| Center |
I hope we have gotten all of our 1's out of the way! Sheesh! I can take the Anchor Stone, I have room. One of you two should take the Powder. How long are we able to rest? I'll roll for my ten minute recovery roll, but if we can use all our of them - "Long Rest" - I would welcome GM to roll for me for the other 2.
10 Min Recovery Roll: 1d6 + 1 ⇒ (3) + 1 = 4
Center addressed his wounds best he was able, and approached the newcomer. "We appreciate the assistance, traveller. I guess we are all in these caves for the same reason, what trouble left you alone in this wilderness? More importantly, was there any treasure the way you came? There is only trouble the way we came, so unless there is anything promising to the North, I suppose there is only one place for us to go. What should we call you? I am called Center."
Numenera Roll: 1d20 ⇒ 1
Center walked over and began gathering what looked like scraps of rock. After some time, Center exclaimed "Hm, I think one of these rocks might not be what it seems." Let me know what GM Intervention on this one will be hah!
Might8/10 Speed10/10 Intellect12/21
| Rel The Third |
With the battle over, Rel tended to Bedivere's body. He wanted to have a heartfelt goodbye where he gently closed the eyes of his dead companion, but this necessitated several minutes of searching to find out where his head had rolled, and even when Rel found it Bedivere's eyes had ended up in a goofy wall-eyed position with one open and one closed, which kind of ruined the moment.
Bringing the head back to the body, Rel kneeled over his companion and muttered some last rites before beginning to go through his stuff. He grabbed the powder and discarded his instant servant. By the way things were going, it was going to be more important to have the healing powder than the serving golem.
With his companion tended to, Rel then began to look after himself.
1 round recovery
Recovery: 1d6 + 1 ⇒ (1) + 1 = 2
10 minute recovery
Recovery: 1d6 + 1 ⇒ (3) + 1 = 4
two points to Might, four to Speed. I'll also second Centre's idea that we do a full set of recovery rolls unless there's time pressure I'm aware of, or the environment is too dangerous/uncomfortable for effective long term rest.
| Center |
Recovery: 2d6 + 2 ⇒ (1, 2) + 2 = 5Crap rolls is the name of this game
Might10/10
Speed 10/10
Intellect15/21
Center sparked a torch. He looked at his companions "Tread carefully here, I suspect something in this room is not as it seems."
Perception: 1d20 ⇒ 15Torch lights short distance? Does it reduce ability to see long distance or not effect?
| Leman Wyrm |
Recovery: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Is the room brightens leman scans the room. As long as it's not millipedes, or roaches or ants or something.
Leman takes a ready action to defend. Also. I assume I could pick up the sisks I threw?
Perseption: 1d20 ⇒ 7
| Rel The Third |
1 hour recovery: 1d6 + 1 ⇒ (3) + 1 = 4
11 hour recovery: 1d6 + 1 ⇒ (1) + 1 = 2
Total is 6. I put 4 into Might and 2 into Speed.
Rel gingerly crossed over to the pit and use the tip of his boot to kick in a bit of shattered masonry, listening intently to see if we could get a rough idea of how deep the pit was and what exactly might be at the bottom.
Intellect: 1d20 ⇒ 2
He thought he heard it land some distance down, but he couldn't be certain it wasn't just another part of the old stonework shifting, or another scuttering insect.
| Center |
Spend 4xp to take Intellect Edge +1 - Also I am assuming that disarming Dino statue is an Intellect task, unless you correct me to say it is a speed task?
Center benefits from his distrust of the situation and his light, he sees the statue activate and dodges the attack with ease. "We need to turn this thing off!" Center focuses his mental energies to scan the statue looking for switches or vulnerable spots.
Request GM roll to deactivate - Requesting two assists - one Asset from Major Effect of dodge, also an Asset from Intellect Effort (cost 1 with Edge 2)
| Leman Wyrm |
Leman dashed forwards Speed Defense: 1d20 + 3 ⇒ (18) + 3 = 21 ducking under the giant statue. Don't worry said Leman, holding up his Mechanical Winch. I've got this. My plan is to attach the Winch to the statue and then jump across and attach it to the opposite wall. Then they can use the cable to climb across. Then, if the whim strikes me, I'll yank it into the pit. Question. What in this room is actually metal?
| Fabian Benavente |
Ooh, another shameful post in the wrong thread. :)
OK: here's where we are. Leman is on the other side (I'll take your shameful post). However, there is no metal for the magnetic winch and even if you can anchor it on the statue, there's nothing on the other side and you are not strong enough to be the anchor.
CENTER
rounds it takes: 1d3 ⇒ 2
Round 1
Center defense, dino statue D 4 (12): 1d20 ⇒ 13, pass
Center disable statue, effort, asset D 4 (12): 1d20 + 3 ⇒ (14) + 3 = 17, pass, the previous 20 doesn't apply to a new action
Round 2
Center defense, dino statue D 4 (12): 1d20 ⇒ 4, fail
Center disable statue, effort, asset D 4 (12): 1d20 + 3 ⇒ (12) + 3 = 15, pass
So Center takes a hit but the statue is disabled.
However, both Center and Rel are still on the wrong side of the pit.
Questions?
Game on!
| Rel The Third |
Taking advantage of the moment while Center engaged with the statue. Rel got face the pit and start running. With his legs pumping with the ease of a trained athlete, he bore down on the pit, planted his feet and jumped with all his might, tucking his legs so they wouldn't catch on the far edge and foul his landing.
A short distance running start to get two assets, with an additional bonus for being trained in running (unsure on that one).
speed: 1d20 + 9 ⇒ (15) + 9 = 24
Standing on the far side, Rel sat catching his breath while he wondered how they were going to get the nano across. Maybe that corpse had something useful.
| Center |
Center is satisfied to have disabled the statue. He saw that Leman had already leapt across the gap. Center positioned himself to likewise take advantage of a running start and made to clear the gap.
Jump(Running - 2 Asset - D4): 1d20 ⇒ 19
Center landed solidly on his feet, picking back up the torch that he threw across the gap before jumping. He began scanning the room for anything dangerous or out of the ordinary. "I don't trust this body over here. It might be a trap"
Perception: 1d20 ⇒ 20
Center was in a bad spot of luck. He yelled "Drop me a rope! Im stuck down here."
Climb Out: 1d20 ⇒ 18
Finally some big rolls. So 2x Effort to disable brings my Intellect Pool to 13/21. How much did getting hit by the Dinosaur Statue hurt me?
| Center |
Center scanned for any mechanisms that he might be able to disarm or manipulate to disable the dart trap. At worst, he would hopefully notice the mechanism that triggered the trap so that he could avoid activating it.
disarm trap with intellect effort
| Rel The Third |
Rel strode forward to look at the body, only for Center to yank him back and point out the various holes on the surrounding walls. Rel nodded in belated comprehension.
...
As center investigated the trap, Rel walked back over to the pit and began doing some exaggerated warm up stretches. When he saw that Center was done, he didn't bother checking if the nano had been successful or not, as it wouldn't change his plan. Instead he ran at the alcove at top speed using the extra room to build up momentum. Skipping deftly over the dead body, Rel slammed into the door with all his might.
Running at high speed in hopes of either avoiding triggering the trap or simply spending less time in the danger zone, hopefully providing a defensive asset if trap is not disarmed.
Might attack using effort to break open the door so as to not waste time fiddling with lock mechanisms. After Edge, total Might cost is 2.
| Fabian Benavente |
Turn 039 is up.
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
Center disarm trap, effort, D 4 (12): 1d20 + 3 ⇒ (6) + 3 = 9, fail, retry
Center disarm trap, effort, D 4 (12): 1d20 + 3 ⇒ (17) + 3 = 20, pass
Rel bust open door, effort, D 5 (15): 1d20 + 3 ⇒ (3) + 3 = 6, fail
Leman bust open door, effort, D 5 (15): 1d20 + 3 ⇒ (9) + 3 = 12, fail
| Rel The Third |
Rel rubbed his bruised shoulder as he gave the door a dirty look. After a moment he noticed that it in fact had a handle. "Well, there's are problem. we've been literally beating our heads against the wall when we could have just used the knob."
He reached out for the handle...
Perception roll to notice trap.
Intellect: 1d20 ⇒ 15
...but rapidly recoiled as he saw that there was a noticeable gap where the handle met the stone. Peering in he could see sturdy mechanisms that would surely trigger something nefarious as the handle was pulled.
"Looks like the handle has more tricks for us. Anyone want to take a crack at it?"
| Leman Wyrm |
Leman, Frustrated at the results of his last effort, let out a shout of frustration and kicked the door. Open Door: 1d20 ⇒ 18 The door flew open and Leman stepped back with a grin. There ya go boys. Just had to work on it. Show her a little love.
| Center |
Center scanned the room, looking for more pressure plates, holes in the ceiling, slits in the wall, etc.
Trap Check: 1d20 ⇒ 10
He slowly advanced after his check, mentally readying an Onslaught should any threat materialize in the room.
| Leman Wyrm |
Leman looked around the room. Uuuuuh. I smell a trap. Do you smell a trap? Leman took up looking on another wall, following Centers lead. He was a Nano after all, and Nanos are smart. Trap Finding: 1d20 ⇒ 1 He looked up at the inscription above the sarcophagus, trying to make out what it said. Intellect: 1d20 ⇒ 20 He sighed deeply. What have I gotten myself into.
Talk about a stark contrast in rolls!
| Rel The Third |
Disregarding the sarcophagus entirely, Rel immediately began tapping the walls with the butt of one of his dagger, listening intently for a ring of hollowness. He also inserted the blade into any cracks in the mortar he found, looking for gaps that could be the edge of a door. "The treasure's never in the first chamber, you know. It's pretty much always a deathtrap. Unless... the builders of this place got smart, and did put the treasure in the first room, knowing that anyone that made it this far would think to avoid it! Hmmmm..."
Search for hidden entrances.
Intellect: 1d20 ⇒ 3
As he ruminated on the problem, he managed to get his dagger wedged in a particularly deep crack. By the time he had managed to work it back out it seems his companions and searched far more of the room.
| Fabian Benavente |
OOC: a brief overview (without a recap since not much happened)
- you find no traps or hidden entrances/exits;
- the inscription above the sarcophagus is written in an ancient language; which no one alive knows today but Leman somehow interprets It describes this place not as tomb to be plundered but as a prison to be left alone (for the good of the world);
- you remember that you are here to find the Crimson Ruby;
- despite the warning (you crazy adventurers, you :)), you open up the sarcophagus (queue suspenseful music); and
- you find the mummified remains of some ancient warrior-king; he has a pulsating ruby the size of a heart hanging from a golden chain around his neck
Actions?
| Rel The Third |
Rel was dazzled by the crimson light that flooded the room as the heavy lid of the sarcophagus fell aside. "Well, that certainly fits the description of what I came for. Before we snatch it though, there's no sense letting those other bits of corundum go to waste. Might make for decent shins if they strike someone's fancy."
Climbing up the side of the sarcophagus, Rel took his dagger and began to pry at the fittings that held the message rubies in place.
...
Regardless of whether or not the little rubies can be reached...
Dusting himself off, Rel took a ready stance beside the sarcophagus with his broadsword drawn. "Alright gang, I'll grab the blasted thing while you guys cover me from the entrance. If this warrior king somehow does put up a fight I've got the best moves for fighting up close and personal, and if this place tries to seal us in I'm quick enough to reach the entrance before it does. Just watch my back."
...
He took a deep breath. "Now, is everyone ready?
| Leman Wyrm |
Leman stood back a short distance, readying to let loose with an hand full of sisks. Readied action to attackHe glanced around the room, looking for anything important looking or of possible value. Perception: 1d20 ⇒ 13 He frowned, looking at the sarcophagus. Well. Here goes nothing.
| Fabian Benavente |
FYI, I'm going on vacation for the next 12 days. I won't be back home until Thursday June 16th. However, I should still have internet access and I do intend to keep the games going. I'll probably be posting in the mornings and nights but don't expect much during from me during the daytime. And don't be too concerned if you don't hear from me for a day or two.
Game on!
| Rel The Third |
To clarify, the big ruby is still being worn by the king or did Rel yank it off?
Might defense against nausea
Might: 1d20 ⇒ 15
Only slightly taken aback by the reanimation and foul aura, Rel defended himself with his broadsword before suddenly switching back to his sword-staff and putting a bit more distance between himself and the animated corpse. He then stabbed forward, driving the tip straight through the dessicated flesh.
Might attack with Sword-Staff. Damage is 7 with Thrust. Attack flourish activated
Might: 1d20 ⇒ 11
The mummy, however, simply grinned, unperturbed by the wound. Rel began to feel uneasy. What good was he against a foe that could shrug off such blows?
| Leman Wyrm |
As the mummy lumbered out of the coffin Leman stepped forward, ready to attack, when he was hit with a horrible smell. Might: 1d20 ⇒ 1 Awesome. I'm gonna go ahead and just throw up. Seems appropriate. Leman was floored by the smell. His hands went to his knees and anything that wasn't nailed down was coming up. He didn't consider him self a light weight by any means bit this. This was foul. *BLAAAARGH*
| Center |
Nausea Check: 1d20 ⇒ 17
The close call with the wall steeled Center against the smell. Center stepped (10ft) towards the mummy and readied a Mental Onslaught with Effort to Hit. (2 Int Damage - Ignores Armor)
How does attack flourish work? Do we benefit even if it misses? Do Esoteries & Fighting Moves benefit or just Action:Attack? Also - remember guys that as long as we all three attack the same target, we all benefit from the old one-two-three rule - giving us each an Asset to succeed.
| Rel The Third |
While I'm not the final authority, there's nothing in the description for Attack flourish that requires it to hit. To fall back on the trope of swashbucklers in film, it's often more about how they present themselves when clashing swords or dodging their enemy than how much they actually stab people, and as a small bonus it seems fitting for it to occur often.
As for how to apply the bonus, that could probably use some clarification. The power says that any number of creatures within short range get a +1 bonus to its "next die roll". So it seems it can be any sort of roll, attack, defense, ability, or anything, as long as it is the first one made since the attack flourish. This leaves us in a bit of a pickle because we're often vague about turn order because of the online format, so it'll often be unclear if the effect should be assisting the attacks of others or helping on their defense rolls during the GM phase. I'm not sure to what degree we've been tracking initiative these last few battles, though Rel is trained in initiative presumably to increase the chance of him going early and giving his companions the choice of how to use the bonus.
Another important thing to note is that it's a pretty minor bonus, as it is a numerical +1 bonus, not a reduction by 1 difficulty level or "asset". This is also the case with the "one-two-three". Either can turn a 14 into a 15, and presumably they stack which can start to have a real effect on the odds, but neither is a huge bonus.
| Fabian Benavente |
I agree with Rel. The flourish bonus is because of the way the fight/strike is done and not necessarily the result.
One thing though, the bonus applies to actions that are initiated by the PCs so a might defense roll against poison for example would not get the benefit.
I actually roll the initiatives and take it into account when determining what happens when. I need to communicate that to you all better.
I intend to recap later today.
Game on!
| Rel The Third |
Deftly maneuvering around the flailing corpse, Rel called out to his companions. [/b]"I think I can keep him busy if you can keep that wall from turning us into griddle cakes."[/b]
Turning back to the mummy in time to dodge another clumsy blow, Rel fell into his typical fight-banter. "I don't suppose you know how to get out of here, king-man? Fighting us is silly, if you'd just think about it. We're all in the same boat! And this particular group is always hiring. Yep, always one more spot on the team for a motivated fellow! Whaddya say?"
The warrior king's only reply was a deep throated moan and continued clumsy blows.
Attack with sword staff. Damage is 7 with Thrust. Attack flourish continues.
Might: 1d20 ⇒ 16
"Well, I tried to be reasonable." Rel shrugged and twirled his sword-staff around for another blow. This time he struck the shambling corpse across the face with the flat of his blade and heard a satisfying crack.
I'm assuming there is no actual possibility of reasoning with the mummy. If it would react differently than just continuing to fight, feel free to leave off the last part of the turn and treat it as a persuasion action, even if it doesn't succeed with the current roll. Rel wouldn't keep striking it if it was showing signs of intelligence and possible reason.
| Center |
Center distanced himself from the wall, stepping ten feet forwards. He had connected with the ancient mind and his attack clearly had an impact. When his mind connected he felt the incredible rage of his foe. Center knew that the group would need to work hard to overcome such a powerful enemy.
Center tried to re-focus his energies, to wear down the will of his foe, to dissipate the hatred that kept the Mummy bound to this world.
Mental Onslaught with Effort to Hit. (2 Int Damage - Ignores Armor)
| Center |
Center was disappointed at the ease with which his probing mental onslaught was pushed away, he redoubled his resolve and pushed again.
Mental Onslaught with Effort to Hit. (2 Int Damage - Ignores Armor)
Reduces Int pool from 11(current) to 9(Turn 44)
Also I have the Anchor Stone that we can maybe use to halt/slow the wall - or at least to give us the last 5ft of the room as safe space maybe.
Anchor Stone p.34 Level: 1d6 - 6 Usable: Lump of oddly shaped stone or metal Effect: Submerging the device in water causes it to swell into a boulder about 5 feet (2 m) in diameter that weighs 500 pounds (227 kg).
| Rel The Third |
Growing concerned about the approaching wall, Rel drew on his companion's enthusiasm and threw his entire weight behind his next blow.
Might attack with Sword staff, using Thrust and Effort for damage. Total cost is 3 might after edge (13 -> 10). Damage is 10. Receives +1 from cooperative 3 pronged attack. The others should both receive an additional +1 from the previous attack flourish. Attack flourish activate. If I fail, spend an XP to reroll once.
| Fabian Benavente |
Turn 044 is up.
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
Rel might attack, effort to damage, +1 for 1-2-3, D 5 (15): 1d20 + 1 ⇒ (11) + 1 = 12, fail, 1 XP for reroll
Rel might attack, effort to damage, +1 for 1-2-3, D 5 (15): 1d20 + 1 ⇒ (9) + 1 = 10, fail
Center onslaught, effort to hit, +1 for 1-2-3, D 5 (15): 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18, pass
Leman speed attack, effort to damage, +1 for 1-2-3, D 5 (15): 1d20 + 1 ⇒ (5) + 1 = 6, fail
Rel speed defense, mummy slow, asset, D 5 (15): 1d20 + 3 + 3 ⇒ (15) + 3 + 3 = 21, pass