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Post by Doomy on Jul 18, 2011 12:33:22 GMT -5
Sorry, didn't see the post!
But continuing to hack away sounds good. If either companion kills their opponent I'll shout for them to target the magic users.
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Post by Aguila Saber on Jul 22, 2011 12:45:13 GMT -5
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Cultists are armed with Daggers M = Cultist magic user, armed with Quarterstaff Z = Summoned Zombie
0 = Grey Ferret and Mordin D = Doomy # = Cultist. 3 = Cultist 3 & Cultist 4. 6 = Cultist 6 & Cultist 7.
This round:
Initiative: Mordin: 1+2= 3. Grey Ferret: 2 + 8= 10. Doomy: 3 + 1 = 4 Cultist 3: 2 + 0 = 2 Cultist 4: 2 + 8 = 10 Cultist 5: 2 + 4 = 6 Cultist 6: 2 + 6 = 8 Cultist 7: 2 + 2 = 4
0 Grey Ferret psychic attacks Cultist 5 for 1 damage. He dies.
1 Cultist 4 attacks Doomy: 1 + 1 = 2. DC: 9. Miss. Weapon damaged. Cultist 6 attacks Doomy: 1 + 4 = 5. DC: 9. Miss. Cultist 5 is dead. Doomy attacks Cultist 3: 2 + 0 = 2. DC: 7. Miss. Weapon damaged. Cultist 7 attacks Doomy: 1 + 5 = 6. DC: 9. Miss. Cultist 3 attacks Doomy: 1 + 2 = 5. DC: 9. Miss.
2 Grey Ferret attacks: Cultist 3: 1 + 9 = 10. DC: 7. Damage: absorbed by Shield. Cultist 4 attacks Doomy: 1 + 3 = 4. DC: 9. Miss. Cultist 6 attacks Doomy: 1 + 3 = 4. DC: 9. Miss. Cultist 7 attacks Doomy: 1 + 0 = 1. DC: 9. Miss. Weapon damaged. Mordin attacks Cultist 3: 3 + 0 = 3. DC: 7. Miss. Weapon damaged. Cultist 3 attacks Doomy: 1 + 9 = 10. DC: 9. Hit: 1+3-2=2 damage. Belt of Retribution hits Cultist #3 for 1 damage
3 Cultist 4 attacks Doomy: 1 + 4 = 5. DC: 9. Miss. Cultist 6 attacks Doomy: 1 + 2 = 3. DC: 9. Miss. Cultist 5 is dead. Doomy attacks Cultist 3: 2 + 7 = 9. DC: 7. Hit. Damage absorbed by Shield. Cultist 7 attacks Doomy: 1 + 4 = 5. DC: 9. Miss. Cultist 3 attacks Doomy: 1 + 6 = 7. DC: 9. Miss.
4 Grey Ferret attacks: Cultist 3: 1 + 3 = 4. DC: 7. Miss. Cultist 4 attacks Doomy: 1 + 9 = 10. DC: 9. Hit: 1+1-2=0 damage. Belt of Retribution hits Cultist #4 for 1 damage Cultist 6 attacks Doomy: 1 + 8 = 9. DC: 9. Hit. 1+1-2=0 damage. Belt of Retribution hits Cultist #6 for 1 damage Cultist 7 attacks Doomy: 1 + 8 = 9. DC: 9. Hit. 1+3-2=2 damage. Belt of Retribution hits Cultist #7 for 1 damage Mordin attacks Cultist 3: 3 + 7 = 10. DC: 7. Hit. Damage absorbed by Shield. Cultist 3 attacks Doomy: 1 + 7 =8. DC: 9. Miss.
5 Cultist 4 attacks Doomy: 1 + 5 = 6. DC: 9. Miss. Cultist 6 attacks Doomy: 1 + 2 = 3. DC: 9. Miss. Doomy attacks Cultist 3: 2 + 9 = 11. DC: 7. Hit. Damage 2+9=11 damage Cultist 7 attacks Doomy: 1 + 0 = 1. DC: 9. Miss. Weapon damaged. Cultist 3 attacks Doomy: 1 + 6 = 7. DC: 9. Miss.
6 Grey Ferret attacks: Cultist 3: 1 + 6 = 7. DC: 7. Hit. Damage absorbed by Shield. Cultist 4 attacks Doomy: 1 + 6 = 7. DC: 9. Miss Cultist 6 attacks Doomy: 1 + 6 = 7. DC: 9. Miss Cultist 7 attacks Doomy: 1 + 5 = 6. DC: 9. Miss Mordin attacks Cultist 3: 3 + 8 = 11. DC: 7. Hit. Damage: 3+8= 11. Mordin kills Cultist #3. Cultist #3 is dead.
7 Doomy attacks Cultist 4: 2 + 2 = 4. DC: 7. Miss.
Damages: Cultist 1 has been killed. Cultist 2 has been killed with damaged weapon. (2) Cultist 3 has been killed with damaged weapon. (3) Cultist 4 has 3 damage and damaged weapon. (4) Cultist 5 has been killed and damaged weapon (1) Cultist 6 has 3 damage and damaged weapon (2) Cultist 7 has 3 damage and damaged weapon (2)
Mordin: 2+4= 6 damage and damaged weapon (2) Doomy: 7+4 = 11 damage and damaged weapon (1)
The magic users have now congregated at the rear of the hall. They are doing something there but at this distance and occupied in combat you can't tell what. They are no longer summoning undead though.
You have one more round, then you have to start fighting the first Zombie as well.
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Post by Doomy on Jul 24, 2011 18:58:50 GMT -5
One more round of melee combat, then I'd like to consume some healing potion.
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Post by Aguila Saber on Aug 14, 2011 17:21:34 GMT -5
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Cultists are armed with Daggers M = Cultist magic user, armed with Quarterstaff Z = Summoned Zombie
0 = Grey Ferret and Mordin D = Doomy
This round:
Initiative: Mordin: 1+4= 5. Grey Ferret: 2 + 9= 11. Doomy: 3 + 7 = 10 Cultist 4: 2 + 1 = 3 Cultist 6: 2 + 4 = 6 Cultist 7: 2 + 8 = 10
0 Grey Ferret psychic attacks Cultist 4 for 1 damage.
1 Grey Ferret attacks: Cultist 4: 1 + 6 = 7. DC: 7. Damage: absorbed by Shield. Doomy attacks Cultist 4: 2 + 3 = 5. DC: 7. Miss. Cultist 7 attacks Doomy: 1 + 0 = 1. DC: 9. Miss. Weapon damaged. Cultist 6 attacks Doomy: 1 + 4 = 5. DC: 9. Miss. Mordin attacks Cultist 4: 3 + 2 = 5. DC: 7. Miss. Cultist 4 attacks Doomy: 1 + 7 = 8. DC: 9. Miss.
2 Cultist 7 attacks Doomy: 1 + 6 = 7. DC: 9. Miss. Cultist 6 attacks Doomy: 1 + 9 = 10. DC: 9. Hit. Damage: 1+1-2= No damage. Belt of Retribution deals 1 damage to Cultist 6. Cultist 4 attacks Doomy: 1 + 2 = 3. DC: 9. Miss.
3 Grey Ferret attacks: Cultist 4: 1 + 0 = 1. DC: 7. Miss. Weapon damaged. Doomy attacks Cultist 4: 2 + 5 = 7. DC: 7. hit. Damage: 2+5= 7 damage. Cultist 7 attacks Doomy: 1 + 6 = 7. DC: 9. Miss. Cultist 6 attacks Doomy: 1 + 6 = 7. DC: 9. Miss. Mordin attacks Cultist 4: 3 + 3 = 6. DC: 7. Miss. Cultist 4 attacks Doomy: 1 + 2 = 8. DC: 9. Miss. Weapon damaged and breaks up. Cultist 4 is now unarmed.
4 Cultist 7 attacks Doomy: 1 + 5 = 6. DC: 9. Miss. Cultist 6 attacks Doomy: 1 + 4 = 5. DC: 9. Miss. Cultist 4 attacks Doomy: 1 + 0 = 1. DC: 9. Miss. Cultist 4 hurts himself for 1 damage.
5 Grey Ferret attacks: Cultist 4: 1 + 4 = 5. DC: 7. Doomy attacks Cultist 4: 2 + 5 = 7. DC: 7. hit. Damage: 2+1= 3 damage. Doomy kills Cultist 4! Cultist 7 attacks Doomy: 1 + 8 = 9. DC: 9. Hit. Damage: 1+3-2= 2 damage. Belt of Retribution deals 1 damage to Cultist 7. Cultist 6 attacks Doomy: 1 + 4 = 5. DC: 9. Miss. Mordin attacks Cultist 4: 3 + 3 = 6. DC: 7. Miss. Cultist 4 is dead.
6 Cultist 7 attacks Doomy: 1 + 0 = 1. DC: 9. Miss. Weapon damaged Cultist 6 attacks Doomy: 1 + 0 = 1. DC: 9. Miss. Weapon damaged Mordin attacks Cultist 6: 3 + 8 = 11. DC: 7. Hit. Damage: 3 + 5 = 8 damage.
7 Doomy attacks Cultist 6: 2 + 3 = 5. DC: 7. Miss.
Damages: Cultist 1 has been killed. Cultist 2 has been killed with damaged weapon. (2) Cultist 3 has been killed with damaged weapon. (3) Cultist 4 has been killed and broken weapon. Cultist 5 has been killed and damaged weapon (1) Cultist 6 has 12 damage and damaged weapon (3) Cultist 7 has 4 damage and damaged weapon (4)
Mordin: 2+4= 6 damage and damaged weapon (2) Doomy: 7+4 = 11 damage and damaged weapon (1) Grey Ferret: Damaged weapon(1)
The magic users have now congregated at the rear of the hall. They are doing something there but at this distance and occupied in combat you can't tell what. They are no longer summoning undead though.
First Zombie has engaged you.
It is no normal Zombie. It is unleashing a cloud of undeath all around itself.
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Post by Doomy on Aug 16, 2011 2:28:15 GMT -5
Things are looking a bit grim. Think I'll drink some healing potion and, if I have enough points left, back off a bit.
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Post by Aguila Saber on Aug 20, 2011 8:10:50 GMT -5
Zombie attacks with Cloud of Undeath.
Grey Ferret: 1 + 0 = 1. DC: 7. Loses round and is in a stupor this round. Mordin: 3 + 4 = 7. DC: 7. Acts normally. Doomy: 2 + 2 + 4 = 8. DC: 7. Acts normally.
The Zombie and the Cultists all turn to attack Grey Ferret.
Healing Potion restores: 8 Health.
Where do you intend to move? Back towards the entrance, further into the room?
You have time to fire the pistol if you want this round. But the best place to use your Bor Pistol is the one where you are at. Since you would have no range penalty and no risk of hitting your comrades.
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Post by Doomy on Aug 21, 2011 4:23:23 GMT -5
All right then, time to start shooting, I'l stay where I am for now.
I'll start by shooting the strange zombie at point blank range. Through the brain, since it's a zombie.
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Post by Aguila Saber on Sept 5, 2011 15:48:10 GMT -5
===XXXXXXXX=== ==XXMMXMXXXX== ==XXXXXMXXXX== =XXXXXXXXXXXX= =XXXXXXXXXXXX= XXXXXXXXXXXXXE =XXXXXXXXXXXX= =XXXZXXXXXXXX= ==XXXXXXXXXX== ==XXXXXXXXXX== ===XXX1XXXX=== ===XXZ06XXX=== ====XXDXXX==== ======XX======
Cultists are armed with Daggers M = Cultist magic user, armed with Quarterstaff Z = Summoned Zombie
0 = Grey Ferret and Mordin 1 = Zombie 2 and 3. D = Doomy
This round:
Initiative: Mordin: 1+5= 6. Grey Ferret: Round Lost Doomy: 3 + 0 = 3 Cultist 6: 2 + 5 = 7 Cultist 7: 2 + 6 = 8 Zombie 1: 0 + 1 = 1
1 Doomy uses healing Potion. +8 Health. Mordin attacks Cultist 6: 3 + 1 = 4. DC: 7. Miss. Zombie 1 attacks Grey Ferret: 2 + 2 = 4. DC: 7. Miss.
2 Cultist 7 attacks Grey Ferret: 1 + 5 = 6. DC: 7. Miss. Cultist 6 attacks Grey Ferret: 1 + 7 = 8. DC: 7. Hit. Damage: 1+1= 2 damage.
3 Cultist 7 attacks Grey Ferret: 1 + 3 = 4. DC: 7. Miss. Cultist 6 attacks Grey Ferret: 1 + 4 = 5. DC: 7. Miss. Mordin attacks Cultist 6: 3 + 2 = 5. DC: 7. Miss. Doomy attacks Zombie 1: 3 + 0 = 3. DC: 6. Miss. Half damage: after reduction: 6 damage.
4 Cultist 7 attacks Grey Ferret: 1 + 5 = 6. DC: 7. Miss. Cultist 6 attacks Grey Ferret: 1 + 1 = 2. DC: 7. Miss. Weapon damaged. Doomy reloads.
5 Cultist 7 attacks Grey Ferret: 1 + 7 = 8. DC: 7. Hit. Damage: 1+ = 4 damage. Cultist 6 attacks Grey Ferret: 1 + 5 = 6. DC: 7. Miss. Mordin attacks Zombie 1: 3 + 9 = 12. DC: 5. Damage: 3 + 3 = 6 damage.
6 Cultist 7 attacks Doomy: 1 + 7 = 8. DC: 9. Hit. Damage: 1+3 = 4. Cultist 6 attacks Doomy: 1 + 3 = 4. DC: 9. Miss. Doomy attacks Zombie 1: 3 + 6 = 9. DC: 6. Miss. Damage: 11 damage. Reduced by 2. Zombie takes 9 damage. Doomy kills Zombie 1.
7 Doomy Reloads.
Damages: Cultist 1 has been killed. Cultist 2 has been killed with damaged weapon. (2) Cultist 3 has been killed with damaged weapon. (3) Cultist 4 has been killed and broken weapon. Cultist 5 has been killed and damaged weapon (1) Cultist 6 has 12 damage and damaged weapon (4) Cultist 7 has 4 damage and damaged weapon (4) Zombie 1. Dead.
Mordin: 6 damage and damaged weapon (2) Doomy: 11-8=3 damage and damaged weapon (1). Fired two shots. Grey Ferret: 10 damage and Damaged weapon(1)
Next Round.
Zombie 2 releases Cloud of Undeath on Mordin and Grey Ferret.
Grey Ferret: 1 + 4 = 5. DC: 7. Loses round and is in a stupor this round. Mordin: 3 + 6 = 9. DC: 7. Acts normally.
Doomy can shoot now at the Cultist. You need to move into position before firing at the Zombies.
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Post by Doomy on Sept 6, 2011 2:44:06 GMT -5
Would it be difficult to hit the cultists from this distance?
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Post by Aguila Saber on Sept 25, 2011 15:25:54 GMT -5
Finally checking up on this.
No... You'd most likely kill one of them and badly wound the other.
Their shield is not working against this type of damage. The best they can hope for is half damage reduction.
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Post by Doomy on Sept 29, 2011 12:14:33 GMT -5
Okay, I'll open fire on the cultists, to try and disrupt their spellcasting if not kill them outright.
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Post by Aguila Saber on Feb 26, 2012 3:14:34 GMT -5
Doomy, Dwarven Gunner
Strength: 2 Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health:23/35 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: 4/5 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 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 x3
Cart (20 articles) Speed is -2 Stealth is -2.
Grey Ferret, Kai Master
Strength: 1 Speed: 2, Eye: 2, Mind: 2 Health:20/30 (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), Condition: 4/5. 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: 21/30 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) (Condition: 3/5) 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 Doomy on Feb 26, 2012 12:35:12 GMT -5
OK, it seems my last post was a combat action that has not yet been resolved. I'll continue with that plan of shooting the cultists.
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Post by Aguila Saber on Mar 3, 2012 12:27:24 GMT -5
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Cultists are armed with Daggers M = Cultist magic user, armed with Quarterstaff Z = Summoned Zombie
0 = Grey Ferret and Mordin 1 = Zombie 2 and 3. 6 = Cultist 6 and 7. D = Doomy
This round:
Initiative: Mordin: 1+2= 3. Grey Ferret: Round Lost Doomy: 3 + 2 = 5 Cultist 6: 2 + 6 = 8 Cultist 7: 2 + 5 = 7 Zombie 2: 0 + 1 = 1 Zombie 3: 0 + 0 = 0
1 Mordin attacks Cultist 6: 3 + 6 = 9. DC: 7. Hit. Damage: 3+4 = 7 damage. Mordin kills Cultist 6. Zombie 2 attacks Grey Ferret: 2 + 0 = 2. DC: 7. Zombie 2 takes 1 damage. Zombie 3 attacks Grey Ferret: 2 + 8 = 10. DC: 7. Hit. Damage: 2+1 = 3. Resistance: 1+0=1. Failed. Grey Ferret wound looks infected.
2 Cultist 7 attacks Grey Ferret: 1 + 5 = 6. DC: 7. Miss. Doomy fires at Cultist 7: 3 + 9 = 12. DC: 7. Hit. Damage: 20 damage. Cultist 7 is killed.
3 Mordin attacks Zombie 2: 3 + 4 = 7. DC: 6. Hit. Damage: 3 + 8 = 11 damage.
4 Doomy reloads.
5 Mordin attacks Zombie 3: 3 + 6 = 9. DC: 6. Damage: 3 + 4 = 7 damage. Doomy moves into position to fire at Zombies.
6
7 Doomy fires at Zombies: Zombie 2: 3 + 8 = 11. DC: 6. Hit. Damage: 15 damage -2 = 13 damage. Doomy kills Zombie 2. Zombie 3: 3 + 0 = 3. DC: 6. Miss. Half damage. (18-2) / 2 = 8 damage. Doomy kills Zombie 3.
Damages: Cultist 1 has been killed. Cultist 2 has been killed with damaged weapon. (2) Cultist 3 has been killed with damaged weapon. (3) Cultist 4 has been killed and broken weapon. Cultist 5 has been killed and damaged weapon (1) Cultist 6 has been killed and damaged weapon (4) Cultist 7 has been killed and damaged weapon (4) Zombie 1. Dead. Zombie 2. Dead. Zombie 3. Dead.
Mordin: 6 damage and damaged weapon (2) Doomy: 11-8=3 damage and damaged weapon (1). Fired 4 shots. Grey Ferret: 10 damage, infected wound and Damaged weapon(1)
Next Round.
Your last shot killed the last standing enemies around you.
Grey Ferret is in no condition to aid you further due to the rather frightful wound he sustained from the Zombie.
At the end of the Hall, a bright light shines down from above. It would seem to you that summoned into the Hall and will arrive here quite soon unless you disrupt the ceremony.
Note: Your weapon is currently not loaded.
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Post by Doomy on Mar 3, 2012 13:10:17 GMT -5
"Mordin! Check on the Kai Lord," shouts the dwarf, as he searches the room for a way to cancel the ritual.
Search the room for runes, artifacts or other magical paraphenalia I might be able to destroy or disrupt.
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