Subject: Round 21 - The Door Opens... kind of.
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Posted on: 2017-02-03 05:30:27 UTC

Virro: (7 + 2Cir = 9) You barter with Blearm quite successfully, and are delighted when he gives you a fine oak longbow in return for your currently broken weapon. You are not quite sure where either your new longbow appeared from, or where your old bow went, but right now you don't really care. Lost Cracked Bow, Gained Longbow (+5)

Evard: ()

Uriel: (9) You use your powers in a way that most had not thought to use them before. Whilst you are very sure that there are no magic users in the next room, you are not 100% sure there are no sentient creatures in the next room at all. You did however feel the presence of several magic, and magical, items in the next room.

Keegra: (2) You try to speak but you just can't make the words come out. In fact the co-ordination between your teeth, your brain and your tongue is so bad that you manage to bite your tongue whilst trying to speak, badly. This doesn't stop you from trying however, and when you realize that talking isn't your best bet right now, in your gesturing you manage to strike the door, slightly harder than you intended. The pain jars your arm slightly, but with your bash the door seems to pop out of its hinges and fall to the ground, revealing to you Room 6. Gained (Bitten Tongue, -1 Inj, 1 turns remaining) Lost 3 health.

Xiv'riit: (12) You give your longsword to Blearm and in return he carefully hands you an exquisite longsword. It is only after he has handed it to you, and you have picked it up, that you realise that he had kept some cloth between his hand and the sword whilst giving it to you. Before you can question why, a searing pain ripples through your body, cause you to yell out in agony, however after a brief few, but painful, seconds the pain is gone. Looking at Blearm he squeaks "Sword is now bounds to you, it can never go too far from you and will always return. Onlys way to release you from this is to die." Despite the morbid way the Kobold ends his speech, you can't help but feel empowered by your sword. Gained Fatal Touch (+6, Lethal Touch, Return Policy) Lost 6 Health.

Kali: ()

Yeleni: ()

Priya: ()

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: () You puzzle over the existence of the newfound passageway and begin to work out how would be best to hold it in case things take a turn for the worse.

Gikur: (4) Amazed at how Keegra opened the door with a single punch, the disappearance of the door makes 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: (8) You move through the doorway, stepping over the welcome mat as if it wasn't there. Poking a couple of things and lifting weapons and armour from their positions you declare the room safe.

Guard Dogs: () you wait for Trijask to give you an order and attack.

Renna: ()

Prilanos: (7 + 2Cir = 9) taking the initiative you move over to Xiv'riit and try to heal him. (6) Your healing energy flows through him and heal him for 9 Health. You make the motions again, (4) restoring a further 5 Health.

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

Characters:

Virro: Weapons - Shortbow(+2) 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),Gained Longbow (+5) 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). 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

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)

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