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Post by Aguila Saber on Apr 18, 2008 14:12:42 GMT -5
Round 7
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 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: Ponder and finally guess at the puzzle (8 activity)
The lock does not open but but it changes to reveal more clues. You also sense an electrical charge building in the chest. Guessing wrong again could prove painful
You are now faced with a Lock that looks as follows: (Unlocking will take 1 round = 8 activity.)
= x = z = 1 5 3 5 6 8 7 4 6 1 4 7 X 5 2 1 9 6 2 4 4 6 4 6 4 = x = x =
To open the Lock, you will need to solve the above puzzle.
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Post by Beowuuf on Apr 19, 2008 3:31:33 GMT -5
Round 8
Beowuuf shudders at the shambling undead even as he hefts his bluesteel blade. Thye bring back too many memories, most not his own though some are from Maakengorge. He has rarely fought these horrors, and has little desire to do so now.
If he has to fight them, he has a little time to ensure that he will not be attacked from the southern door. Better yet would be the possibility that his route onwards also contains a means to block off these creatures from following him.
Actions: Stealth +3 (3 activities) Move from A3 to C5 (4 activities)
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Post by Aguila Saber on Apr 20, 2008 0:59:55 GMT -5
Round 8
You are in an eerie chamber with burnt vegetation. Something have recently devastated this place. There are a number of weapons strewn across this room, although most of them look beyond repair a couple of them look serviceable
Features: D1: A Shortsword. (Light weapon) D1: A Longbow with Quiver and Arrows. (Ranged weapon) A4: A Broadsword (two-handed).
North=1, West=A, South=9, East=I Location Room F4. Square F3:A3 -> C1
Exits: Open Door towards NORTH (C1) to F3 Locked Door towards EAST (E3) to G4 Closed Door towards SOUTH (C5) to F5. Closed Door towards WEST (A3) to E4.
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: The Zombie you noticed earlier is moving towards you, the first of them is close to the door-way to your previous room when you sneak into your new room. You still do not know how many of them there are.
Actions: Stealth +3 (3 activity) Move from A3 to C5 to C1 (South room) (4 activity)
You do not notice anything of importance in your new room. No traps and no enemies.
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Post by Aguila Saber on Apr 20, 2008 1:15:42 GMT -5
Round 8
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 B3 -> D3
Exits: Open Door towards WEST (A3) to G1. Open Door towards SOUTH (C5) to H2 Open Door towards EAST (E3) to I1.
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) BA: 4. Magic Dagger (Light weapon, piercing damage, lightly damaged, +1 Magical damage.) NAK cloak (Cloak, +2 Stealth)
Backpack: 3 Healing Potions 2 Boompowder and Bullets, 7 charges.
Pouch: 7 Lune
Perception: You notice no new enemies this round.
Actions: Loot work-bench (2 activity) Move B3 to D3 (2 activity) Loot corpses at D2 (4 activity)
The workbench contains a scimitar. Scimitar: Good condition, Slashing, Magical (+1 to hit and +1 to damage)
The two druids have the following items on them: 9 Lune Sickle (Diseased: 8 Rounds, Light weapon, Badly damaged) Sickle (Diseased: 15 Rounds, Light weapon, Damaged) 3 Acid Flasks
Indicate which of these items you wish to keep. (Cost of keeping them is included in the activity spent this round.)
You notice no traps or anything hidden in the room this room.
The Plague Poles are sources of disease which you can use as described in the Game thread.
Edit: Corrected/Updated door info.
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Post by Aguila Saber on Apr 20, 2008 1:30:38 GMT -5
Round 8
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 B5 to C3
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 are in combat with three Jellies:
Blue Jelly (Aware) at E3. 9 Health Blue Jelly (Unaware) at D5. 13 Health Red Jelly (Aware) at C3. 6 Health
Actions: Move and Attack Jellies with Axe till all are dead.
0 activity Doomy starts moving B5 to C5
1 activity Doomy reaches C5 and starts attack on Blue Jelly at D5
3 activity Doomy attacks Blue Jelly, auto-hits Damage: 2 + 1d8 = 5 damage. Blue Jelly has 8 Health left. Splash damage: 1 Cold is absorbed by Doomy's armour.
5 activity Dooy attacks Blue Jelly. Attack: 2 + 8 = 10 >=5. Hit. Damage: 2 + 6 = 8 damage. Doomy kills Blue Jelly. Splash damage: 1 Cold is absorbed by Doomy's armour.
7 activity: Doomy moves from C5 to C3. (Best position for next round and there is no time for another attack this round.)
End of Round: Blue Jelly attacks Doomy. Attack: 1 + 5 = 6 < 7. Miss.
Red Jelly attacks Doomy. Attack: 0 + 9 = 9 > 7. Hit. Damage: 1 Fire damage. Damage is absorbed by Doomy's armour.
Combat End: Blue Jelly at E3. 9 Health Blue Jelly at D5. Dead Red Jelly at C3. 6 Health
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Post by Beowuuf on Apr 20, 2008 2:52:32 GMT -5
Use up the last activity crossing into the new room - I'm just scared of getting surronded by critters, then again that could happen while battling the zombies anyway - at least stealth rushing into the next room I could try to kill someone instantly
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Post by Doomy on Apr 20, 2008 4:02:27 GMT -5
Not much to say this round, apart from "keep it up!"
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Post by Simey on Apr 20, 2008 8:44:29 GMT -5
Having no greater idea as to the correct answer to the lock's question after the change, and sensing that he only has a one in eight chance of avoiding a hefty, perhaps fatal, shock, Seren decides that he can more safely continue to mull the problem over in his mind while he investigates other parts of the room.
Actions:
Move to E4 (2 ac.). Loot E4 (2 ac.). Move to E3 (1 ac.). Loot E3 (2 ac.) to try and see how to unlock the door. Search C1 (1 ac.)
By the way, I did ask to close the door at A3 on my way in - is it okay to have it closed?
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Post by eviltb on Apr 20, 2008 13:34:03 GMT -5
The Ceners here are certainly better equiped than I had though, still it did not help them live any longer. Such weakness they have paid for with their lives! I take the weapons and the acid flasks, again these should prove useful. Now, time to find a why out of this rats nest...
Actions: Take Lune Take acid flasks and put all in backpack Discard broadsword Take scimitar Move to A3 Go stealth Move W into next room
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Post by Aguila Saber on Apr 20, 2008 14:58:59 GMT -5
Round 8
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. (Looted)
North=1, West=A, South=9, East=I Location Room B9. Square C4 -> E3
Exits: Closed 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. 1 Potion of Sharpeye. Improved Darkvision for 10 Rounds when used.
Pouch: Empty
Perception: There are no enemies in this room that you can see.
Actions: Move to E4 (2 activity) Loot E4 (2 activity) Move to E3 (1 activity) Search E3 (2 activity) Search C1 (1 activity)
The bottle at E4 is a Potion of Sharpeye. Improves Darkvision for 10 rounds when used. I've added it to your inventory.
Search of the NORTH door does not reveal a trap.
Chest Puzzle: = x = z = 1 5 3 5 6 8 7 4 6 1 4 7 X 5 2 1 9 6 2 4 4 6 4 6 4 = x = x =
To open the Lock, you will need to solve the above puzzle.
Search of the WEST door reveals a pressure traps. Failure to open the door will wind you and possibly stun you for a time.
On the Door is the following Riddle:
Its orange eye blinks. The burning tears flow. But what its sorrow is, None may ever know.
A number of reliefed symbols are engraved on the door in a 12 x 12 map. They are too numerous to name by what they depict here, but if you know the answer you will be able to push the symbol in likeness of your answer.
It will cost you 8 activity to make a guess and press the relevant symbol.
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Post by Beowuuf on Apr 20, 2008 17:00:47 GMT -5
Round 9
Close door (free) Stealth +3 (3 activity) Move C1 to D1 (1 activity) Loot sword (search plus grab, 2 activity) Search door C5 (1 activity)
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Post by Simey on Apr 20, 2008 18:11:02 GMT -5
Seren is busy wondering if any of the myriad small symbols might depict a volcano when a thought suddenly strikes him and he hurries back towards the chest.
Actions:
Move to C4 (3 ac.). Enter answer '6' on chest lock (5 ac. this round + 3 ac. next round).
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Post by Aguila Saber on Apr 21, 2008 11:53:10 GMT -5
Round 9
You are in an eerie chamber with burnt vegetation. Something have recently devastated this place. There are a number of weapons strewn across this room, although most of them look beyond repair a couple of them look serviceable
Features: D1: A Longbow with Quiver and Arrows. (Ranged weapon) A4: A Broadsword (two-handed).
North=1, West=A, South=9, East=I Location Room F4. Square C1 to D1.
Exits: Closed Door towards NORTH (C1) to F3 Locked Door towards EAST (E3) to G4 Closed Door towards SOUTH (C5) to F5. Closed Door towards WEST (A3) to E4.
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.) BA: 3 Magic Shortsword (Weapon, Slashing. Good condition. +1 Magic damage.) 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: You notice no enemies this round. The zombies are no doubt shambling around in the room you just left.
Actions: Close door (free) Stealth +3 (3 activity) Move C1 to D1 (1 activity) Loot sword (2 activity) Search door C5 (1 activity)
Added the Shortsword to your inventory.
You find no traps on the south door, and you notice nothing new in the room itself.
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Post by Aguila Saber on Apr 21, 2008 12:01:42 GMT -5
Round 9
You are standing in what appears to be a simple work-place for preparing herbs and making them into potions. It seems that someone worked in this room very recently. There is a stench of rotting meat in this room and a few desert foxes lie torn open on the floor.
Features: A table with harvested plants at C1. A helmet on a shelf at C5. A table with herbs and bottles at A2.
North=1, West=A, South=9, East=I Location Room G1. Square H1:D3 to D3
Exits: Open Door towards WEST (A3) to F1. Closed Door towards SOUTH (C5) to G2. Open Door towards EAST (E3) to H1.
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: 1. Magic Scimitar (Good condition, Slashing, +1 magical damage) BA: 4. Magic Dagger (Light weapon, Piercing, Lightly damaged, +1 magical damage.) NAK cloak (Cloak, +2 Stealth)
Backpack: 3 Healing Potions 2 Boompowder and Bullets, 7 charges. 1 Acid Flasks (3 vials/charges)
Pouch: 16 Lune
Perception: You notice no new enemies this round.
Actions: Move to A3 (3 activity) Stealth +3 (3 activity) Move into next room (2 activity)
You do not notice anything of importance this round.
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Post by Aguila Saber on Apr 21, 2008 12:12:29 GMT -5
Round 9
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 C3 to D3
Exits: Closed Door towards NORTH (C1) to G1. Phase Door towards SOUTH (C5) (Recharging) Phase Door towards WEST (A3).
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 are in combat with Jellies:
Blue Jelly at E3. 9 Health Blue Jelly at D5. Dead Red Jelly at C3. 6 Health
Actions: Move and Attack Jellies with Axe till all are dead.
2 activity Doomy attacks Red Jelly. Attack: 2 + 3 = 5 >= 4. Hit. Damage: 2 + 1d8 = 8 damage. Doomy kills Red Jelly. Splash damage: 1 Fire is absorbed by Doomy's armour.
3 activity Doomy moves to D3 and starts attacking Blue Jelly.
5 activity Doomy attacks Blue Jelly. Attack: 2 + 8 = 10 >=5. Hit. Damage: 2 + 4 = 6 damage. Blue Jelly has 3 Health left. Splash damage: 1 Cold is absorbed by Doomy's armour.
7 activity: Doomy attacks Blue Jelly. Attack: 2 + 7 = 9 >=5. Hit. Damage: 2 + 6 = 8 damage. Doomy kills Blue Jelly. Splash damage: 1 Cold is absorbed by Doomy's armour.
All the Jellies have been defeated. They are now little more than a gelantinous liquid on the floor.
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