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Post by Aguila Saber on Dec 1, 2009 16:09:01 GMT -5
You successfully avoid the hotspots and move closer to the exit. You are now past the half-way point and still no activity towards you from the Fire Hurlers.
You ignore the corpse and any items strewn about this turn.
To both the right and to the left of you are trigger points.
Forwards/Right: Nothing in particular.
Forwards: Another secret cache!
Forwards/Left: Another corpse.
A little further ahead there is length of molten lava, as on the other side there are two safe places to cross and a suitable spot for a jump across, but you are currently too far away to determine if they have trigger points as was the case on the other side. Moving forwards will let you essay all three possible points.
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Post by eviltb on Dec 2, 2009 3:17:27 GMT -5
same again, move forwards to the secret cache and have a look.
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Post by Aguila Saber on Dec 2, 2009 17:16:17 GMT -5
Investigating the cache you fail to discover a sharp spike trap. You accidentally trigger it and receive a wound to your arm. You lose 3 Health.
Opening the cache you find: Boots of Speed: Speed +1 Wand of Confusion. Mind DC 5+Mind. 4 charges Robe of Blending. Gives +2 to Eye when using Stealth. 1 piece Ivory (Pouch) 1 piece of Obsidian (Pouch)
Robes go to the armour slot... which is not filled. So the Robe can be donned for another +2 Stealth. The two Pouch items can also be picked up.
Donning this robe will give you another round of observation since it takes 1 one round to don it.
Looking around for the best way to cross you do not discover anything unusual. Perhaps you are just plain unlucky but there is no trigger points to be seen here and none of the passages across looks safer than the other.
In any case you are now fairly close to the exit and making a quick dash for the it should get you to a good distance from the fire hurlers.
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Post by Aguila Saber on Dec 2, 2009 17:17:36 GMT -5
Beowuuf and Doomy: Will let eviltb reach the exit and start the next room(s) in a new thread.
From now places will be smaller in size, more like the previous challenges. For a while at least.
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Post by Beowuuf on Dec 2, 2009 17:37:31 GMT -5
I assumed you were letting him catch up in some way
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Post by eviltb on Dec 3, 2009 4:43:43 GMT -5
Patience is a virtue old friend I'll don the extra robe then, you can never have too many robes! Take the pouch stuff too, leave everything else. A quick dash? Either thats your way of saying "you'll make it so I can start the next section" or its a cunningly ploy to fry my ass.... I'll go with the first one, cause Im gulliable. Same stealth/search, then off with the quick dash!
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Post by Aguila Saber on Dec 4, 2009 15:40:45 GMT -5
Right. You have now donned the robe.
One more rounds of Perception let's you discover that the right bridge has trigger points.
Remains the left bridge and a jump straight ahead which seems to be free.
So which of the paths do you select for making your dash?
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Post by eviltb on Dec 5, 2009 4:05:26 GMT -5
I'll take a search upto the bridge on the left just to check it out. If all seems well I'll jump it. Standard spread once again.
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Post by Aguila Saber on Dec 5, 2009 16:55:51 GMT -5
I'll take a search upto the bridge on the left just to check it out. If all seems well I'll jump it. Standard spread once again. Right... Means I will start a new thread of the next challenges you are up to tomorrow. The bridge to the left was the only one without a trigger point, so with that choice you can just move casually all the way to the exit now.
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Post by Aguila Saber on Dec 5, 2009 16:58:47 GMT -5
Oh, and some advance notice...
There are people (not decided ecactly who and what yet) walking around in the next room. This applies to both groups.
So prepare yourself for another social encounter...
Or if you want ... a proper fight.
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Post by Doomy on Dec 5, 2009 17:17:35 GMT -5
Fighting yaay!
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Post by Beowuuf on Dec 5, 2009 18:06:54 GMT -5
Nooooo, diplomacy!
Hmm, so was it a good thing I went first with stealth points invested then?
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Post by Doomy on Dec 5, 2009 18:47:46 GMT -5
I have an alternative approach to stealth and diplomacy. I call it "shooting the witnesses".
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Post by eviltb on Dec 7, 2009 3:32:51 GMT -5
Stabby stabby?
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Post by Aguila Saber on May 10, 2010 13:10:41 GMT -5
Total: 130 rounds.
Doomy, Dwarven Gunner
Strength: 2 Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health:23 (7 damage) 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. 1 Axe Damage; 1d8 Slashing, Condition 5/5
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 (Max 12 spaces) 1 Rope 1 Grapple hook 1 Lantern (Full: 50 Rounds) 3 Boompowder x15 1 Whetstone 1 Waterskin (full) 2 Meals 1 Tincture of Oxydine 1 Cat's Paws
Pouch containing 1 White Pearl 1 Aventurine 1 Jacinth 1 Jade stone 1 Topaz 1 Pearl 39 Lune (-29) 20 Enchanted Bullets
Satchel containing 2 Flask of Healing Potion x4 1 Boompowder x5
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