Blood Valley, Round 3: The Quarry

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angelfromanotherpin
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Posts: 9745
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Post by angelfromanotherpin »

WAIT TWICE

That's just the tail-end of the Ka-riim fightin' entry.
Ka-riim lies dead at your feet. You may take his sword, which will add one to your strike rolls if you use it in combat. Whenever you strike with it, there is a 1/6 chance the poison will deal and extra Wound Level.

As you search the body of Ka-riim, you dislodge the crystal ball. You are staring face-to-face with the Archveult, his evil alien features glaring at you hatefully. At this point you can talk freely with your opponent, but you must tell him what you are wearing and what weapons you've got before insulting him. You might try 'Ha, you'll never catch me you blue-scaled heap of quivering iguana dung!'
WAIT

See, here's one of the unevenly-required infodumps. Let me know if you want to say anything, he gets to know your armament either way.
You come to a muddy meadow at the fringes of a thick line of trees marching away to the north and south. Strangely, the trees seem shrouded in mist and clouds of grey moist fog billow out from the wood across the meadow. You cannot help but leave your prints in the soft earth.

(Ka-riim is not patrolling here.)

Further north you can make out the beginnings of a great swamp – impassable for you.
WAIT

• Enter the misty wood? (181)
• Find somewhere to hide within the wood? (161)
• Head northeast towards the rough heathland there? (269)
• Follow the edge of the wood and head south? (141)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
Healing-myrtle berries. (Eat out of battle to heal 1 HL.)

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxx2021222324

SGamerz
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Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Follow the edge of the wood south.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

A line of close-knit trees lie before you, shrouded in mist. Tendrils of smoky fog billow out towards you, as you study the wood that blocks your path. To the south, beyond the fast-flowing river, huge mountains rise, obviously unclimbable. The river flows east-west, skirting the wood to the south. (You leave tracks here.)

(Ka-riim is not patrolling here.)
WAIT

• Explore the wood? (181)
• Enter the wood and find somewhere to hide as soon as possible? (161)
• Head east to the low hills from which the river flows? (427)
• Skirt the edge of the wood and head north? (101)
• Skirt the edge of the wood and follow the river to the west? (121)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
Healing-myrtle berries. (Eat out of battle to heal 1 HL.)

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxx21222324

SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Follow the river west.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

You are standing on the north bank of a fast-flowing river running to the west. A cultivated meadow lies between you and a dark and dismal-looking wood to the north. Its trees are shrouded in mist and great billows of fog spill onto the wet turf of the plowed field in front of you.

(You leave tracks here.)
(Ka-riim is not patrolling this area.)
(There is no trap here.)

To the west, the river flows into a wide expanse of open plains; beyond the river to the south you can make out a fortified building among the fields.
WAIT

• Follow the river west? (155)
• Explore the misty wood? (181)
• Enter the wood and find somewhere to hide as soon as possible? (161)
If you are not a priest, swim the river to the south and head for the unknown building?
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
Healing-myrtle berries. (Eat out of battle to heal 1 HL.)

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxx222324

SGamerz
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Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Continue west.
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angelfromanotherpin
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Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

You are at the edge of a great field, a large open plain of yellowed wheat. To the east is a wood, strangely-wreathed in mist. To the north, a steamy impassable swamp. To the south, a large river runs from east to west across the plain. A tributary river, fast-flowing, with a rocky bed, runs into the main river from the swamp, cutting across your path to the west. There is nowhere to hide in this open ground and your passage through the wheatfield leaves an unmistakable trail. (You leave tracks here.)
WAIT

• Head for the misty wood? (121)
• Ford the river to the south? (33)
If you are a barbarian, swim the river to the west?
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
Healing-myrtle berries. (Eat out of battle to heal 1 HL.)

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxx2324

SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

South since the only other way is to go back.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

(The Demiveult is not patrolling this area.)

ou are pushing your way through a large wheatfield. A road runs from a bridge across the river just north of you, going southeast toward s wilder countryside. There is nowhere to hide safely on this open plain. The river is sluggish, you could swim it easily.
WAIT

• Cross the river to the other side? (155)
• Head to the road? (5)
• Head southeast out of the wheatfields towards the wild countryside there? (131)
It's not really an issue considering how much healing you have, but in 2 WAITs you'll lose a health level to fatigue.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
Healing-myrtle berries. (Eat out of battle to heal 1 HL.)

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxx24

SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

The more worrying issue is that I'm currently in Demiveult-partol area he gets to re-assign it in 2 more turns. I need to get out of this territory before that happens.

Get on the road. Let's see if that falls under the "plains" territory. And I can probably travel faster on the road.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

(The Demiveult is not patrolling this area.)

You are standing on a well-paved road cutting across a wide expanse of wheatfields, flat and open. To the north a river meanders right across the plains from east to west. To the southeast the road travels on through wilder countryside, towards an old castle. To the northwest the road goes towards a bridge across the river. There is nowhere to hide in this open space. (You leave tracks here.)
WAIT

• Head west across the plain? (671)
• Head north, off the road, towards the river? (33)
• Follow the road towards the bridge? (75)
• Follow the road towards the castle? (213)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
Healing-myrtle berries. (Eat out of battle to heal 1 HL.)

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 225262728293031323334353637383940
Night 14142434445464748

SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Damn, this is under plain territory too.

I don't have the key to the city, and it's not clear from the map whether the road goes through the city or I can just bypass it.

Anyway, head for the bridge. I'd probably need to use it to cross the river because the priest can't swim.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

(The Demiveult is not patrolling this area.)
(Neither you nor the hunter have a relevant keyword.)

You are walking along a road. Suddenly a figure leaps out of the wheatfields beside the road to confront you. He is a tall dandy in a flowing cloak and gaudy bright clothes. His face is masked, and he wields a rapier with evident skill.

'Give me all you possess, or die,' he cries in a pompous tone.
WAIT

• Give him all you have and flee? (511)
• Say 'Never!' and fight him? (451)
A new day has dawned, and fatigue has caught up with you, in the form of one lost Wound Level. Let me know if you want to use any healing resources before you go to the result of your choice.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
Healing-myrtle berries. (Eat out of battle to heal 1 HL.)

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2x262728293031323334353637383940
Night 14142434445464748

Last edited by angelfromanotherpin on Sun Apr 08, 2018 4:44 pm, edited 2 times in total.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Heal once and fight.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

You must fight the dandy – he is skilled with his rapier.

HIGHWAYMAN
StatusStrikeDamage
Healthy+2+0
Injured+1+0
Badly Wounded+0-1
Crippled-1-2
Dead

Round 1: You 7+1, Him 8+2, Damage 4 (1 WL); you are Injured.
Round 2: You 7+1, Him 8+2, Damage 2 (1 WL); you are Wounded.
Round 3: You 9+1, Him 8+2; draw.
Round 4: You 11+1, Him 5+2, Damage 3 (1 WL); he is Injured.
Round 5: You 7+1, Him 8+1, Damage 4 (1 WL); you are Badly Wounded.
Round 6: You 8+1, Him 3+1, Damage 4 (1 WL); he is Badly Wounded.
Round 7: You 4+1, Him 8; Damage 5-1 (1 WL); you are Crippled.
Round 8: You 10+1, Him 7; Damage 4+poison (2 WL); he is dead!
(You record a codeword.)

You take his rapier. Using it in combat will restore your strike and damage rolls to normal. (If you are a thief, the rapier is your favorite weapon. It will give you +2 on your strike rolls and +1 to your damage roll.)
WAIT

• Continue on the road to the bridge? (255)
• Head south on the road? (5)
• Head west into the wheatfield? (671)
• Head east? (33)
Don't forget to let me know if you want to use any healing to recover from that epic duel.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
The rapier of the highwayman.
Healing-myrtle berries. (Eat out of battle to heal 1 HL.)

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xx2728293031323334353637383940
Night 14142434445464748

Last edited by angelfromanotherpin on Sun Apr 08, 2018 4:43 pm, edited 2 times in total.
SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Burn all the heals and continue towards the bridge.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

(The Demiveult is patrolling this area!)
You are striding across the wheatfield when a raucous shriek splits the air. Looking up, you see some kind of winged reptile, the Demiveult, the 'pet' of the Archveult. Its horned crested head is almost as large as its light compact body. Rows of razor-sharp teeth line its great maw. Its yellow reptilian eyes glow with green fire. You know the Demiveult has a telepathic link with the Archveult and is even now telling your opponent that it has found you. (The Archveult knows you are in the plains.)

The Demiveult streaks out of the sky towards you. You must fight it. If you have a bow and arrows, you can use your weapon to remove one wound level before it reaches you. If you have a spear and use it in this fight it will give you +1 strike.

THE DEMIVEULT
StatusStrikeDamage
Healthy+1+2
Unconcerned+0+2
A trifling scratch+0+1
Uncomfortable-1+0
Wounded-2-1
Badly Wounded-4-2
Shrieking in Pain-5-3
Dead

Each round that the Demiveult is Wounded, it has a 1/6 chance of fleeing. Each round that the Demiveult is Badly Wounded, it has a 1/3 chance of fleeing. Each round that the Demiveult is Shrieking in Pain, it has a 1/2 chance of fleeing.
Round 1: You 4+1, The Demiveult 4+1, draw.
Round 2: You 8+1, The Demiveult 11+1, Damage 4+2 (2 WL); you are Wounded.
Round 3: You 9+1, The Demiveult 6+1, Damage 5 (1 WL); the Demiveult is Unconcerned.
Round 4: You 9+1, The Demiveult 8, Damage 1 (1 WL); the Demiveult has a trifling scratch.
Round 5: You 4+1, The Demiveult 6, Damage 1+1 (1 WL); you are Badly Wounded.
Round 6: You 6+1, The Demiveult 7, draw.
Round 7: You 11+1, The Demiveult 7, Damage 3 (1 WL); the Demiveult is Uncomfortable.
Round 8: You 3+1, The Demiveult 4-1, Damage 2 (1 WL); the Demiveult is Wounded. The Demiveult flies away a little and applies a healing ointment. The Demiveult is Healthy again!
Round 9: You 8+1, The Demiveult 8+1, draw.
Round 10: You 7+1, The Demiveult 4+1, Damage 6 (2 WL); the Demiveult has a trifling scratch.
Round 11: You 7+1, The Demiveult 7, Damage 3 (1 WL); the Demiveult is Uncomfortable.
Round 12: You 4+1, The Demiveult 7-1, Damage 2 (1 WL); you are Crippled.
Round 13: You 4+1, The Demiveult 3-1, Damage 5 (1 WL); the Demiveult is Wounded.
Round 14: You 9+1, The Demiveult 7-2, Damage 4 (1 WL); the Demiveult is Badly Wounded and flees!
WAIT TWICE

You are standing in front of a sturdy stone bridge that spans the river to the north. On the other side, the road bends to the west, running parallel with the river. The road here is muddy and littered with horse dung. You leave footprints. (Tracks noted.)
WAIT

• Cross over the bridge? (275)
• Head south along the road? (75)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
The rapier of the highwayman.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal
Heal
Heal
Heal
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xxxxx3031323334353637383940
Night 14142434445464748

SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Wonderful...

Cross the bridge.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Suddenly a huge shaggy beast leaps up onto the bridge, which shudders with the impact of its weight. It is a great troll, its hairy body knotted with muscle, a large wooden club in one hand and its grotesue misshapen features twisted into a grin.

Image

'Huh, hello little human,' it says. 'Give me some gold, or I'll bash your head in.' It bellows, thumping the bridge with its club.
WAIT

(You do not have a bag of gold.)
No choices yet, alas.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
The rapier of the highwayman.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal
Heal
Heal
Heal
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xxxxxx31323334353637383940
Night 14142434445464748

Last edited by angelfromanotherpin on Mon Apr 16, 2018 8:50 pm, edited 1 time in total.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

The troll roars and swings its club at you. You must fight it to the death.

TROLL
StatusStrikeDamage
Unhurt+0+3
Enraged-1+2
Injured-1+1
Wounded-1+0
Staggering-3-1
Dead

Round 1: You 7+1, Him 4, Damage 5 (1 WL); the Troll is Enraged.
Round 2: You 8+1, Him 6-1, Damage 5 (1 WL); the Troll is Injured.
Round 3: You 10+1, Him 5-1, Damage 4 (1 WL); the Troll is Wounded.
Round 4: You 7+1, Him 7-1, Damage 5 (1 WL); the Troll is Staggering.
Round 5: You 4+1, Him 11-3, Damage 2-1 (1 WL); You are Dead!
You have died. Ouch! You were doing so well, too, but it was just too many hard fights in a row. Still, that's farther than any previous player's gotten.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+1 Strike, 1/6 poison.
(-2 Strike without a weapon)

Equipment:
The sword of Kritos Bloodheart (+1 strike).
The sword of Ka-riim the Hashishin (+1 strike, 1/6 poison).
The rapier of the highwayman.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis
Paralysis
Heal
Heal
Heal
Heal
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xxxxxx31323334353637383940
Night 14142434445464748

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