Post by Aguila Saber on Apr 8, 2012 13:17:50 GMT -5
You are still standing close to your companions.
There was no time to rush forwards, and to do so will still take a few rounds.
None of your companions have any Laumspur, just common Healing Potions who has been bottled a time. Mordin communicates as much to you. These Healing Potions are not all that effective when applied exterior like it would need to be here.
Mordin asks you if you have anything.
(You do have a Tincture of Oxydine in your back pack if Doomy would remember that. It might be effective here. )
"Try this," says Doomy, rummaging in his pack before handing Mordin the Tincture.
I take it bog standard healing potions will be good enough for me? If so, I'll pull some of that out of my pack too, while getting the Oxydine, and consume as much as I need to get back to full health, if I can do so without being attacked.
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
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: 2 Healing Potion +5d3 Health 2 Meal 1 Whetstone 1 Potion of Iron Will. +2 when checking DC against Mind. 10 Rounds
Mordin used 1x Healing Potion => Max HP Grey Ferret used 1x Healing Potion: +8 HP. Doomy used 1x healing Potion => Max HP.
Doomy used tincture of Oxydine on Grey Ferret. ... The Tincture seems to have worked because after a while proper colour returns to Grey ferret's face.
Meanwhile, it seems that the two cultisits have patched up their wounded comrade, and he is now standing upright again. All three are ready to try and resume the ritual.
Also, the remaining Zombies in the room are quickly closing in on you. They are slow so possibly you could try to avoid them, some of you will probably be hit although no doubt it is faster to avoid them than fight them. (Unless you kill them outright somewhow.)