andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Feb 1, 2017 7:02:15 GMT -8
Round 8 - The Final Few...
Three brave warriors lay dead in the diabolical maze. Their corpses prey to the rats and other hellish critters that lurked in the shadows. Five more adventurers continued their struggles against the perils and pitfalls of the infernal labyrinth.
The bulky barbarian brute known as Drinlarr continued his quest and took a right turn out of his current chamber into the next...
In the centre of room lay the cold remains of a young faun. While the faun's face looked tranquil, his fist was a tight ball. Drinlarr's eyes were drawn to the object that the young warrior clutched so dearly. It was a key.
The barbarian couldn't believe his luck, and moved forward to retrieve it. A low growl rumbled out from the the corner of the room, and sinister shape slunk from the shadows... it's razorsharp teeth glinting at the prospect of another feast...
The Vilderbeast Magic 4 Strength 4 Skill 2
--------- Ak, please submit your stats via an in forum comment and accompanying MOC if you wish.
Everyone else, apologies but can you ALL send me your next two move suggestions on the assumption that your current room is where you are moving from. Thanks.
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AK_Brickster
Innkeeper
Scouting the Lenfel Border
Posts: 3,272
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Post by AK_Brickster on Feb 2, 2017 10:27:18 GMT -8
Drinlarr was tired. He was a large man, and the lack of nourishment, running around this infernal maze, and coping with the numerous obstacles within were starting to take its toll on the lumbering warrior.
However, as the Vilderbeast approached, he was filled with the will to survive, knowing that the key within his grasp would likely be critical to his freedom.
He was now carrying his massive hammer, the key, the map, and the cloak and amulet that he'd recovered from the fallen warrior in the previous room. He growled viciously at the advancing monster, an unexpected response that caused the Vilderbeast to take a momentary pause. Taking advantage of the brief delay, Drinlarr moved to free his hands from some of the possessions, in order to better wield his weapon. He stuffed the map into his belt, but accidentally caused the amulet to drop. He quickly snatched it up and threw it around his neck. Immediately, he felt a surge of power course through his veins (Drinlarr gains +5 magic, approved by Andhe). Though surprised by the feeling of magical competency, Drinlarr managed to keep his focus, moving to fasten the shimmering cloak about his neck with his free hand. As the clasp was set, however, a sudden jolt of electricity momentarily stiffened him, and as a result of the shock, he committed the cardinal sin of dropping his hammer (Drinlarr loses 1 health).
Feeling a rare moment of panic, Drinlarr put eyes back on the monster, expecting an attack. The vilderbeast though, did not take advantage of the moment to pounce while he was disarmed, but instead began darting confused glances all around the room, apparently searching for something it could not see.
Drinlarr slowly reached down toward his weapon, keeping his eyes on the now perplexed monster. He missed with the blind grope, and tore his eyes away from the vilderbeast in an attempt to find the handle of the hammer. It was at this moment that he realized the cause of confusion for the vilderbeast. His arm was nowhere to be seen! "What in the nine devils is going on??" he shouted, stumbling backward in surprise, tripping over the dead faun and falling to the ground with a hefty thud. The vilderbeast, hearing the shout, pounced toward the source of the sound, narrowly missing its invisible quarry.
Recognizing the precariousness of his situation, the barrel-chested barbarian held his breath and tried his best to be as quiet as a man his size could hope to be. He realized that he must be wearing an enchanted cloak. Some of the power he'd just felt enter his body was slowly draining from him (Drinlarr loses 2 magic). Feeling himself growing weaker by the moment, and with the venom-dripping fangs of the vile creature now looming over his beloved hammer, Drinlarr slowly stood and backed away from the confused monster, slipping quietly through the door which he'd entered by (east).
Once through the door, he clicked it shut and, as an extra precaution, tried the newly-acquired key in the lock. It worked! Having held his breath for quite some time now, he was able to finally heave a deep sigh, his mighty chest swelling in the musty air. Before he could lose any more power, he moved to unfasten the cloak from about his shoulders. To his relief, he felt himself return to normal, his meaty hands reappearing before his eyes.
Not wanting to brave the pit of daggers again, he consulted the map and decided to continue east, guessing that that the ill-fated foe who lay at his feet once more had probably cleared the area of enemies. He made a move to the door, but as he did, he remembered the foxsnipe that he'd seen the eagle-eyed Valkyrie about to harvest. He wasn't sure what it was, but if she'd wanted it, it must be worthwhile. He plucked it and tucked it into his belt (Drinlarr acquires foxsnipe), now beginning to get quite crowded, what with the map, key, cloak, and now plant safely stowed away. He also realized in a moment of good sense that attempting his final push for freedom would be hazardous to attempt without weapons, so he further raided the corpse for her spear and shield.
Satisfied that he'd done all he could to prepare for what lay ahead, Drinlarr quickly took the door into the next room (east).
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Feb 3, 2017 6:18:52 GMT -8
And so we leave the barbarian to recover his breath, as he had recovered a key, an invisibility cloak (2 magic and 1 health to use), the amulet of teluma (bonus 5 magic to the wearer) and a sprig of foxsnipe (purpose unknown).
Our attention turns to the ageing and ailing knight known as Rulf the Orange. His health was low, and his armour felt heavy. He felt his trusty sword in his hand and adjusted his newly acquired shield (-1 to any enemy skill attacks). The warrior took a right turn (south)and entered a chamber with 4 exits, the repetition of the chambers was beginning to tire and disorientate him.
It was a light relief to find the room empty. The veteran knight searched the room for anything of help in his quest. His eyes were drawn to a glint in the corner. A skeletal hand of some former warrior was clutching a key. The arm had been severed at the wrist but the dead digits still clung fiercely to their prize. Rul stepped forward and gripped the key, the skeleton falling almost to dust as he lifted the key in the air (Rulf finds the 3rd key).
"At last, fortune shines upon me" he thought and took the door straight ahead (south) out of the chamber. Yet another blasted identical chamber except in the centre of the room, in a sticky pool of blood lay the the torn body of recently departed wizard. In a corner, from the shadows, six beady eyes watched the knight enter the room, and twenty razorsharp teeth smiled threateningly to not let him leave... it was time for the beast's second course.
Vilderbeast Magic 4 Strength 4 Skill 2
--------
Rulf finds the third key. Fritzix, please submit your stats via an in forum comment. You may also build a small MOC for gold.
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Fritzix
Outlaws
Champion of the Brawl
conspiring
Posts: 113
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Post by Fritzix on Feb 3, 2017 6:31:48 GMT -8
Rulf knew this could be his last battle. He gathered his remaining strenght and charged against the monster.
Rulf Magic 2 Strenght 4 Skill 4 Health 1
If he survives, he will go south and then west.
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Feb 6, 2017 3:21:11 GMT -8
Rulf vs The Vilderbeast
The veteran knight held his sword aloft and charged at the monster.
Rulf Magic 2 + dice 2 = 4 Vilderbeast Magic 4 + dice 1 = 5...
Rulf uses 1 luck to avoid certain death.
Rulf Magic 2 + dice 5 = 7 Vilderbeast Magic 4 + dice 1 = 5...
Vilderbeast loses 2 health.
Rulf Strength 4 + dice 2 = 6 Vilderbeast Magic 2 + dice 3 = 5...
Vilderbeast loses 1 health.
Rulf Skill 4 + dice 3 = 7 Vilderbeast Magic 4 + dice 4 = 8...
Rulf uses 1 luck to avoid certain death.
Rulf Skill 4 + dice 4 = 8 Vilderbeast Magic 4 + dice 2 = 6...
Vilderbeast loses 2 health.
Rulf Skill 4 + dice 1 = 3 Vilderbeast Magic 4 + dice 3 = 8...
The Vilderbeast pounced on the exhausted knight sinking his razor-sharp teeth into the veteran warrior. Rulfs life began to ebb away as the monster's teeth pierced through his armour and into the fragile flesh beneath. As the beast's jaws tightened, the knight saw his many years of glorious battles and victorious quests pass before his eyes. This was one battle and quest that he would not win, but he finally felt at peace (Rulf loses 5 health and dies).
------------- Rulf loses 5 health and dies in the same chamber as the wizard (Merc). But still has a key. Only four warriors remain!
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Feb 15, 2017 3:28:28 GMT -8
The Doctor felt he was going round in circles, but close to his destination at the same time. As was often the paradox of travelling through time and space. He had four doors to choose from and from a vague judgement of his bearings he took them to be North, South, East and West. He had entered from the south and heard rumblings and snarls to the east, but which way should he choose?
--------- Lilcurt, please choose your next two door choices.
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lilcurt
Outlaws
Back Home, Somewhere along the Lenfeld, Garheim Border Preparing for winter :)
Posts: 1,041
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Post by lilcurt on Feb 15, 2017 19:31:42 GMT -8
The doctor, who was feeling tired and ready to find a way out. Decided to go away from the grumbling and chooses to go to the west door, then wants to head north.
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Feb 16, 2017 1:59:05 GMT -8
The Doctor headed east and entered another chamber the same as the last. It was empty so the Doctor decided to rest for a while and weigh up his options (Doctor gets +1 health).After a short break he stood up and tried the doors, the one to the south was locked so he decided to head north... The room he entered seemed empty at first until he saw, in the corner, what looked like a burnt pile of twigs. At first he thought it was the remnants of a previous adventurer's attempt to keep warm, or to cook their last meal. But on closer inspection he saw the twigs were intertwined in a circular fashion, most unlike an fire he had seen before and more like... a nest. He then noticed the shards of eggshell, also scorched, but why would someone burn a bird's nest. It then struck him, quite literally in the head, as a bird swooped down a clawed at his face. It was a phoenix! The feathers shimmered and blazed as it beat it's wings around the confines of the small chamber. After frantically swooping and flapping around the room it came to rest in the far corner. The Doctor knew that the bird was quite rare and it's feather were known to give their holders great luck and so he endeavoured to catch one for himself. ----------------- The Doctor discovers a phoenix. To catch the bird, or even just a feather you must build a small moc showing your attempts. The bird may be brick-built or Fawkes from the Potter line (if you own one) or just a feather if you choose... Your reward will be +5 LUCK. www.bricklink.com/catalogItemIn.asp?P=43744pb01&colorID=5&in=A
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Mar 13, 2017 3:22:43 GMT -8
Malekk, still desperately wounded but eyes grim with determination, inspected the blood trail on the ground. Follow it. It is weak. Take it's strength for our own. Follow it. The dark whispers filled his head like a chorus of raspy voices. In his weakened state he couldn't tell if they were his own thoughts or his companion's. Regardless he followed the bloody path to the right. ---------------- Sorry about my delayed response, for some reason I thought I had done this a while ago! And so, after a brief delay we return to the fate of the Malekk the warlock. He had followed the path to the right... which was in a southerly direction. At first he came to a room that was filled with a chasmic pit. Looking down he saw that it plummeted down to horrifying floor of razorsharp daggers. Cross it... the voice in his head whispered... do not be weak... the voice continued.
Malekk stepped out onto the edge, but found that his luck held (first room, his stats outweigh the challenge so no luck rolls are needed). The warlock seemingly crossed the pit with ease and entered into another chamber just as another warrior was preparing to leave... Malekk vs Drinlarr...
----------------------- Drak and AK, Please submit your battle stats or your item usage. I think I've got your locations correct this time. Apologies for the delay.
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Mar 24, 2017 5:59:41 GMT -8
Malekk vs Drinlarr
The warlock drew his blade, his evil companion whispering dark words at the back of his mind (Malekk submits 8 magic, 8 strength and 5 skill...) The barbarian turned, but his face was one of mirth not menace... and then he disappeared (Drinlarr uses 2 magic and 1 health to use his cloak of invisibility to avoid detection).
"What sorcery is this?" the warlock pondered. He had seen many magical and mystical things in his years, but a man just to vanish into thin air?...
------------ Malek submitted stats are returned to him unused, Drinlarr uses 2 magic and 1 health to escape.
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Mar 24, 2017 6:33:47 GMT -8
The ninja Sling Mau was now in possesion of a key, that he hoped would aid in his escape from this dungeon, and a sword (+1 to strength attacks rolls) that he hoped would help defeat any monster that stood in his way.
He headed south, entering a chamber with the now familiar four exits. A goblin was sleeping in the corner (magic 1, strength 2, skill 4). The goblin was snoring heavily and the ninja crept silently passed (Mau's stats exceed the goblin so he proceeds to his second room).
He turned east into another four walled, four doored chamber. This time he was not so fortunate as an imp appeared to be sat on a pile of bones, picking his pointy teeth with a feather. The imp immediately noticed him and glared, drawing a jagged knife...
Mau vs Imp Magic 2 Strength 1 Skill 3
---------------- Josdu, submit your stats for fighting the imp in forum. Deadline Monday.
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Mar 27, 2017 7:49:49 GMT -8
Round 9 - The final stretch...
(Ak submitted his stats first so will go first...)
The barbarian removed the cloak with a chuckle. Though he had never been one to dabble much with magic, an invisibility cloak would sure come in handy. He began to imagine all the alehouses he could sneak into and the beverages he could consume before disapperaing into thin air.
He was brought back to the reality of his situation by a low rumbling... at first in his weakened state he thought it might be another earthquake, but soon realised that it was in fact his stomach. Using the cloak had weakened him and he rummaged in his bag for something edible. He found the foxsnipe and figured it was better than nothing, so he ate it (Drinlarr gains 2 health).
He headed north into another identical chamber. Four stone walls, four wooden doors, but seemingly nothing else. His steps echoed eerily around the room as his feet crunched over the hard floor. It was a great relief. He took a moment to examine the room, expecting some monstrous creature to leap out of the shadows and attack him... but nothing (Drinlarr rests and gains 1 health).
After pausing for a moment to catch his breath, he tried the door handle of the door to the north. The handle turned but the door seemed stuck. The stout barbarian leant into it with his heavy frame. It creaked but didn't budge, and he thought he could hear a faint laugh beyond it.
It was then that he remembered the key he had picked up from the dead faun. He drew it out of his bag and put it to the lock. It fitted, and with a heavy creak and clank the door unlocked. He swung the door open and entered...
-------------------- We will return to Drinlarr's story in time, once a few more people have had time to PM me their two direction choices.
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josdu
Outlaws
Marooned on the Island of Lost Souls
Posts: 1,176
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Post by josdu on Mar 27, 2017 9:13:20 GMT -8
Sling Mau kept the length of his sword carefully between himself and the imp: one could never be too careful, and this way the imp would have to travel up his blade to reach him.. Skill 5 Magic 3 Strength 1 (+ the 1 from the sword) Meanwhile Mau glanced hurriedly round to decide his next direction.. south first, than east. --------------------------- I have two questions: how much gold did I get for the little moc with the key last time (I didn't have time to make one this time btw)? And if skill is not the first score rolled I'd like to switch my stats ^ , only I thought it went from highest score to lowest..
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on Mar 28, 2017 5:08:33 GMT -8
The Ninja, Sling Mau and leapt at the imp intending to make the first strike (skill 5 + dice 5 = 10). The imp shrieked and shrunk back at the attackers skill (skill 3 + dice 3 = 6. Imp takes 4 damage).
Summoning a mystical energy the ninja was enveloped in a swirl of fog (magic 3 + dice 2 = 5), the imp foolishly ran at the cloud slashing it's dagger through the smoke (magic 2 + dice 1 = 3...) but to no avail. Instead the stealthy warrior appeared behind him, silently slicing his sword through the imp repugnant body (imp takes 2 damage and dies).
All in all the battle was over in a matter of moments. The ninja resheathed his sword as the creatures lifeless body toppled to over and hit the stone floor. Looking around he felt he was close to the end and decided he would first head south, then east.
----------------- Mau defeats the imp without using his strength so those stats are returned to him. He get's 1 luck for the victory.
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andhe
Squire
More building, less talking.
Posts: 948
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Post by andhe on May 5, 2017 5:09:29 GMT -8
The Final Chamber...
Drinlarr the barbarian had headed north into another identical chamber. After pausing for a moment to catch his breath, he tried the door handle of the door to the north. The handle turned but the door seemed stuck. The stout barbarian leant into it with his heavy frame. It creaked but didn't budge, and he thought he could hear a faint laugh beyond it.
It was then that he remembered the key he had picked up from the dead faun. He drew it out of his bag and put it to the lock. It fitted, and with a heavy creak and clank the door unlocked. He swung the door open and entered...
Drinlarr entered a room filled with light. A cackle echoed around the void as the barbarian squinted in the brightness searching for the source of the noise. "Congratulations warrior! I am Ezam, the keeper of this labyrinth, and you have made it to the centre of my maze! But should you wish to return home you have one final challenge..."
The light shrunk into a ball and whirled around the room as the barbarian swatted at it with his warhammer. The light finally settled in a corner of the room, the glow fading and an imp-like creature came into view. "You'll have to do better than that if you wish to escape, you lumbering oaf!" the imp said with a cackle.
Drinlarr vs Ezam
Magic 5 Strength 5 Skill 5
------------------ Ak - please submit your stats for fighting Ezam via an in forum comment. The end is nigh.
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