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Post by Aguila Saber on Apr 7, 2008 10:52:52 GMT -5
Mission: A Thief has broken into High Mayor Kordas personal strongroom and escaped with many artificats from his horde as well as a vast sum of gold.
The High Mayor's son is also missing and is believed to have been abducted in conjunction with the mission.
A vast search party was mounted and the traces lead out into the Desert and to a small ruined keep with a dungeon.
The search party entered the dungeon but were decimated to a single survivor who where hunted back to Casiorn screaming and shouting as if he was mad.
Shortly afterwards the City Cries announced a reward on 10.000 Gold for the person or persons who safely brings back his son and another reward on 10.000 Gold for restoring the lost artifacts.
You have made your way to the ruined keep and is about to enter in one of the entrances.
NOTES: There are many footsteps leading into the dungeon level of the runied keep. It does not matter which entrance you take there will be several sets of footsteps at least.
You have picked up talk on your way to the ruined keep about an underground sewer level of the keep. This sewer level contained several Constrictors, Kwaraz and Gourgaz which now wreak havoc among luckless adventurers.
Among the creatures seen heading towards the ruined keep are many of your friends and arch-enemies. Be wary at all times for both evil and good as well as powerful unallied monsters are plentiful in this dungeon.
You have picked up talk about strange teleporting portals within the dungeon.
As you step down the iron ladder into the dim light of the dungeon a blood-curdling scream is heard in the dungeon.
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Post by Aguila Saber on Apr 7, 2008 11:05:15 GMT -5
Start. Round 0
North=1, West=A, South=9, East=I Location Room A1. Square E4
Exits: Closed Door towards EAST (E3) to B1. Closed Door towards SOUTH (C5) to A2
Beowuuf, Vakeros Knight: Strength 2, Speed 2, Eye: 0, Mind 3 Activity: 7. Mana: 15. Health: 30
Specials: Psychic defence: 3 Power Word: Hold Power Word: Concussive Blast Power Attack
Worn equipment: BA: 2 Bluesteel sword (Weapon. Slashing. Good condition.) BA: 0 Bow (Weapon, Piercing.) Quiver with 10 Arrows (Shoulder) Vakeros Tunic (Clothing. No properties) Cerulean Cloak (Cloak. No properties.) Boots of Speed. (+1 Speed)
Backpack: 2 healing potions 1 Poison Pellet. Throw using Eye. AoE. Poison DC: 6. 1 additional Quiver with 9 Arrows.
Pouch: Empty.
Perception: No perception this round. Your eyes have merely just adjusted to the dim light in the dungeon.
There are three wrecked peices of furniture in this location. Positioned at: E5, A5 and D2.
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Post by Aguila Saber on Apr 7, 2008 11:11:16 GMT -5
Start. Round 0
North=1, West=A, South=9, East=I Location Room A9. Square C5.
Exits: Closed Door towards EAST (E3) to B9. Closed Door towards NORTH (C1) to A8.
Seren Chuvedro, Necropolis Investigator Strength 1; Speed 3; Eye 2; Mind 0 Activity: 8; Health: 30, Mana: 0
Specials: Alertness to undead: +2 to Eye vs. Undead. Manipulate mechanism: Disarm Traps cost 2 activity. Rapid reload: First ranged attack in each round cost 1 activity. Psychic defence: 1 (From Silver Charm)
Worn items: BA: 3. Shortsword (Weapon, Slashing. Light. Good condition) BA: 2. Crossbow (Weapon, Piercing) BA: 1. Spear (Weapon, 2 hands, piercing damage. Good condition) Quiver (Shoulder, 10 Bolts) Thieves Tool (Attached to Belt. 5 charges) Silver charm (Necklace)
Backpack: 1 Lantern 1 Oil for 50 Rounds. 2 Healing Potions 2 Acid 6 charges/vials. 1d6 Acid; DoT; 1 activity. Eye. Miss = Half.
Pouch: Empty
Perception: No perception this round. Your eyes have merely just adjusted to the dim light in the dungeon.
There are three corpses in this location. Positioned at: B1, E5 and B2.
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Post by Aguila Saber on Apr 7, 2008 11:20:51 GMT -5
Start. Round 0
North=1, West=A, South=9, East=I Location Room I1. Square E2
Exits: Closed Door towards WEST (A3) to H1. Closed Door towards SOUTH (C5) to I2
eviltb, NAK Grand Huntsmaster Strength: 0, Speed: 3, Eye: 1, Mind: 2.
Specials. Psychic attack: 1 Psychic defence: 1 Weapon Specialization (light weapons) Psychic fear for target of the psychic attack.
Worm items. BA: 3. Rapier (Weapon, Light, Piercing, Good condition) BA: 1. Bor Pistol (Weapon, Loaded. Bludgoening and Piercing.) BA: 0. Broadsword (Weapon, 2 handed, Slashing, Good condition) NAK cloak (Cloak, +2 Stealth)
Backpack: 3 Healing Potions 2 Boompowder and Bullets, 7 charges.
Perception: No perception this round. Your eyes have merely just adjusted to the dim light in the dungeon.
There are three mouldy book cases in this location. Positioned at: D1, D2 and A5.
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Post by Aguila Saber on Apr 7, 2008 11:26:24 GMT -5
Start. Round 0
North=1, West=A, South=9, East=I Location Room I9. Square C2
Exits: Closed Door towards WEST (A3) to H9. Closed Door towards NORTH (C1) to I8.
Doomy, Dwarven Gunner Strength: 2, Speed: 2, Eye: 2, Mind:0 Activity: 7, Health: 30
Specials: Crack shot- Gun damage is 2d6+1 piercing, 2d6+1 bludgeoning Rapid Reload - Reloading gun only costs 2 Activity and is possible during combat. Axe mastery - When using Axes, does 1d8 melee damage
Worn items: BA: 2 Bor Pistol (Weapon, Loaded. Bludgeoning and Piercing) BA: 2 Bor War Axe (Weapon, Slashing, Good Condition.) Platemail (Armour. Reduces all physical and elemental damage by 2 points, -5 Stealth.)
Backpack: 2 Boompowder and Bullets, 8 charges. 4 Healing Potions
Pouch: Empty.
Perception: No perception this round. Your eyes have merely just adjusted to the dim light in the dungeon.
There are three desks filled with empty glasses in this location. Positioned at: A4, D2 and A1.
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Post by Beowuuf on Apr 7, 2008 12:35:25 GMT -5
Beowuuf had barely managed to do anything except be captured by the Baron, and watch the back of the mage Hunting Moon in the Avalar challenge. He had been returning to the council afterwards to report on what occured, but the kidnap of the Mayor's son was not something he could ignore.
Climbing down the ladder, the bloodcurdling scream makes Beowuuf wish he had. Still, the initial room, once he gets his eyes used to the light - or lack of it - seems innocuous, beng populated only by furnitureEdit: New move, given the rules explaination. Right, if I have 8 activity, then I will loot E5 for 2, move to E3 for 1, search the door for traps for 1, move to D3 for 1, and loot D2 for 2 Sound reasonable? Edit2: Remove one door search
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Post by Doomy on Apr 7, 2008 14:40:26 GMT -5
Doomy had been merely wandering through Casiorn in search of an opportunity to make a bit of gold when news of the High Mayor's plea for aid reached him. He had signed up for this mission immediately - he had spent the last of his coin on a night's stay and bad meal in a rat-infested inn in the poor quarter, and like any mercenary sensed the potential rewards to be gained from a wealthy and grateful client. That this gratitude could be gained by preventing the spilling of innocent blood further strengthened his resolve. Descending into the ruin, he peered into the darkness to dimly make out the outlines of three desks dotted around the room.
Loot D2 (2), search the other two desks and both doors (4), advance to B2. (1) Total= 7.
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Post by Simey on Apr 7, 2008 19:34:13 GMT -5
The scream is certainly an eyebrow raiser. But hopefully it belonged to someone of considerable monetary means. If they are still alive, they can hopefully be rescued and a handsome reward collected. If the shriek signalled their demise then there's a reasonable chance that the creature responsible will have no interest in their personal possessions and that those possessions, therefore, might be still on their person awaiting the hands of a new, more careful owner.
Stepping off the ladder and peering into the dimly-lit chamber in which he finds himself, Seren shrugs. It matters little in what way this jaunt is financially rewarding so long as it is financially rewarding. One game of dice played on a little too much liquor, and an unfortunate encounter with the persuasive charms of a light-fingered lady have left him with none too many crowns to rub together. Rescue rewards, valuable hidden relics, the purses of previous adventurers: all would be most welcome. And taking out some vicious beasties along the way would be pretty satisfying too.
As his eyes adjust to the gloom, Seren spots three corpses slumped on the floor. Clearly someone didn't get very far.
Move to D5 (1); Loot E5 (2); Move D4, D3, E3 (3); Listen at door (1); Search B2 (1)
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Post by eviltb on Apr 8, 2008 13:12:38 GMT -5
So....I am here again. Why I put myself into this is Naars guess! Having failed to reap sufficient satisfaction from the last Baron, I now find myself "serving" another fool with too much Gold and not enough sense! Bah!! Still, I am here now. Others I have taken up this Quest, I have heard. A dwarf, a human and that wolf-creature again from the last challenge.
I ponder on the scream, hmph, more are due before this day is over. I draw my cloak around me and begin my search.....
Move to each bookcase and loot each for 2 act.
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Post by Aguila Saber on Apr 8, 2008 14:46:56 GMT -5
Round 1
You are standing in an entry chamber. A rusty ladder leads out of this dungeon.
Features: There are three wrecked pieces of furniture in this location. Positioned at: E5, A5 and D2.
North=1, West=A, South=9, East=I Location Room A1. Square D3
Exits: Closed Door towards EAST (E3) to B1. Closed Door towards SOUTH (C5) to A2
Beowuuf, Vakeros Knight: Strength 2, Speed 2, Eye: 0, Mind 3 Activity: 7. Mana: 15. Health: 30
Specials: Psychic defence: 3 Power Word: Hold Power Word: Concussive Blast Power Attack
Worn equipment: BA: 2 Bluesteel sword (Weapon. Slashing. Good condition.) BA: 0 Bow (Weapon, Piercing.) Quiver with 10 Arrows (Shoulder) Vakeros Tunic (Clothing. No properties) Cerulean Cloak (Cloak. No properties.) Boots of Speed. (+1 Speed)
Backpack: 2 healing potions 1 Poison Pellet. Throw using Eye. AoE. Poison DC: 6. 1 additional Quiver with 9 Arrows.
Pouch: Empty.
Perception: You notice no creatures this round.
Actions: Loot E5 (2 activity). Move E4 to E3 (1 activity) Search Door at E3 (1 activity) Move E3 to D3 (1 activity) Loot D2 (2 activity)
You find nothing at all this round. No traps anywhere and no items of interest.
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Post by Beowuuf on Apr 8, 2008 14:57:27 GMT -5
Round 2
Actions: Move D3 to B5 (2 activity) Loot A5 (2 activity) Move B5 to C5 (1 activity) Listen at door twice (2 activity)
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Post by Aguila Saber on Apr 8, 2008 15:05:17 GMT -5
Round 1
You are standing in an entry chamber. A rusty ladder leads out of this dungeon.
Features: There are three corpses in this location. Positioned at: B1, E5 and B2.
North=1, West=A, South=9, East=I Location Room A9. Square E3
Exits: Closed Door towards EAST (E3) to B9. Closed Door towards NORTH (C1) to A8.
Seren Chuvedro, Necropolis Investigator Strength 1; Speed 3; Eye 2; Mind 0 Activity: 8; Health: 30, Mana: 0
Specials: Alertness to undead: +2 to Eye vs. Undead. Manipulate mechanism: Disarm Traps cost 2 activity. Rapid reload: First ranged attack in each round cost 1 activity. Psychic defence: 1 (From Silver Charm)
Worn items: BA: 3. Shortsword (Weapon, Slashing. Light. Good condition) BA: 2. Crossbow (Weapon, Piercing) BA: 1. Spear (Weapon, 2 hands, piercing damage. Good condition) Quiver (Shoulder, 10 Bolts) Thieves Tool (Attached to Belt. 5 charges) Silver charm (Necklace)
Backpack: 1 Lantern 1 Oil for 50 Rounds. 2 Healing Potions 2 Acid 6 charges/vials. 1d6 Acid; DoT; 1 activity. Eye. Miss = Half. 1 Quiver with 5 Bolts.
Pouch: Empty
Perception: Listening at the door you hear no enemies in the room beyond.
Actions: Move C5 to D5 (1 activity) Loot E5 (2 activity) Move D5 to E3 (3 activity) Listen at door (1 activity) Search B2 (1 activity)
Looting at E5 you spot a poorly concealed quiver with 5 Bolts which you add to your backpack. Looking at the corpse at B2 you notice nothing special.
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Post by Aguila Saber on Apr 8, 2008 15:19:35 GMT -5
Round 1
You are standing in an entry chamber. A rusty ladder leads out of this dungeon.
Features: There are three mouldy book cases in this location. Positioned at: D1, D2 and A5.
North=1, West=A, South=9, East=I Location Room I1. Square E2 => B4
Exits: Closed Door towards WEST (A3) to H1. Closed Door towards SOUTH (C5) to I2
eviltb, NAK Grand Huntsmaster Strength: 0, Speed: 3-1*, Eye: 1-1*, Mind: 2-1*. Activity: 8-1*. Health: 29/30. * = Disease
Specials. Psychic attack: 1 Psychic defence: 1 Weapon Specialization (light weapons) Psychic fear for target of the psychic attack.
Worm items. BA: 3. Rapier (Weapon, Light, Piercing, Good condition) BA: 1. Bor Pistol (Weapon, Loaded. Bludgoening and Piercing.) BA: 0. Broadsword (Weapon, 2 handed, Slashing, Good condition) NAK cloak (Cloak, +2 Stealth)
Backpack: 3 Healing Potions 2 Boompowder and Bullets, 7 charges.
Perception: You notice no new enemies this round.
Actions: Move E2 to D2 (1 activity) Loot D2 (2 activity) Loot D1 (2 activity) Move D2 to B4 (3 activity)
When looting the book case at D2 you trigger a trap which you failed to notice.
A sharp needle and some foul fumes surround you causing you to choke. You take 1 damage from the needle.
Save vs Disease (9): 0 + 4 = 4. Failed. All your stats are weakened by 1 from start of next round.
You find no items in either of the two Bookcases you search this round.
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Post by Aguila Saber on Apr 8, 2008 15:32:17 GMT -5
Round 1
You are standing in an entry chamber. A rusty ladder leads out of this dungeon.
Features: There are three desks filled with empty glasses in this location. Positioned at: A4, D2 and A1.
North=1, West=A, South=9, East=I Location Room I9. Square C2 -> B2
Exits: Closed Door towards WEST (A3) to H9. Closed Door towards NORTH (C1) to I8.
Doomy, Dwarven Gunner Strength: 2, Speed: 2, Eye: 2, Mind:0 Activity: 7, Health: 30
Specials: Crack shot- Gun damage is 2d6+1 piercing, 2d6+1 bludgeoning Rapid Reload - Reloading gun only costs 2 Activity and is possible during combat. Axe mastery - When using Axes, does 1d8 melee damage
Worn items: BA: 2 Bor Pistol (Weapon, Loaded. Bludgeoning and Piercing) BA: 2 Bor War Axe (Weapon, Slashing, Good Condition.) Platemail (Armour. Reduces all physical and elemental damage by 2 points, -5 Stealth.)
Backpack: 2 Boompowder and Bullets, 8 charges. 4 Healing Potions
Pouch: Empty.
Perception: You notice no enemies this round.
Actions: Loot D2 (2 activity) Search Locations A4 and A1 (1x2 activity) Examine Doors at A3 and C1 (1x2 activity) search the other two desks and both doors (4) Move C2 to B2 (1 activity)
You find nothing of interest except empty glasses on the Desk at D2. You may take along one or more empty vials if you wish. (I've not added any at this point.)
You spot a trap on the desk at A4. You spot a trap on the desk at A1. You do not see any items of interest around either desk. You do not spot any traps on either if the two doors.
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Post by Doomy on Apr 8, 2008 15:57:23 GMT -5
Inspecting the desks, Doomy realises that intruders were expected at this entrance to the ruin and tightens his grip on his axe. Moving over to one of the booby-trapped desks, he examines the hidden mechanism and wonders what it protects. He hopes he will be able to finish searching the room without being disturbed.
Taking items while looting costs no extra points, right? If so let's say I took one of the empty vials from the desk at D2. I might find a magic fountain, or a keg of Bor Brew.
This round:
Actions: Move from B2 to A2 (1 activity) Disarm trap at A1 (4 activity) Loot A1 (2 activity)
These moves assume that the Disarm Trap action succeeds. My understanding is that it always does.
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