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Posted: Mon Feb 11, 2008 8:21 pm
((Wow, sweet! TamrielicKnight requested to join in. I'm willing to accept him. If everyone else agrees and you OK it MoG, we could get this dungeon going! mrgreen ))
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Posted: Mon Feb 11, 2008 8:24 pm
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Posted: Mon Feb 11, 2008 10:04 pm
Username: TamrielicKnight Character name: Talos Kintsei (26) Attack: 7 Defense: 3 Combat Dice: 3d4 (5) Magic: 0 Life: 25 (5) Equip: 4 Abilities: Skilled Actor (4) Stun Defense Items biggrin agger (+1 Attack),Seal Charm (+1 Life value) Doll Arm, Book of Ancient Weapons (No Current value) Spells: Actions:Smash, Defensive hold, Power up, Shield Bash, Stunning Blow, Spell Block Special Locations: SOM School for girls, Mecha Heavy Industries Money: 200
Rising up from the shadows Talos throws back his cape and laughs before bowing to the group. Greetings I see yours "leader" has abandoned you. But fear not your modest yet sexy hero is here." holding out his hand he tilts his head at them then sighs. "What no tip?"
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Posted: Tue Feb 12, 2008 3:41 pm
[[ -gigglesnort!?- xD ]]
"Eh," the half elf arched an eyebrow,"What d'you think 4 Co, Warder is he sexy enough to join us?" Karythelia giggled, a sarcastic grin curling her lips. "Talos get yourself a smooth foreign accent, for starters!"
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Posted: Wed Feb 13, 2008 10:46 am
((Sorry I've been getting sick, I'll try to be active as I can though.))
Works for me. Let's get going though, after the dissapearance of our last leader, I'm not willing to wait in these tunnels for long.
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Posted: Wed Feb 13, 2008 11:37 am
4 Co. looks over at Talos, "Though your arm seems to be an inorganic modification, you seem to be an acceptable blob of organic matter." Turning away for Talos, 4 Co. examines the spot where Lurea had been. "Seeing that our previous leader has had a complete existence failure, I will take her place." He then turns and examines the chamber. "Though there may be valuable items behind either door here, I believe the main tunnel is the most efficient path we can take towards our objective. If anyone disagrees and wants to take one of the two doors, then we may do such. Otherwise, let us continue down the tunnel."
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Posted: Wed Feb 13, 2008 5:23 pm
As you continue through the large tunnel behind the curtain, the lighting seem to grow dimmer and dimmer the deeper you go. After what seems an age, you begin to see the light growing brighter just ahead. You have the option of sending a single scout to investigate, or to attempt to move closer as a group. What will you do?
Option A: Send single Scout; individual chosen rolls 1d6, 2 or better for successful stealth roll. Must make roll twice, once to investigate, and once to return.
Option B: Move as a Group; Leader rolls 1d6, 4 or better for successful stealth roll.
Option C: Go back to the previous room.
Successful Stealth Roll will result in a Surprise Round for the Group. Unsuccessful Stealth Roll will result in a Surprise Round for the Enemy.
(Just kicking around some new ideas here; if you guys don't like it, I can remove this option and just make it a straight forward approach.)
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Posted: Wed Feb 13, 2008 7:31 pm
((Sounds cool to me! Anyone want to volunteer or do you all think we should try our chances as a group? Oh, and what is the bonus for a surprise round?))
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Posted: Wed Feb 13, 2008 8:09 pm
How about a full round where the loser can only act defensively?
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Posted: Wed Feb 13, 2008 8:14 pm
((Ooh, thats evil. twisted I like it!))
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Posted: Thu Feb 14, 2008 5:03 am
((I'll volunteer to scout ahead. If things get ugly the rest of you should be able to handle anything. Then again if the whole group wants to move in together, I can deal with that too. The reason I volunteer is that if what we stumble on does anything other than a basic attack, my defense won't be the best against them anyhow, so if they get the surprise round on the whole group I'll most likely be one of the ones in trouble... better to run at destiny with your clothes on than to wait around in your pajamas till it shows up right?))
Warder looked at 4 co. "If you want, I can try and scout ahead... no telling what's up there."
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Posted: Thu Feb 14, 2008 3:51 pm
The half-elf peered around at the faces of her team. "Well what ever you guys decide, I'll back it. Though I don't know how usefull I'll be, at being super stealthy, when I have to make a ruckus to get a decent attack." Kaythethlia grinned rather sheepishly.
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Malignant Defector rolled 1 6-sided dice:
1
Total: 1 (1-6)
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Posted: Fri Feb 15, 2008 10:06 am
((Well, after some deliberation, I have decided it will be safest for all of us to proceed forward as a group.))
"Calculating probability of success... Calculations complete. We shall all proceed froward and investigate." Starting down the cavern, 4 Co. beckoned the group to follow.
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Posted: Fri Feb 15, 2008 10:10 am
((Damn, that sucks.))
Walking forward, 4 Co. suddenly twitches and falls on the ground with a very loud crash and then a port on his back opens up and releases a considerable amount of steam with a piercing whistle. "Error, defective tea-a-a..."
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Posted: Fri Feb 15, 2008 4:43 pm
Your epileptic seizure is loud and violent, however the incredibly noise seems to have gone unnoticed, so you continue down the passage blithely unaware of the trap that awaits you. The light just ahead seems to recede as you approach it, an odd occurrence to say the least. As you approach the light to investigate further, you notice the walls of the passage have disappeared, just as the lights in the room come on in a blinding flash...
As your eyes slowly adjust, you can only react defensively as your opponents coordinate their actions in a surprise attack to attempt to destroy you...
The 2 Goblin Elite will each Attack and use an Action. The 2 Elite Goblin Defenders version 2.0 will Special Attack, use their True Guardian ability, and use an Action. The Breaker Demon will Attack and potentially use an Action.
Goblin Elite [18] Attack: 5 Defense: 3 Combat: 4 (1d12) Life: 15 Magic: 0 Equip: 0 Abilities: Tough to Handle (3) Actions: Smash, Power Up
Goblin Elite Bodyguard version 2.0 [21] Attack: 0 Defense: 10 Combat: 0 Life: 25 (5) Magic: 0 Equip: 0 Abilities: True Guardian (5), SA: Goblin Spit (1) Actions: Spell Block, Special Block, Taunt
Breaker Demon [30] Attack: 5 Defense:7 Combat: 4 (1d12) Life: 30 Magic: 0 Equip: 0 Abilities: Resist Magic x5 [5], Tough to Handle (3) Actions: Spell Block
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