Worn Vakeros Power Diadem Cloak of Blending (+2 Stealth) Vakeros tunic Boots of Speed. (+1 Speed) Gauntlets of Strength. (+1 Strength) Necklace of Eye (+1 Eye) 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. Belt of Reaction: +2 to Activity
Backpack 1 Black Blanket 1 Tinderbox 1 Whetstone 1 Waterskin (full with water) 1 Mealsx1 1 Mirror 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)
Satchel: 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
Pouch: 63 Lune 2 Copper Rings (Engraved) 1 Silver Ring (Engraved) 1 Copper Ring (Rogue)
Weapon: Dagger Magical Club (d3, 1 activity, +1 Magic damage) (Bludgeoning damage). Condition: 8/10. 1 Wand of Frost. Cold damage.
Worn: 1 Stone Amulet. All Acid and Electrical damage is reduced by 50%. 1 Belt of Retribution: Deals 1 psychic damage to any enemy that hits you. 1 Mage Robe. Decreases activity cost for casting spells to 2.
Backpack: 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
Pouch: 20 Lune 1 Fluorspar 1 Ruby 1 Amethyst
Readied: 2 Fireseed. 1d6 Fire damage. DoT. Reduce initial damage by 1/round. 1AP. Eye. Miss = Half.
Specials: Power Attack Weapon training in Swords Increased Health
Weapons 1 Sword +1, +1 to Attack, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Broadsword (d10, 2 hands) (slashing damage) 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Chainmail All physical and elemental damage taken is reduced by 1 point. -2 Penalty to all Stealth rolls 1 Belt of Retribution: Deals 1 psychic damage to enemy when hit 1 Cloak of Magic Protection: Reduces magical damage taken by wielder by 50% (rounding damage taken downwards)
Backpack: 2 Healing Potion +5d3 Health 2 Potion of Alether. +1 attack and +1 Defence. 10 Rounds 1 Whetstone
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Warhammer, Warhammer (d5) (Bludgeoning damage) 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Chainmail All physical and elemental damage taken is reduced by 1 point. -2 Penalty to all Stealth rolls 1 Cloak of Coolness. Grants immunity to Fire damage over time. Reduces damage from Fire attacks by 6.
Backpack: 3 Healing Potion +5d3 Health 1 Potion of Alether. +1 attack and +1 Defence. 10 Rounds 1 Whetstone
I forget the range of the Hold Person power word - can Beowuuf cast it on the spellcaster to lock the spellcaster down? Otherwise, Beowuuf will spend his activity points this round on perception, looking for enemies or effects that haven't been spotted already.
Beowuuf moved forwards as he saw Tran shift back, the herbmaster clearly badly injured and trying to deal with his wounds. The wolf unsheathed his blue sword and put a reassuring hand to TRan, guiding the man behind the Vakeros as Beowuuf took his place with the fighters.
"Casters and other cultists are coming in! Anyone with a ranged weapon, stop them!"
Beowuuf will cast power word: Strength. Can Beowuuf split his attacks between Enemy 4 and 5?
Post by Aguila Saber on Mar 5, 2012 15:41:33 GMT -5
Hitting diagonally with a weapon is difficult at best here, but spells can go in any direction, so can anything which is thrown. Melee weapons will not diagonally. But if your enemy goes down you can easily hit the other if you so want, taking the place of the dead one.
Tran will aid you with his ranged weapon, but the closed confines only allows him 1 attack. Nora is choosing not to fire into the crowd, she sakes her head at the suggestion.
Post by Aguila Saber on Mar 10, 2012 12:27:47 GMT -5
Sylvia attacks Enemy Spellcaster: Hits for 10 damage. Sylvia kills enemy spellcaster (but not before he gets off his spell.) Beowuuf casts Strength on self. Enemy Spellcaster magically attacks Beowuuf (Half damage): 3 damage
Enemy 4. vs Knight Randalf Enemy 4: Hits for 4 damage, Misses. Knight Randalf: Hits for 6 damage, Hits for 8 damage which kills enemy 4.
Enemy 5. vs. Beowuuf Enemy 5: Miss, Miss, Miss Beowuuf: Takes Tran's place, Miss, Miss, Hits for 4+2 = 6 damage. Tran fires at Enemy 5: Arrow is deflected.
The new group is now just a short distance away. There are five of them. Three magic users and two regular cultists. The regular cultists move forwards, while the magic users stops up short., looks at each other and then nods. By the looks of it they are casting spells.
It is about 1 round of movement to the spell casters.
Beowuuf, if he can, will want to dvance passed his enemy and let Randolf take that one on. Are the new cultists getting close enough that Beowuuf ccan use a full powered concussive blast to damage them a little, and then continue with weapon blows to the one furthest from Randolf?
Post by Aguila Saber on Mar 14, 2012 12:04:38 GMT -5
You would need Randalf to make space on his side of the tunnel to be able to pass. The only way Randalf could do that would be to attack the incoming enemy or the one you are fighting from behind. The latter option would mean leaving his back towards the new enemies, so it is a tactical hazardous option.
Concussive blast is currently not a good option. You need a ranged weapon with an area of effect to effectively deal with the spellcasters. Concussive blast has an area of effect but is not ranged.
I hadn't appreciated the new wave was on us, nevermind. I thought Beowuuf could go meet them and so be away from Randolf.
"The casters are doing something. Watch out!" Beowuuf yelled to the knight at his side and those behind. Beowuuf had little choice, for the moment, but to quikcly down the ebnemy before him with Randolf so they could deal with the new cultists.
Beowuuf will attack Enemy 5 until he's downed, then attack the newest regular cultist (I assume they will be in range by then).
Post by Aguila Saber on Mar 24, 2012 13:27:59 GMT -5
Sylvia use one Fire Seed on the group of 3 spellcasters. Spellcaster 2 (off-target): 3 damage Spellcaster 3 (hit): 6 damage Spellcaster 4(miss): 1 damage
The area around the spellcasters is now in flames and they must move or take damage each round. They choose to move forward and just ahead of the flames.
Spellcaster 2: Attacks Randalf (half damage x half damage): 2 damage. Spellcaster 2 takes 1 damage due to Belt of Retribution Spellcaster 3: Attacks Randalf (half damage x half damage): 2 damage Spellcaster 3 takes 1 damage due to Belt of Retribution Spellcaster 4: Attacks Randalf (half damage x half damage): 1 damage Spellcaster 4 takes 1 damage due to Belt of Retribution
Sylvia uses Wand of Frost on Spellcaster 3: Hits for 11 damage. Sylvia kills Spellcaster 3. Sylvia uses Wand of Frost on Spellcaster 2: Hits for 9 damage.
Enemy 5. vs. Beowuuf Enemy 5: Hit for 2 damage, Miss Beowuuf: Hits for 9 damage, Hits for 9 damage killing Enemy 5. Beowuuf moves forward to engage enemy 6.
Enemy 6. vs. Randalf Enemy 6: Hits (Deflected by Shield), Miss (weapon damaged) Randalf: Miss (weapon damaged), Hits for 7 damage.
Enemy 5 dead Enemy 6 (7 damage) Spellcaster 2 has taken 13 damage Spellcaster 3 has been killed Spellcaster 4 has taken 2 damage
Sylvia is at 6 Mana (1/2) Beowuuf is at 14 Mana (0/1). Strength increased by +1 for 1 more rounds.
Eenemy 6 has no shield up and is likely to go down quickly. What would Beowuuf do as next thing after downing enemy 6?