| Aubster |
Leaving the corpse behind the party pushes onward. If anyone had something else they wanted to do just say so.
The three-legged goblin continues to leave a clear trail behind that is easy to follow. His path gradually turns north and then north-west leading toward the river. However, despite passing several pipes where sewage is discharged into the Bogen the goblin stays in the sewers and turns away from the river, now heading south-west which is actually heading towards where you started.
Roughly halfway between the river and your entry point you come across a sizeable blockage in the effluent channel ahead. The party's approaching light disturbs a dog-sized Rat sitting on the blockage — its beady eyes glare at you, then it dives into the sewage and swims away. On closer inspection, the obstruction is seen to be the eviscerated corpse of a bedraggled, male Dwarf.
Assuming you all fish the torn body from the flow of sewage and inspect it, it is immediately recognisable as your acquaintance Gottri Gurnisson. The body is horrifically mutilated, and shows evidence of many knife-cuts. One arm is missing, and appears to have been torn or bitten completely off. The chest is torn open, and the heart is missing.
Make a Dramatic Challenging Perception Test
The Goblin tracks lead to Gottri’s body but on the other side of his body the rise in the sewage level has erased the Goblin’s track.
Do you wish to follow the sewage upstream or turn back towards the river?
| Ruprecht Scheinfelder |
Perception:41: 1d100 ⇒ 94
Ruprecht stands nervously by the body, eyes darting to the shadows cast on the walls by the two lanterns, seeing large rats in every shadow.
Taking a deep breath, he glances at the dead dwarf, muttering, "How did he come to be down here?"
| Valghaz Ironhammer |
1d100 ⇒ 49
Valghaz shook his head. "Poor wazzok. Gazul watch 'em." He looked at the corpse with a slightly disgusted look on his face. "Did he really make someone *this* angry...?"
| Aubster |
Assuming you all want to press forward :)
Continuing to follow the trail left by the goblin...
The Mutant Goblin’s trail ends at a stout wooden door set into the wall of the sewer. There is a small opening with iron bars at about eye height, through which can be dimly seen a large cellar. A smoky torch burns in a wall bracket, casting flickering shadows around the room. Traces of green-black Goblin blood are found on the iron bars.
If you want to read the Markus spoiler feel free to assume that Markus shared the information to you all.
The stout wooden door doesn't seem to be locked...
| Ruprecht Scheinfelder |
Perception:41+20=>61: 1d100 ⇒ 36
Ruprecht silently points to the goblin footprint halfway up the door.
He then looks about, concern on his face, whispering "I am distinctly uneasy about this place....let us be wary."
| Valghaz Ironhammer |
Perception: 1d100 ⇒ 80
”Blasted umgi should be down here himself! Good eye, lad. Good eye. Now let’s just get through that door and be done with this. This place feels wrong.”
With that Valghaz strode towards the unlocked door...
| Aubster |
[dice=Perception]1d100
”Blasted umgi should be down here himself! Good eye, lad. Good eye. Now let’s just get through that door and be done with this. This place feels wrong.”
With that Valghaz strode towards the unlocked door...
Cautiously opening the door reveals a room that is about 50 feet long and 30 feet wide. The door is in the southeast corner of the large room. Lying on the floor by the door is a pile of broken and chewed bones, the only identifiable one being a three-socketed pelvis…
A torch gutters on the far wall shedding an unsteady light on the room but it’ll be necessary to enter the room to see anything more...
| Valghaz Ironhammer |
"Fook." Valghaz hissed. "There's a lit torch in there." He whispered. "That means there likely 'aint thaggoraki or grobi in there. Most likely manling cultists. Cover me while I take a closer look."
Sneaking in and looking around, whatever roll is needed: 1d100 ⇒ 21
| Aubster |
"Fook." Valghaz hissed. "There's a lit torch in there." He whispered. "That means there likely 'aint thaggoraki or grobi in there. Most likely manling cultists. Cover me while I take a closer look."
[dice=Sneaking in and looking around, whatever roll is needed]1d100
There’s no sign of anyone noticing the sneaky dwarf.
You can see the stone-lined room is a temple of some kind. A large octagram is painted on the floor in dark-blue paint and a silver candlestick bearing an unlit black candle is positioned at each point. An engraved circle of copper, about 3 inches thick and 15ft in diameter, lies inside the octagram. In the centre of the copper ring, a seven-pointed star with a beast’s head and the words ‘Ordo Septenarius’ is written. The beast’s head is partly obscured by a large, dark stain.
An iron cabinet stands against the back wall and a small pool of a dark liquid has collected on the floor in front of it. In the far corner lies a large piece of cloth.
| Valghaz Ironhammer |
The dwarf checked to make sure that his comrades were watching his back, and then reached out with his pick to move the large piece of cloth. He didn't want to know what was under it, but at the same time he figured that it was something that he really should know. Recent experiences had left him wary about physically touching anything in such places.
| Adelaida Lehner |
Adelaida, of course, followed her Brother, sword in hand, watching his back.
Sure, they fought many powerful challenges together, and won, but this pervaive taint of Chaos was something else entirely, something their skill at arms, their weapons and armor, couldn't do much against.
Still, it was their duty to fight it, to protect the Empire.
Do it or die trying.
| Aubster |
The dwarf checked to make sure that his comrades were watching his back, and then reached out with his pick to move the large piece of cloth. He didn't want to know what was under it, but at the same time he figured that it was something that he really should know. Recent experiences had left him wary about physically touching anything in such places.
It seems to be nothing more sinister than a very high quality silk handkerchief embroidered with the initials F.S.
| Aubster |
You all barely have time to take all this in — the bones, the octagram, the cabinet, the handkerchief — before a stream of thick, foul-smelling, black smoke flecked with blue and pink suddenly begins to issue from the centre of the octagram. The smoke rapidly coalesces into a horned, fang-filled creature with multiple glowing eyes, four beclawed arms, and multiple lash-like tongues. The entity howls as it coalesces, and magical energies whip out in all directions, lighting the room in blue and pink coruscating light.
Do any have the Skills Lore (Theology or Chaos)?
The horrific, nightmarish creature gibbers on the spot, hissing and roaring as pink energies run along the length of its disturbing body as new eyes, mouths, and tentacles sprout and disappear on its head. It shimmers and crackles with magic, its many-limbed form shifting and warping from one moment to the next.
A couple of test checks are going to be required.
1. Corruption- Make a Dramatic Challenging (+0) Cool Test Check. A SL +2 or higher means no Corruption points are gained, SL +1 means you gain 1 point of Corruption and a SL of 0 or lower means you gain 2 points of Corruption.
2. Fear - Make a Extended Challenging (+0) Cool Test Check. You can check again every round until you reach SL +2 or higher. A roll of less than SL 0 is ignored. Until you get to SL +2 you have Fear which means you have to pass a Cool check to move closer to the thing and if it moves towards you, you have to pass a Cool check or become Broken.
| Valghaz Ironhammer |
Corruption: 1d100 ⇒ 86
Fortune: 1d100 ⇒ 6
Feat: 1d100 ⇒ 84
Valghaz recoiled in visceral horror from the daemon. ”Watch out, it’s a trap!” He called out to his comrades, holding his pick in a defensive position while he quickly backed away.
| Adelaida Lehner |
Corruption: 1d100 ⇒ 10 SL +3, yeah!
Fear: 1d100 ⇒ 96
Seeing the dwarf afraid unleashes Adeladida own fears, as she steps back from the creature of Chaos, her whole body shaking
| Valghaz Ironhammer |
I'm pretty sure that Sigmar would prefer us to pass our corruption tests and fail our fear tests. Sigmar bless this ravaged body!
| Ruprecht Scheinfelder |
Corruption!....Cool:35: 1d100 ⇒ 28 SL 0 , so 2 corruption
Fear!....Cool:35: 1d100 ⇒ 14 SL 2....He is unafraid!!!!
The appearance of the demon ,while a shock to Ruprecht, doesn't seem to faze him. Perhaps the exposure to mutants on the road and the noisome journey through the sewer had numbed him to some horrors....for the moment!
He is a bit dismayed at seeing the more steadfast of his companions quail at the sight of the other-worldly creature, "Stand fast my friends! This creature cannot remain to stain the Empire!" he shouts, drawing his blade.
| Aubster |
Thinking about it, I'll spend a Fortune point 2 remaining) to get +1 SL to my fear test
It doesn’t quite work like that. You can spend a Fortune point to make your SL result 1 success level higher but you can’t turn a SL -4 to a SL +1, you could only turn it into a SL -3. You can spend a point to reroll though trying to better the 96 you rolled before.
| Aubster |
[dice=Corruption!....Cool:35]1d100 SL 0 , so 2 corruption
[dice=Fear!....Cool:35]1d100 SL 2....He is unafraid!!!!
The appearance of the demon ,while a shock to Ruprecht, doesn't seem to faze him. Perhaps the exposure to mutants on the road and the noisome journey through the sewer had numbed him to some horrors....for the moment!
He is a bit dismayed at seeing the more steadfast of his companions quail at the sight of the other-worldly creature, "Stand fast my friends! This creature cannot remain to stain the Empire!" he shouts, drawing his blade.
The nightmarish creatures begins to speak in a horrible language which is painful to hear. It’s a 1000 times worse than chalk on a blackboard and you have to fight to not cover your ears in pain. The words themselves sound like nothing you’ve ever heard but somehow you understood.
The unwords come from first one and then another and then another mouth as the creature constantly morphes. ”LEAVE THIS PLACE OR FACE THE WRATH OF MY MASTER TZEENTCH! I WILL SUMMON DAEMONS TO FEAST ON YOUR ENTRAILS AND GORGE ON YOUR FOOLISH BRAINS. THE IDIOTIC THREE-LEGGED CREATURE FAILED TO HEED MY WARNING AND NOW ONLY HIS PITIFUL BONES REMAIN! NOW GO!!!”, it finishes with a shriek as multiple mouths on the creature combine into one horrible note of sound.
The black candles around the octagram suddenly begin to burn with a bright pink and purple flames as the creature laughs with malevolent glee.
| Aubster |
Fear checks for Landolf, Talther and Markus. I’ll hold the Corruption checks for now as it does not have an immediate impact.
Landolf Cool Test (30): 1d100 ⇒ 87 Effectively SL 0 (actual SL -5) so Landolf is afraid.
Talther Cool Test (45): 1d100 ⇒ 90 Effectively SL 0 (actual SL -5) so Talther is afraid.
Markus Cool Test (45): 1d100 ⇒ 48 An actual SL 0 so judgement call to make it SL +1 by spending a Fortune Point.
In summary then, Valghaz, Adelaida, Landolf and Talther are all totally freaked out by the creature and are afraid (Fear Condition). Markus is somewhat freaked out but not as bad (also Fear Condition but only 1 point left to remove it). Brave Ruprecht does not know the meaning of fear and valiantly draws his sword.
| Valghaz Ironhammer |
" Fear - Make a Extended Challenging (+0) Cool Test Check. You can check again every round until you reach SL +2 or higher. A roll of less than SL 0 is ignored. Until you get to SL +2 you have Fear which means you have to pass a Cool check to move closer to the thing and if it moves towards you, you have to pass a Cool check or become Broken."
I assume that it is our turn now, as the daemon spent it's making a speech? Makes sense to me, as it is waiting for us to flee, which equals our round If so...
Fear test to attack it: 1d100 ⇒ 44 SL+2, fear is gone!
Attack WS60 and charge for WS70: 1d100 ⇒ 11
SL6 + SB (5) + Strike Mighty Blow (1) + Weapon (5) for a total of 17 wounds before toughness and armor. But...Impale! Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat. Yay for picks!
As the daemon shouted it's demands at them, Valghaz let out a sound that was something between a shout and a scream. Dwarven stubborness, mixed with mind-numbing fear overwhelmed his senses. His mind shut off, as all rationale thought left him, and he acted on pure instinct. Unfortunately for the daemon, the dwarf's instinct was to attack! A lifetime of knowing that every threat he might face in his profession could easily outrun him had drilled the concept into his mind that fleeing equaled death. At the most basic, instinctual level, he knew that going backwards was more dangerous than going forwards. Without any hesitation (for that would require conscious thought) the dwarf surged forward and slammed his pick into the daemon!
Just read over what I wrote. I have no idea as to whether another fear test is needed to attack it. Either Valghaz needed a test at the start of the round to end his current fear and another to move in, or he just needed 1. I don't have the rulebook handy and my system mastery is poor enough that calling it that is an insult to those with real system mastery. Therefore, if another fear test is needed:
Fear: 1d100 ⇒ 24 SL+4, so that should take care of that if it was needed.
| Ruprecht Scheinfelder |
A horrible sound came from Valghaz, alarming Ruprecht more so than the daemon! But, then the doughty warrior attacked, spurring Ruprecht into action as well...
Attack:WS:38: 1d100 ⇒ 83
...but, the creature's movements were too erratic.
| Aubster |
" Fear - Make a Extended Challenging (+0) Cool Test Check. You can check again every round until you reach SL +2 or higher. A roll of less than SL 0 is ignored. Until you get to SL +2 you have Fear which means you have to pass a Cool check to move closer to the thing and if it moves towards you, you have to pass a Cool check or become Broken."
I assume that it is our turn now, as the daemon spent it's making a speech? Makes sense to me, as it is waiting for us to flee, which equals our round If so...
[dice=Fear test to attack it]1d100 SL+2, fear is gone!
[dice=Attack WS60 and charge for WS70]1d100
SL6 + SB (5) + Strike Mighty Blow (1) + Weapon (5) for a total of 17 wounds before toughness and armor. But...Impale! Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat. Yay for picks!As the daemon shouted it's demands at them, Valghaz let out a sound that was something between a shout and a scream. Dwarven stubborness, mixed with mind-numbing fear overwhelmed his senses. His mind shut off, as all rationale thought left him, and he acted on pure instinct. Unfortunately for the daemon, the dwarf's instinct was to attack! A lifetime of knowing that every threat he might face in his profession could easily outrun him had drilled the concept into his mind that fleeing equaled death. At the most basic, instinctual level, he knew that going backwards was more dangerous than going forwards. Without any hesitation (for that would require conscious thought) the dwarf surged forward and slammed his pick into the daemon!
Nice rolls and we’ll keep them but actually combat hasn’t started yet :) It’s probably about to start but I wanted to give the others a chance to respond first and then it’ll be time to determine initiative order and remember Valghaz always goes last in a round which is the downside of picks. One other point is that the 11 is a critical even without the Impale trait of the weapon because it’s a double of a successful attack roll.
| Aubster |
" Fear - Make a Extended Challenging (+0) Cool Test Check. You can check again every round until you reach SL +2 or higher. A roll of less than SL 0 is ignored. Until you get to SL +2 you have Fear which means you have to pass a Cool check to move closer to the thing and if it moves towards you, you have to pass a Cool check or become Broken."
I assume that it is our turn now, as the daemon spent it's making a speech? Makes sense to me, as it is waiting for us to flee, which equals our round If so...
[dice=Fear test to attack it]1d100 SL+2, fear is gone!
[dice=Attack WS60 and charge for WS70]1d100
SL6 + SB (5) + Strike Mighty Blow (1) + Weapon (5) for a total of 17 wounds before toughness and armor. But...Impale! Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat. Yay for picks!As the daemon shouted it's demands at them, Valghaz let out a sound that was something between a shout and a scream. Dwarven stubborness, mixed with mind-numbing fear overwhelmed his senses. His mind shut off, as all rationale thought left him, and he acted on pure instinct. Unfortunately for the daemon, the dwarf's instinct was to attack! A lifetime of knowing that every threat he might face in his profession could easily outrun him had drilled the concept into his mind that fleeing equaled death. At the most basic, instinctual level, he knew that going backwards was more dangerous than going forwards. Without any hesitation (for that would require conscious thought) the dwarf surged forward and slammed his pick into the daemon!
** spoiler omitted **...
Trying to overcome Fear is done at the end of the Round. So to charge the creature Valghaz would need to pass a Cool Test (which he did). This allows you to charge forward to attack with a SL -1 to your rolls because of Fear but likely a SL +1 because of charging. If the creature randomly picks Valghaz to attack then Valghaz would not be able to charge it as he would already be engaged. The second Cool test would indeed remove the Fear from Valghaz.
| Adelaida Lehner |
Totally forgot to add my Cool+10 bonus to my will checks vs Fear (50) so SL -4
Will vs Fear (50): 1d100 ⇒ 83
Will vs Fear (50), Fortune re roll: 1d100 ⇒ 66 SL -1
Adelaida is paralysed with fear, and doesn't join the battle, her mind totally blank
| Aubster |
Totally forgot to add my Cool+10 bonus to my will checks vs Fear (50) so SL -4
[dice=Will vs Fear (50)]1d100
[dice=Will vs Fear (50), Fortune re roll]1d100 SL -1Adelaida is paralysed with fear, and doesn't join the battle, her mind totally blank
You don’t have to pass a cool check to use ranged combat. You’ll just be -1 SL for being afraid.
| Aubster |
Still hoping the other players rejoin but not going to keep y’all waiting
From the black candles, flames shoot 10 feet into the air, twisting flames of purple and pink and other colors that you can’t put a name to and then suddenly the flames are extinguished. The malevolent creature bellows in its odd unword language that somehow you understand, ”DAMN YOU! YOU SHOULD HAVE FLED!!”
The daemon’s horns begin to glow with an unearthly green light. It leaps forward to attack.
Time to determine Initiative order. Roll 1d10 and add it to your Initiative attribute.
Creature’s Initiative (39): 1d10 + 39 ⇒ (1) + 39 = 40
Landolf Initiative (40): 1d10 + 40 ⇒ (9) + 40 = 49
Talther Initiative (31): 1d10 + 31 ⇒ (2) + 31 = 33
Markus Initiative (29): 1d10 + 29 ⇒ (3) + 29 = 32
| Valghaz Ironhammer |
Pick!: 1d10 + 25 ⇒ (5) + 25 = 30
Defense roll if attacked: 1d100 ⇒ 46
| Darkest Doomed |
Sorry I've been so out of it.
Cool vs Corruption 30: 1d100 ⇒ 89
Fortune Reroll vs Corruption: 1d100 ⇒ 59
It looks like Landolf is first, so I'll act now.
Unable to bring himself to approach the monstrous creature, Landolf attempted to bolster the spirits of his allies.
"Stand fast! We've beaten such creatures before!"
Leadership to bolster Psychology Checks 41: 1d100 ⇒ 53
But his voice quivers with fear and is less than inspiring.
| Aubster |
And off we go...
Round 1
Initiative Order (Condition)
Landolf (Afraid)
Daemon
Characters Ruprecht through Valghaz can actually go in any order since they are all after the Daemon.
Ruprecht (Not Afraid)
Adelaida (Afraid, but only Fear 1)
Talther (Afraid)
Markus (Afraid, but only Fear 1)
Valghaz (Afraid, but passed Cool test to move closer and already passed Cool test to remove Fear at end of round)
Daemon Target Choice 1d6 ⇒ 4 Alphabetically, Ruprecht is the fourth name.
Perhaps sensing that only 1 of its potential meals has withstood its fear, the Daemon of Tzeentch lowers its head and charges Ruprecht. With a roar of hatred and hunger it attacks. As it charges, one of its arms changes shape into that of a sword. +1 Advantage for Charge
Daemon Attack (39): 1d100 ⇒ 18 Success with SL +2 which becomes SL +3 because of charge.
Base Damage = Weapon +9 + SL +3 = 12 Wounds Dependent on what Ruprecht does on his defense roll.
Even worse for brave Ruprecht, the charging Daemon is able to deploy it's glowing horns in the attack.
Daemon Attack Horns (39): 1d100 ⇒ 27 Success with SL +1 which either becomes a SL +3 or stays a SL +1 depending on what happened with Ruprecht's defense roll for the first attack
Base Damage = Horns +8 + SL +3 or +1 = 11 or 9 Wounds depending on Ruprecht's defense roll.
Ruprecht needs to make 2 Defense rolls, the first against the swordish attack and then another against the horns
Round 1 Defense Rolls for the Daemon Use these in order of your attack against the Daemon. Once Adelaida has played, I will roll for the Round 1 actions of Talther and Markus (Valghaz and Ruprecht already made Attack rolls).
Valghaz, it is fine if you want to use your original Attack rolls from above or you can use the second attack roll if you wish.
You all please decide the order of Attack from Ruprecht, Adelaida and Valghaz before reading the spoilers.
Lastly for Round 1, make another Cool check to see if you remove the Fear at the end of the round.
| Ruprecht Scheinfelder |
Defence 1:WS:38: 1d100 ⇒ 85 Ouch!
Defence 2:WS:38: 1d100 ⇒ 74 Double ouch!
Ruprecht is wearing a mail shirt, 2 AP, not that it matters :)
Ruprecht holds his sword steady as the unholy beast attacks, but has no idea what to do with a limb-turned-sword and glowing horns!!!
| Adelaida Lehner |
Cool check (50): 1d100 ⇒ 29 SL +3
Seeing the demon attacking, strangely, unfreeze Adelaida, and her martial training kicks out.
she rushes to the assault, bringing the fight to the Chaos fiend with zeal and vigor, her face full of hate
For the Empire! To me , Black Thorns! Lets show this servant of Chaos how we send his kin back to the abysses!
Her sword, after a feint toard the head and a minor cut at the torso, plunges toward the daemon's thigh, which might be less armored
Attack (67): 1d100 ⇒ 9 SL+6
Parry, Defensive sword (77): 1d100 ⇒ 35 Sl+4
The soldier, once again, proves herself a terrible foe for the slaves of the Dark gods.
| Aubster |
dice=Defence 1:WS:38]1d100 Ouch!
dice=Defence 2:WS:38]1d100 Double ouch!
Ruprecht is wearing a mail shirt, 2 AP, not that it matters :)
Ruprecht holds his sword steady as the unholy beast attacks, but has no idea what to do with a limb-turned-sword and glowing horns!!!
The Daemon, a Herald of Tzeentch, embodies the many facets of Tzeentch...Magic, Change, Evolution, Destiny, Lies and Trickery. Despite brave Ruprecht's skill with his sword, the Daemon simply flows around Ruprecht's sword, its weapons sliding past Ruprecht's defenses with ease.
For the sword like attack the Daemon rolled an 18 which is SL +3 with the charge. Ruprecht rolled a SL -5 for a difference of SL +8. The hit location is Left leg. Damage inflicted is +9 (Weapon) + 8 (SL) - 2 (AP) - 4 (TB) = 11 Wounds inflicted.
For the horn attack the Daemon rolled a 27 which is SL +3 because of charge and Advantage +1. Ruprecht rolled a SL -4 for a difference of SL +7. The hit location is the body. Damage inflicted is +8 (weapon) + 7 (SL) - 2 (AP) - 4 (TB) = 9 Wounds inflicted.
Ruprecht all together, takes 20 Wounds. The first strike takes him down to 3 Wounds and the second strike takes him to 0 Wounds with -6 Wounds left over which is more than his Toughness Bonus so he also takes a Critical Hit. Location is still body. Critical result is 1d100 ⇒ 81 causing a Major Chest Wound which will require surgery.
Ruprecht is momentarily speared through by the horns and held in mid-air before the Daemon changes again allowing Ruprecht to fall to floor of the temple.
Ruprecht is at 0 wounds and Prone. He will become Unconscious unless healed in the next 4 rounds (his Toughness Bonus). Even worse he has Bleeding 4 Condition until he has surgery which basically means that no matter what you all try to do, Ruprecht would die before you can get him to help.
Or maybe none of that happened...
Ruprecht can spend one of his Fate points and then either:
Die Another Day: Instead of dying, your character is knocked out, left for dead, swept away by a river, or otherwise taken out of action; your character will survive, no matter the fatal incident’s circumstances, but takes no further part in the current encounter.
or
How Did That Miss?: Your character completely avoids the incoming damage by some extraordinary fluke, such as slipping just as a blow is about to connect, a weapon mysteriously jamming, or an unexpected source of light blinding an opponent; your character can continue on without penalty, but has no guarantee of survival in later rounds.
Die Another Die would mean that Ruprecht is out of the fight but otherwise will be fine.
How Did That Miss? would mean that Ruprecht takes damage from only 1 of the 2 attacks and despite being wounded is still upright and in the fight.
Ruprecht decides what he wants to have happen...
| Aubster |
[dice=Cool check (50)]1d100 SL +3
Seeing the demon attacking, strangely, unfreeze Adelaida, and her martial training kicks out.
she rushes to the assault, bringing the fight to the Chaos fiend with zeal and vigor, her face full of hate
For the Empire! To me , Black Thorns! Lets show this servant of Chaos how we send his kin back to the abysses!
Her sword, after a feint toard the head and a minor cut at the torso, plunges toward the daemon's thigh, which might be less armored
[dice=Attack (67)]1d100 SL+6
[dice=Parry, Defensive sword (77)]1d100 Sl+4The soldier, once again, proves herself a terrible foe for the slaves of the Dark gods.
Adelaida is the first to rush into combat, swinging her sword with well trained skill and powered by her desperation and hate.
Adelaida rolled a +6 which become a +6 due to the Fear Condition (her cool roll allowed her to attack but did not get rid of the fear itself) which is offset by her Charge bonus. The Daemon rolled a -6 which became a -4 with its Advantage +2 from its attacks on Ruprecht. That's an SL difference of +10. Hit location is Right Leg. Damage inflicted is +4 (Weapon) + 3 (SB) + 10 (SL) - 3 (TB) for a mighty strike inflicting 14 Wounds!
Adelaida's sword stroke almost completely removes a leg of the daemon, her aim true and her cause just...or did she...the leg she attacked proved to only be an illusion caused by the cursed daemon. It's high pitched chittering laughter is disgusting to hear. Everyone can read the first Spoiler entitled Read Only if Your Attack Succeeds.
| Ruprecht Scheinfelder |
Don't want to leave my comrades in the lurch !!!
How did that miss?
The demon's chaotic nature somehow prevented Ruprecht's untimely demise! The blow from it's arm-turned-sword shook Ruprecht to his core, but also shoved the advisor-boatman out of the way of a certain death upon the horrible horns of the demon!
Ruprecht watches in stupefied awe as the creature surges past, it's stink filling his nose.
He takes a despearate chop at one of the demon's flailing limbs, but cannot make contact! Using his previous roll
| Aubster |
dice=Pick!]1d10+25
dice=Defense roll if attacked]1d100
No matter how much fear Valghaz feels, there was no chance of him not charging into the fray to join his friends. His pick is hammered into his foe...
Valghaz rolled an 11 (Critical Hit) which is SL +5 which is modified by his Charge, his gang-up bonus and his Fear condition to a SL +7. The daemon rolled a 41 which is a SL -1 (even though Adelaida caused no damage she did win the opposed roll eliminating the daemon's +2 Advantage for an SL difference of SL +6. Since Valghaz inflicted a critical hit it get a new hit location of 1d100 ⇒ 45 of 45. Damage inflicted before including the Critical is +5 (WB) + 5 (SB) + 1 (Might blow) + 6 (SL) - 3 (TB) = 14 Wounds! Critical damage is 1d100 ⇒ 75 which is Pulled Back and causes 4 more wounds for a total of 18 Wounds. The Daemon also has a major torn muscle injury
and despite the daemon's effort to twist out of the way connects to the daemon's body causing horrific damage...or does it...it seems the daemon could fool one of its foes with an illusion but not the second...maybe being a dwarf gives Valghaz special insight or maybe it's pure luck but either way the daemon is struck hard by the doughty dwarf and all of its mouths roar in pain!
| Aubster |
Talther
Cool check to see if he can move closer. Cool Test (45): 1d100 ⇒ 96
Talther cowers in fear as the daemon attacks his fellows. He tries to gather his courage.
Cool check at the end of the round to remove Fear. 1d100 ⇒ 81
No matter how hard he tries, he's just not able to make his legs move towards that horror in the octagram.
| Aubster |
Markus
Markus calls on the winds of magick to aid him but it is difficult for him to cast his spell in such a foul place, full of Dhar. It will take every bit of his concentration and hard won skill to succeed. The daemon itself looks like some monster crouching in a stagnant mire of foul blackness to Markus.
Despite his fear and the foulness of Dhar, Markus calls out in the language of Magick trying to form a dart of light to strike the daemon.
Language of Magick (50): 1d100 ⇒ 27 Success with SL +2 due to -1 SL penalty for Fear.
Damage is +4 (Willpower bonus) +2 (SL) -3 (TB) for 3 Wounds. Hit location is head
A burst of light streaks from Markus' hand and impacts the daemon squarely between the eyes. Already weakened by the dwarven onslaught, the daemon's hold on the material plane snaps and in an explosion of pink and blue light that fills the room, the daemon is suddenly gone!
The daemon only had 1 Wound left after Valghaz got through with it.
The black candles are abruptly extinguished and only the guttering torch and the lights that you brought with you now illuminate the room. The oppressive atmosphere of the room lightens considerably.
| Valghaz Ironhammer |
Valghaz stood over the area where the daemon once was, breathing deeply as he looked around for any more threats. "A daemon. A bloody daemon!" He didn't even know what to say, so great was his shock for what had just occurred. He wondered if anyone would believe him when he returned home with word of their adventures. He wasn't even sure if he believed this, himself.
| Aubster |
Corruption Check for Markus and Talther
Markus
Corruption Cool Test (45): 1d100 ⇒ 25
The uneducated still claim that all wizards are corrupted minions of the foulsome four but Markus gives lie to that by shrugging off the impact of the Herald of Tzeentch. His will is strong.
Talther
Corruption Cool Test (45): 1d100 ⇒ 90 [ooc]Talther gains 2 Points of Corruption.
Talther continues to fall to pieces as the insidious tendrils of Chaos further darken his soul. He begins to teeter on the edge as the sibilant whispers from the Dark Gods fill his mind, promising him power, wealth and prestige.
| Ruprecht Scheinfelder |
Ruprecht winces as he twists his torso around gingerly, glad that his mail shirt did it's job....but he's willing to live with the bruises that he can tell are developing along his side.
He nods in silent agreement with Valghaz's assessment, the pain in his side evidence of its very real presence in the room.
Sheathing his sword, Ruprecht makes a slow and deliberate effort to mar the horrible perfection of the demonic summoning circle, hoping to prevent another appearance.
| Aubster |
Ruprecht winces as he twists his torso around gingerly, glad that his mail shirt did it's job....but he's willing to live with the bruises that he can tell are developing along his side.
He nods in silent agreement with Valghaz's assessment, the pain in his side evidence of its very real presence in the room.
Sheathing his sword, Ruprecht makes a slow and deliberate effort to mar the horrible perfection of the demonic summoning circle, hoping to prevent another appearance.
Don't forget that some of the party has the Healing Skill. It looks like Ruprecht has taken 11 Wounds from the Daemon.
As Ruprecht starts making a circuit of the summoning circle, erasing or marring the circle, his boots are engulfed by Saint Elmo's fire, a bright blue or violet glow, that crackles and buzzes. The plasmatic glow fades away as Ruprecht continues his task until it finally disappears as the circle is destroyed.
| Valghaz Ironhammer |
Heal: 1d100 ⇒ 4
”Yer bleeding, lad. ‘Ere now, wait a moment while I patch ye up. Nothing that can’t be fixed up.” Glad to have something to focus on, Valghaz brushed aside any complaints and went to work seeing to Ruprecht‘s wounds.
| Aubster |
[dice=Heal]1d100
”Yer bleeding, lad. ‘Ere now, wait a moment while I patch ye up. Nothing that can’t be fixed up.” Glad to have something to focus on, Valghaz brushed aside any complaints and went to work seeing to Ruprecht‘s wounds.
A roll of 04 is a success with a SL +3. Total damage healed is 3 (INT bonus) + 3 (SL) = 6 Wounds