Vault of the Vampire, Fighting Fantasy pbp (Inactive)

Game Master MayDay

LINK TO GRIM'S AWESOME MAP


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Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

Mauristatia, home of unscalable peaks clad in ice and snow, obscured by great swathes of freezing mist. The air is cold and damp, and you are huddle into your furs to keep out the chill, heading north towards Motvania. As you arrive at the little coaching village of Leverhelven at murky twilight a thick winter fog is drawing in. The tavern is small and hardly luxurious, but the food is hot and the mulled wine is spiced and refreshing. The local people wary of such a strange group that includes an intelligent-eyed bear, and a suspicious looking goblin, talk little. But the land of Allansia is full of strange folk like you...there is more to their trepidation than that, you are certain.

After you enter the tavern door is barred, the windows shuttered. The place has a strange name: the Hart's Blood - but this doesn't look like hunting country, except for those seeking bears or wolves for their pelts. One of you ask the tavern-keeper how the inn got its name, and a deathly hush descends in the room. He turns away, refusing to speak to you. You wonder how a polite and innocent question made him react in such a way. What's more, a man sitting by the fire turns round and spits at your feet!

Thus does your adventure begin...


Male Hobgoblin Samurai 3/ Fighter 1

Oh dear here I go offending those around me again. My shame surely knows no bounds! I must make this Right!

Bowing deep and low to the man that just spat Grim says.
"Please sir accept my deep apologies. I am afraid my offensive behavior has no limits. Please let this humble creature remedy the situation. Is there a service I could provide you?"


SKILL 8+3/8+3, STAMINA 5/15, LUCK 5/9, FAITH 5/6.

That bear entered the tavern on its four paws, and it immediately noticed some of the primates wearing dead parts of its kin, and it was disgusted. The stench of dead bodies was strong within that place, and it reeked of human prey.

No one dared to raise arms against it. Have mercy! yelled a woman to the ceiling, seeing the group come in, The beasts of hell have left the castle! Woe be to Mauristatia, this cursed country! That bear stared at her inquisitively and it could perceive the horror growing within her, then that animal passed, and as soon as it turned its rear to her, she fled in panic, along with two others.

Meanwhile, three poachers sitting at a table kept eying that black bear, and talking to each other.

That bear paid attention to its surroundings, and chose not to speak. It did wonder, however, what a name was.


Speaking up loudly, Rattus' harsh squeaking voice fills the tavern seemingly silencing the place. He's no orator though his bravado clearly makes up for that.

well well, these people are afraid of a bear... Yet the undead don't cause any alarm at all? How does a drunk wet Rat do you all? Barkeep another round of wine. We're tired of this atmosphere, we're paying patrons, It would do you well to treat us as such.

He sets his blunderbuss on the table after wiping his maw clean of the mulled wine.


Spitting Man: Listen here ratman, you shouldn't mention things you know nothing about...far fiercer than that there bear have sat beside me in this house. It isn't the bear that troubles us...and it's not even the undead...

The barkeep signals the man to stop before he speaks of the evil.

My name's Sogbottle, farmer Sogbottle. What be your names? Do you all know eachother? More importantly, why the hell are you'all here? Haven't you heard about the troubles in this place?


Skill 9/9 ; Stamina 10/10 ; Luck 15/15 ; Faith 5/5

Gruk-Gruk enters the tavern, disgusted at the fact that he has to look up to everyone. He finds a seat at an empty table and climbs up into the chair. Pulling out a flask of vile green liguid, Gruk-Gruk takes a swig of it and then starts playing with a small flame he creates in his hand (just for show).


Male Hobgoblin Samurai 3/ Fighter 1

"I have been given the name Grim. I have not had the pleasure of meeting these other individuals. I am on a quest to seek out those who need help and do what I can to help. I will ask again is there a service I can offer?" Grim's tone is much less apologetic now that he feels slighted by being ignored.


A squeak leads to a hiccup and a raucous belch.

My name's Rattus Rattus. I can assure you Grim there's no pleasure to be had here or with any of these sad provincials, however you can very well do a great service and bring poor Rattus a drink. Bring it here and take a seat, you look cold... But I fear fire can never warm your bones any more.

A slight giggle racks Rattus, he thinks himself quite clever and flashes his yellowed teeth and stares back at Sogbottom.

Tell me Mr.Bottom... I'm an adventure seeker, what's happening here? Allow me to be humble for a moment... You people are in luck if there really is something afoot around here. So please I'm all ears.

He reclines into his chair in a snarky confident way and sips at his already empty glass.

Liberty's Edge

What is a name? What is a farmer sogbottle? that black bear spoke. It is perhaps of no matter. Home is being consumed, and I must find the reason. Do not be distressed, however, human, for I sympathize with your condition. Your home, too, seems... degraded. Perhaps the troubles of this place you refer are too the troubles of elsewhere, worse than those the likes of you seem to bring upon yourselves, frequently.

What is that which assails you humans? it said, seconding Rattus's question.


Male Hobgoblin Samurai 3/ Fighter 1

"Thank you Sir Rattus. Your drink will be bought with haste! Perhaps you are correct perhaps I should buy my new friend a drink a leave this place.


[Ratfolk] Skill:11/11 Stamina:16/16 Luck:8/10 Faith: 7/7

No, no Grim, you're an interesting man, take this seat and hear with what's left of your ears what Sogbottle has to say... I can tell it'll be something interesting!

Rattus leans forward and kicks a chair out and gestures to Grim.
A gleam sheens in Rattus' eyes as he reaches out for his new cup of mulled wine. His nose was twitching just at the smell.


Antoni takes in the scene with a stoic silence before walking in the door.

What a strange lot, he thinks to himself.

He pulls his cloak around him and takes a place against the wall, listening to the conversation. He places a hand on his sword, just in case.

They seem like they want to help.

Greetings travelers, I am Antoni, a hunter of the forces of evil. If you intend to help these people, perhaps I shall join you. Much like Rattus here, I think I need a drink though," he proclaims with sincerity and a subdued bravado.

He heads to the bar and orders a bitters before grabbing a chair, sitting apart from the group, but close enough to hear what Sogbottom has to say.


Male Hobgoblin Samurai 3/ Fighter 1

"You have wisdom Sir Rattus. I will do as you suggest. You make an old sprit happy of your acceptance of my state. Ah but I see you yourself are quite unique as well. Also did I just hear that bear speak? We are quite the group it seems!"


Male Hobgoblin Samurai 3/ Fighter 1

Grim takes the offered seat.


An old woman swathed in shawls comes over. The takes Grim by the arm, it was him who first offered to help after all! "Pay no attention to this rude lot" she says, glaring at the man who spat on the floor. "Truth is, it's hard to blame them though...too many folk round 'ere has given up, their 'heart's blood!"

The low murmur of voices that had begun once more is completely silenced. Many people are casting fierce looks at you and the old woman and the barman bellows at her to be silent. But her face is flushed with the warmth and the wine, and she says she will not be unheard.

"Tis the Count, damn his black heart; folk vanish from the village, they do, and are never seen again. The Count takes them up to the castle, to be sure, and there they die a terrible death. Terrible. Folks have heard the screams from the places, screams as if from the souls in hell itself." Now tears run down her old, weathered face. She looks about at the sorry townsfolk:

"Didn't he take my grand-daughter only yesterday? Didn't we see the coach and the headless horseman in the village? My poor little Nastassia, such a beautiful, gentle girl, taken by the fiend 'imself, and not a man in this god forsaken place brave enough to go to the castle and save her!" Embarrassed voices murmur round the room as sparks fly from the fire...


the crackling of the burning wood seems to emphasize the old woman's desperate plea: 'I beg you, sirs, to rescue her. She is only seventeen and she's done no harm to anyone. . .' she bursts into tears again.


NG Female Human Druid 6 | HP 44/44 | AC/Touch/Flat 18/12/16 | Fort/Ref/Will +5/+3/+8 | Init: +2 | Percep: +15

A tall man gets up from a table opposite and approaches you; you see he has only one arm, the right sleeve of his tunic being pinned up to his chest. 'Strangers, I take you for wanderers, seekers after adventure. What old Svedana says is true: the Count is a terrible and evil soul, and Castle Heydrich is a place of horror. I would have tried to slay him myself, but for one obvious reason -' he glances down at his empty sleeve. 'Will you help us? From my own days as a warrior I have some gold put by, and it's yours gladly if you will help.' The eyes of all present turn to you, imploring your in silence.


Male Hobgoblin Samurai 3/ Fighter 1

"My Lady, fear not for this poor soul at least will venture into this castle to rescue the maiden. So dry your tears for I shall not rest until your grand-daughter is safely home. Who here will take up arms to help?" For a moment Grim rises up to his past glory and the whole room has a vision of a time forgotten when knights roamed the land to protect the people. Then it fades as quickly as it came and the chill of the grave washes over the room.


Male Hobgoblin Samurai 3/ Fighter 1

"Sir no gold is needed! Only a cad takes gold from those in need."

Your welcome guys =P


[Ratfolk] Skill:11/11 Stamina:16/16 Luck:8/10 Faith: 7/7

Rattus kicks out his chair and turns to face the man offering his own gold for help.
He snickers a bit rubbing his hands together over and over.

I hope I speak for us 'out of towners' and say, 'Sure, we can help you in disposing of this 'Two-Headed Horseman''

A hiccup or two interrupts Rattus as it finally dawns of him that yes the bear did speak.
His mouth slightly agape... He stares at a worm on Grim's shoulder. Rattus is hungryand more than a little buzzed.


Male Hobgoblin Samurai 3/ Fighter 1

Thanks for helping me flush out the character!


Skill 9/9 ; Stamina 10/10 ; Luck 15/15 ; Faith 5/5

Gruk-Gruk walks over to the assembled men around the old woman.

I feel your pain, human, for this... Thing has taken three of my own kin. Let me properly introduce myself, I am Gruk-Gruk, Great Cheif of the Clan of the Burning Hand. I give my staff and spells to the warriors venturing to defeat this vile monstrosity, may it burn in the flames of the Abyss.

Gruk-Gruk looks around for approval to join the group


SKILL 8+3/8+3, STAMINA 5/15, LUCK 5/9, FAITH 5/6.

Yes, the spirits of fire frolic about the little one, confirmed that black bear in the tavern. Woman, is this Castle Heydrich you speak of the source of the evils in this place? Perhaps it is there I must head, and sever its minions from the woods.

Turning to the undead and the rat, it asks Did this bear just speak?


Male Hobgoblin Samurai 3/ Fighter 1

"Well met Sir Bear! Your company on this journey shall be invaluable. And you Sir Antoni you shall come as well? Smashing!


Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

just as you finish agreeing to the quest the door of the tavern bursts open. The people inside cry out in fear as an icy blast whips through the room. Outside in the mist you can make out a black coach with four jet-blacks steeds prancing and whinnying, and in the doorways stands a spectral figure. Bony fingers extend from black sleeves, and he beckons- you! But he says nothing - how could he? He has no head...

*1*
As you step out into the swirling mists the beckoning figure leaps up to the drive's seat of the black coach and the carriage door swings open. The steeds prance expectantly, their breath steaming in the cold air. Will you:

Attack the Headless Horseman? turn to 201
Get in the coach? turn to 124
Ignore the coach, and ask a local person how to get to the Castle? Turn to 148
Do something entirely different? Tell the DM!


Male Hobgoblin Samurai 3/ Fighter 1

It seems we have been invited to the castle. Very well I prefer the direct approach. Perhaps this Count is a being of honor and will fight me in one on one combat!
Grim steps into the carriage.


[Ratfolk] Skill:11/11 Stamina:16/16 Luck:8/10 Faith: 7/7

Spilling over onto his tail at the sudden intrusion Rattus spits out his drink and shivers slightly at the cold bursting through the door.

Rattus seems to be drawn towards the carriage gawking and staring at it and its driver. Stumbling ever closer he falls over a misplaced chair snapping him out of his trance. Rattus looks back to Grim, Gruk-Gruk, Antoni and finally at the Bear, his eyes not filled with the confidence he exuded previously he asks in a squeak...

What should we do?

Rattus scampers back to stand near the Bear. He begins to fiddle with his blunderbuss.


[Ratfolk] Skill:11/11 Stamina:16/16 Luck:8/10 Faith: 7/7

Taking a longer and indepth look at the carriage, Rattus see's the ornate designs and his eyes light up.

'Perhaps there's treasure to be had...'

Rattus follows Grim's lead and enters the carriage, slicking back the hairs on the back of his neck as he goes in. He's considerably more sober now, he has the Horseman to thank for that rather than his metabolism.


Apparently this Grim fellow is filled with more determination and charity than any other I have met before. His appearance may be deceiving, but I see something worthy in him.

Wordlessly, Antoni rises from his chair, making a slight bow to Svedana and the one-armed man. He confidently strides to the door and enters the carriage.

In the carriage, Antoni addresses the skeletal knight. "You strike me as odd, Grim. Take no offense by my comment, but I have rarely encountered some one as selfless as yourself."


Male Hobgoblin Samurai 3/ Fighter 1

The humans words would make Grim smile if he still had lips. The old soul is even more impressed with his new compainions walking straight into the mouth of hell with him. I will consider my actions more carefully if these brave souls are to follow. I vow I will not let them down! He thinks.

Your words are kind but I must confess. I am motivated by selfishness. For you see I was found guilty of a shamefull crime and I am living or unliving my punishment


"So, your curse requires you to be selfless and aid those less fortunate? How odd," Antoni notes.

It really isn't that odd. I've seen stranger. The talking bear, for example, would be up there on the list of strange things I've seen.


Male Hobgoblin Samurai 3/ Fighter 1

Grim makes the simple statement.
I like you human,


"Thank you, Grim. It should make our adventure much easier if we get along," Antoni says. He looks out of the carriage to see if anyone else is coming along.


Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

You all clamber into the coach, and the horses set off at
a gallop - making no sound as they move! That Bear lumbers along side, sensing that the castle is were he must go to save his forest.

Those in the coach, You settle back into a comfortable seat draped in black. Looking through the heavy purple-curtained windows, you see nothing outside but thick swirling fog, but the wolf-howls you hear send shivers down your spine.

Everyone Roll 1d6+2. What is the average faith of the group??


Faith: 1d6 + 2 ⇒ (5) + 2 = 7

Our total faith is 28 and there are five of us, so 5.6 or 5 rounded down.


Male Hobgoblin Samurai 3/ Fighter 1

Faith 1d6 + 2 ⇒ (4) + 2 = 6


[Ratfolk] Skill:11/11 Stamina:16/16 Luck:8/10 Faith: 7/7

As the carriage starts Rattus begins to finger and fiddle with his blunderbuss. He eyes those in the coach.

Normally I work alone... The cold always brings rats together, and so too us it seems.

A snicker and a squeak as Rattus focuses in on the gun in his hands. He lifts it a little as if to show it off.

Since this seems like a big 'job' I feel it's necessary to let you all in on a little secret...
My gun has a curious problem.. My creator owned this gun, it took his life, however it also took on some of his magical ingenuity as well.

Pausing Rattus looks at the gun in a very endearing way.

She's a little mad... Just like he was. See, she'll misfire every now and again. And when she does... Something magical happens. It tends to be good, but that's always debatable!

Rattus laughs and stares off as if reminiscing about something.

I don't know when or what may happen but just know something strange and random may. Or you may be lucky and never see something fantastic durin the whole excursion! We'm just have to wait and see!


[Ratfolk] Skill:11/11 Stamina:16/16 Luck:8/10 Faith: 7/7

Faith: 1d6 + 2 ⇒ (5) + 2 = 7


Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

Rattus, whenever you fire your blunderbuss from now on roll 1d100.

Suddenly you all feel a chill inside the carriage and there, slowly appearing before you, is a ghost! The spectral shape of a tall man with wary black hair and green eyes, his figure almost covered by a voluminous black and purple cloak, sits smiling opposite you. 'The Count is expecting you,' he smirks, 'although your stay will be a very short one, I fear.' He sits back and continues to smile in a leering, mocking way. His body continues to coalese into full material form. Then the carriage lurches abruptly, and the ghost/man springs forward at you!

Ghost SKILL 9 STAMINA 15

dm's note (*321* next)

Refer to the rules and example combat we laid out in the recruitment thread for what to do. Post order determines the initiative, I'll post for anyone who takes too long to keep things rolling. So short version: first to post gets to roll, subtracting 2 on hits from the enemy, until the enemy wins a roll, then it's the next character's turn. OR you can foregoe the normal rolling sequence to do a special attack / spell / fire a blunderbuss or whatever. Ask any questions you need to on the discussion thread...HERE. WE. GO!!!!


SKILL 8+3/8+3, STAMINA 5/15, LUCK 5/9, FAITH 5/6.

FAITH: 1d6 + 2 ⇒ (6) + 2 = 8

There was indeed a black bear following the coach, for it too believed that the vehicle would lead it to the den of evil. Then the coach lurched abruptly, and the headless charioteer simply sat there, still holding the reins. The bear observed.

For initiative purposes.

Did that black bear's exceptional hearing allow it to distinguish that which the ghost said inside the coach?LUCK: 1d6 ⇒ 5 If it did, then its reaction was immediate. If not, then its reaction happened in response to the combat noises coming from inside.

Following the combat rules, roll a die until failure, but I will list a few actions, in case of success.


  • The coached is suddenly pushed on the side by the roaring bear, which is attempting to overturn the vehicle.
  • The animal the furiously roars, in an attempt to scare the horses away,
  • then it fiercely attacks the headless fiend.


Antoni quickly reaches for his sword. "We will not be stopped, specter!"

Hack!: 2d6 + 11 ⇒ (6, 2) + 11 = 19; Ghost's Attack: 2d6 + 7 ⇒ (6, 2) + 7 = 15 "A decent hit!"

Slash!: 2d6 + 11 ⇒ (1, 3) + 11 = 15; Ghost's Riposte: 2d6 + 7 ⇒ (6, 2) + 7 = 15 "Ah, you dare to block my blows?!"

Stab!: 2d6 + 11 ⇒ (4, 1) + 11 = 16; Ghost's Counter: 2d6 + 7 ⇒ (3, 4) + 7 = 14 "And again, fiend!"

Slice!: 2d6 + 11 ⇒ (6, 1) + 11 = 18; Ghost's Attack: 2d6 + 7 ⇒ (2, 6) + 7 = 15 "You are an unworthy foe!"

Dice!: 2d6 + 11 ⇒ (2, 2) + 11 = 15; Ghost: 2d6 + 7 ⇒ (5, 5) + 7 = 17 "Alas, I can do no more."

Antoni slumps against the seat, pushed forcefully by the ghost's attack.

I hope I got that right.


Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

You not only got it right...that was better than I thought FF pbp would work out...Nicely done.

Ghost now SKILL 9 STAMINA 9/15

bear luck roll to turn over carriage: 2d6 ⇒ (1, 1) = 2 is less than bear's luck of 9...Bear's luck is now 8/9

There is a bang on the door and the whole carriage flips over onto it's side. No one is hurt but the stallions continue wildly trying to pull the capsized carriage through the mud. The headless horsemen realeases a long hisss from it's gaping black hole of a neck, then cuts the four horses loose. They bold off into the night.

Then the horsemen turns and walks with un-earthly speed toward the black bear...

HEADLESS HORSEMEN SKILL 8 STAMINA 5 (not until it dies, just 'til the next thing happens)


[Ratfolk] Skill:11/11 Stamina:16/16 Luck:8/10 Faith: 7/7

Rattus emits a squeak and begins to load his gun.


Male Hobgoblin Samurai 3/ Fighter 1

Grim takes up the call to arms.

Grim: 2d6 + 7 ⇒ (3, 1) + 7 = 11
Ghost: 2d6 + 9 ⇒ (1, 3) + 9 = 13

Unable to unsheathe his greatsword the ghost drains some of Grim's life away!


Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

Rattus' just finished loading his Blunderbuss...he may fire when ready.[/ooc]


Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

taking your permission to play the bear to keep things rolling this weekend:

bear: 2d6 + 8 ⇒ (1, 5) + 8 = 14 Headless Horsman: 2d6 + 8 ⇒ (2, 6) + 8 = 16 the headless horseman gives out a hissing sound like laughter as he slashes the bear across the muzzle...

Bear STAMINA now 13/15

end bear's turn. Antoni is up...


Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

PS. For orienting everything, The carriage is on it's side and the door is above you. Anyone could easily climb out if they wished to.


Male Hobgoblin Samurai 3/ Fighter 1

Its Gruk's turn right?


Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

Oops! forgot about the Goblin! Sorry...Gruk first, then Antoni and Rattus. Thanks Grim.


Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)

For Gruk:

Hearing the sound of growling coming from outside the cariage, Gruk Gruk clambers out through the door above him. Seeing his new found friend THAT BEAR beset by the likes of the ghastly headless horseman he becomes enrages as only a goblin shaman can. Holding his hand high in the air he whispers "let it burn!". His hand bursts into living flame, which he hurls at the horsemen

damage: 1d6 ⇒ 1 in exchange for 2 LUCK spent casting the spell

The horseman's coat catches fire, which he quickly stamps out with a leather gloved hand.

HEADLESS HORSEMEN SKILL 8 STAMINA 4/5

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