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Post by Beowuuf on Jul 3, 2010 12:57:44 GMT -5
Balls, I would swear I replied to this! Hmm, power word: concussive blast (not sure if it can get neutralised by the deflection). I forget, can we attack diagonally, or just adjacent? If diagnonally, side-step beside the undead first to catch it in the blast aswell. Full mana (3 points) into it.
Hmm, seems a tough customer already, but for now will spam him with melee attacks and see where Beowuuf stands at the end of the round.
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Post by Doomy on Jul 4, 2010 17:14:36 GMT -5
XXXXXXXXXXXXXXXXXXXXXXXXXXX SXXXXXXXXXXXXXXXXXCXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXV<E XXXXXXXXXXXXXXXXXXXXX11<<XX
Route shown above. I am going to try speaking with the adventurers.
Max search, no stealth.
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Post by Aguila Saber on Jul 11, 2010 12:18:45 GMT -5
Doomy:
At first the Adventurers doesn't seem to notice you but you eventually catch up with them as they are looking more closely at a particular section of the wall and the floor around it.
"This is odd," says one of the adventurers.
"As if the wall had turned and moved at this point," the other says.
They are still watching the wall and surronunding area when your presence registers on them.
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Post by Aguila Saber on Jul 11, 2010 12:33:14 GMT -5
XXXXCXXX XXXXXXXX ESXTXXXX XXTXXXXE XBUXXXXX CMXXXXXX
C= Corpse on workbench M= Mage/Necromancer working on corpse B = Beowuuf S = Sylvia E = Entrance/Exit T = Trap. You will need to go around this square not to trigger it. U = Freshly arisen undead.
Sylvia casts a Shield on Beowuuf this round. Then moves forwards.
Beowuuf attacks Necromancer: 4 + 9 =13. DC: 8. Hit. Shield (50%): Hit absorbed. No damage.
Beowuuf attacks Necromancer: 4 + 9 = 13. DC: 8. Miss. Shield (50%): Hit absorbed. No damage.
Necromancer attacks Beowuuf: 2 + 6 = 8. DC: 7. Hit. Damage: 2 +1d4 +1(magic) = 6 damage Belt of Retibution deals 1 damage to necromancer (Not resisted). Weakness check (Strength DC 6): 6 + 4 = 10 success
Beowuuf uses Concussive Blast for 3 Mana. Necromancer takes 3 damage Undead summonation takes 3 damage
Beowuuf attacks Necromancer: 4 + 6 =10. DC: 8. Hit. Damage: 4 + 4 + 1 = 9 damage (Necromancer is now hovering on death's door but still hangs on to it.)
Beowuuf attacks Necromancer: 4 + 4 =8. DC: 8. Hit. Shield (50%): Hit absorbed. No damage.
Undead attacks Beowuuf: 2 + 6 = 8. DC: 7. Hit Damage: 2 + 2 = 4 damage Belt of Retribution has no effect on Undead.
Beowuuf attacks Necromancer: 4 + 5 =9. DC: 8. Hit. Shield (50%): Hit absorbed. No damage.
Beowuuf attacks Necromancer: 4 + 7 = 11. DC: 8. Hit. Damage: 4 + 2 + 1 = 7 damage Beowuuf kills Necromancer
Undead attacks Beowuuf: 2 + 3 = 5. DC: 7. Miss.
At this point the undead all across the room starts to fall apart and return to the bones they were before the necromancer summoned them.
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Post by Beowuuf on Jul 11, 2010 12:48:34 GMT -5
Beowuuf spins to start dealing with the undead once the necromancer falls, and heaves a huge sigh of relief as the minions crumble too.
"That was...intense..." says Beowuuf to Sylvia, while taking a moment to check his wounds, and also ensure Sylvia has not been injured.
Beowuuf then gingerly inspects the necromancer's body, and also the grizzly work the necromancer was undertaking.
Woohoo! I was a little worried about this fight. Hmm, full points into a search on the necromancer then workbench, please. Very paranoid the necromancer might have a glyph on him to guard his body... or might have the means to ressurect himself!
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Post by Doomy on Jul 11, 2010 17:36:24 GMT -5
His weapons stowed, the dwarf advances, hands raised to show he means no harm.
"Greetings," he says. "I am Doomy. I'm a Gunner of Bor but I suppose you've already guessed that much. You think this section of wall is a hidden door of some kind?" The dwarf casts an expert eye over the stonework, looking for a mechanism.
Max search on the area the adventurers are examining.
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Post by Aguila Saber on Jul 13, 2010 13:46:07 GMT -5
The Necromancer's body is looking rather hideous. The Necromancer is almost looking like an undead himself.
You find that the staff the necromancer had has a will of its own and it tries to push you away from its master.
After taking some damage (lose 2 Endurance) you are able to deduce that the Necromancer had little of practical use on him, and there are no glyphs around him but his staff is not letting you do much.
You find a couple of surgery tools which no doubt was used on the cadavers but not much more on the body.
On the work bench you do find more items that are of use: 1 Healing Potion 1 Naphta Bomb (Device which combusts with violent fire damage when thrown)
The cadvare has been opened in many places in flesh. It is someone who died fairly recently but the cropse looks grizzly and has been multilated to make it look worse. The facial features has been ruined and you have no idea of which race this person might have belonged to.
There are more workbenches and things to look around for, if you so wish. Many tools and consumable items could be found here. Containers of every size are available here. Raw materials of many different types as well.
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Post by Beowuuf on Jul 13, 2010 14:19:04 GMT -5
Beowuuf warns Sylvia away from the staff, suggesting they may even wish to try some combination of triggering the trap from afar with the body to destroy both. Or perhaps just burn this place when they leave.
Beowuuf then makes a wide sweep of the room, trying to avoid the less pleasant aspects of this room's use, looking for items that could be useful
Hmm, probably use the bomb of the necromancer's body and the staff just before leaving, to be honest. Just for the sheer RP hatred of the necromancer and fear of the staff falling into new hands. Put full points into search each area of the room in turn. Perhaps suggest Syvlia and Beowuuf alternate keeping watch for anyone approaching the room while the search is in progress.
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Post by Aguila Saber on Jul 17, 2010 8:04:32 GMT -5
Doomy: After searching for a while you discover a well hidden control in the wall, a little further away.
The control opens up a dark spacious room. There is no light at all inside, but you can sense that the room is fairly large.
There is rustling sound of something moving inside but you cannot make out what it is.
There is also the stench of dead corpses inside.
If you want to pass into this room, then a light source will be needed or you may very well fall prey to whatever is lurking inside.
The two adventurers:
"Looks like another passage. Maybe we should continue to the teleporter ?"
The other looks around. "We need some better lighting tolook closer, that's for sure." He says.
"What about you?" the first adventurer says to Doomy. "You want to take a look inside here?"
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Post by Doomy on Jul 18, 2010 16:48:59 GMT -5
Doomy fishes his lantern out of his pack.
"No problem," he says, lighting it. "There must be some reason for this hidden passage and I want to find out what it is. You're welcome to follow me if you wish."
With the lantern lit, I will step into the passageway and search for a similar control on the other side of the hidden panel.
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Post by Aguila Saber on Jul 21, 2010 16:32:50 GMT -5
Beowuuf: This is a rather large room. Do you want to search each part of it?
You should trace out a route/search path i the room which you want to take. (Fill in the X with the way you go. You have maps and current position in room in previous posts.)
You want to search with Sylvia or split up searching?
Also, being a laboratory this room contains what can be expected in a Laboratory. So you search for common items there you will find them. You ewant to search for something ein particular you need to specify what you are looking for.
Sylvia warns you to be close to the exit wbefore using bombs here. This laboratory contains a lot of glass-ware and if they are inflammable your bomb can start a fire which may go out of hand quickly. At least as far as this room is concerned.
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Post by Aguila Saber on Jul 21, 2010 16:43:16 GMT -5
Doomy: The door is automated. It will slowly shut itself although not while someone is standing at the entrance.
The lantern lights up a large spacious room. There are some vegetation, dead corpses, and quite a lot of large serpents (constrictors) in the room.
Your light does little to please the serpents. The smaller once immediately moves away to get shelter from it. The larger serpents does not immediately attack but they are clearly inconvenienced by the light.
There are at least two large constrictors that are fairly close to the entrance. More serpents are bound to be in the far part of the room which is very poorly lit by your lantern.
There is a door in the far part of this room.
The two adventurers are not eager to proceed into this room, but neither are they leaving you alone. They await your actions.
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Post by Doomy on Jul 22, 2010 6:15:16 GMT -5
How big are these snakes? Big enough to eat a dwarf, I take it?
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Post by Aguila Saber on Jul 22, 2010 14:26:57 GMT -5
They are no big enough to swallow you whole, if that is the question.
They would have to trap and squeeze you to death. Length is maybe 5-10 metres long.
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Post by Beowuuf on Jul 22, 2010 15:44:31 GMT -5
XXXXCXXX XXXXXXXX Sylvia ESXTXXXX_______________ XXTXXXXE XBXXXXXX Beowuuf (Search every third square) CMXXXXXX
Hmm, Beowuuf will suggest he will search the south side of the room, and Sylvia could check the north side of the room. Beowuuf will probably look for more alchemical lighting devices, and also look for parchments and scrolls. Any scroll that looks 'evil' Beowuuf will put on the necromancer corpse for eventual firebombing.
BEowuuf will also be on the look out for any magical impliments - daggers, wands, ringsetc. In terms of mundane items in the laboratory, he'd probably jsut look for fresh untainted water!
Also, eye power word to himself and Sylvia.
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