Post by Aguila Saber on Oct 10, 2010 4:47:26 GMT -5
Doomy, Dwarven Gunner
Strength: 2 Speed: 2+1=3, Eye: 2+1=3, Mind: 0
Activity per round: 8
Resitances. Physical: 2. Elemental: 1. Magical: 50%.
Gunner Training, Rapid Reload, Axe Specialisation, Toughness
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
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 Grapple hook
1 Lantern (Full: 50 Rounds)
3 Boompowder x15
1 Waterskin (full)
1 Tincture of Oxydine
1 Cat's Paws
1 White Pearl
1 Jade stone
20 Enchanted Bullets
2 Flask of Healing Potion x4
1 Boompowder x5
After a long trip in the Teleporter you end up on your destination: the Deep Level Smithy.
You find yourself in a large smithy served by Ogrons and a couple of man-sized Earth Elementals and Fire Elementals.
These creatures are not immediately hostile, or seeking contact but they do notice your arrival here.
This place is orderly arranged and many things are smithed here. Most are of mundane use and serves a use for building things, but there is also a section for metal weapons and armour.
In addition to metal craft, this area also has some beautiful and interesting constructions made of stone.
This chamber is huge and forms a half-sphere and there seems to be a mutitude of exits from it.
As far as you can see there are currently 'no visitors' in this room, although tracks on the floor would hint that you are not the first to arrive here.
Among the ogrons, there is one whose clothing stands out and he appears to be the leader. Among the elementals there is one larger elemental of each type.
Post by Aguila Saber on Oct 10, 2010 5:51:54 GMT -5
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0+1=1, Mind: 3
Activity per round: 7
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.
1 Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5
1 Magic Shortsword, Fast, Damage: 1d4 Slashing +1 Magic. Condition: 10/10
1 Bluevein dagger, Fast, Brittle, 1 activity, Damage: 1d3 Piercing, Condition: 5/5
Vakeros Power Diadem
Cloak of Blending (+2 Stealth)
Boots of Speed. (+1 Speed)
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)
Ring of Fortitude. Grants +2 to roll when checking DC against Strength.
1 Black Blanket
1 Waterskin (full with water)
2 Mana Potion +5d3 Mana
1 Potion of Eye (+1 for 20 Rounds)
1 Potion of Speed (+1 for 20 Rounds)
1 Potion of Strength (+1 for 20 Rounds)
1 Laumspur Potion. Restores 4d3 Health. 50% chance to cure Poisons and Diseases.
1 Healing potion +5d3 Health
1 Laumspur x3- Heals: 1d4 healing, cure disease/poison
2 Copper Rings (Engraved)
1 Silver Ring (Engraved)
1 Copper Ring (Rogue)
Strength: 1 Speed: 1, Eye: 1+1, Mind: 3
Magical Club (d3, 1 activity, +1 Magic damage) (Bludgeoning damage). Condition: 8/10.
Stone Amulet. All Acid and Electrical damage is reduced by 50%.
Belt of Retribution: Deals 1 psychic damage to any enemy that hits you.
1 Potion of Restoration (Neutralizes Disease and grants a +3 vs Diseases for 25 Rounds)
1 Rogue's Scroll
1 Bard's Book.
1 Potion of Fortitude. +2 when checking DC against Strength. 10 Rounds.
1 Healing Potion (Heals +5d3 Health)
4 Box: Containing Dragon, Falcon, Cat, Snake Statuette
1 Paralytic Poison
2 Fireseed. 1d6 Fire damage. DoT. Reduce initial damage by 1/round. 1AP. Eye. Miss = Half.
After you step through the Teleporter, you travel slowly for a long time until, at long last, the two of you end up in a large excavated chapel.
This place is mainly dedicated to the worship of Ishir but some side-areas hints to other deities of Good also being worshipped here.
A few adventurers are seated here seemingly resting before continuing. In this large chapel there are also a number of Kloons and a couple of humans clad in ornamented priestly robes moving about.
There is currently no sermon in progress and it doesn't look like one is about to start soon either.
The current room is about 10 metres tall, 20 metres broad and 50 metres long. You have ended up in the middle of the chapel.
What do you wish to do ?
Post by Beowuuf on Oct 10, 2010 5:57:22 GMT -5
Beowuuf looks to see if a shrine to the Elder Magi has been erected in one of the corners. While the Magi discourage being thought of as gods, it is hard for many Vakeros to consider them anything less. He nods to both Silvia and their new companion, and excuses himself for a moment.
Beowuuf will check out for such a shrine, and of course will be very interested in engaging anyone else who is there. If there is no such thing, or if there are no other people at such a shrine, then he will rejoin Sylvia and look to see where the priests gather, and then look for an exit - in that order. He will make his way to neither to start with.
Post by dharn on Oct 11, 2010 8:34:19 GMT -5
"One does not refuse such a generous offer. One is pretty much in debt with yourself." said Melor, as he continued to glance around for more ideas to his current predicament. He made a conscious effort to memorize all the things in the room that could be to his advantage while still try to act bound.
"Please," he said to his would be saviour, "One needs to warn yourself, be discreet for secrecy would be our best weapon for now."
Melor would memorize the entire chamber, look for anything that could be a weapon to use to attack the cloaked figure.
Post by Simey on Oct 11, 2010 17:47:41 GMT -5
Seren jerks his head in grim acceptance of the woman's offer and twists slightly on the floor to display his bound wrists to her.
"Idiot," he hisses to himself, eyes roaming the dimness. "To get caught like-.... Naar's fetid breath! What am I wearing? Where's my jacket? Who took my jacket? I'll ki- " Seren strains his neck round to look at the woman untying his wrists. "I want my jacket back." His tone is steely and final, but carries no accusation of her.
"Where are we?" says Seren, turning away to once more peer into the gloom. "And who are all these people dressed like idiots?" His eyes roll irefully. "Like me."
Seren will continue to look around to pick out as much as he can whilst on the floor. He will also take note of the woman helping him. What can he tell about her in the dark? Is she pretty?
Post by Doomy on Oct 12, 2010 2:13:14 GMT -5
Hoping to gain more information about the layout of this place, Doomy approaches the Ogron leader.
"Greetings," he says, with as much friendliness as he can muster. "I'd like some directions if you'd be so kind. Where do the exits lead?"
Post by dharn on Oct 12, 2010 9:53:13 GMT -5
Fate had not been kind to him, so Melor felt better if he took precautions. Leaning to the nearest freed prisoner, Melor whispered, "We' are going to jump on our jailer the next time he or she or it comes around."
His hands however, were weaving it's own plan.
Melor would look for any rocks, debris or any object that could be used as a makeshift weapons in his surrounding area.