Sariniya's Curse - Group 1 (Inactive)

Game Master hiiamtom

This is the RuneQuest 6 free starter adventure.


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You had no chance of failure with the aid if Zamothis did it :p

Leading the group from the village clean water source, down the side of the mountain, and along the coast may not have been the fastest route but it was relatively easy aside from a short climb down a cliff after encountering a waterfall.

he group finds themselves at their boat by midday, the sun bearing down from directly above. The Axeneya is still anchored past the shallows of the island, and the seas look relatively calm. It's still a lengthy boat excursion but there is plenty of time to make the trek still.

Almost out of the worst of it, we'll be home in a few days! Trimostones says brightly. His demeanor continues to only get better after the battle yesterday, We're in no rush, let's break for lunch before rowing back.

Dropping their packs, Kara settles in to try and heal Anathaym's injured legs.

Folk Magic: 1d100 ⇒ 6
Folk Magic: 1d100 ⇒ 8

Doing so expending half the magic power she normally would.

A small fire is built with some fresh water to soften rations and add in some simple foods gifted to the party from the village. In minutes a savory stew is made that lacks strong flavor, but is quite filling. In less than an hour the group has a full belly and are refreshed for an afternoon of rowing.

Before rowing, Anathaym prepares a simple ritual to aide the group in overcoming the strong currents around the island.

Folk Magic: 1d100 ⇒ 8 -> Zamothis
Folk Magic: 1d100 ⇒ 82
Folk Magic: 1d100 ⇒ 9 -> Kara
Folk Magic: 1d100 ⇒ 15 -> Mju
Folk Magic: 1d100 ⇒ 99
Folk Magic: 1d100 ⇒ 32 -> Trimostones
Folk Magic: 1d100 ⇒ 23 -> Anathaym

The ritual exhausts her supply of magical power, but as the coordination spell take a hold everyone is much more sure and confident in their movements and find themselves much more able to move in synchronized movements.

Everyone needs to make 2 boating skill checks and use the best of the two results.

GM Rolls:
Anathaym:
Boating: 1d100 ⇒ 64
Boating: 1d100 ⇒ 37

Kara:
Boating: 1d100 ⇒ 73
Boating: 1d100 ⇒ 91

Trimostones:
Boating: 1d100 ⇒ 77
Boating: 1d100 ⇒ 70


Male Human

I assume that the spell can be stacked? For four rolls? Just because he he hasn't used any magic so far Mju is going to attempt cast Coordination on himself.

Folk Magic 42%: 1d100 ⇒ 2


Male Human

Ha. No MP cost.


It doesn't stack, but it saves Anathaym a magic point since she exhausted hers.


Boating 22%: 1d100 ⇒ 86
Boating 22%: 1d100 ⇒ 74

lol


Mju Boating: 1d100 ⇒ 97
Reroll: 1d100 ⇒ 82

The tide leaving the island is brutal, and what should take minutes stretches out further and further. Fighting the waves it's nearly an hour of constant rowing and setbacks and steering corrections over the water before pulling alongside the boat. The crew throws down ropes and brings up the boat and the party back to safety.

Fatigue:
Anathaym and Mju are Wearied - they need to rest a few hours to recover.

Kara and Zamothis are Exhausted - they both need a full night's rest before they will recover.

Both status means your skills are Formidable (two steps more difficult) until you recover.

Immediately the question come from the superstitious crew, Were there cannibals? I heard they eat their own children!, What about monsters!? I heard there are lizards the size of three men!, Forget monsters, what dark magics did you find?, What happened, captain? You look good!... the questions come from all sides - the boredom of three days anchored on a ship is evident.

Mostly ignoring the crew, Trimostones orders them to bring up the anchor and prepare to head home. By evening the ship is moving silently through calm waters. In a few days you will all be resting your heads on your own beds, and can leave the cursed island behind you.

At this point you have finished the module with stellar results! They only things you guys didn't do was loot the temple for the valuables there :p

As much as I love the system it doesn't translate to PbP well at all with the amount of reactions and adjustments etc. that you make as you go. This module only takes a few hours when everyone knows what they are doing, and even with new players it normally would take me 5-6 hours to run instead of 5 months.


Female Human Priestess

Thanks for running. It seems a lot more complicated than earlier versions of Runequest, which I agree while they might flow smoothly in Tabletop, kind of kept things more complicated for PbP. Sorry Kara wasn't engaged more, but as I mentioned while the story and GMing were great, the rules kind of kept me disengaged.


Yeah, it really is probably my favorite game to play. It strikes the right balance of "realism" and "fantasy" for me.

I encourage everyone to check out www.thedesignmechanism.com and read more. The game is changing from "RuneQuest 6" to "Mythras" and there are a bunch of settings in the works that are based on classic mythological eras. They have Mythic Britain, and soon there will be Mythic Constantinople. There is a Flash Gordon like setting called Luthur Arkwright.

They also have great supplements, many for free on their website. There's also a D&D inspired supplement coming out soon with a free preview here.

They're a great design team and I am happy to shill their products.


Agreed. On many levels I find I prefer it to the dnd / pathfinder ruleset. It's just more "real" - whatever that might mean in fantasy rpgs. ;) But then I tend to prefer low magic settings and stories, which RQ seems much better suited for than d20.

Anyway, I've enjoyed this a lot, thanks for running it! It sounds like you might not continue RQ via PbP, but if you decide to, let me know.


Male Human

The D100 line, with its more dangerous combat, and characters defined by their skill set, rather than a class; is my choice for gritty, sword sorcery kind of games.

I think the MRQ2/Legend iteration is my favorite.

Thank you for referring.


Male Human

Thank you for 'refereeing'. It was nice to see one of these games actually run all the way to the end.

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