Savage Souls (Inactive)

Game Master rungok

These characters are prepared to die:
Ordric, Count Ethelred
Kearan the Short
Alder Claybourne
Drystan Kressothe
Annalise of Astora

Loot Tracker
Initiative Tracker

Party XP: 6
Next Advance at: 10
Party Rank: Novice (6/20)


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Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

Kearan shakes his helmeted head, and lifts the visor in order to speak up. "No. Our duty is to help. We should press on." After a moment he looks to Ordric. "Milord?"


Inactive

"We were tasked to see to the safety of the Carim pilgrims - I understand she is one of them. We move forward."


You move on, cautiously working your way through the town. It's eerie, as you don't see any sign of life, excepting for a few dogs and rats that have abandoned their homes among humans and are scavenging in the streets. They flee when approached.

You find where the 'thing' went easily enough. The town center has a fountain that trickled water at all times. Engraved with images of Gwynevere, the princess of sunlight, the white marble fountain is a beautiful centerpiece of the town. At the moment, no water pours from the beautiful goddess' carafe. A spire of crystal skewers the center of the fountain statue, ruining her curvaceous form.

The ground under the northeast quarter of the fountain has sunk, partially collapsing the fountain walls. The marble has slumped to either side of a sinkhole in the dirt, forming a white stone archway that reveals a doorway-like entrance into a subterranean cavern.

Underground, it's immediately evident that this is no natural cavern. What looks like a long-abandoned structure seems to exist barely a dozen feet underneath the town.
Anyone can make a common knowledge roll at -4, or without penalty if they have history as a knowledge

Success:

You recognize the stonework to be old, very old. It depicts ancient dragons with stone scales doing battle with numerous knights and even normal men.

Raise:

You recognize this as the beginning of the age of fire, and get the feeling that this structure was constructed around that time.


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

Common Knowledge: 1d4 - 4 ⇒ (3) - 4 = -1
Wild Die: 1d6 - 4 ⇒ (1) - 4 = -3

Kearan rides into town at the forefront of the party, but nothing that he sees makes any particular sense to him. It just seems... off.


Kn History: 1d4 ⇒ 4
Ace: 1d4 ⇒ 1
Wild: 1d6 ⇒ 1

Annalise runs a hand against the cavern wall as they move underground. Her pertenatural senses are in no way effected by this new environment and she breathes in sharply at the touch.

"This place is old" she stammers "far older than the town and these lands even..."


Male Human Cleric/Novice
Stats:
Ag d8, Sm d4, Sp d8, Str d6, Vig d6 | Parry 6, Toughness 7(2) | Faith d10, Fighting d6, Healing d6, Notice d6, Stealth d6 | 15 PP | Bennies 3, Wounds 0, Fatigue 0, Hollowing 0

Mercanian - I'm confused. When you said that your "Carim guests" "ran afoul of it not too long ago", it sounded like they were all killed. So I assumed that the lady in white was on a separate pilgrimage.
So, is she one of the Carim pilgrims, or not? Thanks!

Common Knowledge: 1d4 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (5) - 4 = 1
Ace!: 1d4 ⇒ 4
Ace! ACE!: 1d4 ⇒ 3 = 7, a Success

"Hmmm...yes, indeed, this place *is* very old."


Ag d8 Sm d4 Sp d4 Str d6 Vig d8 Climb d6, Fight d4, Healing d4, Lockpick d4, Notice d4, Repair d4, Shoot d6, Stealth d8, Survival d4, Swim d4, Throw d4, Track d4 Wounds 0 | Fatigue 0 | Charisma +0 Parry 4 Toughness 6

Common Knowledge: 1d4 - 2 - 4 ⇒ (4) - 2 - 4 = -21d6 - 2 - 4 ⇒ (6) - 2 - 4 = 0
What two aces!?
Ace: 1d4 ⇒ 3
Ace: 1d6 ⇒ 6
I've tried to post this three times and it keeps giving me the goblins and server image, so hopefully this makes it through.

Drystan holds a torch in his left hand. He doesn’t touch the cavern’s wall. ”So somebody built a town on top of this? Maybe or maybe not knowing it was here.”

He looks out to the sky through the sinkhole. ”I’ve been in cellars before, but I hope this doesn’t go deep underground. Maybe a king is buried here? Do you know why this was made?”

Is the pipe that feeds the fountain visible in the cavern?


Inactive

Common Knowledge: 1d4 - 4 ⇒ (1) - 4 = -3 Wild: 1d6 - 4 ⇒ (6) - 4 = 2
Ace: 1d6 - 4 ⇒ (4) - 4 = 0

Ordric touches the cold stone.
"What structure a man usually builds underground? A crypt most likely. I very much doubt that anyone lived here. We should go further. And be careful not to stumble."

Caverns. More caverns.


the lord you spoke to may have assumed as much. But the lady in white is one of your guests.

I'll have a more detailed post later today! Whoo combat is coming up!

-Posted with Wayfinder


Male Human Cleric/Novice
Stats:
Ag d8, Sm d4, Sp d8, Str d6, Vig d6 | Parry 6, Toughness 7(2) | Faith d10, Fighting d6, Healing d6, Notice d6, Stealth d6 | 15 PP | Bennies 3, Wounds 0, Fatigue 0, Hollowing 0

Drystan, your second d6 also Aced, so you get to roll it again! For being Clueless, you might even be the only one of us to get a Raise!
Ordric, since you subtracted 4 from your first roll, you don't *also* subtract it from your Ace, so your total is a 6, Success.


Inactive

Yeah, I know. I forgot to delete it when copy-pasted the roll.


Your group moves carefully into the chamber, and while Annalise is examining the wall something very quiet happens.

Notice Check:

If you make the check you will hear the telltale *click* of metal tapping on stone from further down the only corridor leading out of this room. Looking to that direction you see at first only one pair of ruddy red pinpoints of light coming down the corridor before seven more appear behind it.

Eight... people spill into the room near-silently on bare feet. Their bodies withered and sallow-cheeked, they look like they've been starving and dehydrated and were barely clinging to life. Their clothes are in tatters, bearing the signs of battle or burns of spells. Of them all, they only clutch at broken farm implements or kitchen knives as weapons. Their eyes gleam with an unnatural red light.

The first one seems to set his sights on Ordric and unleashes a hellish shriek, alerting anyone who failed the above notice check that danger was upon them.

Initiative:

Initiative
The order of actions are currently:
That's Ordric (with the joker +2 bonus)
Kearan
Alder
The Hollows (8/8)
Onion Knight
Drystan
Annalise

So feel free to post your actions as soon as you can, and I'll work everything together.


Ag d8 Sm d4 Sp d4 Str d6 Vig d8 Climb d6, Fight d4, Healing d4, Lockpick d4, Notice d4, Repair d4, Shoot d6, Stealth d8, Survival d4, Swim d4, Throw d4, Track d4 Wounds 0 | Fatigue 0 | Charisma +0 Parry 4 Toughness 6

Previous Ace, caught by Alder: 1d6 ⇒ 6
Another Ace: 1d6 ⇒ 5
notice: 1d4 ⇒ 41d6 ⇒ 4
Notice Ace: 1d4 ⇒ 3

"That sounds like metal tapping on stone," Drystan says tilting his ear towards the corridor. He turns back then gives a yell of surprise as he sees a pair of red eyes. Since he is holding the torch with his left hand, he can’t use his bow. ”Their eyes are red?!” he says switching the torch to his right hand, ready to use it as a weapon.

I think Drystan got the raise from the previous day.

Also, I'm not doing any rolls since I don't know if Drystan will be Shaken or Wounded by the time his turn his here.


Inactive

Notice: 1d6 ⇒ 6 Wild: 1d6 ⇒ 3
Double Ace: 2d6 ⇒ (6, 2) = 8

Ordric turns around to see what makes the noise, and just in time - at least he can ready his sword and shield.
The shriek happens, just as Ordric is about to ask if they need any help.

"What are they?" he asks in shock. "Are those the dead Lord Hiram warned us about?"

I'll hold.


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 4

In the chamber, Kearan readies his sword and shield as soon as he hears the sounds. The appearance of the enemy is disturbing, no doubt, but Kearan is a well-trained knight of Astora. It takes more than sallow cheeks and hollow looks to frighten him. He steps between the creatures and Ordric, his shield raised, ready to strike if any approach with ill intent.

Agility for a Held Action: 1d6 ⇒ 5
Wild: 1d6 ⇒ 1

Fighting: 1d8 ⇒ 4
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 5 Total of 11, possibly a Raise.
Damage: 2d8 ⇒ (8, 4) = 12 Ace: 1d8 ⇒ 6 Total of 18.
Raise Damage: 1d6 ⇒ 1


Male Human Cleric/Novice
Stats:
Ag d8, Sm d4, Sp d8, Str d6, Vig d6 | Parry 6, Toughness 7(2) | Faith d10, Fighting d6, Healing d6, Notice d6, Stealth d6 | 15 PP | Bennies 3, Wounds 0, Fatigue 0, Hollowing 0

Kearan, if you're taking an action (Fighting) when it's your normal time to do so, there's no need to roll for Agility. "Going on Hold" means you're waiting *past* your normal time to act, and you still only need to roll Agility if you're *interrupting* someone else's action (like deciding to shoot the NPC who just popped around a corner and is about to shoot a comrade with his crossbow).

Alder calls upon his god to destroy the undead abominations!

Miracles & Wild: 1d10 ⇒ 101d10 ⇒ 71d10 ⇒ 41d6 ⇒ 2 (not bothering to re-roll the 10 since it's already a Raise)

Since the TN is 4 as for missile weapons, three bolts of lightning fly from his fingers, striking their targets :

Damage: 2d6 + 1d6 ⇒ (2, 5) + (2) = 9
Damage: 2d6 ⇒ (2, 5) = 7
Damage: 2d6 ⇒ (1, 1) = 2

PP=12


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

I'm aware--Kearan is waiting until the creatures make a move, since we don't know what these are. They do look like villagers, albeit strange ones, so he isn't about to start cutting them down without good reason, as I'm also guessing our characters don't know what Hollows are from what we've heard so far and the description of them.


Notice: 1d6 ⇒ 2

Annalise hears the sound of a fight breaking out but is still unsure of the degree danger so she opts to conjure a flame in her open hand to aid her companions in the dark of the cave.

Flame Control: 1d12 ⇒ 6


Male Human Cleric/Novice
Stats:
Ag d8, Sm d4, Sp d8, Str d6, Vig d6 | Parry 6, Toughness 7(2) | Faith d10, Fighting d6, Healing d6, Notice d6, Stealth d6 | 15 PP | Bennies 3, Wounds 0, Fatigue 0, Hollowing 0

Keran - sorry, if I'd actually read your post correctly I'd have seen what you were doing...


Alder, I'm not sure if you needed to roll three times for miracles to activate bolt... but then again my book is buried under a pile of other things and I can't check atm so I'm going to let it go as it lays! And yeah, this is literally going to be the first time hollows have been discovered.

Kearan impales the first hollow-faced villager to charge at the group almost on accident as she throws herself at him, watching with some horror as blood spurts from her once-beautiful body. The lance skewers her through the chest and heart hard enough that the lance is almost halfway through her, and yet she doesn't die immediately. She lasts long enough after to reach out with a withered hand, her fingertips touching the protective armor of your gauntlet before she slumps lifelessly.
Aaand dead. (for now)

Alder's bolts of holy light blast out, hitting one of the attackers and dropping them where he stood, while one seemed to be badly burned by the light. The last, unfortunately, seemed hardly inconvenienced.
First one's dead, second one's shaken, and the third didn't even get shaken.

The once-dead mob rushes forward with absolutely no concern for or even awareness of their safety.

Mob 1: 1d6 ⇒ 5
Mob 2: 1d6 ⇒ 1
Mob 3: 1d6 ⇒ 5
Mob 4: 1d6 ⇒ 1
Mob 5: 1d6 ⇒ 4
Mob 6: 1d6 ⇒ 2

Damage Str: 1d6 ⇒ 1
Damage broken sword: 1d4 ⇒ 2

The group manages to defend against the group, though 2 of them managed to slip past Kearan and Ordric. Drystan manages to draw them away from Annalise, though his armor gets scraped up in the process.

The onion knight steps forward, swinging her weapon.
Fighting: 1d10 ⇒ 4
wild: 1d6 ⇒ 5

damage str: 1d12 ⇒ 3
damage zweihander: 1d10 ⇒ 1

The close quarters and large weapon made the attack not very effective at all.

[ooc]Drystan, then everyone else gets to go again![/dice]


Male Human Cleric/Novice
Stats:
Ag d8, Sm d4, Sp d8, Str d6, Vig d6 | Parry 6, Toughness 7(2) | Faith d10, Fighting d6, Healing d6, Notice d6, Stealth d6 | 15 PP | Bennies 3, Wounds 0, Fatigue 0, Hollowing 0

Mercanian, for future reference (copy-and-pasted from the manual) : "the character rolls a Spellcasting die for each bolt and compares each to the Target Number separately". That way there's a trade-off for being able to cast 3 bolts simultaneously - there's a bigger chance of one of the Spellcasting die being a 1, resulting in Backlash.


Inactive

On my Hold I interrupt one of those who try to slip past me.

Ordric attempts to distract one of them with a slash across the chest.
Interrupt (Agi): 1d8 ⇒ 7
Fighting: 1d8 ⇒ 3
Damage (Str): 1d6 + 1d8 ⇒ (5) + (1) = 6

Second Round.

After that he fights off the rest together with Kearan, slashing and lunging with his sword.

Fighting: 1d8 ⇒ 8
Damage (Str): 1d6 + 1d8 ⇒ (6) + (6) = 12


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

Kearan starts as the first villager dies on his sword, and he quickly shoves the body off of the blade with his shield. What manner of dark magic is this? He has little time to wonder, though, as the creatures seem set on injuring the party. With a glance at Ordric, Kearan turns and strikes at the nearest foe, his sword coming around in a mighty arc.

Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5
Damage: 2d8 ⇒ (4, 6) = 10


Ag d8 Sm d4 Sp d4 Str d6 Vig d8 Climb d6, Fight d4, Healing d4, Lockpick d4, Notice d4, Repair d4, Shoot d6, Stealth d8, Survival d4, Swim d4, Throw d4, Track d4 Wounds 0 | Fatigue 0 | Charisma +0 Parry 4 Toughness 6

Drystan swings his torch back and forth attempting to keep the enemies at bay so his companions can attack them. ”Don’t make me hurt you!” he shouts.

Round 1
Full Defense; with improvised weapon (torch)
Fighting: 1d4 + 2 - 1 ⇒ (3) + 2 - 1 = 41d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4

4 is his Parry for next round, which is his normal parry, so not such a good use of my action. ;)


Annalise feels the mob pressing in around her and she withdraws to the protective presence of her companions. She pushes the lingering flame in her hand outward, willing it to pass into the spirit of Kearan and invigorate him.

Casting Power Within (Battle Lust) on Kearan

Flame Control: 1d12 ⇒ 2
Wild: 1d6 ⇒ 2


Male Human Cleric/Novice
Stats:
Ag d8, Sm d4, Sp d8, Str d6, Vig d6 | Parry 6, Toughness 7(2) | Faith d10, Fighting d6, Healing d6, Notice d6, Stealth d6 | 15 PP | Bennies 3, Wounds 0, Fatigue 0, Hollowing 0

I'm getting kind of confused about what round we're in - Mercanian, are you aware that initiative order gets generated *every round* in SW?
Calling this "round 2"...

Alder again calls on his god to smite his enemies!

Miracles & Wild: 1d10 ⇒ 61d10 ⇒ 81d10 ⇒ 41d6 ⇒ 5

Damage: 2d6 ⇒ (1, 3) = 4 = 4
Damage: 2d6 + 1d6 ⇒ (6, 3) + (1) = 10
Damage ACE!: 1d6 ⇒ 5 = 15
Damage: 2d6 ⇒ (6, 6) = 12
Damage Double ACE!: 2d6 ⇒ (3, 5) = 8 = 20


I do apologize. Like I said my book is buried and I've been busy this last weekend

I'll do a new initiative pull tonight.

-Posted with Wayfinder


ROUND 2... FIGHT

Round 2 order:

Onion Knight (KD)
Hollows(JS)
Alder (JC)
Analise (10D)
Drystan (8H)
Kearan (8C)
Ordric (5S)

Your knight friend continues trying to destroy some of the foes before her.

Fighting: 1d10 ⇒ 9
Wild: 1d6 ⇒ 4
damage: 1d10 + 1d6 + 1d6 ⇒ (4) + (4) + (6) = 14

She cuts down one of them hard.

Mob 1: 1d6 ⇒ 2
Mob 2: 1d6 ⇒ 4
Mob 3: 1d6 ⇒ 3
Mob 4: 1d6 ⇒ 4
Mob 4 damage: 1d4 ⇒ 2
Mob 5: 1d6 ⇒ 6
Mob 5 damage: 1d4 ⇒ 1

Of the remaining people attacking you, only one serves as a threat, clipping Alder and Drystan but not doing enough to cause them harm. Alder's response is more than capable of knocking one enemy off balance, and blasting two enemies down entirely. Sorry for being so slow... :/


Inactive

"Are they even conscious?" yells Ordric, hacking the mob.

Fighting: 1d8 ⇒ 1 Woohoo!


Ordric, you always add a wild die (1d6) to skill rolls like fighting. I'll do that for you here.

Ordric Wild: 1d6 ⇒ 3

You still missed, but it does give you a better chance of landing a hit most of the time.


Annalise hides in the midst of the others in the group. Clutching her mind she racks her mind, hoping to maybe think of something that may help in this situation.

Defending myself this turn, focusing on maybe knowing something helpful

Occult: 1d4 ⇒ 1
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 3

History: 1d4 ⇒ 1
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 2


Ag d8 Sm d4 Sp d4 Str d6 Vig d8 Climb d6, Fight d4, Healing d4, Lockpick d4, Notice d4, Repair d4, Shoot d6, Stealth d8, Survival d4, Swim d4, Throw d4, Track d4 Wounds 0 | Fatigue 0 | Charisma +0 Parry 4 Toughness 6

Seeing how effective the knight is fighting their enemies, Drystan confirms being defensive is the proper course of action. He’ll distract and let the knight and the count do the killing. ”Awwwwgh!” he screams as he thrusts the torch to keep the enemies at bay.

Round 2
Full Defense; with improvised weapon (torch)
Fighting: 1d4 + 2 - 1 ⇒ (4) + 2 - 1 = 51d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4

Oh that's an Ace on the d4
d4 Acex2: 2d4 ⇒ (4, 1) = 5

For a grand total of 10 on Full Defense.


Analise doesnt know much about this, but she knows one word that sends shivers down her spine.

Undead

Kearan? youre left. I will resolve this combat in the next few days.


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

Crap, my apologies. With being busy and all the board troubles I must have missed this entirely.

Kearan continues to slash about with his sword, thankful that he's fully armored as always--what chance might the common folk have against creatures such as these?

Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5
Damage: 2d8 ⇒ (1, 6) = 7


A bit more frantic combat ensues, but the withered undead are no match for the defensive formation and martial skills of the party. Fight's over, assuming you will be able to finish them off. Everyone gains 1 xp.

The bodies lay strewn across the floor, but you're still a bit in shock over what just happened.

Notice Check:

You can see that your wounds you inflicted, while they may have drawn blood, did not draw nearly as much as it should have from their bodies.

Notice raise:

You see that these people were very much dead, yet even now as you stare at them, the wounds you inflicted are very slowly knitting themselves closed. You would estimate that they will be fully recovered within 6-12 hours at best.

"We better hurry." the Knight of Catarina says, her voice coming out of her helmet sounding tinny and a little ragged. "There are people we need to rescue."

Continuing down the hallway, the walls are carved with murals repeating the scene from the prior room. They seem to indicate a massive battle with thousands of humanoid forms among giants as they battle dragons. Bolts of lightning carve off chunks of stone from the dragon's hides.

You find signs of travel through the room, dusty footprints and several drag marks, as if quite a few people had been brought down there. Following them proves to be no trouble, and you find yourselves arriving at a large set of iron double-doors that are surprisingly shut.

notice check -2:

Through the door you hear the sounds of a woman sobbing, and a man shouting angrily while something metal clanks into the stone at a regular tempo.

Notice -2 Raise:

You can hear the man's voice distinctly. "What do you think you're bloody doing! Leave the maiden alone. Take me instead! Gods, I swear to you I will crush you!"

The metal sound seems to be an weapon of some sort that is being rhythmically tapped against the ground."


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

First Notice: 1d6 ⇒ 2
Wild: 1d6 ⇒ 5

Kearan breathes heavy for but a moment as the fight finishes, and then wipes his blade clean on a rag before sheathing it. What madness is this? Dark sorcery of some kind, I'd wager. Behind his steel helmet he scowls at the corpses, but he makes no outward motion of distaste or distress--merely nodding and keeping side-by-side with the Onion Knight.

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

At the doors, the Astoran knight gives pause. He glances to Ordric, wondering if the lord has any inclinations, and draws his sword in case combat lies ahead.


Inactive

Notice 1: 1d6 ⇒ 4
Wild 1+Ace: 2d6 ⇒ (6, 2) = 8

"Dark magic..." whispers Ordric. "They are dead, yet they walk and something heals them."

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

The Count doesn't hear a thing, and, as his knight, draws the sword to prepare for any surprises.


Male Human Cleric/Novice
Stats:
Ag d8, Sm d4, Sp d8, Str d6, Vig d6 | Parry 6, Toughness 7(2) | Faith d10, Fighting d6, Healing d6, Notice d6, Stealth d6 | 15 PP | Bennies 3, Wounds 0, Fatigue 0, Hollowing 0

After making sure that all the undead were now...really dead..., Alder takes stock of the situation :

Notice & Wild: 1d6 ⇒ 11d6 ⇒ 2

But doesn't see anything extraordinarily unusual in the situation.

Once he gets to the doors, he inspects them :

Notice & Wild: 1d6 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (6) - 2 = 4
Wild ACE!: 1d6 ⇒ 1 = 5

"Do you hear that? Behind the doors a woman is crying, and a man is shouting. There's also a metal-on-metal clanking at a regular beat. What on earth is going on in there?"


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

At Alder's words, Kearan steps forward and shoves open the doors with all his might. He may have a duty to his lord, but even more than that, a knight must act with honor and protect those who can't protect themselves. If a woman may be in trouble, he must do all he can to help.

Strength if Required: 1d8 ⇒ 2
Wild: 1d6 ⇒ 6 Ace: 1d6 ⇒ 5 Total 11


Nice strength check, Kearan.

Kearan throws the door open. His great strength pushes the iron doors open despite their loud, groaning protests. As the door opens a pulsing, pale blue light pours into the hallway, drowning out the yellow flames of the torches. At the sound of the door opening, the sobbing and shouting both stop.

Within is a large chapel-like chamber, sixty feet deep from the door and thirty wide (about 15 on each side upon entering). the room is bisected by a red carpet that rolls from the door you opened straight through. On either side of the carpet are several stone pews, many of them crumbling or overturned. A grand chandelier of tarnished gold and melted wax candles lies in the center of the room, the chain slack.

Several smaller chandeliers provide the light to the room, but at second glance you see that they aren't chandeliers, but rather, hanging cages with bodies stuffed inside them. Bodies that are a pallid blue color, and seem to be bristling with glowing shards of crystal growing out of their flesh. The shards gleam with a brilliant blue light.

Several more villagers and a few of the soldiers from the keep are here, their still-clothed bodies sitting askew in the pews.

You find yourselves being drawn into the room despite any sense of self-preservation. As you do so, you feel a shiver run down your spine as something entirely unnatural shudders through you. Something writhes within you, a feeling that is old, and familiar, yet something you've never felt before.

Vigor check, please.

As the last of you walks into the chamber, the doors swing shut behind you.

The room rumbles, and the chain to the chandelier's chain slowly loses slack, tightening until it starts to drag the chandelier into the air again. As it does so, it rocks, crushing several pews and sending bodies flying.

Behind the chandelier is a peculiar sight. A stone altar is flanked on either side by two figures. One is a man in dark black molded plate armor, who is slumped to the ground leaning against the altar. His armor and flesh are rent by numerous wounds. He's been injured so bad that he should be unconscious, but has stayed awake by force of will. He won't be able to help in the coming fight.

The other is a human-like figure, easily eight feet tall. Dressed in heavy robes interwoven with links of armor, it wears a strange, six-eyed helm, and carries a large golden trident in two armored mitts. It turns to view the group, and raises its trident.

A brilliant beam of blue-white light shoots out from the trident and impacts the knight of Catarina, sending her crashing backwards to slam into the stone wall. She slumps to the ground, a rattle escaping from her lungs.

Initiative Draw

Initiative:

Ordric, Count Ethelred (10 S)
Kearan the Short (JOKER)
Alder Claybourne (K D)
Drystan Kressothe (6 D)
Annalise of Astora (9 C)
The Channeler (Q H)


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

Vigor: 1d8 ⇒ 7
Wild: 1d6 ⇒ 3

Kearan steps into the chamber after throwing open the doors, sword drawn in one hand, shield raised in the other. He quickly surveys the room, and his eyes settle on the tall, armored figure with the trident. The knight starts to hold, and even try to call out, but then the light flashes and the Catarinan is flung into the wall. Even as she crumples, Kearan dashes forward, bringing his sword to bear against this new threat. Did someone say first boss fight? Also, if the room is a full sixty feet long and the figure is at the other end, I'm assuming I need to Run to get into melee. I'm taking that into account with a Multi-Action Penalty, but if it isn't necessary, then add 2 to my Fighting result.

Running: 1d6 ⇒ 2 Hopefully enough to get me there.

When Kearan closes with the armored figure, he swings his blade in while retaining his shield's defensive poise. Best not to strike too wildly before knowing your foe's skill, and this being is clearly more than a mere warrior.

Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 4
Spending a Benny. We can do better.
Fighting: 1d8 ⇒ 4
Wild: 1d6 ⇒ 5 Bah, I guess it's better.
Damage: 2d8 ⇒ (4, 6) = 10


Yes. This is a boss fight. I was going to do a fog wall, but that won't come into play until after you're hollowed. Also, Kearan you get a +2 to all actions you take, which includes your running, attack and damage rolls. (Then again, maybe I'm wrong? I've made lots of mistakes before.)


Vigor: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Ace: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1
Ace: 1d6 ⇒ 6

In the room Annalise ducks away and covers her face as she feels the blue energy makes its way through the room. Ducking behind her companions, she scurries to the side of the Catarina knight and prepares her Pyromancy.

Attempting warmth on the Catarina Knight.

Flame Control: 1d12 ⇒ 11
Wild: 1d6 ⇒ 3


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

The +2 from Joker applies to Trait rolls--alas, Running falls outside of that, since it's neither an Attribute nor a Skill. The +2 to Fighting counteracts the -2 penalty for taking multiple actions, in this case running and attacking. I did forget the +2 to Damage, though, so my total for that should be 12 rather than 10.


Male Human Cleric/Novice
Stats:
Ag d8, Sm d4, Sp d8, Str d6, Vig d6 | Parry 6, Toughness 7(2) | Faith d10, Fighting d6, Healing d6, Notice d6, Stealth d6 | 15 PP | Bennies 3, Wounds 0, Fatigue 0, Hollowing 0

Kearan, with a Pace of 6 and a Run of 2, that 8", or 16 yards, or 48 feet, so you're not there yet.

Alder stands agape at the scene, until the flash of light from the figure's trident strikes a comrade, then he takes action, calling on his god to smite his enemy!

Faith & Wild: 1d10 ⇒ 101d10 ⇒ 51d10 ⇒ 91d6 ⇒ 3
Faith ACE!: 1d10 ⇒ 2 = 12, 5, 9

Since it's a Ranged attack, even the 5 hits (no Ranged penalty since Short Range is 12" is 72 feet)...

Damage: 2d6 ⇒ (3, 6) = 92d6 ⇒ (5, 3) = 82d6 ⇒ (6, 2) = 8
Double ACES!: 1d6 ⇒ 11d6 ⇒ 6
Triple ACE!: 1d6 ⇒ 1 = 10, 8, 15

He should certainly feel *that*...

...oh, yeah, the Vigor check :
Vigor & Wild: 1d6 ⇒ 21d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 6 Jeez, I don't believe this...
Wild ACE ACE!: 1d6 ⇒ 5 = 17

Whatever it was, I think I resisted it...


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

Not there assuming we were in fact at opposite ends of the room, with sixty feet between us--somewhat doubtful given the description. If the room is sixty feet long, and we were already inside, and the creature is at an altar--which may not be all the way at the end of the room--then there's likely less than sixty feet between us. Plus the enemy stepped forward to do its lightning attack, and Kearan was likely the furthest into the room of our party, since he shoved open the doors and came in ready for a fight. All in all I'm guessing I reached it, it was just a question of if I needed to run or not.


Inactive

Vigor: 1d6 ⇒ 1 Wild: 1d6 ⇒ 1 Nope. Just nope. Spending a Benny to reroll.
Vigor: 1d6 ⇒ 2 Wild: 1d6 ⇒ 5

Ordric comes into the room and freezes at the sight of the... thing. "What is that?!"

A few moments and he pulls himself together, charging into the giant.

Run: 1d6 ⇒ 5 If needed.
Fighting (Wild Attack, Multi-action): 1d8 ⇒ 4 Wild: 1d6 ⇒ 4
If no Multi-action, then +2.

Damage: 1d6 + 1d8 + 2 ⇒ (3) + (2) + 2 = 7


Ag d8 Sm d4 Sp d4 Str d6 Vig d8 Climb d6, Fight d4, Healing d4, Lockpick d4, Notice d4, Repair d4, Shoot d6, Stealth d8, Survival d4, Swim d4, Throw d4, Track d4 Wounds 0 | Fatigue 0 | Charisma +0 Parry 4 Toughness 6

Standing before the doors, hearing that scream, Drystan partially thinks that opening the doors will be a mistake. As the blue light bleeds from the widening gap, Drystan tells himself never to arm wrestle Kearan. Seeing that the blue light gives enough light to see by, Drystan drops his torch and pulls out his bow. He thinks it will be needed much more than a redundant torch.
Vigor check: 1d8 ⇒ 71d6 ⇒ 3

Success!

Drystan plucks an arrow from his quiver and fires at the robed figure. He’s not aiming for any particular body part at this point. He simply wants to know if arrows will hurt this being.

Shooting; med. range: 1d6 - 2 ⇒ (5) - 2 = 3
Wild die: 1d6 - 2 ⇒ (3) - 2 = 1

The arrow goes to the left of the robed figure and strikes the wall.


The blue light seems painfully bright for just a moment, but you adjust to it quickly enough. Something feels... different inside you. Wrong, even.

All resisted, no immediate effects.

The trident-wielding foe's blast is met with a flurry of divine bolts, though not nearly damaging enough to cause it to miss Kearan and Ordric's charge. Though they were able to get up to the large man, the channeler was able to deflect Kearan's attack. Ordric's sword sinks into the creature's thick robes, but not nearly deep enough to cause it any harm, from what you can tell.

Even though multiple attackers effectively allowed Ordric's attack to hit, it wasn't enough to get past his toughness+armor.

The Channeler attempts to skewer Kearan with his huge trident, since he came close first.
Trident: 1d8 ⇒ 4;Wild: 1d6 ⇒ 1
As a boss, he's automatically a wild card and can also spend bennies. Spending one now.
Trident: 1d8 ⇒ 3;Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 3
His trident is surprisingly swift and sure, slamming into Kearan's armored body.
Weapon: 1d8 ⇒ 8 Strength: 1d12 ⇒ 2
Weapon ace: 1d8 ⇒ 3
That's over your toughness so shaken and a wound unless you want to spend a bennie to soak.

Drystan's arrow goes wide, but Annalise casts warmth upon the Catarina knight. She is rewarded with the sudden sound of her taking a ragged, rattling breath.

Drystan definitely misses, and Annalise is healing your knight ally.

card draw:

Ordric, Count Ethelred (9 C)
Kearan the Short (3 H)
Alder Claybourne (5 D)
Drystan Kressothe (6 H)
Annalise of Astora (6 C)
The Channeler (J C)

Initiative:
The Channeler, Ordric, Drystan, Annalise, Alder, Kearan.

The Channeler follows up its jab at Kearan by raising the trident and slamming the butt spike into the ground. A brilliant ball of blue light appears on the center point. The beam of light blasts out faster than the eye can track, striking the one who actually managed to injure it so far. Targeting Alder
Sorcery: 1d12 ⇒ 8;Wild: 1d6 ⇒ 3

damage: 2d8 ⇒ (8, 5) = 13
damage ace: 1d8 ⇒ 7
Okay that's... 20 damage. Alder would take shaken and 3 wounds from that. Recommend spending bennies there! :)
The ray of sorcerous magic drills into him, spraying refracted mini-beams of light out from where it hit the cleric.

Okay, everyone is up! If you wanted to soak, please put that in the beginning of your post!


Male Human (Astoran) Knight | Parry 7, Toughness 9 | 1 Wounds | 2 Bennies

Soak the first hit? Pssh. This is Dark Souls. That's just the cost of aggressive playstyles. Speaking of...

Kearan gasps as the trident spears through his armor. It's only mail, but against lesser foes, even that much can fend off a thrust. Against this monstrosity... The knight can only fight through the pain as the weapon draws back out, and he sets his feet. So be it.

Spirit to Unshake: 1d6 - 1 ⇒ (5) - 1 = 4
Wild: 1d6 - 1 ⇒ (6) - 1 = 5 Success, no need to roll the Ace.

Kearan raises his shield for a moment, but upon seeing the enemy gathering energy, he swings it about to gain momentum. Just after the bolt of lightning surges from the trident to strike Alder, Kearan comes in with his own mighty attack, a heavy slash that disregards defense in favor of putting all his strength into the blow! (Using the Wild Attack option to gain +2 to Fighting and Damage at the cost of -2 Parry. Combined with the Gang Up bonus from fighting alongside Ordric and my Wound, I'm rolling with a net +2 modifier to my Fighting, and my Parry drops to 5 until my next action.)

Fighting: 1d8 + 2 ⇒ (3) + 2 = 5 That is incredibly sad. At risk of great harm to myself, I'm going to spend another Benny.
Wild: 1d6 + 2 ⇒ (1) + 2 = 3

Fighting: 1d8 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 + 2 ⇒ (5) + 2 = 7 Better.
Damage: 2d8 + 2 ⇒ (1, 1) + 2 = 4 ...You're joking.

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