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Post by Simey on Apr 8, 2008 16:04:45 GMT -5
The quiver of bolts is a useful first find - it will at the very least be possible to take a few pot-shots without going home short. Hearing nothing at the eastern-most door, Seren decides to examine the other two corpses at close quarters in the hope that they too offer up some useful items.
Actions: Move to B2 (4 ac.) Loot B2 & B1 (4 ac.)
Is it possible to discern roughly how long these people have been dead? And they are human, yes?
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Post by Aguila Saber on Apr 8, 2008 16:29:23 GMT -5
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. No it doesn't. If the item is worn , you do need to pay the cost to don it, but placing an item into the backpack is included in the cost for looting. As an aside: You are not guaranteed there are items on trapped locations. The checks are made separately.
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Post by Doomy on Apr 8, 2008 16:45:03 GMT -5
I see. The vials are obviously backpack items though, so in this instance I can have one as I've already spent the points. I am intent on disarming the traps because I think the desks might contain goodies, even though there's nothing on or beside them. I have a feeling I'm in for a disappointment though.
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Post by eviltb on Apr 9, 2008 1:42:55 GMT -5
Of course, forgetting my feet always leads to something bad. Now I am weakened by this damn gas. Still, I press on, no sense in loitering.
Move to each door, do a search/listen action on each one.
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Post by Aguila Saber on Apr 9, 2008 13:49:34 GMT -5
Round 2
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 -> C5
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 hear nothing in the south room when listening at the door.
Actions: Move D3 to B5 (3 activity) Loot A5 (2 activity) Move B5 to C5 (1 activity) Listen at door (1 activity)
You find nothing noteworthy among the debris of the ruined furniture.
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Post by Aguila Saber on Apr 9, 2008 14:00:18 GMT -5
Round 2
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 -> B2
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: You perceive no enemies this round.
Actions: Move to B2 (4 activity) Loot B2 (4 activity) Loot B1 (4 activity)
When you come closer to the two corpses you notice that they are human soldiers who have been perforated by many sharp objects.
On the wall you see the cause of the lethal wounds. A trap which was released when they stepped on a pressure plate in the corner and caught them unawares hurling several sharp sticks into their bodies. You can still see some of the blood drenchedned sticks on the floor beside them.
The bodies have since they were killed been picked clean of useful items. There is nothing left worth taking on them.
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Post by Aguila Saber on Apr 9, 2008 14:18:42 GMT -5
Round 2
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, Eye: 1, Mind: 2. Activity: 8. Health: 29/30. * = Disease ending this round. All stats were reduced by 1 during this round.
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 nothing at the SOUTH door. There are a couple of persons moving about beyond the EAST door.
Actions: Move B4 to C5 (2 activity) Listen at Door (1 activity) Move C5 to A3 (3 activity) Listen at Door (1 activity)
You notice no items of interest this round.
Save vs Disease (9): 0 + 9 = 9. Success.
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Post by Beowuuf on Apr 9, 2008 14:19:22 GMT -5
Round 3
Bah, I guess I should have searched from afar and then moved on sooner! Or put more points into the searching instead of moving and looting locations with only a single search chance!
'Hmm, well whatever this room was used for, it wasn't anything interesting', thinks Beowuuf to himself as he abandons the searching to decide on a direction. He still has no idea where the scream came from, and so decides to simply go in the direction he has finished scanning the room.
Actions: Search door (1 activity)
If trap: Disarm trap (4 activity) Stealth +2 (2 activity) Open door (free)
If no trap: Stealth +3 (3 activity) Open door (free) Move to C3 in new room (3 activity)
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Post by Aguila Saber on Apr 9, 2008 14:36:34 GMT -5
Round 2
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 B2 -> A2
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: Move from B2 to A2 (1 activity) Disarm trap at A1 (4 activity) Loot A1 (2 activity)
You disarm the trap at A1. You remove a hidden mechanism which when triggered would have fired poson needles at the person standing by the desk.
You are about to give up your search when you discover a very well hidden cloak which had been cunningly hidden inside the desk.
The Cloak is a Cloak of Awareness and will increase your Perception with +2 when worn. It will cost you 1 activity to don this item, but you can place it in your Backpack for free this round.
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Post by Doomy on Apr 9, 2008 15:53:07 GMT -5
A lucky find! Doomy turns to the third desk...
Actions: Put cloak in pack (0 activity) Move to A3 (1 activity) Disarm Trap A4 (4 Activity) Loot A4 (2 Activity) Open Door A3 (0 Activity)
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Post by eviltb on Apr 9, 2008 16:40:58 GMT -5
Voice beyond the door to the west....at least I can use them for sport if they do not hold any important information. I slip into the shadows and go to move through the door
Actions: Go into stealth Open door (I presume you ment WEST door and not EAST) Move into next room, attack nearest enemy with stealth attack (rapier) psychic fear on nearest enemy attack for remaining activity (rapier)
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Post by Aguila Saber on Apr 9, 2008 17:02:00 GMT -5
Voice beyond the door to the west....at least I can use them for sport if they do not hold any important information. I slip into the shadows and go to move through the doorActions:Go into stealth Open door (I presume you ment WEST door and not EAST) Move into next room, attack nearest enemy with stealth attack (rapier) psychic fear on nearest enemy attack for remaining activity (rapier) If you intend to fight if someone is on the other side, you should indicate that you will open the door at the end of the round. I will not allow you to fight or attack unknown enemies. You need to open the door to try to get an exact location, and give them a chance to see you. Generally speaking it is a bad idea to leave a door closed if you intend to enter a room. Not only can you not attack enemies, you can not take a closer look at interesting locations either. It is too late for you to enter stealth. I guess I could amend the above post to let you open the door, you will however do so with no Stealth. Will cross-post this into the rules thread.
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Post by Simey on Apr 9, 2008 22:35:32 GMT -5
'Thanks for the warning there, lads,' mutters Seren somewhat ruefully, regarding the remnants of the vicious trap that his unfortunate predecessors triggered. 'Doesn't look as though I'm the first person you've helped out though, does it?'
Turning to glance between both doors leading out of the room, Seren tilts his head briefly side to side as he weighs up the relative merits of two completely unknown options, then shrugs his eyebrows and heads for the north door simply because it it nearest.
Move B2-C1 (2 ac.) Listen at door (1 ac.) Loot door/C1 (2 ac.) to check for traps. Then either: Disarm trap (2 ac.) + Open door + Move to C5 in new room (1 ac.). Or: Open door + Stealth +2 (2 ac.) + Move to C5 in new room.
Seeing as he's noticed the pressure pad that triggered the trap, if I've caused him to walk over it, please let me choose a different route! ;D
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Post by eviltb on Apr 10, 2008 4:05:37 GMT -5
Right, I'll change my actions then given the new ruling.
Go into stealth Open door and have a look around
I guess this takes the whole round to do, since I need to see where my possible enemies are before I can hit them?
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Post by Aguila Saber on Apr 10, 2008 10:22:15 GMT -5
Right, I'll change my actions then given the new ruling. Go into stealth Open door and have a look around I guess this takes the whole round to do, since I need to see where my possible enemies are before I can hit them? Yes it does. With a full round of activity I would advice you to burn a couple of activity on examing the door for traps and/or to put them search on the room you leave. You can spend no more than 3 points on stealth, so you have a number of activity you can spend to find things you might have missed so far. Also, I will apply the general search points to the locations in the room you enter, even though you will have to spend the points on locations in your current room.
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