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Posted

"Do you think the door would open if we only destroyed the lock?" Eric asked his companions.

"That's possible.. try focusing on the lock with your axes."

Posted

"Okay then, I'll try to destory the lock" Eric said and slashed away at the lock with his axe.

Eric attacks the lock from the front row, using his axe.

Posted

RESULTS OF ROUND TWO

Raiju vs. Sewer Gate - Hit

Namyrra vs. Sewer Gate - Spell Aim

Eric vs. Sewer Gate - Hit

Tesni vs. Sewer Gate - Defended Damage

Maurice vs. Sewer Gate - Special Damage

The party continues hacking away at the gate. So far it looks like they have not woken any thieves while breaking through this gate. Raiju whacks at the gate, sending bolts of lightening through the bars, followed up by Namyrra's well aimed lightning spell. Eric decides to attack the lock, thinking that it might be the thing holding the gate shut. He manages a nice solid hit but the lock still holds tightly. Tesni swings her mighty sword at the hinges but only manages to bump her hand on the post. Maurice manages to find the post, but the shockwave from striking the solid steel sends a shiver through his mace and rattles his bones.

Enemies

6967713854_2970b8d773_q.jpg

Sewer Gate

Type: Mechanic

Level: 0

Health: 268/500

Special: Rebound - The attack rebounds off the metal sending a shockwave through the attacker's weapon (if handheld) for 1/2 damage to the attacker. If the attacker is using a ranged weapon, the attack will ricochet and hit a random ally for 1/2 damage. Magic attacks ignore this special.

Gate Lock

Type: Mechanic

Level: 0

Health: 40/100

Party

namyrra_training_hall_avatar.jpg

Namyrra Uq, Level 17 Evoker (quarryman)

Power: 25 *Encouraged*

Health: 23/24

Ether: 4/22

Gold: 57

Inventory: Lullaby wand (WP: 8, sleep-effect), bone-staff (WP: 3), Gems: Amethyst, Opal, Emerald, Topaz, Garnet. Scrolls:

Blindness. Other items: 4 Potions, 2 Grand Tonics, 2 Smelling Salts, venom, bedroll, bone, 2 Phoenix Essence, Mead, Holy Bomb, Flash Bomb, Elixir,Ether Core

raiju_avatar.jpg

Raiju (summoned)

Type: Lightning

Power: 17 *Encouraged*

tesniav2.jpg

Tesni Hightribe, Level 21 1/3 Berserker (peppermint_m) *Party Leader*

Power: 35 *Encouraged*

Health: 37/37

Gold: 275

Inventory: Dryw ar Zoot, Longsword (WP:14), Mockthril Shield (SP:5),Cysgodion the Great Sword of Darkness (WP: 11, Darkness), Cryfder (WP:6), 2 Phoenix Essence, 4 Potions, 3 Mead,4 Venom, Nostrum, Timekeeper, Bone

heroica_maurice02small.jpg

Maurice Ratibor Level 15.5 Cleric (etzel)

Power: 19 *Encouraged*

Health: 24/24

Ether: 8/19

Gold: 394

Inventory: Mace WP5 - Helmet +1 max. health - Scroll of Sleep - 2 Potions - 2 Tonics - 2 Ether Cores - 2 Remedies - 2 Phoenix Essences - 2 Venom - Floral Bomb - Water Bomb - 2 Fire Bombs - Diamond - Bag of Holding [box 1] - Torch - Bone - Elixir

eric_2_small.jpg

Eric, Level 18 Raider (khorne)

Power: 29 *Encouraged*

Health: 33/33

Gold: 167

Inventory:Godricsleif (WP:11; Ice-elemental); Drengazuli Grom'az (WP:6; Twin axe*, Lightning-elemental); Scroll of Sleep; Fire bomb; Lightning bomb; Venom; Mead (2x); Smelling Salts (1x)

The next round will be played automatically.

RESULTS OF ROUND THREE

Raiju vs. Sewer Gate - Hit

Namyrra vs. Sewer Gate - Spell Aim

Eric vs. Gate Lock - Extra Critical Hit

Tesni vs. Sewer Gate - Defended Counter

Maurice vs. Sewer Gate - Miracle

The heroes forge onward with the battle. Raiju and Namyrra again damage the gate with lightning. Eric takes a mighty blow to the lock, smashing it to pieces that fall to the floor. Tesni swings at the gate and nearly misses but manages to strike the steel bars at the last moment, the gate swings open wide and the heroes can pass through with ease. Just before the battle ends, Maurice manages to convince his god that they all need healing and performs a Miracle.

THE BATTLE IS VICTORIOUS!

All party members gain a partial level.

Party

namyrra_training_hall_avatar.jpg

Namyrra Uq, Level 17.5 Evoker (quarryman)

Power: 25

Health: 24/24

Ether: 2/22

Gold: 57

Inventory: Lullaby wand (WP: 8, sleep-effect), bone-staff (WP: 3), Gems: Amethyst, Opal, Emerald, Topaz, Garnet. Scrolls:

Blindness. Other items: 4 Potions, 2 Grand Tonics, 2 Smelling Salts, venom, bedroll, bone, 2 Phoenix Essence, Mead, Holy Bomb, Flash Bomb, Elixir,Ether Core

tesniav2.jpg

Tesni Hightribe, Level 21 2/3 Berserker (peppermint_m) *Party Leader*

Power: 35

Health: 37/37

Gold: 275

Inventory: Dryw ar Zoot, Longsword (WP:14), Mockthril Shield (SP:5),Cysgodion the Great Sword of Darkness (WP: 11, Darkness), Cryfder (WP:6), 2 Phoenix Essence, 4 Potions, 3 Mead,4 Venom, Nostrum, Timekeeper, Bone

heroica_maurice02small.jpg

Maurice Ratibor Level 16 Cleric (etzel)

Power: 20

Health: 25/25

Ether: 18/20

Gold: 394

Inventory: Mace WP5 - Helmet +1 max. health - Scroll of Sleep - 2 Potions - 2 Tonics - 2 Ether Cores - 2 Remedies - 2 Phoenix Essences - 2 Venom - Floral Bomb - Water Bomb - 2 Fire Bombs - Diamond - Bag of Holding [box 1] - Torch - Bone - Elixir

eric_2_small.jpg

Eric, Level 18.5 Raider (khorne)

Power: 29 *Encouraged*

Health: 33/33

Gold: 167

Inventory:Godricsleif (WP:11; Ice-elemental); Drengazuli Grom'az (WP:6; Twin axe*, Lightning-elemental); Scroll of Sleep; Fire bomb; Lightning bomb; Venom; Mead (2x); Smelling Salts (1x)

Before the heroes lies a path headed North and a path headed East.

Which way will you go?

Posted

The party continues North. The hallway twists and turn but they can tell they area still going farther and farther North. They come to another junction. The paths head North and East, on the wall they see a symbol.

6925518868_3668ce7695_n.jpg

Which way will you go now?

Posted

The party continues North. The hallway twists and turn but they can tell they area still going farther and farther North. They come to another junction. The paths head North and East, on the wall they see a symbol.

6925518868_3668ce7695_n.jpg

Which way will you go now?

"That symbol keeps popping up, I hope it means we are on the right way."

Posted

The party heads North. The path is straight but ends soon at a wall, though there are two paths veering off. The heroes can choose to turn West or East or go back (South).

Posted

They head East and soon come to another dead end. There is an opening to the North which leads to another junction heading West and South.

Will you go West, South, or back?

Posted

Maurice leaves the party and heads a little way down the passage to the West. Without any of the noisy party members, he hears only the crackle of the torch fire and his own quiet cleric footsteps. A mouse skitters by him and runs into the darkness beyond. The hallway seems to continue on and on in a straight line headed West. After a few minutes of walking with no change, he decides to head back and report his findings to the others.

Posted

The intrepid heroes head West down the long dark hallway. After a half hour of walking, they come to a wall. There are no other exits from the hall and they are forced to go back to the previous junction. They are now faced with a choice of South down the new path or South to the previous junction (the wall with symbol).

Posted

"And Tesni, maybe you should check the timekeeper? With all the noise we've been making lately we might not have heard it do the bingbongdingdong thing."

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