|
Post by Aguila Saber on May 10, 2010 13:18:38 GMT -5
Doomy:
You are confronted with a large circular grotto. Close to the centre of the grotto are two huge fire hurling constructions, or possibly elementals.
You spot them hurling fire at some adventurer who happens to move past them. He manages to dodge the fire but fals foul of a trip wire. More fires from the constructions but the adventurer is very quick on his feet and manages to dodge them. Eventually you watch him reach the far end.
Winded and with some burns to show but still alive. The huges construction seems to pay the escaped adventurer little attention and continues to hurly firely balls between themselves.
To move to the other side will take you roughly 6 (63 activity) rounds, assuming you use the fastest path.
It looks quite dangerous to take the quickest route. There will be virtually no reaction time to avoid the deadly hurled fire if you do so and the two fire hurles are on either side of the centre making it impossible for you to observe what both of them are doing if you approach the centre.
Ahead are a couple of burning corpse. Killed some time ago. Traces of other corpse are nothing more than burnt ashes now.
The ground is filled with red stone in various nuances. In some place there are red lava like materials.
You notice some adventurers making it along the wall. It looks to be a safer route but the fire hurlers seems to cover that area as well, although no more than one of them simultaneously.
--XXOOXX-- -XXXXXXXX- XXXXAXXXXX XXXXXXXXXX XXHXXCHXXA XXXXXXXXXX XCXXXXCXXX -XXXXXXXX- --XXEEXX--
A = Adventurer O = Exit point C = Corpse H = Lava Hurler E = Entry point
|
|
|
Post by Doomy on May 10, 2010 17:27:17 GMT -5
Considering I had problems going up a ladder I doubt I'm agile enough for the dangerous route, so I'll take the easier option. I'll ignore the burnt corpses, any loot will have been destroyed I think.
So - follow the wall towards the group of adventurers!
|
|
|
Post by Aguila Saber on May 16, 2010 16:19:54 GMT -5
Right. The ground is quite treacherous here. While certainly safer at the outskirts a wrong step can cost you some burns.
How fast do you wish to progress ?
How much spent on perception and/or stealth per round ?
|
|
|
Post by Doomy on May 16, 2010 17:38:26 GMT -5
I will advance slowly and carefully. I doubt the adventurers are hostile so I will be concentrating on perception rather than stealth - max perception in case of hidden hazards.
|
|
|
Post by Aguila Saber on May 19, 2010 15:39:35 GMT -5
You advance slowly looking out for potental dangers. You manage to dodge hot spots for quite a while.
A cunningly concelaed traps on the ground distracts you and you step on a hot spot and take 1 health damage due to burns.
Shortly afterwards you spot a near invisible beam on the ground. You avoid it but then your attention is drawn to a small area which looks slightly different than the rest. After some study you conclude that this area is a small secret cache. As far as you can make out, this secret cache has no traps attached to it.
Investigate the secret cache?
--XXOOXX-- -XXXXXXXA- XXXXAXXXXX XXXXXXXXXX XXHXXCHXXX XXXXXXXXXS XCXXXXCXXT -XXXXXXXX- --XXEEXX--
A = Adventurer O = Exit point C = Corpse H = Lava Hurler E = Entry point S = Secret cache
|
|
|
Post by Doomy on May 19, 2010 16:40:06 GMT -5
I'll take a look in the cache, though I believe my inventory is pretty full.
|
|
|
Post by Aguila Saber on May 22, 2010 2:22:51 GMT -5
You find the following in the cache:
Ring of Fortitude. Grants a +2 to roll when checking DC against Strength. (when worn) Axe (d5) (slashing damage) Garnet Tincture of Oxydyne. Restores 2d3 Health. Works as an anti-biotic. Light Hammer (d3, 1 activity) (Bludgeoning) Talisman of Health. Increases your maximum Health with 5 points. Remains of an armour but it has been rusted.
The Talisman is worn in the same position as an Amulet and you can have only one. You can wear up to 2 rings.
|
|
|
Post by Doomy on May 23, 2010 13:25:13 GMT -5
Goodies!
Take and wear the ring. Leave the axe unless it appears special, as it is no better than what I have already. Take the garnet and put it in my pouch. Use the oxydine as I've taken some damage and have no slots free to carry it. I think I prefer the Eye necklace I'm already wearing to this Health talisman, so leave it if it would take a slot in my pack. If it is small enough for the pouch I'll put it in there.
|
|
|
Post by Aguila Saber on May 30, 2010 13:19:54 GMT -5
You can wear both Neckalce and Talisman, so adding it. The Tincture of Oxydine restored 2+2 = 4 Health.
So the below should be your new updated character.
What's next? Continue along the wall?
Doomy, Dwarven Gunner
Strength: 2 Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health:26/35 (+4-1 since last time) 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 Ring of Fortitude. Grants a +2 to roll when checking DC against Strength. Talisman of Health. Increases your maximum Health with 5 points. 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 Garnet 1 White Pearl 1 Aventurine 1 Jacinth 1 Jade stone 1 Topaz 1 Pearl 39 Lune 20 Enchanted Bullets
Satchel containing 2 Flask of Healing Potion x4 1 Boompowder x5
|
|
|
Post by Doomy on May 30, 2010 16:13:56 GMT -5
Ah, looking good! As before, inch along the wall with maximum perception and no stealth.
|
|
|
Post by Aguila Saber on Jun 13, 2010 2:42:08 GMT -5
Soon afterwards you spot another invisible beam which you avoid.
The journey along the cave wall turns out to be moslty eventless. Twice more you step on hot spots. The first time the heat gets through your armour and you take 1 damage, the second time you escape unscahed.
You have managed to navigate to the exit, and the Fire Hurlers have paid you no attention at all.
You are before a closed door which the adventures before you passed through about one minute ago.
If you want to go through, we will continue the game in Thread #3.
|
|
|
Post by Aguila Saber on Jun 30, 2010 4:18:43 GMT -5
Ready to continue ?
|
|
|
Post by Doomy on Jun 30, 2010 11:10:12 GMT -5
Hi, missed this update because of my holidays.
Absolutely ready to continue, lead on!
|
|