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The Manse Macabre (concluded)

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Re: The Manse Macabre (in progress)

Postby mikemacdee » November 28th, 2013, 8:00 pm

(Eddy: He's not in your line of sight on your turn. You'd have to move into the hall and toss it to him.)

Kili, turn 50:
Kili successfully leaps over both traps, though he didn't need to bother with the second pit as Caranthir was there to help him across. Around the corner he finds...

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...a door. Searching the corridor he finds no traps.


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Re: The Manse Macabre (in progress)

Postby Sjeng » November 29th, 2013, 8:06 am

Wait, I have the cape? I thought Kili had it. And my post was meant for him to toss it to me :P but it can read both ways I now realize.

xD

Okay, can I use it to jump the pits?
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Re: The Manse Macabre (in progress)

Postby Daedalus » November 29th, 2013, 6:47 pm

I can see why Mike wants the cape posted in a sig. I remember giving the cape to Caranthir earlier. He never put it on.

Daedalus wrote:I'm with the big guy--all that zapping through doors appears to have fired his head in a good way. We should destroy "Flowertime" first. Kili passes the robe to Caranthir first, then he heads towards the southeast wing.

mikemacdee wrote:Kili, turn 43:
Kili admires the antechamber.

Caranthir now has the Cape of Fleet-Foot.

If you pause before the first pit, Caranthir can pass it to you on his turn.
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Re: The Manse Macabre (in progress)

Postby mikemacdee » November 30th, 2013, 2:04 am

Ah yes, Caranthir has it.

Idea: post your character name and inventory in your sig for the time being (some of you already have), and boldface anything you have equipped. Would that work for everyone?


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Re: The Manse Macabre (in progress)

Postby Sjeng » November 30th, 2013, 4:21 am

A red velvet Cape of Fleet-Foot, which takes effect when worn like armor. When the wearer springs a pit trap, he rolls 1 red die for each of his mind points: if he rolls a 6, he levitates over the pit and may continue moving. If the wearer takes damage from an enemy attack, however, the cape is ruined.

Hmm, seems like it doesn't help with jumping over a pit at all, does it? And seeing as I need to jump over 2 pits, and back again, that's 4 possible BP's of damage. If I drink my potion now, I'm back at 4 BP, so that would not be enough lol.
Unless the cape actually helps, I'll just wait here...
I will take 2 steps into the corridor though to keep LoS with you guys.


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Re: The Manse Macabre (in progress)

Postby mikemacdee » November 30th, 2013, 4:29 am

I'll allow it to work on sprung pit traps. If you fail to jump over an open pit, you can roll for the cape as if you sprung the trap again.


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Re: The Manse Macabre (in progress)

Postby Daedalus » December 1st, 2013, 5:59 pm

mikemacdee wrote:Kili, turn 50:
Kili successfully leaps over both traps, though he didn't need to bother with the second pit as Caranthir was there to help him across. Around the corner he finds...

Or Hurgar can climb into the first pit trap and you can safely walk over your companions' heads!

mikemacdee wrote:Idea: post your character name and inventory in your sig for the time being (some of you already have), and boldface anything you have equipped. Would that work for everyone?

With his warhammer and helmet equipped, Kili is now bolder than ever.
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Re: The Manse Macabre (in progress)

Postby mikemacdee » December 1st, 2013, 6:14 pm

Daedalus wrote:
mikemacdee wrote:Kili, turn 50:
Kili successfully leaps over both traps, though he didn't need to bother with the second pit as Caranthir was there to help him across. Around the corner he finds...

Or Hurgar can climb into the first pit trap and you can safely walk over your companions' heads!

That is also an option.

mikemacdee wrote:Climbing Into Pits
Instead of jumping a pit, a hero may attempt to deliberately climb into a pit. He must declare that he is doing so while next to a pit, then he rolls 1 combat die: if he rolls anything but a skull, he safely reaches the bottom; otherwise he slips and falls in, taking 1 body point of damage. In either case, his turn ends.


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Re: The Manse Macabre (in progress)

Postby Big Bene » December 2nd, 2013, 6:58 am

mikemacdee wrote:Idea: post your character name and inventory in your sig for the time being (some of you already have), and boldface anything you have equipped. Would that work for everyone?
Well, this would be an option if I was positive myself about Hurgar's stats and equipment :roll:
Daedalus wrote:Or Hurgar can climb into the first pit trap and you can safely walk over your companions' heads!
Does climbing into a pit require a dice roll?
Have a look ;)


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Re: The Manse Macabre (in progress)

Postby mikemacdee » December 2nd, 2013, 5:30 pm

Big Bene wrote:
Daedalus wrote:Or Hurgar can climb into the first pit trap and you can safely walk over your companions' heads!
Does climbing into a pit require a dice roll?

I answered that in my last post. 8-)


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