Page 5 of 9
Re: GAL 10: Protect the GAL's Interests (Turn 18)
Posted: Wed Jun 29, 2016 5:27 pm
by Arch Lich Burns
"Hello! Why are you here?"
Re: GAL 10: Protect the GAL's Interests (Turn 18)
Posted: Sat Jul 02, 2016 11:10 am
by thinkslogically
*nudge*
Re: GAL 10: Protect the GAL's Interests (Turn 18)
Posted: Mon Jul 04, 2016 5:31 am
by nikohl
There's not much I can do without help now, so. I guess...wait?
Re: GAL 10: Protect the GAL's Interests (Turn 18)
Posted: Mon Jul 04, 2016 7:09 am
by Narshe
Tink will try to get back up and try help All - she'll try to jump and grab on to the ledge above her to the left, and from there, to the ledge directly on top of that. If she can haul herself up there, she'll try to jump back across to where all is.
"All, you're not going to like my idea, and it's not pleasant, but I think we can use some of that disgusting sludge as lubricant..."
Re: GAL 10: Protect the GAL's Interests (Turn 18)
Posted: Tue Jul 05, 2016 3:38 am
by GathersIngredients
► Show Spoiler
If I understood correctly, I have to wait for the next update before posting an action, right?
Also, bookmarked this thread now.
for own convenience:
NEW QUEST! Protect the GAL's Interests!
Savage stomps out of his office and clears his throat.
Goblins! We have a problem. It would appear that for whatever reason, some of you broke our contract with Moric. We agreed to dispose of certain supposed "threats" to his business and then didn't follow through. I have spoken to Mantagar and Orwilla about this as well, and while it would appear that we were certainly not fully informed when we accepted the contract, the bottom line is that we're going to have hell to pay when Moric figures out what's happened and comes back for revenge.
Fortunately, it would appear that we have some time on that front. Moric's henchmen were largely killed during the mission and if we're lucky they won't have been able to send word back to him yet. I also know that in about a week's time, Moric will be holding a prestigious fund-raising event at his countryside mansion. This event will provide us with the perfect opportunity to sneak inside his headquarters and find some information or gold or SOMETHING that will help us mitigate our debt to him before he decides that there's another "threat" in this particular swamp that needs to be disposed of... I have discovered that he has an emergency tunnel out of this mansion that is unguarded at night and that you lot should be able to use to get inside. It won't be particularly safe, but you at least shouldn't find too many monsters down there. Probably.
So. Who wants to go and dig up some dirt on our client so we don't wake up one morning to find some really bad wolves at the door?
==========================
NEW QUEST! Protect the GAL's Interests! DM'd by: Thinkslogically
BACKGROUND: The goblins on GAL8 didn't complete their quest objectives and now we need to deal with the client before they "deal" with the GAL...
CLIENT: Savage
DIFFICULTY: Normal (this will be somewhat more puzzle / trap-based than battles, but you'll find both)
OBJECTIVE: Break into Moric's mansion during a party and find some way to deal with him.
NO. PLAYER SPOTS AVAILABLE: This quest is for four players.
REWARD: The GAL will live to fight another day. ...Plus whatever you think you can take from Moric's place.
INTERESTED? Sign up in this thread. We'll get started once everyone who wants to play gets back from visiting the Swamp Witch / Fountain of Munhoney.
from
here.
Re: GAL 10: Protect the GAL's Interests (Turn 18)
Posted: Tue Jul 05, 2016 7:01 am
by thinkslogically
Yeah, I'll switch you in next update and then you're free to post after that
Re: GAL 10: Protect the GAL's Interests (Turn 19)
Posted: Tue Jul 05, 2016 4:55 pm
by thinkslogically
Turn 19
"Hello! Why are you here?"
"Gah! We have to say SOMETHING!? It keeps asking questions!"
"Well I don't know! Do you speak goblin?"
"Dude, we can BOTH understand what it's saying."
"Crap. Uhhh... uhhhhhh... Why are YOU here?"
"Smooth."
Silver continues trying to talk to the thieves while
Holds has an identity crisis which causes the laws of physics to crumble temporarily. When everything goes back to normal,
Walks is standing in his place.
"All, you're not going to like my idea, and it's not pleasant, but I think we can use some of that disgusting sludge as lubricant..."
Tinkers sets about climbing back up to
All, while explaining all the ways in which she's about to make her life a LOT more stinky.
----------------------------------------------------------------
► Show Spoiler
Gathers - can you check your inventory over in the Trapper Keeper please and let me know if need any changes made?
► Show Spoiler
.[tabs:
Tinkers-with-Stuff]
Stats:
ATT: 1
DEF: 1
HP: 5/6
Items:
- Samurai Sword: 2H, ATT +3
- Spear: 2H, ATT +1
- Silver Dagger: ATT +2
[tabs:
First of All]
Stats:
ATT: 3
DEF: 3
HP: 6/6
STATUS: HUGE!
Items:
- Echo Mace - 2H, ATT +3, Damage from Mace vs. creature happens again automatically on next round, regardless of attack.
- DreamerÔÇÖs Bow: 2H, ATT +2, +25% chance of causes sleep to target even if target was not damaged.
- Veil of Protection: Darkvision, Immune to sight and sleep effects while worn.
- Chainshirt of Retribution: DEF +2, Attacks against the wearer have a 10% chance to deal 1 DAM to the attacker. If the attack deals damage to the wearer, the armor has an additional 20% chance to deal 1 DAM to the attacker.
- Iron Bracelet: Provides minor resistance to some mind altering effects.
- Gloves of Bashing: If unarmed or wielding a bludgeoning weapon, the wearer does an additional 1 DAM on attacks that ignores target DEF
- Boots of Levitation: Activation allows vertical but not horizontal movement (3 x height/turn; max 10 rounds/adventure, doesn't need to be consecutive.)
- DreamerÔÇÖs Bow: 2H, ATT +2, +25% chance of causes sleep to target even if target was not damaged.
- Burning Wand: Deals 2 DAM, ignores DEF due to gear. This wand has 3 charges and cannot be recharged as every use will make the stick burn away.
- Speaker Stone (complete)
- Small Bag
- Miniature Stormcloud: With an eye!
- Pocket Portal: Can be used to hide one item (any size). Stored items can ONLY be retrieved by the person who put them there
- Turtleshell Buckler: 1H, DEF +1 when using ranged weapons. When using melee weapons, each round the wearer can choose to attempt to use it defensively (retains +1 DEF, but attacks are made at -1 ATT), or attempt to fight offensively ( +1 DEF bonus is lost, but attack is made without penalty).
- Potion of Stomach Settling (Blue Potion) (6 doses): Drinker is cured of any nausea effects, and is immune to nausea effects for 2d5 turns.
- Potion of Ill Thirst (Green Potion) (4 doses): Drinker is overcome with parching thirst, and will attempt to consume any nearby liquids for 1d3, to the exclusion of any other actions.
- Potion of Burning Lust (Pink Potion) (5 doses): Drinker is overcome with lust towards the nearest creature of relatively similar physiology for 1d3, to the exclusion of other actions.
- Potion of Feigned Death (Grey Potion) (3 doses): Drinker falls into a death-like state for 2d3 turns.
- Stoppered Vial of Healing Potion: Heals 1d3 HP, single use (2)
- "Fancy Spidersilk Pantaloons: flowing and iridescently grey, confers minor resistance to temperature extremes" (bought from Ormila)
- 18 x Arrow (bought from Ormila)
- 4 x Healing Potion (traded from Mouse Chef for 4 x full corpses)
- 2 x "sleeping poison - Causes 1+1d3 turns of sleep when consumed. One use" (traded from Swamp Witch)
- 1 x "freeze-explosive - Causes 2DAM to 1 enemy and 1DAM splash damage to nearby enemies. Chance to freeze the targets. One use." (traded from Swamp Witch).
[tabs:
Holds-a-Hat]
ATT: 1
DEF: 1
HP: 4/5
Items:
- Hide Swamp Hopper Shield: 1H, DEF +1, 15% chance to break
- 9GP
[tabs:
TAP]
Stats:
ATT: 1
DEF: 1
HP: 5/5
Skills: Can summon a mudhoney shield at will (+1 DEF for 4 rounds (stackable))
Items:
- 9GP
- Leather armour
- Silver cloak pin
- Simple axe
- Pirate hat
[/tabs]
Re: GAL 10: Protect the GAL's Interests (Turn 19)
Posted: Tue Jul 05, 2016 5:22 pm
by Arch Lich Burns
"Uhhh.....I think we are supposed to deal with a guy..."
Re: GAL 10: Protect the GAL's Interests (Turn 19)
Posted: Thu Jul 07, 2016 7:15 am
by Narshe
Tinkers grabs some of that awful slimy filth and tries to grease up the sides of the pipe around All, so that hopefully she can slither out a bit easier.
Re: GAL 10: Protect the GAL's Interests (Turn 19)
Posted: Wed Jul 13, 2016 12:18 am
by GathersIngredients
"Well, I'm here to make sure you follow regulations while you are in this dungeon. You know, like an auditor? So first of all, I'm gonna need your names, your organization and your purpose in here." Walks says with a big smile, and after listening to their replies, she'll check out/examine the multi-colored-dotted grey surface on the right.
Re: GAL 10: Protect the GAL's Interests (Turn 19)
Posted: Fri Jul 15, 2016 5:25 am
by nikohl
All wiggles about a bit, I guess? Mostly on hold til I see whether the goo helps.
Re: GAL 10: Protect the GAL's Interests (Turn 20)
Posted: Mon Jul 18, 2016 6:00 pm
by thinkslogically
Turn 20
"Uhhh.....I think we are supposed to deal with a guy..."
"Well... that's vague. What guy?"
"Holy sh... That goblin in the back just changed colour! Shit!"
"Really? It looks exactly the same to me."
"It'satrapit'satrapit'satrapit'satrapit'satrapit'satrap"
"Well, I'm here to make sure you follow regulations while you are in this dungeon. You know, like an auditor? So first of all, I'm gonna need your names, your organization and your purpose in here."
"That really depends on who's asking doesn't it! Who do YOU work for?"
Walks casually questions the thieves while checking out the grey board behind her. It looks like it's a series of multi-coloured buttons inlaid on a metal sheet and connected by dark lines. Hmmmm! The large glowing green button on the bottom left is the only one not connected to the others by the lines.
Tinkers heads to the stinky pool and scoops up as much of the slimy water as she can. It's not very efficient, and aside from making
All even grosser, it sadly doesn't help her situation very much and she remains stuck.
---------------------------------------
► Show Spoiler
Welcome to the game gathers! Also, just a small reminder to everyone that most of the stuff in this adventure is puzzle-based. Essentially, don't feel like you're stuck to strictly rational (or smart) solutions all the time
► Show Spoiler
.[tabs:
Tinkers-with-Stuff]
Stats:
ATT: 1
DEF: 1
HP: 5/6
Items:
- Samurai Sword: 2H, ATT +3
- Spear: 2H, ATT +1
- Silver Dagger: ATT +2
[tabs:
First of All]
Stats:
ATT: 3
DEF: 3
HP: 6/6
STATUS: HUGE!
Items:
- Echo Mace - 2H, ATT +3, Damage from Mace vs. creature happens again automatically on next round, regardless of attack.
- DreamerÔÇÖs Bow: 2H, ATT +2, +25% chance of causes sleep to target even if target was not damaged.
- Veil of Protection: Darkvision, Immune to sight and sleep effects while worn.
- Chainshirt of Retribution: DEF +2, Attacks against the wearer have a 10% chance to deal 1 DAM to the attacker. If the attack deals damage to the wearer, the armor has an additional 20% chance to deal 1 DAM to the attacker.
- Iron Bracelet: Provides minor resistance to some mind altering effects.
- Gloves of Bashing: If unarmed or wielding a bludgeoning weapon, the wearer does an additional 1 DAM on attacks that ignores target DEF
- Boots of Levitation: Activation allows vertical but not horizontal movement (3 x height/turn; max 10 rounds/adventure, doesn't need to be consecutive.)
- DreamerÔÇÖs Bow: 2H, ATT +2, +25% chance of causes sleep to target even if target was not damaged.
- Burning Wand: Deals 2 DAM, ignores DEF due to gear. This wand has 3 charges and cannot be recharged as every use will make the stick burn away.
- Speaker Stone (complete)
- Small Bag
- Miniature Stormcloud: With an eye!
- Pocket Portal: Can be used to hide one item (any size). Stored items can ONLY be retrieved by the person who put them there
- Turtleshell Buckler: 1H, DEF +1 when using ranged weapons. When using melee weapons, each round the wearer can choose to attempt to use it defensively (retains +1 DEF, but attacks are made at -1 ATT), or attempt to fight offensively ( +1 DEF bonus is lost, but attack is made without penalty).
- Potion of Stomach Settling (Blue Potion) (6 doses): Drinker is cured of any nausea effects, and is immune to nausea effects for 2d5 turns.
- Potion of Ill Thirst (Green Potion) (4 doses): Drinker is overcome with parching thirst, and will attempt to consume any nearby liquids for 1d3, to the exclusion of any other actions.
- Potion of Burning Lust (Pink Potion) (5 doses): Drinker is overcome with lust towards the nearest creature of relatively similar physiology for 1d3, to the exclusion of other actions.
- Potion of Feigned Death (Grey Potion) (3 doses): Drinker falls into a death-like state for 2d3 turns.
- Stoppered Vial of Healing Potion: Heals 1d3 HP, single use (2)
- "Fancy Spidersilk Pantaloons: flowing and iridescently grey, confers minor resistance to temperature extremes" (bought from Ormila)
- 18 x Arrow (bought from Ormila)
- 4 x Healing Potion (traded from Mouse Chef for 4 x full corpses)
- 2 x "sleeping poison - Causes 1+1d3 turns of sleep when consumed. One use" (traded from Swamp Witch)
- 1 x "freeze-explosive - Causes 2DAM to 1 enemy and 1DAM splash damage to nearby enemies. Chance to freeze the targets. One use." (traded from Swamp Witch).
[tabs:
Walks-with-the-Wind]
ATT: 1
DEF: 1
HP: 5/5
Items:
[tabs:
TAP]
Stats:
ATT: 1
DEF: 1
HP: 5/5
Skills: Can summon a mudhoney shield at will (+1 DEF for 4 rounds (stackable))
Items:
- 9GP
- Leather armour
- Silver cloak pin
- Simple axe
- Pirate hat
[/tabs]
Re: GAL 10: Protect the GAL's Interests (Turn 20)
Posted: Mon Jul 18, 2016 8:34 pm
by Arch Lich Burns
"Ah ...I forget his name, some guy that others in our group might have pissed him off, and I have to clean up their mess, if you know what I am saying... "
Re: GAL 10: Protect the GAL's Interests (Turn 20)
Posted: Tue Jul 19, 2016 12:57 am
by nikohl
Umm...All puts the mushroom down and climbs out of the pipe now she's small again?
(What? You said don't be rational...mwahaha... I know it doesn't work like that in Mario, but maybe in Goblins, she didn't consume the mushroom as soon as she touched it.)
Re: GAL 10: Protect the GAL's Interests (Turn 20)
Posted: Tue Jul 19, 2016 1:54 am
by GathersIngredients
Walks beams. "I'm from the adventurer's league of course. And I have been tasked with auditing every living being in this dungeon that is not already known to me. You can call me Walks, will you finally tell me your names, or should I just call you Mister and Mister Difficult?" she adds with a slight frown, indicating that she's getting impatient about them NEVER answering a single question they were asked.
If she still got time, she just hits the big green glowing button.
Re: GAL 10: Protect the GAL's Interests (Turn 20)
Posted: Tue Jul 19, 2016 5:36 am
by thinkslogically
nikohl wrote:Umm...All puts the mushroom down and climbs out of the pipe now she's small again?
(What? You said don't be rational...mwahaha... I know it doesn't work like that in Mario, but maybe in Goblins, she didn't consume the mushroom as soon as she touched it.)
Hah! Well you're not holding the mushroom any more, but you're on the right lines I think
Re: GAL 10: Protect the GAL's Interests (Turn 21)
Posted: Sat Jul 23, 2016 7:21 am
by thinkslogically
Turn 21
All attempts to put down the mushroom, but it has definitely disappeared. There must be some other way to reverse its effects though...
Tinkers spaces out.
"I'm from the adventurer's league of course. And I have been tasked with auditing every living being in this dungeon that is not already known to me. You can call me Walks, will you finally tell me your names, or should I just call you Mister and Mister Difficult?"
"You're from the Adventurer's League? Well why didn't you say so! What lodge are you with? And look, you know we can't tell you our names! Rogue-code and all! But I'm assuming that's just part of the test."
"Since when did they let goblins join?"
"Ah ...I forget his name, some guy that others in our group might have pissed him off, and I have to clean up their mess, if you know what I am saying... "
"Hahaha! Yeah!"
"...Um... Not really..."
"Shhhh! You'll make us look stupid in from of the auditor!"
Walks rolls her eyes and hits the green button. The panel makes a brief whirring sound before shutting off again.
------------------------------------------------------------
► Show Spoiler
.[tabs:
Tinkers-with-Stuff]
Stats:
ATT: 1
DEF: 1
HP: 5/6
Items:
- Samurai Sword: 2H, ATT +3
- Spear: 2H, ATT +1
- Silver Dagger: ATT +2
[tabs:
First of All]
Stats:
ATT: 3
DEF: 3
HP: 6/6
STATUS: HUGE!
Items:
- Echo Mace - 2H, ATT +3, Damage from Mace vs. creature happens again automatically on next round, regardless of attack.
- DreamerÔÇÖs Bow: 2H, ATT +2, +25% chance of causes sleep to target even if target was not damaged.
- Veil of Protection: Darkvision, Immune to sight and sleep effects while worn.
- Chainshirt of Retribution: DEF +2, Attacks against the wearer have a 10% chance to deal 1 DAM to the attacker. If the attack deals damage to the wearer, the armor has an additional 20% chance to deal 1 DAM to the attacker.
- Iron Bracelet: Provides minor resistance to some mind altering effects.
- Gloves of Bashing: If unarmed or wielding a bludgeoning weapon, the wearer does an additional 1 DAM on attacks that ignores target DEF
- Boots of Levitation: Activation allows vertical but not horizontal movement (3 x height/turn; max 10 rounds/adventure, doesn't need to be consecutive.)
- DreamerÔÇÖs Bow: 2H, ATT +2, +25% chance of causes sleep to target even if target was not damaged.
- Burning Wand: Deals 2 DAM, ignores DEF due to gear. This wand has 3 charges and cannot be recharged as every use will make the stick burn away.
- Speaker Stone (complete)
- Small Bag
- Miniature Stormcloud: With an eye!
- Pocket Portal: Can be used to hide one item (any size). Stored items can ONLY be retrieved by the person who put them there
- Turtleshell Buckler: 1H, DEF +1 when using ranged weapons. When using melee weapons, each round the wearer can choose to attempt to use it defensively (retains +1 DEF, but attacks are made at -1 ATT), or attempt to fight offensively ( +1 DEF bonus is lost, but attack is made without penalty).
- Potion of Stomach Settling (Blue Potion) (6 doses): Drinker is cured of any nausea effects, and is immune to nausea effects for 2d5 turns.
- Potion of Ill Thirst (Green Potion) (4 doses): Drinker is overcome with parching thirst, and will attempt to consume any nearby liquids for 1d3, to the exclusion of any other actions.
- Potion of Burning Lust (Pink Potion) (5 doses): Drinker is overcome with lust towards the nearest creature of relatively similar physiology for 1d3, to the exclusion of other actions.
- Potion of Feigned Death (Grey Potion) (3 doses): Drinker falls into a death-like state for 2d3 turns.
- Stoppered Vial of Healing Potion: Heals 1d3 HP, single use (2)
- "Fancy Spidersilk Pantaloons: flowing and iridescently grey, confers minor resistance to temperature extremes" (bought from Ormila)
- 18 x Arrow (bought from Ormila)
- 4 x Healing Potion (traded from Mouse Chef for 4 x full corpses)
- 2 x "sleeping poison - Causes 1+1d3 turns of sleep when consumed. One use" (traded from Swamp Witch)
- 1 x "freeze-explosive - Causes 2DAM to 1 enemy and 1DAM splash damage to nearby enemies. Chance to freeze the targets. One use." (traded from Swamp Witch).
[tabs:
Walks-with-the-Wind]
ATT: 1
DEF: 1
HP: 5/5
Items:
[tabs:
TAP]
Stats:
ATT: 1
DEF: 1
HP: 5/5
Skills: Can summon a mudhoney shield at will (+1 DEF for 4 rounds (stackable))
Items:
- 9GP
- Leather armour
- Silver cloak pin
- Simple axe
- Pirate hat
[/tabs]
Re: GAL 10: Protect the GAL's Interests (Turn 21)
Posted: Sun Jul 24, 2016 1:02 am
by GathersIngredients
"I'm just in administration. Anyways. How about you tell us why you are here or where you are headed, if you're not allowed to reveal your names?"
After she heard the answers, she will say
"Gentlemen, excuse me for a moment." and try to go back down the pipe.
► Show Spoiler
I'm suspecting that hitting the button MAY have changed where the pipe goes.
Re: GAL 10: Protect the GAL's Interests (Turn 21)
Posted: Sun Jul 24, 2016 5:05 am
by Arch Lich Burns
"so how have you two been today? Life treatin you well?"
Re: GAL 10: Protect the GAL's Interests (Turn 21)
Posted: Sun Jul 24, 2016 5:32 am
by nikohl
I don't play Mario games so I don't have any ideas. I also don't feel very well so I might bow out and that way Tea doesn't have to have Tinkers stand around trying to help.
Re: GAL 10: Protect the GAL's Interests (Turn 21)
Posted: Sun Jul 24, 2016 6:06 am
by thinkslogically
Ok, if you're sure. Let me know before tomorrow if you change your mind ,otherwise I'll offer your spot in the next update
feel better!
Re: GAL 10: Protect the GAL's Interests (Turn 21)
Posted: Sun Jul 24, 2016 6:24 am
by Arch Lich Burns
You can get hit by something. But you wont be able to go back in size. Maybe try to will yourself to shrink? I dunno.
Re: GAL 10: Protect the GAL's Interests (Turn 21)
Posted: Sun Jul 24, 2016 2:27 pm
by Narshe
Tinkers, who totally didn't mean to space out and just checked after the update (whatever all those strange words mean to a pastoral goblin), shrugs at All. "Maybe if you tried taking your armor off, breathing all the way out, and trying to squeeze out with all your strength? Sorry I couldn't help more!"
((Hey Nikohl, I didn't play Mario either - we had a Genesis - but we can figure it out if you're hanging in there!))
Figuring there's little she can do to help All right now, Tinkers decides to explore her environment a little more and see if there is something that will help. Grabbing on to that first ledge, she'll swing down onto the one with the skellington, and try to determine its species and what happened to it. She'll also search it for any useful items or clues about this dungeon - maybe something about the way the person died can help them avoid a similar fate.
Re: GAL 10: Protect the GAL's Interests (Turn 21)
Posted: Sun Jul 24, 2016 3:25 pm
by thinkslogically
OOC: If this puzzle is too stupid, give me a shout and I'll try and find a hint
Re: GAL 10: Protect the GAL's Interests (Turn 22)
Posted: Wed Jul 27, 2016 4:33 pm
by thinkslogically
Turn 22
"I'm just in administration. Anyways. How about you tell us why you are here or where you are headed, if you're not allowed to reveal your names?"
"Well, we're heading inside. But it's taken us nearly a week to get this far in and we're kind of running out of supplies... "
"Yeah. Don't suppose you lot have anything to eat do you?"
"Gentlemen, excuse me for a moment."
"Oh... Um. Ok."
"so how have you two been today? Life treatin you well?"
"Meh. Been better, been worse. Between you and me, I don't know if I'm cut out for life as a thief. Everything's just so damn dangerous!"
Walks goes back down the pipe and ends up in exactly the same room as before.
"Maybe if you tried taking your armor off, breathing all the way out, and trying to squeeze out with all your strength? Sorry I couldn't help more!"
Tinkers gives
All a pep talk and decides to try some parkour. She... isn't successful. Although she manages to leap onto the ledge where the skeleton is, she also lands awkwardly and manages to punch herself in the face a little bit. She loses 1HP.
All begins to feel VERY strange indeed.
-----------------------------------------------
Player Spot Open: Nikohl is bowing out of this game, so her place is up for grabs. If you want in, post in the
GAL HQ thread.
► Show Spoiler
.[tabs:
Tinkers-with-Stuff]
Stats:
ATT: 1
DEF: 1
HP: 4/6
Items:
- Samurai Sword: 2H, ATT +3
- Spear: 2H, ATT +1
- Silver Dagger: ATT +2
[tabs:
First of All]
Stats:
ATT: 3
DEF: 3
HP: 6/6
STATUS: HUGE!
Items:
- Echo Mace - 2H, ATT +3, Damage from Mace vs. creature happens again automatically on next round, regardless of attack.
- DreamerÔÇÖs Bow: 2H, ATT +2, +25% chance of causes sleep to target even if target was not damaged.
- Veil of Protection: Darkvision, Immune to sight and sleep effects while worn.
- Chainshirt of Retribution: DEF +2, Attacks against the wearer have a 10% chance to deal 1 DAM to the attacker. If the attack deals damage to the wearer, the armor has an additional 20% chance to deal 1 DAM to the attacker.
- Iron Bracelet: Provides minor resistance to some mind altering effects.
- Gloves of Bashing: If unarmed or wielding a bludgeoning weapon, the wearer does an additional 1 DAM on attacks that ignores target DEF
- Boots of Levitation: Activation allows vertical but not horizontal movement (3 x height/turn; max 10 rounds/adventure, doesn't need to be consecutive.)
- DreamerÔÇÖs Bow: 2H, ATT +2, +25% chance of causes sleep to target even if target was not damaged.
- Burning Wand: Deals 2 DAM, ignores DEF due to gear. This wand has 3 charges and cannot be recharged as every use will make the stick burn away.
- Speaker Stone (complete)
- Small Bag
- Miniature Stormcloud: With an eye!
- Pocket Portal: Can be used to hide one item (any size). Stored items can ONLY be retrieved by the person who put them there
- Turtleshell Buckler: 1H, DEF +1 when using ranged weapons. When using melee weapons, each round the wearer can choose to attempt to use it defensively (retains +1 DEF, but attacks are made at -1 ATT), or attempt to fight offensively ( +1 DEF bonus is lost, but attack is made without penalty).
- Potion of Stomach Settling (Blue Potion) (6 doses): Drinker is cured of any nausea effects, and is immune to nausea effects for 2d5 turns.
- Potion of Ill Thirst (Green Potion) (4 doses): Drinker is overcome with parching thirst, and will attempt to consume any nearby liquids for 1d3, to the exclusion of any other actions.
- Potion of Burning Lust (Pink Potion) (5 doses): Drinker is overcome with lust towards the nearest creature of relatively similar physiology for 1d3, to the exclusion of other actions.
- Potion of Feigned Death (Grey Potion) (3 doses): Drinker falls into a death-like state for 2d3 turns.
- Stoppered Vial of Healing Potion: Heals 1d3 HP, single use (2)
- "Fancy Spidersilk Pantaloons: flowing and iridescently grey, confers minor resistance to temperature extremes" (bought from Ormila)
- 18 x Arrow (bought from Ormila)
- 4 x Healing Potion (traded from Mouse Chef for 4 x full corpses)
- 2 x "sleeping poison - Causes 1+1d3 turns of sleep when consumed. One use" (traded from Swamp Witch)
- 1 x "freeze-explosive - Causes 2DAM to 1 enemy and 1DAM splash damage to nearby enemies. Chance to freeze the targets. One use." (traded from Swamp Witch).
[tabs:
Walks-with-the-Wind]
ATT: 1
DEF: 1
HP: 5/5
Items:
[tabs:
TAP]
Stats:
ATT: 1
DEF: 1
HP: 5/5
Skills: Can summon a mudhoney shield at will (+1 DEF for 4 rounds (stackable))
Items:
- 9GP
- Leather armour
- Silver cloak pin
- Simple axe
- Pirate hat
[/tabs]