Supreme Being's Savage Conan PbP (Inactive)

Game Master scranford

Savage Swords and Sorcery in Hyboria.


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Free spirited pirate

Notice roll: 1d4 ⇒ 3
Wild die: 1d6 ⇒ 4

DM:

Are the sounds coming from behind us or ahead?

Could you clarify the situation? Where is the fog? Is it blocking all sight? What does Mirian see after she followed the initiates?


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Hakketh draws a quick circle on the ground in front of him with his finger calling upon his power. For anyone looking they would see a line of light left behind by his tracing finger before it disappears from view. He then mutters strange words in a forgotten language while gesturing frantically at the circle.

Cast Summon Ally

Spellcraft: 1d10 ⇒ 10
Raise: 1d10 ⇒ 3

Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 1

A figure materializes in front of you. It resembles a human soldier of Stygia except it appears to be made of stone. As soon as it stands whole in the circle it breaks into a run charging into the fog, longsword at the ready. I could have summoned the ally directly into the foggy area but thought this way was cooler.

This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.

Bodyguard
A bodyguard is a humanoid soldier made of stone (or equally tough material).
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 10 (4) Gear: Long sword (Str+d8)
Special Abilities:
• Armor +4: Stone skin.
• Construct: +2 to recover from being Shaken;
no additional damage from called shots; constructs do not suffer from poison or disease.
• Fearless: Bodyguards are immune to fear and Intimidation.


Current map Temple of Thyr God Infinity........

Here is the description of what the room looked like when you entered.

This grisly chamber is the domain of the senior priest of Yadar and master embalmer. The room features a workbench filled with mummification tools, such as knifes, hooks, and saws, as well as jars filled with herbs, oils, and resins. The room is 25' deep, and 20' wide with doors on the back wall, and on the left wall as you enter.

You are in the front half of the room which has no fog. The back left portion of the room where the door on the Left wall is filled with fog. The front 5-10 feet of the room where you are, is fog free.

Through the dense fog Mirian sees the following: (sorry I missed that you darted into the fog after them).

Mirian

Spoiler:

You see the two initiates pounding on the door that obviously departed from. The door opens, and Othbanes emerges pointing towards the wall opposite him... with his shield in hand (Right hand side of the room). He seems a bit surprised to see you there, but grins, and pulls out a mace. He is now carrying a heavy shield and a Mace.


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

Septimilius’ jaw drops slightly as Hakketh’s stone man forms then charges into the fog.

”Right behind you Greyfeather!” Septimilius says, entering the fog with his mace held in a defensive position. He listens for any clues to the initiates’ location.


Free spirited pirate

Initiative: Jack of Clubs
Parry: 7, Toughness: 6 (1)
Effects:

Mirian grins back at Othbanes and reaches for her rapier. At the same time she kicks a bucket at the priest aiming to catch him off guard. Unfortunately her rapier gets stuck in her robes, lower her aim with the bucket as well.

Agility roll to draw weapon: 1d8 - 2 ⇒ (5) - 2 = 3 (-2 MAP)
Wild die: 1d6 - 2 ⇒ (5) - 2 = 3 (-2 MAP)
Going to have to spend a bennie on that one
[BENNIE REROLL] Agility roll to draw weapon: 1d8 - 2 ⇒ (4) - 2 = 2 (-2 MAP)
[BENNIE REROLL] Wild die: 1d6 - 2 ⇒ (2) - 2 = 0 (-2 MAP)

Agility trick against Othbanes: 1d8 - 2 ⇒ (5) - 2 = 3 (-2 MAP) vs Othbanes agility
Wild die: 1d6 - 2 ⇒ (5) - 2 = 3 (-2 MAP)

Doh!


Current map Temple of Thyr God Infinity........

Othbanes smiles smugly at the woman's attempts to attack, then he looks over her shoulder, smiling in delight. "Ah"! "It seems my dinner guests have arrived". "And I regret to inform you that you are on the menu".

DM Roll

Spoiler:

1d4 + 1 ⇒ (1) + 1 = 2

His smile dims somewhat, as Septimilius brandishing a mace, and some kind of stone skinned warrior enter the fray.

You can all smell the impossible to miss smell of a fresh grave, and rotting meat, as a cabinet on the right wall bursts open and two ghastly appearing creatures emerge with long tongues, and sharp claws, reeking of undeath.

Knowledge: Religion

Spoiler:

Ghouls

Hakketh & Friend 3C
Septimilius AC
Mirian QS
Othbanes & Friends 9S
Initiates QD

Round 5

Septimilius
Mirian
Initiates
Othbanes & Friends
Hakketh & Friend

Notice

Spoiler:

You can hear someone try the door to the room, and some whispered voices beyond.


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

”I’m not ready to be anyone’s meal,” Septimilius says but his bravado is cut short at the sight of the monstrosities. He gives a scream born of terror but channeled to focus his fear into courage. He swings his mace towards the undead being’s head.

Notice: 1d6 ⇒ 3
Wild Die: 1d6 ⇒ 1

fighting (mace) attack: 1d8 ⇒ 1
Wild Die: 1d6 ⇒ 4
damage: 1d8 + 1d6 ⇒ (2) + (6) = 8


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Once it is Hakketh's turn...will spend 1 power point to keep the stone guard in existence if it hasn't already been destroyed. Will also spend 2 power points to cast overpowered bolt at Othbanes. Will have -1 to Spellcraft rolls while guardian is being maintained.

After this round, Hakketh will have spent 11 power points out of 15 total

The stone guardian will move to attack one of the ghastly creatures.

Fighting: 1d6 ⇒ 5
Damage: 1d8 + 1d8 ⇒ (1) + (2) = 3

At the same time, Hakketh flings an overpowered bolt of hot, white light screaming towards Othbanes.

Spellcraft: 1d10 - 1 ⇒ (5) - 1 = 4
Wild: 1d6 ⇒ 5
Damage: 3d6 ⇒ (1, 3, 3) = 7


Free spirited pirate

Notice: 1d4 ⇒ 1
Notice: 1d6 ⇒ 1
That's not good

Initiative: Queen of Spades
Parry: 8, Toughness: 6 (1)
Effects:

Mirian takes some effort to clear her scabbard from the robe and draws her rapier. "Then come and have a taste", she dares the priest and undead monstrosities brandishing her rapier in one hand and a dagger in the other.

Action to draw my rapier


Current map Temple of Thyr God Infinity........

Man. You guys need to practice your dice rolling :-)

DM Rolls

Spoiler:

1d6 ⇒ 3 Spirit
1d6 ⇒ 4 Spirit

Septimilius wades into the fray, screaming in either terror or rage, and turns at the last minute at the sound of the undead streaming from the cabinet. He turns and heads their way, but in his excitement fails to make contact with them.

Mirian confronts the priest, and clearing her rapier finally from her robes offers the man a taste of her special appetizer.

The bleeding Initiate takes the opportunity of an opened door, and slips past Othbanes into the room beyond, drawing an irate glance from the priest.

The other initiate, exclaims "My sight". "It is coming back". "Thank the fates I am not blind".

Othbanes turns to the woman impersonating a priestess."I think not". "Who are you to enter the house of the dead, to steal their treasures". "Surely you shall fail, and reside here as our guest soon.

He steps forward swinging his mace at Mirian

1d4 ⇒ 3 Fighting
1d6 ⇒ 4 WD

Obviously the mace is more for show, than for fighting in his hands, as he swings for the fences, and misses badly.

Meantime the two Ghouls turn their attention to the fresh main course Aka Septimilius.

1d6 ⇒ 3 Fighting #1

1d6 ⇒ 2 Fighting #2

But is is obvious they are not used to fighting in tandem, and actually seem to get in each others way, keeping their meal upright for now anyway.

The mysterious sorcerer steps forward, and aims a powerful bolt of light at the priest, but at the last second his shield comes up reflecting the light harmlessly off the stone ceiling...well a bit of dust did come down, and one spider died before he knew what hit him.

His companion warrior stiffly approaches the melee between Septimilus and the enemy, and swing hitting one of the beasts square in the head, but obviously not really being serious about the hit, as the beast shrugs it off without harm.


Current map Temple of Thyr God Infinity........

Round 6

Hakketh & Friend 8C
Septimilius 10C
Mirian "Joker"
Othbanes 5C
Undead 5H
Initiate 6D
Guards (Door opening. Will join next round)

Mirian - Whenever she wants
Septimilius
Hakketh & Friend
Initiate
Undead
Othbanes


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

”Two fiends!” Septimilius bellows. ”I’ll send you back to the Hell you came from!” He swings his mace at one of the undead’s knees.

fighting (mace) attack: 1d8 ⇒ 2
Wild Die: 1d6 ⇒ 4
damage: 1d8 + 1d6 ⇒ (6) + (4) = 10


Free spirited pirate

Initiative: Joker!
Parry: 8, Toughness: 6 (1)
Effects: joker!

Mirian answers the priest’s attack with a flurry on her own. The sting of her rapier followed with a slash of her dagger. ”We both know we will leave here unscathed. Tell us what happened to the merchant that wandered in the square last night, and we might leave earlier with your temple untouched”

Rapier
Fighting roll against Othbanes: 1d10 + 2 - 2 ⇒ (1) + 2 - 2 = 1, (+2 joker, -2 MAP)
Fighting roll against Othbanes: 1d6 + 2 - 2 ⇒ (5) + 2 - 2 = 5, (+2 joker, -2 MAP)
Damage: 1d4 + 3d6 + 2 ⇒ (3) + (6, 6, 2) + 2 = 19 (+2d6 ace, +2 joker)

Dagger
Fighting roll against Othbanes: 1d10 + 2 - 2 ⇒ (8) + 2 - 2 = 8, (+2 joker, -2 MAP, no off hand penalty due to ambidextrous edge)
Fighting roll against Othbanes: 1d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1, (+2 joker, -2 MAP, no off hand penalty due to ambidextrous edge)
Damage: 1d4 + 1d6 + 2 ⇒ (1) + (2) + 2 = 5 (+2 joker)


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

The stone guardian again swings at one of the monsters as Hakketh feels the toll of maintaining the guardian's existence on this plane of reality drain him close to the limit of his power.

Fighting: 1d6 ⇒ 1


Current map Temple of Thyr God Infinity........

Sweat begins to pour from Hakketh's brow, and his breathing becomes labored as his stone guardian, proves inept at hitting the undead. The first time he hit him but not hard enough to damage him, and this time determined to hit harder, he swings wildly and misses.

You guys might want to review the Combat options. Perhaps "Wild Attack", "Ganging up", "Called Shots" etc., might help some of your combat rolls.

Remember a Knowledge Religion roll, might reveal the nature of these beasts.

Septimilius again swings his mace at the creatures, but finds fighting in the mask and unfamiliar robes, slows his mighty swing.

Mirian attacks the priest with a flurry of words, and blades, and her dagger gets past his defense, but he seems to have some armor underneath his robes, that keep the point from penetrating. An intimidation or persuasion roll might help here.

The initiate blinking back tears, is now more confident with Othbanes close by, and attacks with his ceremonial dagger.

1d4 ⇒ 4 Attack = 7 +1 Ganging up = 8 Hit
1d4 ⇒ 3 XD

1d4 + 1d4 ⇒ (2) + (3) = 5 Damage

And while his dagger seems to hit true, it is unable to overcome her defenses.

The two undead monstrosities gang up on the man with the wildly swinging mace.

1d6 + 1 ⇒ (6) + 1 = 7 Fighting #1 = 12 Hit with Raise
1d6 ⇒ 5 XD

1d4 + 1d8 ⇒ (2) + (8) = 10 Damage = 23 Hit and 3 wounds
1d8 ⇒ 8 XD
1d8 ⇒ 5 XD2

1d6 + 1 ⇒ (1) + 1 = 2 Fighting #2

Getting used to working together, one of the beasts goes low distracting Septimilius, and the other swings high, nearly tearing out his throat, and ripping his mask from his face... Ouch!

"Bah". "You speak nonsense". "What would I know of some wandering merchant". "Our church only collects the dead, not the living".

1d4 ⇒ 4 Fighting = 7 +1 Ganging up = 8 Hit
1d6 ⇒ 4 WD = 11 +1 Ganging up = 12 Hit + Raise

1d4 ⇒ 4 XD
1d6 ⇒ 4 XD
3d6 ⇒ (6, 5, 3) = 14 Mace+STR+Raise (Stunned This was a hit with a raise and only 9 damage. Somehow it changed during a preview)

Septimilius staggers, almost falling as his lifeblood begins to stain the priestly robes he is garbed in.

Mirian is shaken by the ferocity of the Priest's attack.


Current map Temple of Thyr God Infinity........

Hakketh and friend QS
Septimilius QH
Mirian Joker...Again!
Undead 6S
Initiate 4H
Othbanes 10C
Guards at the door 7S

The door to the room swings open, and you see two temple guards there with dogs on chains.

Mirian - Whenever she wants
Hakketh & Friend
Septimilius
Othbanes
Guards & Dogs
Undead
Initiates

This could get interesting


Free spirited pirate

Spirit roll: 1d8 + 2 ⇒ (6) + 2 = 8 (+2 joker) => success with a raise \o/
Wild die: 1d6 + 2 ⇒ (2) + 2 = 4

Initiative: Joker!
Parry: 8, Toughness: 6 (1)
Effects: joker!

Mirian quickly recovers from Othbanes’ attack. ”The Greyfeather does not deal in nonsense. Your priests scour the street at night, you know what happened to him”, Mirian says and lunges her weapons at the initiate who decided to join the fray.

Mirian answers the priest’s attack with a flurry on her own. The sting of her rapier followed with a slash of her dagger. ”We both know we will leave here unscathed. Tell us what happened to the merchant that wandered in the square last night, and we might leave earlier with your temple untouched”

Persuade: 1d6 + 5 ⇒ (3) + 5 = 8
Wild die: 1d6 + 5 ⇒ (2) + 5 = 7

Rapier
Fighting roll against the initiate: 1d10 + 2 - 2 ⇒ (8) + 2 - 2 = 8, (+2 joker, -2 MAP)
Fighting roll against initiate: 1d6 + 2 - 2 ⇒ (5) + 2 - 2 = 5, (+2 joker, -2 MAP)
Damage: 1d4 + 1d6 + 2 ⇒ (3) + (2) + 2 = 7 (+2 joker)

Dagger
Fighting roll against initiate: 1d10 + 2 - 2 ⇒ (5) + 2 - 2 = 5, (+2 joker, -2 MAP, no off hand penalty due to ambidextrous edge)
Fighting roll against initiate: 1d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4, (+2 joker, -2 MAP, no off hand penalty due to ambidextrous edge)
Damage: 1d4 + 1d6 + 2 ⇒ (2) + (3) + 2 = 7 (+2 joker)

Supreme Being wrote:


You guys might want to review the Combat options. Perhaps "Wild Attack", "Ganging up", "Called Shots" etc., might help some of your combat rolls.

Yeah, gang up would be good, going to try and make my way to Septimilius next round. I'm wary of Call shots and anything that gives me a penalty to hit. I just don't feel that the dice are with me enough to make it worth while :) Not using wild attack is similar, as Ijust don't think it fits Mirian to do it. If she get's more desperate I will though.

Supreme Being wrote:


Remember a Knowledge Religion roll, might reveal the nature of these beasts.

I would if I could :) Or can you make it untrained?


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Hakketh mentally orders the guardian to attack the same monster as Septimillus and to press the attack as much as it can gang up and wild attack

Attack: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Damage: 1d8 + 1d8 + 2 ⇒ (1) + (8) + 2 = 11

At the same time, Hakketh uses the last reserves of power to shoot a bolt of white light at the other creature. Hopefully the undead don't care for light.

Spellcraft: 1d10 - 1 ⇒ (7) - 1 = 6
Wild: 1d6 - 1 ⇒ (3) - 1 = 2
Damage: 3d6 ⇒ (4, 5, 2) = 11


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

Am I allowed to spend a benny and soak the damage from fighter #1’s attack? If so here’s my Vigor roll.
Vigor roll: 1d8 ⇒ 8
exploding: 1d8 ⇒ 5

Septimilius grits his teeth against the punishment of his adversaries. He’s never felt pain or fear like this before. The bounty hunter shifts trying to get into a better position where they can’t attack him from opposite sides. ”I could use a little help here!” he calls out as he brings his mace towards one the creatures.

fighting (mace) attack: 1d8 ⇒ 1
Wild Die: 1d6 ⇒ 5
damage: 1d8 + 1d6 ⇒ (2) + (3) = 5


Current map Temple of Thyr God Infinity........

To Mirian> I'm going to rule that knowledge checks can be made untrained. In this culture education is mostly through life experience, so anyone could have "heard a tale, or some folk knowledge" about almost anything. Normal 1d4-2 for unskilled, and you get your Wild die as well.

Mirian feints another attack at Othbanes, then quickly swirls, and stabs the initiate through his already watering eye, creating more work for the priests of this temple.

Hakketh's guardian once again reinforces that he has never been trained vs. undead, and he once again swings and misses the stinking prey.

He does manage to zap one of the undead with a bolt of light, and it crumples to the ground light pouring from it's eye-sockets, then fading as it dies. Extra 2 points of damage vs. these foes, but that one's bit it anyway.

Hakketh> Your knowledge Set skill is really knowledge: Religion, but I'll give you a GM's gift of a +2 to your roll when the roll involves Set. Sense Set is the god of undead, I'll allow a +2 to the roll to identify these. You know that these are ghouls, and that their touch can paralyze

1d4 + 2 ⇒ (2) + 2 = 4 Knowledge: Religion (+2 Set)
1d6 + 2 ⇒ (2) + 2 = 4 WD

Septimilius staggers under the force of the blow from the creature, his vision darkens, and spots swirl before his eyes. He almost falls as his extremities begin to stiffen and not respond. Then from somewhere he summons vast amounts of toughness. His vision clears, and he shakes the blow off as though it had never happened. He grimaces and once again swings his mace at the creature.

You also get a +1 from ganging up for your attack...not needed in this case but it could make a difference.

He finally is able to bring his mace to bear, more confident, and filled with righteous vigor, but is unable to bring enough force to bear to injure the beast.

I'll post the bad guys actions later...gotta run.

Knowledge: Local

Spoiler:

The priests are usually through with their burial procession by an hour after midnight. Your benefactor didn't wander off till shortly before dawn, so chances are he really doesn't know what you're talking about.

Septimilius> I should have had you make a Vigor roll as well, but since you moved before them, and the wounds have all been removed I'll wave it this time.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Hakketh gets ready to run for it as he knows without his power his pretty useless in a fight.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

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


Free spirited pirate

Knowledge (religion): 1d4 - 2 ⇒ (3) - 2 = 1 (-2 untrained)
Knowledge (religion): 1d6 - 2 ⇒ (3) - 2 = 1 (-2 untrained)

Knowledge (local): 1d4 - 2 ⇒ (2) - 2 = 0 (-2 untrained)
Knowledge (local): 1d4 - 2 ⇒ (3) - 2 = 1 (-2 untrained)


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

knowledge (religion): 1d4 - 2 ⇒ (4) - 2 = 2 exploding: 1d4 ⇒ 4 exploding: 1d4 ⇒ 4
wild die: 1d6 ⇒ 1 total is 11
knowledge (local): 1d4 - 2 ⇒ (2) - 2 = 0
wild die: 1d6 ⇒ 2 total is 0


Current map Temple of Thyr God Infinity........

Septimilius comes to the realization that these are ghouls, and that their touch can paralyze. The question is...how did they get in. Surely they don't keep ghouls in a closet.

Othbanes growls, "Guards"! "Seize them". "They shall answer for their murder".

He then chants some nerve grating syllables, and points at Mirian.

DM rolls

Spoiler:

1d10 ⇒ 9 Holy Presence
1d6 ⇒ 1 WD

Mirian, you must make a smarts roll at -4 or be confused and Shaken

Three guards and two dogs enter the room surveying the situation. The one in front yells at the group. "Throw down you weapons". "You cannot win". "Loris, go fetch the city watch". he points at the last guard in line. He moves towards Hakketh with one dog, and the other pair head towards the ghoul/Septimilius battle.

The ghoul, not really caring what the guards have to say, swings again at his target, this time without his compatriot in the way.

1d6 ⇒ 5 Attack

Swinging and missing, but getting closer.

So to summarize...Othbanes and Mirian are struggling at the door. One initiate is dead, the other retreated into the open door to Othbanes study. One ghoul was destroyed by Hakketh's last bolt, and the other is still engaged in melee with Septimilius, who somehow avoided death. Two guards with dogs have entered the room, and are headed your way, and one has went for the city guard.

OPTIONS...surrender; keep fighting; try to escape through Othbanes door past him; Head towards the closed door in the back wall; explore the cabinet the ghouls entered through for an escape route; Anything else you can think of.


Current map Temple of Thyr God Infinity........

Septimilius comes to the realization that these are ghouls, and that their touch can paralyze. The question is...how did they get in. Surely they don't keep ghouls in a closet.

Othbanes growls, "Guards"! "Seize them". "They shall answer for their murder".

He then chants some nerve grating syllables, and points at Mirian.

DM rolls

Spoiler:

1d10 ⇒ 6 Holy Presence
1d6 ⇒ 6 WD

Mirian, you must make a smarts roll at -4 or be confused and Shaken

Three guards and two dogs enter the room surveying the situation. The one in front yells at the group. "Throw down you weapons". "You cannot win". "Loris, go fetch the city watch". he points at the last guard in line. He moves towards Hakketh with one dog, and the other pair head towards the ghoul/Septimilius battle.

The ghoul, not really caring what the guards have to say, swings again at his target, this time without his compatriot in the way.

1d6 ⇒ 2 Attack

Swinging and missing, but getting closer.

So to summarize...Othbanes and Mirian are struggling at the door. One initiate is dead, the other retreated into the open door to Othbanes study. One ghoul was destroyed by Hakketh's last bolt, and the other is still engaged in melee with Septimilius, who somehow avoided death. Two guards with dogs have entered the room, and are headed your way, and one has went for the city guard.

OPTIONS...surrender; keep fighting; try to escape through Othbanes door past him; Head towards the closed door in the back wall; explore the cabinet the ghouls entered through for an escape route; Anything else you can think of.

Previews on this site are so messed up. Othbanes rolled a 9 on his spellcasting roll, for a raise, and the ghoul rolled s 5 to attack.


Free spirited pirate

Smarts roll: 1d6 - 4 ⇒ (4) - 4 = 0
Wild die: 1d6 - 4 ⇒ (5) - 4 = 1

Mirian staggers as Othbanes' magic clouds her mind.

What does Confused do? Or is it just a trapping on shaken?

I'm mostly in favor of fleeing out of the options we have. Any ideas?I think we need to get to a kind of a bottleneck so they can't all attack us at the same time. I'm doubting that we can outrun the dogs.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Is the door in the back wall the same one the group entered through?


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

Which way are we going to flee? Through the door you’re at Mirian or trying the cabinet the ghouls emerged from?

”These are ghouls! Their touch paralyzes,” Septimilius says. ”We need to get out of here.” He grips his mace’s handle in both hands and swings, positioning his feet to make a quick escape.

fighting (mace) attack: 1d8 ⇒ 7
Wild Die: 1d6 ⇒ 1
damage: 1d8 + 1d6 ⇒ (4) + (2) = 6


Current map Temple of Thyr God Infinity........

Mirian > Yes Confusion is the spell, shaken is the result.

Hakketh > The door in the back wall is a different one. Boy you guys are spoiled by d20 and it's battle mats.

Septimilius 4D
Hakketh 6S
Mirian 8 C
Ghoul 7D
Othbanes JD
Guards QD
Dogs 3D

Guards
Othbanes
Mirian
Ghoul
Hakketh
Septimilius
Dogs

The guards advance and try to use their clubs to knock out the characters, and take them to trial.

G1> on Hakketh 1d8 ⇒ 7 NLD Club, 2d6 ⇒ (3, 3) = 6 Damage

He hits Hakketh, but his armor protects him.

G2> on Septimilius 1d8 + 1 ⇒ (5) + 1 = 6 NLD Club, 2d6 ⇒ (6, 2) = 8 Damage

He swings for the fences at Septimilius, but he dodges aside.

"This one is a murderer". He shouts, drawing steel, and trying to cut Mirian. 1d6 - 1 ⇒ (2) - 1 = 1M.A.P., 1d6 - 1 ⇒ (6) - 1 = 5 WD 1d6 ⇒ 5 XD, (Total of 10 to hit)
1d4 + 1d4 ⇒ (4) + (2) = 6 Damage, 1d4 ⇒ 4 XD, 1d4 ⇒ 1 XD1 (Total of 10 Damage) So a wound unless a bennie is spent to unshake, but then the next attack causes you to be shaken again.

The ghoul once again attempts to disembowel Septimilius

1d6 ⇒ 3 Ghoul Attack, 1d6 + 1d6 ⇒ (3) + (6) = 9 Claw Damage + toughness roll if hit.


Free spirited pirate

Yeah, I'm going to spend the bennie to unshake. Still get a wound though since 11 beats my toughness with one raise.

Spirit roll to unshake: 1d8 - 1 ⇒ (3) - 1 = 2 (-1 wound modifier)
Wild die: 1d6 - 1 ⇒ (5) - 1 = 4 (-1 wound modifier) => unshaken

Initiative: eight of clubs
Parry: 8, Toughness: 6 (1)
Effects: suffering one wound

Behind the mask Mirian winces from the wounding cut Othbanes just delivered. She manages to regain footing but realizes she's in a unfavorable position. She starts backing away towards the wardrobe the ghouls came out of (Othbanes get's a free attack). "Hakketh, find a way out of here!"


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Hakketh bolts at full speed towards the back door calling out to his comrades "This way!"


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

Septimilius’ Parry is 7, so the attack misses.

Initiative 4D

Septimilius prevents his disembowelment with a quick shift of balance and sweep of his mace to block the ghoul’s claws from raking into his lower abdomen. Hearing Hakketh call the direction for their escape, he calls out, ”Grayfeather, are you clear as well? I’ll be last.”

He releases a quick snap of his mace towards the ghoul’s head.

fighting (mace) attack: 1d8 ⇒ 1
Wild Die: 1d6 ⇒ 5
damage: 1d8 + 1d6 ⇒ (4) + (5) = 9


Current map Temple of Thyr God Infinity........

Septimilius, I think you've already attacked this round. (See your vigor roll post), but since you missed anyway no harm. I assume you're headed towards the back door then.

DM Rolls

Spoiler:

1d4 ⇒ 2O
1d6 ⇒ 2
1d8 ⇒ 3G

1d8 ⇒ 5D1
1d8 ⇒ 8D2
1d8 ⇒ 2D2x

1d6 + 1d6 ⇒ (6) + (2) = 8 D2Dam 17 Damage
1d6 ⇒ 6 XD
1d6 ⇒ 3 XD2

Dog 1 bites at Septimilius, but draws only air
Dog 2 is more skilled and bites at Hakketh, taking a hunk out of Hakketh's buttock as he turns to holler at the others.

The group reaches the other door, and sling it open to reveal a 5' wide corridor that goes 5' to the right and dead ends, then goes 25' to the left ending in a curtain that looks familiar to Mirian. (The other curtain in the shrine, that you swore you saw a reptilian tail disappear through.

You are able to beat the others through the doorway, and quickly throw the bolt, however it's not a heavy door, and they know where it leads.

Actions... As you hear banging on the door, and the thud of someone trying to break it down.


Current map Temple of Thyr God Infinity........

Mirian

Smarts Roll:

Spoiler:

You remember if you cross the shrine and go through the other curtained entrance there is the door on the right that leads out to the courtyard, that you entered through with the wagons and horses.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Just checking, Hakketh has 2 wounds now and is shaken?


Free spirited pirate

Smarts roll: 1d6 - 1 ⇒ (5) - 1 = 4 (-1 wound)
Wild die: 3d6 - 1 ⇒ (6, 6, 2) - 1 = 13 (+2d6 ace, -1 wound)
\o/

"Follow me, I know the way out", Mirian says and darts towards the curtain. Unfortunately the robe is not made for running which impedes her speed severely.

Running for a total pace of 6 + 1d6 - 1 ⇒ 6 + (1) - 1 = 6 (-1 pace for the wound)


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

”Which way? You both have exits?” Septimilius says. The robe and armor traps his body heat too well. Combat normally brings out a good sweat on him, but he feels soaked through. ”I don’t care who leads! Let’s get out of here.”


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

Hakketh keeps up as best he can with Mirian.

Pace: 6 + 1d6 - 2 ⇒ 6 + (3) - 2 = 7


Current map Temple of Thyr God Infinity........

Mirian was backing towards the cabinet, when Hakketh took off at a run. You guys are through the door at the back, and in the hallway. As you secure the door, you see Hakketh, and Mirian dashing through the curtain at the end of the hallway.

The party dashes through the alter seeing the stone idol, the coins, and some discarded robes on the floor. Quickly Mirian rushes through the other curtain directly across from the one you just used, enters a small hallway, and opens a door out into the deep night. You see several wagons lined up, and a number of grooms tending to the oxen. As you dash towards the opening to the cart yard, you see that the gate is open. As the party rushes through the gate guards pour from the doorway they just escaped from. They chase the three of you through the gates, but stop, and don't chase you through the streets. You know they probably plan on the city guard tracking you down, and definitely have a good description of you all.

Twisting and turning, your breathing labored, and blood flowing freely, you now find yourselves in a poor section of the city...Injured and hopelessly lost.

So our party finds themselves bleeding, exhausted, and wanted for murder, theft and breaking and entering, as well as the city ordinance of interrupting religious ceremonies, and attempt to disrupt public services. In addition they are no closer to finding their benefactor than they were before this ill conceived mission. What do you want to do now???

The bright side of things is that you have all earned another advance, and a bennie for somehow surviving this :-).


Free spirited pirate

Cool! Sorry to derail the story but this is awesome :)

Mirian removes the robe and kicks it effusively to the curb. She take a quick disapproving look at the slash to her arm that Othbanes delt her, looking more peeved that it ruined her shirt than the wound itself. "So, what are the chances of the guards knowing about the dirty dog?"

What did we do with Hakketh's dog?
@DM: having spent some time in Belthaar does Mirian know of any semi shadowy doctor type that can be of service in stiching up a few wounds?


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8
Mirian Greyfeather wrote:

Cool! Sorry to derail the story but this is awesome :)

Mirian removes the robe and kicks it effusively to the curb. She take a quick disapproving look at the slash to her arm that Othbanes delt her, looking more peeved that it ruined her shirt than the wound itself. "So, what are the chances of the guards knowing about the dirty dog?"

What did we do with Hakketh's dog?
@DM: having spent some time in Belthaar does Mirian know of any semi shadowy doctor type that can be of service in stiching up a few wounds?

Hakketh left his dog in the spot that the wagon was originally stolen from and sensing his master running through the square quickly moves to join him.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8

"I told you two this was a bad idea. We need to get into the crypts before Otto's dagger is used to release the dead. If we can slip in their quietly, we can lay low while my power is restored."


Current map Temple of Thyr God Infinity........

Mirian> Mirian would probably not have had time to have that kind of contact/information...unless that shiny black bennie were put to use.

It is about 2:00 am, and 4-5 hours from dawn. You really see nobody on the streets save some beggars huddled down for the night, and a group of teenage hooligans surely up to no good, who scramble off across the rooftops when they spot your group.


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

Septimilius keeps looking behind them for signs of pursuit. ”I agree that could have gone better. I usually follow a bounty for a week to learn his habits before trying to take him. How do you suggest we get into the crypts now? They’ll be ready for us. How injured are both of you?”


Human (Nemedian) Male Novice XP 5 | Agl d8 Sma d8 Spi d6 Str d6 Vig d6 | Pace 6 Parry 8* Tough 6 Cha 0 | Notice d6 | Staff d10 (Str+d4), +1 to *Parry | Luna 66 | Bennies 3, BB 0, GB 0 | Status Normal

Dot. I'm all caught up.


Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d6 Charisma 0 Benny 3 (+1 gray) Pace 6 Parry 5 Toughness 8 (with armor) Spellcraft d10 Knowledge Arcane d6 Knowledge Set d4 Fighting d6 Notice d8 Persuasion d6 Survival d8
Septimilius wrote:
Septimilius keeps looking behind them for signs of pursuit. ”I agree that could have gone better. I usually follow a bounty for a week to learn his habits before trying to take him. How do you suggest we get into the crypts now? They’ll be ready for us. How injured are both of you?”

"Badly injured...and out of power...hopefully one of you has a contact that will let us hide in their home. I'm going to need some time to recover."


Free spirited pirate

"It was not an outright failure. These should be worth something", Mirian says and retrieves the two scrolls she took from the shrine from her belt. She looks Hakketh up and down. "Cheer up, you'll live. I know someone who can help."

Supreme Being wrote:
Mirian> Mirian would probably not have had time to have that kind of contact/information...unless that shiny black bennie were put to use.

Spending the black bennie!


Aquilonian Bounty Hunter, 5 Bennies/ Pace: 6, Parry: 8, Toughness: 9(2), Charisma: 1 0 Wound

”Scrolls?” Septimilius groans. ”I’m not saying knowledge isn’t valuable. It’s just selling jewelry is much simpler. You lead on to where this person who can help us is. I’ll guard the back.”


Free spirited pirate

"They must be valuable. I took them from the statue in that shrine we passed on the way out. But if you don't want any part of them I'm sure I'll have no problem selling them myself", Mirian says with a smile.

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