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

Game Master ZenFox42


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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)

After Crastor mentions his latest find, "Huh. I hope we're not below the level of the sea down 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

"We've gone down several stairways, so we could be near the water level."


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;

"If it was below the water level, and there was a way for the water to get in, this room would be flooded." Crastor says with a shrug and then moves on.

To e7!

Thievery: 1d10 ⇒ 2

Wild: 1d6 ⇒ 2

I am going to reroll with a Benny. So I think I will be at 2.

Thievery, Ace: 2d10 ⇒ (10, 9) = 19

Wild: 1d6 ⇒ 3


It takes Crastor almost no time at all to open the lock. After walking just a few yards, the tunnel opens up into a cave filled with a shallow pool, which definitely smells salty (map updated - room E7). Above the waterline, the walls have detailed carvings of incredible treasuries filled to overflowing with coins, gems, jewelry, and other items of value.

The east wall depicts a carving of a towering mountain. The mountain’s valley cradles an immense city of spires.

The remains of what must have once been a fantastic treasury lie in the sloshing waters of the pool. Shattered urns, crumbled stone chests, rusted bits of armor and weapons, and other long-ruined treasures from an ancient past lie all around. The one thing that really stands out is a large, coral-encrusted helmet sized for a giant. It measures nearly 5 feet across, is made of gold, and its faceguard bears an expression of twisted rage and fangs.

Everyone make a Common Knowledge-2 roll, then describe what you want to say or 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)

As they are walking in the room Velrek mutters, "True. Still..."

common knowledge: 1d4 - 2 ⇒ (2) - 2 = 0
wild: 1d6 - 2 ⇒ (1) - 2 = -1

"Wow. This looks as if it has been here for a very long time. Would hate to meet the owner of that helm."


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

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

Jzero has seen enough and estimates all the important secrets of place have been revealed. He suggests sending any remaining goblins packing and then return to Sandpoint to report on what has been learned. He assumes the city can send experts out to look at the place if they want to maybe work out some more about the place's history.

"I believe our job is done."


Crastor - what are your thoughts?


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;

"That looks like I could wear it as a suit of armor." Crastor stares at the giant helm.

Common Knowledge: 1d4 - 2 ⇒ (1) - 2 = -1

Wild: 1d6 - 2 ⇒ (3) - 2 = 1


So, what do you all do now?


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)

"So. This is it? Seems a bit anticlimactic. Well. Other than the giant golden helm this looks like junk but let us take a look to be sure.."

Velrek will walk up to the edge of the pile and start checking things out.

I feel like an initiative roll is incoming. :)


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 approaches the giant helm and says, "Do you think we can maybe get that horse to bring this back with us?"


As Crastor approaches the helm, it suddenly rocks back and forth, then starts to rotate, with the faceplace turning towards Crastor.

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)

Velrek yells "Look out!" and dives behind a pile of... whatever close by.


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 takes a guarded step back, poised in a stance that allows him to defend or attack as appropriate, watching the strange artifact.


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;

"Arrrhhhh!" Crastor calls out in surprise and stumbles back from the haunted helm!


The helm starts to rise up in the air as if possessed, but then some extraordinarily large crustacean-like claws appear below it.

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)

Velrek looks over a pile of old armor, "Wait. A crab? A bigun but still..."
He starts to move around the pile to get behind 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

Jzero is ready to bolt. The helmet will be hard to transport and he has compassion for an animal defending his home. He doubts the crab will pursue if the perceived threat leaves. Unless it's some sort of aberration such as a mimic or wolf in sheep's clothing.


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;

"Look at how much one of those legs would sell for!" Crastor cries out as he prepares to smack it with his hammer.

I am good with fighting or leaving, but it seems like we are split on that.


Ceri :
Stay or Leave: 1d2 ⇒ 1

Evesk :
Stay or Leave: 1d2 ⇒ 2

Ceri says "That thing looks like it could do some damage, and it's well protected by the helm. I say we leave it alone."

Evesk says "A creature that size has to be an abomination to nature - it should be destroyed!"

Assuming Velrek was moving around it to attack it, that makes it 3 to attack and 2 to leave...anyone else want to discuss it some more, maybe press or change their opinion?


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 continues behind it, looking for the best angle to attack.
"All we need to do is find a pot big enough and we'll feast!"


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 sighs and takes his fighting stance, ready to fight and defend.


Round 1!

Ceri:
4 Bennies, 10 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
4 Bennies, 4 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
4 Bennies, 4 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Jzero:
4 Bennies, 0 PP, Status : Normal; SitMods : None, Spell Effects : None

Velrek:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Crab:
? Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Statuses

Engagements

Modifiers
I've reset everyone to 4 Bennies.

Initiative
Crab - 9H
Velrek – 7S
Ceri - 7H
Crastor - 3S
Evesk - 3H
Jzero - 3C

The crab has a Reach of 1, so even tho nobody has technically closed with it yet, I'm assuming everyone is within its reach...

Who?: 1d5 ⇒ 3 Alphabetically, that's Evesk.

Fighting: 1d10 ⇒ 6

The crab swings a mighty claw at Evesk, who shifts out of the way.

Everyone is up!

Ceri backs up, not wanting to harm the creature, but willing to support her comrades with her magic if she can.

Evesk shouts "Die, abomination!" and swings :
Fighting: 1d8 ⇒ 11d6 ⇒ 1

The dampness in the room has made the hilt of his mace slippery, and it flies from his hands as he swings.


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 steps up to the flank
2H sword: 1d10 + 1 ⇒ (5) + 1 = 6
wild: 1d6 ⇒ 2
damage: 1d10 + 1d10 ⇒ (1) + (4) = 5

Lol. tis but a scratch!

If needed, but prob not with one opponent:

First Strike,2H sword: 1d10 + 1 ⇒ (4) + 1 = 5
wild: 1d6 ⇒ 2
damage: 1d10 + 1d10 ⇒ (3) + (7) = 10


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 moves forward and swings!

I am not adding a Gang Up, but since Velrek and Evesk are already in, it might apply.

Fighting: 1d10 ⇒ 3

Wild: 1d6 ⇒ 5

Warhammer Damage+1AP: 2d6 ⇒ (5, 1) = 6

Raise Die: 1d6 ⇒ 3


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

Knowing that three attackers on one defender is good strategy, Jzero moves closer and punches once to see how hard it is to hit.

Unarmed: 1d10 ⇒ 9
Wild: 1d6 ⇒ 5
Modifier: +1 (monk bonus)
Result = 9 + 1 = 10 + gang up bonus if any

Unarmed Damage: 1d8 + 1d6 ⇒ (2) + (4) = 6
unarmed Raise Damage: 1d10 ⇒ 6
AP 2 (monk)
If the attack achieves a raise, the target is made distracted or vulnerable (bold = attacker's choice), even if no damage was done or if damage was soaked.


A little ret-con...
As Evesk moves away to find his mace in the water, the crab attacks him :
Fighting: 1d10 ⇒ 10
ACE!: 1d10 ⇒ 8 = 18

and potentially inflicts 2 Wounds :
Vigor & Wild: 1d6 ⇒ 61d6 ⇒ 2
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 3 = 15, 3 Raises

but he manages to duck under the massive blow at the very last second.

Round 1 Summary
I’ve never seen any rules about this, but regarding gang-up in the first round, I’m going to say the first person who attacks in initiative order gets no gang-up, the second person gets a +1, and the third person gets +2, etc.

Velrek’s swings fail to connect with the creature.
The crab dodges Crastor’s warhammer (+1 GU).
Evesk goes looking for his mace.
Jzero’s punch hits (+2 GU) exceptionally well, making a crack in the crab’s shell, and making it Vulnerable.


Round 2!

Ceri:
4 Bennies, 10 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
4 Bennies, 4 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
4 Bennies, 4 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Jzero:
4 Bennies, 0 PP, Status : Normal; SitMods : None, Spell Effects : None

Velrek:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Crab:
? Bennies, 0 PP, Status : Vulnerable, 1 Wound, SitMods : None, Spell Effects : None

Statuses
The crab is Vulnerable for this Round.
Evesk has lost his mace.

Engagements
Velrek, Crastor, and Jzero are engaged with the crab.

Modifiers
Everyone is at +2 to hit the crab for this Round from the Vulnerable.
Everyone is at +2 to hit from gang-up.

Initiative
Crastor - KS
Velrek – QH
Crab - JS
Evesk - JC
Ceri – 7D
Jzero – 2S

Crastor and Velrek are 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)

Velrek nods at Crastor and attacks the crab from behind again. This time making two swift attacks...

2H sword, gang up, -MAP: 1d10 + 1 + 2 - 2 ⇒ (2) + 1 + 2 - 2 = 3
wild: 1d6 + 1 + 2 - 2 ⇒ (6) + 1 + 2 - 2 = 7
wild xplode: 1d6 ⇒ 5
damage: 1d10 + 1d10 ⇒ (7) + (8) = 15
raise damage?: 1d6 ⇒ 3

2H sword, gang up, -MAP: 1d10 + 1 + 2 - 2 ⇒ (7) + 1 + 2 - 2 = 8
wild: 1d6 + 1 + 2 - 2 ⇒ (4) + 1 + 2 - 2 = 5
damage: 1d10 + 1d10 ⇒ (6) + (8) = 14

Looks like 12 to hit, 18 damage on the first hit and 8 to hit and 14 damage on the second.

Edit: Saved this, then noticed I didn't add the +2 for vulnerable so in case that gives the second hit a raise...
possible raise damage: 1d6 ⇒ 6
wow, velrek hates crabs apparently: 1d6 ⇒ 1


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 swings for the crack in the crab!

I get my sneak attack vs vulnerable foes!

Fighting, Ace: 2d10 + 2 ⇒ (10, 9) + 2 = 21

Wild: 1d6 + 2 ⇒ (2) + 2 = 4

Warhammer Damage+1AP: 2d6 ⇒ (1, 6) = 7

Sneak Attack vs Vulnerable: 1d6 ⇒ 3

Raise: 1d6 ⇒ 1


Either one of Velrek's attacks would kill the crab.

Combat is over!

Evesk spends a minute or two searching thru the murky water for his mace. He says "Hey, there's a few coins and gems in the water here!"

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)

"Well. That wasn't as bad as I thought. I guess that extra training recently has paid off."

After Evesk notices some gold,"Well, we should search the place properly...

notice, in case needed: 1d6 ⇒ 2
wild: 1d6 ⇒ 4

He will also decrab the gold giant help and get an idea of how much the darn thing weighs...


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 moves to where Evesk is and looks to get the gems.

Notice: 1d6 ⇒ 1

Wild: 1d6 ⇒ 1

Reroll if I can with a Benny!

Notice: 1d6 ⇒ 4

Wild, Ace: 2d6 ⇒ (6, 3) = 9


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 helps search the pool for valuables and helps move the helmet if it is not too heavy. While he does not adventure for treasure, he knows that valuables can help secure helpful adventuring gear or can be donated to needy individuals.


You all gather round the helm and try to lift it. You succeed, but as you try to move the helm around the room you realize that it is so heavy that it's slowing you all down, and it tires your hands out quickly.
You're all Encumbered (-2 to Pace). And because you're actually lifting it, and have to hold it with your hands, after every 2 hours of carrying it, you'd have to make a Vigor-2 roll to avoid a point of Fatigue, OR just rest for an hour (that's a houserule).

After scouring the floor, you all come up with 1380 GP of coins and jems (276 GP each), and a jade amulet. Evesk casts a Detect Magic spell and determines that once per day, the amulet can cast a Growth spell on its wearer (+2 feet in height, +1 die to Strength, and +1 Toughness).

What do you want to do now?


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. Thinking of the path here, do we think getting a cart from town to haul this damn thing back will work?"


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;

"We can make a sled and have the horse just drag it. Carrying it across the bridge will be slow going though." Crastor says before shrugging and saying "But maybe if one of uses the amulet, they can carry it across the bridge with less trouble."


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)

"Good thought on the amulet. I wonder how much difference that will make for me and... how long does that effect last?"


ALL - please go ahead and add the 276 GP from my last post to your character sheets, thanks!


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;

Done!


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri says "Most magic spells last about 30 seconds, which is about 180 feet of walking. If the bridge is shorter than that, there shouldn't be any problems. But the amulet only provides a small boost to someone's strength - the rest of us would still need to help out as well."


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)
GM_ZenFox42 wrote:
ALL - please go ahead and add the 276 GP from my last post to your character sheets, thanks!

Done!


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)

"Hmm. So, best for combat, not hauling giant artifacts around. Well. I guess we make a sled of some type and try that. We can figure out who can best use that amulet later. I can hit pretty hard already, perhaps Crastor or Jzero.."


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;

"Hmm...if it is solid gold, then the substance is what is valuable. We could break it down some so that it is easier to transport. I don't think anyone in Sandpoint is going to pay to have it as an actual helm." Crastor says.


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 unconcerned if the helmet has to be left behind. "When we get back to Sandpoint, we can perhaps hire someone to send a team here with equipment to get the helmet. They can pay us something for the tip so leaving it here will not be a complete loss and someone in the town gets some income as well."

More generally, Jzero suggests we release the chief and his wives and escort them from the fort and make sure they are heading away. Then we return and report to the leaders of Sandpoint.


So, we have three options : make a sled and haul it back using the horse, break it down (how?) into smaller chunks and haul it back (maybe on a sled?), or leave it here and pay someone in Sandpoint to come here and bring it back. I'm afraid someone's got to change their mind to reach a majority vote. Or I could have Ceri and Evesk add their choices, but I don't like making decisions for the group...


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)

"Without his voice I had quickly forgotten about that a&~$%&#. Jzero is right. We need to make sure he and his angry Goblin harem are well on their way. We'll either come back prepared or hire a crew to come back for the helm."


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;

"We have the horse to drag it. All we have to do is get it across the bridge, and then we should be able to get it back with little difficulty. We can just turn a table into a sled for it, or just drag it as is. Seeing the goblins heading off in the other direction sounds fine to me." Crastor says.

Does Crastor have any reason to believe that the bridge would not hold the weight? I think it seemed in good condition once we disarmed the trap that would drop it. If we can get it across the bridge, it shouldn't be too bad to get it back to Sandpoint with the horse.


Good question! I had to go back and check. It's a rope bridge, planks of worn wood suspended by some very old-looking ropes. Not only does it look very rickety, but the helm is wider than the planks, which means it would stretch the ropes out a lot as you moved along the bridge.


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 points out the room appears to be connected to the sea and so an expedition with a boat might be able to float it out.

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