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Post by Mowyer Pax on Apr 14, 2009 9:47:47 GMT
Mowyer spins around relexively to try and catch the torch on the shield on her back, ready to back away quickly and stamp out the flames when the thing falls to the ground.
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Post by zipp on Apr 14, 2009 18:15:20 GMT
Trapped as she was in the small lift, Mowyer found the maneuver difficult. However, she had to try.
Roll a dodge. We'll treat this as the guard's "attack."
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Post by Mowyer Pax on Apr 14, 2009 18:23:44 GMT
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Post by zipp on Apr 14, 2009 20:40:39 GMT
While trying to get turned around, the fire brand hit Mowyer in the side and she screamed as her clothes burnt into her skin. She kicked the brand away from her, but the lift wasn't designed for such shifting weight. With a cracking sound, the wooden board broke, sending Mowyer tumbling down the shaft. Thankfully, the shaft was small enough that she slid, rather than plummeted, and she landed relatively unhurt at the bottom. Dodge: 19, 19, 17+2 Fire brand → 1,13+17
Ouch. That's 2+1 damage from the brand. Roll toughness. You can keep the brand if you'd like. The flame has gone out, but could easily be relit.
invisiblecastle.com/roller/view/2024407/
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Post by Mowyer Pax on Apr 15, 2009 6:42:03 GMT
Doesn't one of my spare dice cancel the switch up? Or does the fire brand get 2 extra damage?
Ok, three toughness for the stat+armour, which did nothing, and I included one extra die for the shield since I mentioned manoeuvering with it and I should have a second spare die. So I guess I could take as little as one damage, or as much as three. Take the first from skill, take the other two from toughness if I have to.
How is the brand carriable?
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Post by zipp on Apr 15, 2009 17:34:02 GMT
Did you have an extra number for switch up? As I saw it, you combined your last two numbers. Shield does give you an extra die to toughness, but only if you had a saved number which you didn't use in combat. Brand is carriable in the backpack or can be used as a blunt weapon (though I don't advise it for the proficiency penalty).
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Post by Mowyer Pax on Apr 15, 2009 18:10:11 GMT
Well, that's what I wanted to know. I always thought if you didn't use your numbers, even if you had placed them in the queue, then they were freed up. Or else I couldn't see the point in the long run of doing anything in combat except playing your best single number. That way you have a good chance of tying up other people's numbers who played more, and then you should hopefully win a switch up if required. Anyway, if that's the rules then I have no skill, nor no toughness anymore save my items! Good thing the party didn't know what evil I as a player kept trying to do to them, I might get some healing items out of Owain!
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Post by zipp on Apr 15, 2009 18:41:00 GMT
Don't worry, I'm not about to let you get killed before you even join the party (funny as that might be)!
Keep on moving.
You are now in one of the lower levels of Citadel that anyone not on the council has access to. It is on this level that the portal is located. Ahead of you is a four way junction, two paths heading straight to the right and left, and two more branching out like a "V." Having been down here many times, you know that the portal lies down the path to your right. To your left, however, lies an apothecary, where you should be able to treat your wounds and grab some healing items. And the other two paths... one leads to the armory and the other... the other you don't remember. It actually seems a new path, maybe built since the last time you came to Citadel.
All is silent in the hallway. Only the sputtering torches mark any protest to your being here.
Choose your path
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Post by Mowyer Pax on Apr 15, 2009 19:48:38 GMT
I take it I could have my weapons sheathed and carry the brand for now like a weapon, ready to drop it unless I find a backpack soon?
Mowyer lands hard, and staggers dizzily. Instead of heeding her surroundings, she pats frantically at her singed hair and smarting face even though the flames are out. Slowly the panic receeds, although she can't shake the ache in her left eye. Her face has been burned there, and she can't see properly out of it. It saps her concentration and worse she knows leaves her more vulnerable to attack on that side.
She gets her barings, thusting the brand out like a weapon, then looking at with annoyance using her good eye, as if personally blaming it for all her ills just now.
Four ways - interesting. As a quick flight of fancy, she judges them like her mother's four children. Armoury for Chalres, the man was always a nut for the military and its trappings. She hopes his skills are keeping him safe just now. The apothecary for her sister, the quiet healer in the family, usually championing the younger children to their mother. To the right lay the portal, the city of Oasis, and her duty. So like Jason that path. Now she had a duty intrusted to her, as he always did, finally she was recognised by one of her family that she had capabilities to help!
So why ere her thoughts on the unknown path, why did it thrill her so?
No! First she had to go...to the apothecary first. Yes, for the side of her face. And then she would have gotten flights of fancy from her mind, and hurry to the portal. Charles could well be waiting, in terrible danger, after all.
Yes, healing then duty. Of course.
Nah! Look in the apothecary for some healing herbs, etc, and maybe a pack, and after that - somehow she will talk herself to go down the unknown route first! You know, to check for guards, etc ;D
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Post by zipp on Apr 16, 2009 0:14:54 GMT
I'll allow you to carry a weapon in one hand, and the torch in another, but then you won't get a shield bonus.
The way to the apothecary isn't guarded, and you make your way there without incident. Inside, you see a veritable garden of herbs and shelves of restoratives and other items.
You can search the shelves, the herb garden, or open up the cupboards and see what's in there. Your skill is currently at 0, so you won't be able to make a skill roll to find more than basic items, but if you take 4 stress, I'll say it gives you the focus to find basic items and a really nice item. What you find also depends on where you search
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Post by Mowyer Pax on Apr 16, 2009 6:57:44 GMT
So I can only search one area? Or does each area take time? I'll search the cupboards, I would have thought less common items would be placed out of general sight. Fine, I'll take stress to find a better item aswell. I'll make a mental roll to confirm I've made the right choice I think aswell.
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Post by Mowyer Pax on Apr 16, 2009 7:00:29 GMT
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Post by zipp on Apr 16, 2009 7:59:50 GMT
You aren't sure what the BEST place is for items, but you do believe that the most powerful items would be kept out of easy access. However, just because they are powerful doesn't necessarily mean they'll do what you want. You'd actually imagine that things like laumspur would be kept in more plain sight, where they are easy to find in case of an emergency.
Why you only get to search one place will become clear once you search it...
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Post by Mowyer Pax on Apr 16, 2009 9:03:59 GMT
Ok, will change to the shelves then - you are right, out of reach could equal dangerous!
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Post by zipp on Apr 16, 2009 17:18:36 GMT
You feel like you're being watched the whole time that you're searching (note stress gain), but you keep your focus and continue going through the bottles on the shelf. Your effort pays off. Not only do you find a vial of laumspur, you find the more potent Rendalim's Elixir.
Laumspur is the usual prevent 4 at time of attack, or +2 health later. Rendalim's Elixir is prevent 6 at time of attack, or +3 later. Do you have room for the potions?
Just as you are pocketing the potions, a door on the other end of the apothecary (not the way you came, fortunately) opens and two guards enter with the apothecary himself. They don't immediately spot you. You may have time to hide.
What do you do?
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