|
Post by eviltb on Apr 10, 2008 13:46:49 GMT -5
Ok thought Id already checked out the door....
So more actions then.
Actions: Go into stealth Search door for traps Search room Open door
|
|
|
Post by Aguila Saber on Apr 10, 2008 14:25:43 GMT -5
Round 3
You are standing in a small room. It is full of wooden debris and there are many bloodspots on the floor.
Features: A closed treasure chest at D1. A wrecked desk at A2. A small hole from which there comes a vile stench at B4.
North=1, West=A, South=9, East=I Location Room A2. Square A1:C5 -> C3
Exits: Open Door towards NORTH (C1) to A1. Phase Door towards EAST (E3). Open Door towards SOUTH (C5) to A3.
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 see no living creatures in this room or the room beyond.
Actions: Search Door at C5 ( 1 activity) Stealth +3 (3 activity) Open door (free) Move to C3 in new room (3 activity)
You have no idea how the phase door works at this point.
The treasure chest has a corpse leaning over it with a wooden pole sticking out from its back. To look closer at the chest you will need to remove this corpse for 2 activity points.
You notice a potion bottle on the ruined desk. There is something in it.
|
|
|
Post by Aguila Saber on Apr 10, 2008 14:52:36 GMT -5
Round 3
This room is overall tidy apart from the northern part of the room which is full with wooden splinters and tracks.
Features: A locked chest at A1. A locked chest at A4. A pile of wooden splinters, the remants of another chest, at A2.
North=1, West=A, South=9, East=I Location Room A8. Square A9:B2 -> C5
Exits: Open Door towards the SOUTH (C5) to A9. Secret Door towards EAST (E3) to B9. Open Door towards NORTH (C1) to A7.
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: There is something moving about in the distance and you hear low growls.
Actions: Move B2 to C1 (2 activity) Listen at door (1 activity) Check for traps (2 activity) Open door (free) Stealth +2 (2 activity) Move C1 to C5 in new room. (1 activity)
You spot one wolf in room A7. It seems to be chewing on a body and it appears not to have noticed you yet.
Half eaten corpses and two more wolves are strewn across this room. (Corpses contains nothing of use to you.)
You spot a secret door in the East Wall.
|
|
|
Post by Aguila Saber on Apr 10, 2008 15:19:12 GMT -5
Round 3
You are standing in what appears to be a simple laboratory with workbenches and cupboards.
Features: Plague poles at C4 and D5. A work bench at B3.
North=1, West=A, South=9, East=I Location Room H1. Square A3 -> E3
Exits: Open 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.
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 see three robed men in the room. Cener Druids by the look of them. They seem quite interested in an experiment they are conducting. Unfortunately, one of them looks up at you and you know you've been spotted.
The sickles the druids wear gleam in the same colour as the plague poles. No doubt they have been impregnated with disease.
Druid 1: At D2 (unaware) Druid 2: At B2 (unaware) Druid 3: At B2 (aware)
Actions: Stealth +3 (3 activity) Search door for traps (1 activity) Search room (3 activity) Open door (Free) Step into room at E3 (1 activity)
You notice a scimitar lying on the workbench at B3.
|
|
|
Post by eviltb on Apr 10, 2008 15:29:02 GMT -5
Three druids seem to be engrossed in whatever pointless experiment they are conducting. One however, is not so engorssed as he spots my entrance into the room. I must end them quickly.
Actions: psychic fear on aware Druid 3 stealth attack on Druid 1 continue to attack Druid 1 for remaining act, or move to Druid 2 if Druid 1 dies
|
|
|
Post by Aguila Saber on Apr 10, 2008 15:34:16 GMT -5
Round 3
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 B3 -> A3
Exits: Open Door towards WEST (A3) to H9. Closed Door towards NORTH (C1)
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 1 Cloak of Awareness (No bonus while in backpack)
Pouch: Empty.
Perception: For dark-clad people with cloaked faces are in the next room. They all turn to face you as you enter. They start moving towards you and their stances would indicate that they intend to kill you.
The cut-throats are at C1, E5, B5 and E3.
Actions: Put cloak in pack (0 activity) Move B3 to A3 (1 activity) Disarm Trap A4 (4 Activity) Loot A4 (2 Activity) Open Door A3 (0 Activity)
Looting the desk at A4 you find nothing of any use or value.
You notice that the new room has a closed door to the WEST and a phase door to the NORTH. There is no time to take in other details as you need to prepare for combat.
|
|
|
Post by Doomy on Apr 10, 2008 16:05:42 GMT -5
"Four of ya, eh?" Doomy growls at the hostile figures, as he draws his Bor pistol. "Not nearly enough."
Actions: Switch to Bor Pistol (free at start of round) Fire at closest cut-throat (2 Activity) Reload (2 Activity) Fire at closest surviving cut-throat (2 Activity) Switch to axe (1 Activity)
It's kicking off now!
|
|
|
Post by Beowuuf on Apr 11, 2008 6:43:56 GMT -5
Round 4
Beowuuf bares his teeth in a grimace at the sight beyond, lowering his weapon as imagined enemies beyond give way to the grizzly aftermath instead. Some strange dwelling, given the furtnture in the previous room and here. Previous occupants forgotten, and burglars punished.
Beowuuf spins around slowly, but despite the odd scene he decides that the unknown is is perhaps best investigated first.
Actions: Move from C3 to D2 (1 activity) Loot body for pole and anything else, and make sure it's dead) (2 activity) Move from D2 to B3 (2 activity) Search hole (including poking pole into it) (2 activity)
|
|
|
Post by Aguila Saber on Apr 12, 2008 14:06:14 GMT -5
Round 4
You are standing in a small room. It is full of wooden debris and there are many bloodspots on the floor.
Features: A closed treasure chest at D1. A wrecked desk at A2. A small hole from which there comes a vile stench at B4.
North=1, West=A, South=9, East=I Location Room A2. Square C3 -> B3
Exits: Open Door towards NORTH (C1) to A1. Phase Door towards EAST (E3). Open Door towards SOUTH (C5) to A3.
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 see no living creatures in this room or the room beyond.
Actions: Move from C3 to D2 (2 activity) Remove corpse from chest (2 activity) Move from D2 to B3 (3 activity)
The corpse is a prop. There is nothing on it, but you have no removed it and have a clear view of a locjed chest.
No time to search pole this round. However, I can already now tell you that you feel queasy being close to it.
You can impregnate a weapon with a virulent disease by putting it into the hole. (I'm open to suggestions for destroying this source of disease but you will need something special. Normal physical damage will not help here.)
|
|
|
Post by Aguila Saber on Apr 12, 2008 14:27:52 GMT -5
Round 4
You are standing in what appears to be a simple laboratory with workbenches and cupboards.
Features: Plague poles at C4 and D5. A work bench at B3.
North=1, West=A, South=9, East=I Location Room H1. Square E3 -> D3
Exits: Open 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.
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 are now aware of four robed men in the room. They all have sickles impregnated with diease.
Druid apprentice 1 at D2, 7 Health Druid apprentice 2 at B2, 10 Health Druid apprentice 3 at B2, 8 Health Druid at B4, 16 Health
There is a scimitar lying on the workbench at B3
Actions: Psychic fear on aware Druid 3 Stealth attack on Druid 1 Continue to attack Druid 1 for remaining act, or move to Druid 2 if Druid 1 dies
Combat Log: Druid and Druid apprentice #1 and #2 are unaware. They will lose activity until attacked.
0 activity: Psychic fear on Druid apprentice #3. Druid apprentice resists the damage. The Druid apprentice psychic attacks eviltb. eviltb resists the damage.
Psychic fear: 2 + 2 = 4. Vs DC: 2 + 1 = 3. Success.
Initative: eviltb: 3 + 5 = 8 Druid apprentice #3: 0 + 7 = 7.
1 activity eviltb moves E3 to D3. Starts stealth attack on Druid app #1. Druid apprentice moves B2 to C2
2 activity Druid apprentice #3 moves C2 to D2. Start attack on eviltb.
4 activity. Druid apprentice #3 attacks eviltb. Attack: 0 + 5 = 5 < 8. Miss.
5 activity. eviltb makes Stealth attack on Druid apprentice #1. Auto-hits for maximum damage. Damage: 8 damage. eviltb kills Druid apprentice #1.
I will here assume that you will continue attack Druid app #3. Since you will not have enough activity to reach attack the other druids this round, and they are now all aware of you.
7 activity. eviltb attacks Druid apprentice #1. Attack: 3 + 9 = 12 > 5. Hit. Damage: 6 damage. Druid apprentice #3 has 2 Health left.
Combat Round End: Druid apprentice 1. Dead at D2 Druid apprentice 2 at B2, 10 Health Druid apprentice 3 at D2, 2 Health Druid at B4, 16 Health
|
|
|
Post by Aguila Saber on Apr 12, 2008 14:56:43 GMT -5
Round 4
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: A3
Exits: Open Door towards WEST (A3) to H9. Closed Door towards NORTH (C1)
Doomy, Dwarven Gunner Strength: 2, Speed: 2, Eye: 2, Mind:0 Activity: 7, Health: 29/30
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, Not 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, 7 charges. 4 Healing Potions 1 Cloak of Awareness (No bonus while in backpack)
Pouch: Empty.
Perception: Four dark-clad people attack you.
Cut-throat #1 at C1, 8 Health. I: 1 + 0 = 1 Cut-throat #2 at E5, 7 Health. I: 1 + 8 = 9 Cut-throat #3 at B5, 6 Health. I: 1 + 4 = 5 Cut-throat #4 at E3, 6 Health. I: 1 + 0 = 1 Doomy. I: 2 + 6 = 8
Actions: Switch to Bor Pistol (free at start of round) Fire at closest cut-throat (2 Activity) Reload (2 Activity) Fire at closest surviving cut-throat (2 Activity) Switch to axe (1 Activity)
0 activty. Cut-throat #2 starts move E5 to E3 (2 activity) Doomy prepares attack on Cut-throat #4 (2 activity) Cut-throat #3 moves B5 to D3 (3 activity) Cut-thorat #1 moves C1 to E3 (3 activity) Cut-throat #4 starts attack on Doomy (2 activity)
2 activity Cut-throat #2 reaches E3 and starts attack on Doomy.
Doomy fires Bor Pistol. This shot may hit the two cut-throats in the door-way, #2 and #4.
Attack vs cut-throat #2: 2 + 2 = 4 < 6. Miss. Shot will do half-damage. Damage: 10/2 + 4/2 = 7 damage. Doomy kills cut-throat #2.
Attack vs cut-throat #4: 2 + 0 = 2 < 6. Miss. Shot will do half-damage, and Doomy takes 1 damage when firing. Damage: 7/2 + 10/2 = 8 damage. Doomy kills cut-throat #4.
Doomy starts reloading Bor Pistol (2 activity)
3 activity. Cut-throat #3 moves D3 to E3 (1 activity) Cut-throat #1 starts attacking Doomy (2 activity)
4 activity. Doomy has reloaded Bor Pistol and prepares to fire again.
Cut-throat #3 starts to attack Doomy.
5 activity Cut-throat #3 attacks Doomy. Attack: 1 + 2 = 3 < 7. Miss.
6 activity Doomy fires Bor Pistol. This shot may hit the two cut-throats in the door-way, #1 and #3.
Attack vs cut-throat #1: 2 + 9 = 11 > 6. Hit. Damage: 8 + 11 = 19 damage. Doomy kills cut-throat #1.
Attack vs cut-throat #3: 2 + 1 = 3 < 6. Miss. Shot will do half-damage. Damage: 3/2 + 10/2 = 6 damage. Doomy kills cut-throat #3
7 activity As the smoke clears Doomy switches back to his axe but none of the bandits are standing.
Right. You may choose to loot these bandits for their possesions. They were all armed with stilletto daggers.
They are all lying in a heap in the doorway before you. (Notice that you will need to spend one activity to enter the new room to see the full room description.)
|
|
|
Post by Doomy on Apr 12, 2008 15:41:22 GMT -5
Doomy feels a slight pang of regret at the ease with which his enemies had fallen. Now there are none left to interrogate. Never mind, there will be others. He sets to searching the bodies for anything of use.
Actions Move into next room (to square E3?) (1 Activity) Loot first corpse (2 Activity) Loot second corpse (2 Activity) Loot third corpse (2 Activity)
|
|
|
Post by eviltb on Apr 12, 2008 17:20:07 GMT -5
Actions: Psychic fear on Druid at B4 Attack druid at D2 until dead Move/attack attack to Druid at B2 until dead Move/attack druid at B4, or whever he ends up if feared
|
|
|
Post by Beowuuf on Apr 13, 2008 9:41:32 GMT -5
Round 5
Beowuuf does not know what to make of the falsified corpse on the chest. However, he does not sense anything from the hole, except vile-ness. Determined to stay no longer in this perplexing room than necessary he makes to ignore the desk, potion, corpse and chest and carry onwards.
However, some dark instinct and insistent voice urges him on the merits of a course of action...
Actions: Dip bluesteel sword into hole (1 activity?) Move from B/C3 to E3 (4 activity?) Listen at door (1 activity) Search door (1 activity) And, if see no trap, try to open door (free, correct?)
|
|
|
Post by Simey on Apr 13, 2008 10:59:00 GMT -5
Hoping that the wolf in the next room is too involved in its meal to notice, Seren pulls a bolt from his quiver and loads his crossbow.
Actions:[/n] Shoot the wolf twice. I've realised I don't know how much unslinging and reloading a weapon takes, so I'm only guessing that I have enough actions to do this. But I hope so! ;D
|
|