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Post by Beowuuf on May 17, 2011 16:52:41 GMT -5
Sorry, as warned at the start of the year, don't seem to have free time to update. Especially since in a battle my post will lead to a lot of work for you.
I'll have more free time again in a month or two, if that doens't cause too mcuh of an issue.
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Post by Aguila Saber on May 22, 2011 14:07:55 GMT -5
No problem. It seems updates are mostly weekly anyway from my part.
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Post by Aguila Saber on Feb 26, 2012 3:31:25 GMT -5
Beowuuf, Vakeros
Strength: 2+1 =3, Speed: 1+1=2, Eye: 0+1=1, Mind: 3 Health: 30 Mana: 15 Activity per round: 9 Defence: 7
Specials: Psychic defense: 3, Power Attack, Vakeros Power Words: Concussive Blast, Hold, Strength (The Power Diadem gives you access to the others.), Self Healing: +1 Health every two Rounds.
Weapons 1 Bluesteel sword, 1-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Magic Shortsword, Fast, Damage: 1d4 Slashing +1 Magic. Condition: 10/10 1 Bluevein dagger, Fast, Brittle, 1 activity, Damage: 1d3 Piercing, Condition: 5/5
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)
Sylvia, Mage
Strength: 1 Speed: 1, Eye: 1+1, Mind: 3 Health: 20 Mana: 10/15
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.
Knight Randalf
Strength: 3, Speed: 2, Eye: 0, Mind: 1 Health: 25/35 Activity per round: 7 Defence: 7
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
Squire Tomas
Strength: 2, Speed: 2, Eye: 0, Mind: 1 Health: 30 Activity per round: 7 Defence: 7
Specials: Weapon training in Swords
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
Guild Runner, Tanio
Strength: 1, Speed: 2, Eye: 2, Mind: 0 Health: 20 Activity per round: 7 Defence: 7
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point.
Backpack: 1 Healing Potion +5d3 Health 1 Lantern 2 Flask of Oil (5)
Guild Runner, Nora
Strength: 1, Speed: 2, Eye: 1, Mind: 0 Health: 20 Activity per round: 7 Defence: 7
Weapons 1 Shortbow. Pull: 1.
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point. 1 Quiver with 12 Arrows
Backpack: 1 Healing Potion +5d3 Health 1 Lantern 2 Flask of Oil (5)
Herbmaster, Tran
Strength: 1, Speed: 2, Eye: 3, Mind: 0 Health: 24/30 Activity per round: 7 Defence: 7
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Shortbow. Pull: 1.
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point. 1 Quiver with 8 Arrows
Backpack: 2 Healing Potion +5d3 Health A selection of gathered herbs. Not disclosed at this point.
DETACHED FROM PARTY AND IN OTHER AREA.
Herbmaster, Tron
Strength: 2, Speed: 1, Eye: 2, Mind: 0 Health: 30 Activity per round: 6 Defence: 6
Weapons 1 Sword, 1-Handed, Damage: 1d8 Slashing, Condition: 5/5 1 Shield. 20% chance that any attack hits the shield and causes no damage
Worn 1 Leather armour. All elemental damage taken is reduced by 1 point.
Backpack: 2 Healing Potion +5d3 Health 1 Potion of Restoration (Neutralizes Disease and grants a +3 vs Diseases for 25 Rounds). A selection of gathered herbs. Not disclosed at this point.
Guildsman Crafter/Runner, Halon
Strength: 0, Speed: 2, Eye: 2, Mind: 0 Health: 20 Activity per round: 7 Defence: 7
Weapons 1 Shortsword (d4, fast) (slashing damage) 1 Lantern (Full)
Worn -
Satchel: 1 Healing Potion +5d3 Health 2 Flask of Oil (5)
Guildsman Crafter/Runner, Damien
Strength: 0, Speed: 3, Eye: 1, Mind: 0 Health: 20 Activity per round: 8 Defence: 8
Weapons 1 Shortsword (d4, fast) (slashing damage) 1 Lantern
Worn -
Satchel: 1 Healing Potion +5d3 Health 2 Flask of Oil (5)
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Post by Aguila Saber on Feb 26, 2012 3:35:19 GMT -5
Current placing:
Tran and Randalf is fighting enemies hand-to-hand. There is no place for a third person to fight alongside them. The enemy is likewise limited to 2 persons on the battle line.
At least 4 enemies remaining and one of them is a magic user. (Staying behind the front line). Protective shields are in place on remaining enemies. Silvia has shielded Tran.
You are limited to using spells and missile weapons from your current position, unless you want to aid your comrades in some way.
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Post by Beowuuf on Feb 27, 2012 13:57:33 GMT -5
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.
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Post by Aguila Saber on Mar 3, 2012 13:04:09 GMT -5
Round 3:
Sylvia attacks Enemy Spellcaster: Hits for 5 damage. Beowuuf casts Hold on Enemy Spellcaster. Reistance: Succeeds. Enemy Spellcaster magically attacks Tran for 10 damage.
Enemy 4. vs Knight Randalf Enemy 4: Misses, Misses, Hit deflected by Shield (Takes 2 damage, self injury and 1 damage retribution.) Knight Randalf: Misses, Hits for 5 (Deflected), Hits for 12 (Deflected)
Enemy 2. vs. Herbmaster Tran Enemy 2: Misses, Misses Tran: Misses , Hits for 2: Kills Enemy 2. Uses healing Potion. (Restores: 10 Health)
Round 4 starts with Tran locked in combat with Enemy 5. Enemy is fighting Knight Randalf.
In the distance you see a new group approaching, by the look of it it contains a couple of spellcasters and a few more regular cultists.
They seem to be aware of the battle. It will take them two rounds to reach your position.
Enemy 4 takes 3 damage Knight Randalf takes zero damage. Enemy Spellcaster takes 5 damage. Tran took 10 damage, healed 10 damage, and used 1 Healing Potion.
Sylvia is at 7 Mana (1/2) Beowuuf is at 14 Mana (1/2)
Tran seems inclined to give you a front position if you want to take over. If you do, you will lose one attack.
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Post by Beowuuf on Mar 5, 2012 13:50:52 GMT -5
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?
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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.
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Post by Beowuuf on Mar 5, 2012 17:15:01 GMT -5
Ok, concentrate all attacks on Enemy 5 for now, and help Randolf if Beowuuf can actually take down his foe quickly!
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Post by Aguila Saber on Mar 10, 2012 12:27:47 GMT -5
Round 4:
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.
Knight Randalf takes 4 damage. Enemy Spellcaster takes 10 damage and dies. Enemy 4 is killed. Enemy 5 takes 6 damage.
Sylvia is at 6 Mana (0/2) Beowuuf is at 12 Mana (0/2). Strength increased by +1 for 2 more rounds.
Randalf is about to engage Enemy 4. Sylvia is holding something in her hand which she is ready to use.
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Post by Beowuuf on Mar 12, 2012 13:28:22 GMT -5
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?
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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.
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Post by Beowuuf on Mar 15, 2012 13:24:11 GMT -5
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).
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Post by Aguila Saber on Mar 24, 2012 12:46:04 GMT -5
I hadn't appreciated the new wave was on us, nevermind. I thought Beowuuf could go meet them and so be away from Randolf. They aren't. Only the front cultist is. The spellcasters is still a bit away. Problem for Beowuuf is that too many people are blocking his way in this case.
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Post by Aguila Saber on Mar 24, 2012 13:27:59 GMT -5
Round 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?
Archers couldn't fire at any target this round.
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