 Piercing, Condition: 5/5 1 Magic Shortsword, Fast, Damage: 1d4 Slashing +1 Magic. Condition: 10/10 1 Bow with Pull value 0.
Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic Boots of Speed. (+1 Speed) Quiver with 15 arrows Gauntlets of Strength. (+1 Strength) Necklace of Eye (+1 Eye) Belt of Retribution: Deals 1 psychic damage to enemy when hit Robe of Awareness: +2 Eye when Searching Ring of Mana regeneration (+1 Mana every 2 Rounds)
Backpack 1 Ropesx1 1 Tinderbox 1 Potion of Strength: +1 Strength for 10 Rounds 1 Whetstone 1 Waterskin (full with water) 3 Mealsx3 1 Mirror 1 Stakesx2 1 Blanket 1 Light Hammer (fast, 1 activity), 1d3 damage bludgeoning. Condition: 5/5.
Satchel: 1 Healing potion 3 Laumspur x3- Heals: 1d4 healing, cure disease/poison 1 Mana potion
Pouch: 15 Lune
Doomy, Dwarven Gunner
Strength: 2 Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health:26 (4 damage taken in the wall room) Activity per round: 8 Defence: 9 Resitances. Physical: 2. Elemental: 1. Magical: 50%.
Specials: Gunner Training, Rapid Reload, Axe Specialisation, Toughness
Weapons 2 Drodarin War Axe, Two-handed, Damage: 1d10 Slashing, Condition: 5/5 1 Bor Pistol, Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1.
Worn Korlinium Armour: +1 Defence, -1 to all physical and elemental damage, all magical damage is reduced with 50% 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 Set of furs
Backpack containing 1 Rope 1 Grapple hook 1 Lantern 1 Oil (50 Rounds) 3 Boompowder x15 1 Whetstone 1 Waterskin (full) 3 Meals
Pouch containing 1 White Pearl 1 Aventurine 46 Lune (+36 Lune) 20 Enchanted Bullets
Satchel containing 2 Flask of Healing Potion x5 1 Boompowder x5
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Post by Doomy on Nov 29, 2009 19:05:15 GMT -5
Aiee! We're going through the door!
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Post by eviltb on Nov 30, 2009 3:39:34 GMT -5
yes, +2/+2 and forward/right please.
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Post by Aguila Saber on Nov 30, 2009 16:47:04 GMT -5
You safely make it close to the right Fire Hurler. They are still passing flame between them seemingly unaware of your presence. You also manage to avoid all the hotspots here.
Forwards, you discover more trigger points. As before it will be difficult to avoid them if you go in that direction
Fowards/Right (out of the central area): You notice nothing in particular in that area.
Forwards/Left (closest way to the exit): There is another corpse in this direction with its possessions laying about.
So what's your allocation next round? There is still plenty of hot-spots about. A bit fewer to Forwards/Right but still quite a few of them there.
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Post by eviltb on Dec 1, 2009 3:31:58 GMT -5
before I go, discard the Wand of Fire to make room in the pack.
same spread of stealth/search, head off to forward/left again moving, stopping and looking, then moving, etc
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