Subject: Round 3 - The Round where some things are revealed...
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Posted on: 2016-11-28 14:18:14 UTC

"Another group of 'adventurers' have arrived." The figure that spoke was crouched over a divining pool. watching as it showed the room the party were in. Their figure was hidden by a long hooded robe. "They seem less experienced than the previous ones who came. Shall I release the gas my lord?"

"No, child. Let them come. Although I doubt they will do little more than expand our army of undead, it is still refreshing to see some more morsels come to the challenge."

"Very well, my lord. Is that why you removed their equipment?"

"Yes, my child. They would of been no challenge with the rubbish they had. At the very least now we can enjoy a challenging hunt. Is the pool set up to see each of the rooms?"

"Yes my lord."

"Good."


Virro: (3) You look around for some kind of ranged weapon on the weapon racks. Noticing a few bows you can't quite make up your mind which one you want.

Evard: (11) You find a fine piece of Studded Leather Armour, specifically made for Tako's. You put it on and feel the magic wash over you as you do so. Looking down, you realise you have briefly become invisible, a real boon for a Rogue like you. Gained Studded Leather Armour(+4, Invisibility)

Uriel: (6) Noticing that Evard has picked up the only 2 daggers from the wall, and seeing as you are currently unable to see the Tako to ask if you can borrow one, you instead decide to pick up a small mace that catches your eye. Turning back to your teapot, before you can do anything you notice a droplet of liquid falling from the ceiling and landing in the spout of the teapot, sliding down and mixing with the tea itself. Rushing over you open the lid but cannot smell or see anything wrong with the tea. Gained Mace(+1), Tea

Keegra: (2) Heading over to the Eastern door you trip up and smack your head against the door, even with your thick skull it hurts and the door doesn't come away fine either, not only is it forced open it also has a hole in it where your head hit it. (-1 Injury, 1 round remaining). Unfortunately the noise of your crash seems to reverberate through the dungeon, and the door at the other end of the corridor opens. Out steps an Orc... Gained Concussion (-1 Injury, 1 round remaining)

Xiv'riit: (8) Guarding the Southern doorway, you hear Keegra trip over, and decide to check if she is OK. Moving to the Eastern doorway you Notice she has banged her head and is slowly getting up off the floor. You notice the Orc at the other end of the corridor and step in front of where Keegra is stand, bravely brandishing your Spork and preparing to see what the Orc will do.

Kali: (6) Despite your searching, you can only find one piece of armour than you can wear that is both light for you to use, and small enough for a Halfling. It looks a bit old and as if it's been in a few fights, but it'll still help protect you, and that's what matter, right? Gained Leather Armour(+1)

Yeleni: (5) Searching rather randomly, as if you're not quite sure what you are looking for, you come across a nice Quarterstaff. Pleased with your find, you notice the Orc at the end of the Eastern corridor and wonder if you're going to put your new weapon to use soon. Gained Quarterstaff(+2)

Orc 1: (11 - 1Cir = 10) Noticing the adventurers at the other end of the corridor, Orc 1 grunts something in his native language before charging towards the fallen Keegra. Thankfully Xiv'riit gets in the way before Orc 1 can take on the fallen and concussed Half-Orc

Combat!: (Orc 1 vs Xiv'riit. Orc 1 gets 21 (20 + 1 Damage) vs Xiv'riit gets 7 (2 + 5) Xiv'riit loses 14 Health. As a natural 20, Orc 1 gets a second attack, 11 vs 7, Xiv'riit loses a further 4 Health.) Many elves and dwarves know how lethal an Orc charge can be, having fought against the barbarians dozens of times in the past. This Orc must either be a veteran of one of those charges, or have been taught exactly how to charge as he smashes into Xivriit, managing to get two attacks off against the Shardmind as it can barely move in terror. The Orc's Longsword gouges a large wound in the Shardmind's side, before the second hit smashes into the Shardmind's shield arm. Things do not look good for the Shardmind, and the Orc knows it.

Characters:

Virro: Weapons - , Armour - , Other - (+1 Cir when guarding a door or doorway), Health 26/26

Evard: Weapons - Dagger(+2), Dagger(+1), Armour - Studded Leather Armour(+4, Invisibility), Other - Invisibility (Can turn invisible for one round (counts as a passive action), Cannot be noticed or attacked by enemies whilst invisible, +1 Circumstance when attacking whilst invisible. Invisibility can be activated once every 4 Rounds (Rounds Remaining 4)). Health 23/23

Uriel: Weapons - Gained Mace(+1), Armour - , Other - Tea, Health 29/29

Keegra: Weapons - , Armour - , Other - Concussion (-1 Injury, 1 round remaining), Health 22/22

Xiv'riit: Weapons – Spork(+3), Armour - , Other - , Health 10/28

Kali: Weapons - , Armour - Leather Armour(+1), Other - , Health 12/12

Yeleni: Weapons - Quarterstaff(+2), Armour - , Other - , Health 26/26

Orc 1: Weapons - Longsword(+1), Armour - Studded Leather Armour(+3), Other- , Health 26/26

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