GM Niles Rippers Campaign

Game Master nilesr

Victorian Etiquette
Historical Map of London
Dramatis Personae
Campaign Timeline
Status and Favor rules
Lodge Rules
Rippers Edges


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Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

"Yes girls, it's time to head back now. I think your friends aren't in a very good mood today."

Persuasion: 1d6 ⇒ 4
Wild: 1d6 ⇒ 2

Was waiting to see if Victoria convinced the girls to come or not, but that should add a +1 to her roll


Encounter Map

I'm so sorry. I meant to update you guys all last week (in fact I had a tab open to this campaign in my browser at work the entire week) but I just didn't get to it.

The girls turn to face the Rippers, almost in unison, you can see a dark sticky substance running down their chins. In Emily's hands you see a small dark object...it drips fluid onto the floor.

IT gave this to us. The taste is...sublime. the girls say and their eyes begin to shine like that of a cat.

IT isn't happy that you've come here. IT doesn't like you, IT says if we stop you, IT will give us more of this delicious treat! and now you can see the girls have begun transforming into something bestial, their fingernails have grown and their eyes shine like that of some nocturnal predator.

KN:Occult -2:
You've read about such things, they are known as "Beastlings" and the Cabal somehow creates them...you now have some idea how they are created. Wildlings are repelled by silver and wolfsbane, similar to a werewolf. Except, they aren't lycanthropes


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Knowledge Occult: 1d6 - 2 ⇒ (6) - 2 = 4 Ace: 1d6 ⇒ 3 Total 7.
Wild: 1d6 - 2 ⇒ (4) - 2 = 2

"Oh my..." Tristan frowns, and a sadness is in his eyes. He steps forward and raises his cane, displaying the silver head. "Girls, it's time to go. You have plenty of treats above, and if you don't obey, I shall see to it personally that you are thoroughly disciplined."

Intimidation: 1d4 ⇒ 2
Wild: 1d6 ⇒ 1
Bennying, because I'd rather avoid killing two little girls if we can help it.

Elan Intimidation: 1d4 + 2 ⇒ (3) + 2 = 5
Wild: 1d6 + 2 ⇒ (4) + 2 = 6 Plus any potential modifiers for Status/threatening them with a silver-tipped cane


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

"I've developed theories about the beast within, but I'm not sure I can treat that," Carl says as the girls begin to change.

Grand Lodge

Strength d6 Agility d6 Spirit d8 Smarts d6 Vigor d8 Wounds: 0 Toughness: 6(1) Parry: 7 Pace: 6 Charisma: 0 Bennies: 2/3 PowerPoints: 9/10 Status: 5 Reason: 2 // Throwing: d6 Fighting: d10 Notice: d6 Knowledge(Occult): d6 Knowledge(Religion): d4 Faith: d10 Persuasion: d8

Kn. Occult: 1d4 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 ⇒ 1

"For the love of... Please no..." mutters the sikh, visibly shaken at the sight of the girls transforming into Beastlings.

The sikh tightens the grip on his silvered blade, yet remains still and undecided on how to proceed.


While too woozy to notice her fellow Rippers favoring their silver weapons, she does still pick up on Tristan trying to cow the girls into obedience. It's not obvious whether her face twists into a grimace because she's trying to intimidate or because she's in pain, but it's a good bet there's a little of both. "I told you once. We're leaving, and we're going back to your house, understand? You aren't going to like what happens if you don't. Now, drop that and get moving." The claws slide out from underneath the sleeves of her jacket, ready for a fight if it starts. "You're not getting another warning. Now start walking."

Knowledge (Occult): 1d4 - 3 ⇒ (3) - 3 = 0
Wild: 1d6 - 3 ⇒ (1) - 3 = -2

Intimidate: 1d4 - 3 ⇒ (4) - 3 = 1
Wild: 1d6 - 3 ⇒ (6) - 3 = 3
Wild; Ace: 1d6 ⇒ 3
Total of 6.

I didn't think Victoria would really notice her fellow Rippers are gesturing with their silver weapons, so since she failed the roll I'm not using it. However, Tristan does get a +1 from me.


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Occult: 1d6 - 2 ⇒ (5) - 2 = 3
Wild: 1d6 - 2 ⇒ (5) - 2 = 3

Harry watches the girls transform with no small amount of confusion and horror, his stomach starting to turn at the sight. This was just a spell, right? Something that could be broken by destroying the right idol?

He was terrified to admit that he didn't know, and hoped to his god that this didn't have to end in violence.


Encounter Map

This is becoming a Trend. =/

The two beastmen recoil as Victoria and Tristan step forward brandishing weapons. However, something galvanizes them and all pretense of humanity is gone, they snarl and leap to the attack!

due to Tristan and Victoria's successful initimidation, the beastmen will take the lesser of two cards for initiative for the duration of this combat

Round 1
Rasheed [JOKER]
Harry
"IT"
Tristan
Carl
Cottingley Beastmen
Victoria

Rasheed and Harry are up. Keep in mind that the only source of light is Harry and anything outside of 15' of him begins taking penalties.

Round 1 Card Draw:

Here are your 8 cards, drawn from a total of 54:
Red Joker Rasheed
King of Hearts Harry
Nine of Spades Carl
Queen of Clubs Tristan
Five of Clubs Victoria
Queen of Diamonds IT
Eight of Hearts Beastmen <-----
Queen of Hearts Beastmen
(46 undrawn cards)
Timestamp: 2017-08-20 15:08:38 UTC

This might be relevant right now...

Nonlethal Damage:

A character who wants to beat someone up
without killing them can choose to do nonlethal
damage. This requires the attacker use only
his fists or a blunt weapon of some sort. Edged
weapons may be used if they have a flat side, but
this subtracts –1 from the attacker’s Fighting rolls.
Nonlethal damage causes wounds as usual,
but if a character is rendered Incapacitated he’s
knocked out for 1d6 hours instead.

Grand Lodge

Strength d6 Agility d6 Spirit d8 Smarts d6 Vigor d8 Wounds: 0 Toughness: 6(1) Parry: 7 Pace: 6 Charisma: 0 Bennies: 2/3 PowerPoints: 9/10 Status: 5 Reason: 2 // Throwing: d6 Fighting: d10 Notice: d6 Knowledge(Occult): d6 Knowledge(Religion): d4 Faith: d10 Persuasion: d8

I wanted to put Rasheed on hold until Harry moved forward with the light source. That said I can't be sure if he will do it, nor I will be able to access my laptop until monday or tuesday, so assume this is what Rasheed does after Harry moves or before "IT" acts, and apply darkness related penalties if necessary. Also please move Rasheed to the square directly NW to the poor blonde girl because my phone doesn't allow me.

The sikh's feet shuffle forward while whispering. As he steps towards the Beastlings his voice goes up in a rythmic crescendo that seems to culminate when he is only a couple steps from the monstrous girlbeast "...And I Shall Fear No Beast From The Dark..."

Faith(Smite): 1d8 + 2 - 2 ⇒ (4) + 2 - 2 = 41d6 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Rasheed's blade starts glowing as he makes the final approach. Feinting to the left before spinning to the right, the sikh attacks without regards for incoming blowd, a powerful overhand slash that would cleave a grown man in half, if he wasn't using the flat of his scimitar.

Fighting Rolls:

Wild Fighting Nonlethal: 1d10 + 2 + 2 - 2 - 1 ⇒ (3) + 2 + 2 - 2 - 1 = 41d6 + 2 + 2 - 2 - 1 ⇒ (5) + 2 + 2 - 2 - 1 = 6
Benny, I want this moment to be cool
Wild Fighting Nonlethal: 1d10 + 2 + 2 - 2 - 1 ⇒ (8) + 2 + 2 - 2 - 1 = 91d6 + 2 + 2 - 2 - 1 ⇒ (3) + 2 + 2 - 2 - 1 = 4
Damage explained: 1d8 Sword +1d6 Str +2 Joker +2 Wild +2 Smite and +2 Champion if they can be considered supernaturally evil creatures
Nonlethal Damage: 1d8 + 1d6 + 2 + 2 + 2 + 2 ⇒ (7) + (4) + 2 + 2 + 2 + 2 = 19

... For The Dark Spawned Me And Light Saved My Soul." he finishes, breathing heavily, as he stands in front of the beast.


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Harry follows close behind Rasheed into the darkened room, but breaks off to instead hug the cave. He needed a moment to gather his wits back, looking around the room frantically hoping that an idea will spring to mind. The flash of the sikh's blade as the man brings the flat against their crazed guides makes him flinch.

He would've much preferred having another tussle with the sewer gators then this.

Just moving far enough in to provide light for the moment, he'll try something next round once he's recovered from this shock.


Encounter Map

Round 1
Rasheed [JOKER] and Harry dart forward and Rasheed deals a mighty blow to one of the Wildling Beastgirls. The creature mewls loudly and collapses against the far wall.

"IT" moves closer to the Rippers, and the sound of feet are the only warning that Rasheed has Fighting: 1d6 ⇒ 2 WILD: 1d6 ⇒ 3 but fortunately the Sikh turns as the invisble creature swipes at him.
Tristan
Carl
Cottingley Beastmen
Victoria

Tristan and Carl are up. To attack IT you must first pass a notice roll -4 and then all attacks vs the invisible creature are at -4

Grand Lodge

Strength d6 Agility d6 Spirit d8 Smarts d6 Vigor d8 Wounds: 0 Toughness: 6(1) Parry: 7 Pace: 6 Charisma: 0 Bennies: 2/3 PowerPoints: 9/10 Status: 5 Reason: 2 // Throwing: d6 Fighting: d10 Notice: d6 Knowledge(Occult): d6 Knowledge(Religion): d4 Faith: d10 Persuasion: d8

This might be a stretch, but just in case... Counterattack allows me to return an attack when an enemy fails an attack against me. Given that it is an invisible enemy, would the Notice check to hear it or notice the air moving allow me to use the edge? Assuming yes.

Notice(Joker): 1d6 - 4 + 2 ⇒ (6) - 4 + 2 = 41d6 - 4 + 2 ⇒ (3) - 4 + 2 = 1
Ace: 1d6 ⇒ 5
I guess a raise means s#@+, but it is always nice
Counterattack Fighting(Joker): 1d10 + 2 - 2 - 4 ⇒ (2) + 2 - 2 - 4 = -21d6 + 2 - 2 - 4 ⇒ (4) + 2 - 2 - 4 = 0
Damage(Joker, Smite, Champion): 1d8 + 1d6 + 2 + 2 + 2 ⇒ (8) + (3) + 2 + 2 + 2 = 17
Ace: 1d8 ⇒ 2
Sadly, wasted attack with great damage


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Notice: 1d6 - 4 ⇒ (2) - 4 = -2
Wild: 1d6 - 4 ⇒ (2) - 4 = -2

Tristan grimaces as the girls make to attack despite his words. He starts to call out to Rasheed, but sees that the man strikes with the flat of his blade in any case--not that it should be surprising given his wisdom and kind nature. Tristan is neither aware of the invisible creature's location, nor sure of how to deal with it, so for the time being he steps forward and strikes the other transformed girl with his cane, hoping to make her submit without causing lasting damage.

Fighting: 1d10 ⇒ 4
Wild: 1d6 ⇒ 5
Nonlethal Damage: 2d4 ⇒ (3, 1) = 4


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

Carl hears the momentary sound of moving air as IT does something, but he can't seem to pinpoint the location where the sounds are coming from. He pulls out his pocket and begins to twirl it in the air. "It's time to calm down girls. You need to rest now..." He winces as a headache hits him hard as he attempts to mesmerize the nearest girl, but pushes on regardless.

Notice: 1d6 - 4 ⇒ (3) - 4 = -1
Wild: 1d6 - 4 ⇒ (3) - 4 = -1

Psionics: 1d8 ⇒ 1
Wild: 1d6 ⇒ 4

The yellow girl needs to make a Smarts -2 roll or be shaken. Carl is also Shaken from the backlash of his power.


Encounter Map

@Rasheed I have no problem with what you did there, unfortunately you missed.

Round 1
Rasheed [JOKER] and Harry dart forward and Rasheed deals a mighty blow to one of the Wildling Beastgirls. The creature mewls loudly and collapses against the far wall.

"IT" moves closer to the Rippers, and the sound of feet are the only warning that Rasheed has but fortunately the Sikh turns as the invisble creature swipes at him. Rasheed pivots and lashes out with his blade, finding only air.
Tristan steps forward and attempts to bash the Cottingley girl into submission, however she parries aside his attack!
Carl focuses his mind on the Wildling Smarts: 1d6 - 2 ⇒ (5) - 2 = 3 and she is stunned by his power.
Cottingley Beastmen Unshake: 1d8 ⇒ 7 the stunned beastling shakes its head and snarls at Carl. She sees no clear path to the man, and so throws herself at Tristan CLAW: 1d8 ⇒ 3 but Tristan deftly parries the attack!
Victoria

Round 2
Tristan
IT
Harry
Rasheed
Victoria
Beastmen
Carl

Victoria and Tristan are up!

Round 2 Card Draw:

Here are your 8 cards, drawn from a total of 54:

Nine of Spades Rasheed
Ten of Diamonds Harry
Five of Clubs Carl
King of Diamonds Tristan
Eight of Hearts Victoria
King of Hearts IT
Nine of Diamonds Beastmen
Six of Diamonds Beastmen <-----
(46 undrawn cards)
Timestamp: 2017-08-22 18:13:11 UTC


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Tristan easily knocks aside the shapechanged girl's claw, despite her strength. He clicks his tongue and grips his cane in two hands, slamming the end of it into her nose. "I said it's time to go, dear."

Wild Fighting: 1d10 + 2 ⇒ (8) + 2 = 10
Wild Die: 1d6 + 2 ⇒ (2) + 2 = 4
Nonlethal Damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7
And Tristan's Parry is 6 until his next action.


Oops, I missed that I was up! I was looking at the new initiative, not the original.

Victoria can't quite catch the location of the invisible creature, and instead opts to help Tristan and tries to bludgeon the young girl across the head with the back and of her claws.

Notice: 1d6 - 5 ⇒ (1) - 5 = -4
Wild: 1d6 - 5 ⇒ (2) - 5 = -3

Fighting: 1d10 + 1 ⇒ (5) + 1 = 6
Wild: 1d6 + 1 ⇒ (3) + 1 = 4
Damage: 2d6 + 2 ⇒ (5, 2) + 2 = 9

If possible, Victoria moves past Tristan into the square closer to the wall; while she doesn't know where the invisible creature is, I would think she'd notice it just attacked Rasheed considering that he dodged a blow and attempted a counterattack. As such, she wants to get as far away from that spot as possible because of her injuries. If she can't stand in that square, she'll stand between Tristan and Rasheed. Either way, she should have a +1 Gang Up bonus with Tristan, and she's also Wild Fighting. Her parry is 7 until her next action.


Encounter Map

I'm gonna rule that a Raise on the Notice -4 check means you ignore the -4 to attack the invisible creature. You can ofc use your action to aid someone else and give them a +2 if you succeed on a normal Notice roll vs TN4. Ex: Victoria aids Rasheed, she rolls a flat Notice (plus Wild) and succeeds with a 5. Rasheed only takes a -2 on his notice roll to find IT. There is no limit to how many "Aid" rolls can happen. However, you can only AID someone once more round (No taking MAP to give more bonuses)

Victoria smacks the beastman and it snarls in response (Shaken)

Round 2
Tristan slams the cane against the Beastling's head, dropping it like a sack of potatoes.
IT lashes out once more at Rasheed Wild Fighting: 1d6 + 2 ⇒ (3) + 2 = 5 WILDLY WILD FIGHTING: 1d6 + 2 ⇒ (4) + 2 = 6 Rasheed deftly defends himself.
Harry
Rasheed
Victoria
Beastmen
Carl

Round 3
Rasheed
Carl
Victoria
Tristan
Harry
"IT"
Ok so, Harry, Rasheed, Victoria and Carl are UP, and then EVERYONE is up again before IT because he got super unlucky with initiative draw. So, basically most of you guys get two actions before IT can take one. Make em count. IT has Parry 5(3 this turn because it wild fought) and Toughness 6. However, its a Wild Card so it has bennies to soak and whatnot

Round 3 Card Draw:

Here are your 6 cards, drawn from a total of 54:

King of Clubs Rasheed
Four of Diamonds Harry
Eight of Hearts Carl
Six of Diamonds Tristan
Six of Spades Victoria
Two of Diamonds IT
(48 undrawn cards)
Timestamp: 2017-08-26 19:56:36 UTC


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Round 2:
Notice: 1d4 - 4 ⇒ (1) - 4 = -3
wild: 1d6 - 4 ⇒ (1) - 4 = -3

Notice: 1d4 - 4 ⇒ (1) - 4 = -3
wild: 1d6 - 4 ⇒ (5) - 4 = 1
Tried a benny, but no luck on that one. Harry spends the second round largely confused.

Round 3:
Notice: 1d4 - 4 ⇒ (4) - 4 = 0
wild: 1d6 - 4 ⇒ (6) - 4 = 2

N: Ace: 1d4 ⇒ 1
W: Ace: 1d6 ⇒ 6

W: Ace 2: 1d6 ⇒ 5 Total of thirteen!

Agility trick: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5

Harry struggles to catch sight of the invisible creature, hesitating for several long seconds. Subconsciously he draws on the ambient magic whithin the cave and casts a spell, causing him to briefly catch sight of "It" as the monster's outline shines bright within Harry's third eye.

With a shout of alarm, he grips some of the mud clinging to his loafers, flinging it at the horrific being!

Grand Lodge

Strength d6 Agility d6 Spirit d8 Smarts d6 Vigor d8 Wounds: 0 Toughness: 6(1) Parry: 7 Pace: 6 Charisma: 0 Bennies: 2/3 PowerPoints: 9/10 Status: 5 Reason: 2 // Throwing: d6 Fighting: d10 Notice: d6 Knowledge(Occult): d6 Knowledge(Religion): d4 Faith: d10 Persuasion: d8

Notice to Counterattack: 1d6 - 4 ⇒ (1) - 4 = -31d6 - 4 ⇒ (1) - 4 = -3
No counterattack this round.

Second Round
Notice: 1d6 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (1) - 4 = -3
Rasheed feels the air shift around him, yet he can't focus on the source. "Damm it! I can't see the creature!" he says to the others...
Not doing anything this round, sadly I can't see "IT"

Third Round
Notice: 1d6 - 4 ⇒ (6) - 4 = 21d6 - 4 ⇒ (6) - 4 = 2
Ace: 1d6 ⇒ 21d6 ⇒ 2
Total of 4 with either one!
... but the sikh notices some pebbles on the ground moving, and the air shifting again... and risking it all, Rasheed wields his scimitar with both hands for a final devastating attack.

Attack Rolls:

Wild Fighting and hoping it works... got one last benny and I'm not afraid of using it!
Wild Fighting: 1d10 + 2 - 4 ⇒ (7) + 2 - 4 = 51d6 + 2 - 4 ⇒ (5) + 2 - 4 = 3
F*$% it, I'm bennying this, I need all the damage I can get
Wild Fighting: 1d10 + 2 - 4 ⇒ (9) + 2 - 4 = 71d6 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Oh God, so f%%#ing close... I was praying for an Ace, but still got the raise
Damage: 1d8 + 1d6 + 2 + 2 + 2 ⇒ (5) + (6) + 2 + 2 + 2 = 17 2 Wild, 2 Smite, 2 Champion Edge
Ace: 1d6 ⇒ 5
And almost forgot the raise!
Raise: 1d6 ⇒ 1
Total of 23


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

Notice: 1d6 - 4 ⇒ (2) - 4 = -2
Wild: 1d6 - 4 ⇒ (6) - 4 = 2 Ace: 1d6 ⇒ 5 Total: 7

Carl sees where his friend strikes and follows the line of the blade to the target. "I believe it's time for you to sleep as well." He raises his watch and focuses his mental prowess one more time, fighting through the pain and imagining a giant fist clenching around the creature.

Unshake: 1d6 ⇒ 3
Wild: 1d6 ⇒ 3
Spending a Benny to unshake then

Psionics: 1d8 ⇒ 7
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 3 total: 9

Carl unshakes and used telekinesis to lift IT into the air. It needs to make a Spirit roll opposed to 9 or be lifted helpless in the air.


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Notice: 1d6 - 4 ⇒ (4) - 4 = 0
Wild: 1d6 - 4 ⇒ (6) - 4 = 2 Ace: 1d6 ⇒ 4 Total of 6, Tristan spots IT!

After Tristan knocks out the remaining girl-beast, he casts about. Seeing where Rasheed is attacking, he narrows his gaze, and can pick out the slight disturbances in the air caused by the invisible creature. The old man glances back at the unconscious girls, and then draws his blade and lunges forward, a scowl on his face. I believe I'd take the MAP for "drawing" the sword cane and attacking in one round.

Wild Fighting MAP: 1d10 + 2 - 2 ⇒ (10) + 2 - 2 = 10 Unnecessary Ace: 1d10 ⇒ 10 Why: 1d10 ⇒ 8 ...28 is a Raise?
Wild Die: 1d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Damage: 2d4 + 2 + 1d6 ⇒ (1, 3) + 2 + (5) = 11


Victoria looks around to try and spot the invisible creature in order to attack it, but she can't seem to place it.

Notice: 1d6 - 5 ⇒ (4) - 5 = -1
Wild: 1d6 - 5 ⇒ (1) - 5 = -4

Notice: 1d6 - 5 ⇒ (4) - 5 = -1
Wild: 1d6 - 5 ⇒ (3) - 5 = -2


Encounter Map

Harry can't locate IT
Rasheed can't locate IT
Victoria can't locate IT
Beastmen
Carl locates the creature and focuses on IT Spirit: 1d4 ⇒ 4 Wild: 1d6 ⇒ 4 Explod: 1d4 ⇒ 3 BENNY Spirit: 1d4 ⇒ 3 Wild: 1d6 ⇒ 4 Sheesh, BENNY Spirit: 1d4 ⇒ 1 Wild: 1d6 ⇒ 1 Ok, its not meant to be... IT is invisibly lifted into the Air.

Round 3
Rasheed then takes Carl's queue and slashes into the air. Slicing the creature in twain I'd use his last benny...but he has to soak like 5 wounds.
Carl
Victoria
Tristan
Harry
"IT"

The two pieces of the creature hit the ground, and become visible. IT looks like the other gnomes but a bit larger and grizzled looking.


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

I'm going to admit, I fully expected it to get free and just make it burn a Benny or two. That worked far better than I thought it would

Carl lets the piece topple to the ground as Rasheed finishes the creature off. "Now we need to deal with this..." He looks down at the changed girls. "I wish I had the Ripper libraries to consult right now. Knowing more details about their physiology and behavior might make it much easier to try to help them." He sighs. "The harder part is going to be convincing their father what happened out here..."

Grand Lodge

Strength d6 Agility d6 Spirit d8 Smarts d6 Vigor d8 Wounds: 0 Toughness: 6(1) Parry: 7 Pace: 6 Charisma: 0 Bennies: 2/3 PowerPoints: 9/10 Status: 5 Reason: 2 // Throwing: d6 Fighting: d10 Notice: d6 Knowledge(Occult): d6 Knowledge(Religion): d4 Faith: d10 Persuasion: d8

The sikh's sword made a clear ringing noise as it hit the ground, escaping his grasp "Oh dear... his father... I didn't even think about him, Carl... what if we can't return them to their former self? I can't allow that... I can't..." Rasheed seems devastated, on the brink of tears, and he remains like that for a good twenty seconds before he finally reacts.

Breathing heavily he returns his scimitar to its hilt "I would usually recommend burning the creature's body, but it may contain the key to their change. We must bring the girls and the beast to the Lodge and work without pause until we can return them to their father." he says before his eyes catch something in the shadows that Harry's light creates "The cave is bigger than I thought, perhaps there's a clue here?"

The sikh proceeds to explore the rest of the cave looking for books, scrolls, itchings or anything that could shed light to their conundrum.

Notice, Kn. Occult if appropiate and necessary.
Notice: 1d6 ⇒ 11d6 ⇒ 5
Kn Occult: 1d4 ⇒ 31d6 ⇒ 5


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

Carl's shoulders slump and he rubs his eyes, looking very tired. "We can't think like that. Everything is treatable in some way. We'll just have to find out what it is." He forces himself to stand up straight again. "A good idea. Perhaps we'll be lucky."

Notice: 1d6 ⇒ 5
Wild: 1d6 ⇒ 2


"Speaking of treatable, I'm still bleeding over here." Victoria starts looking over the remains of the creature as well, not even wincing at the sight of the bisected little creature on the ground. "I know we're looking for a way to help them and all, but I'd prefer not to bleed out or get sick because no one bothered to bandage up my gaping stab wound."

Notice: 1d6 - 1 ⇒ (2) - 1 = 1
Wild: 1d6 - 1 ⇒ (2) - 1 = 1


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

"Apologies. Can you hold out until we get back to the house? It would be much easier and safer to treat your injury with fresh linens and a clean room. If you believe not, I can do my best here, but it might not be a good job."


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Rolls:
Notice: 1d4 ⇒ 2 1d6 ⇒ 2

Notice: 1d4 ⇒ 1 1d6 ⇒ 4
I'll spend two bennies, to hopefully find something useful here. Which... hopefully there actually is something useful to be found in the first place.

Notice: 1d4 ⇒ 1 1d6 ⇒ 6
Ace: 1d6 ⇒ 5 9 total

Harry takes a deep, shuddering breath as he takes in the grisly scene, having to fight himself to keep his lunch down. He's glad that at the very least care was taken to merely give the two girls bumps on their heads rather then chop them down for good. But it would all be for not if they didn't find a way to turn them back to their normal, carefree selves. So following the lead of the others, he tried to look around the area for something that could be of use. He channeled magic into his eyes on the off chance that they might lead him into a solution.

Detect arcana for three rounds, notice roll of 9


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Tristan lets the others search for answers, and contents himself with keeping watch over the girls. The others had younger eyes and fresher minds--but the old gentleman was also already preparing for what would have to be quite a speech to the father. Now, I know it doesn't look good, but hear me out, there's a good fellow...


"Maybe? I'm not going to keel over dead any time soon, but if I keep moving around too much I might aggravate it more and then there won't be any fixing it without bed rest. If we don't plan on chopping any more of these runts in half... I might be alright."

I'm just concerned that we may pass the Golden Hour before we return to the house, and depending on how much longer this adventure is, I really don't want to spend the whole time running around with a -3 penalty.


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

"At least come over to the table and sit. I have my doctor's bag so I can at least make sure that the bleeding stops." While the others take their time searching the cave, Carl does his best to bandage Victoria's wounds.

Healing: 1d6 - 1 ⇒ (6) - 1 = 5
Wild: 1d6 - 1 ⇒ (5) - 1 = 4
Ace: 1d6 ⇒ 4 Total: 9, that should help a lot


Despite the wound, Victoria barely flinches while Carl begins to treat her stab wound. He can feel her tense up as he prods at it with his medical tools, but she grits her teeth and relies on the morphine to carry her through. When Carl takes a step back for a moment after field stitching the wound, she shakes her head. "Help the others look, I can handle some gauze and bandages on my own." She shrugs off her heavy coat and pulls her shirt up a bit and holds the fabric in her mouth as she wraps the bandages around herself. Once she's wrapped it a few times she loosely pounds the wound with one hand, testing to make sure she's done a good job. "I think that should hold for now, at least until we can get back to our room and change the dressing."

Healing: 1d4 - 2 ⇒ (4) - 2 = 2
Wild: 1d6 - 2 ⇒ (1) - 2 = -1
Healing; Wild: 1d4 ⇒ 4

The Healing skill is unclear as to whether multiple Healing checks can heal more than two wounds, so I rolled. A single roll can only heal two wounds, but multiple characters can attempt a Healing roll to remove wounds. I believe I can attempt to heal my last wound on my own, but if not I'll just apply it to Carl's roll in case of any penalties other than the -1 I'm currently suffering thanks to the morphine.


Encounter Map

Harry uses his Arcane Sight and notices something curious, the two Cottingley girls look normal to his magickal sight. He thinks that perhaps the change that was wrought in them was more like an illusion than an actual physical change. Perhaps since the being that ensorcelled them is dead, the magic will fade and they will return to normal.

Harry and Rasheed search the dank cave and find several tomes written in a strange script. (They require extensive research to read and you need a library)


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Harry smiles, relief finally present in his current mish mash of emotions. "The magic appears to have been more illusion then a true morphing. With 'IT' now defeated, I believe the girls will loose the enchantment soon. Well... So I hope at least."

He paused, looking a little uncomfortable for a scant moment. He was ashamed to admit he didn't know the specifics of this particular field of magic and vowed to do more research once he had the chance. The books he and Rasheed recovered however brought back the ghost of a smile. "These texts will hopefully shed some more light on the matter once we have the chance."


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

"That's something to look into when we're back at the Lodge and can research it properly then," Carl agrees. He leans down to take a look at the girls. "I believe that we should carry them back home then. It would be better if they awaken somewhere familiar and comforting than in a dark cave surrounded by people they just attacked while under the thing's spell."


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

"Of course. Do you... Wish to do anything with the body?" He asked, looking down to where the blood pooled. "I understand that many of our order like to take them in for study and... Other things."

The concept of rippertech was known to him, he'd been in the presence of several who displayed prominent modifications. While the process still sickened him to a great degree he wasn't one to deny it's usefulness. It was one of their main edges against the cabal after all.


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

Tristan looks up as Harry suggests the girls may return to normal soon, and he smiles. "Perhaps we should remain here for a short while, barring the ability to reverse their transformation on our own? It may be easier to explain things to the father if his girls look relatively normal. I'm not sure we want to go shocking him with something like this."

He regards IT's body. "As for the creature... Unless we have some large sacks in which to hide the carcass, we may want to leave that behind as well. I'm certain it would be very interesting to study the remains... perhaps we might return later with appropriate measures for transport?"


Encounter Map

Kn:Rippertech+3:
The corpse must be fresh for any Rippertech to be salvaged. Transporting it several days to London might cause some...problems.

Waiting for the Girls to rouse themselves? Or administering First Aid? (Smelling Salts from the Dr. Bag) Or something else?


"You can bag it up if you want, but I'm not going to." She looks at the cleaved body in disgust for a moment. "Does magical flesh rot?"

Knowledge (Rippertech): 1d4 + 1 ⇒ (2) + 1 = 3
Wild: 1d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Strength d6 Agility d6 Spirit d8 Smarts d6 Vigor d8 Wounds: 0 Toughness: 6(1) Parry: 7 Pace: 6 Charisma: 0 Bennies: 2/3 PowerPoints: 9/10 Status: 5 Reason: 2 // Throwing: d6 Fighting: d10 Notice: d6 Knowledge(Occult): d6 Knowledge(Religion): d4 Faith: d10 Persuasion: d8

Rasheed can't contribute to the girls healing and such, but I am here and waiting!


Wounds: 0/3 | Bennies: 2/3 | Parry: 6 | Toughness: 5 | Charisma: +0 | Pace: 6 | Status: 3 | Power Points: 10/10

Leaving the others to discuss what to do with the corpse, Carl goes to examine the girls. Once the illusion on them begins to fade, he begins to administer first aid. "Rasheed, Miss Lawson, would you be so kind as to help me? If I can't rouse them immediately, I believe I'll need stronger hands to carry them back to the house. If I can, I imagine they'll still need help walking."

Healing: 1d6 ⇒ 5
Wild: 1d6 ⇒ 4


"Yeah, I'll carry one of them back if we have to. If we're lucky though, the two of them will be up and moving and we can figure out how to deal with... all this. I have a feeling we aren't quite out of the woods yet."


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Harry opened his mouth to protest, but decided it would be best to choose his words carefully. Victoria probably wouldn't accept the fact that she was frankly still recovering from deadly wounds and was currently hopped up on some sort of drug, probably a painkiller like morphine. He just didn't imagine that was the best state to carry someone, especially when it would get that person covered in blood.

Instead, he simply gave a weak smile and moved toward the older of the two girls. "I feel like I've barely done anything to help in that fight, at least let me make it up by shouldering their weight back to their home. It wouldn't be trouble at all either."

With confidence, he knelt down and, upon quickly deciding the best way to carry her, maneuvered the young woman onto his shoulder while keeping his hands away from improper places. She was heavier then she looked, but he didn't expect to have much trouble with the journey.

"If someone could help her sister, though? Rasheed?" He suggested.


Encounter Map

The two girls are woozy and dazed but otherwise look unharmed. Not even where Rasheed's mighty blow struck Emily is there a mark on the child.

The two girls docily allow themselves to be led out of the cave structure. Once the Rippers exit, the entrance disappears suddenly and no amount of searching can reveal its location.

Mr. Cottingley arrives and says Well, did you find what you were looking for? and then he notices his daughter's state and says Must be too much sun. They'd best lie down for the afternoon.


"Unfortunately, I'm not sure we did. The two girls seemed a bit tired, so we carried them back. Poor things fell asleep." Victoria helps the others get the girls inside, hoping to avoid talking to the father as much as possible. "I think we've certainly got a lead on what we're looking for, mind you, but we may be in town a while longer yet."

Persuasion: 1d6 + 2 ⇒ (4) + 2 = 6
Wild: 1d6 + 2 ⇒ (5) + 2 = 7


Male Human | 0 Wounds | Parry 8, Toughness 5 | Status 4, Favors 2 | 2/3 Bennies

"Indeed," Tristan says. Victoria had done a good job summing up what the Rippers could say to Cottingley. "Thank you for your allowing us to speak with the girls. And once again, my congratulations on bringing up such wonderful daughters, and in capturing the photographs that you did. If ever you are in need, please don't hesitate to get in touch."


Male Human W: 0/3 | Ben: 4/4 | Par: 4 | Tough: 4 | Cha: 0 | Pace: 6 | Status: 3 | Power Points:10/10 | None

Harry mostly just gave a reassuring smile, and let the more experienced Rippers handle this part of the mission. It'd help him learn what to say in the future after all.


Encounter Map

Well, where to?

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