The Road North

Technospawn
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Re: The Road North

Post by Technospawn »

@Roland weaved his tale of dastardly criminal masterminds stealing coppers from poor widows, interspersed with great heroics of him and his followers. Soon the guards were completely enthralled and no one stopped the human from running out the back or the small cloaked figure from sneaking out the front.

The guards asked a few questions and wanted to know what the dwarf's involvement was. The dwarf told them that the half orc on the floor had tried to steal his coin purse so he had talked hi out of it. Then the human that was with the half orc got involved and was trying to stab to the dwarf when everyone started to run. Next thing the dwarf knows the halflings are getting involved and the fiery one started throwing spells. He continues to tell them about her temper and you can see the look of admiration in his eyes. He finishes by saying if only she had beard he might have taken her for a dwarf and damn fine one at that. At this point the guards all look over at @Felicity Clover

As @Llolfaen blends into the shadows and moves slowly out of the hallway into the kitchens she see the half orc she was following slowly getting up and not knowing what to do. She also sees Ali's wolves rush outside and begin to whimper loudly.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2

User avatar
Felicity Clover
Posts: 54
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Swinging Sword Inn
8 Mirtul 1370/Mid-day
Brisk

Felicity blushed a bit at the sudden attention on her from the dwarf’s tale, and the dwarf’s flirting. She dropped her eyes a bit, but then spoke up.

“I cast only to prepare myself in case there was a fight,” Fliss said. “Seems the real culprits have now fled. We should probably question the half-orc. You have your purse back, Mr. Dwarf. Allow me to buy you a drink.”

***

Boost Vigor d10 (1r); Toughness: 8 (2)
Boost Vigor on Roland: +2 die types (1r); +2 Toughness
Party Loot
2 mules
Wagon
Feed for 2 horses for a tenday (18 days)
7 sets of winter clothes
Rations for 7 (8 days)
Water for 7 (8 days)
Pavilion
Dagger of Venom (1 lb) +1 Fighting, once per scene inflict lethal poison
3 longswords
1 battle axe
2 chain mail
Party fund: 3 pp, 164 gp, 6 sp, 7 cp
Party
Felicity - female halfling priestess of Tymora
Clay - male human fighter
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Kolga - male elven skald
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 6 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 3/4 Golden Bennies: 1
Sling stones: 20
First aid kit: 3/3
Rations: 5
Encumbrance: 38/40
Money: 2 pp, 20 gp
All in it Together: Players may share normal bennies with each other.
Critical Failures (retrapped Dynamic Backlash)
When a critical failure in combat roll 2d6 and compare to the following table:
  • 2 Catastrophe: Something goes terribly wrong.
  • 3 Backfire: the player hits the worst possible target with a raise.
  • 4-5 Failure: the player loses all actions including movement for the turn and is distracted till the end of their next turn.
  • 6-8 Stunned: the player is stunned.
  • 9-10 Overload: the player hits themselves for 2d6 damage.
  • 11 Fatigue: players suffers 1 point of fatigue
  • 12 Fickle Fate: the player succeeds on his original roll with a raise.
Fast Healing: Natural Healing rolls are made once per day.
Golden Benny: These bennies replace the new conviction rules. Use of these bennies will give the player Chi for one action.
  • Reroll one of her failed attacks (even a Critical Failure).
  • Make an enemy discard an attack against her, then reroll it from scratch.
  • Add +d6 damage to a successful Fighting attack made with her hands, feet, claws, or other Natural Weapons (this may Ace).
High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.

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Llolfaen
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Re: The Road North

Post by Llolfaen »

Technospawn wrote:
Sun Nov 01, 2020 12:21 pm
As @Llolfaen blends into the shadows and moves slowly out of the hallway into the kitchens she see the half orc she was following slowly getting up and not knowing what to do. She also sees Ali's wolves rush outside and begin to whimper loudly.
Llolfaen realised that the half-orc was out of her reach and she knew better than risk a confrontation with the human guards. Another avenue had opened in the form of the man who'd ran out the back, the same man she'd told Ali to followed. Though Ali's creatures had started whimpering, something that Llolfaen took to be a bad sign. She went to move outside, but remained cautious for any threat,

Notice 1d6!!+2: [1]+2 = 3
Wild 1d6!!+2: [8!!]+2 = 10
Main Account: stormwell

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Ali
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Re: The Road North

Post by Ali »

"Fetch, kill him if you must." Ali says in response to Llolfaen's command. Flicking a finger at the shadowy figure, she draws her sword and dashes all stealth.
Ali, 2 Bennies
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Healing d6, Language (Elven) d8, Language (Linguist #2) d6, Language (Linguist #3) d6, Language (Native) d6, Notice d6, Persuasion d4, Shooting d6, Stealth d6, Survival d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Hindrances: Curious, Loyal, Quirk (When nervous figets with pets.)
Edges: Beast Master (Jager (a dire wolf)), Beast Master (Kampfer (a dire wolf)), Beast Master (Mond (a dire wolf))
Armor: Leather Cap, Leather Jacket, Leather Leggings
Weapons: Unarmed (Range Melee, Damage Str), Bow (Range 12/24/48, Damage 2d6, ROF 1), Knife/Dagger (Range 3/6/12, Damage Str+d4)
Gear: 40x Arrows/Quarrels, Quiver (holds 20 arrows/ bolts), Quiver (holds 20 arrows/ bolts)
Languages: Elven (native, d8), Linguist #2 (d6), Native (d6), Linguist #3 (d6)
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Technospawn
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Re: The Road North

Post by Technospawn »

@Ali and @Llolfaen are now in a deadly quick encounter chasing the fleeing human. Also @Ali still has a wound. They will need to describe what they do to catch the guy and if they are taking him alive.

The guards scooped up the fallen half orc and seeing no other threats hauled him out of the inn. "You people have a good day. We are taking this one in. He will spend a while in the cell."

The dwarf turned to @Felicity Clover and said "aye, you can buy me a drink. Nev'r turn down free ale." He heads over to the bar and yells "2 ales for me and 1 for mi lady friend."

The other half orc in the kitchen seeing that he was alone now waited to make sure Llofaen was gone and then snuck out the back door of the inn.
Stealth 1d8!!: [7] = 7
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2

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Llolfaen
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Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

Notice 1d6!!+2: [2]+2 = 4
Wild 1d6!!+2: [3]+2 = 5


Seeing the human flee, Llolfaen gives chase. Being lighter on her feet, very few obstacles slow her down as she tries to close the distance. Needing the human to talk, she realises they need to try and take him alive. Actually trying to capture somebody is a task uncommon to her, given her line of work, and so she aims to try and tackle the human.
Main Account: stormwell

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Felicity Clover
Posts: 54
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Swinging Sword Inn
8 Mirtul 1370/Mid-day
Brisk

Felicity puts down coin for the drinks and rights a bench to sit on with the dwarf. “What’s your name, dwarf?” she asked. “I am Felicity Clover, a sister of Tymora out of Cormyr,” she introduced herself. “Lately out of Silverymoon.” She sipped the ale. It was pretty good. Now that the fighting was done, she finally let her magic fade.

***
Party Loot
2 mules
Wagon
Feed for 2 horses for a tenday (18 days)
7 sets of winter clothes
Rations for 7 (8 days)
Water for 7 (8 days)
Pavilion
Dagger of Venom (1 lb) +1 Fighting, once per scene inflict lethal poison
3 longswords
1 battle axe
2 chain mail
Party fund: 3 pp, 164 gp, 6 sp, 7 cp
Party
Felicity - female halfling priestess of Tymora
Clay - male human fighter
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Kolga - male elven skald
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 6 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 3/4 Golden Bennies: 1
Sling stones: 20
First aid kit: 3/3
Rations: 5
Encumbrance: 38/40
Money: 2 pp, 20 gp
All in it Together: Players may share normal bennies with each other.
Critical Failures (retrapped Dynamic Backlash)
When a critical failure in combat roll 2d6 and compare to the following table:
  • 2 Catastrophe: Something goes terribly wrong.
  • 3 Backfire: the player hits the worst possible target with a raise.
  • 4-5 Failure: the player loses all actions including movement for the turn and is distracted till the end of their next turn.
  • 6-8 Stunned: the player is stunned.
  • 9-10 Overload: the player hits themselves for 2d6 damage.
  • 11 Fatigue: players suffers 1 point of fatigue
  • 12 Fickle Fate: the player succeeds on his original roll with a raise.
Fast Healing: Natural Healing rolls are made once per day.
Golden Benny: These bennies replace the new conviction rules. Use of these bennies will give the player Chi for one action.
  • Reroll one of her failed attacks (even a Critical Failure).
  • Make an enemy discard an attack against her, then reroll it from scratch.
  • Add +d6 damage to a successful Fighting attack made with her hands, feet, claws, or other Natural Weapons (this may Ace).
High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.

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Roland
Posts: 53
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Seeing things in the inn slow down Roland looks around. "Anyone know what ever happened to @Ali and @Llolfaen? They where here a moment ago." Then thinking it is time for something more interesting he says to himself. 'oh well, live delivers and we devour.'

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Felicity Clover
Posts: 54
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Swinging Sword Inn
8 Mirtul 1370/Mid-day
Brisk

Felicity looked around. “I haven’t seen them since we got here,” she admitted. Ali, she knew, tended to like to stay with her wolves, and Lolfaen kept to herself, also. “I don’t know if either one even came into the inn,” she admitted to Roland.

Fliss went over to the unconscious Clay and lugged him as well as she could up into a chair, checking him to make sure he would be okay.

***
Party Loot
2 mules
Wagon
Feed for 2 horses for a tenday (18 days)
7 sets of winter clothes
Rations for 7 (8 days)
Water for 7 (8 days)
Pavilion
Dagger of Venom (1 lb) +1 Fighting, once per scene inflict lethal poison
3 longswords
1 battle axe
2 chain mail
Party fund: 3 pp, 164 gp, 6 sp, 7 cp
Party
Felicity - female halfling priestess of Tymora
Clay - male human fighter
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Kolga - male elven skald
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 6 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 3/4 Golden Bennies: 1
Sling stones: 20
First aid kit: 3/3
Rations: 5
Encumbrance: 38/40
Money: 2 pp, 20 gp
All in it Together: Players may share normal bennies with each other.
Critical Failures (retrapped Dynamic Backlash)
When a critical failure in combat roll 2d6 and compare to the following table:
  • 2 Catastrophe: Something goes terribly wrong.
  • 3 Backfire: the player hits the worst possible target with a raise.
  • 4-5 Failure: the player loses all actions including movement for the turn and is distracted till the end of their next turn.
  • 6-8 Stunned: the player is stunned.
  • 9-10 Overload: the player hits themselves for 2d6 damage.
  • 11 Fatigue: players suffers 1 point of fatigue
  • 12 Fickle Fate: the player succeeds on his original roll with a raise.
Fast Healing: Natural Healing rolls are made once per day.
Golden Benny: These bennies replace the new conviction rules. Use of these bennies will give the player Chi for one action.
  • Reroll one of her failed attacks (even a Critical Failure).
  • Make an enemy discard an attack against her, then reroll it from scratch.
  • Add +d6 damage to a successful Fighting attack made with her hands, feet, claws, or other Natural Weapons (this may Ace).
High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.

Technospawn
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Posts: 185
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

@Llolfaen sees the man fleeing and dashes after him. She soon closes the distance and tackles the man and the same time the wolves lunge at him grabbing his legs and one arm. Together they bring him tumbling to the ground. He squirms and pulls a dagger but he can not use it very well because Mond is jerking violently on his arm. @Llolfaen Roll athletics to avoid bumps and bruises. @Ali Roll athletics for your wolves.

The dwarf looks at @Felicity Clover and says "My name is Drunger Hammerfist. Thank ye for the ale. From Silverymoon eh? You heading back for the war? I was thinking killing some orcs might be a good way to pass the summer."
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2

User avatar
Roland
Posts: 53
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Felicity Clover wrote:
Thu Nov 12, 2020 6:32 pm
Lolfaen kept to herself, also. “I don’t know if either one even came into the inn,” she admitted to Roland.
Never one to worry much over little things, or big things for that matter, Roland nods. "Oh, well I hope whatever fun they are up to is enjoyable."

User avatar
Llolfaen
Posts: 42
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

Athletics 1d6!!: [2] = 2
Wild 1d6!!: [1] = 1

Bennie

Athletics 1d6!!: [3] = 3
Wild 1d6!!: [5] = 5


Llolfaen hadn't expected Ali's creatures, whatever she called them, to reach the man same time that she did. All of them ended up in a tussle, though they seemed to have pinned the man for the time being. Though for Llolfaen she had to contend with having to avoid the paws of the creatures, though she was agile enough to avoid being caught by an errant paw.

"Why you run?" She demanded off the man.
Main Account: stormwell

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Felicity Clover
Posts: 54
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Swinging Sword Inn
8 Mirtul 1370/Mid-day
Brisk

“Not the war exactly,” Felicity said, sipping her own ale. She brushed back her red hair. “Special mission to help the war effort from Silverymoon,” she said. “We’ll get our instructions when we get to the city. But I’m sure they could use your axe,” she agreed. “I saw some terrible things coming down this way,” she admitted.

***
Party Loot
2 mules
Wagon
Feed for 2 horses for a tenday (18 days)
7 sets of winter clothes
Rations for 7 (8 days)
Water for 7 (8 days)
Pavilion
Dagger of Venom (1 lb) +1 Fighting, once per scene inflict lethal poison
3 longswords
1 battle axe
2 chain mail
Party fund: 3 pp, 164 gp, 6 sp, 7 cp
Party
Felicity - female halfling priestess of Tymora
Clay - male human fighter
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Kolga - male elven skald
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 6 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 3/4 Golden Bennies: 1
Sling stones: 20
First aid kit: 3/3
Rations: 5
Encumbrance: 38/40
Money: 2 pp, 20 gp
All in it Together: Players may share normal bennies with each other.
Critical Failures (retrapped Dynamic Backlash)
When a critical failure in combat roll 2d6 and compare to the following table:
  • 2 Catastrophe: Something goes terribly wrong.
  • 3 Backfire: the player hits the worst possible target with a raise.
  • 4-5 Failure: the player loses all actions including movement for the turn and is distracted till the end of their next turn.
  • 6-8 Stunned: the player is stunned.
  • 9-10 Overload: the player hits themselves for 2d6 damage.
  • 11 Fatigue: players suffers 1 point of fatigue
  • 12 Fickle Fate: the player succeeds on his original roll with a raise.
Fast Healing: Natural Healing rolls are made once per day.
Golden Benny: These bennies replace the new conviction rules. Use of these bennies will give the player Chi for one action.
  • Reroll one of her failed attacks (even a Critical Failure).
  • Make an enemy discard an attack against her, then reroll it from scratch.
  • Add +d6 damage to a successful Fighting attack made with her hands, feet, claws, or other Natural Weapons (this may Ace).
High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.

Technospawn
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Posts: 185
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

Llolfaen wrote:
Mon Nov 16, 2020 1:39 pm

"Why you run?" She demanded off the man.
The human looked scared and said "please don't kill me. Are you with that powerful sorcerer in the inn? He started summoning elementals and throwing people around. The dwarf had already assaulted my companion. Then the fiery halfer started throwing curses around. I had to run, I don't want to die." He looks up at you pleading.
persuasion 1d8!!: [7] = 7 wild 1d6!!: [5] = 5

Felicity Clover wrote:
Tue Nov 17, 2020 5:46 am

“Not the war exactly,” Felicity said, sipping her own ale. She brushed back her red hair. “Special mission to help the war effort from Silverymoon,” she said. “We’ll get our instructions when we get to the city. But I’m sure they could use your axe,” she agreed. “I saw some terrible things coming down this way,” she admitted.
"Maybe I will go then. I know some tunnels close to here that will get us out of this damn cold. Might even cut a few days off the journey. They come out south of Nesme." the dwarf says.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2

User avatar
Llolfaen
Posts: 42
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

Spirit vs. Persausion 8
Spirit 1d6!!: [8!!] = 8
Wild 1d6!!: [2] = 2
"I will not hurt you..." Llolfaen said. "...provided you do not give me reason to do so."

"There are guards there, in the inn that is, restoring order." Added Llolfaen before applying a little bit of pressure with her dagger on the man's side. "So I will ask again, why did you run?"

Intimidation 5
Intimidation 1d4!!: [3] = 3
Wild 1d6!!: [5] = 5
Main Account: stormwell

User avatar
Felicity Clover
Posts: 54
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Swinging Sword Inn
8 Mirtul 1370/Mid-day
Brisk

“Might want to be careful around Nesme,” Felicity said. “Last I was there, a white dragon and some drow were helping the orcs take the city. But you say it’s faster? And not cold?” She had the spells to protect them from cold, but avoiding more blizzards might be nice. “Is it safe though?”

***
Party Loot
2 mules
Wagon
Feed for 2 horses for a tenday (18 days)
7 sets of winter clothes
Rations for 7 (8 days)
Water for 7 (8 days)
Pavilion
Dagger of Venom (1 lb) +1 Fighting, once per scene inflict lethal poison
3 longswords
1 battle axe
2 chain mail
Party fund: 3 pp, 164 gp, 6 sp, 7 cp
Party
Felicity - female halfling priestess of Tymora
Clay - male human fighter
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Kolga - male elven skald
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 6 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 3/4 Golden Bennies: 1
Sling stones: 20
First aid kit: 3/3
Rations: 5
Encumbrance: 38/40
Money: 2 pp, 20 gp
All in it Together: Players may share normal bennies with each other.
Critical Failures (retrapped Dynamic Backlash)
When a critical failure in combat roll 2d6 and compare to the following table:
  • 2 Catastrophe: Something goes terribly wrong.
  • 3 Backfire: the player hits the worst possible target with a raise.
  • 4-5 Failure: the player loses all actions including movement for the turn and is distracted till the end of their next turn.
  • 6-8 Stunned: the player is stunned.
  • 9-10 Overload: the player hits themselves for 2d6 damage.
  • 11 Fatigue: players suffers 1 point of fatigue
  • 12 Fickle Fate: the player succeeds on his original roll with a raise.
Fast Healing: Natural Healing rolls are made once per day.
Golden Benny: These bennies replace the new conviction rules. Use of these bennies will give the player Chi for one action.
  • Reroll one of her failed attacks (even a Critical Failure).
  • Make an enemy discard an attack against her, then reroll it from scratch.
  • Add +d6 damage to a successful Fighting attack made with her hands, feet, claws, or other Natural Weapons (this may Ace).
High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.

User avatar
Roland
Posts: 53
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Roland concentrates for a moment and says some strange arcane words. When he was done a small Ice Miffit was formed and ready. "Look for my friends." He whispers as he sends the creature out, a small portion of his own awareness riding inside the creature.


Summon Ally 10
Focus 1d12!! or Wild 1d6!! +1 and -2 = -1 total to the roll.: [11]+[2] = 13

Technospawn
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Posts: 185
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

Llolfaen wrote:
Thu Nov 19, 2020 9:39 pm

"I will not hurt you..." Llolfaen said. "...provided you do not give me reason to do so."

"There are guards there, in the inn that is, restoring order." Added Llolfaen before applying a little bit of pressure with her dagger on the man's side. "So I will ask again, why did you run?"
Realizing his escape was blocked by the wolves the human relaxed a little and responded to @Llolfaen "guards and I don't mix. I prefer to do business outside the prior eyes of others. Just like I think you do child of Lloth."

He paused a minute to see her reaction then said "surely we can come to an arraignment. I can offer you coin, information, or maybe a favor. All you have to do is look the other way and tell everyone that I got away before you could catch up to me."
Felicity Clover wrote:
Fri Nov 20, 2020 3:18 am

“Might want to be careful around Nesme,” Felicity said. “Last I was there, a white dragon and some drow were helping the orcs take the city. But you say it’s faster? And not cold?” She had the spells to protect them from cold, but avoiding more blizzards might be nice. “Is it safe though?”
The dwarf respond "aye it is as safe as any part of the wilds can be. I'm not saying there is no danger, but it is just as safe as walking across the surface with what is going on." The dwarf downed his ale and order another.
Roland wrote:
Sun Nov 22, 2020 12:21 am
Roland concentrates for a moment and says some strange arcane words. When he was done a small Ice Miffit was formed and ready. "Look for my friends." He whispers as he sends the creature out, a small portion of his own awareness riding inside the creature.
The mephit left the inn and wandered around for a minute before it located @Llolfaen. As it approached he could see that Llolfaen and couple wolves were restraining a human and questioning him. The mephit heard LLolfaen ask the human "why did you run?"

The human responded "guards and" then the mephit felt overwhelming pain as something large smashed into it and his form was destroyed, sending it back to the elemental plane.
Fighting 1d8!!: [2] = 2
GM benny 1d8!!: [14!!] = 14
damage 1d8!!+1d8!!+1d6!!: [11!!]+[1]+[1] = 13
GM Stuff
Initiative

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[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2

User avatar
Roland
Posts: 53
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Roland looks at the rest of the team. "@Llolfaen is in danger. One of my shards found her and was destroyed by an ambusher. We should go help her."

He then slips out the back not wanting to disrupt the guards any more and concentrating summons a giant winged Elemental Knight to serve as a guardian and transport, again linking his senses. "Take me to her."



Summon Body Guard 3 pp, Flight +2pp, Mind rider +1 pp = -3 casting, Ice +1, Amulet +1 = -1 total modifier 1d12!! or Wild 1d6!!: [6]+[2] = 8


Notice roll per GM versus a 4 = 1d4!! or 1d6!!: [2]+[8!!] = 10

User avatar
Roland
Posts: 53
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

As he flies overhead, Roland sees the brute bellow him ready to attack @Llolfaen and calls out. "He is there, hiden trying to kill @Llolfaen!"

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Felicity Clover
Posts: 54
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Swinging Sword Inn
8 Mirtul 1370/Mid-day
Brisk

Felicity considered the dwarf’s words. “I will mention it to my party,” she said. “Though I doubt there are fine inns built along the way to spend the night and relieve the cold,” she said with a chuckle.

Then Roland called and said that Lolfaen was in trouble.

“Gotta go!” Felicity told the dwarf. “I’ll try and find you later if we decide the underground route might be best!” she said, then scampered outside, looking around for the trouble.

***
Party Loot
2 mules
Wagon
Feed for 2 horses for a tenday (18 days)
7 sets of winter clothes
Rations for 7 (8 days)
Water for 7 (8 days)
Pavilion
Dagger of Venom (1 lb) +1 Fighting, once per scene inflict lethal poison
3 longswords
1 battle axe
2 chain mail
Party fund: 3 pp, 164 gp, 6 sp, 7 cp
Party
Felicity - female halfling priestess of Tymora
Clay - male human fighter
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Kolga - male elven skald
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 6 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 3/4 Golden Bennies: 1
Sling stones: 20
First aid kit: 3/3
Rations: 5
Encumbrance: 38/40
Money: 2 pp, 20 gp
All in it Together: Players may share normal bennies with each other.
Critical Failures (retrapped Dynamic Backlash)
When a critical failure in combat roll 2d6 and compare to the following table:
  • 2 Catastrophe: Something goes terribly wrong.
  • 3 Backfire: the player hits the worst possible target with a raise.
  • 4-5 Failure: the player loses all actions including movement for the turn and is distracted till the end of their next turn.
  • 6-8 Stunned: the player is stunned.
  • 9-10 Overload: the player hits themselves for 2d6 damage.
  • 11 Fatigue: players suffers 1 point of fatigue
  • 12 Fickle Fate: the player succeeds on his original roll with a raise.
Fast Healing: Natural Healing rolls are made once per day.
Golden Benny: These bennies replace the new conviction rules. Use of these bennies will give the player Chi for one action.
  • Reroll one of her failed attacks (even a Critical Failure).
  • Make an enemy discard an attack against her, then reroll it from scratch.
  • Add +d6 damage to a successful Fighting attack made with her hands, feet, claws, or other Natural Weapons (this may Ace).
High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.

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