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

Game Master ZenFox42


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Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

"Strange thing to have behind secret door. There must be more here. Let's keep looking"


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)

"Hm. Agreed. We can come back and check it more later. Perhaps we'll see a clue about this."

Next closest door?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

"This room wasn't made by the goblins. I doubt the crazy lass did this either. But lets move on." Crastor says as he turns and heads back to the previous rooms.

Head south. List and search the door to the East of the room we came from. I think it leads to E9 maybe?


There are no traps and no sounds coming from behind the door. Map updated - you're in E9.

Walking up a short flight of steps, this room contains three tables, covered with a bizarre selection of tools, saws, long-bladed knives, and objects whose purpose is not obvious.

A strange collection of humanoid-like bones lies on the floor near the southern table—too many to be one skeleton, but too few to be two. The skeleton seems to be a two-headed man with an additional partial skeleton of a smaller man growing from the small of his back.

Sitting on the easternmost table is an object that obviously isn’t a tool — it's a silver-and-gold seven-pointed star about the size of your hands. One surface is studded with blades and small hemispherical bumps, and the other side has a thin, curved handle.


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)

"Is that some kind of weapon or some magic dingus? Odd for it to just be sitting here."


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

"Might it be a religious symbol?"

Common Knowledge: 1d4 ⇒ 2
Wild: 1d6 ⇒ 4


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

"I am going with some cultic blade." Crastor says as he looks over the room. "Looks like it might be valuable, too."


Jzero doesn't know of any religion that uses such a symbol or device.

More conversation, or move on to another room?


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)

"Well, let's take it and move to the next room then. These last few rooms feel as if no living being has been here for some time.."
He looks around nervously.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

"Yes, the sooner we are finished, the better." Crastor will turn and head to the southern doors.

Double doors at the south part of the room that seem to lead to E10. I will listen and search for traps when I get there.


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Jzero is ready to see what's in the room.


You find no traps, and hear no sounds.

But, the door is locked, and there's no obvious keyhole to pick. However, there is an indentation in the door in the shape of a seven-pointed star, with slots and dimples within it.


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 door. Shakes his head.
"I was expecting it to be a piece of art or a magic wand or a badly designed weapon. Not a door handle."

I guess I took it so...

Velrek pulls out the odd thing and checks to see if it fits. If/when he does he looks to his companions to see that they are ready and tries to open the door...


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Jzero nods, nocking an arrow in his bow.


Velrek puts the disk on the door, and turns it. It takes all his strength, as if turning the disk is moving many heavy things within the door.

As you open the doors, a creature rushes at you from within. It is 8 feet tall, and looks like a 400 pound wolf with a hunchback and large bat ears, but it walks on only its hind legs. As it reaches the door, it suddenly collides with an invisible barrier, and is thrown back a few feet. At first it roars loudly with frustration, but then it shouts "LET ME OUT OF HERE!" in common.

Initiative
Crastor - AD
Ceri - KD
Velrek – 10D
Jzero - 5S
Creature – 3C
Evesk - 2D

This is not a "true" initiative (no physical actions allowed) - I'm doing this to determine who has a chance to speak in order to come to an agreement about what to do before the creature acts - this time, please post only when I say you're up. You can speak up to about 25 words.

You can also make one non-action Skill roll before you speak if you wish, and after I give you the results your PC can incorporate that knowledge into their statement.

Crastor's up!


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

"Sure...how do we send you back to where you came from?" Crastor asks the creature.

Common Knowledge: 1d4 ⇒ 3

Wild: 1d6 ⇒ 5


Crastor:
You've heard of these creatures - it's a greater barghest. It has a powerful attack, a very tough hide, and can do magic! They're known as ferocious opponents.

ALL - I said to make the roll and wait for my answer before making your statement, so Crastor, now you can make whatever statement you want to the group about what you know. I'm ret-conning your first statement out of existence.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

I thought we got and shared that information when we read the letter. So I was trying to figure out if we could send it back without having to fight and kill it.


Crastor - calling Nualia's journal a "letter" threw me off for a while, but I finally found where you described a bargest to the group in-game previously, so everyone can read the spoiler in my previous post for a reminder.
My intention with the "speak-only initiative" was for everyone to discuss whether or not you all want to fight it. Now that you've explained your reasoning, if that's how Crastor wants to handle it, that's fine with me.
ALL - the "non-action Skill roll" was meant to allow you a Common Knowledge roll to realize what you're up against. Since you all already know, unless you can think of another Skill roll that might help, that's no longer needed (unless you want to go for a Raise and get more info).

Ceri says "This thing seems to be bound to the room, so do we really need to fight it?"

Velrek is up!


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)

"I agree with Ceri on this. While it may be trapped and I do sympathize, it is enraged and will try to kill us. Close the door and move on. We'll tell the town about it and they can deal with it."


Jzero is up!


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

"In my training, fight avoided is fight won as long as no one comes to harm. If the beast has been trapped here for such long time, leaving it here seems wise. We can return and see if there are more experienced monster hunters or magic experts who can deal with it."


Jzero, please make a Spirit roll with a TN of 6...


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Spirit: 1d6 ⇒ 3
Wild: 1d6 ⇒ 1


Jzero drops his bow and arrow, and starts to slowly walk towards the double doors.

Evesk sees this and shouts "Jzero is being mind-controlled! Everyone try to tackle him before he gets thru those doors! I'll try to close the doors!"

Tackles are grappling (opposed Athletics rolls between opponents).
Crastor, Velrek - you make your Athletics rolls (can always re-roll), Ceri will help. That gives a +2 gang-up bonus to your rolls.
Jzero - you also need to make *THREE* Athletics rolls. They will relate to which PC in alphabetical order of their names.

Ceri tries to tackle Jzero :

Athletics & Wild: 1d6 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (2) + 2 = 4 = 5 (Jzero's TN to not get grappled)


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 jumps in front of Jzero.
"Someone close the door!"

He then tries to grab his friend...

athletics: 1d6 + 2 ⇒ (4) + 2 = 6
wild: 1d6 ⇒ 3

mmm Gonna benny that, fishing for an explosion.

athletics: 1d6 + 2 ⇒ (6) + 2 = 8
athletic xplode: 1d6 ⇒ 2
wild: 1d6 ⇒ 2


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Athletics: 1d4 + 2 ⇒ (2) + 2 = 4

Wild Die: 1d6 + 2 ⇒ (4) + 2 = 6

Crastor tries to grab Jzero!


Jzero, please make Athletic rolls against Ceri, Crastor, and Velrek (in that order). If you have any special options with Athletic rolls from some of your Fighting Edges, you *must* use them.

Evesk says "I'm on the doors, Velrek!"


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

I don't think any of the edges affect athletics rolls so here are the straight rolls:

Vs Ceri
Athletics: 1d8 ⇒ 1
Wild: 1d6 ⇒ 3
Vs Crastor
Athletics: 1d8 ⇒ 3
Wild: 1d6 ⇒ 4
Vs Velrek
Athletics: 1d8 ⇒ 6
Wild: 1d6 ⇒ 3

For once, glad no aces.


Fortunately, all three managed to grab Jzero somewhere, immobilizing him while Evesk closes the door.

The moment it's closed, Jzero regains his mental facilities.

Jzero, if you want to role-play your reaction to suddenly "waking up" and finding your comrades all wrapped around you, feel free...


As soon as the doors close, JZero halts his forward motion. He looks around at everyone holding on to him and says "What's going on? Last thing I remember I was pointing my arrow at the creature."

Crastor, Velrek - you can respond in-game if you wish, I'll wait until Monday before moving the game forward, or move forward as soon as both your PCs makes a comment.


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)

"The creature or some other trap beguiled you." He pauses and smiles, "I didn't think that was the kind of love you were looking for in life, but if it is, we can open the door again..."


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Jzero shakes his head to clear it and ground himself again. "Sorry. I should have better grounding. I let myself get distracted."


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

"I think we should deal with it. We were who Sandpoint sent to deal with whatever was on this island. If there was someone better then us, they would have sent them instead of us." Crastor says.


Ceri says "It's odd that Jzero snapped out of his...whatever it was...as soon as the doors were closed. Perhaps there's a force field inside the room that keeps him physically contained, and spells can pass thru it, but not the material of the doors?

From what I've heard in tavern talk, a greater Barghest has a very tough hide, strong arms ending in long sharp claws, a nasty bite, and can cast many different powerful spells. If the stories are true, they have taken out groups stronger than us. That's just what I've heard, but I say we leave it alone."

Velrek and Jzero, please state whether you want to attack the Barghest or not, and why, thanks!


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)

"I still agree with Ceri. Let's lock it back up and leave it."


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

"If it has been confined for so long and even demon woman could not free it, then let us leave it be. It is well protected from anyone accidentally stumbling onto it."


Ok, so that's decided! The next place to explore is back into hallway E5, turn left and go south, where you find another set of double doors.

Map updated.

What do you do?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor will search the doors for traps and locks and then listen for any noise on the other side.


Crastor doesn't hear anything, and the door is unlocked and not trapped.

You all enter to see four pillars supporting the domed ceiling of the room. Several alcoves containing standing sarcophagi line the walls, and a statue of a stern man wielding a glaive and holding a book stands in the southern part of the chamber. He looks like the person in the "video loop" in a previous room. There are runes carved into the wall around each alcove.

Map updated, you're in room E6.

Everyone make a Notice-2 roll...

What do you all do?


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)

notice: 1d6 - 2 ⇒ (5) - 2 = 3
wild: 1d6 - 2 ⇒ (6) - 2 = 4
wild xplode: 1d6 ⇒ 5
"I am very curious to know who that man is.."


Velrek, if you look at the map, it's perfectly symmetrical except there's no alcove in the middle of the west wall - that seems odd.... You go over to that area, and you can feel a very slight breeze moving into the wall. Looking very closely, you manage to see the outline of a secret door in the wall.

No one else needs to roll...


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

"Great find Velrek, let me see if I can figure out how to open it and if there are any traps." Crastor says as he moves over and checks the crack.

Check for traps and try to figure out how to open it. Crastor will let Jzero open the door if he figures out how and thinks it is safe.


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)

"Huh. Glad I finally saw something.. "


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Are we in E10?


Crastor - the door is locked, make a Thievery roll to unlock it.

Jzero - no, you're in E6. I said so in my 4:30 AM post on Monday...


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor works away at the lock.

Thievery: 1d10 ⇒ 9

Wild: 1d6 ⇒ 3


Crastor opens the difficult lock with no problems, and opens the door. You all see a moderately long EW corridor with two right turns (map updated; you're in the hallways to the west of E6).

Assuming you take the first right turn, it is a shorter corridor with a short flight of steps down, leading to another door which is not locked. It opens into a small room which is empty except for a pool of water in the NW corner. If anyone wants to do anything in here, post what you want to do and I'll ret-con the results.

Going back to the EW corridor, you go until the hall itself makes a right-hand turn, and then a left-hand turn which ends at a door that is locked.

Crastor?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor will go look in the small pool to see if anything was left in it.

Notice, Ace: 2d6 ⇒ (6, 3) = 9

Wild: 1d6 ⇒ 5


Crastor - there appears to be a hole in the wall and floor in the corner of the room with the water. That's where the water is coming from, and the only thing you see are some small fish swimming in and out of sight. You detect the faint odor of salt water.

Crastor, I need a Thievery roll from you to unlock the door that leads to E7...

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