| GM Skull Funk |
Cubbin's Spirit: 1d6 ⇒ 2
Wild: 1d6 ⇒ 5
For a moment, it looks as though the sheriff is tempted to spill his guts. From the grey cast to his face, something is obviously preying on his mind.
"Kullen's body, we..." Cubbin stammers, "We burnt it, up by the old observatory."
Evidently, the sheriff prefers Smenk's gold to your baking.
| Warrior of the White Wolf |
Azander drags on his cigar and looks to Cubbin. "Wha'ssa matter, Sheriff? Too stupid and lazy to do your own thinking, now? Too wedged down in Smenk's pocket to poke your head out and do your job? I don't blame you. Weakling that you are, I bet ya couldn't ever find the strength to do anything by yourself, bet ya were happy to sit on your rump and let that boar-faced mongrel do the work for ya, huh, not like the lawmen in the old days, the heroes, the ones you probably looked up to, huh? Ya couldn't redeem yourself if ya tried, I bet." He blows a cloud of smoke out and raises an expectant eyebrow at Cubbin.
Taunt: 1d4 ⇒ 4 Ace: 1d4 ⇒ 2
Wild Die: 1d6 ⇒ 1
Total 6. Not sure if that's a legal way to use the skill, but worth a try.
| Arial |
notice: 1d6 - 2 ⇒ (6) - 2 = 4
wild: 1d6 - 2 ⇒ (3) - 2 = 1
ace: 1d6 ⇒ 2
Arial watches the proceedings quietly, and frowns when she hears that Kullen's body was burnt. She likes the strange box even less, but it seems there is little that can be done at this point.
| GM Skull Funk |
Cubbin's Spirit: 1d6 ⇒ 5
Wild: 1d6 ⇒ 1
The sheriff slams his palms down against his desk, causing the copper key to rattle. The sleeping deputy wakes up with a start and stares around groggily, unsure of what's going on.
"You think this is how I saw my life ending up?" Cubbin snaps, "I was a sergeant in the Free City Militia, happily married with kids. I fought to put men like Balabar Smenk behind bars for twenty years. Some of those men held grudges. One in particular took it upon himself to take his grievance out on my family. You think losing a wife and two kids is easy? It changes a man! I started to drink, can you really blame me? I even sold my wedding ring to buy booze. Couldn't get the damn thing over the knuckle, so I cut off my own finger."
Never came up before, let's say you never noticed, but Cubbin is missing his ring finger from his left hand.
Cubbin pauses, eyes puffed up with emotion as he is forced to relive this terrible turning point in his life. He fumbles with the top drawer of his desk and produces a battered hip flask. He gulps down a quarter of the contents before carrying on with his tale.
"I was a wreck, it wasn't long before it started effecting my work. I lost my badge. Sure, Smenk is no better than any of those guys I put away, but he gave me work when people I'd known my whole career and counted as friends turned their backs on me. You push against people like Smenk and sooner or later, one of them is going to push back hard. I've lost all I care to lose in this lifetime, think hard on what you care to lose before talking to me about redemption."
Sheriff Cubbin sinks back into his chair, staring into the sloshing depths of his bottle.
"Heroes are the folk with nothing left to lose."
Everyone gets a benny for discovering Cubbin's terrible past.
| Jack Greyfeather |
Jack's heart breaks a little when he hears the Sheriff's story. "I'm so sorry for your loss Sheriff. Here you can have my strawberry tart, I think you'll find that it makes you feel better than whatever is that foul stuff you're drinking." With that said Jack put the tart on the Sheriff's desk that originally was intended to be a bribe.
"Won't you please tell us what happened to Kullen's body?"
| Warrior of the White Wolf |
Azander begins staring off into the distance as Cubbin finishes his speech, and absentmindedly blows a smoke ring toward the ceiling. "Aye, you're right on that, Cubbin. Heroes are the ones without much left to lose."
The old man sits on the edge of the sheriff's desk and taps some ash on the floor. "Ya've been through some hard times, see if ya haven't, I know, Cubbin, but remember what ya used ta be. Wouldn't it be grand ta be that way again? Strive for justice, fight evil, and help a few good folks set things right?"
| GM Skull Funk |
You've planted the seeds of redemption, time to let them grow. You're not going to get any more out of Cubbin for the time being. :p
"Set things right..." the sheriff murmurs, contemplating his distorted reflection in the battered flask, "When there's so much gone wrong, where do you begin?"
Puffing out his cheeks, Cubbin reluctantly returns the flask to the top drawer of his desk. His hands shake as he turns the key in the lock.
"Kullen's body is gone. The less you know about that business, the better off you'll be."
"Time's pressing on, if you care to save your friend's farm, you'll do as Smenk instructs, same as everyone else around here does."
Before you leave for the mine, Sheriff Cubbin calls to Jack and thanks him for the strawberry tart.
| GM Skull Funk |
When you do approach the mine...
Discarded mining equipment litters the uneven floor of the dark tunnel. Unless you bring your own light sources, the only illumination is from the weak sunlight near the mine entrance, which grows ever dimmer as you progress deeper into the earth. Within minutes, you reach a rusty gate, sealed with a large, heavy-duty padlock. Beyond, you can see the platform of a service elvator hanging over a dark, deep fissure in the rock.
| Jack Greyfeather |
Jack has 4 torches in his backpack along with flint/steel
Yeah a lock...I love locks...love to take them apart and put them together again.
Jack opens his backpack and pulls out his lockpick set. "Hmmm...heavy duty padlock...standard type...shouldn't be too hard to do..." he mutters to himself as he get to work.
Lockpick: 1d8 ⇒ 8
Ace: 1d8 ⇒ 5
Wild: 1d6 ⇒ 5
| Warrior of the White Wolf |
If possible, Azander will purchase a lantern and oil while in town. He has some flint to work with his rapier, but other than that it's just the cigars for lighting as of right now. He does have 50 gold left, though.
Azander pauses as Jack pulls out his lockpicks and blows a lazy cloud of smoke into the air. "Ah, a nimble-fingered rogue, are ya, huh, reminds me of that one fella I used to work with, ah, what was his name, uh. He was a halfling, though, real quick fella, small and scrappy, good in a fight if he got the drop on folks. Bywater, was it? Can't remember now." The old man shrugs and blows another cloud of smoke.
| GM Skull Funk |
Azander: You would likely find lanterns and oil amongst the discarded equipment within the mine, if you would rather save your gold for something shiny.
The inner workings of the lock click obligingly as Jack teases them with his trusty picks. The gate swings open with a squeal of rusty hinges. The jarring sound echoes strangely within the confines of the mine.
Jack: For roleplaying your character's love of mechanisms and not just using the key that Cubbin gave you, please have a benny.
A wide wooden lift platform dangles over the black shaft descending deeper into the bowels of the mine. A large lever connects to several rusty chains, which look as though they serve to raise/lower the lift. Twisted fragments of a metal safety rail hang from one side of the platform.
| Jack Greyfeather |
Jack carefully steps on the lift platform making sure it will hold his weight. "Come on you two, lest ride the elevator."
| Warrior of the White Wolf |
Azander steps inside and glances around, blowing smoke back toward the opening and checking the area for lanterns or torches or such. "Ah, elevators, that what they're callin' them these days? Huh."
Notice: 1d8 ⇒ 5
Wild Die: 1d6 ⇒ 3
| GM Skull Funk |
The shaft is dark and silent, its depths impenetrable by your aged eyes. The light from your own lanterns illuminates the rough sides of the chasm for about ten feet. You hear a low, mournful groan from far below, then realise it must have been the sound of the rusty chains moving as the elevator begins its descent into the dark. At least, you think it was... sound echoes strangely in the mine and it's difficult to be certain....
The platform descends jerkily into the bowels of the earth. The air becomes stale and unpleasant to breathe. You detect another smell, growing stronger as you descend, the stench of rot and decay. You have only a few moments warning before the elevator reaches the bottom of the shaft. With a screech of rusty metal, the break lever brings the platform to an abrupt halt. Your lanterns illuminate the edges of a wide cavern. The light reflects off the metal rails of a mine cart track lain over the rocky ground, leading into a shadowy tunnel at the furthest edge of your lamp light.
Due to the nature of your environment, darkness penalties are now in force. If you have your lanterns, most rolls dependent on vision will be made with a -2 modifier. If the lanterns are extinguished, you will be rolling with a -4 modifier. If your racial template includes low light vision you suffer no penalty unless the torches are extinguished. If your racial template includes infravision, then you suffer no negative modifiers at all.
| Arial |
Arial's eyes accustom themselves quickly to the gloom, as she steps off the elevator. Holding a lantern up, she walks slowly towards the entrance to the tunnel, staying beside the line of the tracks.
Notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 5
"I suppose we'd best follow the tracks," she says, feeling a bit nervous. Even Azander was quieter than usual.
| Jack Greyfeather |
Jack slips quietly off the elevator and attempts to melt into the shadows along the walls of the cavern.
Stealth: 1d8 ⇒ 4
Wild: 1d6 ⇒ 2
| Arial |
Ooft. Didn't even notice that I aced my notice roll. The irony is strong with this one.
Notice Ace: 1d6 ⇒ 1
| Warrior of the White Wolf |
"Ah, yeah, let's get a move on, check out the area, kill the monsters, take their treasure, huh? Not like dungeons used to be, though, I'll tell ya, used ta be ya'd go walkin' for days just to find the thing, always hidden in a valley or inside a volcano or somethin', an' when ya did find it there were plenty o' monsters just brimmin' from the thing, ready for your blade." He sighs and inhales through the cigar. "Ah, well. Let's find this mysterious stuff and save Alison's farm." He hefts the container onto his shoulder and starts walking forward, tapping ahead of him with his cane like a blind man.
| GM Skull Funk |
Arial: Your pointy elf ears detect an irregular knocking sound, originating from further along the dark tunnel. It sounds like something metallic being repeatedly struck against the rough, rocky walls of the mine.
Jack sneaks along the outside edge of the cavern, surprisingly light on his feet for such a big fellow. Azander takes a more direct route towards the dark mouth of the tunnel, stick tip-tapping against the stony ground.
| GM Skull Funk |
Following the rails (and, incidentally, the metallic ringing sound), the tunnel slopes gently down into the dark. Several adjacent tunnels branch off this main throughfare, winding elsewhere through the mineral-rich earth. After ten minutes of wary advancement, your lanterns shine upon a group of silent figures, clustered aimlessly at the end of the tunnel. They are attired similarly to most of the miners you have seen around Diamond Lake since your arrival. One of these men intermittently raises his pickaxe and bangs it against the seam of glittering metal, shining in the dark.
(They haven't noticed you yet, but that's not going to last long. Jack indicated he was taking some care to be quiet. Arial did not, but I assume that she is not making too much noise. With all his coughing and tapping and grouching, I did not think that Azander would be particularly unobtrusive. Please advise what you are doing next).
| Arial |
She's not a dwarf or anything, but I would think that given the location, Arial would be able to deduce that the sound of metal striking stone was somehow related to miners.
As soon as the miners come into view, Arial stops, backstepping out of sight and holding her cloak over the lantern - NOT directly in the flame - to shade it.
"I thought the miners had all cleared out," she whispers.
| Warrior of the White Wolf |
"Huh?" Azander asks. He then notices the apparent miners and steps to the edge of the tunnel, sets down his cane, and draws his rapier. He crushes the cigar on the flat of the blade and looks at the figures. "Strange, that is, wouldn't expect any miners left, something's not right here, see if it isn't. I'll go check on things, huh?"
Azander strides down the hallway, rapier in hand but pointed downward, again demonstrating he doesn't need the cane. He clears his throat and spits a wad of phlegm toward the wall. "Ah, what's goin' on, then, huh? You young'uns still workin', huh, not like the rest o' the youth, leavin' as soon as things get rough?"
| Jack Greyfeather |
Following the rails (and, incidentally, the metallic ringing sound), the tunnel slopes gently down into the dark. Several adjacent tunnels branch off this main throughfare, winding elsewhere through the mineral-rich earth. After ten minutes of wary advancement, your lanterns shine upon a group of silent figures, clustered aimlessly at the end of the tunnel. They are attired similarly to most of the miners you have seen around Diamond Lake since your arrival. One of these men intermittently raises his pickaxe and bangs it against the seam of glittering metal, shining in the dark.
(They haven't noticed you yet, but that's not going to last long. Jack indicated he was taking some care to be quiet. Arial did not, but I assume that she is not making too much noise. With all his coughing and tapping and grouching, I did not think that Azander would be particularly unobtrusive. Please advise what you are doing next).
Jack continues to slink along the wall staying in the shadows.
| GM Skull Funk |
Azander: I’m assuming that you’re holding your rapier in one hand and a lantern in the other, as Arial has shielded her light with her cape and these guys were just standing here, in the dark….
The nearest miner turns slowly to regard your approach. He does not look well. His wiry beard hangs loose in ragged clumps, the flesh behind the hair is pale and grey.
The man opens his mouth to speak – and a writhing mass of green worms cascade over his bottom lip. The diseased miner gropes blindly for your face, staggering through the puddle of vermin with a vile, squishing sound. Slowly, the other three miners shuffle towards the light, sightless eyes staring at nothing.
Azander: Since I don’t use the Guts skill, please make a Spirit-2 roll against fear.
Jack/Arial: Please make your Spirit rolls with no penalty, as you are not getting splattered with worm vomit. :p
| Arial |
... yet, right? You meant to say we're not getting splattered with worm vomit yet.
spirit: 1d6 ⇒ 4 Assuming the standard target #, I should have passed
wild: 1d6 ⇒ 3
Arial feels her stomach turn, but is able to control herself. After a moment's careful consideration, she decides it would be better not to close with these miners. She sets the lantern down and draws her bow.
| Jack Greyfeather |
Azander: I’m assuming that you’re holding your rapier in one hand and a lantern in the other, as Arial has shielded her light with her cape and these guys were just standing here, in the dark….
The nearest miner turns slowly to regard your approach. He does not look well. His wiry beard hangs loose in ragged clumps, the flesh behind the hair is pale and grey.
The man opens his mouth to speak – and a writhing mass of green worms cascade over his bottom lip. The diseased miner gropes blindly for your face, staggering through the puddle of vermin with a vile, squishing sound. Slowly, the other three miners shuffle towards the light, sightless eyes staring at nothing.Azander: Since I don’t use the Guts skill, please make a Spirit-2 roll against fear.
Jack/Arial: Please make your Spirit rolls with no penalty, as you are not getting splattered with worm vomit. :p
Spirit: 1d6 ⇒ 2
Wild: 1d6 ⇒ 3
Spending a Benny to reroll
Spirit: 1d6 ⇒ 6
Ace: 1d6 ⇒ 1
Wild: 1d6 ⇒ 2
Jack watches the ghoulish miners with fascination. He decides to sneak up behind them to 'get the drop' on them if/once combat begins.
Sneak: 1d8 ⇒ 4
Wild: 1d6 ⇒ 5
| Warrior of the White Wolf |
Azander closes his eyes and grimaces in the face of this disgusting development. "Ah, not like the old miners either, huh?"
Spirit: 1d6 - 2 ⇒ (6) - 2 = 4 Ace: 1d6 ⇒ 4 Total is 8. Success with a raise!
Wild Die: 1d6 - 2 ⇒ (1) - 2 = -1
The old man wipes his face off with his sleeve and then lunges forward, driving his rapier into the throat of the abomination.
Fighting: 1d12 + 1 ⇒ (6) + 1 = 7
Wild Die: 1d6 ⇒ 3
Damage: 2d4 ⇒ (1, 1) = 2
| GM Skull Funk |
Since you rolled so well on your fear test, I'll allow that first attack before we go to rounds.
Confronted with this ghastly adversary, Azander's sword shines brightly in the darkness as the old man drives the slender blade through the infected miner's neck. Pulling the weapon free, you notice a soupy green goo now stains the metal. The man barely seems to have noticed the attack, despite the gore dribbling from the ragged wound beneath his chin.
Round One - remember your darkness penalties (see above)!
Azander: Joker (you lucky *******)
Arial: Ten (Spades)
Jack: Ten (Clubs)
Diseased Miners: Three (Diamonds)
Opposed Notice roll vs Jack's Stealth roll [5]... 1d4 ⇒ 4
EXPLOSION > 1d4 ⇒ 2 = 6, unfortunately, they are aware of you - no The Drop for Jack. :p
| Arial |
Low Light Vision negates darkness penalty with the lantern. Can we get a count on these guys?
Also, forgive my posting out of turn. Just don't know if I'll be back before tomorrow night. I assume this action will be "on hold" until after Azander's posted.
Arial draws the bow, whispering softly, "Sehanine guide my arrow."
She aims at one of the miners on the outside of the pack and lets the shaft fly.
shooting: 1d8 ⇒ 6
wild: 1d6 ⇒ 5
damage: 2d6 ⇒ (3, 3) = 6
| Jack Greyfeather |
Jack moves forward to attack the nearest 'miner' with his rapier, buckler held in his other hand.
Wild attack and -2 penalty for low light.
Attack: 1d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Wild: 1d6 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Ace: 1d6 ⇒ 3 Raise?
Damage: 1d4 + 1d6 + 2 ⇒ (4) + (1) + 2 = 7
Ace: 1d4 ⇒ 2
Damage if a raise on attack: 1d6 ⇒ 6
Ace: 1d6 ⇒ 2
Total damage is either 9 or 17 depending on if attack was a raise
Jack feints low with the blade to catch the miner's attention, the rapidly switches to a thrust to the throat just as he has seen Azander practice over and over in the training yard. His blade buries itself in his foe's throat with a meaty thunk sound.
| Warrior of the White Wolf |
Azander dances nimbly around the miner which he first injured and which Jack has just moved to strike, spinning and bringing his rapier into a powerful slice at the same creature.
Fighting: 1d12 + 1 + 2 - 2 ⇒ (12) + 1 + 2 - 2 = 13 Ace: 1d12 ⇒ 11
Wild Die: 1d6 + 1 + 2 - 2 ⇒ (6) + 1 + 2 - 2 = 7 Ace: 1d6 ⇒ 1
So total to hit is 22. I'm guessing that's a hit with a raise.
Damage with Raise: 2d4 + 1d6 + 2 ⇒ (4, 3) + (4) + 2 = 13 Ace: 1d4 ⇒ 1
Total damage is 14, coming after Jack's attack. In addition, the first creature to move adjacent to him is getting another attack thanks to First Strike.
After the old man cuts through the infected miner's flesh, he quickly crouches low and swings behind him, slicing at the miner which comes up behind him (or doesn't, depending on things).
Fighting: 1d12 + 1 + 2 - 2 ⇒ (8) + 1 + 2 - 2 = 9
Wild Die: 1d6 + 1 + 2 - 2 ⇒ (5) + 1 + 2 - 2 = 6
So 9 to hit. Maybe a Raise?
Damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7 Ace: 1d4 ⇒ 4 Ace: 1d4 ⇒ 2
13 Damage here.
Raise Damage: 1d6 ⇒ 3
That post took a LOT of Previews.
| GM Skull Funk |
There are 5 diseased miners shambling towards you at the start of the round, although looking at the last few posts, those numbers are about to be significantly culled.
The Parry you’re trying to beat is 5, so 9 will result in a Raise.
Jack draws back his rapier, preparing to lunge towards the nearest of the mindless zombies, Suddenly, Azander darts forward - faster than a man of his advanced years has any right to be - and steals the kill! Another of the diseased miners joins the fray. Jack spins to meet this new threat, blade poised to strike, but he is too slow (and fat). Azander’s weapon flashes again and the creature falls away, more green worms bubbling from the wound. An arrow flies past Jack’s head. Turning, you see that a third of the creatures had been reaching for you from the gloom. Fortunately for you, Arial spotted the threat and put an arrow in its chest, although this hasn’t done much to slow it down. Before Azander can move, Jack drives his rapier through the wretched figure.
Three down, two to go.
The last two miners shuffle forward and attack. The first is still clutching the pickaxe it had been banging against the wall of the tunnel, which it now swings at Azander’s head.
1d6 ⇒ 4
The second creature lurches towards Jack and spews forth a foul plume of worm vomit.
1d6 ⇒ 6
EXPLOSION > 1d6 ⇒ 6
EXPLOSION > 1d6 ⇒ 1
Total = 13
Fortunately, that attack does not inflict any damage. :)
Unfortunately, you do need to make a Vigor-4 (would have been -2, but I did get a Raise) check, or something even worse happens. >:D.
--
Round Two!
Arial: Joker
2x Diseased Miners: Ace (Diamonds)
Jack: Nine (Diamonds)
Azander: Six (Clubs)
| Arial |
Arial draws another arrow, wincing at the sight of her friends under attack. She aims carefully at the creature's head, and shoots.
attack: 1d8 + 2 - 4 ⇒ (4) + 2 - 4 = 2
wild: 1d6 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Benny that ... I want a raise on my joker, dammit!
attack: 1d8 + 2 - 4 ⇒ (1) + 2 - 4 = -1
wild: 1d6 + 2 - 4 ⇒ (6) + 2 - 4 = 4
wild: 1d6 ⇒ 4 8 to hit
damage: 2d6 + 2 + 4 ⇒ (3, 5) + 2 + 4 = 14 + possible raise damage?: 1d6 ⇒ 3
| Jack Greyfeather |
I have a bad feeling about this.
Vigour: 1d6 - 4 ⇒ (5) - 4 = 1
Wild: 1d6 - 4 ⇒ (3) - 4 = -1
| GM Skull Funk |
Yeah, this is a bad roll to fail. Are you all out of bennies? >:D
Jack: The miner's head snaps back as Arial's next arrow hits him between his cold, dead eyes. Although you manage to brush most of the loathsome worms off your arms and torso, you watch in horror as several (1d4 ⇒ 4) begin burrowing into your flesh. You can still feel/see them moving around beneath your skin. (Please make a Spirit-4 roll against fear).
--
Oblivious of the old man's impressive Parry, the last miner takes another optimistic swing at Azander.
Fighting: 1d6 ⇒ 4
| Warrior of the White Wolf |
Azander dodges again and shoves his rapier through the stomach of the infected miner, grunting as he buries the blade to the hilt.
Fighting: 1d12 + 1 - 2 ⇒ (7) + 1 - 2 = 6
Wild: 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0
Damage: 2d4 ⇒ (2, 3) = 5
He then takes a few steps back, readying his blade to strike at the creature should it follow.
Fighting: 1d12 + 1 - 2 ⇒ (7) + 1 - 2 = 6
Wild: 1d6 + 1 - 2 ⇒ (2) + 1 - 2 = 1
Damage: 2d4 ⇒ (1, 2) = 3
| Jack Greyfeather |
This is bad...this is very bad...
Spirit: 1d6 - 4 ⇒ (4) - 4 = 0
Wild: 1d6 - 4 ⇒ (4) - 4 = 0
Noooo...spend a Benny
Spirit: 1d6 - 4 ⇒ (2) - 4 = -2
Wild: 1d6 - 4 ⇒ (1) - 4 = -3
Nooo, noooo...spend another Benny
Spirit: 1d6 - 4 ⇒ (2) - 4 = -2
Wild: 1d6 - 4 ⇒ (3) - 4 = -1
Nooo, Nooo, Nooo, spend another Benny
Spirit: 1d6 - 4 ⇒ (6) - 4 = 2
Wild: 1d6 - 4 ⇒ (4) - 4 = 0
Ace: 1d6 ⇒ 6
Ace2: 1d6 ⇒ 4
Jack manages to take the horrible turn of events in stride.
Had 6, spent 3, got 1 back so have 4
| Jack Greyfeather |
Round 2
Jack acts with his customary aplomb and springs into a wild attack on the diseased miner.
Attack: 1d6 ⇒ 3
Wild: 1d6 ⇒ 5
Damage: 1d4 + 1d6 + 2 ⇒ (3) + (2) + 2 = 7
Repeats action to start Round 3
Attack: 1d6 ⇒ 2
Wild: 1d6 ⇒ 1
Damage: 1d4 + 1d6 + 2 ⇒ (1) + (4) + 2 = 7
| Warrior of the White Wolf |
Azander strikes with fury, knowing that the fight needs to be ended now. "I'll give ya this, you're even more persistent than most of the others from my day, but you're gonna have ta back down here, boy." Wild Attack.
Fighting: 1d12 + 1 + 2 - 2 ⇒ (1) + 1 + 2 - 2 = 2
Wild: 1d6 + 1 + 2 - 2 ⇒ (6) + 1 + 2 - 2 = 7 Ace: 1d6 ⇒ 3 10, so a Raise.
Damage with Raise: 2d4 + 1d6 ⇒ (3, 2) + (4) = 9
Parry is now 7 until his next turn.
| GM Skull Funk |
Azander: As you ready your blade to cut down the final creature, Jack huffs up and finishes it off with a rapid two slash combo.
All five of the diseased miners lie strewn across the floor of the tunnel in various stages of bloody dismemberment. Green worms crawl forth from the wounds that your attacks have left in the lifeless bodies. It is clear that all five men are infested with the writhing vermin.
Jack: You're beginning to feel a bit ill. The flesh near the four worms crawling around your own body is turning an unhealthy shade of necrotic grey.
| Warrior of the White Wolf |
Azander nods to Jack, and his eyes squint as he notices the ugly shade of his wounds. "Ah, now, that's not good, not good at all, izzit, no, we'd best take a look, have Arial do a spot o' healin' on that, huh?"
| Warrior of the White Wolf |
Azander gnaws on his cigar, sets his lantern down, and pulls out his flint, striking it on the rapier to light the thing. He puffs a couple times and then he moves over to Jack. "Actually, hold on, I think I can do summat here...." With that, the rapier flashes out and...
Healing: 1d6 - 2 ⇒ (6) - 2 = 4 Ace: 1d6 ⇒ 2
Wild Die: 1d6 - 2 ⇒ (6) - 2 = 4 Ace: 1d6 ⇒ 6 Ace: 1d6 ⇒ 3
So... 13.
...and three of the worms are swiftly cut from Jack's arm, flopping to the ground. Azander drags on his cigar and steps on the creatures, grinding them into the floor with his foot. "Ah, yes, worms, that always worked, and don't give me that look, boy, it's nothing." He chuckles and wipes his rapier on his calf before sheathing it.
| Arial |
Arial attempts to call on Sehanine's aid.
Faith: 1d8 ⇒ 3
Wild: 1d6 ⇒ 2
No luck. :(