
Antoni Kettler |

Antoni is startled by the overturned carriage, tumbling into an odd position on the door of the carriage that hit the ground, but he still focuses on the opponent in front of him.
Hack!: 2d6 + 11 ⇒ (5, 5) + 11 = 21; Ghost: 2d6 + 7 ⇒ (1, 6) + 7 = 14 He brings his sword across in a small arc. "I can even fight you upside down! Ha!"
Slash!: 2d6 + 11 ⇒ (3, 6) + 11 = 20; Ghost: 2d6 + 7 ⇒ (5, 4) + 7 = 16 He draws the blade back against the ghost. "Maybe I should fight upside down more often."
Thrust!: 2d6 + 11 ⇒ (6, 1) + 11 = 18; Ghost: 2d6 + 7 ⇒ (3, 3) + 7 = 13 Another quick thrust brings Antoni into the full heat of battle. "You should not have underestimated us, foul spirit."
Thwack!: 2d6 + 11 ⇒ (6, 1) + 11 = 18; Ghost: 2d6 + 7 ⇒ (6, 6) + 7 = 19 Antoni, filled with pride, attempts to add a flourish to his sword strike, but bangs his elbow against the bottom carriage door, giving the ghost an opening. "Alright, I'll give you that one...If you would, Grim..."
Another 3 hits! Hurrah!

Rattus Rattus |

Rattus, finally done loading his gun takes an opportunity to leap from the overturned coach and set his sights on the Headless Horseman. A shot's fired into the cold mist.
1d100: 1d100 ⇒ 76
BOOM!: 2d6 + 9 ⇒ (5, 5) + 9 = 19
2d6 + 8 ⇒ (2, 5) + 8 = 15 Take that!! Rattus squeaks as he quickly begins to load another slug into his blunderbuss.

dm night-shade |

Good post Rattus. Here is how i'd like things to go: In FF a 'skill check' is done by rolling 2d6. If the total is LESS than your Skill, you succeed. From the recruitment thread, we decided Blunderbuss, on hit, does 1d6 damage. I'll re-roll for Rattus to illustrate, just to be fair? Your rolls would have looked like this:
blunderbuss shot, skill check: 2d6 ⇒ (6, 5) = 11
damage if hits: 1d6 ⇒ 4
misfire??: 1d100 ⇒ 40
11 is more than Rattus' skill of 9 so it's a miss... There is a low thooooffff, that old familiar black powder gun sound, and a golf-ball sized lead slug flies right at the horseman's head...would have hit him right between the eyes, if only he'd had a pair.
both 40 and 76 on d100 is a normal shot. No misfire:(

"Grim" |

I went back to look for the Ghost's skill and it started as a 9. Antoni had him rolling as a 7. If I had rolled the Ghost as a 7 my rolls would have tied and I would not have taken any damage. How do you want to handle this? Oh and to be clear we are all learning and I absolutely do not think this was done on purpose!

dm night-shade |

You are right Grim, I missed that! the ghost is a 9 not a 7. Grim, restore your STAMINA. Let Antoni's post stand, since it was so well Roll Played. And you are right...I'm learning too!!
GHOST: SKILL 9/9 STAMINA 3/15.
Initiative order below, ** is the current player up
Antoni
Rattus
**Grim**
Bear
Gruk Gruk

Antoni Kettler |

Oh, I had asked if I done that right because in the post before I attacked, the DM had said ' first to post gets to roll, subtracting 2 on hits from the enemy, until the enemy wins a roll'. I didn't know if it was an unusual modifier, but I think he meant subtract 2 stamina if the ghost hits you on reexamination. I apologize for my confusion and walloping of things when they should not be walloped.

Antoni Kettler |

Since the bear and Gruk Gruk are concentrating on the Horseman. I'll post my attacks against the ghost (with the correct modifier this time).
Antoni rolls into a more comfortable position for fighting and attacks the ghost again.
En Guarde!: 2d6 + 11 ⇒ (5, 1) + 11 = 17; Ghost: 2d6 + 9 ⇒ (6, 5) + 9 = 20 Again, the cramped quarters do little to benefit Antoni who takes yet another hit from the ghost. Perhaps it was time to vacate the carriage.
"Grim, I can't fight like this. See if you can lure him out of the carriage and we can finish our fight outside."

dm night-shade |

the ghost fades and wiNks out of existence, cursing all the way. As it disappears, Grim finds that in his grip, where a ghost-neck had just been...is a green emerald amulet:
EMERALD AMULET OF JERICO
+2 TO SKILL WHEN EQUIPED...

dm night-shade |

bear: 2d6 + 8 ⇒ (6, 2) + 8 = 16 headless one: 2d6 + 2 ⇒ (4, 2) + 2 = 8 roaaaar!!!
bear: 2d6 + 8 ⇒ (2, 5) + 8 = 15 headless one: 2d6 + 2 ⇒ (2, 1) + 2 = 5 roaaaar again!!!
bear: 2d6 + 8 ⇒ (2, 5) + 8 = 15 headless one: 2d6 + 2 ⇒ (2, 6) + 2 = 10 roaaar!!! a third time!
bear: 2d6 + 8 ⇒ (5, 3) + 8 = 16 headless one: 2d6 + 2 ⇒ (6, 6) + 2 = 14 the bear basically begins to flesh maul the headless horseman!!!

dm night-shade |

Seeing it's defeat eminant the headless horsement reaches into his leather riding jacket. He takes out a small red ball and smashes it on his chest. His whole body begins to sizzle, then his form blurrs, and offering a final gesture (a middle finger) begins to vanish from sight...
BUT NOT BEFORE RATTUS GETS OFF ONE LAST SHOT!!!

Rattus Rattus |

Finally loading his gun under the stresses of battle Rattus raises his blunderbuss to his beady eyes. He breathes in... Time seems to slow, he sees a snowflake land on the nose of his gun. Silence...
Shot Skill Check: 2d6 ⇒ (2, 1) = 3
Damage, if hits: 1d6 ⇒ 5. Ha ha!! Take that one!!
Misfire?: 1d100 ⇒ 26
A direct hit to the chest of the Horseman. Rattus takes this time to hop back into the coach, effectively landing on Antoni's head!

Rattus Rattus |

Landing flat on his snout, Rattus coughs a tired apology as he rubs his head.
Are we safe now?
Rattus scrambles up and looks through the coach's open door and rubs his hurt face.
It's your turn to peak out!
He points to both Grim and Antoni leaving out the goblin chief Gruk-Gruk since he's smaller by hairs.

dm night-shade |

Indeed, 1-27 is a misfire...and a misfire on the positive side...lucky rat
As rattus peeks out of the carriage he sees what happened. His gun, instead of firing a lead ball, fired 2d10 - 5 ⇒ (5, 8) - 5 = 8 gold medalions, each worth 10 gold pieces...Not the best positive misfire he's heard of the gun doing, but not the worst (shudder) either...
These medalions have lodged themselves into the tree that was just beyond the horsemen. They can be pulled out by hand and added to your war chest.

dm night-shade |

a bat in a tree squeeks at you, no doubt it has witnessed the entire battle. It takes wing and flys through the night...northward along the road.
cardinal dm rule, never leave your players wondering which way to adventure

dm night-shade |

There will be plenty more treasure...
*362*
You walk along as far as the base of a narrow trail which leads up a steep incline, and suddenly you walk out of the fog into a completely clear area. Starkly illuminated by the three-quarter moon stands the btooding Castle Heydrich! Will you:
You can walk up and enter the half-open front gates (turn to 326)
Walk round the outside to see what you can make of the place (turn to 50).
...or do something completely different? Tell the DM!

"Grim" |

I do not wish to run headlong into danger again. What does everyone think of walking around the outside of this brooding castle and see what we can find? Keep your guard up still I sense Undead!
Grim waits for his companions to answer. They followed me last time and it was almost disastrous I can not fail them again!

dm night-shade |

Following Grim: You skirt carefully round the building. You have approached from the south, and can make out some features of what seems to be a two-storey building. In the south-west and south-east corners are the tower, whose spires loom above the slate roofs over the stone walls. Bats flit into and out of the south-west tower belfry. The arrow-slits in the towers are too high and too narrow to climb in through. You can see lights on the ground floor from windows in the west and east sides, but heary drapes prevent you from seeing anything within the Castle itself.
Roll one die and add 3. If the total is less than or equal to your FAITH:
will you:
give up looking around and go through the main gate? 326
get creative and think of another way in? tell the DM
give in to your fear and abandon this foolish quest...maybe go live the quiet life of a farmer or something?? Mwahaha

Rattus Rattus |

My tail's nearly frozen off!! If we don't make it inside it'll be a goner!! I'm numbed to the core, my head's aching!! I don't care what we do but PLEASE hurry!!
Rattus is only equipped with what is now a near frozen leather jerkin and his own wet and freezing fur. He's shivering badly hitting his head in a poor attempt to keep warm.
Faith: 1d6 + 3 ⇒ (2) + 3 = 5
I can feel it too, it's warm and inviting!! Quickly, let's make haste
Rattus moves in double time wading through snow drifts to find the Main Gate.

dm night-shade |

*326*
You put your shoulder to the heavy wooden gates, and they open with a creak which sets your nerves on edge. You walk through a small entrance area into a large courtyard. Facing you, in the massive stone wall on the north side of the courtyard you observe great brass decorated doors. In the center of the courtyard Between you and those doors is what looks like a family Crypt. There are also two different doors to the west of you in the castle wall, and a door just round the corner which opens into a southern part of the main building. Will you:
Head for the brass doors to the
north? Turn to 2
[b]Open the door in the south? Turn to 18
Open the upper west door? Turn to 377
Open the lower west door? Tum to 54
Head for the Crypt? Turn to 90
Do something totally different? Tell the Dm.
one of the things FF books are notorious for is the necessity of keeping a map. Althoug you guys don't have to, it is cool to look back on your adventure to see where you've been and how the castle ends up being layed out.

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FAITH: 1d6 + 3 ⇒ (1) + 3 = 4
The black bear which had been accompanying the group starts to scratch the wall close to where the others felt a good presence; it also felt the supernatural force, but it could not find any way through the walls.
Seeing the group move back to the gate and into the castle, it walks along, in silence, but deeming its feeling of the good presence somewhat trustworthy, it proceeds ahead of the others to the brass doors, but waiting for the party to follow him.
A black bear knows nothing about dungeon traps; others might be interested in checking for them, though.

dm night-shade |

*2*
You push open the brass doors and walk into a well-lit entrance hall which is deserted. Floor mosaics and wall-hangings of plain black and red give the chamber a sombre appearance, and for a moment you think you heard a faint moaning sound . . . There are three exits from the hall. Will you leave through:
A door to the north under from which you can see the warm glow of candle-light? Turn to 101
A corridor to the east, which up ahead turns to the south. A few side doors can be seen down there? Turn to 256
A non-descript wooden door to the west from which comes a faint musty smell? Turn to 60
do something entirely different?

Antoni Kettler |

"Hmm, this castle is a labyrinth. There appears some light under the door to the north, perhaps a denizen of this castle is inside. We might be able to get directions or, at least, lay another of the count's minions to rest," Antoni says, taking a few cautious steps forward.
He looks around the area and the door to see if there are any traps.
Skill check: 2d6 ⇒ (6, 6) = 12; Yeesh! Of all the rolls...

dm night-shade |

*101*
You push open the north door in the entrance hall and see a brightly lit corridor stretching out before you. (No trap) The floor is tiled, and there are small watercolour paintings hung on the walls. Before you, there is a door on the east wall, and further along, another door on the west wall; between the two there is a side-passage to the east. There is also a door facing you at the (north) end of the corridor. Will you:
Open the north door? Turn to 332
Open the east door? There is a semi-rotten smell coming from in there and you can hear clinking and chopping... Turn to 172
Open the west door? Behind this door you can make out a low growl, as from some animal. Turn to 221
Go down the eastern side-passage? Turn to 353
Do something else?
there is adventure up next, but I still highly suggest someone keeps a map!

a black bear |

A scary roar. SKILL: 2d6 ⇒ (6, 1) = 7 Success!
A loud, wild roar emerges from the black bear, as it drools profusely, widely stretching its lips and exposing its large fangs; hoof-uh hoof-uh hoof-uh-hoof-uh HOOF-HOOOOOOAR, thundering and echoing through the chamber and the empty hallways, then out into the yard and into the surrounding woods. The animal was clearly distressed by the growl coming from the west door, and reacted to it by harshly imposing its presence.

dm night-shade |

sorry for the delay...cousin's in town tonight. I had to run the bar-ba-que!
As the bear's intimidating roar is released both the growling behind the west door goes silent, and the chopping sound behind the other door goes silent. However, if there is anything dangerous on the other side of either door it is unclear whether this roar caused them to flee/hide, or lay an ambush now that you've announced your presence. It was a terrible roar for sure though!