|
Post by Aguila Saber on Apr 15, 2008 15:10:35 GMT -5
Round 6
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 -> B3
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.
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, Lightly damaged) 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 in combat with Cener Druids
Druid apprentice 1. Dead at D2 Druid apprentice 2. Dead at C3 Druid apprentice 3. Dead at D2 Druid at B4, 16 Health
There is a scimitar lying on the workbench at B3
Actions: Hmmm.... no psychic attack. Right. You forget to use it this turn. Move and Attack druid at B4 until dead
Combat Log:
0 activity: The Druids psychic attacks eviltb. eviltb resists all the damage.
Initative: eviltb: 3 + 1 = 4 Druid: 1 + 4 = 5
2 activity eviltb reaches B3 and starts attacking the Druid.
3 activity Druid makes Ranged Magical attack on eviltb. Attack: 3 + 1 = 4. Miss.
4 activity. eviltb attacks Druid Attack: 3 + 3 = 6 >= 6. Hit. Damage: 7 damage. Druid has 9 Health left.
5 activity Druid attacks eviltb Attack: 1 + 1 = 2 < 8. Miss
6 activity. eviltb attacks Druid. Attack: 3 + 0 = 3 < 6. Miss. Your damage is now lightly damaged.
8 activity. eviltb attacks Druid. Attack: 3 + 7 = 10 >= 6. Hit. Damage: 4 damage. Druid has 5 Health left.
Combat Round End: Druid apprentice 1. Dead at D2 Druid apprentice 2. Dead at C3 Druid apprentice 3. Dead at D2 Druid at B4, 5 Health
|
|
|
Post by Aguila Saber on Apr 15, 2008 15:33:03 GMT -5
Round 6
You are standing in an operations room. It is full of levels.
Features: A green level on A1 A blue level on A5 A red level on E1 A black level on E5
North=1, West=A, South=9, East=I Location Room G2. Square C5
Exits: Closed Door towards NORTH (C1) to G1. Phase Door towards SOUTH (C5) (Recharging) Phase Door towards WEST (E3).
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, 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.) Cloak of Awareness (+2 Perception)
Backpack: 2 Boompowder and Bullets, 7 charges. 4 Healing Potions (x4) 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 two spots of gelantinous blue fluid. You can see some movement within the liquid. They could potentially be dangerous, but you have no way of telling.
Actions: Don Cloak (1 activity) Loot 1 cut-throats (2 activity) Move E3 to C1 and enter Phase Door (3 acitivty) Search of new room (1 activity)
You find the following on the cutthroat: 1 Dagger (Damaged) 6 Lune
If you want to keep any of the above then state so in your next post and I will amend your inventory.
|
|
|
Post by Aguila Saber on Apr 15, 2008 15:45:08 GMT -5
Round 6
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 B3 -> C4
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: Move to B3 -> C3 (1 activity) Loot D3 (2 activity) Move to C4 (1 activity) Disarm Trap on chest at C5 (2 activity) 2 activity unspent; can be used to unlock chest.
When you try to loot the silver box you notice that it is a cunningly placed illusion with a booby trap for the potential adventurer who would try to steal the silver box. You spend the 2 activity concluding that there is nothing to be had here.
You disarm the trap on the chest. You are now faced with a Lock that looks as follows: (Unlocking will take 1 round = 8 activity.)
8 7 4 6 1 4 7 X 5 2 1 9 6 2 4
To open the Lock, you will need to solve the above puzzle. What number do you want to place on the spot where the X is?
|
|
|
Post by Doomy on Apr 15, 2008 15:46:26 GMT -5
Round 7
I take it the levels are coloured pads on the floor, so I have to stand on one to activate it?
I'll take the 6 Lune but leave the dagger.
Doomy looks around the room. Another phase door beckons, but the dwarf decides to investigate this room a little more closely first, and wonders what secrets the coloured levels may unlock. He also regards the gelatinous spots on the floor with suspicion, and hopes they do not creep up on him...
Actions Search all four levels and the two gelatinous spots. (6 activity) I seem to have already spent 1 activity on searching the room, so that's all 7 accounted for.
|
|
|
Post by Aguila Saber on Apr 15, 2008 16:07:21 GMT -5
Round 7I take it the levels are coloured pads on the floor, so I have to stand on one to activate it? I'll take the 6 Lune but leave the dagger. Doomy looks around the room. Another phase door beckons, but the dwarf decides to investigate this room a little more closely first, and wonders what secrets the coloured levels may unlock. He also regards the gelatinous spots on the floor with suspicion, and hopes they do not creep up on him...ActionsSearch all four levels and the two gelatinous spots. (6 activity) I seem to have already spent 1 activity on searching the room, so that's all 7 accounted for. They are levels you can pull. It will take some strength to do so, so you will need to be on that square to do so. To operate a level is a 1 activity cost. As for the gelantinous spots, they are on: E2 and E5. The seventh activity was an unspent activity from last round, so you still have 1 activity left which you could use to move.
|
|
|
Post by Doomy on Apr 15, 2008 16:12:53 GMT -5
Ahh, leve rs. I get it. Move me one space closer to the blue one please.
|
|
|
Post by eviltb on Apr 15, 2008 17:07:04 GMT -5
Oh, whoops I did forget to fear the guy....oh well, he's still alive anyway so....
Actions Psychic fear on Druid Attack druid until dead Loot corpses for 2 activity each
|
|
|
Post by Aguila Saber on Apr 16, 2008 13:19:33 GMT -5
Hmmm... will wait one day for Beowuuf and Seren to think about their situation and post their next round.
So, next round posted tomorrow.
|
|
|
Post by Beowuuf on Apr 16, 2008 13:40:31 GMT -5
Give me a chance to eat and settle back home!
Pm already sent ;D
Round 7
Beowuuf listens intently to the charge of the mages and the perils they face here. The kidnapper certainly chose an interesting place to take the son, probably not
"As I search I shall find the ones who potentially threaten you so," says Beowuuf, "you can trust my sword as you can trust my word."
Beowuuf then turns around - his prey lies in this area of the dungeon, providing he is still 'here' after using the phase door. He bows farewell, declining to ask for blessing before the service that would earn it. South seems the best - onwards!
Action: Stealth +3 (3 activity) Move from C3 to C2 in next room (4 activity) or move into room and search closest (2 and 2)
|
|
|
Post by Aguila Saber on Apr 17, 2008 13:19:20 GMT -5
Round 7
You are in a dank and poorly lit chamber. Water is running in water troughs to feed small bushes around this room. The water appears to come from a font in this room.
Features: A semi-precious Aventurine lying in the water at D3. The top of the font from where the water is emerging appears to be partly made of gold at B2. The plants at E3 by the east door looks interesting.
North=1, West=A, South=9, East=I Location Room F3. Square A3
Exits: Closed Door towards NORTH (C1) to F2 Open Door towards EAST (E3) to G3 Open Door towards SOUTH (C5) to F4.
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. 1 Crystal Explosive
Pouch: 1 Dessi Magician's Key
Perception: There is a Zombie in the room to the EAST. It appears to have seen you and gives out a wailing sound which is answered by others in the room. Although you cannot see more than the one Zombie it is bound to have some comrades nearby and they are slowly shuffling towards you!
Actions: Accepting the explosive and the Key ( 2 activity) Guided out of the room through a back entrance to the room to the EAST (3 activity) Stealth +2 (2 activity)
You do not notice anything of importance in your new room.
|
|
|
Post by Aguila Saber on Apr 17, 2008 13:34:12 GMT -5
Round 7
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 -> B3
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.
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, Lightly damaged) 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 in combat with Cener Druids
Druid apprentice 1. Dead at D2 Druid apprentice 2. Dead at C3 Druid apprentice 3. Dead at D2 Druid at B4, 5 Health
There is a scimitar lying on the workbench at B3
Actions: Psychic fear on Druid Attack druid until dead Loot corpses for 2 activity each
Combat Log:
Initative: eviltb: 3 + 2 = 5 Druid: 1 + 9 = 10
0 activity: The Druids psychic attacks eviltb. eviltb resists all the damage.
eviltb psychic attacks the Druid. Druid resists all the damage.
Psychic fear: 2 + 8 = 10. DC = 2 + 6 = 8. Success.
2 activity eviltb attacks Druid Attack: 3 + 4 = 7 >= 6. Hit. Damage: 2 damage. Druid has 3 Health left.
3 activity Druid makes Ranged Magical attack on eviltb. Attack: 3 + 3 = 6 < 8. Miss.
4 activity. eviltb attacks Druid Attack: 3 + 9 = 12 >= 6. Hit. Damage: 7 damage. eviltb kills Druid.
6 activity. eviltb loots Druid at B4. Gives 6 Lune. Sickle (Light weapon, slashing damage, Good condition, Diseased for 12 Rounds) Magic Dagger (Light weapon, piercing damage, lightly damaged +1 to Hit, +1 Magical damage.)
8 activity eviltb loots Druid at C3. Gives 1 Lune Sickle (Light weapon, Slashing damage, Damaged, Diseased for 11 Rounds.)
Note which of these items you intend to keep.
Combat Round End: Druid apprentice 1. Dead at D2. Druid apprentice 2. Dead at C3. Looted Druid apprentice 3. Dead at D2. Druid. Dead at B4. Looted. Looted.
|
|
|
Post by Aguila Saber on Apr 17, 2008 13:50:18 GMT -5
Round 7
You are standing in an operations room. It is full of levels.
Features: A green level on A1 A blue level on A5 A red level on E1 A black level on E5
North=1, West=A, South=9, East=I Location Room G2. Square C5 to B5
Exits: Closed Door towards NORTH (C1) to G1. Phase Door towards SOUTH (C5) (Recharging) Phase Door towards WEST (E3).
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, 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.) Cloak of Awareness (+2 Perception)
Backpack: 2 Boompowder and Bullets, 7 charges. 4 Healing Potions (x4) 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 now see two spots of gelantinous blue fluid and one of red fluid. That they are dangerous only becomes too apparent when one of them fires at you with a chilly blue lance of cold. The red jelly is now also animated and you see movement within.
Blue Jelly (Aware) at E3. Blue Jeely (Unaware) at D5. Red Jelly (Aware) at C3.
Actions: Search all four levels and the two gelatinous spots. (6 activity) Move C5 to B5 (1 activity)
There is nothing noteworthy about the levers.
The gelantinous spots are some form of simple life.
Blue Jelly attacks Doomy. Attack: 1 + 9 = 10 >= 7. Hit. Damage: 2 Cold damage. Damage is reduced to 0 by the Platemail.
|
|
|
Post by Doomy on Apr 17, 2008 13:58:48 GMT -5
As the jellies commence their attack Doomy realises he was right to be suspicious of them. However he does not believe they are a major threat and decides to engage them at close quarters.
Actions Move towards the closest jelly and melee it using my axe. If it dies attack the next one.
|
|
|
Post by Simey on Apr 18, 2008 6:29:43 GMT -5
Seren suddenly realises he's been staring at the numerical puzzle for a long time without any solution even hinting that it might pop into his head, so he decides - merely on the basis that it is a number he cannot see - to take a random guess at the answer.
Actions: Ponder for ages (8/16/24/however many rounds I've missed X 8 ac.). Enter '3' as solution.
|
|
|
Post by eviltb on Apr 18, 2008 6:33:58 GMT -5
The druids lay dead on the ground, once again the worthless Cener are no match for the skills of a true servant of Naar. I rummage through their possesions and take a further look into the room
Actions: Loot other corpses for 2 Act Take Lune, Magic Dagger Equip Dagger Examine bench with scimitar Examine workbenches/cupboards/rest of room I havnt looked at keeping an eye out for trap
|
|