The Road North

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

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: 70
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 pmAs @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
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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, 1 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
User avatar
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: 70
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: 67
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: 70
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: 245
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: 67
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."
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Llolfaen
Posts: 56
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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
User avatar
Felicity Clover
Posts: 70
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: 245
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: 56
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: 70
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: 67
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: 245
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

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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Roland
Posts: 67
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
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Roland
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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!"
User avatar
Felicity Clover
Posts: 70
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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Llolfaen
Posts: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

Technospawn wrote: Sun Nov 29, 2020 11:03 amRealizing 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."
Llolfaen kept her face neutral, save to raise one eyebrow. "Bold talk for somebody so ensnared."

"I'll decide whether it's worth letting you go, or simply giving you a head start, based on what you say next." Cotinued Llolfaen. "Kelica...."

Notice 5
Notice 1d6!!+2: [3]+2 = 5
Wild 1d6!!+2: [1]+2 = 3
Main Account: stormwell
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Ali
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Posts: 43
Joined: Fri May 01, 2020 2:31 pm

Re: The Road North

Post by Ali »

Wolves Athletics
Mond's Athletics 1d8: [4] = 4
Kampher's Athletics 1d8: [7] = 7
Jager's Athletics 1d8: [2] = 2
Jager yells in shock as the writhing mass shoved a blade across his paw. Ali, hearing Roland's call of danger turns and raises her sword warily. She briefly considered using her bow but discarded the thought on the current situation they were in. "Kampher, here," Ali said. Oh how she just wanted to curl up with her wolves and take care of them for the rest of her life. Well, when this is all over, if it's all over and we make it out of it alive, that will be exactly what I do. Once this blasted war is done I'll go and pamper my wolves until the day they and I die.
Kampher uncoiled from his position on the runner and padded over to lung at the figure attempting to take his sisters life and her friends. The one that smelled dark and covered herself even more then his sister did.
Ali's senses aligned more properly and pain in her side from the strike started to ebb away.
Kampher's Attack
Kamphers Fighting Die 1d8: [7] = 7
Kampher's Damage
Kampher's Damage 1d8 and 1d6: [7]+[3] = 10
Ali's Soak
Ali's Vigor for Soaking 1d6: [5] = 5
I am going to make it so when ever the wolves are thinking they will refer to Ali as sister, is that ok with everyone else?
Ali, 1 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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Ali
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Posts: 43
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Re: The Road North

Post by Ali »

Kampher slammed into the figure and snapped his jaws closed on its arm. The figure bellowed before rising again, shaking its arm trying to flick the wolf off as Kampher dropped to the cold stones beneath his paws as settled once again to strike.

Orc was shaken, Kampher got a 10/8.

Ali comes forward to strike at orc.
Ali's Fighting
Ali's Fighting 1d6 or wild die 1d6: [5]+[5] = 10 Add +1 for gang up from talisman.
Ali's Damage
Ali's Damage Roll 1d6!! +1d6!!: [3]+[4] = 7
Ali's swing hits but glances of the orc unfazed, only serving to infuriate it more with two tiny creatures seaming to snip it its heel.

Orc nothing from Ali, got a 7/8.
Ali, 1 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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Llolfaen
Posts: 56
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Re: The Road North

Post by Llolfaen »

There was a shouted warning from Roland and then everything seemed to happen at once, Ali and one of her creatures tackled the half-orc that Llolfaen had lost track of in the inn. Llolfaen turned, her feet in motion as she drew her rapier to take on the half-orc.

Fighting 8, Damage 7
Fighting 1d8!!+2: [6]+2 = 8
Wild 1d6!!+2: [4]+2 = 6

Damage 1d6!!+1d4!!: [5]+[2] = 7
Main Account: stormwell
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Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Sacred Flame 6
-1 cost (cost+damage mod)
Faith 1d10!!: [3] = 3
Wild 1d6!!: [3] = 3
Benny to reroll
Faith 1d10!!: [6] = 6
Wild 1d6!!: [3] = 3
Damage 5
3d6!!: [2, 2, 1] = 5
Red Larch/Swinging Sword Inn
8 Mirtul 1370/Mid-day
Brisk

Felicity rushed out of the inn, tramping through the snow toward the fighting. She pulled out her holy symbol and started a prayer. Her symbol started to glow, and she held out her hand, shooting radiant energy at the half-orc attacking Ali, the wolves, and Lolfaen.

***
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: 2/4 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: 245
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

Gra'og did not like getting bitten by the mangy cur. After a second or two he shook off the wolf and pulled his sword. Then the damn elf pulled a weapon and came at him. She made contact but that little tooth pick of hers could not get through his solid armor. He would show her what a sword feels like. As he ready to swing a runt ran out of the inn and started chanting then she hurled a spell. the spell hit but did no damage. Gra'og was powerful, her weak spells would not hurt Gra'og.
Unshake d6!!: [5] = 5


Suddenly Devon started yelling then screaming. Gra'og looked over and saw the ground beneath Devon growing soft then starting to bubble. Devon was sinking into the ground but was also screaming in pain. This was too much for Gra'og. He would kill that little runt before she tried that on him. It had to be her. Turning he dashed straight at @Felicity Clover and swinging wildly he missed her completely.
Sword to the face d6!!: [2] = 2


@Llolfaen and @Ali will get attacks of opportunity since Gra'og broke melee

@Tyrien e'Adrianne was heading into the inn when the initial fighting and screaming had started. She had stayed back to see what was going on. After a while the guards had come and then hauled out a bruised half orc. A few minutes later she hears more yelling and 2 halflings run out of the inn and down the alley beside it. Then it sound like all hell broke loose and she could hear more screaming.
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: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Roland did not like the idea of his friends being picked off. So reaching out with his Draconian power he grabbed the orc and lifted him high into the air.

The giant icy dragon claws easily firming around the orc. Then directing his Elemental escort, "Set me down there" indicating a safe place on the roof away from the hidden assassin's.

TK, 1d12!! Or wild 1d6!! Modifiers total -2: [5]+[2] = 7

Benny to reroll TK, 1d12!! Or wild 1d6!! Modifiers total -2: [10]+[3] = 13


His Elemental follows the command, setting Roland down and taking up a protective stance near him.


Going on hold to interrupt potential attack against Roland.
Athletic to interrupt potentially 1d6!!: [3] = 3
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Llolfaen
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Re: The Road North

Post by Llolfaen »

The eruption of magic signalled the two Halflings joining the fray, further tipping the odds against the Half-Orc. Though it seemed that the Half-Orc was enraged by the female Halfling flinging a bolt of magic flame at him and broke away from Llolfaen. Big mistake.

With a cry, Llolfaen lunged forward and went to strike with her rapier...

Fighting 5, Damage 4
Fighting 1d8!!: [5] = 5
Wild 1d6!!: [3] = 3

Damage 1d6!!+1d4!!: [1]+[1] = 2

Bennie

Damage 1d6!!+1d4!!: [2]+[2] = 4
Main Account: stormwell
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Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

The elven woman was wrapped in her cloak with the hood up to help stave off the cold. It also hid her pointed ears. Yet her slender build was barely feminine in curves almost identifying her heritage regardless. With the commotion going on Tyrien's curiosity was piqued, particularly when she saw an elf and a pair of halflings rushing to deal with an ORC!

Whoever these folk were, they were finding out that there would be no negotiating with those kind. She knew from experience.

Her eyes narrowed and she left her staff on the ground to grip Quicksilver in her left hand. She repeated the invocation in the draconic tongue that would imbue extra magic to her arrows.

Move Closer, dropping staff
Cast Smite to Arrows 2PP
Focus 1d8!!: [2] = 2
Wild on focus 1d6!!: [11!!] = 11
Raise provides +4 Damage for Arrows


Parry: 8 w/bow Toughness: 7 (2)
Active Powers: -
Bennies: 3
Weapon in Hand: Quicksilver (bow) (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Fighting 5; Damage 7
Fighting 1d6!!: [5] = 5
Wild 1d6!!: [4] = 4
Damage 1d6!!+1d4!!: [4]+[3] = 7
Red Larch/Swinging Sword Inn
8 Mirtul 1370/Mid-day
Brisk
Round ??

Oh, no. Oh, no! Oh, no!! “Lady Luck!” Felicity cried out as the orc rushed at her. She managed to get her shield up to block the blow and ducked under it. She countered with her rapier, sliding it under her shield into his ribs.

***
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: 2/4 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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Ali
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Re: The Road North

Post by Ali »

Surprised by the inefficiency of her blade, Ari lashed out to strike the orc when it turned its back on them to charge Fliss. No, no! Don't you dare hurt that sweet little ray of sunshine to the human with scars. Kampher leaped up again to her side to clamp down on the orc again. As Kampher leaps his jaws close briefly around the orcs heal before snagging his paw on a brick and releasing. Ali's desperate reach failed and passed just behind his spine, not even brushing his clothes. Mond and Jager leap away from the suddenly sinking figure beneath them. They pause and look to Ali for their next command as their last target is now stuck hip deep in earth and sinking.
Kampher hits
Kampher's Fighting 1d8!!: [4] = 4
Ali's Fighting 1d6!! or wild 1d6!!: [3]+[1] = 4
Add one from gang up. 4 becomes 5, 3 becomes 4.

Kampher's Damage 1d8!! add 1d6!!: [1]+[4] = 5

Ali, 1 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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Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien took in the fray and the good folk appeared to be having some difficulty stopping the orc. The dark elf, which she thought was an unusual sight indeed, also appeared to be helping the little folk, so she evaluated that the drow was perhaps an anomaly and not in league with the orc at all.

She shifted the aim of her nocked arrow. “Hoy! Do you need some assistance with that orc?” she called out

Free Action Speech, actions in last post


Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3
Weapon in Hand: Quicksilver (bow) (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
Technospawn
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Re: The Road North

Post by Technospawn »

LLolfaen, Kampher and Fliss attacks did little to slow the orc but then the orc was grabbed on an floating dragon claw made of ice, and lift into the air kicking and screaming. Ignored by the others the human slipped deeper into the boil mud and until his face was covered. After a few seconds he stopped struggling.

As @Roland held the orc aloft with his dragon claw, the screaming attracted the guards back the inn. 6 guards rush down the alley way and onto the scene. "Hey, let is going on here. Everyone drop your weapons."

Merry Christmas, everyone gets a Golden Benny
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
Tyrien e'Adrianne
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Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien was back, closer to the street at the mouth of the alley, practically among the guards bursting onto the scene from behind her. She returned the arrow back to her quiver and put the bow back as well. She had no intention of leaving Quicksilver to lie in the icy mud of a street to damage the string or wood.

She picked up her quarterstaff that also served as her walking stick, and held it as such when she straighten upright again. She commented, "It looks to be quite clear that a nefarious orc has to be dealt with. You cannot let them run around to kill innocent people."


Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Felicity Clover
Posts: 70
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
Round ??

As the guards rushed up, Felicity slid her rapier back into its sheath and hooked her shield on her back again.

“These individuals were members of the crew that attacked us inside,” she told the guards. “We were defending ourselves and our friends.”

Felicity went over to the man in the mud to try and pull him out and make sure he wasn’t dead.

***
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: 2/4 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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Ali
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Re: The Road North

Post by Ali »

Ali sheathed her sword and stilled her wolves, gesturing to them to bring them near and lower their heads and tails submissively to hopefully avoid the guards fear. I'll show them that my wolves are safe, but if they still chose to strike them, it won't end well. She found herself stoking her Mond's coat in anxiety, and tried to still her hand to no avail.
Ali glanced side long at the new elf. Who was she? Should she welcome her for assisting them? She knew that she had been useless in attempting to apprehend the orc, and should appreciate this elf's courage in coming to assistance. Look at the new elf Ali spoke.
"Thankyou for coming to our aid fair one." Hoping that in her nerves she had said the right greeting to an elf in this situation. Or maybe small formalities would be tossed aside as the guards were here. She thought that the others in her company didn't much care for social politeness, except for Rolland, then again, when had been the last time she'd spoken to him? Well, whatever she thought she might know about her friends about formalities, the same might not be true for this new elf.
Ali, 1 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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Roland
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Re: The Road North

Post by Roland »

Assuming the guards have not seen him or his guardian Roland steps further away from the edge cancelling his spell he lets the orc drop the 24' to the ground.


Assuming the roof provides at least -4 cover.

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Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien glanced from the guards to the human (or mostly human) woman that spoke to her. She inclined her head to acknowledge the greeting. "You are welcome, though I would not consider myself so fair. I am called Tyrien e'Adrianne. I could not stand by while one such as that," she gave a stern look towards the half-orc, "runs free to accost innocent people."

She had heard what the half-folk woman had said, confirming to Tyrien's satisfaction that she had judged the situation correctly.

"Though, it would appear that my arrows were not needed to deal with the miscreant. With a strong furry companion, you are hunter or ranger, are you not?"


Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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Ndreare
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Location: Skagit County, Washington
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Re: The Road North

Post by Ndreare »

As the orc falls to the ground something can be heard to snap, perhaps a leg, as the wind is knocked from him. A slight groan escaped from him before he lay rolling grabbing the leg not meant to be in such a shape.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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
Ali
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Posts: 43
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Re: The Road North

Post by Ali »

Ali smiled at the elf, "Yes, I guess I might be called both." Ali felt calmed by this elf's attitude, she appeared to be okay with no formalities also. Hearing the orcs bone snap she couldn't help but flinching in sympathy.
"This is Mond, Kampher, and Jager." Ali said. Holding her hand out to each of her wolves as it was said.
Ali, 1 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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Llolfaen
Posts: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

It looked as though they were triumphant with capturing the half-orc, though Llolfaen frowned when some guards arrived in addition to an elven archer. Making sure her hood was pulled down to
Stealth 1d8!!+3: [3]+3 = 6 Wild 1d6!!+3: [9!!]+3 = 12
least she be spotted for what she was. She then stepped closer to @Ali and quietly, but curtly, stated. "We need to question the half-orc."
Main Account: stormwell
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Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien nodded to acknowledge each of the wolves, as their pack leader introduced them. They appeared to be well under control. "When tamed, they certainly appear to be well behaved. I can imagine they are quite loyal." She did not make the comparison to dogs, lest she offend the huntress.

When the hooded companion rudely interjected into their conversion without any introduction, she looked over the lithe female with some scrutiny. She had not heard enough words to really catch an accent to place the woman's heritage. She commented to Llolfaen, "I don't think the guards will let you torture and extract anything meaningful from the orc after breaking up your first attempt at discussing things."

Rolling Notice: 1d6!!: [2] = 2
Wild: 1d6!!: [5] = 5

Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff (LH)
Last edited by Tyrien e'Adrianne on Thu Dec 24, 2020 12:24 am, edited 1 time in total.
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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Llolfaen
Posts: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

"He attacked us." Llolfaen replied curtly. "And merely asking a couple of questions can hardly be considered torture."

"If you must know, he is in league with the drow supplying arms to the orcs in the war in the north."
Main Account: stormwell
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Felicity Clover
Posts: 70
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
Round ??

Felicity winced as the half-orc hit the ground. “May I?” she asked the guards, gesturing to the orc. “I am a priestess of Tymora.” She held up her holy symbol. “I can heal him if he answers some of our questions.”

***
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: 2/4 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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Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien shook her head ruefully, "Good luck with that approach. Orcs don't usually respond well to being asked nicely to answer questions. More like you will have to use brute force to convince them to give up secrets, particularly if it means stopping their brethren from aiding the invasion."

"She gets it,"
she added while gesturing towards the priestess of Tymora. "Withholding healing to make the orc suffer, is effectively the same thing."

After a pause to tap her chin in thought, she speculated, "Though, I had not heard of Tymora's blessed actually resorting to extortion. Yet, I applaud the tactic when dealing with orcs," she shrugged.

Turning back to unnamed Huntress, "And what are your names?" Tyrien asked.


Common Knowledge: 1d4!! 1d6!!: [1]+[3] = 4

Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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Ali
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Re: The Road North

Post by Ali »

Ali smiled at Llofean, did she need to be so prickly to the elf that had arrived. Then again, she did suppose that if Tyrien new about Llofean's heritage it wouldn't end well for her friend. "My name Ali, this is Llofean, Fliss, and. . ." Ali hesitates, knowing that only Roland would have done that trick with the ice. It was his right to stay hidden right now, she shouldn't say that he had been here. "Their my friends." Ali finished poorly. She regretted say 'and,' and hoped with her gut that maybe they would overlook that word.
Turning to Llofean Ali smiled again and said to Llofean, "Do you want to do it in private as it is personal?" Ali spoke under her breath and hoped that with her face turned away it would make it at least harder for those unknown to hear.
Ali, 1 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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Tyrien e'Adrianne
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Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien inclined her head as each of the others were introduced.

"From what Llofean said, you are working against the orcs warring to the north, I take it. That interests me as well as I stand in opposition to the armies of evil and darkness."

"If the guards are not willing to let you force the information out of the orc, mayhap they could be persuaded to get the answers themselves."



Common Knowledge: 1d4!!1d6!!

Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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Llolfaen
Posts: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

There was a quiet noise of disapproval from Llolfaen as Ali revealed her name, though she didn't make any vocal objections. Instead, when Tyrien suggested asking the guards to question the half-orc, Llolfaen merely stated. "Be our guest."
Main Account: stormwell
Technospawn
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Re: The Road North

Post by Technospawn »

Felicity Clover wrote: Wed Dec 23, 2020 11:49 pm
Felicity winced as the half-orc hit the ground. “May I?” she asked the guards, gesturing to the orc. “I am a priestess of Tymora.” She held up her holy symbol. “I can heal him if he answers some of our questions.”
One of the guards looked at @Felicity Clover and said "be our guest. We have some question for him too. Once you heal him we will take him to the shack. You can question him there when are done with our questions."

Turning he looked at the man buried in the mud. "Did you do that? Don't' rekin he made it, did he?"

Thinking for a second the guard said "in fact why don't all of you come to the shack and explain what happened in the inn and back here."

You remember seeing the "shack" as you came into town. It is a one room squat building with a single cell in the back. It sits right next to the guard barracks.
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
Posts: 56
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Re: The Road North

Post by Llolfaen »

Stealth 7
Stealth 1d8!!+2: [5]+2 = 7
Wild 1d6!!+2: [1]+2 = 3
As the others spoke to the guards, Llolfaen slowly moved to positioned herself so that the party was between her and the guards. Then pulling her piwafwi tightly round her, she took slow and deliberate steps towards the nearest form of cover whilst making sure that the party blocked the guards' line of sight to her. It was her hope that she could slip away unnoticed and then discreetly follow as the rest of the party were escorted by the guards, thus allowing her to intervene if trouble arose.
Main Account: stormwell
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Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien listened to the guards respond to the little priestess and turned back to the cloaked elf to reply, "It would appear that the guards will allow further interrogation without my needing to interject."

"Since you are interested in the orc's connections to the drow, what are you all planning to do about it?"
she asked, hanging back a bit since she was not planning to interject herself into an interrogation without further assurance her intentions were aligned with these folk she just met.

She thought there was something odd about the cloak's design the female was wrapping about herself, but nothing came to mind in recognition.

Common Knowledge on recognizing piwafwi: 1d4!!: [2] = 2 , Wild: 1d6!!: [2] = 2

@Technospawn Looking for Common Knowledge on information about the War: 1d4!!: [5!!] = 5 , Wild: 1d6!!: [5] = 5


Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Healing the orc 6; 1 Wound
+2 Healer, +1 holy symbol, -1 difficulty
Faith 1d10!!+3: [2]+3 = 5
Wild 1d6!!+3: [4]+3 = 7
Red Larch/Swinging Sword Inn
8 Mirtul 1370/Mid-day
Brisk
Round ??

“Thank you.” Felicity told the guards, lifting her holy symbol and putting a hand on the orc, murmuring the prayer that sent healing energy into the orc. Then she looked down at him. “Now, are you going to cooperate?” she asked him.

Fliss looked over to the guards. “We spoke about what happened inside the inn to the guards already,” she said. “Out here, all I know is that he was attacking my friends. So I came to help. I will accompany you to this shack so I can get some answers,” she agreed.

***
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: 2/4 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: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Not knowing what to do now, Roland watches, and listens waiting to see if there will be more trouble or more assasins.

Notice 1d4!! or Wild 1d6!!: [5!!]+[2] = 7
Technospawn
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Diamond Patron
Posts: 245
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

Red Larch
Behind Swinging Sword Inn
8 Mirtul 1370/Late afternoon
Brisk

Left on scene is Roland. He may take any appropriate actions.

The guards bound the orc then roughly pushed him in front of them as they made their way back to the shack. One of the guards made sure the party was coming then followed the other guards. No one noticed @Llolfaen slip into the shadows
Notice 1d6!!: [4] = 4
. After the guards left @roland was just getting ready to climb down off the roof when he saw a shadow break away from the way and walk over to the dead human in the ground.
Stealth 1d10!!: [1] = 1 Wild 1d6!!: [4] = 4
The shadow was a small humanoid about halfling size wrapped in a cloak that bending the shadows around him. After a few seconds the shadow moved off down the alley and disappeared behind some buildings.

Red Larch
The Shack
8 Mirtul 1370/Late afternoon
Brisk

On Scene
Fliss - what are you goin to ask the orc?
Tyrien - what are you doing?
Ali - once the guard is done questioning you, do you stay in here?
Llofaen - Hidden outside


When the they reached the shack the guards put the 1/2 orc in a cell and released his hands. The shack was small with a 8' x 8' cell on one end. the rest of the room was an open area with a cot, small table, chest and a few chairs. It appeared that the cell keeper lived him while on duty. The main guard barracks was next door. Once the guards spoke to the party and were convinced they orc was the antagonist, they allowed Fliss to question the orc.
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
Posts: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

"Quiet." Llolfaen hissed in response to @Tyrien e'Adrianne's question. "I don not trust these guards."

Llolfaen's tone made it clear she wasn't interested in furthering the conversation, a point proven even more so as she moved away from the elf and then trailed after the party and the guards. She lingered outside the shack, eyeing the most way to slip inside in case trouble arose but otherwise kept out of sight.
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Technospawn
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Re: The Road North

Post by Technospawn »

@Paro Common knowledge of the war. The orc kingdom of Many Arrows has risen up and is craving out a kingdom above land in the Silver Marches. Silverymoon, Mithral Hall, and the elves of the Glimmerwood are fighting against the orcs and their allies. There are also a few rumors floating around that no one is sure if they are true.

1. Nesme did not want a part of the war because they hate the Companions of the Hall but the orcs brought a White Dragon down out of the spine of the world and destroyed Nesme.

2. The orcs are too petty to fight this war and the real problem is some drow that are pushing the orcs.

Most people in this area are too busy with their own problems to worry about a war that is too far away to affect them.
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
Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien glanced into the shadows where Llofaen was disappearing into with an arched eyebrow. She had not known of any corruption in the village, and resolved to keep an eye out for trouble with them. She quickened her pace to catch up to the procession in front of her into the shack where they were going to interrogate the orc.

She entered behind the others and saw the guards had locked the prisoner in a cell. That was good, since things at least had sorted out enough they could question him. She was curious how the interrogation was going to proceed after Fliss already healed the injuries she was using for leverage.

Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Persuasion 5
Persuasion 1d6!!: [5] = 5
Wild 1d6!!: [3] = 3
Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

“Thank you, guards,” Fliss said as they secured the half orc in the cell. Felicity pulled up a stool and sat down facing the half orc through the bars. “How do you feel?” she asked. “Did I heal all your injuries? Are you hungry? I can send for something from the inn,” she offered. “Otherwise I have some bread I was saving.” She dug inside her cloak and pulled out half a loaf, putting it through the bars of the cell. “Some wine?” She dug a wineskin out of her bag and pushed it through the bars as well. “Now why don’t you tell me what happened?” she asked the half orc. “I came out, and you were fighting with my friends. Why was that?”

Fliss sat there and crossed her short legs, brushed back her red hair from her green eyes, and then rested her small hands on her knee as she looked at the orc.

***
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
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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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Ali
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Re: The Road North

Post by Ali »

Looking curiously at Fliss as she seemed to be treating the orc with respect, Ali had left her wolves to stand by the entrance of the shack with orders to alert her if any came near. She decided to stay with the group in the shack and remain silent behind the others and listen to the on goings.
Ali, 1 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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Tyrien e'Adrianne
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Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien wasn't so sure the interrogation was going that well. The tiny priestess was proving to be awfully nice and Tyrien did not think that was going to be very productive. Observing from some distance back, she stepped over to the huntress and spoke aside to @Ali asking, "What happened in the Tavern exactly? It sounded like you all had some heated discussions already before this orc started trouble with your companions."

"Your companion lurking around outside was not exactly forthcoming on what is going on."



Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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Roland
Posts: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

His curiosity filling him Roland was split on if he should follow the halfling or his friends. But the cautious side of his nature won out. Before following he concentrates for a moment drawing on his heritage as he slowly fades from view wrapping himself in a shroud of power his moves more efferently and silently than ever before...

Thinking to himself, 'Now lets see what this fellow is up to.'


Invisibility, self only, hurry, Focus 1d12!! or Wild 1d6!! base 12+1-2 for 12-1: [2]+[4] = 6

Stealth to Follow (target is -4 to notice Roland) 1d4!! or Wild 1d6!!: [5!!]+[1] = 6

Target is -4 to notice Roland and can only roll to notice if he has a justification in the scene.
Technospawn
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Re: The Road North

Post by Technospawn »

Red Larch
Shack
8 Mirtul 1370/Late afternoon
Brisk

On Scene
Fliss
Tyrien
Ali
Llofaen - Hidden outside


Spirit 1d4: [3] = 3

The 1/2 orc sat down across from @Felicity Clover and said in very broken and heavily accented common "afder da gurds leef der ian i wad leefen too when da durk ane attak me friend. So I tree an heep hem. Grat wizerd sant ece wardor to heep durk ane keel friend. Sa i keel ece wardor. That merd wizerd angree, He peek me up and throud me dune and he bury Kerlias in maud."

When he stopped to take a breath the other 1/2 orc the guards had arrested inside the inn stepped forward out of the shadows and yelled at the orc
"Shut up you dumb fool. You are blabbering like a child. If he hears you talking he will kill us both."


The sitting 1/2 orc looked stricken then silent and refused to talk anymore.

Red Larch
Behind the inn
8 Mirtul 1370/Late afternoon
Brisk

Left on scene is Roland. He may take any appropriate actions.

As the shadow carefully threaded his way towards the edge of town @Roland followed it. The shadow must have been agitated about something. Several times it stopped and would reverse course like it want to go somewhere else but then would stop again and resume it's original course. Finally the shadow made its way to a small farm outside of town. It disappeared into the barn.
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: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

As the halfling disappears into the barn Roland recognizes a trap when he sees it and his cautious nature again comes over him. 'Time to head home, no point in getting yourself killed Rollie.'

Deciding the better part of valor Roland summons an ice mephit again linking his senses and send it to investigate while he himself teleports back to the group.

Maybe he can talk to her through the mephit, but someone who moved like that would to easily kill a great sorcerer like Roland up close.


Spend full turn +2, Summon Ally ice +1 (2 pp), flight (2 pp), claws (1pp), mind rider (1 pp), Shroud 1PP, HURRY (+1PP) total d12+1+3-3= 1d12+0
Asking GM if I can add Shroud for an additional -1

Focus (complex modifiers above) 1d12!! Or Wild 1d6!!: [2]+[5] = 7


Teleporting Away after 1d12!! Or Wild 1d6!!: [8]+[3] = 11
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Ndreare
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Location: Skagit County, Washington
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Re: The Road North

Post by Ndreare »

Sending in the little elemental, knowing there was an ambush awaiting. Roland speaks through the creature. "Why are you sneaking about, and messing with my friends? Maybe we are not enemies. Perhaps we can just work something out?" His voice altered slightly as it does through the tiny elemental only half of Roland's own size.

"Are you with the people trying to kill us? Let us know what the problem is, maybe we can all be at peace?"




Left as GM account, not sure if this should be as Roland it an NPC as he speaks through the elemental.

Phase World - The Remorseless Game Master Bennies 8;
July 20, 2020 update
Mission: Up in The Air
  • +8 Players



Nightbane Game Master Bennies 0,
July 20, 2020 update
Mission: Up in The Air
  • +0 ADVENTURE Reset

Legendary: Death Seekers Game Master Bennies 5,
July 20, 2020 update
Mission: Up in The Air
  • +5 Players

Legendary: War Breakers Game Master Bennies 4,
July 20, 2020 update
Mission: Up in The Air
  • +4 Players

,

Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list]see Cards in Rob's games bellow for exact card.[/list][/color][/b]

,
  • 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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Ali
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Re: The Road North

Post by Ali »

"I honestly don't know what happened. I was talking to my friend and then we heard some noise and then the orc was there and we had a scuffle, at which you came. I'm sorry, I wasn't inside when everything went down, I was just trying to help my other friends when it came out." Ali said. "Llolfaen is a great person, she just doesn't open up at first. Please don't judge her immediately when you don't know her to well." Ali was wishing now that her wolves were there, her hand was starting to twitch and her wolves were outside.
Ali, 1 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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Tyrien e'Adrianne
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Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien followed along with the broken conversations, not really hopeful that the interrogation was going to be fruitful if the response was any indication. She did not know what the other orc said, but it shut up the one talking. She looked to the floor shaking her head resignedly, but did not voice any "I told you so" about the lack of getting useful information.

Looking back to @Ali asking, "I will just take your word for it about Llofaen. You have been nice and she doesn't know me... yet, at least."

"However, she mentioned something related to the war. Were you and your companions heading somewhere that these orcs might want to stop you from going?"



Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff (LH)
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Notice to tell if the orc is telling the truth 5
Notice 1d6!!: [5] = 5
Wild 1d6!!: [2] = 2
Persuasion 13
Persuasion 1d6!!: [13!!] = 13
Wild 1d6!!: [5] = 5
Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

Felicity listened carefully to the orc’s story, trying to judge his truthfulness. Then the other orc yelled something she couldn’t understand, and it seemed to shut him up.

“Do you have something to add?” Felicity asked the other half orc. “I am trying to figure out what happened. If our friend attacked you first, I would like to know why, too. Where is Lolfaen?” she asked, looking around for the dark elf.

***
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
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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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Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien gestured with a thumb over her shoulder in answer to @Felicity Clover question. “She stayed outside, keeping watch for more trouble.”

Ali had said that the other Elven woman was a good companion, so Tyrien did not think she should mention anything about the mistrust of guards.


Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
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Llolfaen
Posts: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

Llolfaen continued to wait outside, though positioned herself where she could still
Notice 1d6!!+2: [10!!]+2 = 12 , Wild 1d6!!+2: [1]+2 = 3
to the conversation taking place inside. Alas she did not know the harsh tones of the Orcish tongue, she suspected neither did the rest of the party. Carefully something was said that could've implicated the half-orcs, it was a major advantage that the brutes held unless a spellcaster could negate that advantage with a simple spell. She doubted either of the two halflings processed such a spell, meaning this was potentially a complete waste of their time unless they found other means of getting the half-orcs to talk.
Main Account: stormwell
Technospawn
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Posts: 245
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

Red Larch
Shack
8 Mirtul 1370/Evening
Brisk

On Scene
Fliss
Tyrien
Ali
Llofaen - Hidden outside
Felicity Clover wrote: Mon Jan 18, 2021 4:09 am
Felicity listened carefully to the orc’s story, trying to judge his truthfulness. Then the other orc yelled something she couldn’t understand, and it seemed to shut him up.

“Do you have something to add?” Felicity asked the other half orc. “I am trying to figure out what happened. If our friend attacked you first, I would like to know why, too. Where is Lolfaen?” she asked, looking around for the dark elf.
Best you can tell the orc is telling the truth.

The 1/2 orc with the big bruise where the dwarf had hit him looked over at Felicity and grunted
other orc spirit 1d4!!: [10!!] = 10
then turned back to the 1/2 orc that had been talking to @Felicity Clover. The 1/2 orc that had been talking to her looked back over
Spirit 1d4!!: [7!!] = 7
and said "ef me teill youd aboot ..." before the other orc grabbed him and throw him into the bars of the cell. Between bites they yelled at each other in

"Do not talk to her. Kelica will kill both of us if he thinks we betrayed him."
"He is not nice to us, she is, maybe we should server her."
"Just shut up your fool, before he hears you."
.

They begin slugging and biting each other. Two of the guards come forward and start yelling at the 1/2 orcs while a third goes to unlock the cell. The guard with the keys looks over and says "you three will have to leave now. This might get messy."

Red Larch
Barn outside town
8 Mirtul 1370/Evening
Brisk

On scene is Roland.
Ndreare wrote: Sun Jan 17, 2021 12:22 pm Sending in the little elemental, knowing there was an ambush awaiting. Roland speaks through the creature. "Why are you sneaking about, and messing with my friends? Maybe we are not enemies. Perhaps we can just work something out?" His voice altered slightly as it does through the tiny elemental only half of Roland's own size.

"Are you with the people trying to kill us? Let us know what the problem is, maybe we can all be at peace?"
The is no response from inside the barn.
Stealth 1d10!!: [5] = 5 Wild 1d6!!: [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
User avatar
Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien nodded with satisfaction and replied to the guards, "Right you are to take a serious hand at interrogating them"

"As brutal as it is, that is sometimes the only way to deal with them. If you don't mind, I would like to hear the answers you torture out of them. You are going to actually question them, yes?"

1d4!! 1d6!!: [1]+[5] = 6 Edit: Sorry, still figuring out rolling. So Wild Die =5 for a Success

Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 3 + 1 Golden Benny
Weapon in Hand: Staff
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Roland
Posts: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Arriving back to town Roland is frustrated to hear no response form the stalker. "Well, its not like we would have caused any trouble. We just wanted to know what you needed." He says through the creature as it melts dissipating back into the elemental plane.

Strolling in confidently to the room where everyone is collected smiling. "Hey everyone, what did I miss?"



As a note his cautious nature will not let him risk hanging out there much longer. That would put himself at risk for no reason. So he continues his teleportations home rather than maintaining the connection to the elemental.
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

Felicity frowned as the two half orcs came to blows, and the guards pushed her and Tyrien out to separate the half orcs. “I don’t suppose you can separate them?” she asked. “The one was going to talk.” She shook her head. “You catch more flies with honey, Tyrien,” she told the elf.

Roland ambled up. “I almost had one of the half orcs talking, but the other one picked a fight,” Fliss said in frustration. “I’m not sure we’ll get much out of them now.” She knew the guards weren’t likely to be gentle. “Where have you been? And where’s Lolfaen? Is Clay still out?” she asked.

***
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
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Felicity Clover wrote: Mon Jan 25, 2021 11:37 pm
Roland ambled up. “I almost had one of the half orcs talking, but the other one picked a fight,” Fliss said in frustration. “I’m not sure we’ll get much out of them now.” She knew the guards weren’t likely to be gentle. “Where have you been? And where’s Lolfaen? Is Clay still out?” she asked.

***
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
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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.
Roland nodded to the attractive fellow stout. "I spotted an assassin type girl and followed her to a barn. But I was to scared to go in, and when I sent an elemental she refused to talk to it, so I teleported back here to let someone know.

"So why were those guys fighting? They from enemy towns or something? Maybe I can buy them a beer and then they will relax."
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Notice 7
Notice 1d6!!: [7!!] = 7
Wild 1d6!!: [4] = 4
Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

Felicity shook her head. “I don’t know why they were fighting.” She sighed, feeling like she’d failed. “You said the barn? We should check that out, then. Maybe she’s with the half orcs? Seems more than town rivalry.”

Since the guards had taken over the half orcs, Fliss walked toward the open barn door. She went up and peered inside. “Hello?” she called. “We’re here to talk, not hurt you. I’m Fliss. What’s your name?”

***
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
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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.
Persuasion 4
Persuasion 1d6!!: [4] = 4
Wild 1d6!!: [2] = 2
Last edited by Felicity Clover on Thu Jan 28, 2021 4:15 am, edited 2 times in total.
User avatar
Roland
Posts: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Felicity Clover wrote: Wed Jan 27, 2021 3:34 am Felicity shook her head. “I don’t know why they were fighting.” She sighed, feeling like she’d failed. “You said the barn? We should check that out, then. Maybe she’s with the half orcs? Seems more than town rivalry.”
"Roland does not like the risk involved, but he was curious and there is safety in numbers. "Sure, so we can go check it out. I will show you the way." Looking to the others, "Who else is coming?"

Then as he walker her there he concentrated and incanted some words in draconic as an ice elemental formed, repeating the effort twice he pulled forth a second body guard. "These fellows will keep us safe, I think."


Sorcery Summon 1st Body Guard with Mind Rider and preparation 1d12!! or Wild 1d6!! +1 to highest: [11]+[2] = 13
Sorcery Summon 2nd Body Guard with Mind Rider and preparation 1d12!! or Wild 1d6!! +1 to highest: [6]+[5] = 11

Felicity Clover wrote: Wed Jan 27, 2021 3:34 am Since the guards had taken over the half orcs, Fliss walked toward the open barn door. She went up and peered inside. “Hello?” she called. “We’re here to talk, not hurt you. I’m Fliss. What’s your name?”
"I think maybe there is a secret door or other way out of there. I tried that, but did not want to go in."
Technospawn
Diamond Patron
Diamond Patron
Posts: 245
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

Roland wrote: Wed Jan 27, 2021 10:14 am
"I think maybe there is a secret door or other way out of there. I tried that, but did not want to go in."
Benny for @Roland for playing his hinderance twice in a row.
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: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

Llolfaen remained hidden outside the shack, even as Roland arrived and then Felicity departed. The halfling wizard had mentioned something about a barn, though Llolfaen had realised not to take the wizard's words at face value. But the halfling cleric had deemed the barn to be important and thus went, alone, to go check it out. Course the barn was just as likely to be a complete waste of time just as it was as likely to be where the group the half-orcs were with just so happen to be hiding.

She sighed in frustration and then followed after Felicity.
Main Account: stormwell
User avatar
Ali
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Bronze Patron
Posts: 43
Joined: Fri May 01, 2020 2:31 pm

Re: The Road North

Post by Ali »

Ali followed everyone out to the barn and reached out to burry her hand into the fur of Mond. Telling them to follow she walked on after the rest of the group.
Ali, 1 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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Posts: 245
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

Red Larch
Shack
8 Mirtul 1370/Evening
Brisk

On Scene
Tyrien

Tyrien e'Adrianne wrote: Mon Jan 25, 2021 2:16 am Tyrien nodded with satisfaction and replied to the guards, "Right you are to take a serious hand at interrogating them"

"As brutal as it is, that is sometimes the only way to deal with them. If you don't mind, I would like to hear the answers you torture out of them. You are going to actually question them, yes?"
The guard turned and looked at @Tyrien e'Adrianne and said "We do not torture our prisoners, we question them. We may use motivators but we are civilized here. Yes you can stay, but stay out of our way and do not enter the cell."

Two of the guards then shackled the bigger 1/2 orc and cranked the shackles up so that his feet were off the ground. He began to grunt loudly and sweat profusely as his wrists took the whole weight of his body. While the two guards continued to motivate the bigger 1/2 orc the other guards went over to the one that had talk to Fliss. One of them began asking him questions and telling him that if he answered he would not need to go on the shackles.

After a while of persuading the orc to talk the little one says something about purchase special weapons from the dark one and delivering them to many arrows.

A few seconds later a light blue mist creeps in the windows. Everyone except the little orc and the guard questioning him fall asleep.
Spell casting 1d10!!: [8] = 8 little orc 1d4!!: [6!!] = 6 big orc 1d6!!: [5] = 5 guard 1 1d6!!: [4] = 4 guard 2 1d6!!: [10!!] = 10 guard 3 1d6!!: [3] = 3 guard 4 1d6!!: [2] = 2


@Tyrien e'Adrianne please roll spirit-2

Red Larch
Barn outside town
8 Mirtul 1370/Evening
Brisk

On scene
Roland
Fliss
Llolfaen
Ali


As @Felicity Clover peers into the barn she notices something odd about the way the hay is stacked. There appears to be a narrow gap between the stack of hay and the wall.
The gap is sized for a halfling or small elf. Anyone bigger will have to make an athletics roll to avoid knock the stack of down on them. Once through the gap there is a hollowed out section in the hay bales. In the floor near the center of the hollowed area is a trap door.


As she listens no one responds to her. Several seconds drag on and she can hear nothing from inside the barn.
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: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

Felicity crept quietly into the barn. Something was...off. The way the hay bales were stacked caught her attention. They weren’t quite against the wall, enough space left for a halfling or small elf to fit in there.

Fliss motioned for Roland to follow and pulled her rapier, creeping through the gap. It let out into an opening in the stack of bales, and a trapdoor in the floor of the barn.

“Curiouser and curiouser,” Fliss murmured, studying the trap door for any traps.
Notice 2; if she finds it safe, she will open it.
Notice 1d6!!: [2] = 2
Wild 1d6!!: [1] = 1
***
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
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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
Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien watched the interrogation with interest. Harsh methods or torture, it pretty much looked the same to her and she felt nothing but satisfaction that they were getting some answers. She nodded as the information of importance was coming out.

“Ahh, there we go. Keep pressing him for more information on that. See if he can reveal names and locations of meetings… Eh?” She yawned and had to stifle it. She knew something was not right in the air.

Then she noticed the colored mist as a guard crumpled to the ground. She unlimbered her bow and cleared her mind, finding the void where the magic in her blood would aid her defenses.

Spirit d8-2!!: [5]-2 = 3 Wild d6-2!!: [2]-2 = 0
Use a Benny to reroll.
Spirit d8-2!!: [6]-2 = 4 Wild d6-2!!: [5]-2 = 3
Using Protection Power
Focus d8!!: [2] = 2 Wild d6-1!!: [1]-1 = 0

Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+4 Damage)
Bennies: 2 + 1 Golden Benny
Weapon in Hand: Staff
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Roland
Posts: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Roland comes forward cautiously as Felicity waves him forward. Whispering in her ear. "Is this safe for us to do without the others?" Then looking to his guardians he instructs them to slowly crawl on the ground and not to touch the bails as they come in.

The slow and deliberate movements of the elementals, as their icy nature allows them to flow along the ground is amazing. Their movements like an arrow through an empty sky meets no friction.



Athletics Group roll for Bodyguards 1d6!! or 1d6!!: [1]+[17!!] = 18
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

“Well, you said it was one person, right?” Felicity asked Roland. “There’s more than two of us.” She gestured to his icy companions. “Besides, who else would we call? Clay is indisposed, no one can find Lolfaen to find out what happened. I suppose Ali and her wolves could be useful if we find something to track. We barely know the elf lady with the bow.” The halfling cleric shrugged. “I’m comfortable with you to protect me.” She flashed Roland a sweet smile.

***
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
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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
Llolfaen
Posts: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

Llolfaen frowned when she realised that most of the party had assembled at the barn, clearly nobody stopped to think things through. She sighed and walked over to where the two Halflings were discussing matters, then spoke out loud. "Who's keeping an eye on the half-orcs?"
Main Account: stormwell
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

Felicity jumped in surprise as Lolfaen suddenly appeared. “The half orcs are in custody,” she told the dark elf. “They aren’t going anywhere. The guards are questioning them. There is a trap door hidden here in the barn,” she pointed out.

***
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
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Llolfaen wrote: Mon Feb 08, 2021 8:07 am Llolfaen frowned when she realised that most of the party had assembled at the barn, clearly nobody stopped to think things through. She sighed and walked over to where the two Halflings were discussing matters, then spoke out loud. "Who's keeping an eye on the half-orcs?"
Roland looks a little put out. "Even you think this is more interesting. After all you're here with us. But if you want to watch the others watching the guards interrogate the orcs great. But this is way cooler, and we all know it."

The word spoken Roland concentrates for a brief moment he reaches out and touches both of them, whispering incomprehensible words, their bodies become cover in icy armor, broken patches angled to refract light and making it hard to perceive then.


Ice Armor +4, Shroud -1 to be noticed it hit
Protection 1, +1 more armor, +1 Shroud , +2 recipients, -1 Touch = 4 power points, Ice ignore -1, Amulet +1 = 0 Base Casting Penalty
currently maintaining two other spells -2 = -2 total casting penalty.
Complex Protection 1d10!! Or Wild 1d6!! Minus two total: [5]+[4] = 9

Once the armor is activated Roland declares. "So let's go."
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Notice 5
Notice 1d6!!: [5] = 5
Wild 1d6!!: [3] = 3
Stealth 11
Stealth 1d6!!: [1] = 1
Wild 1d6!!: [11!!] = 11
Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

Felicity shivered as she was covered in ice armor. “Oo!” She nodded her thanks to Roland, though, and carefully lifted the trap door, peering down.

***

Ice Armor: +4, Shroud -1 to be noticed or hit
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
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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
Llolfaen
Posts: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

Felicity Clover wrote: Tue Feb 09, 2021 2:18 am Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

Felicity jumped in surprise as Lolfaen suddenly appeared. “The half orcs are in custody,” she told the dark elf. “They aren’t going anywhere. The guards are questioning them. There is a trap door hidden here in the barn,” she pointed out.

***
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
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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.
"So you trust the guards to be honest do you?" Asked Llolfaen. "Though they're rank amateurs compared to the Waterdeep City Watch."

"Likewise, the half-orcs had friends here." Llolfaen added. "Friends who'll no doubt ensure they don't talk."
Main Account: stormwell
Technospawn
Diamond Patron
Diamond Patron
Posts: 245
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

Red Larch
Shack
8 Mirtul 1370/Evening
Brisk

On Scene
Tyrien


After a few minutes the door to the shack slow eased open and 3 small figures eased into the room. All of the them had cloaks on with their cowls drawn up tight. When they see that not everyone is still asleep one of the raises her hands and begins casting another spell. The largest figure draws 2 swords and begins to ease away from the group in a flanking maneuver.

The smallest one calls out is a deep rich baritone "you don't have to die today. Just let us have the orcs and we will leave. This way we all get to live."

@Tyrien e'Adrianne please roll notice-2 and common knowledge -2.

2 of the cloaks are piwafwis. The caster and largest figure are wearing drow gear.


The smallest figure is a halfling with dark hair and small goatee. The caster is a female drow cleric. The last one appears to be a drow male.


Red Larch
Barn outside town
8 Mirtul 1370/Evening
Brisk

On scene
Roland
Fliss
Llolfaen
Ali


Seeing no obvious traps @Felicity Clover opened the trap door. As the door was opened about half way, she could feel a slight resistance. She stopped lifting but it was too late. There was the sound of glass cracking and a cloud of thick red dust came billowing up out of the hole.

@Felicity Clover roll vigor -1. The red dust is
Failure means distracted, stunned, 1 wound (2 if crit failure), and dies in 2d6 rounds. Healing-1 will save your life.
poison.
@Roland and @Llolfaen will get a chance to evade before having to roll vigor-1.
@Ali I believe is still outside the barn so you are ok.
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: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Evasion 1d6!! or Wild 1d6!! minus two from the highest: [1]+[1] = 2
Vigor 1d6!! or Wild 1d6!! bonus and penalty are the same: [5]+[1] = 6
Critical Failure Table 2d6: [4, 1] = 5
Hero is Distracted

Vigor Reroll for Distracted, plus Elan total modifier still 0 1d6!! or Wild 1d6!!: [3]+[4] = 7


As the red dust pops into the air Roland tries to dive to the side, but instead bounces off of his Elemental Swordsman standing next to him. Landing in a pile of the dust he begins coughing as he tries to eject the material.
"Ah! I'm dying, I've been poisoned! Felicity, I need your help!" The cowardly halfling begins before realizing his silence was essential in this situation. Then it comes to him. "Well, one thing we know for certain is they are evil. Only murders would leave a trap to kill not knowing who would come next, we could have been children or lovers playing in the hay."
User avatar
Llolfaen
Posts: 56
Joined: Thu Apr 23, 2020 7:57 pm

Re: The Road North

Post by Llolfaen »

Evasion 5
Agility 1d8!!-2: [7]-2 = 5
Wild 1d6!!-2: [2]-2 = 0
Llolfaen heard the glass cracking and scrambled back as the cloud of thick red dust came billowing out of the hole where the halfling Felicity had tried opening a trapdoor. It didn't surprise her in the slightest that a trap had been set, if anything she strongly suspected that they'd been lured here no doubt as a distraction. In all honesty, she'd probably done the same.

"The half orcs." She simply stated, then turned and started hurrying back to the guard shack as she drew her piwafwi round her once more.
Main Account: stormwell
User avatar
Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Tyrien knew trouble was coming and again tried to activate her draconic blood to infuse her with the magical power she possessed. Being outnumbered was going to be a problem, but only if she could not take out the leader right away.

She replied coldly, “Well, you could take your own advice.”

She released her arrow at the spell caster, not planning on surrendering and certainly not believing she was dealing with anyone that could be trusted to keep their word.

Common Knowledge 1d4-2!!: [4]-2 = 2 Wild 1d6-2!!: [6]-2 = 4
Notice 1d6-2!!: [3]-2 = 1 Wild 1d6-2!!: [2]-2 = 0

Multi-action penalty applied For Smite and Shooting
Focus 1d8-2!!: [8]-2 = 6 Wild 1d6-2!!: [3]-2 = 1
Shoot Caster 1d8!!: [7] = 7 Wild 1d6!!: [4] = 4
Damage 2d6!!: [3, 5] = 8 +2 Smite = 10 Dmg


Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+2 Damage)
Bennies: 2 + 1 Golden Benny
Weapon in Hand: Bow
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Vigor 6
-1 difficulty
Vigor 1d8!!-1: [7]-1 = 6
Wild 1d6!!-1: [4]-1 = 3
Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

“I trust the guards will be a lot less friendly to us if we try to interfere,” Felicity told Llolfaen. “Do you want a nice, warm bed tonight, or would you rather get driven out of town on a rail and sleep in the cold woods, or a dank prison cell? And we’re here trying to find those friends of the half orcs.”

Fliss heard the breaking of glass, and the burst of red dust. She managed to quickly shut her mouth and not inhale the dust, though it made her eyes water and sting. She quickly backed away, coughing a bit, but managed to fight off the dust.

“Shows we’re on the right track,” Fliss said, pulling out her canteen and washing away the last of the dust.

Once the dust had settled, and Fliss had washed it out of her red hair, she crept to the edge of the trapdoor down there. “Well, looks like we know what kind of welcome we’ll get,” she noted, starting to climb down. “Keep your eyes sharp.”

***

Ice Armor: +4, Shroud -1 to be noticed or hit
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
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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
Diamond Patron
Diamond Patron
Posts: 245
Joined: Thu Mar 12, 2020 9:28 pm

Re: The Road North

Post by Technospawn »

Red Larch
Shack
8 Mirtul 1370/Evening
Brisk

On Scene
Tyrien


When the arrow struck the spellcaster, she stop chanting and began to gurgle. Then bloody froth leaked from her lips and she fell to her knees then the ground. See their companion fall the other sprung into action. the bladesman moves forward and strikes out at @Tyrien e'Adrianne with a flurry of fast blows but she manages to dance and
bladesman fighting right 1d10: [5] = 5 Bladesman left 1d10: [4] = 4 Bladesman GM Benny 1d10: [6] = 6
around all the them. Unfortunately for her while she was distracted with the flashing swords the little runt with the deep baritone voice threw a dagger at her and hit her in the chest just under the arm. The dagger slid in deep between two ribs.
Little guy's dagger 1d10: [7] = 7 little guy wild 1d6: [4] = 4 Damage 1d8+1d4: [6]+[4] = 10 Forgot to explode damage 1d4!!+10: [6!!]+10 = 16
. She could feel her breathing starting to come in ragged gasps and her heart was beginning to speed up. Suddenly she realized she was
Roll vigor for a lethal poison.
.

Seeing her plight the guard that was still awake rushed forward and
guard 1d8!!: [7] = 7
his sword at the bladesman but the master swordsman parried the attacked.

Red Larch
Barn outside town
8 Mirtul 1370/Evening
Brisk

On scene
Roland
Fliss
Llolfaen
Ali


As @Llolfaen took off to return to the guard shack she knew she would never make it in time.
Shack is about 1 mile away

When @Felicity Clover climbed down the ladder to the bottom she found a well carved tunnel. The tunnel was about 3 wide and the ceiling was just under 6 feet high. then tunnel ran south back towards town for about 400 yards then split off in 2 different paths. 1 heading east and the other heading southwest. Looking about she could see
slight scuff marks on the floor show that most of the traffic goes east.
that someone has taken the time to remove all signs of passage from the tunnel to the southwest.
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: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Notice 1d4!! or Wild 1d6!!: [6!!]+[2] = 8

Moving through the tunnels Roland walks with @Felicity Clover his giant ice elementals looming over them.
Well, I mean they are nearly as tall as a humans shoulders. The things are huge!
More than once in the past others have had to remind him to be quiet. But not this time as Roland's caution takes over and he slows himself down a bit. In this slightest of whispers and hand gestures he communicates. "We should be looking for more traps. These people are pretty evil and I would not be surprised if there were more traps..."

Stealth 1d4!! or Wild 1d6!!: [15!!]+[4] = 19
User avatar
Tyrien e'Adrianne
Posts: 21
Joined: Thu Dec 10, 2020 8:18 pm

Re: The Road North

Post by Tyrien e'Adrianne »

Outnumbered Tyrien had not been worried until that dagger hit her in the chest. It was a fluke and one that she could not have dodged. She had guessed wrong on the danger, taking out the spell caster first. Luckily her armor had barely stopped the point from doing more than bruise her skin, a superficial nuisance that she would feel later.

She drew and jabbed her dagger at the face of the opponent the guard was helping her fend off, trying to gang up on him to get through his defenses.

Spend Benny Soaking Wounds Vigor 1d6!!: [9!!] = 9 Wild 1d6!!: [5] = 5
Resist Poison Vigor 1d6!!: [5] = 5 Wild 1d6!!: [8!!] = 8

Draw Dagger, then Attack with Gang up Bonus 1d8-1!!: [6]-1 = 5 Wild 1d6-1!!: [5]-1 = 4



Parry: 8 w/bow Toughness: 7 (2)
Active Powers: Smite on Arrows (+2 Damage)
Bennies: 1 + 1 Golden Benny
Weapon in Hand: Bow & Dagger
Character Sheet
Notice: d6 (Low-light Vision)
Parry: 6 (7 w/Staff, 8 w/bow)
Toughness: 7 (2), * Protection could add more
Powers (Focus d8): Smite (+1 Focus), Boost Trait, Protection
User avatar
Felicity Clover
Posts: 70
Joined: Thu Apr 23, 2020 1:02 am

Re: The Road North

Post by Felicity Clover »

Notice 5
Notice 1d6!!: [5] = 5
Wild 1d6!!: [4] = 4
Red Larch/Shack
8 Mirtul 1370/Mid-day
Brisk
Round ??

Felicity nodded to Roland. “We’ll keep an eye out,” she said as they came to the split in the tunnel. Fliss looked around the intersection. “Looks like most of the traffic goes east,” she said, indicating some scuff marks on the floor. “Town is that way.” She indicated back over her shoulder. “These must be smuggler’s tunnels. Shall we see where they lead?” She indicated the used tunnel going east.

***

Ice Armor: +4, Shroud -1 to be noticed or hit
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
Roland - male halfling sorcerer
Lolfaen - male drow rogue
Ali - female half elf ranger
Tyrien - female elven archer
Character Tracking
Felicity Character Sheet
Parry: 8 (Cover: -2) Toughness: 8 (2)
Powers: Bolt, Boost/Lower Trait, Environmental Protection, Healing, Relief
Bennies: 2/4 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: 67
Joined: Sat Apr 25, 2020 5:00 pm

Re: The Road North

Post by Roland »

Felicity Clover wrote: Tue Mar 02, 2021 12:11 am Felicity nodded to Roland. “We’ll keep an eye out,” she said as they came to the split in the tunnel. Fliss looked around the intersection. “Looks like most of the traffic goes east,” she said, indicating some scuff marks on the floor. “Town is that way.” She indicated back over her shoulder. “These must be smuggler’s tunnels. Shall we see where they lead?” She indicated the used tunnel going east.
Whispering slightly Roland nods. "Lets do it. They cannot go on forever. and we are probably at the end now." Looking at @Llolfaen his shrugs a bit wanting to know what she thought.
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