A more Savage Sandpoint. A new look at an old friend.

Game Master ZenFox42


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Evesk - on page 178 of my SWPF Core Rules (version 1.8), it says that B/L Trait costs 3 PP (in SWADE Core it costs 2 PP). I did not know about your Limitation, which brings it down to 2 PP. I will try to remember that for the future, but you may have to remind me again. So you're at 3 PP.

Evesk recognizes the pool as a minor runewell : every time a creature with an evil soul dies within a mile of a minor runewell, it gains "Wrath". Each time the well’s waters are drawn upon (for example, to create sinspawn), Wrath is expended. If enough Wrath is expended to put its total at 0 or negative Wrath, the well deactivates and its waters fade away. Any living creature that enters the runewell experiences freezing cold and rage. Once a minor runewell is deactivated, it can be destroyed forever by filling it with holy water and performing a ritual that sets the well to boil for 24 hours.

Jzero finds no indications of any specific rituals performed here.

Falling damage: 1d6 ⇒ 1

Johhann's arrow is still intact. You can pull it from Erylium body.

Johhann finds on the body :
Tiny cold iron dagger (useable only by Size -2 creatures or smaller)
Tiara (50 GP)
She wears a piece of obsidian as a necklace with a symbol on it.

Evesk - make another Occult roll.

Unless anyone has anything else to do here, where to now? Going back along the hall, you reach than north/south hall with the three options at marker B3.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Assuming Evesk tells us about the pool.
"Ah, it sounds like we do not have the means to destroy this. Perhaps talk to any clerics back in town when we get back?"

Otherwise, looks like we're headed to B3 on the map. I think we'd stay in the worked hallway area to get there...


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Crastor nods and will ready his weapon before starting down the next hallway to a new unexplored area.

I heard towards B3.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Gathering up the items from the body of the evil fey, Johhann follows the others heading down the hallway.


You come to an intersection (map updated). There's a corridor to the left, a corridor straight ahead, and to the right the corridor opens to a 12' by 18' area with a statue in it, which depicts a strikingly beautiful but, at the same time, monstrously enraged human woman, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. All of this is in red marble. Her right hand holds a glittering metal-and-ivory ranseur.

If anyone has Academics, make a roll.

The chamber narrows to another corridor continuing off to the right.

Which way?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek looks the statue up and down. "Well, she seems angry. Who is she?"


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

"No idea, but wearing a bunch of hooks and blades seems like it would make me mad. I wonder if that ranseur comes free?" Crastor says as he gives it an appraising look.

I am assuming it is Notice to find traps. I will take a gander and see if anything looks dangerous.

Notice: 1d6 ⇒ 2

Wild: 1d6 ⇒ 1

Looks safe to me. :P


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

No academics for Jzero.

Jzero shakes his head at the statue. "Some kind of evil cult has been using area. I know nothing about such religions here but I doubt it matters if they are evil."

The passage to the right has some steps leading up that start about 10 feet from where the passage narrows to 5 feet. Torchlight would reach that far, so I think we would see that.


Jzero - you're right, I wasn't accounting for the reach of the torch light. I've updated the map. Since SW doesn't specify the reach of torch light, I'm saying it's 6", which is 36 feet, pretty close to PF's 40 feet.

Map updated! There's a door immediately to the north where you're at as well. And there's only about 4 stairsteps going up to the east that you can see.

Does anyone want to try to do anything with the statue?

Votes for which way?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

"What do you know of this cult? I think we should take the Ranseur, but I have no idea if it is cursed. Was the cult know for cursing their foes? We could also try and take it when we are finished down here." Crastor asks as he considers the valuable looking item.

If no one objects, Crastor will try and remove the ranseur.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Evesk informs the others about the pool and says, "We will need to destory this thing as soon as possible but that can wait until we clear this place of its evil residents."

He then follows the others out of the room but pauses at the evil thing that dispenses water and takes his warhammer and does his best to break it in order to destroy its magic which he assumes it has due to its evil aura.

He then goes back to following the others as before.

Upon reaching the statue, he scrutinizes it {Detect Evil} and then asks Ceri, "Is that thing", indicating the statue, "magical in anyway?"


Evesk - you can make an Occult roll at -2 to determine if you know how to destroy the pool. I'm assuming you're attacking the basin in room B12 - if that's the case, you can eventually shatter the rock it's made of. It might take up to a minute to hit it hard enough, however.

The statue is not inherently evil itself.

Ceri pauses a few moments and says "I can't detect anything magical about it".

FWIW, any PC with Arcane Background can detect magical or divine auras up to 30 feet away (no specific info, tho).

Crastor has to tug on it a bit, but the weapon finally comes free from the statue's grasp. Nothing else happens.

ALL - votes for which way to go???


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Occult check: 1d2 ⇒ 1
Wild: 1d4 ⇒ 2

Evesk takes the time needed to shatter the basin {in room B12}.

At the statue Evesk waits to see which direction those leading plan to go while he keeps watch for any potential threats.

OCC: Hey what was that yellow triangle back in B13? It seems significant but I do not recall it being described, maybe I just missed its description.

As for detecting magical and divine auras perhaps just borrow the Detect Magic Cantrip from pathfinder 1e and use that as a 0 cost Cantrip here. Other than changing the skills used it could work just the same as that one and that one is gotten by all spell casters capable of doing Cantrips.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

When the group gets to the B3 area Velrek will look into the cave type passage to see if it connects to where they were before.. (as his player thinks) and look at the other two options.
"Always go right and down (?) stirs or keep straight to check out the e rest of this level?"

If there is no decisive vote he'll go for finishing out the 'current level'
A reminder i've never played or read this so I have no clue whats each way.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

"Let's finish off this level before descending into the unknown!"

The halfling keeps his bow at the ready as he scans the room for any clues.

Survival (looking for tracks): 1d8 + 2 ⇒ (5) + 2 = 7
Wild: 1d6 ⇒ 3


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

"I agree that we should make sure nothing is left behind us." Crastor says as he straps the ranseur to his pack and then moves up to the door leading north and looks around for any traps.

Notice: 1d6 ⇒ 1

Wild: 1d6 ⇒ 5


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero moves so the torchlight illuminates the area Velrek checks out. He otherwise is happy to let others decide where to go next.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

OCC: And here I thought Jzero was our party leader ;-)


Ok, a few points...
- Above I said "And there's only about 4 stairsteps going up to the east that you can see." And it wasn't darkness that allowed you to only see 4 steps, there's only 4 steps total, as can be seen on the map! So all comments about finishing off the level do not apply. Please read my posts carefully, and check the map often!
- The yellow triangle back in B13 was the "runewell", a big pool of water that the sinspawn came out of when Erylium spilled her blood into it. That's the pool that Evesk just rolled to see if he knew how to destroy (he doesn't).
- Evesk : as for detecting magical and divine auras, SWPF already has a mechanic for that, which I described above - it's a no-roll auto-Succeed observation that anyone with Arcane Background can do.
- Crastor : regarding checking doors for sounds and traps, in this recent post I refer to another post about how I'm handling that. TL;DR - anytime it's needed, I'll make the rolls in a Preview post, then tell the group only if there's something there AND the Notice was successful. It's ok if a particular PC wants to say they're checking for flavor, but just say they're doing it and I'll make the rolls.
- Even tho Crastor is the only one so far to make a positive decision, I'm not waiting for another vote...

Johhann - I'm assuming "the room" is the alcove with the statue in it - if so, you see no obvious tracks.

Crastor - there's no sounds coming from behind the door, and no traps you can see.

It opens into a room about 18' by 18', whose floor is made of wood, with exits to the left, right, and straight ahead. Walking in a little, you can see that the left and right exits have stairs going a short ways down to stone floors. The straight ahead exit is also made of wood, and quickly turns to the right. Map updated.

Which way? ALL - please see Discussion.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek looks at the three choices, mumbles something about needing to pay attention better and turns to the left (towards the side map edge) to see where those stairs head.


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero moves with the group, focusing on possible threats.

As underground complexes go, does this one look like it was carefully excavated with finished walls and floors at one extreme or a natural cave/tunnel complex with a few areas excavated for things like the ritual room at the other or some mixture of the two?


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Sorry I had meant following Crastor and checking the path he was taking to see if anything had recently travelled that way...I will try to be clearer in the future.

Johhann sniffs and follows Craster as he heads to the door.

"I could detect no other tracks here...but that accounts for little"


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

OCC: Oh my bad I thought that big blue water looking circle was the pool -- that being said then -- what was that big blue looking circle?

Next it appears that the black lines are like short walls of some sort like something you could walk up to and look over and see down below unless you height challeged like Crastor ;-) is that the case?


Evesk - my answer was correct - the yellow triangle is the runewell I described in my last post - its water bubbles and boils like lava. The big blue circle was just an ordinary pool of water.
Jzero - the main entrance to the complex is natural cave tunnels, everything you've been in since the first fight with the sinspawn has been carved out.
Johhann - will have to get back to you tomorrow.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

"I don't see anything that looks dangerous." Crastor says as he opens the door to see what lies beyond.


Johhann - if you're checking out the room with the wooden platform, there are no recent tracks here.

ALL - which way : left (down a short flight of stairs), right (ditto), straight ahead?


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

OCC: I think you missed this question -- it appears that the black lines are like short walls of some sort like something you could walk up to and look over and see down below unless one is height challeged like Crastor ;-) is that the case?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Per yesterday's morning post, Left. Velrek is taking a look at what's down the steps.


Evesk, Velrek - sorry for the missed stuff. I was up way too early yesterday morning and running on too little sleep when I read everything.
Yes, the black arcs at the north end of the platform are short walls. Actually, now that I've thought about the layout of the room more, I'm going to post more information.

Everyone can see past the edge of the wooden platform that the walls of the large room are lined with cells. The torchlight just barely reaches the walls, dimly illuminating the cells. There is nothing living in them, just dusty bones of long-dead prisoners.

The only exit is to stay on the platform, and take the northern walkway which quickly turns east into descending stairs that merge with a corridor.

Map updated. The AP does not explain the significance of the cell in the bottom-left with the white dotted line around it.

The only way to go is the upper-left corridor. If anyone wants to explore this room in more detail, say what you're doing within the next day.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek will take a walk around the cells to be sure no one is still in any of them, and to see if a cell was maybe sued for storage. He doesn't expect to find anything. He will then continue to follow the wooden walkway around to new areas.


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero goes with Velrek as backup should something prove not dead, or undead.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Crastor goes to stand on the wooden platform to keep an eye on the area as the others check for prisoners.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Johhann takes his place on the walkway above and covers the others with his bow.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Evesk walks up to a railing looking down upon the other two but being confident in their abilities and simply waits for them to return from their current scouting mission but ready to race down and help them should something unexpected occur.


I'm going to move forward, but anyone going up to or into the cells can make an Academics roll, if you have it.

After checking the room, everyone heads down the wooden ramp to the corridor in the northeast part of the room.

After just a few steps, you come to a room which contains several ancient torture implements, though their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. A long table covered with decaying leather straps and a number of cranks designed to rotate and swivel sits at the center of the room. All of the torture devices here seem to have seen plenty of use a long time ago, but are far too decayed or rusted to be of any use today.

There's a door on the east wall and a door on the south wall. Map updated.

Which way?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Crastor will head over to the southern door and search it.

I am running on the assumption that we are just opting for the option that leads right. If someone would rather go the other way let me know.

Notice: 1d6 ⇒ 2

Wild: 1d6 ⇒ 6

Explosion: 1d6 ⇒ 2


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek waits, watching a master at his work and then, when all signal ready, he opens the door Crastor was checking.
(assuming no trap... if trapped, he'll wait!)


Crastor - you don't have to make the Notice for sounds and traps rolls yourself. Just say you're doing it, and in my next post I'll tell you if you heard or saw anything suspicious.

Crastor finds nothing suspicious.

Velrek opens the door, and sees the crumbling remnants of several chairs and a long table clutter the floor of this room. There are fragments of countless books and scrolls with bits of spiky writing in a strange language all over them in the rubble. To the south stand three stone doors, each bearing a strange symbol that resembles a seven-pointed star.

Hearing no sounds coming from behind the doors, Velrek opens them. They are prison cells. Within each is a single skeleton of a badly deformed humanoid; one has three brittle arms, another has an enormous misshapen skull, and the third has a rib cage that goes all the way down to its pelvis—a pelvis with stunted leg bones strewn below its strangely flat girth.

The only way to go now is thru the door at the east end of the hallway. Hearing no sounds and finding no traps, Velrek (I assume) opens it.

There's a short series of steps down, leading to a large room. The ceiling of this strangely cold chamber arches to a vaulted height of twenty feet. The floor contains eleven wooden lids strewn haphazardly over eleven six-foot-wide pits in the ground which echo up strange shuffling sounds and, every so often, a low moan.

Map updated.

There's only one exit to the room to the south, an opening into a corridor. If anyone wants to do anything in either of these last two rooms, before going that way, post it now...


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Crastor moves up to one of the wooden lids and points down. He gives everyone a chance to prepare as he gets read to shift the cover to see what lies below.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Johhann moves into range with his bow at the ready and nods to Crastor to tell him that he is ready.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

In the previous room, Velrek checks out the books and odd scrolls full of writing he most assuredly can't read.
"Can anyone read this?"
If no one can, "Odd. We should take some back to show to a scholar or something."
He'll grab a bunch of the papers and a book or two that is only 'mostly dead.'
He'll look at the symbols on the door, "Anyone know what these are?""
Finally he will look at the bones and just shrug.
" I got nothing. These poor wretches.."

In the current room Velrek will walk up opposite of Crastor, raise his sword and nod.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Evesk takes a moment to look at the items that Velrek has turned up to ascertain if they are in a language that he can read.

When Crastor moves to get ready to move a cover Evesk gets into a position to help defend him should something come up out of the pit.


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero observes what he can in each room. He is no scholar and assumes that once the complex is proven to have no threats remaining, those with expertise in languages and religion can study the contents of the rooms for clues as to the things that might have taken place there and who might have used it. The decayed torture implements suggest to him that whoever used it is likely long gone, although someone associated with the goblin plot might well have been here more recently, perhaps looking for something or perhaps finding something that led to the plots.

He breathes steadily as the lid of one of the pits is lifted, ready to fight something hostile or aid a prisoner.


Just to be clear, there were only "fragments of countless books and scrolls" in the first room, you'd be lucky to find a few lines of symbols on a few of the scraps and maybe some half-pages that threaten to crumble even further as you pick them up. Sorry, I didn't emphasize the extent of the decay I had in my mind, I thought "fragments" was enough.

As Crastor lifts the wooden lid, he notices that it's quite thin and rotten, stepping on one would probably break it. Below the lid there is a 20 foot deep hole. If Jzero holds the torch directly above the hole, you can make out a human form with rotten flesh just barely sticking to its bones. Yet it is moving around, and reacts with a load moan of pain to the bright light.

A few seconds later, you hear a high-pitched scream coming from the south corridor, and in bursts a goblin. Well, you think it's a goblin, but it's horribly disfigured. It is hunchbacked, making it look even smaller than usual, but most notably it has a third arm coming out of its right shoulder. Each hand holds a weapon - a red-hot sword, a gleaming dagger, and a handaxe. Its eyes literally glow with a menacing red light.

It screams "How dare you harm my pets! Koruvus kill you all!"

I'm not going to do the usual bookkeeping, 6 against 1 should end pretty quickly...

Initiative
Crastor - JOKER! +2 to all rolls, everyone gets a Bennie!
Jzero - KS
Ceri - KC
Evesk - QD
Johhann - 10S
Koruvus – 5D
Velrek - 4H

Everyone except Velrek is up, in order of posting! Even if someone before you seems to do a lot of damage, say (and roll) what you want to do anyway.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 2; Conviction 0; PP 11/15;

Crastor steps up and cries out "Yarrrggh!" as he brings his warhammer down on the mutated goblin.

Warhammer: 1d8 + 2 ⇒ (4) + 2 = 6

Wild: 1d6 + 2 ⇒ (6) + 2 = 8

Wild Explosion: 1d6 + 2 ⇒ (4) + 2 = 6

Warhammer Damage+1AP: 2d6 + 2 ⇒ (6, 4) + 2 = 12

Damage Explosion: 1d6 + 2 ⇒ (6) + 2 = 8 Damage Explosion: 1d6 + 2 ⇒ (3) + 2 = 5

Raise: 1d6 + 2 ⇒ (5) + 2 = 7

Raise Explosion: 1d6 + 2 ⇒ (6) + 2 = 8 Raise Explosion: 1d6 + 2 ⇒ (6) + 2 = 8 Raise Explosion: 1d6 + 2 ⇒ (6) + 2 = 8 Raise Explosion: 1d6 + 2 ⇒ (4) + 2 = 6


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek involuntarily winces as that warhammer hits...


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

Momentarily appalled and the aberration in front of him, he quickly recovers as Crastor lays into the thing and joins him in destroying this abmonition.

Long Sword: 1d8 ⇒ 1
Wild Die: 1d6 ⇒ 3

But Crastor's hit caused the creature to shift its position slightly and his blade cleanly misses its target.


Crastor - for future reference, any bonuses (or penalties) are applied to the first roll. If that roll Aces, you *don't* apply them to the subsequent rolls. So your final Fighting roll was 12.
I get the Warhammer Damage, and the two following Damage Explosions were for it. So that's a 21 so far.
But I am confused by the Raise roll (I assume that's the "Damage Raise" roll). The first roll was a 5 on the die, so why did you make further Raise Explosion rolls?


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Not actually surprised by the sudden appearance of the creature, Johhann takes aim at the creature...making sure that he does not hit Crastor.

Will take aim action


Johhann - just so you know, I have a house-rule that if you're shooting into a mixture of bad guys and comrades, if you roll a 1 on your Shooting die, you've hit a comrade (that much is RAW), and you can't re-roll it with a Benny (that's the house-rule). Bonuses don't change that (RAW). Just wanted you to know the risks involved...

Crastor - I forgot to say, no matter the results, that was an impressive number of Aces! The odds of getting six 6's is 1 in 46,656!

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