Sariniya's Curse - Group 1 (Inactive)

Game Master hiiamtom

This is the RuneQuest 6 free starter adventure.


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Anathym

Anathaym considers for a moment before answering her mentor. "Cautiously," she replies with a smile. "We're being watched and Master Trimostones is in very bad shape. We've already found a defensible campsite so we need to decide on a watch rotation and find a source of clean water." She starts to pace and continues, "I think a fire would be fine as the natives already know we are here and something warm might help Master Trimostones." She looks expectantly to Zamothis.


Zamothis allows a smile, a small one, to cross his features as he nods at Anathaym's assessments. "I agree. A hot meal would do us all some good, and the fire may also show we do not fear the natives.

Water will soon be a priority as well. There is a bit of light left to the day. We need water, wood for the fire, and rest. Potential enemies scout our position and watch our movements. A wise leader knows the strengths and condition of companions. This is your camp, Anathaym, we your companions. Set the watches and assign the tasks."


Male Human

I will help gather firewood .

The young thief is feeling very far from home and out of depth in this strange, new environment.


As Mju leaves the small clearing to gather firewood from the floor of the surrounding woods he steps into some long grass and smells the distinct smell of excrement and body odor. He looks down and sees a young man with long, filthy dark hair with a flattened nose, sunken eyes, and rudimentary clothing made of animal hides. There is a moment of surprise before the man pushes himself back in surprise into a seated position, hoots, and grabs a short spear.

Four more men stand in a slouched posture holding spears at the sound of the hooting young man.

Mju is currently about 10 meters away from the rest of the group who have now turned to see the spear wielding natives of the island. The party is unprepared and while armored are not wielding weaponry. The man sitting in front of Mju is within striking distance, but is not engaged with Mju*.

It's time to roll strike ranks. It is now the golden hour so ranged attacks will be one step more difficult than normal.

*It would take an action for the native to engage with Mju before attacking him, and Mju is free to run away if he wins the initiative.


SR: 1d10 + 14 - 6 ⇒ (1) + 14 - 6 = 9


Anathym

Anathaym sits as she considers the rotation for this nights watches. She satisfied that her mentor has entrusted her with the task and is startled from her musings as Mju cries out.

SR: 1d10 + 15 - 5 ⇒ (5) + 15 - 5 = 15


Male Human

Mju sets down the few pieces driftwood he had previously gathered, while watching the natives carefully.

SR:: 1d10 + 13 - 1 ⇒ (10) + 13 - 1 = 22


Male Human

Basically, I'm holding my action (Delaying).


Mju: Delaying in RuneQuest doesn't change your position in the initiative order, but you do need to declare what reaction you are delaying for. So like "run if there is a fight" or "dodge if they attack" or something like that.

I'm going to give Kara a bit more time before moving along with the encounter.


Female Human Priestess

1d10 + 16 ⇒ (10) + 16 = 26 SR Sorry... don't know what the minuses above in everyone's SR mean. I've got to spend some time with the rules this weekend.

"Everyone wait. Please we are not your enemies".

1d100 ⇒ 67 Influence (65)

Kara does stand and subtly puts her hands on her Staff.


The minuses were for encumbrance, which for most will come from armor worn. :)


The Strike Rank Penalty is on your sheet in the bottom left of the "Hit Locations" box. Kara's is -1.
Savage Strike Rank: 1d10 + 11 ⇒ (3) + 11 = 14
Savage Strike Rank: 1d10 + 11 ⇒ (7) + 11 = 18
Savage Strike Rank: 1d10 + 11 ⇒ (10) + 11 = 21
Savage Strike Rank: 1d10 + 11 ⇒ (8) + 11 = 19
Savage Strike Rank: 1d10 + 11 ⇒ (2) + 11 = 13

Turn order:
Kara
Mju
Savage #3
Savage #4
Savage #2
Anathaym
Savage #1 (by Mju)
Savage #5
Zamothis

Kara and Mju attempt to bridge some peace before a few hotblooded natives throw their spears at Mju seemingly ignoring Kara's kind words.

The ranged attacks are at over 15 meters, so the damage is halved and the force of the impact is smaller. Force relates to how well the missile is blocked by a shield. Since Mju and one of the natives are close together the difficulty is increased by the lighting as well as targeting a target in a crowd.
Attack vs 28, 37 hits prone ally: 1d100 ⇒ 72
Attack vs 28, 37 hits prone ally: 1d100 ⇒ 98 -> Fumble
Attack vs 28, 37 hits prone ally: 1d100 ⇒ 72

All the spears miss, so Mju can perform his readied action against the first throw and the others he doesn't have to do anything.

The spears fall harmlessly short, except for one that lands against the prone native.

Location: 1d20 ⇒ 7
Damage: 1d8 + 1d2 ⇒ (1) + (1) = 2

The spear tip lands against the side of the native's belly, giving him quite a scare but not harming him at all.

Anathaym is up!


Anathym

Anathaym grabs her spear and quickly moves up to Mju's side her spear in hand.

I think thats all I can do for now. 1 Action Point


Technically, you can only grab your spear. You use the "Ready Weapon" action.


Anathym

Anathaym grabs her spear and prepares for the onslaught of savages.


We can only grab one weapon with the ready weapon action, correct? Even though Zamothis' spear and shield would be right next to each other?


If I wanted to go by strictest RAW being caught by surprise you need to spend one action retrieving your weapon, and one action readying your stance. I am fine with this being combined... but it is restricted to a single weapon or shield. You weapon is capable of passively blocking a single location, so keep that in mind too. Setting a passive block is a free action.

As the campsite responds to the events, the final native take their actions. The young man by Mju scrambles to his feet and stands defensively with his spear.

The final native at a distance throws his spear at Mju.

Attack vs 28, 37 hits ally: 1d100 ⇒ 57

Another spear falls short as the group leaps up and down shouting a garbled language you cannot understand.

Zamothis is up.


I believe if you're not engaged, perception is a free action:

1d100 ⇒ 89 vs 76

Zamothis attempts to ascertain what weapons the enemy carries beyond the spears they just threw, but his attention is too divided by grabbing the shield he is reaching for to get a good enough look at them. The huge hoplite shield is brought up, covering his shield arm, head, chest, and abdomen.


You are correct. Assessing is free when not engaged in combat.

Zamothis peers at the natives from the distance and sees that they bear no true armor or weaponry, the spears being thrown have left them nearly naked.

Mju and Kara can act!


Male Human

Mju draws his dagger, and let loose with one of his people's ululating
war-cries.

See if I cannot do a little intimidation.

Influence 36%: 1d100 ⇒ 87

So much for intimidation.

I'm assuming of course that I left my bow back at camp, when I came out to hunt for firewood.


It was a good idea, unfortunately even when I apply the skill modifiers to make it easier 87 won't cut it. Don't forget Mju is prone.

I'll give Kara a bit more time and bot her if there isn't a post by tomorrow morning (just to keep things moving).


Female Human Priestess

Kara seeing that there will be no peaceful end to this conflict, decides to make attacking her dangerous, and prepares to rush to aid any injured.

Cast "Backlash"

1d100 ⇒ 80 Devotion? (68)

And wonders why the Gods have forsaken her.

Too bad we're not playing Rolemaster. All these high rolls would be good :-)


Devotion is actually the measure of Kara's faith in Myceras, and it effects her standing in the cult along with the strength behind her miracles. It also helps with recovering spells once cast, and reopening her spell slots for miracles.

To cast miracles, Kara uses Exhort... which has a target of 60.

However, you are in luck. Kara's spell only has a range of 7 meters (Kara's spells have an intensity of 1/10 her Devotion skill, and the Ranged(meters) means it can reach up to here intensity*1 meter). Mju is 10 meters away so she cannot cast the spell unless he moves or she moves. She can cast the spell and then hold the effect until he is in range, so you would use the "Cast Magic" action this turn and shout Come Closer, Mju! using "Hold Magic" until he is in range. The other option is to take this turn to move. Either way you get to reroll the skill :p Also, I'm going to roll Passion for your friendship with Mju since it is in Kara's backstory.

Passion(platonic friendship) vs 58: 1d100 ⇒ 91

So had that succeeded, the Exhort roll would have been easier. Passions are just a way to measure a character's commitment to a cause or action, and can effect skill rolls.

Kara massages her contact with the gods while Mju attempts to scare off the natives. They are unmoved however, and begin to shout louder and bring out slings and stones.

Anathaym may act, Kara needs to choose a different action.


Anathym

Leaving her shield behind Anathaym rushes forward and engages the native closest to Mju. "Get behind me," she offers.


The native standing before Anathaym and Mju raises his spear above his head and shouts before running towards the others behind him.

With slings twirling over their head, it seems like the next volley will begin shortly.

Zamothis is up!


Zamothis grabs his spear while maintaining his shield's guard position.

passive block with shield, Left arm, head, abdomen, chest.


Mju and Kara are free to act too.


Male Human

If was to take the Outmanoeuvre action this turn, and was successful, could I then, next round, use my Stealth skill to take to the shadows.


Yeah sure, you are in tall grass and I would totally allow it. You outmaneuver to duck behind cover and then can sneak away.


Male Human

That's the plan then.

Evade 65%: 1d100 ⇒ 48.


Female Human Priestess

Kara moves closer last round, then this round tries the spell again.

1d100 ⇒ 62 Exhort (60%)

Wow! Really! Missed by "2" twice this combat. Kara's god must be slightly peeved at her :-)


Unfortunately, that's a failed spell. You are down 1 magic point! You regain 1 magic point with a night's rest, so you'll get it back soon :)

The natives appear to be showering covering fire for their retreating comrade, slinging stones at Anathaym and Kara.

1 for Anathaym: 1d2 ⇒ 2
Attack vs 28, 37 hits other character: 1d100 ⇒ 14 -> hit Kara
Location: 1d20 ⇒ 8 -> Abdomen
Damage: 1d8 ⇒ 6 -> Armor reduces by 1, 5 damage!

1 for Anathaym: 1d2 ⇒ 2
Attack vs 6, 37 hits other character: 1d100 ⇒ 67

1 for Anathaym: 1d2 ⇒ 2
Attack vs 6, 37 hits other character: 1d100 ⇒ 37 -> hit Anathaym
Location: 1d20 ⇒ 18 -> Left Arm
Damage: 1d8 ⇒ 7 -> Armor reduces by 5, 2 damage!

Kara's Endurance vs 14: 1d100 ⇒ 30

The first stone flies true and hits Kara square in the liver, causing her to double over in pain as she suffers excruciating pain. Kara suffers a serious injury, and is incapacitated for the next 5 minutes.

The second stone lands harmlessly in the grass, and the third hits Anathaym's armor leaving an unseen welt. Don't forget your weapon can still passively block 1 location!

Time for a luck point primer! Kara has 3 luck points, meaning she has three chances to force several actions:
1) Kara (or anyone using a luck point) can reroll any roll she makes (this can be an skill roll, damage roll, location roll, etc.).
2) Kara can force anyone targeting her, like the GM or another player, to reroll any dice roll.
3) Kara can exchange a luck point to take an additional action in a round.
4) Kara can change a major injury (damage that is equal to her negative hit points in a given location) into a serious injury which is nonlethal.

Anathaym may act, Kara can spend a luck point or accept the damage to save the luck point for later.


About wounds!

There are three kinds of injuries in RuneQuest: Minor Wounds (scrapes, cuts, and bruises), Serious Wounds (injuries that temporarily incapacitate and make skill checks harder), and Major Wounds (death blows or serious maiming).

As long as a location has a positive hit point value, but is less than its HP total, it has a Minor Wound that has no mechanical impact on actions. A Minor Wound heals a number of HP equal to your character's "Healing Rate" per day; the healing rate can be found next to movement in the round bubbles in the top right quadrant of the character sheet.

When HP in a location reaches 0 or lower, but not more than the negative HP value of a location, the character has received a Serious Wound. A Serious Wound will temporarily incapacitate a location struck for a time, and strikes to the body or head cause you to fall unconscious unless you make an opposed endurance roll; a First Aid or the Folk Magic spell "Heal" will stabilize the wound but not heal it allowing a character to act again but still have the injury. Once that period is over any skill check using that area is considered one step more difficult, if the body or head is wounded all checks are affected. A Serious Wound heals a number of HP equal to your character's healing rate per week. A Serious Wound will leave a scar or maybe ache with changing weather.

When a character takes damage past their negative HP total in a location the are receives a Major Wound. A Major Wound to a location permanently cripples the location and will kill the character without serious medical attention. Healing or advanced magic (like "Heal Wound" or "Regenerate") can stabilize these injuries, and very rare magic can restore the area to full functionality. Areas affected by a Major Wound will have lower HP values, or in the case of a limb may be removed entirely. To survive a Major Wound, a character must make an opposed endurance skill check and then be stabilized within a few rounds. Even on surviving, the character is unconscious for hours. A Major Wound heals a number of HP equal to your character's healing rate per month. A Major Wound will disfigure a character, leaving a permanent limp or ugly scar. A location suffering a major wound will not be able to perform skills with that location.

When a player character dies, they have the ability to go out in a blaze of glory taking a guaranteed successful action before dying. This can make a huge difference in terms of the other characters escaping trouble or even slaying the enemy after death.


Anathym

Seeing her sister crumble to the ground Anatham levers her arm back and throws her spear at one of the natives with a sling.

Meerish Infantry 81%: 1d100 ⇒ 13


Female Human Priestess

Kara will spend a luck point for thr GM to re-roll-


Rerolling!

Attack vs 28, 37 hits other character: 1d100 ⇒ 83 -> Miss!

Kara regains her footing and stands completely unharmed, surprising Anathaym who was under the impression she had been struck.

Hit: 1d3 ⇒ 1
Location: 1d20 ⇒ 19 -> Head
Damage: 1d6 ⇒ 3/2 -> 2 Damage

Time to choose combat effects! You can choose one from the options below:
1) Bleed - Opponent rolls endurance vs attack; receives one level of fatigue each round until healed
2) Impale - Roll damage twice, choose which result to use; If the character is wounded by the attack the weapon impales the location. If this was melee you could immediately pull it out or keep it stuck in the opponent. While impaled, an opponent has a harder time with all skill checks and must succeed a brawn skill check to remove the weapon dealing the weapon's damage again on removal.
3) Press Advantage - Opponent cannot make an attack next turn.
4) Trip - Opponent rolls Brawn, Evade, or Acrobatics against the attack roll and falls prone on failure.


Anathym

Number 3 sounds visually impressive, I'll take it.
Damage: 1d6 ⇒ 5/2 = 3

/


Anathaym's spear flies true and as the native flailed its hands to protect it's face, it succeeded at only slowing the missile as it pierced his cheek. Lucky to be alive, the man now stands with a spear stick into its face, with the shaft resting on the ground pointing to the sky.

The spectacle causes the native near him to run screaming into the woods, exposing its cowardice in the face of real danger.

Zamothis is up, he has the final action point of the round!


Sensing that the moral of the enemy way well be wavering after the sling stone seems to miraculously miss Kara while Anathaym's spear makes a bloody ruin of her sister's attacker's face, Zamothis roars out a battle cry and engages the nearest of their attackers. His spear lashes out with deadly efficiency...

Bronze Mercenary 112-12=100%: 1d100 ⇒ 5

If I understand correctly, moving to engage doesn't take an action? (Seems a little strange so hopefully I understood that right). Also, I think that may be a crit success!

Also, do you want us to wait for the opposing character's defense before we roll damage / locations, etc? Or go ahead and roll for it in the original post with the understanding that it might get superseded?


A few clarifications. First, you are still at the camp which would take a move action to get to the rest of the group and then a move action to chase the fleeing natives. There's no chance to be engaged with them this turn.

Second, Zamothis has two combat styles - Wolf Hunter and Bronze Mercenary. Each of these combat styles use different types of weapons. Your spear and bow use the Wolf Hunter combat style, and your short sword and shield use the Bronze Mercenary combat style. So to attack with the spear or bow the roll is vs 96 and not 112.

Since I should have notice and brought this up earlier, I am willing to let Zamothis say he readied his short bow instead and took a shot at the natives instead. You would even get to keep the critical hit.

Zamothis wrote:
Also, do you want us to wait for the opposing character's defense before we roll damage / locations, etc? Or go ahead and roll for it in the original post with the understanding that it might get superseded?

We'll have to work together. I would roll the hit location and damage, and then I'll let you know the result. On the same token, if the roll was a failure but the conditions turn it into a success I'll go ahead and roll it (like an easy or very easy roll).

What would really help is saying what combat effect you want to take too. If you can't to it I will say what you can do instead.


As another clarification, were all the natives fleeing? I thought it was just the one nearest the impaled guy.

Yep. You are totally right about the combat styles. I guess I had it pictured in my mind that Zamothis fought with spear and shield like a greek hoplite, but he's actually built more like a roman legionary with shortsword and shield. So in that case, when he's wielding weapons in two different styles simultaneously like he is, does everything go off the lower ranked combat style, like a skill cap? I can look the answer to that up later, but I don't have my pdf available atm.

Also to keep it 'honest' I think given what Zamothis saw and knew at the start, he would have reached just as he did for the shield first, making the bow unusable. Instead, he will simply move forward in front of Kara to interpose himself between her and any further attack, should one come.


Two are fleeing, and you are two turns of movement away from the rest.

Your combat style is based on weapon, so if (for example) he held a one handed axe and a shield he would parry at 112 (Bronze Mercenary) and attack at 96 (Wolf Hunter). The capping comes from people attacking or defending against Bronze Mercenary. If you attack with a short sword, the defender takes -12 from their parry roll. If you are defending against an attack with a shield, the attack takes -12 from their attack roll.

That's a good idea. You can move this turn, and then shield her from ranged attacks from the start of your next turn on.

OK! end of the round! Starting again with refreshed action points!

Locations:
[camp] -(6-7m)-> <Kara, Mju, Anathaym> -(10m)-> [Group of Natives]

Zamothis is moving between the camp and the rest of the group, savage #1 is moving from the group to the rest of the natives 10m away.

Turn order:
Kara - 3AP
Mju - 3AP
Savage #3 - 3AP
Savage #4 - 3AP
Savage #2 - 3AP
Anathaym - 3AP
Savage #1 - 3AP
Savage #5 - 3AP
Zamothis - 3AP

Kara and Mju are free to act!


Male Human

Attempting to hide myself in the tall grass and shadows (as I was collecting firewood when attacked, it has to be getting close to dusk I think).

Stealth 80%: 1d100 ⇒ 4


Male Human

Like a certain hobbit with a cursed ring! Now you see me, now you don't!


Yeah, basically anyone tryign to find Mju will likely fail until he wants to be seen again. In fact, everyone might swear he used money.


It's been a weekend, so I'm going to bot Kara.

Kara under fire prepares to dive into the grass if more stones come her way.

The caution seems unwarranted, because two more natives retreat down the slopes as fast as possible once they see the native whose cheek is impaled by a spear pull the weapon free.

Brawn vs 27: 1d100 ⇒ 50

The pain is too much and causes the native to stop his attempt and remain impaled by the spear.

Anathaym may act!


Anathym

Anathaym draws he sword and advances on the impaled native.


It looks like the native scout who was discovered by Mju was going to aid the impaled native, but at the last moment runs past full speed into the foliage of the slopes leaving the last native in pain holding a spear currently piercing his cheek.

There is not a great chance the remaining native will make his check before you guys reach him, so I'm going to end combat and let you guys decide how you want to handle him. You will still have to make skill checks to help, harm, or capture him; you just don't need to worry about initiative.


Male Human

Ain't no way I'm letting that critical success go to waste.

I'm following the fleeing natives, at least to that point where where I'm just about to loose sight of where our 'camp-site' is.

And a perception check to mentally note some land-marks for reference:

Perception 78%: 1d100 ⇒ 25.


Anathym

Sorry busy today won't be able to post until later this evening e.s.t

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