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Post by Aguila Saber on Mar 5, 2012 15:35:48 GMT -5
Search the room for runes, artifacts or other magical paraphenalia I might be able to destroy or disrupt. There is nothing in your end of the room which is part of the ritual or ceremony that is taking place. There is plenty of things on the far sire where the ceremony is being held. You would need something that could scatter the people there, and preferrably something which could be administered from a long distance.
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Post by Doomy on Mar 5, 2012 16:06:09 GMT -5
In that case I think I'd like to attach some sort of fuse to a keg of boompowder and lob it like a grenade. Is that possible?
Presumably I could use a piece of rope for a fuse, covered in lantern oil.
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Post by Aguila Saber on Mar 10, 2012 5:06:48 GMT -5
In that case I think I'd like to attach some sort of fuse to a keg of boompowder and lob it like a grenade. Is that possible? Presumably I could use a piece of rope for a fuse, covered in lantern oil. You can certainly try. Look over the items in your inventory and tell me how you want to use them, and how much Boompowder. Boompowder could be used for explosives I belive, but you still have the problem of hurling it a fairly long distance.
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Post by Doomy on Mar 12, 2012 3:46:43 GMT -5
Perhaps I could use the rope to hurl the keg like an Olympic hammer.  As for how much powder to use - would the full keg be overkill?
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Post by Aguila Saber on Mar 14, 2012 11:58:36 GMT -5
Perhaps I could use the rope to hurl the keg like an Olympic hammer.  As for how much powder to use - would the full keg be overkill? You have them in batches. Boompowder for 3 shots in your satchel and in sets of 5 shots in your Backpack. You'd probably have difficulties to fit in more than 1 bacth of either 3 or 5 shots, so either of those recommended. You aim to swing the rope around you similar to how one would swing a sledge, or in some other way? In other words how do you want to try to build up the needed momentum for the swing.
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Post by Doomy on Mar 14, 2012 12:32:15 GMT -5
Yes, this sort of throw:
What would do more damage to the available targets? Five shots worth of powder, or three with the remaining space filled up with bullets for a shrapnel effect?
I could pour in oil too, so the whole mess burns as well.
EDIT: Hmm, adding Youtube clips to posts seems to spawn ads too.
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Post by Aguila Saber on Mar 24, 2012 12:41:53 GMT -5
Not an explosive export, so the potential damage will be proportional to the amount of boom powder.
Chances for hitting and missing any one target can be affected by adding bullets.
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Post by Doomy on Mar 24, 2012 13:28:47 GMT -5
In that case I'll go for the full five charges and add as many of my infinite number of bullets as you allow.  Bombs away!
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Post by Aguila Saber on Mar 25, 2012 15:06:14 GMT -5
In that case I'll go for the full five charges and add as many of my infinite number of bullets as you allow.  Bombs away! OK. I will give it some thought on how likely you are to hit and exactly what damage you can cause. Swinging it all to the other side is difficult because it is rather long distance but should be doable since your load is not all that heavy, and not too light either. Outcome during the week.
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Post by Aguila Saber on Apr 3, 2012 17:19:32 GMT -5
Ok. Bombs away.... And so is 5 boom powder.
Distance .... 16. Ok. Your throw falls quite close to your aimed length. Accuracy (left-right): 6. The shot falls a bit to the left.
Ok. With these numbers you will hit the left group of magicians, while the right group will take quite a bit less damage.
Magi 1 (left group): Killed out-right. Magi 2 (left group): Badly wounded. Magi 3 (right group): Takes 8 damage Magi 4 (right group): Takes 6 damage.
When the smoke scatters it seems to you that whatever the ceremony tried to summon has not arrived here.
The two magi in the right group summons forth new undead, and then move to help their wounded comrades.
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Post by Doomy on Apr 4, 2012 13:53:44 GMT -5
OK, now I've wrecked the big summonation, for now at least, I'll quaff some healing potion as I've taken a few thwacks.
Once healed, I'll try to advance on the mages and shoot them.
Do I have a chance to check on my companions, or am I basically on my own?
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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. )
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Post by Doomy on Apr 8, 2012 16:24:35 GMT -5
"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.
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Post by Aguila Saber on Apr 14, 2012 12:19:03 GMT -5
Doomy, Dwarven Gunner
Strength: 2 Speed: 2+1=3, Eye: 2+1=3, Mind: 0 Health: 35/35 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 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 x3 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: 28/30 (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 1 Healing Potion +5d3 Health 1 Meal 1 Whetstone
Mordin from Bor
Strength: 3 Speed: 1, Eye: 2, Mind: 0 Health: 30/30 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: 2 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)
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.)
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Post by Doomy on Apr 14, 2012 12:33:08 GMT -5
Time to charge the cultists and shoot them, I think. Ignoring the zombies for now.
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