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Post by Aguila Saber on Apr 13, 2008 11:37:20 GMT -5
Round 4
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 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: 29/30, 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, 7 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 are in combat with three Wolves:
Large Wolf #1, at A7:B5 (unaware), 12 Health. I: 1 + 4 = 5 Large Wolf #2 at A7:B5 (unaware), 12 Health. I: 1 + 8 =9 Large Wolf #3 at A7:E5 (unaware), 16 Health Seren: I = 3 + 1 = 4
There is a secret door in the East Wall.
Actions: Equip Crossbow (free) Fire Crossbow at visible Wolf (4 + 1 + 2 activity; Up to 3 attacks)
Combat Log 4 activity: Seren Fires Crossbow at unaware Large Wolf #1, auto-hit, stealth attack. Damage: 4 damage. (There is a 1 damage penalty due to long range; more than 5 squares away.)
Wolves in other room howls in pain and they all run towards Seren.
5 activity Wolves in other room moves into door-way before Seren fires second shot. This negates the range penalty.
Seren Fires Crossbow at Large Wolf #1 Attack: 2 + 0 = 2. Miss. Seren hurts himself on the mechanism taking 1 damage.
7 activity Seren Fires Crossbow at Large Wolf Attack: 2 + 8 = 10 > 6. Hit. Damage: 4 damage. Large Wolf #1 has 4 Health remaining.
Large Wolf #1, at C2, 4 Health. Large Wolf #2 at C2, 12 Health. Large Wolf #3 at A7:C5, 16 Health
1 Bolt recoverable from Large Wolf #1 1 Bolt lies on the ground at C5. 1 Bolt was ruined.
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Post by Simey on Apr 13, 2008 17:25:37 GMT -5
Realising his stupidity, Seren darts back through the entrance that he has just stepped through, hoping to fend of the wolves off with the door.
Actions: Go back through door onto C1 of room A9 (1 ac.). Close door (free). Move C1 to E3 (3 ac.). Open door (free). Step stealthily into room B9 (2 ac.?). Search 2 obvious locations of your choice, AS (2ac.).
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Post by Aguila Saber on Apr 14, 2008 14:32:22 GMT -5
Round 5
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 B3 -> E3
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.
There is a potion bottle on the ruined desk. There is something in it.
Actions: Dip bluesteel sword into hole (1 activity) Move from B3 to E3 (3 activity) Listen at door (1 activity) Search door (1 activity) And, if see no trap, try to open door (free)
There is a revolting smell and a sizzling sound when you dip it into hole. Nothing much more happens. The smell persists until the end of this round when it wears off.
There is nothing special about the door. You realize it is a teleporter which will take you to another room in the dungeon, which room you have no idea.
Listening at it is futile, you hear no sound of what may lie beyond.
There is a certain randomness as to how the phase door works, so if you opt to use it select a number between 1 and 4.
Also, you sense that going through the phase door you will temporarily discharge the energy in it and you will not immediately be able to return the way you came if you go through.
If you want to go through the phase door, do so and I will give you a short room description to the room you arrive in. If you choose not to go through you lose the last activity in this round thinking about it.
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Post by Beowuuf on Apr 14, 2008 14:39:17 GMT -5
Round 5 end / 6 start
Weapon held high, power word on lips, Beowuuf raises his bluesteel weapon and decides to jump deeper into the belly of the beast to hopefully find the son faster
Actions: Jump into the doorway (for remaining activity round 5)
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Post by Aguila Saber on Apr 14, 2008 14:47:26 GMT -5
Round 5
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 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: 30. (Round 5. You healed 1 Health at end of 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 are now aware of four robed men in the room. They all have sickles impregnated with diease.
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
There is a scimitar lying on the workbench at B3
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
Combat Log:
0 activity: Psychic fear on Druid. Druid apprentice resists the damage. The Druids and apprentice psychic attacks eviltb. eviltb resists all the damage.
Psychic fear: 2 + 3 = 5. Vs DC: 2 + 4 = 6. Failed. The Druid is confused and loses this round.
Initative: eviltb: 3 + 6 = 9 Druid apprentice #2: 0 + 4 = 4. Druid apprentice #3: 0 + 9 = 9.
2 activity eviltb attacks Druid apprentice #3. Attack: 3 + 3 = 6 >= 5. Hit. Damage: 4 damage. eviltb Druid apprentice #3.
Druid apprentice 3 attacks eviltb. (Allowed since tied for initiatve) Attack: 0 +3 = 3 < 8. Miss.
Druid apprentice #2 has moved D2 to C3 and starts attacking eviltb.
4 activity. eviltb attacks Druid apprentice #2. Attack: 3 + 2 = 5 >= 5. Hit. Damage: 1 damage. eviltb Druid apprentice #2 has 9 Health left.
Druid apprentice 2 attacks eviltb. Attack: 0 + 0 = 0 < 8. Miss. The druid's sickle is now lightly damaged.
6 activity. eviltb attacks Druid apprentice #2. Attack: 3 + 9 = 12 >= 5. Hit. Damage: 1 damage. Druid apprentice #2 has 8 Health left.
8 activity. eviltb attacks Druid apprentice #2. Attack: 3 + 2 = 5 >= 5. Hit. Damage: 8 damage. eviltb kills Druid apprentice #2.
Combat Round End: Druid apprentice 1. Dead at D2 Druid apprentice 2. Dead at C3 Druid apprentice 3. Dead at D2 Druid at B4, 16 Health
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Post by Aguila Saber on Apr 14, 2008 15:09:49 GMT -5
Round 5
You are standing in what was once a place where herbs was treated and convserved. There are some traces of recent activities but most useful items have been removed by now.
Features: There are some herbs on a table on D2. There are some toadstools which can provide a contact poison at A3. There are also three filled small jars with poison there. There is a closed chest in the corner at E5.
North=1, West=A, South=9, East=I Location Room I9. Square H9:A3 -> E3
Exits: Open Door towards EAST (E3) to I9. Phase Door towards NORTH (C1) Closed Door towards WEST (E3) to G9.
Doomy, Dwarven Gunner Strength: 2, Speed: 2, Eye: 2, Mind:0 Activity: 7, Health: 30. (Healed 1 Health at end of Round 5.)
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.) BA: 3 Magical Dagger (Weapon, Piercing, Good Condtion, +1 magical damage on hit.) Platemail (Armour. Reduces all physical and elemental damage by 2 points, -5 Stealth.)
Backpack: 2 Boompowder and Bullets, 7 charges. 4 Healing Potions (x4) 1 Cloak of Awareness (No bonus while in backpack) 1 Fireseeds 3 seeds. 1d6 Fire; DoT; 1 activity. Eye. Miss = Half. 1 Acid 1 charges/vials. 1d6 Acid; DoT; 1 activity. Eye. Miss = Half.
Pouch: 8 Lune
Perception: You notice no new enemies or items this round.
Four dead cut-throats at E3.
Actions: Move A3 to E3. Loot 3 cut-throats (6 activity)
You find the following on the cutthroats: 1 Dagger (Good condition, +1 to hit and +1 damage (magical)) 1 Dagger (Nearly broken) 1 Dagger (Lightly damaged) 1 Leather Armor (Must be donned or left where it is) 8 Lune 1 Acid Flask 3 Fireseeds
The two latter are thrown items doing damage in a small area around them where they hit the floor. They do damage over time with less damage each round. Uses Eye to hit the correct spot and to hit.
Indicate which of the above items you would like to keep. (Inventory above has been amended)
Among the herbs you recognize one herbsthat will give off a nauseous stench when touched. To look closer at the herbs without touching this herb will cost you 2 activity, in addition to the normal loot cost.
You notice an energy glyph on the chest. This is a trap which you could disarm with some care. (Notice that the chest may be locked in addition to being trapped.)
Note: While you rearrange your backpack I will let you take out the cloak for free since you intend to don it next round.
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Post by Aguila Saber on Apr 14, 2008 15:31:29 GMT -5
Round 5
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 C5. A beautiful silver box on a small table at D3. A potion bottle on a shelf by the wall at E4.
North=1, West=A, South=9, East=I Location Room B9. Square A8:C5 -> A3
Exits: Open Door towards the WEST (A3) to A9. Locked Door towards EAST (E3) to C9. Closed Door towards NORTH (C1) to B8.
Seren Chuvedro, Necropolis Investigator Strength 1; Speed 3; Eye 2; Mind 0 Activity: 8; Health: 30. Restored 1 Health (Round 5)
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, 7 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 are no enemies in this room that you can see.
Actions: Go back through door onto C1 of room A9 (1 activity). Close door (free). Move C1 to E3 (3 activity) Open door (free). Step stealthily into room B9 (2 activity). Step into the new room to B3 (2 activity)
You have enough time to evade the wolves and closes the door. You hear frustrated howls on the other side of the door as you make your escape.
You notice an energy glyph on the chest. The chest is trapped.
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Post by Aguila Saber on Apr 14, 2008 15:33:39 GMT -5
Round 5 end / 6 startWeapon held high, power word on lips, Beowuuf raises his bluesteel weapon and decides to jump deeper into the belly of the beast to hopefully find the son fasterActions:Jump into the doorway (for remaining activity round 5) You need to pick a number between 1 and 4.
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Post by Beowuuf on Apr 14, 2008 15:36:04 GMT -5
Sorry, got interrupted! 3
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Post by Doomy on Apr 14, 2008 16:03:23 GMT -5
Doomy sees the phase door and realises it may take him closer to his goal. He finishes looting the bodies and prepares for a leap into the unknown.
During the previous round's looting, I took the magic dagger, the 8 Lune, the Acid Flask and the 3 Fireseeds.
Actions: Don cloak from backpack (1 Activity) Loot final corpse (2 Activity) Move to and enter phase door C1. (4 Activity) Use number 2.
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Post by Aguila Saber on Apr 14, 2008 16:27:42 GMT -5
Sorry, got interrupted! 3 Hmmm.... right... Let's see ... 1... 2... 3... Oh... oh. This means that you are ported to Room E3. This just so happens to be the Chapel of Good which is the sub-quest area for the good quest. There are no items to be taken here, unless you wish to court the wrath of Kai and Ishir, but the guardians here do offer you a quest, or rather a choice of two quests. There are a five Dessi Magicians in this room which guards this small chapel against intrusions from a Nadziranim sorcerers and his Liganims elsewhere in the dungeon. I will charge you one full round to listen to the quest options if you are interested. There is a Locked Door to the North of this room. The Phase Door through which you entered is in the West, and cannot be used for a couple of rounds.
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Post by eviltb on Apr 15, 2008 2:03:26 GMT -5
Actions:
Move to Druid at B4 and attack until dead Loot each corpse for 2 act Search room, investigate scimitar on bench
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Post by Beowuuf on Apr 15, 2008 6:46:40 GMT -5
Round 6
Beowuuf raises his sword as he walks through the door, but is forced to lower it as a combination of temporary discomfort in his chest yet a feeling of peace hit him at once. The momentery pain is gone, a welcome relief and lightening of his soul. The scene around and the reason for his peace is hard to believe, but it feels so natural he cannot argue.
"Greetings, my kin," says Beowuuf, hoping the formal words and bluesteel weapon and trappings might pass over any questions on his appearance.
Beowuuf remembers his manners and lowers his sword into a respectful gesture, glad now that the disease that had polluted its tip has already gone. "I seek a kidnapped boy in these parts, but my sword is yours if you require assistance in this strange place."
Actions: Listen! (7 activity)
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Post by Simey on Apr 15, 2008 10:32:36 GMT -5
Relieved at having narrowly escaped being torn apart by three unnervingly large wolves, Seren's heart is still pounding as he surveys the room that he has entered.I seem to have moved to B3 - can I have closed the door while still at A3, please? Makes sense to put as much as possible between me and the wolves! Actions:Move to C3 (1 ac.) Loot D3 (2 ac.) Move to C4 (1 ac.) Disarm Trap on chest at C5 (2 ac.) Loot C5 (2 ac.)
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Post by Aguila Saber on Apr 15, 2008 14:57:54 GMT -5
Round 6
You are in a chapel of Kai and Ishir. The chapel is guarded by five Dessi Magicians.
Features: A blessed Altar in the centre of the room.
North=1, West=A, South=9, East=I Location Room A2. Square 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: There is five Dessi Magicians in this room. They are currently not hostile to you.
Actions: Move with the Leader to centre of room and Listen to him.
Details of what you are told is sent through PM.
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