North of Garnet Town

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Corrigon
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North of Garnet Town

Post by Corrigon » Mon Jul 02, 2018 3:57 pm

North of the Nexus are the deep woods, occasionally punctuated by large rocky outcroppings
GM bennies 6/8

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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Mon Jul 02, 2018 4:15 pm

As Kidemonas and whomever goes with him head North, enroute you spot something in amongst the trees.

As you get closer, you see that various trees are growing in the middle of various crumbling walls, made of a mixture of stone and the occasional bit of modern (ooc MDC) material. From their size, they look to primarily have been dwellings of some kind.

The area is now completely overrun with trees now, except for what appears to be a small clearing bathed in the sunlight, filled with wooden crosses, approximately twenty or so.
OOC Comments
A successful survival roll will tell you that the trees growing in the middle of the buildings look to be the same age as the trees surrounding the area.
Raise would estimate the age of the trees as approximately fifty years old
Knowledge engineering or similar will show that the buildings were occupied no more than fifteen years ago
GM bennies 6/8

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Wed Aug 29, 2018 6:27 pm

OOC Comments
Choosing to fail the survival and engineering rolls.
Notice 3
Kidemónas Notice Roll: 1d6 = 3: 3
Notice Wild Die: 1d6 = 2: 2
Offering a ride to any willing to go Kidemonas lowers his wing to allow them to climb up and get comfortable. Obviously excited to be back on the heading for the cave he had forgotten and hearing the willingness of another to head there.

Once all are aboard he immediately takes off for the cave, landing right outside. Landing in the clearing and looking around Kidemonas is virtually twitching with the energy built up in him. He knows all the greatest of dragons have their own caves and he will be a greater dragon than them, so he definitely needs one. This is his opportunity.

"Come on everyone, I think it is right through here." He says as he pushes his way through the trees so he can examine the entrance
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies, Active Effects & Resources Spent
.
GM Quick Reference

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Heracles
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Re: North of Garnet Town

Post by Heracles » Wed Aug 29, 2018 9:09 pm

Notice 6
Notice +2 to the roll.
Notice die 1d8 = 2: 2, Wild die 1d6 = 4: 4.
Survival 4
Survival +2 to the roll
Survival die 1d6 = 1: 1, Wild die 1d6 = 2: 2.
Heracles frowned a bit as he watched the ground below - well, at first he was happy and content to just ride with his mouth open and tongue hanging out as the wind whipped by them. But then he spied something down below. He pointed out to it and spoke loudly in to the coms so the team might be able to hear him over the sound of the wind.

"Do you all spy down upon the ground there? Ruins, if I be not mistaken! Overgrown with trees, but still interesting and visible, looking to be quite old! Should we not check them out, perhaps after the cave inspection?"
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 20/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt).
Wounds:

Currently playing in: 3rd Set The Losers

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Savant
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Re: North of Garnet Town

Post by Savant » Wed Aug 29, 2018 9:46 pm

Notice 6, Survival 13
Notice 1d4+4 = 6: 2
Wild Notice 1d6+4 = 6: 2

Survival 1d4+2 = 5: 3
Wild Survival 1d6+2 = 8: 6
Ace running total 1d6+8 = 13: 5
.
Savant nods to Heracles as she settles down next to him, assisting any other riders with their dismount, as well, if needed.

"Yes, that must have been some half-century ago, judging by the trees. Perhaps there was some calamity back then. Certainly worth investigating."
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
  • Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty

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Vivian Parker
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Re: North of Garnet Town

Post by Vivian Parker » Thu Aug 30, 2018 12:27 am

Garnet Town/North cave
Afternoon
Round 0
Notice 8
Notice 1d6 = 6: 6
Ace 1d6+6 = 8: 2
Wild 1d6 = 4: 4
Survival 4
Survival 1d4-2 = 2: 4
Ace 1d4+2 = 4: 2
Wild 1d6-2 = 3: 5
“Huh,” Vivian wondered, observing the ruins as they flew over the trees. “And is that a graveyard?” She indicated the clearing.

Kidemenos seemed to have only the cave on his mind, and pushed his way through the trees to the cave entrance after everyone had dismounted. Viv shrugged and pulled her ion pistol and vibrosword. “You haven’t been inside?” she asked the dragon. “Anything could be living in there.” She pulled down the visor of her helmet, sealing her armor, and activated night vision. “I’ll check it out, make sure it’s safe.”

Viv activated her armor’s stealth field to make her invisible to tech and crept inside.
Stealth 10; And invisible to tech per the invisibility power
Stealth 1d10+4 = 10: 6
Wild 1d6+4 = 8: 4
***
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 5/10 PP
Adventure Card:
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 5/10 PP
Adventure Card:
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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White Hoof
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Re: North of Garnet Town

Post by White Hoof » Thu Aug 30, 2018 12:44 pm

Not one to trust dragons Hoof grunts before climbing onto his fellow 3rd SET member's back and setting up a good position with his vindicator minigun ready to rain death.

The runners code... "Watch your back, shoot straight, conserve ammo, always geek the mage first, and never, ever, cut a deal with a dragon."

These are rules that have kept Hoof alive for a long time but in this new realm, he seems to have to bend them every now and then and it's driving him crazy.

"Jest tell me whut I haft'a shoot and I'll make sure to splat them first."
OOC Comments
Notice
skill 1d6 = 1: 1
wild 1d6 = 1: 1
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 32(16)(+1 toughness from coat); Strain: 1

Full character sheet http://savagerifts.com/sr/viewtopic.php ... 823#p11823

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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Thu Aug 30, 2018 1:55 pm

Are you guys skipping ahead to the cave?
GM bennies 6/8

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RFT
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Re: North of Garnet Town

Post by RFT » Thu Aug 30, 2018 3:08 pm

Yes
deliberately left as GM account so it does not show up in count.
Shaping Worlds Together
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Jane Toppan bennies 1
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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Sat Sep 01, 2018 9:05 am

OOC Comments
Sorry, had stuff written for there
Ignoring the ruins that you have seen from the air, Kidemonas continues flying north, though leaving behind anybody who wishes to investigate the ruins. After a few more miles of heavy woodland, the trees begin to thin out into a sparse grassy plain, where a few rocky outcroppings dot the landscape.

According to the map co-ordinates Darius provided, it takes a few more miles before you reach it making it approximately ten miles North of Garnet Town. There are a few signs of human/humanoid influence on the area, but primarily it looks to almost virgin territory.

Down in the ground is a ravine, which is not immediately obvious from the ground.
vogelherdcaveentrance.jpg
As you land near the cave, you can smell the damp emanating it.

OOC Comments
Knowledge arcane, notice or survival rolls for those who wish to make them please
GM bennies 6/8

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Savant
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Re: North of Garnet Town

Post by Savant » Sat Sep 01, 2018 2:18 pm

Notice 7, Survival 5
Notice 1d4+4 = 7: 3
Wild Notice 1d6+4 = 7: 3

Survival 1d4+2 = 4: 2
Wild Survival 1d6+2 = 5: 3
.
Savant immediately steps forward to the cave, drawing her sword, just in case. "Exercise caution, my friends. There could be bats."
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
  • Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty

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Sula
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Re: North of Garnet Town

Post by Sula » Sat Sep 01, 2018 8:07 pm

Knowledge Arcana 3 Notice 7 Survival 7
Knowledge Arcana 1d4 = 3: 3
Wild Die KA 1d6 = 1: 1

Notice 1d4+2 = 3: 1
Wild Die No 1d6+2 = 7: 5

Survival 1d4+2 = 3: 1
Wild Die Su 1d6+2 = 7: 5
The ride on the dragon's back was relatively short. The thing about caves, they are generally rather dark unless you bring your own light. "If we didn't bring torches with us, I can make enough light for us all to see."
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 11/25;
Staff PPE: 5/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Mon Sep 03, 2018 6:39 am

Notice 9 (Danger Sense)
Kidemónas Notice Roll: 1d6 = 6: 6 Ace 1d6+6 = 9: 3
Notice Wild Die: 1d6 = 3: 3
Kidemónas heads into the cave ahead of the others. Looking around he tries to measure the caves size as best he can with his eyes. "It sure is a pretty cave, the entrance is very nice and look at this lighted spot." Then noticing the path worn to the caves entrance Kidemónas starts to worry, maybe someone or something else lives here. "Who made that path?" He says sounding a little disappointed. "I hope it was only animals, do you think it was animals?"
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies, Active Effects & Resources Spent
.
GM Quick Reference

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Savant
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Re: North of Garnet Town

Post by Savant » Mon Sep 03, 2018 10:17 pm

Savant turn her eyeless gaze at Sula. "Light? Oh, right, yes, some of our number cannot see in the dark, so that would probably be a good idea. Very thoughtful of you."
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
  • Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty

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Vivian Parker
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Re: North of Garnet Town

Post by Vivian Parker » Tue Sep 04, 2018 12:00 am

Garnet Town/North cave
Afternoon
Round 0
K. Arcana 5
K. Arcana 1d4-2 = 2: 4
Ace 1d4+2 = 5: 3
Wild 1d6-2 = 2: 4
Notice 4
Notice 1d6 = 4: 4
Wild 1d6 = 3: 3
Survival 7
Survival 1d4-2 = 0: 2
Wild 1d6-2 = 4: 6
Ace 1d6+4 = 7: 3
“Bats don’t bother me,” Vivian said as she followed the others to the cave entrance. “Light will be good, but not too much. I want to be able to get to the side and disappear, if needed.”

***
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 5/10 PP
Adventure Card:
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 5/10 PP
Adventure Card:
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Tue Sep 04, 2018 7:17 am

Hearing the concerns about lighting and not wanting to slow down. Kidemonas breaks a tree in half and then tears some good sized bits. Once he is done he sets the end a flame and caries one with him into the cave, while offering smaller ones to the others. "This should help."

Once he is done, he remembers he has a flash light in his hoard and sets the tree down just inside the cave digging through he hands the light to Sulu. "Sorry, I forgot the pack the legion issues had these in them."
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies, Active Effects & Resources Spent
.
GM Quick Reference

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Heracles
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Re: North of Garnet Town

Post by Heracles » Tue Sep 04, 2018 7:31 pm

Heracles leaped down off of the dragon, landing in a crouch before standing back up to his full height again. He then slowly looked around. He gave the air a sniff as well, just for good measure. He wasn't being paranoid, he was just being cautious - checking for any supernatural, magic or psionic stuff in the area that wasn't them. He definitely smelled the dampness from the ravine and cave.

He glanced at Savant with just a hint of a smirk. "Are bats too close to birds for your comfort, my friend?" To Sula and Kid he shrugged, "Verily, most of us have those handheld devices that pale compared to Apollo but still suffice to bring light in to dark areas."

He glanced at the dragon. "Are we going to enter and investigate?"

Notice and Survival
General Notice check, sniffing for supernatural in the area (+4 to total) = 10.
Notice die 1d8 = 6: 6, Wild die 1d8 = 2: 2.

Survival check at the cave (+2 to total) = 6.
Survival die 1d6 = 4: 4, Wild die 1d8 = 1: 1.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 20/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt).
Wounds:

Currently playing in: 3rd Set The Losers

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Sula
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Re: North of Garnet Town

Post by Sula » Fri Sep 07, 2018 3:40 pm

Oh, right, flashlight. Those probably have a lot let risk of lighting things on fire than torches. She gently patted Kidemonas in what she hoped was a comforting manner. Do dragons take comfort the same way as other people? She wasn't sure. "It was probably animals. I highly doubt it was anything large enough to be of any concern to a mighty dragon like you."
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 11/25;
Staff PPE: 5/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,

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White Hoof
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Joined: Thu Jun 15, 2017 9:25 pm

Re: North of Garnet Town

Post by White Hoof » Fri Sep 07, 2018 4:34 pm

Hoof lets out a hug and pulls out his weapons one by one giving them a quick inspection and speaks as he does

Shiny. Lets do this. Day light is a waistin'

After the final "ka-chunk" of the chromed up Minotaur cocking his multi barreled machine gun fills the air looks at the cave ready for the word to enter aiming the gun inside.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 32(16)(+1 toughness from coat); Strain: 1

Full character sheet http://savagerifts.com/sr/viewtopic.php ... 823#p11823

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Savant
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Re: North of Garnet Town

Post by Savant » Fri Sep 07, 2018 6:56 pm

Savant nods at Heracles. "I do doubt their true allegiance. Although associating with Kidemonas has assured me that not all who soar the winds are part of the Avianati, so perhaps I wrong them."
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
  • Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty

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Corrigon
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Re: North of Garnet Town

Post by Corrigon » Wed Sep 12, 2018 4:59 am

As your group land and begin looking around, a few things become immediately obvious;
The area is little used. Any usage of the cave is by local fauna and if there had been human activity around here, it was slight or a long time ago.
A tiny stream of water flows out of the cave.

Heading into the back, Heracles gets the slight sniff of a now familiar scent of magic, getting stronger as they reach the back of the cave. There is moss growing on the walls, but a lack of any inhabitants, at least anything shown up by your flashlights or Savant's echo location.

The cave itself would be a tight fit for Kidemonas; he can fold his wings in and crawl inside, but there is not a massive amount of room for him. You are not sure why Darius would have recommended this cave considering its size.

As you look close, you can tell that the stream passes through the rear of the cave, the rock bulging slightly outwards.
As you check around, looking down Kidemonas can see something glinting slightly in the lights. It is hidden behind a small rock on the floor
As you investigate, lying on the floor in the floor in the dirt, you find a worn down badge. Whatever emblem used to be on there has been worn away by the years, but as whomever picks it up runs your fingers over it, you can feel the outline of two letters F and B.
GM bennies 6/8

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Sula
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Re: North of Garnet Town

Post by Sula » Wed Sep 12, 2018 7:01 pm

She frowns a little as she looks around, "This seems rather small. There's no room for Kidemonas to grow, at all."

Regardless of who originally picks up the dog tags. The moment she sees them she speaks. "Those are the ones from my vision."
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 11/25;
Staff PPE: 5/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,

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Vivian Parker
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Re: North of Garnet Town

Post by Vivian Parker » Thu Sep 13, 2018 1:16 am

Garnet Town/North cave
Afternoon
Round 0

“It’s a nice cave, as far as they go, I guess,” Vivian said. “Not that I have any real experience with caves. At least it has fresh water, right? But yeah, not a lot of room for a dragon.”

Vivan picked up the badge they found, running her fingers over the worn metal and feeling the slightly raised letters F and B.

“Vision?” Viv asked Sula. “What was that about?” She took the tags to the stream and washed them clean, then shone her light on them. Maybe with the dirt gone, she could see more, or if they had some kind of forensics kit.
Notice 4
Notice 1d6 = 4: 4
Wild 1d6 = 1: 1
***
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 5/10 PP
Adventure Card:
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Character Tracking
Vivian Character Sheet
Parry: 9; Toughness: 17 (6)
Acrobat: +2 nimbleness Agility rolls
Brawny: Load limit Str x 8
Connections (Black Market)
Elan: +2 on benny rolls
I Know a Guy
Scrounger
Strong Willed: +2 vs Tests of Will
Bennies: 3/4
Pistol Ammo: 20; 2 x 20 reloads
Rifle Ammo: 60; 2 x 60 reloads
Armor: 5/10 PP
Adventure Card:
  • Parley: All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Penny Wise
Posts: 147
Joined: Tue Feb 28, 2017 8:39 pm

Re: North of Garnet Town

Post by Penny Wise » Sat Sep 15, 2018 2:12 pm

"These are the dog tags? Hmmm." Penny inspects them, trying to figure out what North American army - current or historical - they're from.
OOC Comments
Notice: 1d8 = 1: 1
Wild Die: 1d6 = 6: 6
Ace Wild Die: 1d6 = 5: 5

Knowledge: History 1d8 = 7: 7
Wild Die: 1d6 = 3: 3
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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Heracles
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Location: 3rd Set "The Losers"

Re: North of Garnet Town

Post by Heracles » Sun Sep 16, 2018 10:56 pm

Heracles gave the air a few experimental sniffs. Something seemed...familiar. Magic. Something seemed off. He moved to the back of the cave. Something was coming from...there? His eyes narrowed. Or maybe behind there. Was there a secret room behind the wall or something? He began to examine the wall very carefully and in detail, trying to see if there was anything there.

"I smell...something. Familiar. Like the runes magic of Fandran from before. Near the back of the cave here. Do you think there is maybe more to the cave? Maybe it really goes back further bur is hidden?" He glanced at the stream. "Or maybe through the water?"

Notice 9
Notice to search cave rear wall, +2 to the total.
Notice die , Wild die = 9 total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 6 (plus Uncanny Reflexes -2); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 20/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace).
  • Last Stand (Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt).
Wounds:

Currently playing in: 3rd Set The Losers

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Savant
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Re: North of Garnet Town

Post by Savant » Mon Sep 17, 2018 7:43 am

Savant frowns uncertainly at the stream. "In water, my senses would be badly occluded--I would need someone else to guide me to whatever might lie beyond."
OOC Comments
Yay! Racial drawback coming into play! At least, I'm assuming that being underwater is at least as bad as being in a storm or dust-cloud as far as her radar-sense is concerned.
Savant
OOC Comments
Altara Warrior Woman Crazy (Visibly Altaran)
Active effects: none
Parry: 9 (plus Uncanny Reflexes); Toughness: 14(5) [Huntsman LPA]
Weapon in hand: Wilk's Rifle (12/16 Shots)
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic
Powers: Clairvoyance, Divination, Mind-Reading
Charisma: -2/+2 (Depends on how person feels about Altarans)
  • Adventure Cards:
  • Out of the Frying Pan Play to avoid death, capture, or some other bad situation for your
    hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
ISP: 9
Bennies: 2/3

Major Phobia: Birds
Bloodthirsty

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Kidemonas
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Re: North of Garnet Town

Post by Kidemonas » Thu Sep 20, 2018 10:09 am

Kidemonas looks around the cramped cave as he crawls in. “This is too small, I will definitely need to spend a day or two digging this out.”
Seeing the end area funneling down to something curious looking Kidemonas decides to slide slightly into the astral plain intentionally avoiding the greater portion of resistance and looking on the other side of the cave walls.
Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies, Active Effects & Resources Spent
.
GM Quick Reference

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Sula
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Re: North of Garnet Town

Post by Sula » Thu Sep 20, 2018 12:13 pm

When Heracles mentions smelling the magic similar to Fandran's symbols she says "They really are all connected!" Then looks at Viv, speaking quickly to explain "It was a series of flashes of different places that all seem to have to do with this possibly immortal or at least very long lived guy named Fandran who was a former sweetheart of Widow Michelson. He's in trouble in a lab somewhere and Eir really wants me to save him. I thought the flashes were all separate things because it was so completely different in each flash but I was wrong.

The first flash was Fandran in the lab in pain.
The second, A wooded clearing in darkness, possibly where he and Widow Michelson met.
The third was the quarry where we found the demon thing buried in the collapsed cavern.
The fourth was a tall lizard creature in robes glaring down at Penny like arguing or about to fight or something.
The fifth was a graveyard with gravestones made of sticks in an eerie gloom
The sixth was large heavy ornate mirror, taller than a person.
The seventh was picture of a muscular bearded man dressed in ancient apparel. Like a drawing. Like...oh what did they call them? Picture books things. *She waves her hand unable to remember the word*
The eighth was a mound of earth in the middle of a wide open grassy plain.
The ninth was wooden wall splattered with blue blood and the words "Traitor to Tolkeen" written on the wall in the blood.
The last were those dog tags."
She points at them.

"So we're not coming across them in order necessarily" Her brow furrows as she realizes that. "Maybe, they are markers showing that we are on the right track to finding him?" Her voice is hopeful.

She activates Detect Arcana to look where Heracles was looking and see if she can get a better idea of where it is. She wants to find the actual marker as quickly as possible now that they know one is there.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 2/3
PPE: 11/25;
Staff PPE: 5/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,

User avatar
White Hoof
Posts: 59
Joined: Thu Jun 15, 2017 9:25 pm

Re: North of Garnet Town

Post by White Hoof » Fri Sep 21, 2018 6:08 pm

White hoof lets out a huff and looks annoyed.

"Why couldn't I have been sucked inta another world with no gor-am wiz. All this majic stuff makes my cranium ache."
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 32(16)(+1 toughness from coat); Strain: 1

Full character sheet http://savagerifts.com/sr/viewtopic.php ... 823#p11823

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Penny Wise
Posts: 147
Joined: Tue Feb 28, 2017 8:39 pm

Re: North of Garnet Town

Post by Penny Wise » Sat Sep 22, 2018 10:15 pm

"Runes could be bad. Try not to touch anything." Penny instinctively stepped a little closer to Savant. "I'll be your guide if you need it, Savant."

She looked around the cave, frowning more and more. "Everyone, be careful. Everything about this feels off. She shifted her cybernetic eye into record mode, just in case they needed to inspect what was happening later on; she also shifted it through infrared and nightvision modes, seeing if there was anything the others missed.
OOC Comments
Notice: 1d8 = 1: 1
Wild Die: 1d6 = 3: 3
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles

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