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Post by Doomy on Feb 8, 2011 20:25:10 GMT -5
I was wondering if it would stack with the 50% magic protection I already get from my armour. If it does I'll keep it. If I recall I have to split any loot with the dwarf, so I'll keep the healing potion too and let him have the gems and money.
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Post by Aguila Saber on Feb 9, 2011 17:07:52 GMT -5
I was wondering if it would stack with the 50% magic protection I already get from my armour. If it does I'll keep it. If I recall I have to split any loot with the dwarf, so I'll keep the healing potion too and let him have the gems and money. They are checked separately, so you'd get 75% damage resistance instead of 50% if wearing both.
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Post by Doomy on Feb 10, 2011 12:37:18 GMT -5
I'll take it then!
Can I also have the potions and offer the rest of the loot to my dwarven ally?
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Post by Aguila Saber on Feb 12, 2011 5:47:43 GMT -5
Doomy, Dwarven Gunner
Strength: 2 Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health:26/35 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% Cloak of Magic Protection: Reduces magical damage taken by wielder by 50% (rounding damage taken downwards) 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 Aventurine 1 Jacinth 1 Jade stone 1 Topaz 1 Pearl 39 Lune 20 Enchanted Bullets
Satchel containing 2 Flask of Healing Potion x5 1 Boompowder x5
Cart (20 articles) Speed is -2 Stealth is -2.
Grey Ferret, Kai Master
Strength: 1 Speed: 2, Eye: 2, Mind: 2 Health:30/30 (Healing: +1/5 Rounds) Activity per round: 7 Defence: 7 Resistances. Mental: 1.
Special: Kai Master Training Weapon training in Axe.
Weapons: 1 Axe (d8, slashing damage) 1 Shortsword (d4, fast) (slashing damage)
Worn: 1 Basic Kai Master uniform.
Backpack: 1 Rope 2 Healing Potion +5d3 Health 1 Meal 1 Whetstone
Mordin from Bor
Strength: 3 Speed: 1, Eye: 2, Mind: 0 Health: 27/30 Activity per round: 6 Defence: 6 Resistaces: Physical: 1
Special: Toughness Weapon training in Axe.
Worn: Chainmail (Improved). All physical and elemental damage taken is reduced by 1 point. No penalty to Stealth.
Weapons: 1 Axe (d8, slashing damage) 1 Dagger (d3, fast, brittle, 1 activity, piercing damage) 1 Warhammer (d5) (Bludgeoning damage) 1 Shield. 20% chance that any attack hits the shield and causes no damage.
Backpack: 1 Healing Potion +5d3 Health 2 Meal 1 Whetstone 1 Potion of Iron Will. +2 when checking DC against Mind. 10 Rounds
Pouch: 1 Amethyst 1 Alexandrite 75 Lune (very old mint)
Updated above. You put the healing Potion into your flask. It is however now full and you can't have more in it.
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Post by Doomy on Feb 14, 2011 3:11:23 GMT -5
Time to investigate the other secret door.
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Post by Aguila Saber on Feb 22, 2011 14:37:40 GMT -5
You take a closer look at the secret door. It proves easy enough to open up.
After careful look Grey Ferret says that there doesn't appear to be anyone passing this way recently except for your own tracks, either that or someone has gone to some considerable effort to conceal their passage.
Mordin on his side has been distracted by something behind you, and leaves to investigate his find while Grey Ferret and you observe the area around the portal.
After having satisfied himself that it is safe to do so Grey Ferret prepares to open the secret door.
Behind you, you notice that Mordin has opened a small door set in the ground, opening up to something in the ground.
What do you do? Grey Ferret is preparing to move on, while Mordin is looking at his find.
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Post by Doomy on Feb 23, 2011 8:07:24 GMT -5
"What do you have there, Mordin?" calls the dwarven gunner, wanting to know if his countryman has discovered another passage.
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Post by Aguila Saber on Feb 27, 2011 18:31:02 GMT -5
"It's a treasure cache, and some really nice things here."
Ring of Psychic Defence. Reduces Psychic damage by 1 additional point. Kagonite Chainmail +5 Health and +2 to defence Agate Alexandrite Spinell 2 Healing Potions
After having assessed that it is safe to don the Kagonite Chainmail, Mordin starts to do so.
If you want other part of this treasure trove you could claim a part of it.
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Post by Doomy on Feb 27, 2011 18:38:25 GMT -5
"Nice armour," says Doomy, appraising it with a craftsman's eye, letting the dwarf take all of the treasure.
"Now let's check out this hidden passage."
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Post by Aguila Saber on Mar 3, 2011 16:40:45 GMT -5
Doomy, Dwarven Gunner
Strength: 2 Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health:26/35 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% Cloak of Magic Protection: Reduces magical damage taken by wielder by 50% (rounding damage taken downwards) 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 Aventurine 1 Jacinth 1 Jade stone 1 Topaz 1 Pearl 39 Lune 20 Enchanted Bullets
Satchel containing 2 Flask of Healing Potion x5 1 Boompowder x5
Cart (20 articles) Speed is -2 Stealth is -2.
Grey Ferret, Kai Master
Strength: 1 Speed: 2, Eye: 2, Mind: 2 Health:30/30 (Healing: +1/5 Rounds) Activity per round: 7 Defence: 7 Resistances. Mental: 1.
Special: Kai Master Training Weapon training in Axe.
Weapons: 1 Axe (d8, slashing damage) 1 Shortsword (d4, fast) (slashing damage)
Worn: 1 Basic Kai Master uniform.
Backpack: 1 Rope 2 Healing Potion +5d3 Health 1 Meal 1 Whetstone
Mordin from Bor
Strength: 3 Speed: 1, Eye: 2, Mind: 0 Health: 27/30 Activity per round: 6 Defence: 6 Resistaces: Physical: 1
Special: Toughness Weapon training in Axe.
Worn: Ring of Psychic Defence. Reduces Psychic damage by 1 additional point. Kagonite Chainmail +5 Health and +2 to defence Chainmail (Improved). All physical and elemental damage taken is reduced by 1 point. No penalty to Stealth.
Weapons: 1 Axe (d8, slashing damage) 1 Dagger (d3, fast, brittle, 1 activity, piercing damage) 1 Warhammer (d5) (Bludgeoning damage) 1 Shield. 20% chance that any attack hits the shield and causes no damage.
Backpack: 3 Healing Potion +5d3 Health 2 Meal 1 Whetstone 1 Potion of Iron Will. +2 when checking DC against Mind. 10 Rounds
Pouch: 1 Amethyst 2 Alexandrite 1 Agate 1 Spinell 75 Lune (very old mint)
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Post by Aguila Saber on Mar 3, 2011 16:47:47 GMT -5
The Kagonite Chainmail fits below Mordin's regular armour. So he can wear both. (Lone Wolf style.)
While you cover him Grey Ferret opens up the door and you look into a dark corridor.
Grey Ferret quickly pick ups the cultist's tracks on the other side, for on this side there has been little attempts to hide them.
The darkness proves problematic though. You will need a light or you will stumble around in the dark.
The only one of you who has a light source is you. You could hand it over to Grey Ferret to carry, while you advance, or you could find a new lantern in the closest store room.
Grey Ferret seems to be on his way to the nearest store room outside. "Going to get us some light," he says.
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Post by Doomy on Mar 4, 2011 7:24:12 GMT -5
OK, I'll light my lantern and step into the corridor, then have a look around while waiting for Grey Ferret to return.
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Post by Aguila Saber on Mar 6, 2011 17:15:09 GMT -5
Your light causes a lot of insects to start moving around in the corridor ahead.
You take a few steps forwards. Everything feels normal, so far.
The tunnel or corridor seems to go on for some considerable length. There is as far as you can make out nothing here at the entrance.
How far in do you want to go before waiting up for the others?
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Post by Doomy on Mar 7, 2011 7:20:01 GMT -5
Not more than 30 feet or so, assuming the corridor is straight. I don't want to go so far in that my companions would lose sight of my light. So, venture slowly down the corridor, searching carefully for hidden doors/traps, and allowing the others to catch up.
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Post by Aguila Saber on Mar 7, 2011 15:40:05 GMT -5
There doesn't seem to be anything of note in the first part of the tunnel so you wait. Mordin is the first to get ready and reach you, while Grey Ferret returns two minutes later with a fresh Lantern and oil.
Grey Ferret asks if any of you wants to scout in the front, otherwise he'll happy to do so himself.
Mordin declines this offer and say that he take up the queue.
Doomy: your response?
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