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Posted (edited)

OoC: Yes I know that I need to give a battleorder.

It is possible to win this, but don´t risk it like I did. If attacking the DBB, attack from backrow, it is insta KO if you have bad luck and low health. And everybody should choose target so that NO free hits are given.

Battleorder:

Aristune

Rethinal

Calamity

Muradin

Terry

Edited by Mencot
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Posted (edited)

OoC: Then we flee, I give Scuba the power to make the command to use the smokebomb because Keliim is supposed to be unconscious from battle.

Edited by Mencot
Posted

Keliim has some power left to watch as the others follow up their attacks on the bugs but he can tell that it won´t be as smooth as the other battles. He can hear Calamity and Terry shout out:

"We should, uh, probably go now."

"I would agree, we may want to get out of here..."

But the big man has not the strength to tell Aristune to use the smokebomb, with the last powers he grabs Calamity's foot and tries to tell her something but pass out.

Posted (edited)

"Aristune, there's no reason to join the fallen of our men - let's leave, now, before these beetles take us all down!

...I guess we have to decide as a group though. You know Calamity and I's thoughts. We knows Rethinal's, too, but I think he might be a little crazy."

Edited by Endgame
Posted

OoC: The group has made a decision, 2 wanna leave, 1 wanna stay, 1 doesn't say anything. I as groupleader will also say flee. So Aristune, Flee

Posted (edited)

Aristune pulls his punch as he hears the members of the party discuss what should be done.

If it is your wish, damn these beetles. If I ever return here...

Aritune draws his only smoke-bomb from his pack and lobs it at the mob of insects. The room quickly fills with a masking fog allowing them to retreat back to the barrel room.

barrel10.jpg

The Enemy Was Victorious

The Party gains no experience.

The Party

15525882464_c28b5cf268_t.jpg

Kelim the Cruel (played by Mencot)

Age 35, male human

Level 8 Barbarian

Power: 13 (8+5)

Power Bonus: 0

Health: 1/15 (8+7)

SP: 2 (4 against Free Hits)

Gold: 19

Equipment: Dwarven Orichalcum one handed battleaxe (WP: 5), wolf fur coat(Prop) Heroic Helm (Headwear, SP:2, Helm's SP doubles on free hits)

Inventory:

Consumables: x4 Potion, Grand Potion, Smoke Bomb, Poison

Artefacts: Order Imperial Longsword (WP: 5),Really Hard Helmet (SP: 2, Immunity to Rock)

Misc: Shovel

16895570282_2f08bd649b_t.jpg

Calamity (played by Scubacarrot)

24 year old human Mage

Level 4

Power: 7 (4+ 3) (Spells X2 against Humanoid/Luminous)

Health: 8/8 (5+3)

Ether: 1/8 (5+3)

Gold: 17

Equipment: Skull-Topped Staff (WP: 3, staff),

Inventory: X2 Potion, Tonic, Amethyst, Remedy

Sapphire Portal Key (SP1, wind Elemental, Staff)

Gloves of the Falcon Brotherhood (worth 15 gold to the right fashion forward collector.)

16967108475_092a320e79_m.jpg

Rethinal (played by Rconn0)

58 year old Were-Eagle cleric

Level 4

Power: 7 (4+3)

Health: 11/12 (9+3)

Ether: 3/8 (5+3)

Gold: 17

Equipment: Small hammer

Inventory: 4X Remedy, 2X Tonic

Tools: Chiton Pickaxe (Allows the user to dig through a breakable wall or obstacle.)

m0BoJW5.png

Terry Yelnats (played by Endgame)

Level 4 Mage

HP: 6/8 (5+3)

Ether: 8/8 (5+3)

Power: 7 (4 +3) (Spells X2 against Flying and Vermin)

Gold: 17

Equipment: Cattle Prod Staff (WP: 3)

Inventory: X2 Potion, Sapphire, 2X Bat Guano (can be thrown at an enemy to cause the Blind Effect)

Misc: Bedroll

rsz_haggard.png

Muradin Falstad (played by Cryos)

47 year old male dwarf

Level 4 Barbarian

Health: 9/11

Power: 7 (4+3)

SP:1

Gold: 7

Equipment: Granite Hammer (WP:3),Chiton Breastplate (SP:1, suitable for barbarians, knights, rogues, rangers, beast warriors, cannoneers, dragoons, harlots, inflitrators, marauders, minstrels, regulators, skirmishers, vindicators and winged warriors; bodywear.)

Artefacts:

Inventory: X3 Potion, Mead, Shovel

aristu11.jpg

Aristune (NPC)

26 year old Human

Level 6 Ranger

Health 10/11

Power 6

SP 3

Gold 0

Equipment: Initiates Brigandine (SP 3 Bodywear, usable only by Aristune)

Inventory: Bone

Emerald Portal Key (SP1, Wood Elemental, Staff)

Edited by Asphalt
Posted (edited)

When Keliim gains consciousness the party is back in the barrelroom, he is partly lying on the floor back against the wall. He try to get up but his body aches all over, the big man uses his axe to help him up on one knee. "Damn that was a tough hit they gave me, great to see the rest of thou in well shape."

Keliim drinks a small healing potion.

"Yea, been through worse. I´ll be alright, rest is for weaklings we ne'd to keep a move on. Now that our path was block'd that way, we ne'd to find another."

He looks on Aristune, "I apologize f'r mine hesitation, I will consult thou first because thou hast been here a longer time."

"What lies 'ere us, What path have thou taken here before? Where seek for the remaining keys?"

EDITED: Don´t need the healing potion, if we rest somewhere.

Edited by Mencot
Posted

aristu11.jpg

It would be wise if you would exercise more caution when entering rooms in the Parlor. Always remember this place is meant to test Body and Spirit. Not everything must be met with brute force. Though I must say, I do not believe anything other than death would have persuaded those Beetles. There was something wrong about them. I have never spoken with a hive creature that spoke of itself in the first person. Let along in concepts as high as imprisonment and mortality.

When we first arrived in the Parlor our intent was to explore it in a spiral pattern. We first headed north from the portal room then west then southward until we encountered the beetles. then east to the barrel room. I will confess I paid little attention to my path after that.

Posted

Keliim listens to Aristune, thinks and asks,

"In a spiralpattern, and thou started out going north then west, so did thee go south from that room then until the Borebeetles or?

and What kind of tests and opponents did thee face on this path?"

Posted

aristu11.jpg

We first faced a colony of sand vipers, and the two key challenges before we the cadre began disappearing. the Sapphire key was a contained within a whirlwind. Our mage was able to ground out the maelstrom by using his earth magic to disperse the winds. The Emerald key was being guarded by sentient vines. They had to be defeated by steel and fire before they would release it.

Posted (edited)

"Intresting. I think we shall do the same now, go north but at the northern point we shall turn east instead of west!"

"Aristune, what shall thou say 'bout that?"

Edited by Mencot
Posted (edited)

"Then we head North! Sand vipers, where did thee meet them?"

The party heads back north to the Altarroom.

Edited by Mencot
Posted

"Aristune, there's no reason to join the fallen of our men - let's leave, now, before these beetles take us all down!

...I guess we have to decide as a group though. You know Calamity and I's thoughts. We knows Rethinal's, too, but I think he might be a little crazy."

Ooc: Totatlly true.

"I ain't crazy I just see things differently."

Posted

The party returns to the Altar Room. Nothing seems to have changed since their last visit. They now have two of the five keys. Will they place them into the altar or keep them with them?

altar_11.jpg

Posted (edited)

"Lets head North from here on. I think we will keep the two keys we have. Do thou Aristune know would it benefit anyway to put the keys back on the altar at this point?"

Edited by Mencot
Posted

aristu11.jpg

Save that we could not lose them if we are again ambushed, I see no benefit to leaving them behind. Travelling North the way should be clear if nothing has moved in since we departed it.

Posted

The party moves Northward from the Altar Room. To find. . . .

And absolutely empty room.

empty_10.jpg

aristu11.jpg

This is where we fought the Sand Vipers.

Posted

Keliim doesn't even allow the dust to settle on his wolfskin before rushing Northward once again. He enters the next room to find a strange tableau.

chaine10.jpg

Four chains attach to one of the five Portal Keys. Each chain ends at a strange device anchoring it in place. Yellow crystals blaze, and a bone white handle sits atop each device.

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