Of Battle, Wolves and Winter.

Game Master GM Drachenfels

A grim world of perilous adventure.


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The Great Enchanter

LUTKE: Oh Gods, ROFL! The scene with Krak, Lutke and Donkey has me laughing. Well done! +5 xp for that! Still, it looks like you've been knocked out cold. Needless to say, Lutke is FROZEN.

KRAK: The fuse of the Dwarvish grenade is burning very very low by the time you make it to the tunnel entrance...

(Insert Mission Impossible Theme)

And yet you make it just in time! The world seems to slow as Krak releases the iron explosive into the air, tossing it deep into the ranks of the shambling undead!

SWOOOO...SSSSSSS.....HHHHHH....TINK...TINK...TINK...

Krak, resolve your combat now but remember the following things:

* Roll your attack dice (but not defense). This is a ranged attack.
* Roll 1d10 and divide it by 2. This is the number of undead your explosive will hit.
* Roll defense dice for each effected undead. See the combat post 'THE DEAD RISE' for all stat information you'll need.
* Roll any saving throws for the undead as needed. Default for their saving throw is 45% minus 5% per any success over their defense you have.


Female Human

Gretta gasps in horror as she see's Largyn lurch towards her, bloody fingers outstretched like some demonic children's toy!

1d100 ⇒ 20 vs 35 (WP): SUCCESS!

Gretta is actually TOO SCARED to faint, if such a thing is possible. She squeals and tries to backpedal in the frozen snow, but the corpse like hand still has a hold of her ankle! (Plus she's frozen! This is just for description really, and to see if she fainted.)

Something hits the snow and rolls past her then, sparking in the white snow...SSSSSSS....TINK...TINK...TINK...

Gretta looks at 'The Raven' and blinks.


Male Human

Njord prepares to pounce, his hefty two handed blade now unslung. Something small and bright flitters over head like a will-o-wisp, spraying sparks everywhere as it descends and bounces through the legs of the undead horde.

The 'Eye of the Raven' descends behind Njord as he howls a chant of defiance and charges blindly into the enemy ranks!

No time to resolve Njord's combat before I have to head out, but I wanted to show that he is in fact preparing to square off against the undead.


Male Human Captain

Lucas starting stat rolls:

WS =20 + 2d10 ⇒ 20 + (2, 8) = 30
BS =20 + 2d10 ⇒ 20 + (8, 8) = 36 +5(from Marksman) = 41
S =20 + 2d10 ⇒ 20 + (9, 10) = 39
T =20 + 2d10 ⇒ 20 + (10, 8) = 38
Ag =20 + 2d10 ⇒ 20 + (2, 2) = 24
Int=20 + 2d10 ⇒ 20 + (4, 5) = 29
WP =20 + 2d10 ⇒ 20 + (10, 7) = 37
Fel=20 + 2d10 ⇒ 20 + (8, 2) = 30
A = 1
W =1d10 ⇒ 2 = 10
SB = 3
TB = 3
M = 4
Mag= 0
IP = 0
FP = 1d10 ⇒ 3 = 2
Save: 48

  1. 1d100 ⇒ 53 = Resistance to Disease Just like Albrecht...it's fate. Unbelievable.
  2. 1d100 ⇒ 37 = Marksman

Lucas as Soldier:

WS = 30 + 10 = 40
BS = 41 + 5 = 46
S = 39 + 5 = 44
T = 38 + 5 = 43
Ag = 24 + 5 = 29
Int= 29
WP = 37
Fel= 30 + 5 = 35
A = 1 + 1 = 2
W = 10 + 2 = 12
SB = 4
TB = 4
M = 4
Mag= 0
IP = 0
FP = 2
Save: 55

Skills: Animal Care, Heal, CK (Empire) +10, Perception, Dodge Blow, Drive, Ride, Gamble, Gossip +10, Intimidate

Talents: Resistance to Disease, Marksman, Disarm, Strike Mighty Blow, SWG (Two-Handed), Strike to Injure, Strike to Stun, Quickdraw, Sharpshooter, SWG (Gunpowder), Rapid Reload, Mighty Shot

Lucas as Lieutenant:

(Using Sergeant career as "Lieutenant")
WS = 30 + 20 = 45
BS = 41 + 15 = 46
S = 39 + 10 = 44
T = 38 + 10 = 43
Ag = 24 + 10 = 34
Int= 29 + 10 = 34
WP = 37 + 10 = 42
Fel= 30 + 20 = 45
A = 1 + 1 = 2
W = 10 + 4 = 12
SB = 4
TB = 4
M = 4
Mag= 0
IP = 0
FP = 2
Save: 55

Skills: Animal Care, Heal, CK (Empire) +10, Perception +10, Dodge Blow +10, Drive, Ride, Gamble, Gossip +10, Intimidate, AK (Strategy/Tactics), Command, Swim

Talents: Resistance to Disease, Marksman, Disarm, Strike Mighty Blow, SWG (Two-Handed), Strike to Injure, Strike to Stun, Quickdraw, Sharpshooter, SWG (Gunpowder), Rapid Reload, Mighty Shot, Seasoned Traveller

Trappings: Two-handed greatsword, Pistol, Longbow w/ 35 arrows, Hand Weapon (axe), utility knife, 3 torches, rations for 5 days, bedroll, winter cloak, Winter clothes, waterproofed blanket, a lieutenant's pay, map w/ crude compass, bottle of schnapps, officer's lockbox and key

Make sure you see his Random Human Talents, Drachenfels, Albrecht, and Caspar. Truly destiny is speaking to us.


The Great Enchanter

It's good to see Lucas fleshed out and back in action. Btw, do you not have his old character sheet? Do I have it? That would be a shame to lose him. He was an epic character.


Male Human

Slamming into the undead horde like a bull, Njord begins to swing and chop his way into the mass of long dead soldiers and recently defeated Kurgan.

I'm going to give Njord a Perception check to see the situation Caspar is in. He doesn't have the skill so it'll be his INT/2.

1d100 ⇒ 13 vs 17 (Per): PASS! Good news, Caspar!

A skeletal warrior explodes into dust as Njord charges into the fray, bringing his blade around to sever a Kurgan zombie in twain! Just then he sees the trouble Caspar is in, and the massive skeletal Captain looming over him. Roaring in defiance, Njord charges the undead champion!

Njord Attack: 6d100 ⇒ (93, 67, 33, 22, 84, 75) = 374 vs 50 (WS): 2 SUCCESSES!
Njord Defense: 4d100 ⇒ (43, 26, 52, 7) = 128 vs 40 (T): 2 SUCCESSES!

Undead Champion: T 45 | W 12 | 4 Attack 40% | 3 Defense 40% | Default Saving Throw: 45%

Champion Attack: 4d100 ⇒ (38, 53, 27, 13) = 131 vs 40 (WS): 3 SUCCESSES!
Champion Defense: 3d100 ⇒ (31, 31, 79) = 141 vs 45% (T): 2 SUCCESSES!

Bad news for Njord! He has lost by 1 success...

The downward stroke of the skeletal overlord is parried and blocked by Njord just in time (saving Caspar's life)! There is a spray of sparks as steel strikes steel. SLASH, RIPOSTE, PARRY, BLOCK! The battle rages, but Njord loses his balance when he trips over Caspar's limp form in the snow. The undead Captain takes advantage and strikes a devastating blow!

Njord Saving Throw: 1d100 ⇒ 75 vs 47 (T + Wounds -5%): FAIL!

Oh boy...


The Great Enchanter

WHAT WOULD HAPPEN:

The Norseman sees his doom in slow motion as the huge rusted blade of the champion arcs upwards like a scythe before descending with horrible force, crashing into Njord's ribcage, shattering bones and severing muscle. Death is almost instantaneous.

BUT FATE INTERVENES:

The undead champion opens a brutal wound across Njord's chest, sending him sprawling backward in a shower of blood. Collapsing over the body of Caspar, the horrific Captain bellows a banshee cry of victory, stepping over the slumped bodies towards Gretta, weapon raised! Badly wounded, but alive, Njord (and Caspar) lay forgotten in the cold frozen tundra.

Njord has lost 1 Fate Point. Both Njord and Caspar are FROZEN and out of the combat for the duration.


The Great Enchanter

We're now waiting to see what happens with Krak's Dwarvish grenade. Until then, everyone is FROZEN. We're drawing toward the end of the first round of this combat scenario, moving soon to the second.


" ~ deaaaath ~ deaaaath to the mortals ~ kill the living ~ "


Male Human Captain

"To me, men! Second Squad, rally to me!" Lucas prays his men can hear him above the clash of metal on bone and flesh and the moaning of the undead. "We must fight through to the entrance of the tunnels!"

Command (Fel 45) + 10 (GM bonus) v. 1d100 ⇒ 90

The din is too great and the press of the undead too strong for Lucas to bring his men in order. Time was slipping away from them...

See what comes of making the NPC actually roll, Drachenfels? Impending TPK! LOL, just kidding. But fate (or the abridged combat rules) is definitely making certain our party gets worked over in combat pretty consistently.


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Legendary Merchant of Pins

I am sure I have Lucas' sheet somewhere, but those stats represent an entirely different Lucas...in the spirit of Albrecht re-rolling, I decided to give it a shot, too. I had already been making mention of Shallyah in my posts, lo and behold! Lucas rolls Resistance to Disease. Like Albrecht, it seems Lucas' destiny is set across all the shards, lol. :-D


Male Dwarf

havnt updated my characters with new XP so I'll do this as is..

4d100 ⇒ (44, 51, 56, 97) = 248 no successes for attack!!! Jeez...figures

1d12 ⇒ 7 Direction granade lands. this is hex 1-12 spaces. I cant remember if 1 is in front of me(BAD for us) or behind (lands outside)

If it lands outside:

1d10 ⇒ 2 2 hit but I ddnt get any successes...


Male Human Captain

Lucas looks at the disorganized fighting and sees his men all over the small street leading to the interior door heading into the tunnels. Some of his men are hard pressed, but not Lackey Gunterman unsurprisingly who is swinging his large hammer in grand arcing strokes one handed (Lucas is unsure if Lackey still clutches the piglet in his giant mitt) devastating the brittle bones of skeletons and soft flesh of zombies pretty much wherever he moved.

Suddenly, Lucas realizes a a new addition to the undead swarm, one of his own squadman rears up missing part of his face and left leg. Lucas manages to deflect the claw-like grasp of the abomination and swiftly brings his mace down to crush the remaining portion of the remaining visage. By the gods, Lucas truly hated these light storms. Hearing Lackey bellow off to one side, puts an idea in Lucas' mind.

"Rally to Gunterman!, Second Squad, rally to Lackey!"

Command (Fel 45) v. 1d100 ⇒ 25

Seeing the strength in their comrade-in-arms, the men begin to feel some courage to press on and follow in the wake of the Kislevite giant.

"Lackey," Lucas shouts. Gesturing with his mace, Lucas points at some shambling figures down the street in the direction of the sealed doors leading to the underground. "Let's get those next." Looking over his shoulder, Lucas yells to his remaining squad members. "For the Emperor! For Wolfenburg! Forward!"


The Great Enchanter

Awesome update, Lucas! You're really bringing the desperation of Wolfenburg to life. +5 xp for that! And I like how you finally manged to rally the troops to you by using Gunterman as your focus point!


The Great Enchanter

KRAK: I think it's safe to say that with all those misses on your dice roll that the grenade simply didn't explode. Misfire?

The sputtering explosive orb leaves Krak's hand and heaves through the air like a Nipponese firework, spitting and sparking as it hits the snow, bounces, and slides to a stop beneath the feet of the skeletal Captain. The unholy soldier simply looks down, cocking his head to the side.

PSSSSSSSSSS....twhip! The fuse runs down and - nothing -


The Great Enchanter

The party is now UNFROZEN as we enter the 2nd round. I think it's safe to say the 1st round of combat heavily favored the armies of the undead.

NOTE: Dagon had expressed some concerns to me about how the undead came to be at the tunnel in the first place and various other plot points. I thought I'd cover those here to dispel any confusion.

You've entered the mouth of madness, you're sure of it! Where did all the undead come from? And then it hits you like a brick. These soldiers of Wolfenburg had died in some previous campaign to defend the entrance to the tunnel, but you never saw the bodies. Buried under the rising snow drifts of the brutal winter, they lay undiscovered (by you) and unburied until now!

It would seem the defenders of Wolfenburg have long fought to keep this tunnel secure, but with the recent surge and loss of the north east side of the city, the forces of Wolfenburg have run too thin to place a strong regiment here to keep the tunnel defended. Only a light detachment of soldiers remain, guarding the passage halfway into the sally point...

Looking about in horror you can see that Njord is down, bleeding heavily in the snow. You can barely make out the struggling form of Caspar trapped beneath the Norseman, desperate to claw his way free of the weight upon him and the undead all around.

And there, Gretta! The fallen soldiers are all around here now! (About to resolve her combat). She lets out a shrill scream of terror and seems to be trying to cast some kind of incantation, but it's not working.

"I can...I can't remember the words! I can't remember the words!" she whimpers, tears running down her face.

In the mouth of the tunnel, Krak stands staring in disbelief that his explosive orb did NOTHING! Behind him the braying of Donkey and Boom as they contend with the tight confines of the passage.

And then there's Albrecht, your captain, standing near the entrance of the tunnel as the forces of night begin to slowly shamble towards him. A massive smoking pile of burned and charred undead like in piles at his feet, but he's being overwhelmed!

"Sigmar preserve us!" someone yells. Somehow, you don't think Sigmar is listening.


The Trapmaster

What no mention of my sorry situation? I guess "friendly fire" doesn't merit a comment in the situation synopsis anymore, lol.

Lutke's prone form lays more or less just shy of the new opening made by the enthusiastic demolitionists. He moans numbly in pain. Maybe he's coming around?

T 34 v. 1d100 ⇒ 53 = Failed

Lutke's form slumps again in a pain-infused stupor.


The Great Enchanter

Haha, sorry Lutke! I had meant to make mention of your strife in the tunnel but it must have slipped my mind. -5 xp to the GM! *grin*


Snotball God

Lackey hearing the command of Lucas moves to the few undead barring the way they press to him and the squad,

3d100 ⇒ (92, 74, 93) = 259vs (WS)31 0 success
3d100 ⇒ (16, 51, 79) = 146vs (T)31 0 success
1d100 ⇒ 75vs (SAVE)45 fail

The undead shamble about like half manglers marionettes, Lackey sweeps his mallet into the the evil,

4d100 ⇒ (83, 3, 30, 45) = 161vs (WS)35 2 success
4d100 ⇒ (67, 55, 5, 14) = 141vs (T)48 2 success Lackey being of singlemindedness in stressful situations heard the first command of Lucas and is clearing to the underground not really hearing much else over his footballers chant.
Glory, glory, Man United,
Glory, glory, Man United,
Glory, glory, Man United,
And the blues go marching on, on, on.
Just like the Busby Babes in Days gone by
We'll keep the Blue Flags flying high
You've got to see yourself from far and wide
You've got to hear the masses sing with pride
United! Man United!
We're the boys in Blue and we're on our way to Sham-ber-ly
Sham-ber-ly! Sham-ber-ly!
We're the famous Man United and we're going to Sham-ber-ly
Sham-ber-ly! Sham-ber-ly!
We're the famous Man United and we're going to Sham-ber-ly
In Seventy-Seven it was Muttonwench
Gingerton will make it Eighty-Three
And everyone will know just who we are
They'll be singing 'Que Sera Sera'
United! Man United!
We're the boys in Blue and we're on our way to Sham-ber-ly
Sham-ber-ly! Sham-ber-ly!
We're the famous Man United and we're going to Sham-ber-ly
Sham-ber-ly! Sham-ber-ly!
We're the famous Man United and we're going to Sham-ber-ly
Glory Glory Man United
Glory Glory Man United
Glory Glory Man United
As the Blues Go Marching On! On! On! (3x)

Lackey chanting up to the entrance.
Dur forgot to add me armor.


The Great Enchanter

Gretta has no choice but to engage in combat. She's pinned and surrounded and without a weapon. Because of this, I'm removing all of Gretta's attack pool. She has defense only. Gods be with her...

Gretta Defense: 2d100 ⇒ (61, 57) = 118 vs 28 (T): NO SUCCESSES!

Undead Soldier Attack: 3d100 ⇒ (73, 53, 18) = 144 vs 32 (WS): 1 SUCCESS!
Undead Soldier Defense: 3d100 ⇒ (62, 7, 55) = 124 vs 31 (T): 1 SUCCESS!

Gretta's Saving Throw: 1d100 ⇒ 45 vs 28 (T + Wounds -10%): FAILED!

Gretta is the next to die a horrible death, a score of rancid blades rise and fall in unison as she screams, her fingers reaching towards an uncaring sky...

-1 FATE POINT for Gretta.

INSTEAD, AS FATE INTERVENES:

The moment before Gretta is to be chopped to pieces, the miscast Dwarven grenade that had done nothing a moment before EXPLODES! Scores of undead minions fly apart like leaves on the wind. Gretta is blown into the air, slamming down hard near Albrecht, badly burned and unconscious, but alive!

Gretta is FROZEN. Awaiting the actions of the party. I might suggest a hasty retreat, though that could mean leaving some of your party behind to an unknown fate.


The Great Enchanter

LACKEY:

Elsewhere, in Wolfenburg...

I love the snotball song! Great work on your character thus far: +5 xp for song/descriptions.

Lackey Gunterman is a jovial killing machine. Everywhere his massive mallet swings, the undead fall in droves. The dead rising from the grave has been a source of great consternation and worry for the other soldiers of the Empire. For Lackey, it's been good simple fun! Killing the same enemy twice? That's twice the glory!

As Lackey continues to sing his hooligan chants, he mows his way towards Lieutenant Lucas, his commanding officer, a wicked smile spreading slowly across his long flat face.

Before stooping to press into the entrance to the hidden tunnel, Lackey turns, grabbing a gibbering skull nearby, and promptly kicks it across the street and into a distant window with a crash. Teeth fly everywhere. In Lackey's mind, the crowd goes wild!


Female Human

"..."


The Great Enchanter

Caspar, Krak, Boom and Albrecht can all take actions at this time. The situation is looking rather hopeless in terms of a direct confrontation, though if someone were able to defeat the Skeletal Captain perhaps that might change the tide of the battle (/end hint). There is also the option of retreat as I mentioned earlier, but at what cost? I await responses.


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Legendary Merchant of Pins
GM Drachenfels wrote:
that could mean leaving some of your party behind to an undead fate.

Corrected


Master Burner

F@!@ Gretta

The tides look grim, but Albrecht is resolved. He and his crew are at the footsteps of Wolfenburg and he'll be damned if he fails his first and possibly last command.

"Fight them! Fight this scourge to our last breath! We die here, we die defending the Empire!"

1d100 ⇒ 61 vs Command! (attempting to bolster our forces resolve!) ....not so much!

1d10 ⇒ 1 Casting Fires of Uzhul!...

The fire dies from Albrechts palm... He isn't quite as heroic as he thought for a moment.

*gulp*


"Alll-breeeeecht....remember the sssstooone. It issss your desssstiny...."


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The Great Enchanter

Yes! +20 xp for the creative thinking with the hag. Epic!

ALBRECHT: Your witch-sight flares up as the world melts away into incandescent shadow. The screams and shouts of battle fade into a disorted nebula of echoes and howls, as the figures around you shift and dance.

Descriptive Challenge (Albrecht): Bring to life how the battlefield, the undead and your allies appear different as you survey the scene with your witch-sight. This challenge is worth +20xp.

A figure begins to take shape (that only Albrecht can see), her pale form translucent and dancing on an unseen wind. In his pocket, the green chaos stone begins to glow brightly.

"Alll-breeeeecht....remember the sssstooone. It issss your desssstiny...."


male Dwarf

Everyone's ears ring and there is a KAPOW!! that echoes thunderously from the tunnel as Boom fires his rifle

Boom attack:
3d100 ⇒ (44, 12, 26) = 82 4d -1 for firing into meelee 3 SUCCESSES!!

Champion Defense:
3d100 ⇒ (8, 30, 83) = 121 2 successes

Save: -5 35%
1d100 ⇒ 34 PASS!

The shjot rips clean through the Undead champions shoulder and does nothing more that move it as if punched.


Master Burner

RESERVING SPOT. IN CLASS. WAIT 3 HOURS DILLHOLES!


The Great Enchanter

The Eye of the Raven circles around Boom, then centers over his shoulder, pushing forward into his line of sight through the distorted scope-works of the huge Dwarvish rifle. Down the length of the site, we see the wobbly forms of the undead flicking in and out of view as Boom labors to steady his aim.

THERE! The Undead Champion, menacing and horrible, turns his gaze and looks RIGHT AT YOU!

Quote:
Everyone's ears ring and there is a KAPOW!! that echoes thunderously from the tunnel as Boom fires his rifle!

As the head of the skeletal Captain explodes in slow motion, a wicked light flares up where it's skull once was, a ghastly howl shatters the night! All around the skeletal soldiers scream in unison, the bloody Kurgan zombies do the same...

And then, all at once, they collapse. Like actors in the final scene of some epic play, the bodies of the dead hit the earth and lay still.

...victory...


The Great Enchanter

Well done, heroes! You each earn a grand total of +75 xp for both participating and achieving victory in the scenario: THE DEAD RISE!

If you have any xp to spend, you may do so now.

Boom, you've saved the day! As such, grant yourself and additional +20 xp! Excellent shot!

I'd still like to reverse time and play out the scene with Albrecht and what he sees and feels with his witch-sight. We'll handle that later.

We'll close the scene here and likely telescope to the City of Wolfenburg. I'll be posting up a description of what happens next soon (using Dagon's excellent description of the hidden tunnel).


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.....ummmm I gave myself a -1d for melee and it changed EVEYRTHING :(


The Great Enchanter

I saw that! Props for penalizing yourself for the situation, and congrats on the excellent shot.


The Great Enchanter

At last free from the horrific undead menace, you drag yourselves in wounded silence along the cold dark tunnel that leads to Wolfenburg...

Reposting Dagon's description to refresh it in our minds:

The light that spills in from outside shows you that this tunnel is indeed constructed. The walls, and ceiling are of the giant boulder inwhich a hole was blown and extends for some 50 yards. The floor however is made up of medium sized slabs of granite neatly placed and despite its obvious age still perfectly retain the positions inwhich they were laid long ago.

As you move on you can notice that there are various etching of Runes evenly spaced that look to be of Dwarven make. They are intricate and some ornate and though they stood the test of time, they have not been able to survive unscathed as haphazard paintin and chalk drawings indescriminately are scribbled along the walls and cieling.

"Heinz Gunterman was here"

"King Malcom sucks rotten apples."

"Bloodbowl VI: HUMANS RULE!"

"For a good time, visit Gretta 54 Altdorf way" <-- Hah!

The rock eventually ends and the rest of the tunnel is made up of unremarkable but sturdy arches and columns regularly placed. Even-set stones make up the walls, ceiling and floors, but here the earth has been more successful in its erosion as evident in the hanging moss and damp rocks as water drips from places in the ceiling and cracks in the walls.

Several hundred yards the tunnel finally ends at a large stone door. Empty sconces on either side of it as well as 2 man-sized "murder holes".

"ONE MORE MOVE AND YOU'RE ALL COW FODDER!"


The Great Enchanter

Too tired and too weary to even raise your hands in submission, you simply stand (like zombies), your eyes heavy and your limbs heavier from the past week of hard travel, cold winds and brutal combat. If the voices behind those murder holes were to simply cut you down now, you'd raise little protest.

"Hold it, Sergeant!" you hear another voice say suddenly. "These ain't Kurgan and they certainly ain't walkers. What's your business here, strangers? SPEAK, or we'll fill ya full o' holes!"

Some distance away, and yet still unbeknownst to you, Lucas and his detachment of soldiers are closing in to investigate.

You can all begin roleplay here. LUCAS: If you're so inclined you can arrive at anytime you see fit and begin to interrogate the party. Just follow the flow of the story.


Female Human

"For a good time, visit Gretta 54 Altdorf way"

Gretta blinks.


The Great Enchanter

DAGON: Go ahead and return your previous description of your rifle shot being a kiling blow (if you have time to edit). It seems fate has sided with you this hour. Either way, the threat is over and victory is yours! Let's proceed with the story.

In the future though, let's please allow ME to decide the outcome of Saving Throws (Pass or Fail). In this way we can avoid this type of confusion. I promise to be fair! Drachenfels never lies...


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Legendary Merchant of Pins
Gretta the Camp Follower wrote:

"For a good time, visit Gretta 54 Altdorf way"

Gretta blinks.

And thinks, Damn, they don't have my new address up here yet.


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Master Burner

Descriptive Challenge (Albrecht):

Albrecht stretches his palm outward, a fire in his heart. He calls out into the Wind and Power of Aqshy to come to his aid, bend to his will and smite these undead foes! His life depends upon!

It is not Aqshy that answers. A vibration, low and hard shakes Albrecht from his side. The stone. Time begins to slow. The red glow of the battle dissipates into muted greys and the purple of Shyish all around them. The Amethyst Magick is about the field, as the men face down their deaths waiting. Lutke is a hollowed out form, a shadow. Caspar is bathed in purple, his hair a bright violet. Behind them all an emptiness. A void.

Albrecht stares into the Void. It...something... stares back.

It apperates out of the stone, Albrecht feels it. The gust of smoke whooshing out from his pouch and taking shape. The Hag. The Kurgan Witch. Her form speaks to him.

"Alll-breeeeecht....remember the sssstooone. It issss your desssstiny...."

Albrecht remembers.

The Hag has conquered Death itself. The stone gave her some means to do so! Surely! Is the answer there?! This moment has stretched into an infinite and as his mind begins to make the choice Albre---

KAPOW!!

Something akin to a bomb has gone off in Albrecht mind. A dull warm sensation flows downward onto his neck. Lifting his right hand he touches his ear. Blood. Warm and slick.

The vision fades. The pools of purple vanishing instantly, all of the colors come filtering back in an instant and the World speeds as if it means to catch up.

Albrecht is in a daze. He has been tempted, and perhaps fatefully, been interrupted.


Snotball God

"Oi Lucas ohs dat up der in dur tunnel? Is it me Ginger??" Lackey barks from behind the squad. He was put in the rear so the shorties coud see whats in front of them. Lackey pushes farther into the tunnel I smell horses or 54 Altdorf Way he beckons.


male Dwarf

Krak had congratulated Boom for his remarkable shot and they had started speaking Dwarven most of the way down the tunnel. Njord could gather that they were speaking something about congrdulating eachother on the modification to the rifle as well as possibly selling them on a larger scale in the future.

The techinical revery was broken by the challenge. Still ahead of the group, they were the 1st ones to stop. They may have done so far before seeing the obvious danger of the murderholes, but were too wrapped up in their discussion to notice.

"Nowe vait... no reason to be trigger happy. Ve are Grey Volves unt here vith a message from von of your viders!"


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Male Dwarf

"Right ya yarbole snork suckers, iffen ya no wats good fo ya, yer heer wat we ave tah say or yer yarbols may be inna sling for too long bleedin sods."

Donkey looks to the "Raven" and blinks.Always funny when I read Gabe doing it. Thought i would add it for my own laughs. :)


The Trapmaster

Left to recover on their own, Lutke lies stiffly and in pain on the cold ground with Gretta fairly close to him burned and moaning in her fire-filled dreams while Caspar coughs blood hoarsely into the snow. A strange quiet fills the air broken only by the ragged breathing of Albrecht who is close; the wizard picking himself off the ground where the concussion of a defective grenade had jostled him from a magic-infused vision.

The dwarves move along the passage with their donkey much more concerned with their engineering marvel than the fate of their comrades, and so they face the challenge from the tunnel's interior door alone.

Lutke realizes that even with the danger over, the party's in a bad way. He needs to act, or the cold and and injuries will see almost half the party consigned to death or permanent disability.

T 34 v. 1d100 ⇒ 93 = Failed

The pain seems to be too much to move, Lutke's injuries too severe. He knows he must move on, must get up, he had to help his friends. He had to! Move, Lutke. Move!

WP 43 v. 1d100 ⇒ 6 = Success

With a groan of pain Lutke sits up, his vision ringed with brightness and is quite blurred. The pain in his jaw and chest, tells him what he needs to do first. Desperately pawing through his bag, he finds his tools. Trying not to think about what it means, he begins to tinker...trying to find that place again that let him "unlock" the body's capacity to heal.

Lutke's Corrupted Heal (Ag 43) -10 due to working on himself while in pain v. 1d100 ⇒ 76 = Failed

Lutke realizes in his condition he will not be successful when trying to work on himself, since it is too difficult without a mirror or assistance. He abandons the attempt and turns to the fiery haired woman lying close by. She is breathing, but seems badly burned. She begins to stir and lift herself up her eyes unfocused. As she reaches her knees she looks up and seems to suddenly see something on the wall at her eye level. She blinks several times, and Lutke swears under the burns she is blushing.

"Gretta," Lutke slurs. "Let me see what I can do." And he tries to pull himself closer to her.

Lutke's Corrupted Heal (Ag 43) -10 for pain v. 1d100 ⇒ 69 = Failed

Shaking his head, Lutke finds his concentration doesn't seem to be sufficient for these burns. He finds himself hoping the wounds will fade and do not remain to mar her pretty features. Lutke then turns to Albrecht who other than some blood running down his cheek seems fine if shaken.

Groaning, Lutke pulls himself to his feet and approaches the bleeding Caspar who looks up at Lutke with sad eyes, so very sad.

Lutke's Corrupted Heal (Ag 43) -10 for pain v. 1d100 ⇒ 100 = Fumbled and failed. Oh damn...sorry man.

Well, GM Drachenfels...it looks like I must turn over the description of what happens here to you.

Finishing up his obviously poor attempts to "fix" everyone, Lutke tries to help Gretta lift Caspar's form, but collapses to his knees. He feels a hand on his shoulder. Lutke looks up and sees Albrecht's grim face looking down at him. Of anyone here, Albrecht must know what Lutke was just doing...but no recrimination or accusation is in his eyes. Such serious eyes. Lutke's head is swimming as Albrecht tries to help him to his feet.

T 34 v. 1d100 ⇒ 24 = Success

Lutke manages to fight through the pain and hold down what little food he had managed to eat that day before hell had descended upon them. A pitiful quartet moves into the dark confines of the tunnel. The loud sounds of the dwarves' voices ringing along the stonework filling Lutke's ears like thunder.

Mercy, gods above. Mercy, please, Lutke prays. In his heart he knows that no one is listening.


Male Human Captain
Lackey Gunterman "Grog" wrote:
"Oi Lucas ohs dat up der in dur tunnel? Is it me Ginger??" Lackey barks from behind the squad. "I smell horses or 54 Altdorf Way."

Lucas glances over his shoulder at the giant who is now jostling to come forward. The tunnels make that a rather difficult due their cramped size. Lackey is already sightly hunched. The dwarven stonesmiths who had assisted the Empire with building these underground structures had not accounted for giants among the human population during the construction.

"Peace, Cpl. Gunterman," Lucas. "We shall know soon enough."

As the Second Squad approaches the exterior door, a soldier comes running from up the tunnel towards them. "Lt. Biedelmann! Praise Sigmar, you've come. We have unknowns who have come down the Magnus Corridor. They are claiming to be members of the Gray Wolves. Two dwarves, but we see movement behind them as well."

Digesting this, Lucas gestures for the man to pass. "Carry this news to Commander Nulner's staff. I will proceed and investigate further." At his hand gesture, Second Squad each turn in profile to allow the runner space to squeeze through their ranks. The runner reaches the back of the formation and faces the large form of Lackey Gunterman looking down at him.

Your go, Lackey!


The Great Enchanter

5 star updates, Pinvendor, from both your personas! +10 xp for the hard work. I was really impressed. And now I need to ponder and consider a good number of things, like the 100 you rolled when trying to heal Caspar. Poor, poor Caspar. He really is wearing a red tunic.

I'd also like to think that the party didn't abandon the rest of you and move up the tunnel so much as the description of what happens in the tunnel happened after the 'healing' events you're now describing. Either way, I'll be updating shortly...


Legendary Merchant of Pins

off topic post:
GM Drachenfels wrote:
+10 xp for the hard work.

What the...! Didn't that say 15 just a second ago? Good thing I hadn't added it in yet! Lol.


The Great Enchanter

I had given Lackey +5 for his sweeping post, so in an attempt to be fair I reduced the +15 total to +10 with the logic that +5 xp per post seemed a good solid number. Curse your eagle eyes, Pinvedor! *grin*

+5 xp for putting the Great Enchanter in his place! <--- *grin*


Legendary Merchant of Pins
GM Drachenfels wrote:
I'd also like to think that the party didn't abandon the rest of you and move up the tunnel so much as the description of what happens in the tunnel happened after the 'healing' events you're now describing. Either way, I'll be updating shortly...

It wasn't meant as an accusation or anything. "The rest of the party" was only Krak, Boom and Donkey. Since Dagon didn't have them show any concern at all at how the rest of the party was hurt, I just ran with it in the way I described them. I am sure Dagon does care, I was just hamming it up for the sake of my roleplay. ;-)

Now that I think about it, I forgot about Njord!!


The Great Enchanter

BOOM:

All the hard days of bad food and worse company have been all but forgotten. THE SCOPE WORKED!

You had known the moment you fired the rifle that the shot should have missed, but the brass fitted auto-adjusting gyro's that both you and Krak had invented worked like a charm! The first field test was a success, the proof outside in the cold frozen tundra. The head of the skeletal Champion was nothing more than an exploded pumpkin now.

Forgetting the woes of your friends and allies, you and your Dwarven brother continue down the tunnel bantering about what this could mean for your careers and your fortunes. Images of rooms filled with gold dance in your mind, stout bodied able Dwarvish women with well trimmed beards attending your every need!

Your dreams of avarice are broken by the crude challenge from the tunnel ahead:

"ONE MORE MOVE AND YOU'RE ALL COW FODDER!"


The Trapmaster

"Wait!" Lutke suddenly sputtered. "Albrecht, wait!" Painfully Lutke turns and hobbles back out of the tunnel.

There! Amongst the rotting and frozen corpses of the undead was the Norscan warrior. Having been felled early in the fight, Njord's spilled blood was already beginning to freeze in the snow. Lutke hoped he wasn't too late, and that he had regained enough of himself to help the big man.

Lutke's Corrupted Heal (Ag 43) -10 for being in pain = 33 v. 1d100 ⇒ 39

Aw, dammit! I almost had it.

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