Subject: Round 11 - The Might Quest For Questionably Epic Loot.
Posted on: 2016-12-17 03:48:04 UTC
Virro: (5) You are able to successfully raise one zombie, although you were aiming for two and the second seems to have collapsed in on itself (and definitely won't get back up). Unfortunately for you, the Zombie you raised was both unarmed and unarmoured, and upon closer inspection you realise that its hands are missing the thumbs, making the likelihood of it being able to hold a weapon very low. Still, at least it's one more minion to throw at others, right? Gained Zombie 3
Evard: () Now that the Room is empty, you move up to Room 4
Uriel: (11) You search through One of the two remaining graves, whilst at first glance the corpse resting inside the grave has nothing of note on its person, you notice the buckle of its belt shining oddly. picking it up you examine it, and seeing it is magical you put it on. You feel strength coursing through your veins, and you feel even more competent with your unarmed training than you did before. Unknown to you, the corpse you looted once belonged to a monk of a long forgotten order, and whilst Keegra was fortunate to loot his apprentice's body, you have had the luck to loot the body of a master monk himself. The belt is a Belt of Advanced Monk Training (+3 Dam when unarmed.)
Keegra: (7) Heading over to the eastern door, you can hear part of a conversation going on on the other side of the door. "... you sure?" "Well, it sure sounds quiet out there, and we all felt that burst of healing magic." "Let's get ready anyway. It could be a trap." The voices get quieter as they head away from the door. From the sounds of it the people on the other side of the door may just be friendlies, although you've seen and heard no evidence of a group passing through the Bore-Hole to take on Paarnax before you for quite a while...
Xiv'riit: (4) Awed at the awesome use of your powers over the last couple of turns you start to think of all the different ways you could possibly use this, if you can tap into it again that is. Using the dirt you start to scribble down some equations and hypotheses and try to solidify your understanding of what happened and to work out if you could use this to advance clerical skills the world over, assuming you survive of course.
Kali () Now that the Room is empty, you move up to Room 4
Yeleni: () Now that the Room is empty, you move up to Room 4
Daug: (7) You manage to successfully loot the final grave. Although there is no corpse inside it, there is a set of Leather Armour(+2) and a Mace(+2). The Armour is worse than what you currently have, but the Mace is better than your old longsword, and unless your Master asks otherwise you'll be using your newly found mace as well from now on.
Shaban: (7) You go and obediently stand in the corner.
Zombie 2: (9- 2Cir = 7) You successfully stay under Virro's control, although for some reason you feel like you've only just been placed here...
Zombie 3: (6) You shuffle around uncertain of what to do now that you've fallen under the control of this elven mortal. You don't see one of your old fellows and stub your toe on him (-1 Inj, 4 Turns Remaining)
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..
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, 1 Zombie 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
Davug: Weapons - Mace(+2), Longsword(+1), Armour - Studded Leather Armour(+3), Other- , Health 30/26
Shaban: Weapons - , Armour - Leather Armour (Light +2), Other- , Health 3/7
Zombie 2: Weapons - , Armour - , Other- , Health 3/3
Zombie 3: Weapons - , Armour - , Other- No thumbs (-4 Cir when trying to wield a weapon), Stubbed Toe (-1 Inj, 4 Turns Remaining) , Health 8/8
Loot in Room 4: [Leather Armour(Light +2), Club(+2)] Zombie 1, [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) All grave plots count as having been looted.