Hag Eye Ooze

DM Ström's page

188 posts. Alias of Patrik Ström.


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I’m not that keen on recruiting new players as it’s pretty close to the end and it would be a struggle to make sense of some new recruits. On top of that SW players on these forums seems few and far between. I’ve waited a bit for Wellard to chip in and respond as well, but since he haven’t I can’t see that there’s that much interest in this game. So I’m going to call it.

I’d like to thank you for participating! I’ve learned a lot about GM:ing a PbP and also gained some lessons I think I can take with me to a regular game as well. I think I'm better equipped now to run a more successful game, should I give PbP GM:ing another try.

I’m sorry to hear that, but RL always takes precedence. I’d like to thank you for informing me. Way to many players just drop without notice. I really appreciate it. I hope that you will still find some time to game so you don't have to give up the hobby completely :)

@scranford and Wellard: Do you want to continue or should we call this? There isn’t much activity in the game thread as it is.

Zamira sighs. "I am not a warrior, so I cannot offer you any tactical advice. What I can do is offer you some manpower. The eunuchs of my guard are formidable fighters. They will be able to lend a hand."

What do you want to do? Any investigations or preparations?

The queen looks around the room at the gathering of citizens, harem girls and eunuch guards. "Perhaps it is better if we finish this upstairs", she says and motions you towards the stairs. Zamira leads you upwards through the tower (unless you object) all the way to the top. The room at the top occupies the whole level, just like the others you passed, and is equipped with a bed, a plain looking wooden table and some chairs. The walls are covered with book cases that hold row upon row of all kinds of books. Various books also litter the floor.

Zamira slumps into one of the wooden chairs. With no of her subordinates nearby she drops the mask of confidence and resolve. "There are no guards left. As far as I know all of them has either turned into snake men or been killed by those who did. There is no one left. I've sent out Unoch to look for survivors but other than you he has found none. I don't know of any secretive ways to enter the temple. Perhaps the windows you used when you snuck in the first time?" She sighs and leans back into her chairs. "I don't know what to do. I don't even know if this thing can be killed. All I know is that to do nothing would doom us all. "

Thresh Darkon wrote:
Thresh listens in some confusion to the fancy words used by the Queen. However, he understands enough to announce "Thresh and Bane will kill this Ulasha and send him back to the hellhole he crawled out of."

I lol:ed :)

Zamira looks at Bella with sad eyes. ”If I understand the writings correctly, the curse would cause you to lose your way, wandering the desert until you finally find your way back here”, she says. ”I have not been able to gather more, but there are plenty of books I haven’t had the time to go through, and some are in languages that I don’t understand. The beast has made a nest of the temple where his subject was slain. He emerged last night to wreck havoc on the city, then he returned to his lair.”

"For nine years I endured his rule!" Zamira snaps at Tenzin. "He came from the desert brandishing his magic. He slayed the king, took my mother hostage and made me his 'queen'. I loathed every minute of it but I could do nothing. Anytime I dared to defy him he would threaten me with hurting my mother, whom he cept captive in this tower. Six months ago I found out that she'd died three years after take over. With nothing left to loose I started plotting for his demise. Just when I thought that I've had my revenge my luck turned. A horrible beast emerged from the temple and a large part of the citizens turned as well into those hideous snake creatures you've seen stalk the streets. Those who didn't change became prey for those who did. We were forced to flee from the palace and we took shelter in here. I've been sending Unoch in hopes to find more survivors."

"My mother wasn’t allowed many luxuries, but reading was one of them. She had an impressive collection of books. I don’t know how she got
them, but I’ve been reading some of them. And I have found out the terrible truth: Ulasha’s curse, the Tyrant's demon diety. By killing his Chosen One, we did him a favor. We evoked his curse and allowed him to manifest himself in this world. Now he is looking for all the people who committed the crime: we, the ones behind it, and you, the perpetrators.
When all of us are dead, he’ll gain tremendous power, so great to let him remain in the world of man forever.”"

The -2 is the standard for dramatic tasks but I think this situation was a poor situation to try the mechanic. Pushing forward.

Your guide seems to know the city like the back of his hand. He uses back allies, roofs and goes through abandoned houses to avoid the snakemen that have gathered in the streets. Through the journey you see a variation of snakes, ranging from decrepit and diseased to strong and agile. In the distance you think you also see some winged serpents circling the city, but that might be a illusion brought on by the heat.

You are able to reach the tower without being detected. It stands close to the city wall and raises about 85ft ending in a slanting roof. You count seven levels of windows, with the lower three have been boarded shut. He quickly raps at the reinforced door saying "It's Unoch. Quickly open the door!" Seconds later you can hear a beam being lifted and the door slides open allowing you to enter. Once inside the door quickly shuts behind you.

You find yourself in a circular room with rich tapestries covering the walls. A staircase hugs the left side of the wall making it possible to access the second floor. Around you stand a mix of tough-looking eunuch guards, a handful of harem girls and a splattering of the common folk. They look at you with mix of desperation, fear and admiration.

A woman comes walking down the stairs. You all recognise Zamira, the new queen of Quollaba. You can see the same desperation and fear as from the other survivors, but the queen wears it under a solid robe of courage and determination. ”Thank the heavens Unoch found you! The tyrant, he is still alive and .. he has transformed. His vendetta threatens us all. He will not stop until he has the life of every conspirator in his assassination. He has already claimed Sulak and Nekerios. Only you and I are still alive.”

Hmm, I might have screwed up with the 10 success limit... The regular Dramatic task mechanic calls for 5 successes/raises within 5 rounds from one character. As I didn't want to single out anyone I figured that everyone could participate and then just raise the number of required successes. That's not going to work. We'll use the normal amout, i.e. 5 successes. Right now you have one.

"Of course not. My queen has tasked me to gather any survivors and bring them to the tower. Tread softly and we will make it", your guide replies. Dispite his confidence it is hard to ignore Bella's comment. The snakemen are numerous, and as you sneak through the city you also catch glimpses of a few that does not look as rotted and diseased as the ones you fought earlier.

Round 2 action card => jack of diamonds => no complication

The man looks baffled. "I would never do such a thing. I follow the will of my queen, and her will is to gather all survivors at the tower", he replies sounding genuinely hurt by your threats. He turns and leads you through the streets towards a tower that rises near the city wall. "Be quiet, the streets are filled with the snake men."

This is a Dramatic task based on stealth. Normally they work with one character being the focus, but all are sneaking there is no obvious choice. Getting to the tower will require 10 successes/raises over the course of 5 rounds. You can each make a stealth roll -2. The -2 represents the vast number of snakemen skulking the streets.

First round action card: seven of diamonds => no complication

Tenzin attack roll: 2d10 ⇒ (10, 1) = 11 (+1d10 ace) => hit with a raise
Wild die: 1d6 ⇒ 1
Damage: 3d6 + 2 ⇒ (3, 3, 1) + 2 = 9 (+2 smite) => shake and a wound => dead snakeman

Tenzin and Thresh finish the two remaining snakemen while Bella looks for a route to retreat. The hissing call of other snakemen come closer foretelling the arrival of new waves of the abominations. By the sound of things Bella assesses that the only retreat is going back the street you came from and then try to move around the incoming force of reptiles. As you turn there is a shriek from further down the street as the vanguard of a group of snakemen comes around the corner and spots you. Luckily the decrepit snakes are slow and you should be able to keep your distance, unless you are surprised by a group.

You run back to maneuver around the reptiles when you hear a voice from a rooftop above you. "Wait!" Looking up you see a bare chested muscular man of olive skin and with a bald head looking down on you. In his hand is a bow and a scimitar hangs from a belt at his him. He jumps down into the street with acrobatic grace. "The snakemen are everywhere. You need to get off the street. I know a safe place, follow me", he says.

Thresh savages another of the already decrepit looking snakemen, leaving only two to fight back.

Bella Tell wrote:

1d10+1 Bow Attack

1d6+1 WD

Bella draws back her bow to release another arrow at the horrid creatures, but the arrow keeps drawing back without resistance, and she realizes she has broken her bow strint.

"Ahhh"! "Let's just get the heck out of this cursed place". She starts to look for an avenue of escape.

Ouch! That grants you a bennie though

Tenzin is up.

Tenzin spurs into action and with a powerful blow he breaks the neck of one of the snakes harrowing Theresh. One more dead snakeman, three remaining.

The others release another guttural hissing noice. This time it is answered from at least three other directions.

Bella => queen of hearts
Tenzin => king of diamonds
Thresh => eight of diamonds
Evil doers => ace of clubs

The snakemen continue their mindless attack. One turns and attempts to grab Tenzin but the agile monk easily evades. While Thresh is keeping one snakeman at bay the other manages to slip up behind the barbarian and bury its fangs in the northlanders shoulder. Luckily the bite does not penetrate his armor.

Snakeman #1 vs Thresh: 3d6 + 1 ⇒ (6, 6, 3) + 1 = 16 (+2d6 ace, +1 gang up) => hit with a raise
Snakeman #1 damage vs Thresh: 2d4 + 1d6 ⇒ (3, 1) + (1) = 5 (+1d6 raise) => no wounds
Snakeman #2 vs Thresh: 1d6 + 1 ⇒ (5) + 1 = 6 (+1 gang up) => hit with a raise
Snakeman #3 vs Tenzin: 1d6 ⇒ 3 => miss

You're up. Three decrepit snakemen still up. From the sounds of it there are more approaching.

Bella's arrow pierces the chest of one of the remaining snake men, leaving only four combatants standing.

Tenzin is up

Thresh fells another of the hideous snakemen with a powerful blow, but in his zeal he fails to covers his flanks and is soon surrounded by claws, hisses and fangs.

Snakeman #1: 1d6 + 4 ⇒ (1) + 4 = 5 (+4 gang up) => miss
Snakeman #2: 1d6 + 4 ⇒ (4) + 4 = 8 (+4 gang up) => hit
Snakeman #3: 1d6 + 4 ⇒ (1) + 4 = 5 (+4 gang up) => miss
Snakeman #4: 1d6 + 4 ⇒ (2) + 4 = 6 (+4 gang up) => miss
Snakeman #5: 1d6 + 4 ⇒ (3) + 4 = 7 (+4 gang up) => miss

Snakeman #2 damage: 2d4 ⇒ (1, 2) = 3 => no effect

Luckily the barbarian's battle prowness pays dividend yet again and he is able to repell all attacks made against him.

Bella and Tenzin are up

Rather have new rolls as you used the previous ones to ... crap, did I copy+past the wrong thing? Damn, I wrote up a post describing that Bella killed one snake man with her bow (9 is a hit with a raise on a ranged attack, I rolled 4 for the extra d6) and Thresh rushed forward and killed another (7 was a miss). The snakes then hissed a unsettling battlecry and turned to face Thresh.

When you venture out on the street you find them deserted. Only the wind and calls of the vultures circling the city break the silence. You soon see what has lured the carrion birds. A few yards out you see the first pool of blood. You encounter blood smears around broken doors, drag marks, smashed furniture and debris, but no bodies. The pattern repeats as you continue to wander the streets. Signs of struggle and death, but no bodies. Shortly after turning corner you can hear strange sounds up ahead. Sounds of movement. Dragging footsteps and several strange hissing noises.

Bella => two of diamonds
Tenzin => four of spades
Thresh => eight of spades
Evil doers => eight of clubs

I wonder why it always works out that Thresh goes first, then the monsters/bad people and then the rest :) Anyway, Thresh is up. Bella and Tenzin can post their actions as well as I probably won’t be able to post tomorrow.

You’re faced with six decrepid and rotting snakemen. What do you do?

You stealth down the street and peek around the corner. Down the ally you can clearly make out a pack of eight humansized humanoid reptiles. They've all got scaly arms and legs along with the body and head of a snake. Something about them seems wrong (other than they're snakemen). Each and every one has black spots over their bodies that seem almost rotten, and they each move kind of sluggish. They do not seem to have notices you as they are all hoovering around something on the group. Now and again you can hear a sickly tearing sound from the centre and a emassing pool of blood staining the street.

Where do you want to go? The first time you met the conspiritors together was in the basement you just left. The other two encounters you've had was at the city gates (with Nekiros) and in a nondescript street when Sulak and Zamira was being carried in a sedan chair.

When you venture out on the street you find them deserted. Only the wind and calls of the vultures circling the city break the silence. You soon see what has lured the carrion birds. A few yards out you see the first pool of blood. You encounter blood smears around broken doors, drag marks, smashed furniture and debris, but no bodies. The pattern repeats as you continue to wander the streets. Signs of struggle and death, but no bodies. Shortly after turning corner you can hear strange sounds up ahead. Sounds of movement. Dragging footsteps and several strange hissing noises.

You gather what little gear you have and gather at the doorway to the hideout. Outside Qualloba lies quiet and seemingly deserted.

So you're going to try and find the other conspiritor's to get paid, is that correct? How do you try and find them?

The room behind the door lies quiet. Not even the normal nightly sound of beetles insects can be heard. The waning sun illuminates some of the room, revealing strange tracks on the floor. The amazon can make out at least three distinct tracks. All seem to have been made by someone lame or otherwise crippled, causing their gate to shamble. She also makes the disturbing discovery that each set of tracks is accompanied by a tail. Moving silently to the doorway Bella is able to survey the street outside. The same eerie quiet meets her, but for a split second she can make out a large reptilian tale disappearing behind a corner, some 50 feet away.

So, you've just killed a sorcerer and vassal of a god/demon, recuperating in a hideout waiting for the conspiritors to return (which they have not). What do you do?

You can all make a notice roll -1 if you want.


You think you hear a shuffling sound coming from up the stairs and beyond the trapdoor.

@Bella: Ulasha, worshipped by the Tyrant is a desert divinity more similar to a demon than a true god. He is associated with avidity, lust and power. He is adored in the Red Desert and is usually depicted as a giant snake.

The hours pass with not so much as a fly disturbing the air in the conspirator's hideout, making it easy to rest and recover. Once again you fall into deep, and dreamless, sleep (recovering the last level of fatigue). You wake and notice that neither Nekiros or Sulak has returned.

What do you do?

Soon after Sulak leaves the secret basement the room falls into a still almost hypnotic silence. Sleep becomes almost impossible to resist as the day’s trials weighs on your shoulders and you sleep deeper and deeper into the welcoming dark.

If you don’t want to rest you’ll need a vigor roll to avoid a level of fatigue (which in Tenzin and Thresh case would cause incapacitation and you’ll sleep regardless:).

Sleep is sudden and lengthy, but not altogether restful. You dream that you’re walking alone in a lifeless desert. The wasteland stretches out as far as you can see in each direction. Chill winds tear at your skin and carries disembodied hisses all around you. Suddenly the earth opens and you fall into a vast cave, its outer edges cloaked in darkness. The hisses grow in intensity and you start to make out voices. You sense that there’s something in the cave with you, lurking in the dark. The voices grow in volume to the point that you can finally make you a sentence: ”Ulasha is going to devour you.” Two giant red eyes open in the darkness in front of you, then you wake up.

You can all make Spirit rolls (remember to include any fatigue penalties, which should be -1 for Tenzin and Thresh as the rest “cures” you of one fatigue level).

Actually you do :) You can spend a bennie to make a unmodified vigor roll. You heal one wound on a failure or a success, and one more wound with each raise (1-7 => one wound, 8-11 => two wounds => 12+ => three wounds). So your worst case scenario is that you are unwounded with no bennies left. Your best case scenario is that you are unwounded with two bennies left (or since your first vigor roll failed to generate any raises your best case scenario is no wounds and one bennie left).

"I need to return to the palace and gather the guards loyal to Zamira. Eventually the revolt will spread and order needs to be kept", Nekerios says after bringing Thresh. He speaks a few words to Sulak than moves to bring order to the streets of Quollaba.

Sulak finishes tending to the wounds of Thresh and Tenzin. "They've both suffered great wounds, but it is not life threatening. Both are blessed with a remarkable toughness and the wounds will heal. It is best if you stay here until the situation on the streets is under control. It is a volatile situation I am not sure what your presence on the streets would bring. Rest here for the night and I will return tomorrow.", he tells Bella then points to a wrapped bundle in the corner. "You can find some provisions there, enough to get you through the night and the morrow. I will come to see you then." With that he excuses himself and leaves.

What do you do?

Thresh Darkon wrote:

Thresh tries to recover from his wounds...


Down to 2 wounds...spending another Benny to soak (1 left)


Darn...spending last Benny


No more Benny's and 1 wound left :(

In this instance you get one back just by spending a bennie, with additional wounds for each raise. So a total score of 1-7 give you one wound back, 8-11 two wounds, 12+ three wounds. So your status is zero wounds, zero bennies and 2 fatigue levels (each takes 8 hours of rest to remove). I also missed to write that you don't have to include the wound penalties for this vigor check, although it doesn't make a difference for Thresh's rolls.

DM Ström wrote:

Down the stairs Bella sees Sulak, the Tyrant’s counselor and one of the conspirators, kneeling over Tenzin changing the monks bandages. ”You made it. Not outside of the city, but at least you are not hurt”, he says and finishes his work.

Seems like I missed a word in the original post.

Got sidetracked so the post is two days late. Sorry about that.

Bella finds that the search for the Tyrant’s assassins intensifies through the night, but she is still able to avoid detection as she makes her way to the conspirator's hideout. The room is dark but like before there is a torch and a tinderbox hanging next to the door. The secret door is easy to find, now that the amazon knows where it is. Just like before there is the faint glow of candle light coming from the bottom of the stairs. Down the stairs Bella sees Sulak, the Tyrant’s counselor and one of the conspirators, kneeling over Tenzin changing the monks bandages. ”You made. Not outside of the city, but at least you are not hurt”, he says and finishes his work.

An hour or so later Nekerios, the guard captain and second conspirator, comes down the stairs carrying Thresh on his shoulders. ”You made it, I see” he grunts and lays Thresh down on the floor and waits for Sulak to tend to the barbarian’s wounds.

Abit of a deus ex-machina but I hope you don’t mind your characters being alive :)
Your bennie supply refreshes (which leaves Bella with four bennies and Thresh and Tenzin with three bennies each).
Thresh and Tenzin both have three wounds each. You can use a bennie to make a soak roll to remove one wound (wheter or not the roll succeeds or fails) and an additional wound for each raise. You’ve also have two levels of fatigue. Each level requires eight hours of rest.

@Wellard: this a good spot for a party rejoin. Do you want to make a new character or do you want to keep Tenzin? If you're not bored with him that would be the best option since he's already establiahed, but if you want to try something new you're welcomed to do that as well.

Everyone can also take another advancement.

ook, i'll move the game forward tomorrow, have a rl game tonight.

Bella Tell wrote:
She will try to find the best hiding place she can after putting some distance on the current area. Dry well, Rooftop, Refuse dump whatever is available.

May I suggest the hideout where the conspirators met you?

Guard’s spirit roll: 1d6 ⇒ 5

The guard’s eyes widen when he realizes what woman he is facing. ”Yes, whatever you want”, he starts nervously trying the best he can to avoid a stabbing. ”Here’s your bow.” The guard retrieves your bow from his back and holds it up to Bella. But instead of just giving it to the amazon he throws it at her in an attempt to catch the amazon off guard, then he turns and flees down the street.

Run die: 1d6 ⇒ 5

He’s intimidated, but he’s not going to trust you to just knock him out. The spirit roll was to see if he just plain bolted out of fear or if he managed to keep his cool long enough to try and distract you with your bow.

What do you do?

Bella Tell wrote:
I'm a bit disappointed that my great Persuasion rolls didn't put the guard on my side. What would I need to roll for that?

It depends on how you look at it. It isn’t really possible to convince him to break open the door and follow you up to your room. Consider it from his perspective. This is a closed city (which I tried to reflect, but failed, to reflect in my earlier posts). There’s a curfew after dark. Only lepers are allowed on the street (it’s a religious thing) at night time. There aren’t really anyone out prowling late in the evening. Their ruler has just been assassinated with an arrow. The two assassins that all have seen (Tenzin and Thresh making a stand on the balcony) was foreigners. You have made yourself known inside of the city (or Thresh has:) and it is not unlikely that talk spreads when an unusual set of people come to town. So chances are that talk has spread among the guards of the northlander along with the jademan monk and a warrior woman. Most people in the temple probably recognized the large northlander as part of the group of assassins. So when they see a woman sneaking about late at night armed with a bow it is not unreasonable that they conclude that you are one of the assassins. Your rolls (along with the amazon edge effect of men underestimating women) have made them ignore all that and trust the (under the circumstances) kind of unlikely story that you are just a berry thief, to the point that they agreed to leave you with just one guard. So, I would say that the guard is on your side. Not on the “letting you go” side, but on the “this might just be a misunderstanding, I’ll just wait here until everything gets sorted” side.

Bella Tell wrote:

Well. Here goes nothing. Bella will attempt to put the man at ease so much, that she get's the drop on him. (Not sure how to do that).

Since you got his attention it could be anything from “Look behind you!” to “I think I saw something move in the shadows, you should check it out”.

Bella Tell wrote:

Well. Here goes nothing. Bella will attempt to put the man at ease so much, that she get's the drop on him. (Not sure how to do that).

She will then attempt to disarm him.

1d4+4 Persuasion
1d6+4 WD

1d8-2 Fighting (-2 for aiming for arm)
1d6-2 WD

And Bennie spending (Sigh)

1d8-2 Fighting
1d6-2 Wd

Thresh Darkon wrote:
If you have the drop on him you are +4 to attack and damage...

Yes! That is correct. So your first roll total is a 7 which is enough to hit (so you don't have to spend that bennie). You are able to take his weapon from him.

With uncanny speed Bella makes a move for the guard’s sword, now sitting in its sheath on the guard’s belt. He recognizes the threat to late and is soon faced with a amazon armed with his sword. ”What are you doing?”, he asks unable to quite come to terms with the situation.

Bella => Queen of Hearts
Guard => Two of spades

You are armed with the guards bronze sword (1d6 damage). He’s armed with a shied. What do you do?

Thresh Darkon wrote:




That went well...down to 1wound and not shaken

The blow to Thresh's head knocks him to the ground but he stuns the guards by turning the fall into a roll and regains his feet swinging Bane in a mighty arc as he lets out a roar of pain and rage.

[dice=Attack]1d12-1+1 Raise?


It seems that all I get to do is to bring bad news. Wound penalties factor into all rolls, including soak rolls. Since you had two wounds before the guard inflicted three more the soak roll is made with a -2 penalty, which takes the result down to 7. Enough to soak one wound, leaving two, which is adds up to a total of four wounds. Although all is not lost. Let’s see how things work out with Bella to see how to move forward.

Woops! Yes, he does get a bennie for the joker. Forgot the extra rules I've put in place. And even if he doesn't make the soak roll (it's three wounds) he isn't necessarily dead. Depends abit on how the Bella situation plays out. Things have gotten quite complicated.

At Bella

Bella Tell wrote:
Since Bella made her Vigor role (No raise) last turn, I'm assuming that she is now no longer shaken. Her intent is to seduce this guard, then either make her escape by faking the need to use the facilities, or to incapacitate this guard, then make her escape. She will then find someway to disguise herself, and try to blend into the city, while waiting for some sign of Thesh.

Yep, you've had enough time to unshake.

The door is locked. There's a curfew active at night, and by now a city wide alarm has gone off. Doors that wasn't locked or before nightfall are most likely locked now.

"We will wait here until Abal returns", the guard says rebuffing Bella's most "aggressive" advances (he's softened up enough to loose his guard somewhat and to send his ally to get reinforcements, but he's still got the discipline to ). "You can drink out of the fountain if you're thirsty."

At Thresh
New initiative
Thresh => Five of spades
Guards => Joker => eeep!

Bolstered by the sight of the gaping wound at the barbarian’s side the guards smell victory. While one guard ducks under the northlander’s swing the other presses on forcing Thresh to give the guard his undivided attention. He manages to parry the attacks before something hard hits him in the head from behind and everything goes black.

Attack guard #03: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6 (+1 gang up, +2 joker) => miss
Attack guard #04: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9 (+1 gang up, +2 joker) => hit
Damage: 4d6 + 2 ⇒ (6, 4, 6, 3) + 2 = 21 (+2d6 ace, +2 joker) => a few more wounds

Ouch.... exploding dice can really get out of control...

This didn’t really work out the way I planned… We’ll see what Bella does.

Once more insecurity washes over the two guards. They're clearly torn between what they should do, and what they want to do. "Well, I guess that I can stay here with you while Abal gets Nekerios", one guard suggests. "Go get Nekerios, I'll stay here and watch her", he says with a bit more emphasis. His fellow guardsman, Abal, nods and moves to get the captain of the guard taking your spear and shield with him.

Yep, that sounds about right since you can't do anything else than free actions when you're shaken.

At Bella
The two guards stop their advance. They give each other a insecure look, both unsure what to do. After a few seconds one seems to gather his wits. ”Well.. you see.. there’s a killer on the loose. We … assumed it was you.” he begins then stops to thing for a moment. ”We’re going to have to take you to the palace. You’ll stay in the dungeons until we can get this sorted with captain Nekerios.”

One of the guards gathers your shield and spear, the other your bow and then they march you off towards the palace.

That was unexpected :) Have a bennie!
What do you do?

At Thresh
The wild melee continues with Thresh gaining the upper hand as his axe slices into another guard, shattering his sword in the process (14 is enough to shake and wound). Made of better than the ordinary city guard his two companions continue the fight. While one guard distracts the barbarian with a thrust that bounces of his chainmail hauberk the other manages to score a telling blow to the side of the northlander.

Attack guard #03: 2d8 + 1 ⇒ (8, 6) + 1 = 15 (+1 gang up) => hit with a raise
Damage: 5d6 ⇒ (4, 3, 6, 6, 5) = 24 (+1d6 raise, +2d6 ace) => 3 wounds
Attack guard #04: 1d8 + 1 ⇒ (6) + 1 = 7 (+1 gang up) => hit
Damage: 2d6 ⇒ (2, 4) = 6 => not enough to cause a wound

New initiatives
Thresh => Nine of diamonds
Guards => Ten of clubs

Emboldened by the strike the guards continue to press on.

Attack guard #03: 1d8 + 1 ⇒ (1) + 1 = 2 (+1 gang up) => miss
Attack guard #04: 2d8 + 1 ⇒ (8, 1) + 1 = 10 (+1 gang up) => hit
Damage: 2d6 ⇒ (2, 4) = 6 => not enough to cause a wound

You have up to three wounds (modified with eventual soak rolls) and two guards against you. What do you do?

Bella Tell wrote:
Free Bikini Heroine Soak roll:

Bikini Heroine only gives free rolls to soak wounds. It doesn't apply if you're only wounded. Doesn't matter this time since you aced the vigor roll to unshake, which allows you to act in the same round.

Drawing her spear Bella is better able to protect herself. The first guards attack is clumsy and easily parried, but the second attack forces the amazon back once again, nearly loosing her footing. The two guards continue the attacks but Bella is able to meet them. "Surrender, you harlot, if you ever want to see the rays of the sun again!" one of the soldiers command.

Guard #1 attack: 1d8 + 1 ⇒ (1) + 1 = 2 (+1 gang up) => miss
Guard #2 attack: 2d8 + 1 ⇒ (8, 6) + 1 = 15 (+1d8 ace, +1 gang up) => hit with a raise
Damage: 3d6 ⇒ (2, 2, 3) = 7 (+1d6 raise) => enough to shake

New initiative
Bella => Five of diamonds
Guards => Seven of hearts

Guard #1 attack: 1d8 + 1 ⇒ (1) + 1 = 2 (+1 gang up) => miss
Guard #2 attack: 1d8 + 1 ⇒ (2) + 1 = 3 (+1 gang up) => miss

You're up. You're shaken with two guards in melee. What do you do?

Bella Tell wrote:
Sigh! I'm wondering how save the dungeons of this city are for women.

Can't be that bad :)

Bella's fight
Bella's quick arrow hits the guard right in the forehead. Fortunately for him his helmet takes the whole blow but leaves him dazed and his charge is interrupted. Before Bella can string another arrow the other guard reaches her and attacks. His swing fails to connect but leaves Bella out of balance.

Vigor roll to unshake: 1d6 ⇒ 4 => unshaken
Attack roll: 1d8 + 2 ⇒ (7) + 2 = 9 (+2 unarmed defender => hit)
Damage roll: 2d6 ⇒ (1, 4) = 5 => enough to shake

New initiative
Bella => Queen of hearts
Guards => Seven of clubs

You're shaken and engaged in melee with one guard. The other guard came out of his daze and is starting to move towards you. What do you do?

Thresh's fight
Thresh buries his axe in the side of the first mounted guard, sending the poor soul sprawling to the ground. The other three guards barrel down on the barbarian without mercy but unused to fighting on horseback all strikes fail to hit their target. After passing all guards halt their horses and dismounts, electing to face the barbarian on foot.

Guard #2 attack roll: 1d6 ⇒ 5 => miss
Guard #3 attack roll: 1d6 ⇒ 3 => miss
Guard #4 attack roll: 1d6 ⇒ 1 => miss

New initiatives
Thresh => Ace of hearts
Guards => Six of diamonds

The guards have dismounted and are facing you with their swords ready. What do you do?

Hunted by several groups of the tyrants guards Thresh is unable to loose the pursuers for enough time to slip into the shadows, but not for lack of trying. The barbarian manages to stay away from the main force but eventually four mounted guards catch up to him. "Halt! Surrender or forfeit your life!"

Thresh => eight of spades
Guards => eight of diamonds

Thresh goes first. You have four mounted guards moving towards you down the street. What do you do?

Keeping to the shadows Bella is able to stay hidden until she reaches the Inn. Watching the square outside for a while the amazon determines that it's empty. Moving up to the door it seems that she's gotten away, but fate has other plans. The amazon finds the door locked and shortly after a pair of guards wander into the square.

Bella => 2 of Diamonds
Guards => King of Diamonds

"Halt! Assassin!" they shout and draw their weapons and advance.

You're up

Thresh Darkon wrote:
Thresh runs as fast as possible away from the scene of the crime. Once he's had a chance to shake off pursuit, he hurries back to the inn looking for his last partner.

Same as Bella, a stealth roll with a -2 penalty to make it back to the Inn unseen.

Bella is able to sneak off in the shadows. Behind her she can hear the panic gradually settle and shift into a more organized effort of finding the assassins.

You need to make a Stealth check at -2 (-1 because the amount of guards actively searching, -1 for being unfamiliar with the city) to make it back to the Inn undetected.

What does Tresh do?

Thresh is able to buy some time by sacrificing his companion. Tenzin's body hinders the guards, almost knocking some over the railing, which allows the barbarian to climb down the wall and sprint down the street.

"Down the alley! The assassin is escaping down the alley!", a guards shouts as he watches the northlander run down the streets.

So, where do you go? What's the plan?

Thresh exits the temple through the window, but he fails to make any progress in scaling the wall.

You're standing on the landing just outside the window. Next turn 4 guards will reach you. What do you do? What does Bella do?

Bella is able to sneak of into the same shadows you used to hide when you first came her tonight. Good enough to avoid detection from a casual observer the amazon has to wonder how long she can stay hidden from the tyrant's guards when they're actively searching for her.

Thresh, what do you do?

@Wellard: How do you want to handle the death of Tenzin?

That does indeed mark the end of Tenzin (although you don't take a wound penalty on the soak roll since you haven't gotten the wounds at the moment you're trying to soak them).

@Bella: Seems a waste to throw away a raise so you'll get a +2 bonus on the second climb roll, which means that you succeed without having to spend a bennie.

Bella limberly makes her way down the wall and into the empty street outside the temple. The amazon can hear a ruckus outside the temple main doors and the sound of feet approaching.

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