3. A City Aflame

Adventures in Korvosa and Beyond
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3. A City Aflame

Post by Pursuit »

PASSING BETWEEN WORLDS

The group emerges from the Old Fishery (perhaps with the body of Gaedren in tow - perhaps not; that is entirely up to you!) into pandemonium.

The flickering glow of fires and smell of smoke on the wind are impossible to miss. The clang of alarm bells sing out in harmony with a cacophony of screams, the clash of steel on steel, shrieks of terror, and even the periodic detonation of arcane power.

A wing of Sable Company hippogriff marines swoops overhead, angling toward Castle Korvosa at a breakneck pace. One of the badly wounded hippogriff mounts rains blood down on the street around the group before it succumbs and crashes headlong into a statue, taking its rider and itself to a messy, bone-crunching demise.

The others in the flight do not pause to check on their fallen ally. Amid the chaos, the voice of a Korvosan herald cuts through the din:

"The king is dead! Long live the queen!"

The streets are filled with rioters and looters, and haggard-looking members of the Korvosan Guard struggle (and fail!) to impose some kind of order.

TIME TO JOIN THE FRAY

Let me know what you would like to do, heroes, and I will call for rolls as appropriate. How do you respond to the scene before you?

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Falderol Grelemis
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Re: 3. A City Aflame

Post by Falderol Grelemis »

Falderol goes to assist the guard. He will do his best to keep the citizens alive but mostly wants to ensure the guards live.
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Re: 3. A City Aflame

Post by Morri »

Morri, so used to life amongst the roof-tiles and chimney pots, felt out of her depth with all the chaos on the streets. She glanced round at the neighbouring buildings with a view of getting back up to the rooftops where she felt safer and in turn would be able to gain a better vantage of what was happening.
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Re: 3. A City Aflame

Post by Pursuit »

@Falderol Grelemis Heads for the guards, and finds the crowds to be unruly. The streets are full of all types, as the city seems to have emptied its homes and buildings - the street is a flood of people.

It does not take long before someone from the crowd shoves Falderol, and once he makes it to the guards, the guards themselves are panicked.

Please make a Persuasion or Performance roll to convince the guards you are on their side and are here to help. If you have some other skill that is more appropriate to the scene, you can just shoot me a message on Discord.

Meanwhile, @Morri makes for the rooftops. With her abilities, she scampers up without problem. Please make a Notice roll.
Success on Notice
From atop the roof, she sees that the chaos of the immediate area extends a few blocks, and then the streets are clear for a bit before another mass of people - rioters, guards, and who knows who else - clog them up again. This stretches far beyond just this section of the city. With an effort, you think you and the rest of the group could make your way through the crowd if you stick together.
What is everyone else doing?

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Re: 3. A City Aflame

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“Hwaaaaa?!” Bonk let out with a confused yet annoyed sound as she witnessed the pure chaos going on around her, followed by a few of her companions taking immediate action.

“What the hell is this blek?? I don’t got time fer this!” The goblin barbarian growled out as she tried to figure out what to do. “I’m gotta get this stuff back to Zellera a’fore this crowd destroys her house along with everythin else!” Bonk lets the others know as she hoists the bag with the severed head and deck of cards behind her back, deciding that the best course of action was to simply charge through with as much ferocity, punching, kicking and biting as one could.

Of course it might come to the realization of the others that unlike they, Bonk had not been privy to the information that the mysterious woman who had been distributing cards was already dead and that the goblin was not in fact delivering the severed head of a suspected close relative. Still, they might have not had time to explain the situation either as the goblin suddenly dashed forward, moving so quickly that she would often times scamper across the streets on her hands and legs as if she were a feral animal, ready to pounce on anyone who got in her way. The question was of course whether the crowd would be smart enough to make way for her or not!
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Re: 3. A City Aflame

Post by Zook »

Joining Falderol in going to the crashed guard and hippogriff, Zook as well as George carrying Gaedren's body look to see what they can do to help, with George's mass protecting them as they look at the crashed bodies to see if they can be saved.

"George, keep the people back so Falderol and I have some space to see to the crashed duo. If you need some reinforcement, I can summon something up from the First World to assist. Falderol, I only have the basics of healing, and my healing magicks will only affect George and myself. I can push myself and summon some other Fey Beings to help us as necessary."
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Re: 3. A City Aflame

Post by Morri »

Notice 7
Notice 1d6!!+2: [5]+2 = 7
WIld 1d6!!+2: [3]+2 = 5
Morri frowns as she sees the chaos engulfing the city, this certainly was serious. She stuck her head over the edge of the roof and called down to the group. "Looks like trouble...lots o' trouble...gonna have ta stick really close ta one another if we gonna make it through 'em crowds."
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Re: 3. A City Aflame

Post by Pursuit »

Split the Party!

As quickly as the party came together, it splits when confronted with a city gone frantic.

One group, made up of Bonk, Kaja, Ludwig, and Morri, head for Zellara's house, while the other, made up of Falderol, Zook, and George, head to back up the city guard and try to restore order.

Group One: Zellara's Abode

You arrive to find Zellara's house as you left it (except for Bonk, of course, who was not with the main group when last you were here). You see no sign of the food, the wall hangings, the rugs, or Zellara—the furniture is in pieces, scattered throughout the room under a thick layer of dust disturbed only by the footprints and evidence you all left yourselves on your prior visit.

When you enter the house carrying Zellara's deck, though, it begins to glow.

After a moment, the fortune teller herself appears before you, though this time she makes no effort to appear corporeal.

"My friends! You were successful! I felt Gaedren's corrupted soul leave this plane, and you have come back with my deck! Please, keep it with you--I may be able to use it to help you from time to time. You avenged my Eran; I will do whatever I can to repay that kindness. And Bonk! I am glad to see you found your way to other, like-minded individuals. I think together, you could all do something truly special for the city. I do not know what is going on out there, but I feel a malevolence rising. Be careful, my friends."

This time, she does not stay to answer questions and dissappears from view as soon as she finishes her message. Please feel free to RP your response and what you'd like to do next!


Group Two: This is Fine

What starts out a difficult task becomes almost immediately a deadly one. The guards are not up for this, and without your help would already have been overrun.

We will resolve this using the Quick Encounter rules on p.p. 161 - 162 of Pathfinder for Savage Worlds.

You may roll Fighting, Shooting, Athletics (throwing), your arcane Skill, or some other relevant Skill. If you are trying NOT to cause lethal damage, please make your roll at -1, per the typical nonlethal damage rule on p. 136.

If you fail your roll take a Wound (or d4 Wounds with a Critical Failure). Wounds may be Soaked as usual. Success means you emerge with Bumps & Bruises, and a Critical Success means you escape unscathed.

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Re: 3. A City Aflame

Post by Bonk »

Bonk simply stared at the spot where the ghostly figure of Zellara once stood, squinting for a long while as she attempted to process the situation. Seeming at a loss for words, or at least being utterly confused about the entire situation. Eventually speaking up with an incredulous rising tone.

“Someone killed Zellara while I was gone?? And she turned into a ghost? Oh hells! I knew that big mob was gonna get here before we did!” The goblin yells into the empty air with anger and annoyance as she somewhat misunderstands how events played out even though the end conclusion was at least partially correct.

“What am I supposed to do with this then?” The small hammer wielding creature asks as she holds up a sack that contained the severed head of the fortune teller. “I was gonna her give her sisters head to her so she could go and deal with it. You know… I’m startin to have a little think that this ain’t her sister at all.” Her eyes begin to narrow as she stares at the sack, holding it up to eye level now. “This is gonna sound real strange, but I’m startin to think that this actually is Zellera’s head. Which is why she’s a ghost now. Well, not sure if she is still cause she’s gone now…”

Suddenly the creature stomped her feet in further frustration. “Dammit I ain’t no priest! What do they do when this happens?” Bonk yelled out to the others as she places the sack with the head on the dusty floor, seeming to think that this was the appropriate thing to do in this situation. “Gaedren told me to let the priests handle the dead, whatever that means. No way we’re gonna find one in the mess that’s going on outside. Probably gotta wait till it dies down to hock all the stuff we got too. What are we doin till then?”

There is a long pause as her narrowed eyes scan Kaja, Ludwig and Morri for several moments, eventually piping up as those red orbs snap open once more. “Wait… Weren’t there more of us?” The small barbarian finally noticing that the party had been split in the process of getting here. “What happened to the blue haired guy, the catdog and the horny eye popper?”
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Re: 3. A City Aflame

Post by Falderol Grelemis »

Fighting (non-lethal): 1d6!-1: [2]-1 = 1
Wild: 1d6!-1: [4]-1 = 3

That kind of stunk, bennie
Fighting: 1d6!-1: [3]-1 = 2
Wild: 1d6!-1: [6!, 1]-1 = 6


Fighting down the rioters is exhausting work but eventually Falderol is able to help the guards get things back under control. Turning to one of the guardsmen he asks "Is all this from the death of the king?" After receiving conformation Falderol just shakes his head. "He was a good king but this is crazy. I am sure the queen will run things just as well." Looking around for Zook and George he goes over to them. "We better see if we can find the rest of our companions. They may be in some trouble if this is all over the city."
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Re: 3. A City Aflame

Post by Kaja Earthblooded »

Kaja and Ludwig come running after Bonk, arriving just in time to see the final words of the ghost. It bothers her leaving the others to deal with the crowds, but given the obliviousness of the goblin, she couldn't in good consciousness leave her alone. She catches her breath as the ghost and then Bonk speaks. "Yes there were and we need to get back to them. Can I have the deck please? I'm no priest, but I am well connected, so I can deal with the other issues if you'll keep us safe. If you stay with me I promise we'll keep things nice and simple for you. Just at least give me a glance and a shout before you run off. If I shake my head or motion you to follow, do that instead of what you were going to do. If that's okay with you, that is."
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Re: 3. A City Aflame

Post by Morri »

Morri had had her suspicions that something was...off about the fortune teller, suspicions that were proven when they arrived back at Zellara's abode. The others had seemingly put two-and-two together as well, though some far quicker than others. Sighing, Morri spoke up. "Either way, looks like we got a friend on the other side...."

"But as Kaja said, we gots other issues ta deal with."
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Re: 3. A City Aflame

Post by Zook »

Zook Assisting with Spellcasting
  • Spellcasting: 1d8!!: [12!!] = 12
    Wild: 1d6!!: [5] = 5
    Result: 12 - Success with Raise. +2 to George's Roll; 2d6: [6, 3] = 9 PP Used.
George using Fighting (Non-Lethal -1, Assist +2... so +1)
  • Fighting: 1d8!!+1!!: [4]+1 = 5
    Wild: 1d6!!+2!!: [7!!]+2 = 9
    Result: 9 - Success with Raise.


Drawing upon his arcane connection to the First World, Zook fortifies George who then goes to work slapping down the rioters with its large paws.

Once Falderol and George have helped the guardsmen get the rioters under control, Zook looks around and after finding the Tiefling the three of them head out to find their companions.
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Re: 3. A City Aflame

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"What? You actually want these stupid cards?" Bonk said with an incredulous tone to Kaja as she held her hand out for the magical deck. "Well I was gonna use them to wipe my butt when I needed, but that ghost there did say something about how she was gonna use them or something. So I guess you can have em." The goblin said as she closed one eye and scratched the back of her head in thought, which at the rapid pace she did so suggested that there was more than a small possibility that the small creature was possessed of lice or fleas. It wasn't certain whether it was from their time in the fishery either, but the wild looking figure could likely do with some sort of a bath at some point. Still, she seemed to think nothing of it as she unceremoniously tossed the deck in its thin box towards the dwarf who requested it, as if the item held no value at all.

"I was gonna say we should just wait in here for the crowd to die down, but who knows how long thats gonna take. Lets go find the rest!"
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Re: 3. A City Aflame

Post by Pursuit »

What Once Was Twain

After what seems like days but is more like an hour, the group that went to Zellara's home is able to make their way back to where they "lost" their other party members.

Thanks to the heroic efforts of Falderol, Zook, and George, and the timely arrival of the rest of the group, the guard manages to avoid being overrun. The rioting moves (at least temporarily) to another part of the city.

To Falderol, one of the guards says, "Maybe the queen will. Maybe not. Seems half the folks hate her and half love her, and I can't tell why either way. She's just another royal, you know?"

Once the fighting dies down, the lieutenant leading the troops in the dock quarter says, "Thank you for your help - I'm damned glad you came by when you did. If you can manage it, take this to Citadel Volshyenek and give it to the guards there - they will see you get paid for your help here. If you're the sort looking for work, I imagine there will be plenty to give you in the coming days."

Without needing a check, you would all know that the citadel serves as the base of operations for the Korvosan Guard, so it makes sense the lieutenant would send you there to collect a reward. That's also where the guard typically posts odd jobs and bounties, should you have an interest in such a thing.

Anyone who wishes may make a Common Knowledge roll to know some things about the king and the royal family.
Common Knowledge Success
You know that Korvosa’s (young) queen was born Ileosa Arvanxi in the Chelish city of Westcrown. Most expected her to marry into a more powerful Chelish line, yet she scandalized her family by abandoning Cheliax and sailing to the city of Korvosa, where she met and wed king Eodred II. To the surprise of many, Eodred spurned his numerous previous lovers in favor of his new queen. Barely 18 years old when she took Eodred II’s side, Queen Ileosa has engendered some ill will in certain quarters with her open distaste for Korvosa (a city she’s been heard to call “a backwater colonial village” more than once), but has amassed a devoted following in other quarters for her cosmopolitan bearing and attempts to infuse Korvosa with Chelish culture, art, and music.

The king was old and in poor health. Even so, the speed of his passing has caught many off guard.
Regroup

You are able to find a looted shop to catch a moment's respite and discuss what you would like to do next. The module here is purposefully open ended, putting the players in the driver's seat as to how they would like to proceed and giving me tools to react.

I am happy to provide suggestions or hints, but what to do next is up to you.

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Re: 3. A City Aflame

Post by Zook »

Common Knowledge: 1d6!!: [1] = 1
Wild: 1d6!!: [2] = 2
Result: 2 - Fail

Pursuit wrote: Thu May 30, 2024 9:21 pm
Once the fighting dies down, the lieutenant leading the troops in the dock quarter says, "Thank you for your help - I'm damned glad you came by when you did. If you can manage it, take this to Citadel Volshyenek and give it to the guards there - they will see you get paid for your help here. If you're the sort looking for work, I imagine there will be plenty to give you in the coming days."

Without needing a check, you would all know that the citadel serves as the base of operations for the Korvosan Guard, so it makes sense the lieutenant would send you there to collect a reward. That's also where the guard typically posts odd jobs and bounties, should you have an interest in such a thing.
"Me and my friends may be interested in some work, but we will have to decide on that when we finally get together."
Pursuit wrote: Thu May 30, 2024 9:21 pm
Regroup

You are able to find a looted shop to catch a moment's respite and discuss what you would like to do next. The module here is purposefully open ended, putting the players in the driver's seat as to how they would like to proceed and giving me tools to react.

I am happy to provide suggestions or hints, but what to do next is up to you.
"SO guys... I never did think of what I would do after we took care of Gaedren... I guess I spent too much time worrying about finding whoever framed me that I didn't consider what to do later. I think we should sell all of the stuff none of us wanted and split the proceeds... and after that... we could see what the Korvosan Guard have for us to do. They will pay us for our efforts."
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Re: 3. A City Aflame

Post by Bonk »

Common Knowledge 1d4!-1 Wild Die 1d6!-1: [2]-1+[3]-1 = 3


"What work? Last time I did work Gaedren took all my money from doing it." Came a sharp voice from below as the giant hammer wielding goblin showed up to join the conversation, with a dwarf, a scrawny urchin and a pig in tow. “I dunno if this is a good time to hock all that stuff, any merchant who knows whats what has probably boarded up his shop till this whole mess dies down. Maybe we should hold on to it for now till then yeah?”

She seems to nod in agreement with Zook has he mentions having put little thought into what to do after taking revenge on Gaedrin, but suddenly tensing up. “I don’t wanna go back to chasing down squirrels in the wilds! I had a taste a’ city life and I wasn’t putting in all that work about learning about pants and why you gotta wear em and stuff for all that time for nothing!” Bonk added somewhat defensively, almost indignant over the fact that she had to learn such a foolish thing in order to be accepted in society.

“Well… I guess since Gaedren’s dead he can’t take my money no more. Might be worth seein what this guard place has to say yeah, I’ll come along if you don’t mind me helpin in out if thats what you’re doing.” The barbarian offered as a suggestion then.
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Re: 3. A City Aflame

Post by Morri »

Common Knowledge 5
Common Knowledge 1d6!!: [5] = 5
Wild 1d6!!: [3] = 3
Morri had never paid much attention to the Royals, they were a world away from the rackety rooftops of the city that a guttersnipe like her inhabited. That said, we had overheard snatches of conversations from guards in the streets and talk over tankards of ales in various taverns round the city. With the news of the King's demise, the young Queen was now somewhat....questionable in Morri's eyes. Her thoughts went to the brooch she'd found in Gaedren's possession, if it actually was the Queen's brooch then how did it end up in the hands of a two-bit crime lord?

She would be amazed and greatly surprised if Gaedren had somehow pulled off a heist in Castle Korvosa, that would've been greatly outside of his league. Maybe a chambermaid had managed to smuggle it out and then fenced it? Possible, but still very unlikely and Morri doubted that they would get answers to the particular mystery anytime soon. Despite the temptation to try and fence it herself for a few coin, it was a unique item and she didn't fancy the attention that it would likely attract. Besides, she was piqued by the mystery of how it ended up in the Old Fishery.

The others seemed to be angling for going to the Korvosan Guard to try and claim a reward and/or some paid work. The prospect of coin she couldn't easily turn down, especially as her stomach reminded her that it had a while since she'd had a decent meal. "Can't say that I can do without the coin...even if me and the guard don't always see eye ta eye."
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Re: 3. A City Aflame

Post by Pursuit »

The party has some time to deliberate, and even some time to rest up (you’ve had a busy night so far!) before making their way towards Citadel Volshyenek.

The going is tough, as seemingly random groups of Korvosans clash with city guards (and each other), and the trek takes you some time.

When you are perhaps 20 minutes or so away, something shifts along the rooftops above you.

Everyone please make a Notice check! If you have Danger Sense (or something similar), please take that bonus into account - this is a check for Surprise! Also, the streets are Dim, so please subtract 2 from your Notice roll and any rolls for this encounter that rely on vision (attacks, spells, etc.).

Once everyone has made their Notice rolls, you’ll meet your surprise.

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Re: 3. A City Aflame

Post by Falderol Grelemis »

Notice check: -2 for Dim lighting, ignored by Lowlight Vision
Notice: 1d6!: [5] = 5
Wild: 1d6!: [1] = 1


Falderol is a bit on edge as the group travels. He wants to go help the beleaguered guards but also knows the cohesion of his group is important. Also, it is hard to know which side is in the right. There are too many factors in play so he decides to just get to the guard headquarters and see if there is more information to be had.

As they get close he notices a flitting of movement along the rooftops. It appears to be following the group but it could just be another refuge. He prepares himself but does not want to worry the rest of the group unnecessarily.
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Re: 3. A City Aflame

Post by Morri »

Notice 5
Notice 1d6!!+2: [5]+2 = 7 -IGNORE
Notice 1d6!!: [1] = 1
Wild 1d6!!: [5] = 5
Morri had long since learnt that it paid to stay aware of one's surroundings, it had certainly helped her avoid some close shaves in her time. Movement on the roof above, her natural ground, easily caught her eye but she wasn't sure if the rest of the party had noticed. She got ready to draw her blades, but solely wished that she had a range weapon of some description and promised herself that she would address that. Regardless, she hissed to the party. "We're being followed..."
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Re: 3. A City Aflame

Post by Bonk »


Dim lighting negated by darkvision.
-1 For clueless hindrance
Notice 1d4!-1: [2]-1 = 1
Wild die 1d6!-1: [3]-1 = 2


Bonk seems somewhat annoyed and frustrated at the chaos going on around her, taking to yelling loudly at groups of rioters who are making their way through and looking like they might potentially clash with the group. Not focusing at all on some of the less obvious dangers that might be lurking from non obvious directions.

"Huh?" She yelled over at Morri as the rogue gave out her warning. "We're being swallowed? By what?" She said, mishearing her through the confusion as she looks upwards into the sky to see if perhaps a large dragon of something was descending on them at that moment
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Re: 3. A City Aflame

Post by Zook »

George Assisting
  • Notice (-2 due Dim Light)
    • Notice: 1d6!!-2!!: [5]-2 = 3
      Wild: 1d6!!-2!!: [4]-2 = 2
      Result: 3 - Fail.
Zook Notice
  • Notice: 1d6!!: [2] = 2
    Wild: 1d6!!: [4] = 4
    Result: 4 - Success.


"So... do any of you have any idea of long range plans you may want to do? I am thinking that I want for George and I to perhaps go and explore ruins, after we get some coin to buy some better gear and some seasoning... Hey... did anyone else see that?!?"
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Re: 3. A City Aflame

Post by Kaja Earthblooded »

Kaja 1d6!!: [4] = 4 , 1d6!!: [4] = 4
Ludwig 1d6!!: [2] = 2

As they walk, Kaja fishes into a pocket and gives Ludwig a treat from a pouch. The pig happily munches on a large grub preserved to remain chewy, if not juicy.

As the gnome mentions future plans, the dwarf shrugs. "I can't not see there being plenty of opportunity. If you've got no plans, I could probably hook you up with some job offers. My family has a lot of connections, could be anything out there." Whether or not she sees the danger herself, she at least sees Morri's response and thus has her cane in hand and gives a subtle command to Ludwig to heel and guard. "Say Bonk, do you like grubs? I get these for Ludwig and you might like them. I find them a bit chewy, but to each their own, right?" She offers one to the goblin, hoping to draw her in closer so at least her skill with her weapon might come to bear in her defense.

Ludwig almost looks annoyed until he finally registers the command and tightens into his Mistress. The fact it also puts his snout near the snack bag is pure coincidence.




Notice (Kaja) 1d6!!: [1] = 1 , 1d6!!: [11!!] = 11 (no lighting penalties)
Ludwig 1d6!!: [1] = 1 (No lighting penalties)
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Re: 3. A City Aflame

Post by Pursuit »

As the party moves towards their destination, Falderol, Morri, Zook, and Kaja notice movement on the nearby rooftops.

As the team calls out warnings to each other, two things happen simultaneously:

First, a swarm of tiny, black winged creatures with long snouts and wicked looking scorpion tails burst from the rooftops and begin descending on the group!

You may make an Occult check at +2 or a Common Knowledge check at +2 to identify these.
What are these things?
The swarming creatures are imps, a kind of tiny devil extremely common to Korvosa. Students at the Acadame are required to summon imps as part of their exams, and many of the little devils get loose into the city. They can fly, turn invisible, and have scorpion-like stingers. They are Size -3, Very Small, so attack rolls against them suffer -3 to hit.
If you got a raise on your roll to identify these critters, read this, too
Imps ignore penalties for illumination up to 10”, they take +4 damage from silver attacks, they take -4 damage from acid and cold, and they are immune to fire and poison. They can cast minor divination, minor invisibility, and minor shape change (boar, giant spider, rat, and raven, only) and have a mild poison in their stingers. They can speak Common and Infernal.
Second, a human male wearing no armor turns the corner, pursued by 2 of the flying creatures as he tries to bat them away from his head! He sees the group (and the swarm) at the same time you all see him. Derrick, please drop a description of your new character below when you take your turn!

Let’s get some action cards!

Falderol: Black Joker! Everyone gets a free Benny and Falderol can go whenever he would like in the turn order.
Morri: 10D
Zook: Red Joker! Everyone gets a free Benny and Zook may go whenever he would like in the turn order.
Kaja: JS
Imps: Start on Hold, but will wait for Falderol and Zook to declare if they want to take their actions or wait until after the Imps
Bonk: No action card because she did not make her Notice roll. By house rule, Bonk will still get a turn, but she will go last and her actions will be at -2, as if she had gotten a club on a quick encounter.
Sitrun: 3H


Okay, Falderol and Zook ONLY may either take an action or declare that they are going to wait until after the critters have their turn.

Then the critters will go, and then everyone else.

Assume you are each in melee range of 2 of the flying creatures.

Some bad guy stats: Parry 5, Toughness 6 (4), Size -3 (Very Small)

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Re: 3. A City Aflame

Post by Zook »

Occult at +2
  • Occult: 1d8!!+2!!: [6]+2 = 8
    Wild: 1d6!!+2!!: [5]+2 = 7
    Result: 8 - Success with Raise.
    Pursuit wrote: Sun Jul 14, 2024 2:28 pm The swarming creatures are imps, a kind of tiny devil extremely common to Korvosa. Students at the Acadame are required to summon imps as part of their exams, and many of the little devils get loose into the city. They can fly, turn invisible, and have scorpion-like stingers. They are Size -3, Very Small, so attack rolls against them suffer -3 to hit.

    Imps ignore penalties for illumination up to 10”, they take +4 damage from silver attacks, they take -4 damage from acid and cold, and they are immune to fire and poison. They can cast minor divination, minor invisibility, and minor shape change (boar, giant spider, rat, and raven, only) and have a mild poison in their stingers. They can speak Common and Infernal.


"Those things are Imps. I had to summon some in the Acadame... before I got thrown out due to our mutual friend. They have poisonous stingers, can go invisible, and can shape change. They are also intelligent and can speak Common. Time to fortify us in preparation for their attacks."

Zook (Joker, 2 Actions)
  • Boost Trait (Vigor - All 7 of us, including the person being chased)
    • Spellcasting: 1d8!!: [1] = 1
      Wild: 1d6!!: [5] = 5
      Result: 5 - Success. All 7 of us have +1d Vigor. 7 PP.
    Deflection (Both Him and George for Melee Attacks)
    • Spellcasting: 1d8!!: [2] = 2
      Wild: 1d6!!: [4] = 4
      Result: 4 - Success. Zook and George have -2 on Melee attacks against them. 3 PP.
George (Wild Attack on an Imp, +2-3 so -1)
  • Fighting: 1d8!!-1!!: [4]-1 = 3
    Wild: 1d6!!-1!!: [5]-1 = 4
    • Bennie Reroll: 1d8!!-1!!: [7]-1 = 6
      Wild: 1d6!!-1!!: [4]-1 = 3
    Result: 6 - Hit. Damage: 1d8!!+1d4!!: [5]+[1] = 6 - Shaken.


Drawing upon his connection to the First World, Zook releases the Fey energies into his new compatriots as well as the person running away from the Imps, fortifying their bodies against damage and toxins. Further drawing upon those connections, Zook also weaves protective shields around himself and George.
Parry 7, Pace 5 (d4), Toughness 6 (2)
  • Bennies: 3/3
    Wounds: 0/3
    Fatigue: 0/2
    PP: 1/11


Parry 6, Pace 12, Toughness 7 (1)
  • Bennies: 2/2
    Wounds: 0/3
    Fatigue: 0/2
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Re: 3. A City Aflame

Post by Falderol Grelemis »

Occult: 1d8!: [4] = 4
Wild: 1d6!: [4] = 4

Free reroll:
Occult: 1d8!: [7] = 7
Wild: 1d6!: [2] = 2


With nothing to add to Zook's information Falderol steps forward and
+2 Joker, -3 size: -1
Fighting: 1d8!-1: [4]-1 = 3
Wild: 1d6!-1: [1]-1 = 0
Benny
Fighting: 1d8!-1: [1]-1 = 0
Wild: 1d6!-1: [2]-1 = 1
at one of the imps. Cursing under his breath at the miss he then braces for the counter attacks.
Full Sheet
Parry: 7
Toughness: 9(3)
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Re: 3. A City Aflame

Post by Kaja Earthblooded »

Performance: 1d8!!-1: [4]-1 = 3 , 1d5!!-1: [7!!]-1 = 6
Fighting 1d8!!-2: [4]-2 = 2 , 1d6-2: [2]-2 = 0
Fighting 1d8!!-2: [3]-2 = 1 , 1d6!!-2: [10!!]-2 = 8 (Benny Spent)
Cold Iron Rapier: 1d6!!+1d4!!: [11!!]+[1] = 12 + 1d6!!: [8!!] = 8 =20 (3 wounds!)
Common Knowledge: 1d6!!-2: [3]-2 = 1 , 1d6!!-2: [3]-2 = 1

Failed Knowledge Rolla; Deflection (melee) on all party members and Ludwig and George; did 3wounds to an imp with a cold iron rapier; Ludwig also does a wound to his.

As the Imps descend, Kaja simply utters “Attack” and Ludwig is off and going. Kaja then sings in Terran, beseeching spirits and elementals of earth to protect them by deflecting enemy attacks. She the lashes out with her own blade, attacking the nearest one, skewering it through its cold heart.

Ludwig charges the nearest, trying to gore the creature before it can hurt him or his mistress. His tusks sink deep, drawing its ichor.

Fighting: 1d6!!: [5] = 5
Tusks: 1d10!!: [5] = 5 + 1d4!!: [5!!] = 5 =10 (does a wound; pity they attack first)
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Re: 3. A City Aflame

Post by Morri »

Common Knowledge 4
Common Knowledge 1d6!!+2: [1]+2 = 3
Wild 1d6!!+2: [2]+2 = 4
Fighting 4
Fighting 1d8!!-3: [6]-3 = 3
Wild 1d6!!-3: [5]-3 = 2

Bennie

Fighting 1d8!!-3: [4]-3 = 1
Wild 1d6!!-3: [3]-3 = 0

Bennie again....

Fighting 1d8!!-3: [6]-3 = 3
Wild 1d6!!-3: [3]-3 = 0

Guess what, Bennie time again

Fighting 1d8!!-3: [7]-3 = 4
Wild 1d6!!-3: [5]-3 = 2

I can do this all day Bennie...

Fighting 1d8!!-3: [3]-3 = 0
Wild 1d6!!-3: [4]-3 = 1

Once more fer luck....I hope....

Fighting 1d8!!-3: [4]-3 = 1
Wild 1d6!!-3: [3]-3 = 0
Imps!

Morri let out a very unlady like curse when the party ran into a pack of the flying vermin, up on the rooftops they were an absolute menace and she'd had her fair share of run-ins with the wee blighters. Where possible she tended to avoid them, but here was no such luck and she uttered a few more curses as the darn critters proved elusive to her blade.
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Re: 3. A City Aflame

Post by Pursuit »

Timey Wimey Edit: The Imps act immediately after Falderol and before everyone else.

The imp shaken by George buzzes its wings hard, almost like a bee, for a moment and then begins moving normally again (roll to unshake successful!)

Against Zook and George
The first imp takes a diving attack at Zook with a 5 to hit (after deflection)!

The next buzzes at George and tries the same, bringing its stinger to bear, too. It rolls a 4 to hit (after deflection).

Against Falderol
Two imps team up on Falderol, cackling and stabbing.

The first strikes deftly, rolling an 8 to hit, and does 8 damage.

The second imp, having seen his companion's strike, follows the same path and hits Falderol in almost the exact same spot with a 9 to hit. It does a stunning 22 damage and if Falderol has any Wounds after attempting to Soak, he must roll Vigor or take a level of Fatigue (or a level of Exhaustion on a Critical Failure) from the imp's poisoned tail! Remember, Falderol has a joker and the Wound Cap setting rule is in effect, should it come up.

Against Morri
Two imps rush Morri and gang up on the young thief.

The first hits with an 8 for 8 damage and Morri must either Soak to avoid the hit or make a Vigor roll against its poison.
The next hits with a 7, dealing 10 damage and forcing another Vigor roll unless Morri Soaks the resulting Wound.

Against Kaja and Ludwig
One imp attacks each of Kaja and Ludwig, so neither gets a gang up bonus.

The imp that rushes Kaja flies like an arrow, unwavering and true and digs its stinger into her neck with a 17 to hit! It does 8 damage and Kaja must either Soak to avoid the hit or make a Vigor roll to resist its poison.

The imp that attacks Ludwig is less impressive, but still manages to land a hit with a 7. It deals only 4 damage, though, so Ludwig is safe from its poison.

Against Bonk
Two imps attack the smol barbarian.
The first hits with a 9 on its Fighting roll and deals 11 damage! Bonk must either Soak the hit or roll Vigor against the imp's poison.

The second imp also hits with a 7 on its roll, dealing only 6 damage, which Bonk promptly shrugs off.

Against Stirun
The ones attacking Stirun swarm him.
The first rolls a 7 to hit for 3 damage. The second rolls a 9 to hit for 6 damage. If either of those hit and cause a Shaken or worse result, Stirun must also roll Vigor or be poisoned.

A REMINDER TO EVERYONE: Zook cast boost Trait (Vigor) on all of you (even Stirun), so you all count your Vigor dies as one type higher right now.

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Re: 3. A City Aflame

Post by Pursuit »

Kaja Earthblooded wrote: Tue Jul 16, 2024 4:32 am Deflection (melee) on all party members and Ludwig and George; did 3wounds to an imp with a cold iron rapier; Ludwig also does a wound to his.

As the Imps descend, Kaja simply utters “Attack” and Ludwig is off and going. Kaja then sings in Terran, beseeching spirits and elementals of earth to protect them by deflecting enemy attacks. She the lashes out with her own blade, attacking the nearest one, skewering it through its cold heart.

Ludwig charges the nearest, trying to gore the creature before it can hurt him or his mistress. His tusks sink deep, drawing its ichor.
Assuming Kaja is not Shaken, Kaja and Ludwig handily deal with their two imps! And Kaja casts a deflection on the rest of the party, to boot.
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Re: 3. A City Aflame

Post by Pursuit »

Morri wrote: Tue Jul 16, 2024 7:30 am Imps!

Morri let out a very unlady like curse when the party ran into a pack of the flying vermin, up on the rooftops they were an absolute menace and she'd had her fair share of run-ins with the wee blighters. Where possible she tended to avoid them, but here was no such luck and she uttered a few more curses as the darn critters proved elusive to her blade.
Despite her best efforts, Morri is flummoxed by the dive bombing devils and is unable to land a strike.
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Re: 3. A City Aflame

Post by Kaja Earthblooded »

1d6!: [1] = 1 , 1d6!: [3] = 3
1d6!: [1] = 1 , 1d6!: [5] = 5

Kaja parries against the imp and then skewers it. Ludwig simply tanks the hit and takes down the imp, disregarding the imp's attack entirely.
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Re: 3. A City Aflame

Post by Bonk »


Smarts check to avoid rage from being shaken - Success
Smarts 1d4!: [4!, 1] = 5
Wild Die 1d6!: [3] = 3

Vigor check against venom - Critical Fail - Gain 2 points of fatigue
Vigor 1d8!: [1] = 1
Wild Die 1d6!: [1] = 1

Roll to unshake now at -2 due to fatigue - success
Spirit 1d8!-2: [7]-2 = 5
Wild Die 1d6!-2: [5]-2 = 3

activating rage, ignoring all fatigue for next five rounds (will collapse to incapacitation at the end of rage)
ignoring illumination penalty due to darkvision
Fighting attack against an imp: -2 due to surprise, -4 to scale, +2 for wild attack. -4 Total

Failed vs 5 parry (1)
Fighting 1d10!-4: [5]-4 = 1
Wild Die 1d6!-4: [4]-4 = 0

Spending a benny
Success vs 5 parry (5)
Fighting 1d10!-4: [9]-4 = 5
Wild Die 1d6!-4: [4]-4 = 0

There is now a very dead imp
Damage 2d10!+2: [10!, 9, 5]+2 = 26 AP 2
Bonk is now Vulnerable

“Huh??” Came in incredulous noise from Bonk as Kaja offers the slimy looking grub to her. “What? You think just cause I’m a goblin that I’d just straight up eat a grub like that? Even though its all fat and looks like it tastes good?” She protested with an annoyed look, as she then stuffed the offered bug into her face and started chewing on it, seemingly not following up with any particular significant point that she was making, but perhaps just wanting it known that she was protesting Kajas completely correct assumptions about the sort of thing that Bonk might enjoy.

Though anything else she might have wanted to say was interrupted by the attack from the descending imps. Which had gone completely unnoticed up until the last minute as the goblin that had been busy enjoying her grub had completely failed to notice them as she scrambled for her hammer even as everyone was in the process of being attacked already.

It was all she could do before being stung several times and injected with the venom, seeming to stagger about drunkenly as drool started running down the side of her mouth, having filled her body in a really bad way. It looked as though the goblin was about to collapse then and there as the injection was going to get the best of her. However such a fate was earned a small reprieve as the dazed look in her eyes suddenly shifted towards becoming a gurgling sound as her pupils dilated and began to spasm in their sockets, her throat eliciting a loud growl that turned to a rabid scream as frothing white spit started foaming at the edges of her mouth.

“Spit, hell, damn! Crap, piss, kill!!” Came the sudden shout from Bonk as her entire being went into absolute rage, abruptly swinging the oversized hammer she carried with such sudden intensity that her entire being spun in the air in a somersault with the massive weapon spinning in tow. The resultant hit causing the poor imp who had struck Bonk to turn into a fine paste against the road as the rapid moving maul smashed against it, flying rocks and debris off in all directions, the imp guts showering those around her who might have been unlucky enough to have offered her grubs earlier.

Without even waiting to see how the effect of her attack had landed, Bonk was already rushing towards the next with rapid intensity.
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Re: 3. A City Aflame

Post by Morri »

Soak1 4, Soak2 5
Soak Roll 1d6!!: [2] = 2
Wild 1d6!!: [1] = 1

Bennie

Soak Roll 1d6!!: [4] = 4
Wild 1d6!!: [2] = 2

Soak Roll 2 1d6!!: [2] = 2
Wild 2 1d6!!: [5] = 5
Morri let loose a few more choice curses when the imps strike her, despite the blows striking her they seem to fail to inflict any real damage. They were troublesome critters to deal with and Morri wished we had a better weapon for dealing with them.
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Re: 3. A City Aflame

Post by Pursuit »

ROUND TWO!

Action Cards:
Morri: 8C
Bonk: AD
Kaja: 8H
Falderol: QH
Zook: 3H
Drakes: Red Joker
Imps: 2H
Sitrun: On hold

The party holds its own in the first round of combat, turning aside what looked like very nasty hits.

(Note: Falderol's Soaks/saves are still pending, but you can roll those this turn without affecting the flow of combat).

Even so, the sheer number of your tiny attackers is daunting, and those stingers are wicked.

As you battle, two tiny dragons swoop in and slam into the imps full force! One attacks an imp near Morri, the other rips into one near Falderol.

Each one takes out its opponent swiftly and brutally, dropping two imps from the sky with sickening crunches and squelches, and you all feel inspired by the sight. (Your small dragon saviors pulled a Joker, so their attacks were particularly effective this round. Also, everyone gets a Benny!)

Anyone who wishes may roll Common Knowledge to know about the little dragons who have swooped in to save the day.
Read this if you succeed on Common Knowledge
These lil guys are house drakes. They are an indigenous species of tiny dragons that evolved from pseudodragons in the region. They are territorial about their skies, and two or three times a year engage in large, airborne battles with the imps in the city. House drakes are intelligent creatures and are known to regularly chew on silver pieces, so their teeth are particularly effective weapons against their tiny devil rivals.
With the imps in disarray at the arrival of their own airborne foes, their initiative draw was extremely low this round.

Everyone may act in any order now!

The imps got a 2, so they go after the party. Falderol and Morri now each only have one imp battling them and, thanks to the addition of the house drakes, each now also gets a +1 Gang Up bonus!

The imps stats are below for ease of reference. Remember, them being Size (Very Small) means you subtract 4 from attack rolls against them. I know that is a bit confusing because their Size is -3, but the -3 in "Size -3" is their Toughness penalty for being so little. The penalty to hit the imps is based on their Size category of Very Small, and the penalty to hit something that is Very Small is -4. No need to retcon any previous rolls, though. We'll just apply the right rule going forward.

Imps: Parry 5, Toughness 6 (4), Size (Very Small), +4 damage from silver, -4 damage from acid and cold, immune to poison

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Re: 3. A City Aflame

Post by Zook »

Common Knowledge: 1d6!!: [5] = 5
Wild: 1d6!!: [1] = 1
Result: 5 - Success.
  • These lil guys are house drakes. They are an indigenous species of tiny dragons that evolved from pseudodragons in the region. They are territorial about their skies, and two or three times a year engage in large, airborne battles with the imps in the city. House drakes are intelligent creatures and are known to regularly chew on silver pieces, so their teeth are particularly effective weapons against their tiny devil rivals.


"House Drakes. Those little Dragon guys are House Drakes. They hate the Imps and a few times a year fight with any local imps. I guess with the Chaos here lately, another fight between them broke out."

Spending 2 Bennies for 10 PP before the refresh.

Zook - Boost Trait (Fighting) on all party members AND the two House Drakes
  • Spellcasting: 1d8!!: [4] = 4
    Wild: 1d6!!: [3] = 3
    Result: 4 - Success. +1d to Fighting for all PC's and the House Drakes. 9 PP Spent.
George - Wild Attack on an Imp (+2 due Wild Fighting, -4 due Size, +1 due Gang Up... +1 die due Zook... so d10-1
  • Fighting: d10!!-1!!: [5]-1 = 4
    Wild: d6!!-1!!: [10!!]-1 = 9
    Result: 9 - Success with Raise.
    • Damage: 1d8!!+1d4!!+1d6!!+2: [15!!]+[1]+[17!!]+2 = 35 - 7 WOUNDS!!!


Drawing upon more First World energies, Zook weaves his magic to give all of his friends, the person who was chased AND the two House Dragons a better connection to their primal selves to improve their fighting abilities. Once so fortified, George LAUNCHES himself at an imp, and after a couple bites, swallows what remains of the Imp whole. CHOMP!!!
Parry 7, Pace 5 (d4), Toughness 6 (2)
  • Bennies: 3/3
    Wounds: 0/3
    Fatigue: 0/2
    PP: 1/11


Parry 6, Pace 12, Toughness 7 (1)
  • Bennies: 2/2
    Wounds: 0/3
    Fatigue: 0/2
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Re: 3. A City Aflame

Post by Morri »

Rolls; Common Knowledge 5, Attack 2
Common Knowledge 1d6!!: [2] = 2
Wild 1d6!!: [5] = 5

Fighting 1d8!!-2: [3]-2 = 1
Wild 1d6!!-2: [4]-2 = 2

Bennie

Fighting 1d8!!-2: [2]-2 = 0
Wild 1d6!!-2: [4]-2 = 2
The Drakes were a welcome, if unexpected, arrival especially as they took out some of the imps. However, the little blighters continued to prove troublesome for Morri to try and hand a hit on.
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Re: 3. A City Aflame

Post by Bonk »


(forgot to remove surprise debuff from previous round. Should now be a net -2 instead of -4 as shown below for scale penalty + wild attack modifier)
Success 5 vs 5 parry
Fighting 1d12!-4: [7]-4 = 3 +2 = 5
Wild Die 1d6!-4: [4]-4 = 0 +2 = 2

10 damage vs 4 toughness - Shaken and 1 wound
Damage 2d10!+2: [3, 5]+2 = 10 AP 2
Bonk is now Vulnerable
Bonks Total parry for this round is 8 (increase from boost fighting, +2 to be hit due to vulnerable, -2 to be hit in melee due to deflection)


There wasn’t really much time for thought as to the identity of the helpful drakes that had arrived as the now rabid goblin charged forward from the corpse of the imp she had killed, to attack just as recklessly with wild abandon as she had earlier towards the second imp that had been with it. Her body screaming at her to let her know that she was supposed to be comatose from the venom pumping through her veins at that moment, but was instead counteracted by copious amounts of raw adrenaline that kept her moving even as her body should have fallen apart.

In what seemed like an absurd notion, the large raccoon fur pelt hanging from her rear looked almost like a tail that was propelling her through flight as she launched herself into the air and landed downwards atop said imp, hammer first. Possibly ending its life in short order as well. There was no time for victory or posturing, as Bonk growled loudly and immediately turned towards the ones next to Kaja and Ludwig next.
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Re: 3. A City Aflame

Post by Falderol Grelemis »

First his is just a shake so I will let it stand.
Second his is three wounds, let's try to soak.
Vigor: 1d10!: [1] = 1
Wild: 1d6!: [2] = 2
Wow, benny to try again.
Vigor: 1d10!: [2] = 2
Wild: 1d6!: [4] = 4
Well soaked one. Now for the poison. (-2 for wounds)
Vigor: 1d10!-2: [7]-2 = 5
Wild: 1d6!-2: [2]-2 = 0
Vigor to unshake.
Vigor: 1d10!: [1] = 1
Wild: 1d6!: [2] = 2
Forgot the -2, not that it matters. Benny to unshake.

Time to attack the one left. (size -3, wound -2, desperate attack +4, total -1)
Fighting: 1d6!-1: [2]-1 = 1
Wild: 1d6!-1: [6!, 5]-1 = 10
Hit with a raise. (-4 damage for desperate attack)
Damage: 1d8!+1d6!+1d6!-4: [8!, 8!, 4]+[6!, 6!, 3]+[4]-4 = 35


The first imp strikes Falderol in the middle of the chest and though he is able to absorb most of the blow with a step back it puts him into the perfect position for the second one to impale his side. Folding over the attack Falderol stumbles a bit to the side feeling a wave of exhaustion wash over him but is able to shake it off. Though grateful to the little dragonling for eliminating one of his opponents Falderol knows a second blow may spell his end. Desperate to get in the hit he focuses more on connection than power. With luck the imp dives right into the swing and it is a solid hit anyhow.

Having all his foes dispatched Falderol looks around to see who else may need help.
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Kaja Earthblooded
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Re: 3. A City Aflame

Post by Kaja Earthblooded »

Bonk wrote: Sat Aug 03, 2024 8:52 pm “Huh??” Came in incredulous noise from Bonk as Kaja offers the slimy looking grub to her. “What? You think just cause I’m a goblin that I’d just straight up eat a grub like that? Even though its all fat and looks like it tastes good?” She protested with an annoyed look, as she then stuffed the offered bug into her face and started chewing on it, seemingly not following up with any particular significant point that she was making, but perhaps just wanting it known that she was protesting Kajas completely correct assumptions about the sort of thing that Bonk might enjoy.
"When I get these sorts of things for myself, I prefer the ones with more spice to them. I don't mind the chewiness then. Funny how some spices changes the taste like that. I like it in a mix of flaming sumac and black cumin, when the spice merchant from Qadira can spare some. I'll have whole batches made. Ludwig doesn't like them though. It's tangy and spicy hot at the same time. I love it. I think I have some at home. Next time I'm there, I'll grab a few for you to try." Eating grubs and other insects isn't exotic or unique to her. as long as they are cleaned and prepared right, its nothing like the gross things you find in dumps. Typical of a merchantman's daughter, she may have expensive tastes, but not rarified ones. The simplest of snacks are often the ones that keep well. Qadiran merchants often use preserved grubs for keeping animals fed on the long journeys when they import carnivorous or omnivorous livestock. You can keep them in a barrel with the most basic of precautions and they don't spoil for months at a time. And of course, because they were available, sailors learned how to make them tasty too. She is about to conversate on just that when her conversation with the goblin is cut short by the attack.
Pursuit wrote: Sun Jul 14, 2024 2:28 pmSecond, a human male wearing no armor turns the corner, pursued by 2 of the flying creatures as he tries to bat them away from his head! He sees the group (and the swarm) at the same time you all see him. Derrick, please drop a description of your new character below when you take your turn!
Only after her immediate vicinity is vacated does Kaja notice the newcomer. Looking to Morri and noticing her distress, she acts. "Ludwig, protect Morri!" The command is simple and well understood by the boar. He had decided he liked the redhead and a command by his mistress was all he needed. The procine brain is simple in that regard. Kaja waves the goblin her way as she races to engage the imps by the newcomer. "Don't mind the assist good fellow, we're here to help and kill imps. Don't mind the goblin, she's one of us." After a bit of effort, she skewers one of the imps, stunning it, but not really
shaken
it properly.

Ludwig
Fighting 1d8!!-4: [4]-4 = 0 , Damage 1d10!!+1d4!!: [6]+[2] = 8

Kaja
Fighting 1d10!!-4: [5]-4 = 1 , 1d6!!-4: [4]-4 = 0
Benny: 1d10!!-4: [18!!]-4 = 14 , 1d6!!-4: [5]-4 = 1
Damage: 2d6!!+1d4!!: [1, 4]+[3] = 8 = Shaken

Abandoned Rolls cause I need better reading Comprehension, thanks Zook!
1d6!!-4: [5]-4 = 1
1d8!!-4: [5]-4 = 1
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Stirun
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Re: 3. A City Aflame

Post by Stirun »

"Ah, uh, yes! Good city...people? I will help!" Stirun's response to @Kaja Earthblooded is as genuine as it is stilted.

The creatures attack Sitrun but only succeed in poking more holes in the tattered rags that pass for the young human's shirt. Seeing people in need of help, he stops and bares his claws. They
Fighting 1d10!!-1 (-4 Very Small, -2 MAP, +4 Desperate Attack, +1 TMW): [3]-1 = 2
Wild 1d6!!-1 (-4 Very Small, -2 MAP, +4 Desperate Attack, +1 TMW): [3]-1 = 2
  • Benny Fighting 1d10!!-1 (-4 Very Small, -2 MAP, +4 Desperate Attack, +1 TMW): [1]-1 = 0
  • Benny Wild 1d6!!-1 (-4 Very Small, -2 MAP, +4 Desperate Attack, +1 TMW): [2]-1 = 1
Fighting 2 1d10!!-1 (-4 Very Small, -2 MAP, +4 Desperate Attack, +1 TMW): [3]-1 = 2
Wild 2 1d6!!-1 (-4 Very Small, -2 MAP, +4 Desperate Attack, +1 TMW): [2]-1 = 1
towards the flying pests.

Unfortunately, the imps flit about like pesky flies and are utterly unaffected by the young man's fists.

Stirun smiles sheepishly towards the group nearby after attacking the sky. His smile widen when he see's @Bonk's grub, "I haven't eaten all day! Couldn't hit a tree like this...you wouldn't have another one of those squirmers would you?"
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Re: 3. A City Aflame

Post by Pursuit »

Some of the party dispatches their foes quickly, while others... not as much.

But thanks to the timely intervention of the house drakes, you now clearly have the advantage over your impish foes, and it's only a matter of time before you take them all out.

We are going to switch gears to a dangerous quick encounter (see the rules on PFSW pp. 160 - 162).

Your cards for the sake of the quick encounter are as follows:

-Stirun: 5C
-Falderol: KC
-Morri: JS
-Zook: 8D
-Bonk: KH
-Kaja: 8S

Remember, anyone who got a club got a complication (-2 to your roll)!

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Re: 3. A City Aflame

Post by Bonk »


Success (4)
1 point of fatigue from bumps and bruses. Bonk is now Incapacitated.
Fighting d12!: [1] = 1
Wild Die d6!: [4] = 4


To the small goblin holding the oversized hammer, the rest of the battle would become a forgotten blur that would only be recounted to her via her companions at a later time should they decide to one day fill her in on the details. For the raw adrenaline pumping through Bonk’s veins continually fought against the imp venom to keep her going beyond the limit, but left little room for coherence much less sanity as the little green blur abruptly left the two dead imps at her feet to launch herself at more that surrounded her companions. Frothing at the mouth and growling as Bonk snapped her jaws and made sounds akin to an infected racoon going through its last struggles with rabies, her maul flung through the air in a spin and slammed directly onto another imp flying next to Kaja, with such concussive force that it broke through the cobblestone underneath and became lodged within the stone.

Not having access to her primary weapon didn’t seem to phase her however, nor did it seem to come across the screaming feral creature that she could have simply pulled out her backup club or perhaps one of the javelins sitting in the quiver on her back. Instead, on seeing the new figure that had joined the fight starting to become overrun by the small evasive creatures, Bonk decided that it was time to stop flailing about and to use her head for once.

With another charge and a blur of motion, the barbarian charged forwards as fast as she could, continually picking up speed before she leapt into the air and in an incredibly stupid looking maneuver, threw herself head first directly into one of the imps that was harrying the new human who wore the tattered shirt. Like a ballista fired from a siege weapon, her skull collided directly with a frantic looking winged creature as it exploded in a shower of gore and ichor. Where the victorious Bonk simply kept moving as the laws of gravity took over and she continued her descent towards the ground, smashing her head upon the stones with the same amount of force that the now dead imp had found itself facing.

That seemed to finally do it, as Bonk now lay upon the city streets face first into the ground, well and truly unconscious as the battle raged on around her.
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Falderol Grelemis
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Re: 3. A City Aflame

Post by Falderol Grelemis »

This will suck. -2 for wounds, -2 for clubs
Fighting: 1d6!-4: [5]-4 = 1
Wild: 1d6!-4: [5]-4 = 1
Not a crit fail so just one wound.


Falderol continues to press into the fight but the wound from the first imp shows in his efforts. Missing several blocks, and making one a few solid hits, eventually the fighting is over. Having taken another wound to his leg Falderol leans up against a nearby wall and catches his breath. "Well, that could have gone better. For me at least. Anyone got any healing they can do? I would hate to blead all over the guard house while making our report."
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Re: 3. A City Aflame

Post by Morri »

Fighting 2
Fighting 1d8!!-4: [6]-4 = 2
Wild 1d6!!-4: [4]-4 = 0
The imps proved to be troublesome until the very end, but thankfully they were finally dispatched even if the whole fight had left Morri feeling both battered and frustrated. Mercifully the fight ended with little in the way of casualties on the party's side.

"I hope...." Said Morri. "I wish that we never face 'em wee bastards ever again!"
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Re: 3. A City Aflame

Post by Zook »

Zook Using Occult knowledge to Assist George's Attacks on the Imps
  • Occult: 1d8!!: [15!!] = 15
    Wild: 1d6!!: [4] = 4
    Result: 15 - Success with Raise - +2 to George's Attacks
Fighting: 1d8!!+2!!: [7]+2 = 9
Wild: 1d6!!+2!!: [1]+2 = 3
Result: 9 - Success with Raise. No Fatigue or Damage.


With Zook's knowledge of how Imps commonly behave, he was able to give George some tips on how best to predict how the Devils will move and allow him to intercept their quick and agile movements.

In Sylvan"That one above you and to the left is going to try to distract you for a second so that the lower down and behind you will come in form an attack... so wait... wait... NOW attack that one!!!"
Parry 7, Pace 5 (d4), Toughness 6 (2)
  • Bennies: 3/3
    Wounds: 0/3
    Fatigue: 0/2
    PP: 1/11


Parry 6, Pace 12, Toughness 7 (1)
  • Bennies: 2/2
    Wounds: 0/3
    Fatigue: 0/2
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Kaja Earthblooded
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Re: 3. A City Aflame

Post by Kaja Earthblooded »

Ludwig (assisting) Fighting 1d6!!: [3] = 3
Kaja Performance 1d8!!+1: [3]+1 = 4 , 1d6!!+1: [1]+1 = 2


Its inevitable when surrounded by foes, no formation or plan survives contact with the enemy. Using her minor magics, Kaja lays into the imps, but she is very nearly on her heels the entire time. She is out of sync, even as her songs are seemingly accompanying her companions, especially the desperate and chaotic little hammer with the goblin attached. Twice she is nearly hit, but its clear after the fact she would never have been close to being hit. bits of rock and earth fly around, crashing into imps and walls with abandon.

As the dust settles and the fight winds down, Kaja and Ludwig are winded and panting on the ground, with both protecting the unconscious goblin and watching the coordination between Zook and George. She looks over at her boar and grins. "We'll get there buddy. lots more grubs for you to earn."
Morri wrote:"I hope...." Said Morri. "I wish that we never face 'em wee bastards ever again!"
Kaja nods in agreement. "You and me both little sister. Poor Bonk has the right idea, even if not the right place to do it."
Falderol wrote:"Well, that could have gone better. For me at least. Anyone got any healing they can do? I would hate to blead all over the guard house while making our report."
"Well, I can rub some dirt on it for you big man, but that's about it. Maybe I can learn that song next. My mentor always talked up her song of healing, but I never got the tune right. I always preferred the song of entombment anyway. A song about burying someone alive sounds threatening and ominous in Terran."
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Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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