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Post by Doomy on Jan 1, 2010 8:51:54 GMT -5
"I'd rather take the path of fire," says the dwarf. "It seems that the symbols of fire and earth will give access to a smithy of some kind, whereas air and earth combine to permit entry to a library. I don't know if it will be possible to travel from one to the other after we have teleported.
"If you have any particular need to visit the library we could split up for now."
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Post by Beowuuf on Jan 1, 2010 9:28:00 GMT -5
"I think knowledge is more powerful and dangerous than any weapon being forged in this place," says Beowuuf. "Perhaps we should split up, the better to ensure no avenue is being abused."
Beowuuf looks to Sylvia to see which avenue she would suggest.
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Post by Aguila Saber on Jan 1, 2010 13:52:40 GMT -5
eviltb (Round 3):
You are very far away from them still. You manage to make your way back to the secret door with the acid trap this round, while avoinding the trap.
Combat is in progress and none have fallen so far, the first blows have just been exchanged.
XXX321XXXXXXXXXEXXXXXXXXXXX SXX321XXXXXXXXXXXTCXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXN XXXXXXXXXXXXXXXXSXXXXXXXXXX
E = Your position (Also place for a trap and a secret door) 1,3 = Adventurers 2 = Giaks C = Giak corpse (looted) S = Shimmering blue beam. N = Entrance S = Secret door T = Trap
eviltb, Nad-Adez Konkor
Strength: 0+1=1, Speed: 3+1=4, Eye: 1+1=2, Mind: 2 Health: 28/30 Activity per round: 11 Defence: 9 Eye +1 for another 1 Round
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 Robe of Stealth: +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 Cat's Paws
Pouch: Sapphire Ruby Obsidian Ivory 47 Lune 12 Kika
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Post by Aguila Saber on Jan 1, 2010 14:02:51 GMT -5
"The teleporter goes back to the main entrance. There will be a new Hall and a new challenge if we go opt that way. I'd prefer the library if so."
"An alternative," Sylvia suggests, " might be to have a look around. The scripture does hint at hidden passages. Maybe they will be faster than the rather long route through the Lore Halls, which most of the mercenaries are using?"
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Post by Aguila Saber on Jan 1, 2010 14:03:28 GMT -5
eviltb:
Proceed to open the other secret door this round?
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Post by Beowuuf on Jan 1, 2010 14:20:58 GMT -5
Beowuuf shrugs acceptance of not instantly moving onwards, and helps in looking for any passages after uttering a word of power to increase his perceptive abilities.
Would there be any way to check the walls subtly, without anyone realising what we are doing? Also, is it worth re-checking the writings to see if they offer more clues, or did we translate them as well as we could?
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Post by Aguila Saber on Jan 1, 2010 17:53:10 GMT -5
Sylvia suggests that the obvious way is to return to the Earth Elemental, or simply stand back to one of the corners.
The mercenaries are already making final preps and are ready to go in seconds (unless you have last questions).
The two others are likely to follow if you make way at the Teleporter.
Given the amount of inormation I don't think you'd gain much by a second read. You'd have to look for information on something very specific then.
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Post by Beowuuf on Jan 1, 2010 18:28:45 GMT -5
Beowuuf does just that, searching as suggested and ignoring the texts and others in the room that are getting ready to leave.
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Post by eviltb on Jan 1, 2010 19:38:37 GMT -5
eviltb: Proceed to open the other secret door this round? Indeed, wear the lenses and have a peek inside. Im expecting the same thing as the other door, but doesnt hurt to check!
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Post by Aguila Saber on Jan 2, 2010 18:25:52 GMT -5
You look into another unlit room.
You do not find any immediate danger when looking inside. You do spot something at the far end of the room giving off heat. What it is you do not know.
It is also difficult to say if the heat comes from one larger being or several smaller.
Two similar collections of heat exist in this room. Both are near the corners of the far side of this room.
This room looks rather spacious in size, although how large it is is difficult to tell without a proper light source.
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Post by Aguila Saber on Jan 2, 2010 18:39:00 GMT -5
Beowuuf, Doomy, Sylvia (After your Round 4)
(Examining the beam and nearby features has taken some time for you.)
Mercenaries have now entered the shimmering beam and are gone.
The two persons in leather armour watches you while Sylvia and Beowuuf steps away from the Teleporter. (What Doomy does is unaccounted for.)
The elemental is still moving around randomly in the room.
The two persons in leather armour observes you.
When looking about and moving to the corner Beowuuf spots a trap close to where you have been standing. You can all safely avoid this trap. Marked on picture.
I've also marked up a corpse on the picture which you will all have noticed by now. It is a human corpse.
XXXXXXXXXXX XXXXXX2XXCX XXXXXE2XXXX XX1XXXTXXSX XXXXXXXXXDX XXXXXXXXXTX XXXXXXXXXXB
B = Beowuuf and Sylvia, D = Doomy unless he moves with Beowuuf and Sylvia. 1 = Earth Elemental, human sized. 2 = Two persons wearing leather armour and wielding small weapons. S = A shimmering Blue Beam can be seen at this point. T = Trap C = Corpse
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Post by Beowuuf on Jan 2, 2010 18:42:57 GMT -5
Check out the corpse, and warn Sylvia to watch out for the merceneries. Wish I was more evil, I'd lure those Amory guys into it. They're all like Roark there!
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Post by Doomy on Jan 2, 2010 19:16:59 GMT -5
The mercenaries are no threat and the corpse is unlikely to have much of interest. Time to make for the Hall of Fire.
"Farewell for now friends, we shall meet again soon," says the dwarf as he steps into the teleporter beam.
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Post by Aguila Saber on Jan 3, 2010 18:20:16 GMT -5
Doomy: Your path now continues in the initial thread which started off in that area. It is rather crowded now... (Post to follow there.)
Beowuuf: You may have to re-evaluate Doomy's statement that the two adventurers are no threat. Once Doomy is gone they appear a lot more hostile and point threateningly at you.
Sylvia holds you back in the corner and tells you to prepare for a fight. "Stay on this side of the trap!", she tells you in a hushed voice.
Moments later the two adventurers starts moving towards you. By their expression you have no doubt that they intend to finish you off!
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Post by Beowuuf on Jan 3, 2010 18:26:21 GMT -5
Draw my sword and use a hold person (3 mana) on the one closest to us, and try to mock the other one, luring him to walking right into the trap.
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