12.2 Eastport - The Western Docks (Everyone else)

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Ndreare
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12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

As the adventurers head to the docks, the smell of sea comes back to them in potency with the smell of septic and human sweat odors. The place while normally a flowing port has been locked down and without a way for ships to come and go legally the smell has grown near unbearable.

Working around and asking questions the adventures are able to find Alice Saddler within about half an hour paying only minimal bribes. However splitting the resource money between the two groups does make the bribes paid feel like more than it should.

AS you come to her shop the sounds of stomping and slamming can be heard from just outside the door. Walking in you can see Alice seems to be in a generally hostile mood as two men are leaving, both with their heads down look like they would rather be anywhere but here.

Seeing the rangers enter, she looks up and with a gruff harrumph says. "And just what do you want?"
OOC Comments
A quick notice roll (no modifier)
All her supplies are near empty and she has very little left, some of the jars are broken as if the place was recently robbed.

She is unfriendly and a Persuasion roll will be needed if you expect much cooperation.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Sroxl
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Sroxl »

Notice 8
Notice: [dice]0[/dice]
Wild: [dice]1[/dice] Ace: [dice]2[/dice]
Sroxl enters the room first, alert for any threats which may present themselves. He doesn't see any immediate danger, but the place looks obviously ransacked by thugs - and recently, too.

"Greetingss. Misss Ssaddler, I asssume? My friendss would like to sspeak with you," Sroxl greets her.

He stands just a little too close, smiling down at her with his pointed, reptilian teeth. She also gets a good look at the many scars covering his face before he nods towards his friends and backs up.

Sroxl keeps an eye on the door and any other possible entrances and exits. He seems a little excited to play good guard, bad guard - but it wouldn't be readily apparent to those who didn't know Sroxl or Dregordians well.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Tieronar
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

OOC Comments
Notice
[dice]0[/dice]
[dice]1[/dice]
After the last few encounters in the cities, Tieronar no longer trusts any city dwellers until proven otherwise. Remembering how the villains escaped a few weeks ago, the Brinchie moves around the back of Saddler's place, ready to kill anyone who comes out the back.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Lysennia Moonsinger
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Lysennia Moonsinger »

RFT wrote:AS you come to her shop the sounds of stomping and slamming can be heard from just outside the door. Walking in you can see Alice seems to be in a generally hostile mood as two men are leaving, both with their heads down look like they would rather be anywhere but here.

Seeing the rangers enter, she looks up and with a gruff harrumph says. "And just what do you want?"
Notice
Notice = [dice]0[/dice], Wild = [dice]1[/dice] +2 (racial) Total = 6
"Good day Mistress Saddler, be not afeared of my companions, though they be of stern demeanour I can assure you that they mean you no harm"

Lysennia looks around the room taking in the scene.
"Something has happened here, and judging by the womans reaction, pretty recently"

"We came here with the intent of doing business, yet it seems something is amiss. Unless I miss my guess, your shop has been ransacked by some ruffians, and recently too. Is there anything we can do to offer aid? Perhaps send word to the watch before the miscreants are too far away to be apprehended?"
Persuade
Persuade = [dice]2[/dice], Wild Die = [dice]3[/dice] +2 Charisma, Total = 6
Lysennia watches the woman gauging her reaction.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

Tieronar looks around the area, taking in the local sights and smells.
OOC Comments
Notice [dice]0[/dice] [dice]1[/dice]
He enjoys people-watching and this den of thieves that calls itself a city is providing him with plenty of opportunity.

More importantly, he is watching to see who is watching him.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Aronan »

Notice (Critical Failure)
[dice]0[/dice]
Wild [dice]1[/dice]
The congestion, and unsanitary conditions, caused by the number of ships in harbour horrifies Aronan. The Korindian has never seen such human filth and the sights, sounds, and smells of it all are really overwhelming to his islander senses. The pervasive press of humanity is almost overwhelming and makes him long for the dark jungles and high mountains of his homeland. His senses are so assailed the the Korindian is oblivious to the shop's condition or the ruffians leaving Aronon is happy to let the others do the talking. Instead, he tries to steady himself.

"I will keep watch outside," he volunteers. Although the outside offers no relief either.
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Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

Tieronar and Aronan see nothing of suspicion out side as they look around for threats and risks. It seems this is unlikely to be a repeat of last time.

Saddler looks up to Lysennia and her offer of sympathy and even perhaps help. "I am sorry I honestly wish I had something I could sell you, I doubt anyone could find who stole my supplies. Maybe if you tell me what you were looking for I can give you the name of another seller."

It appears she has cracked a little and while no longer hostile, she will be of little real help if no one can help her recover her supplies. Then suddenly it is like she can see for the first time you are ranger. "Your Rangers? If you could help find my stolen herbs I would happily give you whatever part you need. Do you think it is possible?"
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Tieronar
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

OOC Comments
Notice
[dice]0[/dice]
[dice]1[/dice]
Tieronar continues to wait for someone to come out the back door.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Sroxl »

"Many thingss are posssible. If we knew more detailss about what wassstolen, how much time hass passsed, and - mosst importantly - who sstole your goodss or what the thievess looked like, then maybe it iss posssible," Sroxl remarks nonchalantly from his corner. He shrugs his shoulders as he finishes talking, letting Lyssenia take point the conversation once more.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/Sadler’s Shop
Afternoon
Round 0

“Well, tha’ didnae gae as expected,” Angis grumbled as they left the theatre district and headed for the western docks. “Ye’d think they’d want the city cured sae things can gae back t’ business as usual. Think they’ll be a problem?”

Angis eyed the herb shop up ahead. “I ‘ope they’re ‘avin’ better luck.”

Angis walked into Sadler’s shop and looked around, giving a low whistle at the mess. “Did ye dae this?” he asked Lyssenia.

***
Actions
Conditions
Potion: Immune to disease for several days
Angis Ironheart Character Sheet
Parry: 8; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 3/3
Adventure Card
  • Ceynara’s Blade: Play during combat with the forces of Flame. The character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage, until the end of the combat.
  • Breath of Life: When this card is played, the character and all allies remove their Shaken status and any Fatigue levels. If played by a Druid, all characters recieve +1 on a Spirit and Vigor checks for the rest of combat as well.


Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.


NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Notice
[dice]0[/dice]
wild dice [dice]1[/dice]
Angis Ironheart wrote:“Well, tha’ didnae gae as expected,” Angis grumbled as they left the theatre district and headed for the western docks. “Ye’d think they’d want the city cured sae things can gae back t’ business as usual. Think they’ll be a problem?”

"Possible. they might be seeking to profit from this chaos."




Arriving at the shop
“What happened here?” he asks, before drawing Lysennia to one side.


“They spotted us; managed to extricate us and have a meeting arranged with their leader once I’d spoken to my superior. They are entrenched in force; thirty or so people from what I saw. Short of a bloodbath, we definitely either need to break in or negotiate."
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Danyar »

Watching
Notice[dice]0[/dice]
Wild[dice]1[/dice]
Stealth[dice]2[/dice]
Exploded[dice]4[/dice]
Exploded[dice]5[/dice]
Wild[dice]3[/dice]
Notice=7
Stealth=22
As we leave the Theatre, Danyar watches to make sure the others aren't followed. When they arrive at the western docks and meet up with the others, Danyar remains across the street and again watches for followers and for anyone watching the first team. After a few minutes, he notices Tieronar watching the back area and makes his way over to him.

Interesting surroundings don't you think? I prefer the woods, hills and open grasslands but, experiencing the cities and towns once in a while makes life interesting.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

OOC Comments
Notice[dice]0[/dice]
[dice]1[/dice]
"Aye, I do not like this city," the Brinchie replies slowly. "The people here make me feel as if all of the city is waiting to devour itself."

Tieronar snarls and spits on the stoop behind the shop.

"In my clan, we would be sharing these resources as soon as an epidemic such as this occurred. These people are selfish and greedy."
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Danyar »

Danyar nods his head. "Yes, they are greedy. People should learn to live together and help one another in situations such as these. Unfortunately they do not and the duty falls upon us to step up and help. This is one of the reasons I decided to remain with the Rangers after my year was up, I wanted to help those in need and stop those who are too sick with power to remember they to are just like us. Did you see that?
Danyar notices a man just around the corner, he is watching the others and doesn't notice us.
"That man, standing at the corner of the building, he was one of the men from the Theater. I'll bet were going to have a difficult time working with them now that they know who and what we are. Should we take him down and hold him to answer questions?
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Aronan »

Oblivious to much of the group's activities, Aronan follows them. Not alert to any dangers he hawks at all the various sights, sounds, and smells of this city.

"That seemed to go well," he states, oblivious to any complications. "Hopefully our other errands go so well."
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

Danyar wrote:Danyar nods his head. "Yes, they are greedy. People should learn to live together and help one another in situations such as these. Unfortunately they do not and the duty falls upon us to step up and help. This is one of the reasons I decided to remain with the Rangers after my year was up, I wanted to help those in need and stop those who are too sick with power to remember they to are just like us. Did you see that?
Danyar notices a man just around the corner, he is watching the others and doesn't notice us.
"That man, standing at the corner of the building, he was one of the men from the Theater. I'll bet were going to have a difficult time working with them now that they know who and what we are. Should we take him down and hold him to answer questions?
Tieronar looks at the man.

"Were there difficulties at the Theatre? If he is a ruffian, then we should definitely restrain him."
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Danyar »

Notice
Notice[dice]0[/dice]
Wild[dice]1[/dice]

Were there difficulties, not really. There was a large group of armed mercenaries guarding the theater and part of our group talked with them. They seemed very difficult but, we were able to talk them into having a drink and talking business later. That was all before this scout spied on us. I believe leaving him to return with the information will be detrimental to our task but, how do we go about it? We can't just kill him and provoking him into a fight is just wrong.

Danyar thinks for a moment...

Maybe if we just jump him and detain him long enough for us to complete our mission and get some intelligence about his group would be fair and reasonable, what do you think? He didn't see me at all and we could just walk past him and suddenly strike giving us surprise.

While Danyar waits for T's answer, he has another look around to see if anyone else is watching.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Bradon overhears Danyar and Tieronar talking and nods to them to proceed.

The longer we keep who we are under wraps and what we are doing the better.
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Ndreare
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

The scout is oblivious to the conversation about him as he continues his work.


Looking as the heroes discuss their options and the state of the city the apothecary owner says. "Well, I do not have proof. But I think the yellow knives have taken everything. People are willing to pay anything to alleviate their symptoms and Joe Sala their leader came poking around yesterday. I would bet anything he is using whats left to sell for obscene prices.

"But what worries me is that many of my medicines can kill people if used wrongly. Thugs like that don not know how dangerous these things are."


Very little questioning is needed to find out Joe Sala is the leader of a local gang called the Yellow Knives. Their hang out is a local dock pub called the Gentlemen's Lady. From her information it seems they are a relatively small gang, but they are generally ignored by the local dock guards because Joe's mother is suppossedly a Captain.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

Tieronar looks at Danyar.

"I have a plan."
OOC Comments
Waiting for Greg to groan
"You should walk away and circle around him. I will approach and begin talking. Then we grab him. I doubt he can outrun me."
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Sroxl »

"The Yellow Knivess? Interessting. That sshould be quite helpful. Iss there anyone who might know more about thesse Yellow Knivess, or will we have to go sstraight to the ssource at the Gentleman'ss Lady?" Sroxl asks Alice from his corner.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/Sadler’s Shop
Afternoon
Round 0

Angis cracked his knuckles. “Gen’leman’s Lady sounds like a roight guid place f’r a drink,” the dwarf said with a grin through his beard. “Though if ‘is mum’s a guard captain, we may need t’ be careful.”

***
Actions
Conditions
Potion: Immune to disease for several days
Angis Ironheart Character Sheet
Parry: 8; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 3/3
Adventure Card
  • Ceynara’s Blade: Play during combat with the forces of Flame. The character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage, until the end of the combat.
  • Breath of Life: When this card is played, the character and all allies remove their Shaken status and any Fatigue levels. If played by a Druid, all characters recieve +1 on a Spirit and Vigor checks for the rest of combat as well.


Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.


NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Danyar »

Tieronar wrote:Tieronar looks at Danyar.

"I have a plan."
OOC Comments
Waiting for Greg to groan
"You should walk away and circle around him. I will approach and begin talking. Then we grab him. I doubt he can outrun me."
why does you having a plan scare me? Ok, let's go with it and see what happens.

Danger walks away from their spot and circles around behind their spy. He will wait a moment then walk up behind him and together they will grab their prey.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

Sroxl wrote:"The Yellow Knivess? Interessting. That sshould be quite helpful. Iss there anyone who might know more about thesse Yellow Knivess, or will we have to go sstraight to the ssource at the Gentleman'ss Lady?" Sroxl asks Alice from his corner.
Alice looks at the monstrous creature and takes a step back in fear when being addressed directly by it. "I, ah..."
"I am sorry I really do not normally travel in those circles. I only know where it is they hang out and that their leader is supposed to have connections because his mother is a captain."





For those trying to grab the spy, please roll Grappling. This will be a Fighting roll with the Drop +4 bonus to the first player rolling. Any rolls after the first roll will provide +1 per success and raise.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Tieronar
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Location: Buffalo, NY

Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

OOC Comments
Notice[dice]0[/dice][dice]1[/dice]
Tieronar approaches the man, both hands empty, one outstretched in greeting.

"Hello there, I don't think we've met. But in a city like this, that's not completely unexpected."

The Brinchie begins to speed up his speech as he approaches, even though his stride slows, hoping to throw the man off a little.

"I was looking around, and I noticed you. And I think I noticed you noticing me. SoDidYouNoticeMeNoticeYouNoticingMeOrWasItJustMyImaginationAndItWasOnlyMeNoticingYouNoticingMe?"

At the last minute, he strikes out first with an uppercutting paw to the man's right ear and then with a quick kick to the groin. Aiming to subdue, not kill.
OOC Comments
Paw[dice]2[/dice] SPLOSHUN! [dice]8[/dice] = 12
Wild[dice]3[/dice]
Kick[dice]4[/dice]
Wild[dice]5[/dice] SPLOSHUN [dice]9[/dice] =10

Assuming those were both Raises

Damage [dice]6[/dice] + Extra ADamage [dice]10[/dice] = 13 Damage
Kick Damage [dice]7[/dice] Plus Extra Damage [dice]11[/dice] =10 Damage (If he's still up)
Last edited by Tieronar on Mon Sep 03, 2018 7:08 pm, edited 1 time in total.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

The young scout is completely subdued by Tieronar's blows and starts crying. "What, what do you want. I don't have anything."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
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Location: Buffalo, NY

Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

As Danyar approaches, Tieronar pulls the Scout into an alcove.

"I. Have. A Few. More. Questions. For. You." Tier enunciates each word with a tap of his claw.

"Why...were you following and watching us?"

After that, he pauses to let Danyar ask a few questions.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/Sadler’s Shop
Afternoon
Round 0

Angis waved Sroxl off. “Don’t scare the lassie,” he scolded the big lizard. Then he turned back to Alice. “Thank’ee, ma’am. Tha’ information’ll dae us guid. We’ll find yer supplies an’ find oot wot these Yellow Knives want wi’ some dried up ‘erbs.”

The dwarf looked to the others. “Seems we be stoppin’ by this Gen’l’man’s Lady an’ makin’ some inquiries.”

Angis headed back out into the street and headed in the direction of the tavern.

***
Actions
Conditions
Potion: Immune to disease for several days
Angis Ironheart Character Sheet
Parry: 8; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 3/3
Adventure Card
  • Ceynara’s Blade: Play during combat with the forces of Flame. The character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage, until the end of the combat.
  • Breath of Life: When this card is played, the character and all allies remove their Shaken status and any Fatigue levels. If played by a Druid, all characters recieve +1 on a Spirit and Vigor checks for the rest of combat as well.


Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.


NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Rolls carried

Bradon stops Angis with his hand

"Wait a moment, depending on what Danyar and Tieronar find, we might need your muscle."

He looks over at the two rangers and their new captive.

"I think we picked up a friend from earlier."
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

Tieronar wrote:As Danyar approaches, Tieronar pulls the Scout into an alcove.

"I. Have. A Few. More. Questions. For. You." Tier enunciates each word with a tap of his claw.

"Why...were you following and watching us?"

After that, he pauses to let Danyar ask a few questions.
The boy still nervous as can be says. "Adran sent me. Said you were poking around down town. I was supposed to see who you were with and maybe if you had enough money to be worth negotiating with."

The his voice becoming more whiny than conversational he adds. "Come on if you guys let me go I won't tell him you spotted me. I will just tell him whatever you want."
Angis Ironheart wrote:Angis waved Sroxl off. “Don’t scare the lassie,” he scolded the big lizard. Then he turned back to Alice. “Thank’ee, ma’am. Tha’ information’ll dae us guid. We’ll find yer supplies an’ find oot wot these Yellow Knives want wi’ some dried up ‘erbs.”

The dwarf looked to the others. “Seems we be stoppin’ by this Gen’l’man’s Lady an’ makin’ some inquiries.”

Angis headed back out into the street and headed in the direction of the tavern.
Alice nods externally looking a little more relaxed. "I could not thank you enough, but you will need to be careful. The Yellow Knives are tough."
Bradon wrote:Rolls carried

Bradon stops Angis with his hand

"Wait a moment, depending on what Danyar and Tieronar find, we might need your muscle."

He looks over at the two rangers and their new captive.

"I think we picked up a friend from earlier."
Alice looks a little worried, but not panicked. "Where they the Knives? Be careful they are very dangerous. Do they know i was talking to you?" She then looks out the door and moves making sure she cannot be seen from outside.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Angis Ironheart
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/Sadler’s Shop
Afternoon
Round 0

Angis frowned as Bradon stopped him. “Wot are the cat an’ the rat up tae noo?” He had been inside the shop and so didn’t know anything about the tail they had picked up.

Angis reassured Alice,” “Dunna worry. We’ll no’ tell ‘em ye sent us,”

***
Actions
Conditions
Potion: Immune to disease for several days
Angis Ironheart Character Sheet
Parry: 8; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 3/3
Adventure Card
  • Ceynara’s Blade: Play during combat with the forces of Flame. The character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage, until the end of the combat.
  • Breath of Life: When this card is played, the character and all allies remove their Shaken status and any Fatigue levels. If played by a Druid, all characters recieve +1 on a Spirit and Vigor checks for the rest of combat as well.


Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.


NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Bradon
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Notice
[dice]0[/dice] ace [dice]2[/dice]
Wild dice [dice]1[/dice]
Angis Ironheart wrote:Angis frowned as Bradon stopped him. “Wot are the cat an’ the rat up tae noo?” He had been inside the shop and so didn’t know anything about the tail they had picked up.
"Catching our tail as we speak," Bradon taps the pommel of his sword, ready for action just in case.
RFT wrote:Alice looks a little worried, but not panicked. "Where they the Knives? Be careful they are very dangerous. Do they know i was talking to you?" She then looks out the door and moves making sure she cannot be seen from outside.
"We are just finding out, but you'll be safe with us," he reassures her, but keeping an eye out.
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Tieronar
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Location: Buffalo, NY

Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

RFT wrote:
The boy still nervous as can be says. "Adran sent me. Said you were poking around down town. I was supposed to see who you were with and maybe if you had enough money to be worth negotiating with."

The his voice becoming more whiny than conversational he adds. "Come on if you guys let me go I won't tell him you spotted me. I will just tell him whatever you want."
OOC Comments
Notice[dice]0[/dice] Wild [dice]1[/dice]
Tieronar pats the boy on the head.

"No, no. Don't lie to your boss. Tell him we saw you. Tell him we spoke to you. You can leave out the part about use catching you. Then pass on this message. We are here to stop an epidemic. As long as Adran and his bois don't interfere with us, or the people we are dealing with, then there is no reason for us to be at odds and we will be out of his hair."

Tier squats down to stare the boy right in the eyes, smiling to reveal his own sharp teeth.

"Make sue he understands the part about not messing with the people we are dealing with. Let us do our job, and nobody has to get hurt and he can go on making a profit."

The Brinchie reaches down to cup the scout's scrotum through the trousers, extending his claws just enough to penetrate the cloth and prick the skin.

"Otherwise, we will be forced to take more dramatic actions."

Tier brings his paw up to the scout's face, letting one extended claw brush against the rogue's eyebrow.

"And that will end up with a lot of your boys ending up as mangled corpses in the harbor."

He lets go of the boy and stands up.

"IS there any misunderstanding about that?"
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Sroxl »

Bradon wrote:
Angis Ironheart wrote:Angis frowned as Bradon stopped him. “Wot are the cat an’ the rat up tae noo?” He had been inside the shop and so didn’t know anything about the tail they had picked up.
"Catching our tail as we speak," Bradon taps the pommel of his sword, ready for action just in case.
Sroxl swooshes his tail around in front of him and wags it a little, teasing Bradon, "We only have two tailss that I'm aware of, and I'd like to ssee you try to catch mine. Hss hss hss. Sshall we go check on our brinchie friend, then?"
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
Edit Signature
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Danyar
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Location: Buffalo, NY

Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Danyar »

Notice
Notice0
wild1
Danyar stands back a little watching his little feline friend confront our little friend. While he is standing there, he watches the back of the store and looks around to see if anyone else is watching or even concerned with what is happening.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Ndreare
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

The terrified looking boy instantly jumps at the opportunity to leave in one piece with only a scare and a scratch not trusting the feline warrior to stay merciful.

Leaving the team with only the words of Alice on how to help with the other issue at hand.

Scene Recap, it has been a while
RFT wrote: Tue Sep 04, 2018 7:10 am
Angis Ironheart wrote:Angis waved Sroxl off. “Don’t scare the lassie,” he scolded the big lizard. Then he turned back to Alice. “Thank’ee, ma’am. Tha’ information’ll dae us guid. We’ll find yer supplies an’ find oot wot these Yellow Knives want wi’ some dried up ‘erbs.”

The dwarf looked to the others. “Seems we be stoppin’ by this Gen’l’man’s Lady an’ makin’ some inquiries.”

Angis headed back out into the street and headed in the direction of the tavern.
Alice nods externally looking a little more relaxed. "I could not thank you enough, but you will need to be careful. The Yellow Knives are tough."
Bradon wrote:Rolls carried

Bradon stops Angis with his hand

"Wait a moment, depending on what Danyar and Tieronar find, we might need your muscle."

He looks over at the two rangers and their new captive.

"I think we picked up a friend from earlier."
Alice looks a little worried, but not panicked. "Where they the Knives? Be careful they are very dangerous. Do they know i was talking to you?" She then looks out the door and moves making sure she cannot be seen from outside.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Angis Ironheart
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/The Gentleman’s Lady
Afternoon
Round 0

“Let’s gae check oot this Gentleman’s Lady then,” Angis told the others once they had reconvened and been brought up to speed by Tieronar and Bradon. “See aboot these Yellow Knives an’ wot they want wi’ Mistress Alice’s herbs.”

Since surreptitious surveillance had been less than spectacular in the theatre district with the Mockery, Angis decided on the direct approach. He went into the pub, slammed his axe on the counter in front of him, and ordered a large dwarven ale.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

As the dwarf walks up to the bar oblivious to the tension in the room as he entered the bartender simply stares at him unresponsive of his request. As Angis realizes no drink is coming he sees the bartender’s eyes are darting back and forth from him to someone in the back of the room.

Finally the Bartender approaches and grimacing a bit obviously intimidated by the giant dwarf. “This here is a memers o’ly club.” Glancing around the rest of the room stands from their locations around the room half fleeing and about fifteen people with short knives stained yellow from some sort of coating looking at the group of intruders.

A loud and confident voice comes from the corner as one of the yellow knives decides the message was not clear. “Y’all mus be loss. We ain’t want to have to open ye up, so just move on.”

As the group looks to make their decision one of the Yellow Knives helps out by noticing the quality gear you are wearing. "But go head n drop ye purse 'fore leaving."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Aronan
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Aronan »

Supporting the dwarf as he enters the bar, Aronan goes in behind him and watches his back. As the Yellow Knives gather to threaten Angis, the Korindian smiles broadly, "You are welcome to my purse, but it contains no coins. Metal is considered unclean to my people. However, compared to your faces metal isn't so bad."
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Sroxl
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Sroxl »

Notice 7, Intimidation 9; -1 Benny
Notice: [dice:1btuiik0]42548:0[/dice:1btuiik0]
Wild: [dice:1btuiik0]42548:1[/dice:1btuiik0] Ace: [dice:1btuiik0]42548:4[/dice:1btuiik0]

Intimidation: [dice:1btuiik0]42548:2[/dice:1btuiik0] (+4 Frightening)
Wild: [dice:1btuiik0]42548:3[/dice:1btuiik0]

Reroll just because
Intimidation: [dice:1btuiik0]42548:5[/dice:1btuiik0]
Wild: [dice:1btuiik0]42548:6[/dice:1btuiik0]
Sroxl smiles a toothy smile at the confident man in the corner. With all the menace he can muster, he tells the man, "We did not come looking for trouble. We brought it with uss. But if you're ssmart, we can be civilized. We have much to disscusss, and if you co-operate, my friendss might even make it worth your while."

When he finishes speaking, Sroxl twirls his Kayakor fancily in front of him from the right, to the left, behind him, and back to the right, ending with it pointing at the main in the corner.

Sroxl snarls at the man and says, "Otherwisse, you can prize my belongingss from my cold, dead fingerss."
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Notice 5
OOC Comments
[dice:1y573ewx]42574:0[/dice:1y573ewx]
[dice:1y573ewx]42574:1[/dice:1y573ewx] ignore the +2's
Bradon sidles into the bar, keeping himself as low key as possible. With the others barrelling in and getting lots of attention, being able to sneak behind them and get at what they took or even give them an advantage if a fight broke out.


Stealth 8
OOC Comments
[dice:1y573ewx]42574:2[/dice:1y573ewx]
[dice:1y573ewx]42574:3[/dice:1y573ewx]
last benny for extra effort [dice:1y573ewx]42574:4[/dice:1y573ewx]
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Tieronar
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

OOC Comments
Notice[dice:1dijjf07]42636:0[/dice:1dijjf07] EXPLOSION [dice:1dijjf07]42636:2[/dice:1dijjf07] EXPLOSION AGAIN! [dice:1dijjf07]42636:3[/dice:1dijjf07] And another Raise [dice:1dijjf07]42636:4[/dice:1dijjf07]


Wild[dice:1dijjf07]42636:1[/dice:1dijjf07]


THAT'S A 23 NOTICE!
Tieronar slides into the bar, keeping close to Danyar.

"Well now," the Brinchie says quietly, "If this goes badly, I'll watch your back, you watch mine. When this goes badly, and I'm pretty sure it will, I think we should focus on the weak links so that the others can take out whoever is in charge."
Last edited by Tieronar on Thu Sep 27, 2018 2:08 pm, edited 4 times in total.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Danyar »

Tieronar wrote: Wed Sep 26, 2018 9:01 pm "Well now," the Brinchie says quietly, "If this goes badly, I'll watch your back, you watch mine. When this goes badly, and I'm pretty sure it will, I think we should focus on the weak links so that the others can take out whoever is in charge."
Notice
Notice[dice:3gcz7z8b]42657:0[/dice:3gcz7z8b]
Wild[dice:3gcz7z8b]42657:1[/dice:3gcz7z8b]
Exploded_Wild[dice:3gcz7z8b]42657:4[/dice:3gcz7z8b]
Stealth
Stealth[dice:3gcz7z8b]42657:2[/dice:3gcz7z8b]
WIld[dice:3gcz7z8b]42657:3[/dice:3gcz7z8b]
Whispering. Well Tieronar, it looks like it will get really ugly, real quick. We will keep our backs to the wall and you watch the right and I will watch the left. If no one directly attacks us, we will attack the backs of the Yellow kinves attacking our friends but, we will do it in unison. Yes, lets stick together through this.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Lysennia Moonsinger »

From across the room Lysennia watched her companions draw attention to themselves. Pulling her cloak a little tighter around her shoulders she tried her best to look like just another inconspicuous local. With luck she might spot something she may miss if she was involved in the upcoming brawl. It was after all not the reason they were here.

In all honesty she felt sure her companions could handle the typical ruffians they might encounter in a dive like this, but she would be on her guard to act as their magical defence or give chase to any rabbit that tried to make a run for it.

She settled back into the corner and nursed her goblet of wine, sipping but not actually drinking. The whole thing with finding the ingredients for the cure had all seemed so simple when they were laying out the plans. Now, with having come up empty at the docks, and the debacle with the mockery, most of a day had been wasted and they were no further forward. Tonight's expedition needed to bear fruit.

An Apology
Sorry for the long absence everyone. Been a time of upheaval here in the last coiiple of months, but hopefully things are starting to get on more of an even keel now.
Looking forward to getting some quality play time in now. :)
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

One of the larger members of the Yellow Knives simply walks over and prepares to kick the stool out from under the dwarf. It is obvious to all they have decided battle is needed, and they will surely provide the opportunity.

INITIATIVE ORDER
Bradon, Danyar and Laura have 2 days until I post
  • Bradon & Danyar are on Hold and May Go Whenever they decide to Post.
    Laura goes first
Then Yellow Knives Go,
Then Players Turns
MAP
Feel free to move where needed in this map on roll20.
Yellow Knives Bar - Turn 01.JPG
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Aronan »

First Strike 14 Damage 9
Fighting [dice:3oesk7d7]42968:0[/dice:3oesk7d7]
Ace: [dice:3oesk7d7]42968:2[/dice:3oesk7d7]
Wild [dice:3oesk7d7]42968:1[/dice:3oesk7d7]

Damage [dice:3oesk7d7]42968:3[/dice:3oesk7d7] [dice:3oesk7d7]42968:4[/dice:3oesk7d7]
Raise [dice:3oesk7d7]42968:5[/dice:3oesk7d7]
Anticipating a fight, Aronon reacts quickly as the Yellow Knives close in. Turning quickly to face his attacker he brings up the butt end of his staff and catches the rogue under the chin, sending him reeling backward.
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

OOC Comments
Feel free to move you tokens as needed on the map.
https://app.roll20.net/join/3148016/XMiY3A
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Lysennia Moonsinger »

Aronan wrote: Mon Oct 01, 2018 8:05 am Anticipating a fight, Aronon reacts quickly as the Yellow Knives close in. Turning quickly to face his attacker he brings up the butt end of his staff and catches the rogue under the chin, sending him reeling backward.
OOC Comments
Just a few reactions and observations. Trying to get my hand back in before I have to start posting in earnest. ;)
Lysennia had to bite down on her tongue to stop herself shouting a warning to Aronan as she saw the thug closing in in him from behind. However her concern was needless. The Korindian negligently cracked the rogue with his staff and stood ready to face the next person foolish enough to try their luck.

It was the first time she had really had chance to observe her companions in action. Usually she herself was in the thick of things, often needing their strength and combat savvy to keep her out of harms way. Now she was getting to see how intimidating they would be to face as a unit.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/The Gentleman’s Lady
Afternoon
Round 0

Angis snorted as it seems they were going to deny his request for a drink. “Ceynara’s blue balls, wot’s a dwarf got t’ dae t’ get a drink.” He picked his axe up off the counter and turned casually around to face the men and their knives. “An’ Shadows take ye if ye think a dwarf be leavin’ ‘is purse wi’oot gettin’ a drink.” He shrugged his shield onto his arm.

“Sae we’re gaein’ t’ dance? Guid thing me card’s open. An’ after, we’ll ‘ave some questions f’r those we leave alive an’ conscious,” he told the Yellow Knives as they started to come at them.
OOC Comments
Just waiting my turn :)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Notice
[dice:ypknom6s]43168:0[/dice:ypknom6s]
[dice:ypknom6s]43168:1[/dice:ypknom6s]

We can never go anywhere for a quiet drink. We are going to get a bad reputation for causing trouble.
He slipped behind the nearest one and slashed at him with his sabre.


Attack 8 damage 4
OOC Comments
[dice:ypknom6s]43168:2[/dice:ypknom6s]
[dice:ypknom6s]43168:3[/dice:ypknom6s]
Ace [dice:ypknom6s]43168:5[/dice:ypknom6s]
damage [dice:ypknom6s]43168:4[/dice:ypknom6s]
OOC Comments
Presuming I get surprise and not the drop
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Danyar »

Danyar sees the situation going bad real quick. Taking advantage of the situation, he raises his bow, aims and fires at the back of one of the Yellow Knives sitting in a chair before him. He lets the arrow loose and it flies straight and true into the back of the opponent before him.
Shooting
Shooting[dice:2xh8g9dx]43176:0[/dice:2xh8g9dx]
Explosion[dice:2xh8g9dx]43176:3[/dice:2xh8g9dx]
Wild[dice:2xh8g9dx]43176:1[/dice:2xh8g9dx]
Explosion[dice:2xh8g9dx]43176:4[/dice:2xh8g9dx]
Damage[dice:2xh8g9dx]43176:2[/dice:2xh8g9dx]
RaiseDMG[dice:2xh8g9dx]43176:5[/dice:2xh8g9dx]
17 to hit
10 damage
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Lysennia Moonsinger »

Bradon casually attempted to cut down one of the thugs with his sabre. Things were going downhill rapidly. Aronan cracking one of the locals across the head with his staff was one thing, but launching into a pre-emptive strike with lethal force was something else entirely.

"We're supposed to be the ones upholding the law", she thought to herself through gritted teeth as she saw Danyar shoot another seated patron.

What she had believed was likely to be a rowdy bar fight could very likely end with the watch being called and her companions being arrested. However that would have to wait. The plan called for her not to involve herself and just observe, try and spot anyone behaving in an odd manner when the fight broke out, and their task was still very pressing. So Lysennia grits her teeth and remains seated.

"We will have words about this debacle later gentlemen", she thought to herself. The only thing betraying her displeasure was the tautness across the back of her knuckles as she grasped her staff more tightly.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

As the thugs begin moving into action one of the kicks the dwarves chair out from under him and the team moves into action fast. The dwarf stumbles a bit but catches himself before hitting the ground completely.

12 to Grapple the dwarf
Fighting d6 +1 gang up
Fighting [dice:ow0pebrt]43353:0[/dice:ow0pebrt] Ace [dice:ow0pebrt]43353:12[/dice:ow0pebrt]

Fighting [dice:ow0pebrt]43353:1[/dice:ow0pebrt] Ace [dice:ow0pebrt]43353:13[/dice:ow0pebrt]
One of the two thugs approaching Aronan hits the ground like a sack of potatoes his bell rung completely and thoroughly. The Thug next to him rethinks what he was going to do and instead chooses to cut Aronan with one of the ugly yellow knives too small for organ damage.

7 versus Parry misses Aronan
If this attack hits you need to make a Vigor -2 roll or suffer -1 fatigue. You will continue rolling every minute until you make the roll or are incapacitated.
Fighting d6, Wild attack +2/+2
Fighting [dice:ow0pebrt]43353:2[/dice:ow0pebrt]
As Bradon swings his saber the thug stumbles back wounded but not defeated. Swinging his knife he cuts at Bradon's hand trying to disarm him, while his friend tries to come circle him in.

5 versus Parry misses Bradon
You had Surprise which adds +2/+2 so shaken
Spirit to unshake [dice:ow0pebrt]43353:3[/dice:ow0pebrt]

If this attack hits you need to make a Vigor -2 roll or suffer -1 fatigue. You will continue rolling every minute until you make the roll or are incapacitated.
If Unshake happens Fighting to disarm -2, +1 for gang up
Fighting [dice:ow0pebrt]43353:4[/dice:ow0pebrt]
The rest of the room explodes into action as the arrow shoots through one of the gang members. Someone shouts "Holy crap their trying to kill us!" Followed by someone else yelling. "Don't hold back guys, these aint guards, their another gang! Kill them!" A third person yells "Grab the ladies, they will have to give up or retreat. Or we kill the sorcerers."

14 to secure Lysennia, 8 to secure Laura. Spell casting will be inhibited while restrained/gagged
If they grapple you your spell casting will be inhibited as a contest versus their fighting until you break free.

Three of the thugs move to grapple Lysennia and three more move to grapple Laura.
Grapple Lysennia All out +2/+2, Gang up +2
Fighting [dice:ow0pebrt]43353:5[/dice:ow0pebrt] Ace [dice:ow0pebrt]43353:14[/dice:ow0pebrt]
Fighting [dice:ow0pebrt]43353:6[/dice:ow0pebrt]
Fighting [dice:ow0pebrt]43353:7[/dice:ow0pebrt]


Grapple Laura All out +2/+2, Gang up +2
Fighting [dice:ow0pebrt]43353:8[/dice:ow0pebrt]
Fighting [dice:ow0pebrt]43353:9[/dice:ow0pebrt]
Fighting [dice:ow0pebrt]43353:10[/dice:ow0pebrt]
The other Thugs move back taking up defensive stances for fear of what the heroes will do next.

Going Defensive 11 parry for those that did not attack
GM fiat on using a group roll even though it is combat to save time.
Fighting [dice:ow0pebrt]43353:15[/dice:ow0pebrt] Ace [dice:ow0pebrt]43353:16[/dice:ow0pebrt]
Fighting [dice:ow0pebrt]43353:11[/dice:ow0pebrt]
As the scene turns into a place of death the service people panic and run behind the bar hiding, those who cannot make it to the bar try ducking in place hoping not to get caught up in the gang war.


ALL REMAINING PLAYERS CAN TAKE ACTIONS
UPDATED MAP
Screenshot_20181004-080827_Chrome.jpg
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

OOC Comments
Notice [dice:3bpq44m5]43360:0[/dice:3bpq44m5]
Wild [dice:3bpq44m5]43360:1[/dice:3bpq44m5]

Wild Attack Two Attacks (right one will get Gangup from Danyar.)
Right Paw [dice:3bpq44m5]43360:2[/dice:3bpq44m5]
Wild [dice:3bpq44m5]43360:3[/dice:3bpq44m5] Explode [dice:3bpq44m5]43360:6[/dice:3bpq44m5]
Hit

Damage [dice:3bpq44m5]43360:8[/dice:3bpq44m5] [dice:3bpq44m5]43360:9[/dice:3bpq44m5]

Left Paw [dice:3bpq44m5]43360:4[/dice:3bpq44m5] Explode [dice:3bpq44m5]43360:7[/dice:3bpq44m5]
Wild [dice:3bpq44m5]43360:5[/dice:3bpq44m5]

What is their toughness? (5) Stagger one.

FYI -1 to be hit, Parry is 7 this turn as opposed to 9. They lose 1 point of Gangup Bonus of they attack.


"Restrain the Ladies?" Tieronar snarls. "My Granddam would tear their tiny balls off for that."

The Brinchie lashes out at the two enemies nearby, hitting the one between himself and Danyar.
Last edited by Tieronar on Thu Oct 04, 2018 12:17 pm, edited 2 times in total.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Lysennia Moonsinger »

Evade grapple notes
Opposed Fighting roll to not be grappled = Fighting=[dice:13igrf08]43388:0[/dice:13igrf08], Wild Die=[dice:13igrf08]43388:1[/dice:13igrf08]
Spirit Roll to be Unshaken = Spirit Roll = [dice:13igrf08]43388:2[/dice:13igrf08], Wild Die = [dice:13igrf08]43388:3[/dice:13igrf08]
Opposed Agility Roll to Break Free = Agility Roll=[dice:13igrf08]43388:4[/dice:13igrf08], Wild Die=[dice:13igrf08]43388:5[/dice:13igrf08] Benny to Extra Effort = [dice:13igrf08]43388:6[/dice:13igrf08] Total = 10

Net result: Lysennia was successfully grappled with a raise to make her shaken.
She failed to unshake.
She wriggled to get free (spending a benny for extra effort) and got a raise against her opponents so still gets to act.
Caught by surprise Lysennia is grabbed by three of the thieves before she realises her hoped for subterfuge of being just another random patron was pointless. The Yellow Daggers clearly know she is with the others and are not taking any chances. One of them grapples her in a big bear hug, and his two companions grab an arm each and hold her fast. She feels the roughness of his unshaven chin digging into her neck and is almost overcome by the smell of alcohol on his breath.

Fortunately they had not reckoned on both her diminutive stature and quite how much she could wriggle if she put mind to it. Her hands slipped easily from the grasp of the two accomplices and in a flash, she drops to her knees and rolls to one side coming up in a fighting crouch.

"Didn't anyone teach you boys it's impolite to lay hands on a lady?", she hisses at the three somewhat dumbfounded rogues. She gestures toward the three of them and arcs of lightning spray from her fingers, coursing over their bodies.
Spellcasting
Triple Bolt - As effectively still in melee range will go against their parry (previously listed at 5
Bolt1=[dice:13igrf08]43388:7[/dice:13igrf08], Ace=[dice:13igrf08]43388:11[/dice:13igrf08] = 13 Hit with a raise
Bolt2=[dice:13igrf08]43388:8[/dice:13igrf08], Hit
Bolt3=[dice:13igrf08]43388:9[/dice:13igrf08],
Wild Die=[dice:13igrf08]43388:10[/dice:13igrf08] Hit
Thug 1 takes [dice:13igrf08]43388:12[/dice:13igrf08], Ace=[dice:13igrf08]43388:15[/dice:13igrf08] damage and is out of the fight
Thug 2 takes [dice:13igrf08]43388:13[/dice:13igrf08] damage and is shaken
Thug 3 takes [dice:13igrf08]43388:14[/dice:13igrf08] damage and is shaken

(Damn it, mildly disappointing) :)
One of the ruffians jerks spasmodically and slumps to the floor and the others look a little dazed.
"So are you gentlemen going to leave us in peace or is this about to turn ugly. . . for you?
Last edited by Lysennia Moonsinger on Thu Oct 04, 2018 2:11 pm, edited 7 times in total.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Ndreare
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

You escaped with a raise so you still have an action

Not wanting the frisky gang member to break free of their grasp and knowing their live may depend on her being restrained the fighters do their best to maintain their grip.

As Lysennia breaks their hold the men panic and immediately try to shield themselves.

OOC Comments
GM ruling Gang up does not apply to Agility/Strength rolls.
Strength [dice:2zs9wiqw]43390:0[/dice:2zs9wiqw]

Strength [dice:2zs9wiqw]43390:1[/dice:2zs9wiqw]

Strength [dice:2zs9wiqw]43390:2[/dice:2zs9wiqw]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Sroxl »

Notice 10, Spirit 5
Notice: [dice:1t5swini]43435:1[/dice:1t5swini]
Wild: [dice:1t5swini]43435:2[/dice:1t5swini] Ace: [dice:1t5swini]43435:4[/dice:1t5swini]

Spirit: [dice:1t5swini]43435:3[/dice:1t5swini]
Wild: [dice:1t5swini]43435:0[/dice:1t5swini]
The beast rears its head as Sroxl's allies and enemies fly into motion. He does not placate it, but they are old friends now and he is the master, not the beast.

"Sso we fight," the Dregordian states simply - his eyes more alive than his allies have seen yet.

He sees the ladies being accosted and rushes to their defense. Magic is a powerful ally, and the enemy knows it.

Sroxl rushes along the wall and positions himself between Lysennia and Laura, shouting, "Hah! Ssmart oness are the besst. I will have you releasse my friendss, curss!"

Rapid Attack (Damages: 10, 16, 16 - AP 1)
One attack each at two yellow knives between Lysennia and Laura but Adjacent to Sroxl, and also one at the one to the right of Lyesnnia within Reach. Gang Up applies to Reach, but the Reach character does not increase the bonus if he is not adjacent to a target.
Fighting [dice:1t5swini]43435:5[/dice:1t5swini] (+1 vs Reach 0 weapon, +1 Trademark Weapon, +1 Gang-Up, +2 Wild Attack, -4 Rapid Attack)
Fighting [dice:1t5swini]43435:6[/dice:1t5swini]
Fighting [dice:1t5swini]43435:7[/dice:1t5swini] (7: -1, not adjacent, so no gang up)
Wild: [dice:1t5swini]43435:8[/dice:1t5swini]

Attack 1 (6), No raise: [dice:1t5swini]43435:9[/dice:1t5swini] +2 Wild Attack = 10, AP 1
Attack 2 (10), Raise: [dice:1t5swini]43435:10[/dice:1t5swini] +[dice:1t5swini]43435:11[/dice:1t5swini] +2 Wild Attack = 16, AP 1
Attack 3 (7), No Raise: [dice:1t5swini]43435:12[/dice:1t5swini], +2 Wild Attack = 16, AP 1
The rowdy dregordian's silver steel kayakor flashes in a blur. The butt end and the blade land solid blows on each of the closest enemies, and with each thud and crunch, Sroxl's beast grows more and more agitated.

Parry reduced by -4 to 4 until the beginning of my next turn.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

The rapid flurry of strikes kills two of the yellow knives on Laura. Seeing his friends nearly bisected the last Yellowknife stares in horror.

The volley of spells from the freed Druid is enough to obliterate one of the thugs while sending two of them stumbling backwards in pain.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Aronan
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Aronan »

Rapid Attack 1 (non-lethal): 6 (hit), 17 damage (incapacitated) | 2: 6 (hit) 32 damage (incapacitated)
Yellow Knife 1: Fighting [dice:28d8ztdf]43470:0[/dice:28d8ztdf]
Nonlethal: -1
Total 6
Yellow Knife 1: Fighting [dice:28d8ztdf]43470:1[/dice:28d8ztdf]
Yellow Knife 2: Fighting [dice:28d8ztdf]43470:2[/dice:28d8ztdf]
Nonlethal: -1
Total: 6
Wild [dice:28d8ztdf]43470:3[/dice:28d8ztdf]

Damage 1: [dice:28d8ztdf]43470:4[/dice:28d8ztdf] [dice:28d8ztdf]43470:5[/dice:28d8ztdf]
Ace [dice:28d8ztdf]43470:8[/dice:28d8ztdf]
Total: 17

Damage 2: [dice:28d8ztdf]43470:6[/dice:28d8ztdf] [dice:28d8ztdf]43470:7[/dice:28d8ztdf]
Benny [dice:28d8ztdf]43470:9[/dice:28d8ztdf] [dice:28d8ztdf]43470:10[/dice:28d8ztdf]
Double Ace! [dice:28d8ztdf]43470:11[/dice:28d8ztdf] [dice:28d8ztdf]43470:12[/dice:28d8ztdf]
Ace [dice:28d8ztdf]43470:13[/dice:28d8ztdf]
Total: 32
Moving with uncanny quickness, Aronan spins and swirls his staff and lands to quick blows, one on each of his nearest assailants. Wary of leaving a trail of dead bodies, Aronan uses his staff to hit in vital areas that don't do lasting damage. This turned out to be a very prodigious decision as the sound of the staff cracking home against both Yellow Knives reverberated through the pub. If those had been lethal blows the men would have been broken in half by the blunt force.

His way clear, Aronan moves across the room ready to stand off against the apparent leader, who might be tempted to beat a hasty retreat. Using his staff to keep distance between the, the Korindian waits for Jack to make the first move (moved 1" away, using my superior reach to force him to step into me or try to run away). "Call back your men, lest this place become stacked to the ceiling with your dead."
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/The Gentleman’s Lady
Afternoon
Round 0

Angis grinned as the toughs moved to grab him. He always welcomed a fight. He spun his axe around to the flat, took a step forward -- and slipped on a patch of spilled beer, promptly face planting to the floor as the two toughs leapt on his back, knocking his head on the bar as he went down.

And then the situation escalated as arrows are launched and the fight turned deadly.

Angis shook his head to clear it and then gave a roar. “Ye dunnae wan’ t’ be fightin us!” he shouted as he struggled to break free. “Let the lassies gae an’ I moight no’ cut ye off at the knees.”
Opposing grapple 1 Crit Fail
Fighting [dice:1nly9awc]43879:0[/dice:1nly9awc]
Wild [dice:1nly9awc]43879:1[/dice:1nly9awc]
Unshake 11
Spirit [dice:1nly9awc]43879:2[/dice:1nly9awc]
Ace [dice:1nly9awc]43879:4[/dice:1nly9awc]
Wild [dice:1nly9awc]43879:3[/dice:1nly9awc]
Break grapple 5
Strength [dice:1nly9awc]43879:5[/dice:1nly9awc]
Wild [dice:1nly9awc]43879:6[/dice:1nly9awc]
Benny for Extra Effort [dice:1nly9awc]43879:7[/dice:1nly9awc]
Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Notice 5
OOC Comments
[dice:3ast9lq2]43894:0[/dice:3ast9lq2]
[dice:3ast9lq2]43894:6[/dice:3ast9lq2]
These idiots may have drawn knives, but rampaging through with a giant axe was taking things way too far.
He clocks the idiot in front of him with the hilt of his sabre, sending him sprawling to the floor.

"Stand down," he shouts at the leader, "before this gets any worse."

Fighting 5 damage 11
OOC Comments
[dice:3ast9lq2]43894:2[/dice:3ast9lq2]
[dice:3ast9lq2]43894:3[/dice:3ast9lq2]
benny to reroll
[dice:3ast9lq2]43894:5[/dice:3ast9lq2]
[dice:3ast9lq2]43894:1[/dice:3ast9lq2]

[dice:3ast9lq2]43894:4[/dice:3ast9lq2]
Beats 5/5 nonlethal
Persuasion 6
OOC Comments
[dice:3ast9lq2]43894:7[/dice:3ast9lq2]
[dice:3ast9lq2]43894:8[/dice:3ast9lq2]
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

OOC Comments
YN Ag [dice:1273q7ju]44317:0[/dice:1273q7ju]
YN Ag [dice:1273q7ju]44317:1[/dice:1273q7ju] Ace [dice:1273q7ju]44317:10[/dice:1273q7ju]
YN Ag [dice:1273q7ju]44317:2[/dice:1273q7ju] Ace [dice:1273q7ju]44317:11[/dice:1273q7ju]
YN Ag [dice:1273q7ju]44317:3[/dice:1273q7ju]
YN Ag [dice:1273q7ju]44317:4[/dice:1273q7ju] Ace [dice:1273q7ju]44317:12[/dice:1273q7ju] Ace [dice:1273q7ju]44317:13[/dice:1273q7ju]
YN Ag [dice:1273q7ju]44317:5[/dice:1273q7ju]


Yellow Jack d10 Agility +2 acrobatics
Trick [dice:1273q7ju]44317:6[/dice:1273q7ju]
Wild [dice:1273q7ju]44317:7[/dice:1273q7ju]
  • Personal Benny to Reroll
    Trick [dice:1273q7ju]44317:14[/dice:1273q7ju]
    Wild [dice:1273q7ju]44317:15[/dice:1273q7ju]
Throwing [dice:1273q7ju]44317:8[/dice:1273q7ju]
Wild [dice:1273q7ju]44317:9[/dice:1273q7ju]
  • Personal Benny to reroll
    throwing [dice:1273q7ju]44317:16[/dice:1273q7ju]
    wild [dice:1273q7ju]44317:17[/dice:1273q7ju]
    • GM Benny to Reroll
      Throwing [dice:1273q7ju]44317:18[/dice:1273q7ju] Ace [dice:1273q7ju]44317:20[/dice:1273q7ju]
      Wild [dice:1273q7ju]44317:19[/dice:1273q7ju]

As things become way more serious than the Yellow Knives where able to handle Yellow Jack shouts to the others. "Run, go get the guards" Then springing off the table he flicks his hand towards Sroxl as if to hit him in the face, but nothing comes, then tossing a vial to the grounds it explodes in a yellow dust ensnaring Aranon, Sroxl, and Laura in it as well as many of his fellow Yellow Knives who were unable to dodge from the area.

Then waiting not a single moment he flees out the door!
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

The orders given by Jack the Yellow Knives begin to break and run away as fast as they can.


PLAYERS HAVE THE INITIATIVE AND TWO JOKERS FOR +2 BENNIES
Initiative
Initiative.JPG
Updated Map
Screenshot_20181004-080827_Chrome.jpg
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Tieronar
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Location: Buffalo, NY

Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

OOC Comments
Running Pace 8 +[dice:2kdq6a8r]44413:0[/dice:2kdq6a8r] Move 16

Two Strikes with Wild Attack (+2 Joker +2 Wild Attack -2 Run + Attack = +2) Stiking to disable not kill.
Left [dice:2kdq6a8r]44413:1[/dice:2kdq6a8r]
Wild [dice:2kdq6a8r]44413:2[/dice:2kdq6a8r]
Benny[dice:2kdq6a8r]44413:5[/dice:2kdq6a8r] [dice:2kdq6a8r]44413:7[/dice:2kdq6a8r]

9 to hit

Right [dice:2kdq6a8r]44413:3[/dice:2kdq6a8r]
Wild [dice:2kdq6a8r]44413:4[/dice:2kdq6a8r]
Benny [dice:2kdq6a8r] 1d8+2[/dice:2kdq6a8r][dice:2kdq6a8r]44413:6[/dice:2kdq6a8r]

8 to hit

L Damage [dice:2kdq6a8r]44413:8[/dice:2kdq6a8r]+ [dice:2kdq6a8r]44413:9[/dice:2kdq6a8r] EXPLOSIONd8 [dice:2kdq6a8r]44413:11[/dice:2kdq6a8r]+4 = 18 damage
R Damage [dice:2kdq6a8r] 1d8[/dice:2kdq6a8r] + [dice:2kdq6a8r]44413:10[/dice:2kdq6a8r]+4 = 13 Damage




With the Wild Attack and Skein of Ages, Tier's parry is 8 instead of 9 and any gangup attacks on him subtract 1 from the gangup bonus
Seeing the scoundrel who is apparently the leader, Tieronar sprints after the scumbag, his feline gait quickly overtaking Yellow Jack. With a growl and a leap, the Brinchie launches himself at the criminal, catching the man with two powerful blows.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Ndreare
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

Yellow Jack hits the ground screaming in pain from the blows. "You are going to pay for this Brinchie. My mom will arrest you and my uncle will have your skin on his walls!" Rolling on the ground in pain he stops running, stumbling up to his feat he is slowed incredibly as the wounds have had a serious effect.

OOC Comments
Soak 3 wounds
[dice:1qj4fz7f]44465:0[/dice:1qj4fz7f]
[dice:1qj4fz7f]44465:1[/dice:1qj4fz7f] Ace [dice:1qj4fz7f]44465:2[/dice:1qj4fz7f]

Soak 2 Wounds
Soak
[dice:1qj4fz7f]44465:3[/dice:1qj4fz7f]
[dice:1qj4fz7f]44465:4[/dice:1qj4fz7f]
  • GM Benny to reroll Soak
    [dice:1qj4fz7f]44465:5[/dice:1qj4fz7f]
    [dice:1qj4fz7f]44465:6[/dice:1qj4fz7f]

Total taken = 3 wounds (non-lethal)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Tieronar
Posts: 176
Joined: Mon Oct 16, 2017 8:21 am
Location: Buffalo, NY

Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

OOC Comments

Notice[dice:a9ltpnru]44501:0[/dice:a9ltpnru]
Wild[dice:a9ltpnru]44501:1[/dice:a9ltpnru]
Tieronar steps forward and grabs the man by the genitals and throat.

"You," he growls, getting right in the mans face so the thug can see the feline's sharp teeth, "Threatened my friends. We wanted to talk."

He twists his lower hand and begins marching the cretin back into the inn.

"We wanted to talk. You wanted to fight. You wanted to grab the women. You asked for this, not us. If you survive to tell your family..."

The Brinchie pushes the man back against the doorframe, leaning in close so that his fangs are less than inch from the criminal's right eye.

"And that is a big IF. If you survive to tell your family, they will know that this was all your doing. All the violence. All the death. All the damage. It was because of you."
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Angis Ironheart
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/The Gentleman’s Lady
Afternoon
Round 0

Angis grunted, trying to get back to his feet and out of the hands of the Yellow Knives holding him down as the gang leader yells for everyone to run and Teironar sprints after the man.

Strength 6; opposed roll
Strength [dice:2qdfgey8]44503:0[/dice:2qdfgey8]
Wild [dice:2qdfgey8]44503:1[/dice:2qdfgey8]
Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Aronan
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Aronan »

As Teironar sprints after the leader, Aronan moves to assist Angis, who remains embroiled with two foes. Skirting around the table he avoids on of the men and then takes a non-lethal crack at one of the Yellow Knives near the bar.

"Your leader said to run. I suggest you listen."

Fighting (non-lethal) 7, 4 damage
Fighting [dice:3ptpx739]44551:0[/dice:3ptpx739]
Wild [dice:3ptpx739]44551:1[/dice:3ptpx739]

Damage: [dice:3ptpx739]44551:2[/dice:3ptpx739] [dice:3ptpx739]44551:3[/dice:3ptpx739]
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Tieronar
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Location: Buffalo, NY

Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

OOC Comments
RFT wrote: Sat Oct 20, 2018 7:53 am


I am rereading and it looks like somehow only 1 person is potentially dead. But he gets a 50% chance to live so this may have been the easiest battle without a death.
Yet. Not a good idea to let enemies live once they've attacked you....we came to talk. They decided to attack.

Tieronar marches the leader back into the bar, applying as much pain to the man as possible. Keeping one hand on the criminal's throat, he bends the thug backwards over the bar, loosening his grip only enough to let the degenerate speak.

"Now then," the Brinchie says, letting his claws dig ever-so-gently into the rogue's flesh, "Personally, I would be content to let our Dregordian eat your liver after making you swallow your own testicles. However, my friends came here to talk, so I will hold off doing any further damage until after you have answered our questions. So, you had better answer quickly and directly, and give me a good reason not to slaughter you and all of your dishonorable flunkies. And 'because my parents will retaliate' is not a good reason. Because we are not afraid of that."
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Sroxl
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Sroxl »

Notice 2, Agility 4; -1 Benny
Notice: [dice:1x2e0dnc]44634:0[/dice:1x2e0dnc]
Wild: [dice:1x2e0dnc]44634:3[/dice:1x2e0dnc]

Agility: [dice:1x2e0dnc]44634:1[/dice:1x2e0dnc]
Wild: [dice:1x2e0dnc]44634:2[/dice:1x2e0dnc]

Reroll
Agility: [dice:1x2e0dnc]44634:4[/dice:1x2e0dnc]
Wild: [dice:1x2e0dnc]44634:5[/dice:1x2e0dnc]
Sroxl is about to attack the next Yellow Knife when suddenly a vial shatters near him and snares him with some sort of magic!

"Ssuch trickery will not ssave you, ssoft sskin!" Ssroxl screams at the Yellow Knive's leader.
Strength 9
Strength [dice:1x2e0dnc]44634:6[/dice:1x2e0dnc] (+2 Joker)
Wild [dice:1x2e0dnc]44634:7[/dice:1x2e0dnc] Ace: [dice:1x2e0dnc]44634:8[/dice:1x2e0dnc](+2 Joker)
The dregordian watches as the coward flees out the door, with Tieronar right behind him. Being rendered completely immobile infuriates Sroxl's beast. It roars and threatens to overwhelm the dregodian, Sroxl's blood pumps faster and he nearly loosse himself to the rage.

He throws all of his muscle and weight against the magic, and with a quiet "pop" it dissipates!

Wanting to see his new friend's skill in combat, Sroxl trusts in Tieronar and directs his inner beast towards the two nearest targets. Sroxl takes several steps towards the bar and twirls his kayakor, using its length to his advantage against the nearby yellow knives.

Rapid Attack: YK North Damage 17, AP 1 / YK East Raise Damage 12, AP 1 / YK East Damage 13 (14 if Raise), AP 1; -1 Benny

Fighting (YK North): [dice:1x2e0dnc]44634:9[/dice:1x2e0dnc] (-4 Rapid Attack, -1 Nonlethal, +1 Kayakor Initiate, +1 Trademark Weapon +2 Joker, +2 Wild attack) Does nonlethal with a kayakor incur -1? If not add +1.
Fighting (YK East): [dice:1x2e0dnc]44634:10[/dice:1x2e0dnc]
Fighting (YK East): [dice:1x2e0dnc]44634:11[/dice:1x2e0dnc]
Wild: [dice:1x2e0dnc]44634:12[/dice:1x2e0dnc] Ace: [dice:1x2e0dnc]44634:13[/dice:1x2e0dnc]

Reroll:
Fighting (YKN): [dice:1x2e0dnc]44634:14[/dice:1x2e0dnc] / [dice:1x2e0dnc]44634:18[/dice:1x2e0dnc] AP 1 (+2 Wild Attack, +2 Joker)
Fighting (YKE): [dice:1x2e0dnc]44634:15[/dice:1x2e0dnc] / [dice:1x2e0dnc]44634:19[/dice:1x2e0dnc] + [dice:1x2e0dnc]44634:20[/dice:1x2e0dnc] AP 1
Fighting (YKE): [dice:1x2e0dnc]44634:16[/dice:1x2e0dnc] / [dice:1x2e0dnc]44634:21[/dice:1x2e0dnc] (+ [dice:1x2e0dnc]44634:22[/dice:1x2e0dnc] if Raise) AP 1
Wild: [dice:1x2e0dnc]44634:17[/dice:1x2e0dnc]
With the flat of the blade and butt of his kayakor, Sroxl makes short work of the nearby Yellow Knives.

He looks around and says, "If none of you can challenge me, perhapss you would rather lay down your weaponss and listen to my friendss?"

Parry reduced by -4 to 4 until the beginning of my next turn.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Lysennia Moonsinger
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Lysennia Moonsinger »

Tieronar wrote: Sat Oct 20, 2018 12:22 pm
OOC Comments
RFT wrote: Sat Oct 20, 2018 7:53 am


I am rereading and it looks like somehow only 1 person is potentially dead. But he gets a 50% chance to live so this may have been the easiest battle without a death.
Yet. Not a good idea to let enemies live once they've attacked you....we came to talk. They decided to attack.

Tieronar marches the leader back into the bar, applying as much pain to the man as possible. Keeping one hand on the criminal's throat, he bends the thug backwards over the bar, loosening his grip only enough to let the degenerate speak.

"Now then," the Brinchie says, letting his claws dig ever-so-gently into the rogue's flesh, "Personally, I would be content to let our Dregordian eat your liver after making you swallow your own testicles. However, my friends came here to talk, so I will hold off doing any further damage until after you have answered our questions. So, you had better answer quickly and directly, and give me a good reason not to slaughter you and all of your dishonorable flunkies. And 'because my parents will retaliate' is not a good reason. Because we are not afraid of that."
Question?
As per Tier's comments. We have one badly wounded rogue, can I guarantee his survival by healing him?
"Hush Tieronar, go gently. can't you see the poor child is frightened? Cubs often lash out unexpectedly when they feel threatened do they not?"

Lysennia crosses the room to where the Brinchie is holding the struggling Jack before tuning to him and smiling.

"Jack wasn't it? We've not yet met, which is why you probably somewhat recklessly told your men to grab my friend and I. If you had met me before, you'd be more aware of what sort of person I am, how much I believe in balance and justice, and the lengths I would go to if I felt there was a reckoning to make, and that I have a very long memory". Her voice started out warm and reasonable, yet with each word the steel in her voice becomes more apparent.

Once again in a more conciliatory tone, "Now, I'm sure deep down you're a good little boy, and that you're going to answer our very few questions, and then we can be on our way. Nobody needs to get hurt, and nobody needs to find out that you are so weak and unsure of yourself that you need to try and threaten two women in order to control things and feel like a big man. I say 'try to threaten', because that really didn't work out too well for you did it? You've seen my friends at work. Calmly efficient, I'm sure you agree, yet I doubt any of them would wish to cross me, they know better. Do not make me demonstrate why they respect me. Not when all it will take to make all this go away is a little information".

" Then when your mommy arrives, you can explain how it's all been a big mistake, that you were only pretending to hurt us, and how sorry you are for causing any trouble. Maybe she will take you home for some warm milk and an early bedtime so you can go out to play early tomorrow."
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Danyar
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Danyar »

Danyar, with his bow at the ready, holds his second shot as the order to run was given. Seeing the Yellow knives will to fight dwindle, he decides they have the upper hand in this situation. Danyar moves over to a corner, away from everyone yet, with a clear shot if needed, and wtches the situation as his allies question the leader.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Notice 8
OOC Comments
[dice:146utjt6]44669:0[/dice:146utjt6] ACE [dice:146utjt6]44669:2[/dice:146utjt6]
[dice:146utjt6]44669:1[/dice:146utjt6]
Bradon sheathed his blade and placed his foot on the one he'd knocked down with his hilt.

"Don't go anywhere!" he told the thug as he waited for Lysennia to finish with their leader.
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Angis Ironheart
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/The Gentleman’s Lady
Afternoon
Round 0

Angis grumbled as he was finally able to get up from the floor once the Yellow Knives got off him. The others were handling the interrogation, so Angis went behind the bar and helped himself to an ale, wiping sawdust from the floor out of his beard.

“I want a bluidy dae-over,” the dwarf grunted, slamming his axe onto the bar very near to the leader.
Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

Tieronar smiles at Angis.

"You did your party, tying up enough of them so that the rest of us could finish off these would-be assassins."

The Brinchie looks back at Jack.

"Still, if you think they need to be reminded of why they shouldn't jump people in the bar, feel free to carve a souvenir off each of the ones who assaulted you, if they don't tell us exactly what we need."
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

Most of the Yellow Knives having escaped or arrested by the heroes. The few remaining here seem fully cowed by the Rangers. Voicing leases for mercy of varying pitch from mumbles to outright crying. "Come on, let us go." "Ah man we did not hurt you." "Everyone knows out knives only knock people out, why did you kill Joe?" each time as the cats eyes fall on a speaker his mouth closes not wanting to risk the direct ire of the terrifying brenchie.

Still cowering in the corner the proprietor says to the dwarf. "Please, we wont tell anyone just let my girls and I go." The pleading in her eyes seems sincere as she sees him helping himself to her ale after the violent and quick scuffle.

OOC Comments
Spirit [dice:vglry8fu]44874:0[/dice:vglry8fu]
Wild [dice:vglry8fu]44874:1[/dice:vglry8fu]
Yellow Jack looks at Lyssenia and then to Bradon. "Okay, so what do you want. Why come into our area and start trouble now. Everyone is going to die anyways."

OOC Comments
[dice:vglry8fu]44874:2[/dice:vglry8fu]

Many people walking by on the docks simply look in the way of the scuffle and walk around. Obviously the concern for your neighbors expected in a community is not present here. A few grumbles of 'trouble makers', 'yellow knives', 'I guess a new gang is in town', 'what they deserve' and 'I wish they would all die' can be heard.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Aronan
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Aronan »

Hearing the sobs and fears of the Yellow Knives, Aronan looks to see the fallen man, dead on the floor of a pub. Wha t is this, that a man's life is ended over a barroom scuffle. Perhaps I have wandered too far from my people, and from the way of Kor. The Wanderer scans each of his companions, knowing more violence is in their future and unsure if it is something he can be a part of. The simple life of the jungle calls to him, but he knows he cannot return home as of yet. The Wanderer is lost, and must find himself.

Helping the group wrap up loose ends, he eventually takes his leave.

"I will remain in this town and help with the sick until the quarantine is lifted. A small token of amends for our actions here today. After that, I shall continue my wandering in a new direction. Kor is calling, and my spirit must answer."
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

Tieronar looks to Bradon briefly before turning his gaze to the bartender.

"You and your workers were never in any danger from us," he leans heavily on Jack, "WE came here to talk, not fight. You and the girls are free to go. These thugs will not bring you trouble again. They will only bring you coin and patronage." The Brinchie extends his claw into Jack a wee bit more. " Isn't that right? Boy?"
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Intimidation #
Intimidation [dice:3dk1qgd7]45005:0[/dice:3dk1qgd7]
Wild [dice:3dk1qgd7]45005:1[/dice:3dk1qgd7]
Eastport/Western Docks/The Gentleman’s Lady
Afternoon
Round 0

Angis drains his mug and looks at the bartender and her girls. “Aye, lass, our business is wi’ Yellow Piss there,” he said, putting a bit of gold down onto the bar to cover his drink and any damages. “They took some stuff wot dunnae b’long t’em an’ we aim t’ get it back t’ be usin’ in ‘ealin’ the folks wot got sick. Take yer leave, if ye like.”

Angis looked back at Jack. “Word is ye wee bairns cleaned out Mistress Saddler oot at the docks o’ some wares. We be needin’ ‘em back, an’ then ever’thin’ will be copacetic between us an’ nae one need end up like yer friend on the floor there. un’erstan’, boy?”

Angis swung his axe at his side in great arcs, keeping his arm limber, as if the fighting could start again any second and he wanted to be ready.
Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Lysennia Moonsinger »

Lysennia smiled at the dwarf's directness. Sometimes it was exhausting maintaining the facade she did in front of everyone. The support of another physically intimidating companion should help speed things along nicely. Between Tier and Angis, Jack should be feeling very twitchy.

"So you see Jack, what we require is very simple, and in real terms, costs you nothing. After all the stolen goods were never really yours, so it's not like you're losing anything by returning them to us now is it?"

The secret with these sorts of people is always give them an out. Don't corner them so completely that they turn and bite you as you try and direct them to what you want from them.

"What say you Angis? Should we give him a couple of minutes before we decide which of his underlings we should promote to leader? Perhaps a small drink may calm his nerves enough to jog his memory."
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Sroxl »

Sroxl grabs a drink for himself and Jack. He pours two glasses, leaves a couple of coins on the counter, and takes the drinks over to the leader of the Yellow Knives.

The dregodian leans in close to Jack, letting the leader see his scarred face and sharp teeth, then says, "Todayss enemiess can become tomorrow'ss friendss, Jack. Which would you like to be?"

Sroxl clinks his glass together with Jack's and downs it in one long gulp. Then he stares dispassionately at the young troublemaker.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

“Aye,” Angis agreed with Lyssenia and Sroxl. “Ye cooperate wi’ us, we’ll be oot o’ yer ‘air an ye c’n gae back t’ daein’ wot ye like. Ye’ll likely ne’er see us again, ‘less ye decide t’ cross us. Which wuild be a very bad idea, mate.”
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Bradon stays quiet, watching. He looks around and notices the one thug still bleeding.

"Dammit," he swears, "I need a healer over here."
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

Lyssenia look over the fallen Yellowknife and is able to stabilize him, but he will needs days to recover. Days that no one will have if the cure is not prepared.

Obviously intimidated and not wanting trouble Yellow Jack gives in. Accepting the drink offered he nervously recounts where the herbs are being stored and why they stole them. His voice broken a bit from the labored pain of speaking through his bruises. “Yeah, we have her herbs. Doctor Harmon said he needed them for my sister. But she is not getting better and we brought him everything we could find from all over.

“The medicine is all at my mom’s house with my sister. But it doesn’t matter you can have it now. The doctor said there is nothing that can be done for her, every now and then he sees a boy or girl come down with a fever like this and they only ever get worse.”


Coughing a bit he stand and leads the group to a house about a mile away from the tavern where he was found. Upon arriving the small collection of guards preparing and yellow knives look ready to take on the heroes relax as jack signals them somehow and has a brief conversation with his mother.

After a brief wait she leads you into the house and up the stairs to a tight fitting attic room, opened for ventilation the girl on the bed looks real bad. Her skin has a mix of ghostly pale with a contrasting extreme of incredibly blueness around the eyes, ears and mucus membrane of the lips. Her hair already thinning and much of it having fallen out. She is no conscious and does not rouse as the heroes enter to take the bagged herbs.

OOC Comments
Want more information? Post your examination of the girl and if you have it you may roll one (and only one) of the following;
Knowledge (Darkness) +0
Knowledge (Medicine) -2
Healing -6
Unskilled -No Roll allowed


The upstairs area is too tight for Angis or Sroxl to fit.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Angis Ironheart
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/House
Afternoon
Round 0

“I’m sorry ‘boot yer sister,” Angis told Jack. “But we got some friends wot think they ‘ave a cure worked up. They jus’ need th’erbs. We’ll be sure t’ send a bit yer way f’r ‘elpin’ us oot.”

Angis followed Jack to the house, glaring the city guards and Yellow Knives down. Bloody corrupt city watch. He waited outside the house, though, as it was too small a space for him.

Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Sroxl
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Sroxl »

With the excitement over and Jack seemingly pacified, Sroxl is content to step back and let the others take charge.

At Jack's house, Sroxl waits outside with Angis. The lizard man looks over at the dwarf, and his tail twitches just a little. A mischievous twinkle glimmers in the dregodian's eye.

"Sso, Angiss, yess? I wass curiouss about ssomething. I have heard few warriorss are ass sstalwart as dwarven warriorss. Could you teach me that move you used in the bar? It wass magnificent, like a turtle weathering hiss predatorss attempts to kill him. Iss...turtling something all dwarven warriorss learn during their training?" Sroxl asks Angis.
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
Adventure Cards
  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Angis Ironheart
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Angis Ironheart »

Eastport/Western Docks/House
Afternoon
Round 0

Angis looked over to Sroxl as he spoke, and his countenance grew darker as he realized the lizard was making fun of him.

“Bah! Watch it, or I’ll turn ye intae a ‘andbag,” the dwarf warned, stalking off.
Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Bradon
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Bradon felt sorry for the girl in the bed

"The sooner we get this mess sorted the better." he whispers to Lysennia, "get everything else now and deal with that armed camp I have set up a meeting with later."
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Tieronar
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Location: Buffalo, NY

Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Tieronar »

Tieronar sighs.

"So, what now?"
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Danyar
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Danyar »

Tieronar wrote: Sun Nov 04, 2018 9:23 am Tieronar sighs.

"So, what now?"
Notice
Notice[dice:25f820mw]45578:0[/dice:25f820mw]
Wild[dice:25f820mw]45578:1[/dice:25f820mw]
Wild_Explode[dice:25f820mw]45578:2[/dice:25f820mw]
Wild_Explodes_again[dice:25f820mw]45578:3[/dice:25f820mw]
Notice=14
Danyar walks up beside Tieronar and lays a hand on his shoulder.

"Easy friend. After getting the herbs at this house, we only have one more place to go I believe. After that, we cure the disease and continue our mission for the King and Queen."

Danyar turns and leans up against the house at the corner. He then looks around both sides of the house to see if anyone is watching them.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Lysennia Moonsinger
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Lysennia Moonsinger »

Lysennia enters the room with the sick girl and feels something is amiss. The rooms of the sick always feel a little strange. All that emotion, the strange smells and sounds. But this felt different in some intangible way.

Hesitantly she steps over to the bed, even as the others package up the missing herbs that they he been seeking. She tentatively lays a hand on the sick girls forehead, almost snatching it away as the girl murmurs in the depth of her fever dream.
Examination
Knowledge (Darkness): [dice:2ig75joq]45700:0[/dice:2ig75joq], Wild die: [dice:2ig75joq]45700:1[/dice:2ig75joq]
"I do not think I have ever seen its like before, yet something about it feels unnatural. I had not before had the chance to examine someone suffering this malaise. It has the taint of dark magic about it, and I feel that unless we can source the cure quickly, the fate of this poor girl is but a foreshadowing of what is to come".

She turns to Jack. "It is as my companion says, there is potentially a cure, but it relies on us finding all the materials necessary to brew the tincture. Time however is against us, and your sister does not look as if she has much to spare. Perhaps. . .", she looks at him speculatively. "Do you want to help your sister? We have much to do to gather the remaining ingredients. With the help of you and your band we may be able to acquire them all in time to save your sister. What say you, will you lend us your aid?"
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Ndreare
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

As the child is examined the nature of the sickness in this town becomes less opaque. Suddenly Lyssenia sees it all in perspective. This girl is only suffering an advanced state of the sickness, she is being turned into a creature of darkness...


Possibly a vampire in her case. If this is true the implications are horrifying. This is no simple disease or plague that is fallen upon the city. This is an active outreach of darkness into the South on a terrifying scale.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Lysennia Moonsinger
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Lysennia Moonsinger »

Lysennia pales as what she examines the girl further.
"How can this be? The amount of magic to lay a curse of this magnitude on a whole city is immense" she thinks to herself, struggling to come to terms with what this might mean for the city, and maybe the entire region. Half remembered books and lessons on the power of dark magic bubble into her mind, but a best she had skimmed such matters, her focus being the forces of Flame.

"This is too big. How can we fight something like this? We need help, real help from those much more learned in such matters than I"

She puts a mask in place to cover her shock at what she suspects. "Perhaps I can do something to help her suffering, at least a little. Maybe Landra's blessing will grant her the strength to resist for a little longer". So saying she draws on her own life force, and that of all living things. Her hands begin to glow with a pale silvery light as she moulds that life force and tried to channel it into the young girl, to bolster her spirit and prolong her life.
Healing Spell
Channelling: [dice:31g6ld0w]45744:0[/dice:31g6ld0w], Wild Die: [dice:31g6ld0w]45744:1[/dice:31g6ld0w]

Am I ok to assume I can wave this through as fiat and not costing spell points as we're now out of combat, as per some previous uses?
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Bradon
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Bradon »

Bradon sits and waits for something to do. At this point, healing and investigating diseases were beyond him.
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Ndreare
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Re: 12.2 Eastport - The Western Docks (Everyone else)

Post by Ndreare »

The healing spells appears to burn the young child for several seconds before providing the cooling effect desired. While it is obvious the disease has been set back, it is equally obvious it still resides within the child.

The matters at hand addressed, it is likely time to return to the apothecary what is hers and allow her to give your rewards. Mistress Alice Saddler has promised to separate out all the stardust and give it free of will for the efforts performed here.

The next task on the mission is to see to the The Emporium where current rumurs place the last of the Silverflower in the city.

The Emporium
Quote from earlier
Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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