Subject: Round 23 - Kleptomaniacs Assemble!
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Posted on: 2017-02-14 23:44:55 UTC

Virro: (5) You look through the amulets you find one with a skull on it. Hoping that it'll help your necromantic expertise you put it on. Unfortunately for you the enchanter of this particular item didn't thin of the skull when they put the enchantment on it, instead this amulet protects you from any poisons you may ingest, or the effects of any poisonous weapons. Gained Necklace of Poison Immunity.

Evard: ()

Uriel: (8) You pick up an ordinary looking ring that feels special to you in some way. Putting it on you feel your ski hardening and realize that this ring is a Ring of Hardened Skin, a blessing to Sluggers everywhere, as it makes your skin harder, allowing you to not only do more damage when you punch someone but also to protect yourself when attacked. Gained Ring of Hardened Skin (+2 Armour)

Keegra: (7) You attack the Chest's lid, not caring about whatever Xiv'riit has to say at the moment.

Combat!: Keegra (16 + 5 Dam = 21) vs Chest (13 + 5 = 18) With your first attack you rattle the chest lid, it looks like it could break from a couple more of your attacks. Second Attack Keegra (9 + 5 Dam = 14) vs Chest (13 + 5 = 18) Your second attack does nothing against the chest lid, obviously hitting one of the reinforced parts of it. Third Attack Keegra (19 + 5 Dam = 24) vs Chest (13 + 5 = 18) With your third attack you focus on where you hit with your first attack and are able to smash a small hole through the lid of the chest which you are then able to use to rip the rest of the lid off of the chest. Inside you find a large collection of bottled potions and what look like magical scrolls. You are immediately thankful that you didn't smash the chest so hard that you could of broken any of the bottles, or else the result could have been... volatile to say the least.

Xiv'riit: (10 - 3 Inj = 7) Whilst too late to save the chest lid from Keegra's rage, you do see a small bag some of the scrolls were sitting in, taking it you carefully put the scrolls back into the chest, and then pick up the metal ball that had previously hit you. Putting the bag on your belt, and the ball in your new bag you find out that, the bag is enchanted in such a way that whilst the volume of the bag remains the same ((about the size of your standard supermarket carrier bag)) not only do you not feel the weight of the items in the bag, it also doesn't move around unless you specifically want it to, meaning t won't get in your way in combat. You have gained a Bag of Holding.

Kali: ()

Yeleni: ()

Priya: ()

Bellas: (5) You successfully enchant your bow. Or so you think until you test fire it and realize you forgot to add the enchant that made the bow no longer use up the arrows you fire from it. Well at least you have 98 arrows left, that should be enough.

Centorea: (11) Clip-clopping through the rooms you find Xiv'riit. Seeing that is concussed, you decide to use your clerical powers on him. Unaware of his previous attempts with this kind of healing magic, you let loose a pulse of healing energy that flows through both Room 6 and Room 5, healing all those withing those Rooms by 4 Health ((Even if that'd take them above max)) as well as healing all injuries.

Davug: (4) You walk into Room 6 and then immediately forget what you were planning on doing once you see the sheer amount of treasure in here.

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: () Arms full on new armour you take it back to The Last Bastion to begin Improving and fixing so that it'll fit who it needs to.

Gikur: () With Rudig's arms full of armour you go and search through the weapons in case anything is better than what you, and the rest of The Last Bastion currently have.

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: () You stand in room 6 watching out for any traps, and offering a hand to Gikur to help him carry the weapons back.

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

Renna: () You move over to where Rudig has put the armours down and help him go through them.

Prilanos: () Feeling another burst of healing magic, you go through to Room 6 to ask the two clerics in there how they did it.

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.

Characters:

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), Necklace of Poison Immunity 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 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, Ring of Hardened Skin (+2 Armour) Health 37/29

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), Health 26/22

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). Bag of Holding (Inside, spiked metal ball) Health 28/28

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 (+5 (2 + 3)), Quiver (99 Arrows), Short sword (+2), Short sword (+3), Armour - Sturdy Robes (+1), Other - , Health 16/12

Centorea: Weapons - Long sword (+4), Armour - Shield (+3) Studded Leather Armour (+3), Other - , Health 24/20

Davug: Weapons - Mace(+2), Armour - Studded Leather Armour(+3) Leather Armour(+2, Not Used), Other- Admirer(+2 Cir when fighting alongside Keegra), Health 22/26

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 25/21

Udouk Goldtank: Weapons - Waraxe(+2, Improved), Armour - Full Plate(Plate, +7), Shield(+3) Other - , Health 28/24

Rudig Stoneheart: Weapons - Waraxe(+2, Improved), Armour - Full Plate(Plate, +8), Shield (+4) Other - , Health 29/25

Trijask: Weapons - Greatsword(+3), Armour - Banded Armour(Heavy, +6), Other - , Health 33/29

Gantuxuz: Weapons - GreatSword(+4), Armour - Banded Armour (Heavy, +7), Other - , Health 22/18

Guard Dog 1: Weapons - Teeth(+2), Armour - , Other - , Health 10/6

Guard Dog 2: Weapons - Teeth(+3), Armour - , Other - , Health 8/4

Renna Liaran: Weapons - Longbow(+5 (2+3), 99 Arrows Remaining), Armour - Leather Armour(Light, +3), Other - , Health 29/25

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 31/27

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 14/10

Loot in Room 4: 2 Leather Armour(Light +2), Mace(+1), Scale Mail(Mail. +3)