"The House of Dust and Ashes" (Inactive)

Game Master greg white 722

What secrets lay within the House of Dust and Ashes?


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Do you want to stay near the walls, or take the more direct, and more exposed line, across the center of the room?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Stick to the walls and what cover he can find.


With Albaras leading the way, you thread your way along the wall.

The cleaning servitor, turning lazy circles at the room's center, its servo-motors seizing up, makes a faint, whining noise, which, with your footsteps, is the only sound.

There is some stony rubble heaped along the wall, just ahead.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik looked at the Servitor, wondering if there was a way to find out what had happened from the machine. Still, it didn't sound like it was in a state to try and kill them at least...and so he continued to the rubble before looking around again.

Perception (33%): 1d100 ⇒ 18


It appears that there are the crumbled remains of several statues on the floor. Yet, all of the plinths are occupied.

Make another a Perception test please.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik looked at the rubble in horror, and then the nearby plinths. [i]Some of these things may not be like the others, some of these things may not belong,[/b] his mind gibbered as his eyes searched.

Perception (33%): 1d100 ⇒ 46


Routine test (+20).

Men (?) in shapeless ashen cloaks, are clambering down from the plinths where they had taken the place of statues.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

That didn't look good. Emerik looked for more substantial cover and a good arc of fire. If he had to spray the room and keep firing on suppressive bursts, he'd do so.

Perception (33%): 1d100 ⇒ 17


So three figures stiffly drop down from their hiding places amidst the statuary: stub automatics appearing from beneath their cloaks.

Vile Heretic's Initiative: 1d1d10 + 3 ⇒ (10) + 3 = 13


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Initative: 1d10 + 3 ⇒ (2) + 3 = 5

Somehow I didn't see that going otherwise. You're up.


With an eerie calmness the march forward across the empty space of the hall.

Initially they're some 30 meters away; at which range do you want to start shooting?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

30 Meters counts as Close, so I'll open up now. My plan is to lay down Suppressing Fire, trying to catch as many as I can in the burst and forcing Fear tests, unless they turn out to be Immune. How many times do I need to roll to hit?


Just once: at the usual -20


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Opening fire in a long brust, Emerik tried to pin down as many of the strange figures as possible. "Go, go, go!" he bellowed at the others over the chatter of his autogun.

Close Range +30, Supressing Fire -20 - Target 60: 1d100 ⇒ 79


You shoot high, flinging death just over their heads.

They neither flinch nor turn, but slowly, implacably march forward.

You can fire again.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Well, that was creepy. Most things made an attempt at getting to cover. Emerik crouched behind his own cover, on the theory that might have some weapons, and opened fire again. Might as well make sure the damned things were fearless and not just well disciplined.

Supressing Fire (60%): 1d100 ⇒ 90


They do seem to be carrying stub automatics, though they're not using them yet. Hmmm. With rolls like that it appears that the Emperor is looking elsewhere.


The two on the outside stop, (at about 24 meters) and raise their weapons, firing a short burst. The grim figure in the center continues its grim march.

Grim Killer 1's attack: 1d100 + 10 ⇒ (9) + 10 = 19
Grim Killer 3`'s attack: 1d100 + 10 ⇒ (88) + 10 = 98


I'll assume your shooting over one of the emptied plinths?Perhaps you dramatically toppled the statue to give your self a firing position? Body and legs will be considered to have cover (10 AP)

Killer 1 sends two slugs ripping into your right arm.
first round: 1d10 + 3 ⇒ (8) + 3 = 11
2nd round: 1d10 + 3 ⇒ (4) + 3 = 7

Killer three apparently brought an empty gun to the climatic fight. He casually tosses the gun aside, and resumes his advance.


Remember, no reason to hold onto your fate points.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Yes, yes I am. I assume it takes the damage for me from that first shooter?

"Fine, let's see if you're immune to being shot." Giving a quick glance to the others to see how they were fairing, he raised both Autoguns and unleashed a stream at the pair of them. It seemed only fitting.

Full Auto (+20) + Close Range (+30) - Two Weaons (-20) = 80%: 1d100 ⇒ 86 - Missed Mourner 1

Full Auto (+20) + Close Range (+30) - Two Weaons (-20) = 80%: 1d100 ⇒ 43
Damage (Pen 0): 1d10 + 3 ⇒ (9) + 3 = 12
Damage (Pen 0): 1d10 + 3 ⇒ (4) + 3 = 7
Damage (Pen 0): 1d10 + 3 ⇒ (2) + 3 = 5
Damage (Pen 0): 1d10 + 3 ⇒ (5) + 3 = 8
Damage (Pen 0): 1d10 + 3 ⇒ (5) + 3 = 8


Hmmm. As you're firing over the plinth, with a weapon in each arm, it only stands to reason that arms, and head, would be exposed, and the right arm was the location hit. So, no, I'm afraid the cover doesn't protect you, though you still get a Dodge As I understand it DH always allows one Reaction/turn, with no adverse consequences.

So you shred Killer 1 and 2. They don't appear to be wearing any armor, but except for a thin trickle of greasy black ichor you don't see the red blooms of bloody wounds.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Dodge (37%): 1d100 ⇒ 35 - Not good enough.

Emerik noticed the red gouge next to his armour for the first time. He grunted in annoyance - he didn't have the time to die right now.

He glanced at the black blood. Servitors or possessed. Either way, it explained why they weren't hiding. Emerik glanced over, trying to see how the others were doing.


They are circling around the 'wounded' cleaning servitor, racing towards the door.


So the one on your left, snaps off a short burst. the other two continue their slow, relentless advance.

Grim Killer's burst: 1d100 + 10 ⇒ (61) + 10 = 71

Rounds drive into the statuary surrounding you, causing a hail of marble chips to snow down on you.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik focused his weapons once more on the two advancing.

Full Auto (+20) + Close Range (+30) - Two Weaons (-20) = 80%: 1d100 ⇒ 76
Damage (Pen 0): 1d10 + 3 ⇒ (4) + 3 = 7

Full Auto (+20) + Close Range (+30) - Two Weaons (-20) = 80%: 1d100 ⇒ 47
Damage (Pen 0): 1d10 + 3 ⇒ (7) + 3 = 10
Damage (Pen 0): 1d10 + 3 ⇒ (7) + 3 = 10
Damage (Pen 0): 1d10 + 3 ⇒ (6) + 3 = 9
Damage (Pen 0): 1d10 + 3 ⇒ (5) + 3 = 8


The first attack doesn't seem to cause much damage at all.

The second attack hammers away at your assailant's right leg; shredding the black canvas of his utilitarian pants, and spraying black ichor across the floor.


The pair closest to you separate, apparently intending to flank you.

The 3rd killer fires a final burst.

final burst: 1d100 ⇒ 98.

And that is most definitely the final burst as the gun seizes up.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Buying time, Emerik headed as far from the implacable creatures as he could. He glanced over at the door to see if the others had escaped yet.


They're about 30 meters from the door.

The third revenant looks over in their direction, and then its head swivels back to you, and it begins it steady march towards you.


So their steady movement is 6 m./round. So how fast are you going to run, and for how long?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I can run 12 meters a round, and I suspect having them pop off with those pistols is safer for me than letting them get into close combat. So I'll move until I'm about 24 meters away. When they reach 12 I'll move again. Eventually, they'll wear me down with pistol fire,
but it'll take a long time since I can tank quite a few shots first.


Apparently they have all 'disarmed' themselves.

So you scurry around the vast entrance hall, for 4 rounds, while they plod unimaginatively after you (though they do spread out, so they can no longer be targeted by bursts).

You are rewarded with the sight of your companions flinging open the great doors, and racing into the sooty brume outside.

So, its a new round, they're 24 meters distant.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik took a chance to reload both his weapons while he had a moment. He would likely only get one shot in before he had to move once again, but better than running out at an awkward moment.

With the others finally out, however, he didn't need to hold out long - just long enough to give them time to get away.


So two rounds (two Full Actions) to change magazines on both autoguns.

Two of the revenants are 12 meters away now, and the third one is lagging a little behind at 18 meters.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Grunting in annoyance at the creatures, Emerik began to move backwards towards the door, aiming with the right gun and pulling the trigger. With the doors open he might as well keep moving ahead while riddling them with bullets. He continued to focus on the already wounded one. Eventually, it would dissolve under the hail of fire. He hoped.

Ballstic Skill (50) + Close Range (30) + Full Burst(20) = 100: 1d100 ⇒ 27 - 8 Degrees of Success

Shot 1 - 0 Pen: 1d10 + 3 ⇒ (7) + 3 = 10
Shot 2 - 0 Pen: 1d10 + 3 ⇒ (3) + 3 = 6
Shot 3 - 0 Pen: 1d10 + 3 ⇒ (1) + 3 = 4
Shot 4 - 0 Pen: 1d10 + 3 ⇒ (10) + 3 = 13 - Rightous Anger: 1d10 + 3 ⇒ (7) + 3 = 10
Shot 5 - 0 Pen: 1d10 + 3 ⇒ (1) + 3 = 4
Shot 6 - 0 Pen: 1d10 + 3 ⇒ (5) + 3 = 8
Shot 7 - 0 Pen: 1d10 + 3 ⇒ (10) + 3 = 13 - Rightous Anger: 1d10 + 3 ⇒ (7) + 3 = 10
Shot 8 - 0 Pen: 1d10 + 3 ⇒ (2) + 3 = 5


His left arm disintegrates under a fire-hose of lead, and as it does his whole body appears to unravel; breaking into a wriggling, writhing, wormy mass of necrotic flesh.

Make a Fear test (0 penalty).


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik recoiled from the horror. Clearly, this place was worse than it seemed. This explained why the rest of the Inquisition party was missing.

Fear (33%): 1d100 ⇒ 91

Whose shocked? No one!


All right, I'll need a Shock Table roll: that'll be 1d100. (I was going to roll it, but as the results could very well decide Albaras' ultimate fate, I think its best that you roll).


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I think you just enjoy seeing me suffer, personally. But let's see.

Shock (No Awe): 1d100 ⇒ 42

OK, so with six degrees of failure on my fear test, I do believe that's fainting dead away for 1d5 ⇒ 1 rounds. Huh, I could live through that.


All right. Hmmm. Will the revenants allow you to peacefully swoon?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Well, I should be a couple of rounds worth of movement before they can reach me, and I'm only down for one, so I should be able to get up and suffer the second effect - taking -10 while I run in terror.


So here we go.

rounds unconscious: 1d5 - 1 ⇒ (2) - 1 = 1

So the room spins, and Alberas slumps to the floor; only to wake seconds later; with pale hands reaching for him.

in true horror movie fashion the two nearest revenants sprinted forward when you were out cold.

unfeeling fists #1: 1d100 ⇒ 14
unfeeling fists #2: 1d100 ⇒ 25

damage unfeeling fists #1: 1d5 + 1 ⇒ (5) + 1 = 6
damage unfeeling fists #2: 1d5 + 1 ⇒ (1) + 1 = 2

You can of course attempt to Dodge one of the hammering fists.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Thankfully, Emerik was both tough and heavily armoured. Instead of bothering to Dodge he simply bolted for the door.


Make a Difficult (-10) Agility test, to grab up your guns, which you dropped when you fell, before you sprint out the door.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Man, I need to buy some gun chords...

Agility (Difficult -10) 27: 1d100 ⇒ 52


Feeling positively naked without his weapons, Albaras sprints for the open doors.

Or do you want to spend a Half Action scooping up your dropped guns?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Yes. I'd rather go slower than only have my Longlas.


Make an ordinary Agility Test (+10) to scoop up the fallen weapons .


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Agility (47): 1d100 ⇒ 59

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