|
Post by Aguila Saber on Apr 21, 2008 12:24:08 GMT -5
Round 9
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: Solve chest puzzle (8 activity)
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.
Note: I will not charge you activity for moving to the chest.
The lid to the chest clicks open when you complete the puzzle correctly. The chest contains: 1 Healing Potion +3d4 Health when used. (Backpack) 1 Opal (Pouch) 1 Wand of Invisibility (Belt or Backpack) . Invisibility lasts 10 rounds or until attack is made. 3 uses remaining. 1 Mana Potion +3d4 Mana when used. (Backpack) 1 Talisman of Health. (Brooch) Increases your maximum Health with 5 points.
Looting one or more of the above will cost you 2 activity.
|
|
|
Post by eviltb on Apr 21, 2008 12:42:01 GMT -5
Post edited
|
|
|
Post by Doomy on Apr 21, 2008 14:45:08 GMT -5
Round 10
The living jellies struck Doomy many times during the combat, but his heavy armour protected him. Silently thankful for the skills of the master craftsmen who forged his ancestral battle armour, Doomy moves through the next phase door, ready for further battle.
Actions: Switch to pistol Reload pistol (2 Activity) Go through phase door A3 (3 Activity, use number 1) That leaves 2 activity for searching objects in the next room, or if that's not permitted I'll waste them on clanking slightly less noisily. Dwarves aren't renowned for that namby-pamby "stealth" nonsense.
|
|
|
Post by Beowuuf on Apr 21, 2008 16:35:28 GMT -5
Round 10
Beowuuf tries to remember the instructions of the mages, the obvious door south causes some confusion. However, the shambling of the undead presents some concern, despite the new magical weapon, Beowuuf decides to press on
Actions: Swap weapons to magical short sword (free) Walk to C5 (5 activity?) Stelath +2 (2 activity) Open door (free)
|
|
|
Post by eviltb on Apr 21, 2008 20:17:03 GMT -5
Actions: Examine table with harvested plants at C1, loot Examine helmet on a shelf at C5, loot Examine table with herbs and bottles at A2, loot
|
|
|
Post by Aguila Saber on Apr 21, 2008 20:53:47 GMT -5
Actions:Examine table with harvested plants at C1. Examine helmet on a shelf at C5. Examine table with herbs and bottles at A2 These actions only cost 3 activity. Do you want to move and try to loot as well? Or what else to do with remaining activity?
|
|
|
Post by Simey on Apr 22, 2008 22:15:25 GMT -5
Seren is tense as he attempts to correctly open the lock on the chest, alert to the possibility of a trap being set off. His concentrated expression relaxes into a satisfied smile as his eyes look over the items revealed when the lid clicks open.
Actions:
Loot C5 (2 ac.) Stow potions, opal and wand, and put brooch on (? ac.) Move back to door at E3 (3 ac.)
|
|
|
Post by eviltb on Apr 23, 2008 1:23:39 GMT -5
Post edited.
|
|
|
Post by Aguila Saber on Apr 23, 2008 15:40:06 GMT -5
Round 10
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 D1 to C5.
Exits: Closed Door towards NORTH (C1) to F3 Locked Door towards EAST (E3) to G4 Open 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 closing in to the north door. Will probably open it soonishly!
You see no enemies in the room which door you just opened.
Actions: Swap weapons to magical short sword (free) Walk to C5 (5 activity) Stelath +2 (2 activity) Open door (free)
Features in the next room at a glance: E4. Hole with Black Liquid C4. A pile of gold crowns. Protected by a weakening diease trap. C2. Silver Shortbow. Coated with a virulent sap for the unwary. I.e. trapped.
Locked Doors to the EAST and the WEST.
|
|
|
Post by Aguila Saber on Apr 23, 2008 15:47:36 GMT -5
Round 10
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 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 D3 to C2 (2 activity) Loot C1 (2 activity) Move C2 to C4 (2 activity) Loot C5 (2 activity)
Neither of the two locations are trapped.
You do not recognize any of the plants at the table. Nothing of use there.
The helmet on the shelf at C5 would provide adequate head protection if worn. Unfortunately for you it was made for someone with a smaller head size than you are. It is a plain item and is not worth a lot. (You may bring it along if you wish, it will take two spaces in your backpack.)
|
|
|
Post by Aguila Saber on Apr 23, 2008 16:09:43 GMT -5
Round 10
You are standing in an operations room. It is full of levels.
Features: D3. A book case with a potion bottle. B4. A sharp looking dagger- B1. A desk by the wall. It has a grenade like item on it.
North=1, West=A, South=9, East=I Location Room D2. Square E3
Exits: Closed Door towards NORTH (C1) to D1. Phase Door towards SOUTH (C5) Phase Door towards EAST (E3) (Recharging) Closed Door towards WEST (A3) to C2.
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.) 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, 6 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: There are no enemies that you can see in this room.
Actions: Switch to pistol (Free) Reload pistol (2 Activity) Go through phase door A3 (3 Activity, use number 1) Search +2 (2 activity)
Search uncovers. D3. The book case is trapped with a poisonous needle trap. B4. The dagger is guarded with a virulent disease trap. B1. There are some poorly concealed herbs on the desk.
The traps are activated with pressure plates in the floor and can be disarmed.
|
|
|
Post by Aguila Saber on Apr 23, 2008 16:18:44 GMT -5
Round 10
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 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: 35.
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) Talisman of Health. (Brooch) Increases your maximum Health with 5 points.
Backpack: 1 Lantern 1 Oil for 50 Rounds. 3 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. 1 Wand of Invisibility. Invisibility lasts 10 rounds or until attack is made. 3 uses remaining. 3 activity to use. 1 Mana Potion +3d4 Mana when used.
Pouch: 1 Opal
Perception: There are no enemies in this room that you can see.
Actions: Loot C5 (2 activity) Move back to door at E3 (3 activity) Start solving puzzle (3 out of 8 activity paid)
If you choose not to try and solve the riddle then you will lose these 3 activity. If you are unsure of the result you can always disarm the trap while considering the answer.
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.
|
|
|
Post by eviltb on Apr 23, 2008 16:19:23 GMT -5
Actions: Move to A2, search and loot Move to C5, search door
|
|
|
Post by Doomy on Apr 23, 2008 16:22:11 GMT -5
Round 11
Doomy's stomach lurches as he goes through yet another teleport. He'll never get used to that sensation.
Actions: Disarm and loot bookcase at D3. (6 Activity) Move to E4. (1 Activity)
Note to AS: The description of the room hasn't been updated.
|
|
|
Post by Beowuuf on Apr 23, 2008 16:44:16 GMT -5
Round 11
Beowuuf can hear the shambling creatures, and knows he does not have much time. The room beyond seems vile for what lies inside, and certainly trapped to kill the unwary. Still, he has spotted the dangers and knows to avoid temptation.
Actions: Stealth +2 (2 activity) Move to C1 next room (1 activity) Close door (free action) Move to A3 (3 activity) Search door (1 activity)
|
|