Quest: Moldred the Lich king (MAIN VALLEY) (part eight)

in #darklands5 years ago (edited)

@Happyme messenger to the Trebuchet is carries fruits the fire of the first firebomb is just gone a secone one hits this to missing the target but it wondead two undead on the wall. @Happyme and Diamond is working on clearing out the last undead next to them. the oger is taking damage but it still standing.
barren1835365_960_720.jpg

@stever82 ses and oputunity to end it. but he misses his attack on the blinded beats he get one good hit in @mastergerund trying to but the oger is still standing and Timothy is trying his best to drop the oger.

. @hhayweaver is killing and undead then moving to cower. @enosh is coming up to he alshow killing and undead and visly staying out of the sight of the wall. David is healing @stever82.

fortressunded12.jpg

gunnar ses and oppetunity the attack the gate he is sending all the guards farvard but first he giving tow of them a rock potion. he take a pot shoot at the oger. it hitts. the oger is blinded and barly standing.
the guards killed two rangers and attacking the Oger they get shoot from the wall one of them got killed.

"no snike attack you are all in combat"
you can move maps it take one action you will ending up in L12

attacking the gate is a normal attack. you can not hit the undead on the wall using melee weponds
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wood gate 50 of 50
Stone wall 100 of 100
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Potions take one turn to use you can give it to somebody else and your self but it you are unconscious somebody need to give you one of their oven:

health potion 4 hit points
armor potion 8 armor recovery
berserker potion 5 to hit one turn
greater healing potion 20 hit points and armor
rock potion boosting the armor by 30 two turns

Overview over all Colones and Quest Rules.
https://docs.google.com/spreadsheets/d/1yVIjhPnBVNHxymHEYQU-8-VolVaiTn8Us9iJWmcHaqU/edit?usp=sharing

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@stever82(boar fangs amulet)(bear cub)(moose sausage)(ale) 9
weponds(+6 iron spike club/gem 8 dam)(+4 cross bow 8 dam)
4 hit points (20 of 20 armor)(+12 from a healing from David
Spells: Rage (increase hit chance by 5 and damage by 2. one action. damage the armor by 5
D20 touch en be put on your self or and ally)

potions 4 of 4:2 greather healing, 1 health potion, 1 berserk potion

Abilities (barbarian armor set): 4 actions per turn . +2 Charge attack range 5 squares)(Rage spell) +1 potions. (dam from the cub and sausage has been added to the weponds)

Playersteven.png

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@mastergerund(Ring,ale,amulet) 9
weponds(+8 Scimitar (Rogue) 4 dam)(+4 bow 2 dam)
4 hit points (13 of 15 Rogue Armor set)(wounded)
potions 4 of 4: 1 health potion,1 rock potion. 2 greater healing potion

Abilities (Rogue armor set)+2 movement speed 1-4 on hide (+10 on hide) +1 potions)

Playermastergerund.png

Timothy (ale,ring,amulet, ranger helmet) 7
weponds(+8 Hunter bow (Ranger) 4 dam)(+6 heavy spear (short range)(Ranger) 7 dam)
4 hit points (20 of 20 Armor)
potions 3 of 3: 1 health potion, 1 rock potion. 1 greater healing potion
Player tim.png

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@enosh(ring.ale,ranger helmet) 8
weapons(+4 sword 2 dam)(+8 Hunter bow (Ranger) 4 dam)
4 hit points (20 of 20 armor)
potions 1 of 3: 1 Greater Healing potion

Playerenosh.png
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@Happyme(Ring,Eye of accuracy,ale,Moose sausage) 8
weapons (+7 bow 7 dam)(+5 iron sword 6 dam)
4 hit points (44 of 44 Armor)
potions 3 of 3: 3 Greater Healing potion

hit/damage added to the bow

Playerhappyme.png

Diamond(amulet.bone amulet,ale,Moose sausage) 8
weapons(+6 Battle Axe 2-handed (ogre)(10 damage)
20 hit points (31 of 38 Armor)(wounded)
potions 3 of 33 Greater Healing potion

hit/damage added to the axe

Playerdimonde.png

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@hhayweaver (bear amulet,ale.ranger helmet) 9
weapons(+8 Bow 4 Dam)(+5 heavy spear (short range)(Ranger) 7 dam)
4 hit points (17 of 17 Armor)
potions 3 of 3 1 Armor Potion,1 Health Potions,1 greater healing potion

hit added to the bow

Playerhhayweaver.png

David (ale,ring,spell book) 8
weapons(+5 Cleric Staff 4 Dam)(+4 Bow 4 Dam)
4 hit points (25 of 25 armor) (heal self to full he/armor)
potions 3 of 3 2 Greater Health Potion, 1 Rock Potion.

Spells: heal (D6 armor and hp and armor, line of sight)
Touch heal (D20 armor and hp next to the target)
summon wolf (D20 summoning up to 3 wolfs to fight for you)

Playerdavid.png

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the outpost

soldiers (ale,ring,amulet) 9
weapons (+5 spear 5 dam)(improved iron shield)
4 hit points (24 of 24 armor)

soldiers (ale,ring,amulet) 9
weapons (+5 spear 5 dam)(improved iron shield)
4 hit points (16 of 24 armor)(0 of 20 armor rock potion two turns)

location: E3

soldiers (ale,ring,amulet) 9
weapons (+5 spear 5 dam)(improved iron shield)
4 hit points (20 of 24 armor)(+10 of 20 armor rock potion two turns)

location: E4

soldiers (ale,ring,amulet) 9
weapons (+5 spear 5 dam)(improved iron shield)
4 hit points (5 of 24 armor)(wounded)

location: B5

Playerguards.png

Gunnar (Ring of healing,Amulet,ale) 8
weapons (+7 master long sword 6 dam (Cleric)(Holy shield)
4 hit points (28 of 35 Cleric armor set)(wounded)
potions 6 of 8 4 Greater Health Potion, 2 berserker potion , 0 Rock potion
Spells: touch heal ,heal, blind,magic missile

ability +2 spells +1 hit +3 potions)

Playergunnar.png

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undead ogers (ring,amluet,ale) 9
weapons (+6 Battle Axe 2-handed 7 dam)
10 of 20 hit points (0 of 20 armor)

location: F2 (Fortress map)

Player oger.png

undead archery (Ring,Eye of accuracy,ale) 8
weapons (+5 cross bow 6 Dam)
4 hit points 15 of 15 armor)

undead archery (Ring,Eye of accuracy,ale) 8
weapons (+5 cross bow 6 Dam)
4 hit points (7 of 15 armor)(wounded)

location :C2

Player undeadarcher.png

DARKLANDS.jpg

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Diamond charge attacks the undead ogre at G7. @rolld20 (14+2=16 to hit, 10 damage).

Shake shake shake, you roll the 20-sided die.

You rolled a 6.

The ogre has been killed.

Happyme moves to G7 and stands on top of the fallen ogre to get some extra height. Hopefully this position will give me a better chance of hitting the injured archers behind the wall. The first arrow is for the archer at C1 who is near death. @rolld20 (15-2=13 to hit, 7 damage).

Shake shake shake, you roll the 20-sided die.

You rolled a 19.

That didn't work out very well!
2nd arrow for the same target. Try to get better footing on the lumpy body and shoot. @rolld20

Shake shake shake, you roll the 20-sided die.

You rolled a 2.

MUCH better! The archer at C1 is also dead.

I am so upset by the misses as I see the Orge finished off. Rage builds on me and I try to use it @rolld20

Posted using Partiko iOS

Shake shake shake, you roll the 20-sided die.

You rolled a 5.

I fill the rage flow through me and I charge into battle as I charge attack the Orge at F2 @rolld20

Posted using Partiko iOS

Shake shake shake, you roll the 20-sided die.

You rolled a 5.

I hit him hard but he has some armor left so I swing again. @rolld20

Posted using Partiko iOS

Shake shake shake, you roll the 20-sided die.

You rolled a 15.

I smash his armor away and see blood on the floor he still stands but he looks at me with a bit of fear as I swing again. @rolld20

Posted using Partiko iOS

Shake shake shake, you roll the 20-sided die.

You rolled a 9.

I hear Gunners call, it is time to open that gate.
Action 1: Move to C9

Update: hhayweaver does 8 damage to the archer at B4. Between David and me he should be down to 3 armor. Take him out before he has a chance to shoot.

Action 2: Shoot Archer at B4 @rolld20

Shake shake shake, you roll the 20-sided die.

You rolled a 15.

Hit for 4 damage.
Action 3: Shoot at B4 @rolld20

Shake shake shake, you roll the 20-sided die.

You rolled a 17.

Getting a little shaky but it is still a hit for 4 damage. I once again marvel at this new bow.

It is time to get this gate open.
Action 1: Move south to K4

Action 2: Attack UnA at B4 @rolld20

Shake shake shake, you roll the 20-sided die.

You rolled a 12.

Hit the archer for 4 damage he should be down to 3 HP
Action 3: Shoot UnA at B4 @rolld20

Shake shake shake, you roll the 20-sided die.

You rolled a 7.

One down two to go and a gate.

gunnar calling all melee attack the gate or the oger 10hp F2 left. they cant kill us all fro the wall. our allys need or help inside the fortress. @hhayweaver ,@enosh, @mastergerund, wolfs, Timothy and david archery shoot down the defenders on the wall.
fortressunded13.jpg

has updatid the post whit current enemys and state of the,

OOC update I hit the Orge at f2 for 30 damage his has 5 life left. I also hurt myself for 5

Posted using Partiko iOS

David can hear the battle from behind the gate, his friends might be in trouble, it is time to breakdown that infernal gate.
David Action 1: Move to J7

Update: David does 4 damage to the archer at B4. The wolves do 9 damage to the gate.

David Action 2: Shoot Archer at B4 @rolld20

Shake shake shake, you roll the 20-sided die.

You rolled a 14.

OOC: Last round David was hidden behind the rock but he had to move to get line of site. If he gets the +5 for being hidden then this is a hit if not it is a miss. Let me know how this works.
Action 3: Shoot Archer at B4 @rolld20

Shake shake shake, you roll the 20-sided die.

You rolled a 1.

Definitely a hit for 4 damage.
David send the two wolves to help break down the gate. He is not sure what wolves can do against a wooden gate but I guess he will find out.
Wolves 1&2 Action 1: Move to C4

Wolves 1 & 2 Action 2: Attack Gate @rolld20

Shake shake shake, you roll the 20-sided die.

You rolled a 10.

OOC: Oops that was suposed to be wolf 1

he need to roll the d6 to hide. then he get the +5 if he is just been ouf of site it do noting.

Summary:
Diamond kills the ogre at G7 then ducks behind the rock at J3.
Happyme moves to G7 then kills the archer at C1.

normal weponds can alsow bee used attack it just like a normal attack

Do you mean about the gate? Yes, I know, but the trebuchet is safer for now. There are still too many archers and they have lots of life.

true but you have two healers in the quest and if all are exposed its very unlikely the will shoot down all of you.

This is true, but if everyone hides and only a few are exposed, those exposed could be killed. 9 shots at 6 damage each = 54 damage if every one hits.

Plus there are only 2 colonists with ranged weapons for taking out the archers behind the wall. We need to get that gate open in order to run inside. Let's see what condition we are in tomorrow. It might be time to charge the gate.

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