[Let's Play] Blood Sword III - The Demon's Claw
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- Darth Rabbitt
- Overlord
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- angelfromanotherpin
- Overlord
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- Joined: Fri Mar 07, 2008 7:54 pm
Is that practical? If it just doggedly engages the Enchanter, he has to disengage instead of casting or calling-to-mind; and anyone who moves to engage it will leave themselves open to get hit. The only recourse at that point is our bowman, and he'll run out of arrows before it falls down. So that leaves us stalemated. Might as well disengage now.
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
- Darth Rabbitt
- Overlord
- Posts: 8870
- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
- Contact:
- angelfromanotherpin
- Overlord
- Posts: 9745
- Joined: Fri Mar 07, 2008 7:54 pm
I thought we were still waiting for the fight/flight vote resolution.
If we fight, I shoot at it each turn it's not adjacent to me, and when it is, I retreat elsewhere. If we run, I run.
If we fight, I shoot at it each turn it's not adjacent to me, and when it is, I retreat elsewhere. If we run, I run.
Last edited by Starmaker on Wed Jul 15, 2015 2:05 pm, edited 2 times in total.
As you can see above, Darth and Shiritai already changed their votes to fighting. That makes it a majority added to your own vote.Starmaker wrote:I thought we were still waiting for the fight/flight vote resolution.
COMBAT LOG:
Round 1 ... FIGHT!
Awareness 8 acts...
Warrior waits
Trickster shoots Aphanos. Roll = 7. (Hits!) Damage = 4-4=0. No Damage.
Awareness 7 acts...
Sage shoots Automation. Roll = 5. (Hits!) Damage = 1+1-4=0. No Damage.
Enchanter dismisses Sheet Lightning and Immediate Deliverance and attempts to cast Nemesis Bolt. Roll = 9+5 = 15. (Failure!!!)
Awareness 6 acts...
Automation moves next to Trickster.
Quick Thinking bonus:
Trickster fights Automation. Roll = 7. (Hits!) Damage = 5+2-4 = 3. Automation has 57 END left.
Round 2
Awareness 8 acts ...
Warrior waits
Trickster disengages and Moves to the south end of the room.
Awareness 7 acts ...
Sage waits (out of arrows)
Enchanter attempts to cast Nemesis Bolt. Roll = 6+5-1 = 10. (Success!) Damage = 25+7-4 = 28. Automation has 29 END left.
Awareness 6 acts ...
Automation moves between Warrior and Enchanter.
Round 3
Awareness 8 acts...
Warrior moves 1 square to the south.
Trickster shoots Aphanos. Roll = 3. (Hits!) Damage = 3-4=0. No Damage.
Awareness 7 acts...
Sage moves 1 square to the north.
Enchanter moves to the north end of the room.
Awareness 6 acts...
Automation moves next to Warrior.
Round 4
Awareness 8 acts...
Warrior moves 1 square to the south.
Trickster shoots Automation. Roll = 7. (Hits!) Damage = 1-4=0. No Damage.
Awareness 7 acts...
Sage cheers the Enchanter on.
Enchanter attempts to cast Swordthrust. Roll = 5+2 = 7. (Success!) Damage = 6+3-4 = 5. Automation has 24 END left.
Awareness 6 acts...
Automation moves next to Warrior.
Round 5
Awareness 8 acts...
Warrior moves 1 square to the east.
Trickster waits (no arrows).
Awareness 7 acts...
Sage sits down and begins to study some ants.
Enchanter prepares Nemesis Bolt.
Awareness 6 acts...
Automation moves next to Warrior and Trickster.
Round 6
Awareness 8 acts...
Warrior moves 1 square to the east.
Trickster runs to the SE corner.
Awareness 7 acts...
Sage takes out some parchments and begins to scribble down his observations and studies...
Enchanter attempts to cast Nemesis Bolt. Roll = 9+5 = 14. (Success!) Damage = 28+7-4 = 31. Automation is destoryed.
Awareness 6 acts...
Automation moves towards Warrior....and collapses.
Awareness 8 acts...
Warrior waits
Trickster shoots Aphanos. Roll = 7. (Hits!) Damage = 4-4=0. No Damage.
Awareness 7 acts...
Sage shoots Automation. Roll = 5. (Hits!) Damage = 1+1-4=0. No Damage.
Enchanter dismisses Sheet Lightning and Immediate Deliverance and attempts to cast Nemesis Bolt. Roll = 9+5 = 15. (Failure!!!)
Awareness 6 acts...
Automation moves next to Trickster.
Quick Thinking bonus:
Trickster fights Automation. Roll = 7. (Hits!) Damage = 5+2-4 = 3. Automation has 57 END left.
Round 2
Awareness 8 acts ...
Warrior waits
Trickster disengages and Moves to the south end of the room.
Awareness 7 acts ...
Sage waits (out of arrows)
Enchanter attempts to cast Nemesis Bolt. Roll = 6+5-1 = 10. (Success!) Damage = 25+7-4 = 28. Automation has 29 END left.
Awareness 6 acts ...
Automation moves between Warrior and Enchanter.
Round 3
Awareness 8 acts...
Warrior moves 1 square to the south.
Trickster shoots Aphanos. Roll = 3. (Hits!) Damage = 3-4=0. No Damage.
Awareness 7 acts...
Sage moves 1 square to the north.
Enchanter moves to the north end of the room.
Awareness 6 acts...
Automation moves next to Warrior.
Round 4
Awareness 8 acts...
Warrior moves 1 square to the south.
Trickster shoots Automation. Roll = 7. (Hits!) Damage = 1-4=0. No Damage.
Awareness 7 acts...
Sage cheers the Enchanter on.
Enchanter attempts to cast Swordthrust. Roll = 5+2 = 7. (Success!) Damage = 6+3-4 = 5. Automation has 24 END left.
Awareness 6 acts...
Automation moves next to Warrior.
Round 5
Awareness 8 acts...
Warrior moves 1 square to the east.
Trickster waits (no arrows).
Awareness 7 acts...
Sage sits down and begins to study some ants.
Enchanter prepares Nemesis Bolt.
Awareness 6 acts...
Automation moves next to Warrior and Trickster.
Round 6
Awareness 8 acts...
Warrior moves 1 square to the east.
Trickster runs to the SE corner.
Awareness 7 acts...
Sage takes out some parchments and begins to scribble down his observations and studies...
Enchanter attempts to cast Nemesis Bolt. Roll = 9+5 = 14. (Success!) Damage = 28+7-4 = 31. Automation is destoryed.
Awareness 6 acts...
Automation moves towards Warrior....and collapses.
Which way now?There is nothing else of interest here. As you watch, the supernatural illumination that fills the hall begins to fade, and you are plunged into torchlit gloom once more.
You now have the choice of taking the left-hand archway or the right-hand one.
- Darth Rabbitt
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Starmaker wrote:No reward?
The reward for this encounter can only be gained if we found the clue to give the Automation a command. We missed that clue due to not following the snake earlier.
Can't go left this time. Right or not-right?You advance along a granite-lined passageway. Soon you come to a junction.
If you wish to go straight on, turn to 359. If you wish to go right, turn to 8.
- Darth Rabbitt
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Not-right has to be the right way, right?
Crawl or run?
What a lovely view!You enter a room illuminated by a greyish glow that seems to ooze from the dank stone blocks of the wall. There is a passage leading off the far end, but to reach it you would have to pass a number of desiccated corpses. You move closer, now noticing that the corpses are riddled with arrows. Your glance goes to the left-hand wall, where you see a line of sinister arrow-slits.
You consider your options before advancing any further into the room. It looks as though you could avoid being seen from the arrow-slits - if there are indeed any bowmen still there - by dropping low and running close to the left-hand wall. Alternatively you could just sprint down the centre of the room, trying to get to the other end before any bowman had time to shoot.
If you try to pass unobserved underneath the arrow-slits, turn to 418. If you dash along the middle of the room, turn to 440.
Crawl or run?
- angelfromanotherpin
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- Darth Rabbitt
- Overlord
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- Joined: Thu Feb 05, 2009 8:31 pm
- Location: In "In The Trenches," mostly.
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Good thing we avoided them......our history with strange tentacle things hasn't been a pleasant one....You sprint across the room dodging the corpses on the floor. Strangely no arrows are fired from the slits, but as you reach the safety of the arch at the far end you see mysterious coils of writhing tentacles spring through the arrow-slits. Anyone sneaking by underneath them would doubtless have been seized...
To save the time, let's look at the items:You reach a chamber. There is another passage entering this room from the north - presumably the one you would have entered by had you gone the other way. Opposite you there is a large door of stout ashwood, held shut by a large padlock and several rusted iron bolts.
A shape seems to detach itself from the shadows. You swing round, thrusting the torch forwards, but there is nothing there. As you turn round again, you come face to face with a monstrous guardian which is now standing in front of the door. It has the slavering features of a dog - or a jackal - but the muscular body of a human warrior. In its hands it holds a glittering spear which it lowers to point at you. As its yellow eyes glance over you, it lets out a growl of menace.
If you wish to attack the creature, turn to 286. If you prefer to use an item, turn to 81.
We only have the bottle (the genie's container), but would that be of any use here?Which item do you wish to use? A tuning fork; a copper bottle; or a golden mirror?
If you have none of these, turn to 286.
Use the bottle or just fight?
- Darth Rabbitt
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"Hey Anubis, I bet 10 gold that you can't make yourself fit inside this little bottle! C'mon, try it!"
The Enchanter is the one carrying the bottle, so he has to spend the first turn putting the bottle away in the upcoming combat!
Note that no one has any arrows left. We used the last of them on the Automation earlier.
Adventure Sheet:
WARRIOR:
TRICKSTER:
SAGE:
ENCHANTER:
Nope, doesn't work.You quickly take out the bottle and remove the stopper. No jinni arises from it to help you this time, and the dog-headed creature has lunged at you with its spear before you can do anything else.
Turn to 286 for the fight, but the player with the bottle loses his or her action for the first Round.
The Enchanter is the one carrying the bottle, so he has to spend the first turn putting the bottle away in the upcoming combat!
Strategies?Moving with dazzling speed, the creature brings up its spear and slashes at you.
Dog-Creature
Fighting Prowess: 9 Psychic Ability: 9
Damage per blow: 3 Dice Awareness: 9
Armour Rating: 0
Endurance: 35
If you kill it, turn to 442. If you Enthral it, turn to 574.
Note that no one has any arrows left. We used the last of them on the Automation earlier.
Adventure Sheet:
WARRIOR:
NAME: Dame Caecilia Wither-Stoat
RANK: 4th
Battle Order: 1
Fighting Prowess: 12
Psychic Ability: 7
Awareness: 8
Endurance: 15/33
Damage: 2 Dice +3 (+3 from Enchanted Sword)
*Extra Notes: Takes no FP/damage penalty when fighting unarmed, +1 Armour Rating from Potentiation on top of normal armour bonus
Items:
1 Enchanted Sword (+3 Damage)
2 Enchanted Chainmail armour (Armour Rating five)
3 Money pouch (98 gold pieces)
4 Silver crucifix (with finger-bone of St Ashanax)
5 Iron Bell
6 Bedroll
7 Shielding Charm (+1 AR)
8 Blood Sword Scabbard
9 Blood Sword Hilt
10 Empty slot
RANK: 4th
Battle Order: 1
Fighting Prowess: 12
Psychic Ability: 7
Awareness: 8
Endurance: 15/33
Damage: 2 Dice +3 (+3 from Enchanted Sword)
*Extra Notes: Takes no FP/damage penalty when fighting unarmed, +1 Armour Rating from Potentiation on top of normal armour bonus
Items:
1 Enchanted Sword (+3 Damage)
2 Enchanted Chainmail armour (Armour Rating five)
3 Money pouch (98 gold pieces)
4 Silver crucifix (with finger-bone of St Ashanax)
5 Iron Bell
6 Bedroll
7 Shielding Charm (+1 AR)
8 Blood Sword Scabbard
9 Blood Sword Hilt
10 Empty slot
NAME: Benedict of the Crimson Spires, Honourable Duelist
RANK: 4th
Battle Order: 2
Fighting Prowess: 8 (+1 from Enchanted Sword)
Psychic Ability: 7
Awareness: 8
Endurance: 9/25
Damage: 1 Die+2
Items:
1 Enchanted Sword (+1 FP)
2 Studded Leather Armour (Armour Rating two)
3 Golden Snuffbox
4 Dervish's scroll
5 Gloves
6 Bow
7 Harp
8 Quiver (empty)
9 Fur Cloak
10 Gilt-edged scroll
*11 Screebo the Raven
RANK: 4th
Battle Order: 2
Fighting Prowess: 8 (+1 from Enchanted Sword)
Psychic Ability: 7
Awareness: 8
Endurance: 9/25
Damage: 1 Die+2
Items:
1 Enchanted Sword (+1 FP)
2 Studded Leather Armour (Armour Rating two)
3 Golden Snuffbox
4 Dervish's scroll
5 Gloves
6 Bow
7 Harp
8 Quiver (empty)
9 Fur Cloak
10 Gilt-edged scroll
*11 Screebo the Raven
NAME: "Pepito" Cascadero, Master of the Mystic Way
RANK: 4th
Battle Order: 3
Fighting Prowess: 7
Psychic Ability: 8
Awareness: 7
Endurance: 7/21
Damage: 1 Die+1
Items:
1 Quarterstaff
2 Ringmail Armour (Armour Rating two)
3 Seafaring Charts from Hunguk's ship
4 Bedroll
5 Magic Bow (Damage 1 Die+1)
6 Quiver (empty)
7 Skull Amulet
8 Blue Crystal Eyes
9 Money pouch (100 gold pieces)
10 Silver key to Fatima's garden
RANK: 4th
Battle Order: 3
Fighting Prowess: 7
Psychic Ability: 8
Awareness: 7
Endurance: 7/21
Damage: 1 Die+1
Items:
1 Quarterstaff
2 Ringmail Armour (Armour Rating two)
3 Seafaring Charts from Hunguk's ship
4 Bedroll
5 Magic Bow (Damage 1 Die+1)
6 Quiver (empty)
7 Skull Amulet
8 Blue Crystal Eyes
9 Money pouch (100 gold pieces)
10 Silver key to Fatima's garden
NAME: Enchanter Reed, Ninth of the Inverted Tower
RANK: 4th
Battle Order: 4
Fighting Prowess: 1
Psychic Ability: 15 (+1 from Ring of Sorcery)
Awareness: 7
Endurance: 21/21
Damage: 1 Die +1
Items:
1 Brazier
2 Silver armour (Armour Rating two)
3 Bedroll
4 Magical Bread Crust of Infinity
5 Fur Cloak
6 Money pouch (88 gold pieces)
7 Ring of Sorcery (+1 PA)
8 Copper Bottle
9 Amber Tinderbox
10 Iron rations (7 days)
RANK: 4th
Battle Order: 4
Fighting Prowess: 1
Psychic Ability: 15 (+1 from Ring of Sorcery)
Awareness: 7
Endurance: 21/21
Damage: 1 Die +1
Items:
1 Brazier
2 Silver armour (Armour Rating two)
3 Bedroll
4 Magical Bread Crust of Infinity
5 Fur Cloak
6 Money pouch (88 gold pieces)
7 Ring of Sorcery (+1 PA)
8 Copper Bottle
9 Amber Tinderbox
10 Iron rations (7 days)