Subject: Round 22 - In which more becomes available.
Posted on: 2017-02-09 04:52:14 UTC
Virro: (7 + 2Cir = 9) Talking to Renna it appears that the bow is more than sufficient. Shutting up as Renna works her magic on the bow, you watch as the enchantments on it begin to take shape.
Uriel: (3) Writing your newfound discovery down in your journal, you become engrossed in your journal flipping back and forth through it wondering how else you could further the research into exactly how Psions work,
Keegra: (7 - 1inj = 6) You run into the room, not quite sure what to start trying to loot first. You head over to the chest and find that it is locked, no matter how hard you try you find yourself unable to make the lid of the chest lift.
Xiv'riit: (12) Searching underneath the welcome mat, you find a large heavy key, that after Keegra's screams of annoyance at the chest she is at, you realize must be used to open the chest. Before you can move across the room the trap you activated when you picked up the mat comes into play, dropping a medium sized, metal spiked ball onto your head.
Combat! Trap (17) vs Xiv'riit (13 + 5 -1Arm = 17) Nothing happens...
Despite the ball falling towards your head, you barely feel it as it bounces off and lands on the floor besides you. Even though it didn't hurt persay you definitely feel the concussion caused by having a heavy object dropped on your head. So much for your theory that Parnax definitely wouldn't lay any traps for you in his treasure rooms. Gained Concussion (-3 Inj, 4 turns Remaining)
Bellas: () You have heard of the Bore Hole and traveled many miles from the Elven Kingdom to get here. Along the way you encountered the Centaur who now walks by your side as the two of you enter this place. The cavernous entryway has thinned down to the point where you are forced to walk in single file, and has become so low that your centaur friend now has to duck. Still, you have found yourself at a crossroads, looking to your right you see what appears to be an armory with what seem to be the same kind of weapons as the ones you carry now, to the left is some kind of old barracks that now looks abandoned. Seeing a small huddle of people in the room ahead of you you enter, finding yourself in Room 4
Centorea: () You have heard of the Bore Hole and traveled many miles from the Southern Steppes to get here. Along the way you encountered the Elf who now walks by your side as the two of you enter this place. The cavernous entryway has thinned down to the point where you are forced to walk in single file, and has become so low that you now have to duck. Still, you have found yourself at a crossroads, looking to your right you see what appears to be an armory with what seem to be the same kind of weapons as the ones you carry now, to the left is some kind of old barracks that now looks abandoned. Seeing a small huddle of people in the room ahead of you you enter, finding yourself in Room 4
Davug: () You wait in the Last Bastion for Virro's next orders.
Shaban: () You wait in the Room 4 for Virro's next orders
Room 5: There are five male warriors standing a little bit back from the door in a line. The outer two are Lizardmen, whilst the other three are all dwarves The dwarves are clad in plate mail, and wield a shield and an axe each, the two Lizardmen are wearing some kind of Heavy Armour and are wielding Greatswords. Each of the Lizardmen are also holding the collars of a Guard Dog and seem ready to release them at a moments notice. Further back there is a female elf wearing Leather armour, wielding a Longbow with a full quiver of arrows on her back, Next to her is a female Centaur wearing Mail Armour with some Javelins strapped to her back. Finally, almost out of sight is a small Kobold in Light armour with a sling. The room itself is another long rectangle, although this one is thinner than room 4. There do not appear to be any other doors in this room, although a lone painting seems to stand out almost at the far end of the North Wall and two lighter shades of stone are almost opposite each other on the North and South Walls about a third of the way down. The rest of the room looks well used, a temporary smithy/kitchen seems to have been set up alongside some benches and desks with things going on on them and a small sleeping area. Noticing you are not Undead, the Warriors seem to relax slightly, and bid you welcome to, as they call it, "The Last Bastion."
Room 6: The room is relatively small, probably the smallest room you've been in so far, although the contents of the room may make it feel smaller than it actually is. In one of the corners there is a massive amount of weaponry, in another a massive collection of armours, a third has rings, belts and amulets galore, whilst the fourth corner holds a single chest. Directly opposite you is a map that looks different to the ones you have seen previously. The door that lead into this room has mysteriously disappeared, and in front of the now vacant doorway is a small rectangular welcome mat. This must be one of the treasure rooms scattered around the dungeon that you have heard about.
Rudig: (9) You head into Room 6 and start picking out some new armour for your fellow warriors in The Last Bastion
Gikur: (3) Seeing Xiv'riit trigger the door mat trap you worry about setting foot inside.
Urouk: () You stand guard, looking out of the known entrance to The Last Bastion.
Trijask: () You continue to guard the door to The Last Bastion and watch for enemies to kill.
Gantuxuz: (4) You stand in room 6 watching as people moe around and start to loot it.
Guard Dogs: () you wait for Trijask to give you an order and attack.
Renna: (9) You are able to enchant Virro's bow. With a finishing touch you make it slightly more lethal against undead, just because you feel like you can.
Prilanos: (3) Busy in the Last Bastion you don't realize anything is wrong in Room 6.
Blearm: () you giggle quietly, the normal people in The Last Bastion ignore you as they always do, you know you're not right in the head, if you were you wouldn't be where you are. Happy to be trading again you giggle as you watch both theElf and the Shardmind get acquainted with their new weapons
Virro: Weapons - Pure Longbow (+8 (5 + 3), +1 Dam against Undead) Quiver(35 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, Necromantic Genius (+2 Cir when trying to raise undead), Health 22/26
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 - Club(+2), Armour - Sturdy Robes(+1), 2 Leather Armour(Light +2 Can't be Worn) Other - Belt of Advanced Monk Training (+3 Dam when unarmed.), Knife-Hand (+2 Dam when Unarmed, Can only hold items with one hand, Improved.), Club(+2, Not used), Tea, 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), Belt of Monk Training(+1Dam when unarmed), Undead Bane (+3 Cir When fighting Undead), Rudig's Horn (Can be used twice to summon Rudig and a random number of others from the Last Bastion to help you until the end of the fight, can be used as a free action whilst in a fight), (Bitten Tongue, -1 Inj, 1 turns remaining) Health 22/22
Xiv'riit: Weapons – Spork(+3), Fatal Touch (+6, Lethal Touch, Return Policy), 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), Known Enemy (+2 Cir when interacting with Zombie Lords), Undead Bane (+2 Cir when fighting Undead), Lethal Touch (Once per room you can activate Lethal Touch to double the attack bonus you gained in the round you activated Lethal Touch and the damage dealt by Fatal Touch in that round, this is done before the dice roll for combat. However you lose 1D6 Health every time you activate Lethal Touch), Return Policy (If the item with this rule is not in your hand, or on your body it will automatically return to your hand (if one is free) or sheath itself to your side (otherwise). Concussion (-3 Inj, 4 turns Remaining) Health 24/28
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 19/25
Bella: Weapons - Shortbow (+2), Quiver (99 Arrows), Short sword (+2), Short sword (+3), Armour - Sturdy Robes (+1), Other - , Health 12/12
Centorea: Weapons - Long sword (+4), Armour - Shield (+3) Studded Leather Armour (+3), Other - , Health 20/20
Davug: Weapons - Mace(+2), Armour - Studded Leather Armour(+3) Leather Armour(+2, Not Used), Other- Admirer(+2 Cir when fighting alongside Keegra), Health 18/26
Shaban: Weapons - , Armour - Leather Armour (Light +2), Other- , Health 3/7
Gikur Ironfeet: Weapons - Waraxe(+2, Improved), Armour - Full Plate(Plate, +7), Shield(+3) Other - , Health 21/21
Udouk Goldtank: Weapons - Waraxe(+2, Improved), Armour - Full Plate(Plate, +7), Shield(+3) Other - , Health 24/24
Rudig Stoneheart: Weapons - Waraxe(+2, Improved), Armour - Full Plate(Plate, +8), Shield (+4) Other - , Health 25/25
Trijask: Weapons - Greatsword(+3), Armour - Banded Armour(Heavy, +6), Other - , Health 29/29
Gantuxuz: Weapons - GreatSword(+4), Armour - Banded Armour (Heavy, +7), Other - , Health 18/18
Guard Dog 1: Weapons - Teeth(+2), Armour - , Other - , Health 6/6
Guard Dog 2: Weapons - Teeth(+3), Armour - , Other - , Health 4/4
Renna Liaran: Weapons - Longbow(+5 (2+3), 99 Arrows Remaining), Armour - Leather Armour(Light, +3), Other - , Health 25/25
Prilanos: Weapons - Javelins(+1, 22 Remaining), Armour - Holy Scale Armour(Mail, +4, +2 Cir When Healing/removing injuries, +4 Health given when restoring Health), Other - , Health 27/27
Blearm: Weapons - Sling(+2), Armour - Padded Armour(Light, +3, Can only be worn by Kobolds, Goblins and Halflings), Other - Hyperspace Market Stall (Can trade with people), Health 10/10
Loot in Room 4: 2 Leather Armour(Light +2), Mace(+1), Scale Mail(Mail. +3)