Subject: Round 10 - Kleptomaniac's Anonymous
Author:
Posted on: 2016-12-15 01:43:03 UTC

Virro: (8) You manage to successfully use your Necromantic heritage to bring Zombie 2 under your control, however you feel that what is left of its mind is resisting you and you fear you shall not be able to control it forever, and once it does escape your control you will not be able to try and take control of it again.

Evard: ()

Uriel: (10) You loot two of the graves, Besides the remains of two elves in both of them you find a pair of Clubs(+2) and two sets of Leather Armour(+2). Swinging one of the clubs to test it out, you accidentally hit the odd-coloured part of the Southern wall of Room 4 and watch in surprise as the illusion collapses, the corridor continues South for a small bit before stopping at a door with the number 10 on it.

Keegra: (10) Despite how much you want to loot the bodies, there is still a zombie next to you, You decide to smash it to death quickly and THEN loot the bodies. (Fight!: Keegra gets (20 + 4Dam = 24) vs Zombie 2 gets (11 + 6 + 2Arm = 19) Keegra does 5 Damage, Zombie 2 dies) Quickly stomping the Zombie into the dirt (literally) you set about looting, picking up a nice number of teeth (11) from the dead Zombies. Leaning down to loot the now-deceased Zombie, you take it's Leather Armour(+2) and its Club(+2) before noticing its belt, unstrapping it from around its waist and picking it up you feel the magic coming from it. Putting it on you discover it is a Belt of Monk Training(+1Dam when unarmed), normally used by novice monk's who are training to make their fists the deadly force that yours are.

Xiv'riit: (11) Noticing Keegra's continued assault on the Zombie you try to use your healing prowess to aid her. Your magic almost seems to be expecting this and another powerful burst of healing magic goes through the area, affecting those in the starting room, the Orc barracks and the Zombie cemetery as well as the corridor that links the three. (Everyone in the area gains 4 Health, apart from Undead who lose 4 Health, this health can go beyond a persons normal max health.)

Kali ()

Yeleni: ()

Priya: () Having heard of the group of adventurers planning to conquer the Bore-Hole and beat Paarnax, you headed out from your homeland to join them. Unfortunately you arrive after they had set out and you have always been behind until now. Entering into the starting room, you barely notice the members of the party still in the room, or the fact that the door behind you has slammed shut and seemingly melded back into the wall again. Scampering down the corridor you find yourself in front of Room 4.

Orc Bodyguard (9) Having not been given an order you continue to watch the Half-Orc at work.

Zombie Orc Bodyguard: (8) Shaben waits for its Masters orders.

Room 4: Where once 8 Zombies waited to attack adventurers, now all have fallen prey to a Shardmind and a Half-Orc. The two Zombies killed outright by Xiv'riit's blast of healing magic are now nothing but dust, however the other six still lay on the ground, able to potentially be resurrected. The room itself has three other exits, two on the right hand, West wall, one noticeably nearer than the other, the other exit door is in the East wall two thirds of the way down the room. Where the far wall used to change colour has now been revealed as a secret passageway leading to a door to the South..

Characters:

Virro: Weapons - Shortbow(+2) Quiver(38 Arrows), Armour - , Other - (+1 Cir when guarding a door or doorway), Orc Bodyguard (You control what your Orc Bodyguard does each round), Undead Orc Bodyguard, Health 30/26

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 0, Invs ready to activate)), Health 27/23

Uriel: Weapons - Mace(+1), Armour - Sturdy Robes(+1), Other - , Health 33/29

Keegra: Weapons - , Armour - , Other - Ring of Thur ('Rub thrice and drop it' and a mysterious stranger may arrive to help you for a turn, One use only), Health 26/22

Xiv'riit: Weapons – Spork(+3), Armour - , Other - , Ring of Thur ('Rub thrice and drop it' and a mysterious stranger may arrive to help you for a turn, One use only), Health 25/28

Kali: Weapons - Deer Shot(+3, Deer Fling), Armour - Leather Armour(+1), Other - Deer Fling (Once per room, you may fling a Deer instead of a stone at an enemy. This does +1D8 damage, and the difference between the offence and defence scores (either way) is taken as damage by the Deer. If it survives this it stays around as a permanent companion following your orders), Health 16/12

Yeleni: Weapons - Quarterstaff(+2), Armour - , Other - , Health 30/26

Priya: Weapons - Monk's Spade(+2), Armour - Banded Armour (Heavy, +4), Other - , Health 29/25

Orc Bodyguard: Weapons - Longsword(+1), Armour - Studded Leather Armour(+3), Other- , Health 30/26

Undead Orc Bodyguard: Weapons - , Armour - Leather Armour (Light +2), Other- , Health 3/7

Loot in Room 4: [Leather Armour(Light +2), Club(+2)] Zombie 1, [Zombies 2, 3 and 7 have nothing on them], [Hide Armour(Light, +1)] Zombie 4, [Scale Mail(Mail. +3), Greatsword(+2)] Zombie 8. (12 graves which may be lootable, 8 of which are open obviously the ones from which the Zombies came from) Grave plots 9 and 10 have not been looted, 11 and 12 have.

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