7.3 Catacombs of Zacatecus: The road to War

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Pender Lumkiss
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7.3 Catacombs of Zacatecus: The road to War

Post by Pender Lumkiss » Thu Jun 13, 2019 8:19 pm

The Elder Elf sweeps his hands over the small portals near the heroes and closes them. He smiles sheepishly, ” I am sorry I tormented you so by a better life. Thrice in all of history have I had a smililiar conversation with heroes, and thrice it has rebuffed...” He stokes his chin thinking for a moment and chuckles to himself, ” Perhaps it is something within the very fiber of being a hero that cannot accept what I offer.” Thoth points along the barren rocky landcape, thankfully not a lava cavern, to the large 20ft wide portal. A blackness impenetrable to sight makes up the event horizon, ” I wish you well heroes, feel refreshed upon your exit... The portal will take you beyond the birth place of the intelegences towards your finality...” He pauses for a moment his eyes gleaming with untapped power, ” There will be be three paths, left and curved, Straight and narrow, and dark but right.”

Thoth steps back and waves farewell to the heroes, ”You will no doubt see me again, but do not hesitate to strike, for Xy and I are two sides of the same coin.” An ominous warning if there was one. He fades away as does the rocky landscape giving the heroes just enough time to pass through the portal unmolested and indeed refreshed. All PPE/ISP are returned, wounds healed, and fatigue gone.

Upon stepping through the portal you find yourselves alone in a cavern. Deep green moss seems to grow everywhere in the cavern giving off a bio luminescent glow. True to Thoth’s words the cavern opens to three underground paths. Rod whrils scanning, ” Master I do not detect any vampires nearby... There do appear to be three paths, perhaps we should split up, scout and regroup here to share our findings? Meet back here in three hours time?”

Gretta meekly cling’s to Han’s hand. She whispers, ” Who takes which path?”

The Left PAth: The sounds of a charp clicking haunt your every movement through this slick path. Its like damp moss or water cover the ground and sides making it all too easy to break a neck, ankle or worse. As you traverse further down, the clicking sound surrounds you as you realize you are not alone... Click, clack, cklickityclack... Everywhich way you try to go the sound wards you off. It too soon seems clear some kind of sentry patrols this cavernous path in shadowed numbers, alterting them to your presence will all but doom you.
Make a Stealth roll if this path is chosen. TN 4

The Straight Path: A path focused on going farward, each step is a downward one on loose rock that one ill movement and you will tumble endlessly downward. It is this path where climbing will be most important, the slope of the path angles steeper and steeper threatening to toss you down an abyss if a sure step and handhold is not gathered first. Finding the right holds is crucial not just for this scouting mission but mapping it will be essential for all allies should the group decide to brave it. It is also in this cavernous path that a pair of red eyes seem to dart to and fro in the air, just out of sight and yet always present. If this path is chosen, a climb skill is needed: TN 4.

The Right Path: Soon it is obvious on this path that the rangers must have come this way. Bodies bitten in the next and drained of blood litter the ground. Reid’s Ranger symbols have been cast aside out of anger. The path is full of razor sharp rock where many bodies have already given there blood. Death by 1000 cuts seems appropriate should one falter here. It soon opens to a great old dusty library, or what used to be one. High arches made of marble and dust filled stacks where books used to be. It is in fact a tomb filled with about thirty Reid Rangers. It is clear some kind of stand was taken here but broken weapons and men litter the ground with their usefulness and life’s ended. That is about when the doors to the so called library shut and all magic seemed to stop working, The library was mostly devoid of books, except for five books on five pedestals in the center of the room. It is hard to read the books thoroughly for a clue to the way forward because out of the corner of your eye the bodies of the fallen rangers here seem to twitch and shift even though they are quite dead. The hackles on your neck rise as you soon realize if you cannot find the hidden clues to the way out these rangers may come to life and eat your brains. Choose this path, make an Make a investigation roll: TN 4

Player direction:

Choose your path (one path only), left, straight, or right. Make a notice roll (fail a lvl of fatigue from bumps and bruises). Then your choice of either survival or kn arcane (5 successes per path will yield a true exploration of it). In addition each cavern contains a skill roll that must be made to avoid certain death.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Mercy
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Mercy » Fri Jun 14, 2019 1:19 am

The Left Path Dice Rolls

Stealth Roll 1d6 = 6: 6
Stealth roll Exploded 1d6 = 5: 5

Wild Die
1d6 = 4: 4


Notice Roll 1d4 = 2: 2 +2

Wild Die 1d6 = 6: 6
wd Exploded 1d6 = 1: 1


Survival Roll 1d4 = 1: 1 -2

Wild Die 1d6 = 6: 6
wd Exploded 1d6 = 1: 1

HOT DAMN!!

Stealth = 11
Notice = 7
Survival = 7


Stealth = 11, Notice = 7, Survival = 7



Muttering, "Left is always right..." Mercy heads towards the left path. Even before she enters the pathway she hears a click click sound, her amplified hearing alert for trouble. Looking at the pathway, it looks moss covered and slick. Something is out there in the wet, slippery cavern. Seeing Brody disappear in the general direction Mercy smiles, I am sneaky too!

With exaggerated high steps Mercy moves silently across the mossy ground. Each step a slow methodical movement. Raise foot high, up to chest, point outwards, straight away from body, slowly lower toes to ground, stand on toes like a ballerina, move next foot same, and so on. It might look ridiculous but the crazie silently moves down the path, her hands moving as if she were in a Madonna video, vogue, and there she goes.....

Mercy slips into shadows and silently heads down the pathway. unseen, and unheard. Exploring.


"Ninja kitty."
Player: Dan Frederick (Lars)

Character Sheet: viewtopic.php?f=74&t=673

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Hans Greuber
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Hans Greuber » Fri Jun 14, 2019 4:34 am

The Straight Path - Climbing 5, Knowledge Arcana 19
Climbing (Untrained)
  • Climbing: 1d4-2 = -1: 1
    Wild: 1d8-2 = 0: 2
    • Extra Effort: 1d6+2 = 5: 3
    Result: 5 - Success.
Greta Assisting Knowledge Arcana
  • 1d6 = 3: 3
Knowledge Arcana (+2 due Scholar)
  • Knowledge: 1d12+2 = 12: 10
    Wild: 1d6+2 = 3: 1
    • Extra Effort: 1d6+2 = 7: 5
    Result: 19 - Success with 3 Raises
"Greta and I will be taking the middle passage."

Making their way down the middle path, Hans and Gretta carefully pick their way walking as long as it is safe, before Hans has to get out his climbing kit for the first time he can remember. Setting the pinions into the rock at what he thinks are the best locations, Hans just wishes he could use his Wings of Icarus. Unfortunately, something along the path starts messing with its readings to the point Hans is not sure he could trust it not to give out. As he climbs down, Hans almost catches a glimpse of the red eyes flittering around, but he is too busy trying not to fall to his doom to look too closely for the source.

"Follow after me, Greta. I will find us a safe path to climb down along"
Last edited by Hans Greuber on Wed Jun 19, 2019 1:24 pm, edited 1 time in total.
Hans Greuber
Main Character: Merlaggon
PPE: 50 / 50
  • Band of Healing: 10 / 10
    Band of Power: 10 / 10
    Wings of Icharus: 10 / 10
    Dreamtime: 5 / 5
Active Powers:
None
OOC Comments
Arcane Machinist Gadgets Left: 3 /7
Created Gadgets:
None
Armor: Dwarven Technosmith (TW) H-1 Combat Armor
[list][*]Structural Integrity Field (Armor Power; Self Only; Free Action; 3/6 PPE)
[*]Exceptional Rapid Recharge (1 PPE per 5 Minutes)
[*]4 PPE per Hour to Charge
[*]Strength d12+2[/list]

Commonly Used Weapons:
  • "Satisfaction" (TW P-40 Particle Beam Cannon)
    • Damage: 3d8+5 AP6 MD.
    • Shots: 40/40
    • RoF: 1
    • Sound (Deafness) Trapping
    • +2 to Shooting
  • "Dreamtime" (TW Revolver)
    • Damage: 2d6+2 AP4
    • Shots: 6/6, Can Fan the Hammer
    • +2 to Shooting
    • Trapping (Temporal Thought; Smarts Roll on Hit or Fatigue)
    • Power - Slumber with Temporal Thought Trapping)
    • +1 Die Shooting
Bennies: 1 / 3
Base Amount
-1 due Extra Effort for Fear Check at start of Catacombs
+1 for Catacombs Quick Combat 1 being Heroes
+1 for Rescuing the Grackle who might have been Thrudh
-1 for Extra Effort on Catacombs Quick Combat 1
+1 for referencing red Coalition Armor on Vampires
-1 for Extra Effort Catacombs Quick Combat 2
+1 for referencing red Coalition Armor on Vampires
-1 for Extra Effort Catacombs Quick Combat 3
+1 Fury Bennie
-1 Fury Bennie Catacombs Quick Combat 3
+1 for Catacombs Reward
-1 for Extra Effort for 7.2 Catacombs of Zacatacus: The Final Battle Task 1
-1 for Extra Effort - Catacombs of Zacatecus: The road to War Climbing
-1 for Extra Effort - Catacombs of Zacatecus: The road to War Knowledge


Toughness: 21 (11); Parry: 4; Pace: 7 / (5)

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Brody Conrey
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Brody Conrey » Fri Jun 14, 2019 12:46 pm

WIP
Left Path
Stealth
1d4 = 3: 3Wild
1d6 = 3: 3
Knowledge Arcane us of computer
1d4 = 3: 3Wild
1d4 = 3: 3Notice
1d4 = 3: 3
Wild
1d6 = 3: 3
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, he is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, he is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/29


Bennys: 1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

Season: 1d52 = 28: 28
Deadly Blow used in battle Vampire kingdom
Play after damage is rolled to
double the total of a successful
melee attack.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

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Brody Conrey
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Brody Conrey » Fri Jun 14, 2019 12:48 pm


Left Path 5 +1

Stealth
OOC Comments
1d8 = 2: 2+2= 4 success
Wild
1d6 = 4: 4
Knowledge Arcane use of computer
1d4 = 2: 2+2= 4 success extra effort 1d6 = 1: 1
Wild
1d6 = 2: 2
Notice
1d4 = 1: 1
Wild
1d6 = 6: 6 Aced 1d6 = 4: 4 = 10 success and a raise
Brody does his ghosting and continues to sneak down to the end of path to the left. This reminds him a bit of Tolkeen when he was exploring the ruins. You would never know what was down there in the ruins victims trying to find a way out to safety or a predator looking for a meal or just a kill. "Hide and seek, you better be at your peak. Can't let them see me, if you still want to be me.

Brody tries to use his danger sense to help him notice anything odd. he not sure about everything he sees, so he uses his Expanded Awareness: 1d8+2 = 4: 2 He continues and then heads back to tell the others what he saw.
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, he is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, he is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/29


Bennys: 1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

Season: 1d52 = 28: 28
Deadly Blow used in battle Vampire kingdom
Play after damage is rolled to
double the total of a successful
melee attack.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Credits: 1300

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Ashlyn Alvarez
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Ashlyn Alvarez » Sat Jun 15, 2019 3:41 am

Right Path
Notice 1d6+2 = 6: 4
Wild 1d8+2 = 4: 2

K. Arcana 1d6 = 6: 6
Ace 1d6+6 = 10: 4
Wild 1d8 = 1: 1

Investigation 1d4-2 = 2: 4
Ace 1d4+2 = 3: 1
Wild 1d8-2 = 6: 8
Ace 1d8+6 = 13: 7

Zacatecas, Mexico/Abandoned library
Night
Round 0

Ashlyn felt refreshed after passing through Thoth’s portal, back on the path to heroism. Discussion of the three paths ensued.

“We shouldn’t split--” Ashlyn began to say, but already Hans was heading down the direct route, and Mercy and Brody down the left hand side. Ashlyn sighed. She was about to follow them, but then she spotted a Reid Ranger’s badge down the right path.

Following as quietly and carefully as she could, Ashlyn was horrified to find the bodies of the rangers drained of blood. What a waste!

Ashlyn found herself in a dark, dusty, abandoned library with piles of ranger bodies lying about. Suddenly the doors to the library closed and Ashlyn felt the snuffing out of her mystical and psychic powers.

“Dios!” Ashlyn prayed, clutching her holy shield. She would need to find a way out. She heard and saw the bodies start to stir. She had to be quick!.

***
Character Tracker
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 10/10 PPE
  • Deflection
Wand: 20/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Architect
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Architect » Sun Jun 16, 2019 9:53 am

Architect was standing at the junction of the three paths contemplating. He had risked a lot in the time that he had been with these adventures and heroes. Sacrifice seems to be the way the world worked. Give up something now for the the hope of something better later on.

He felt refreshed and none the worse for his brief interation with yet another god. Thoth had treated them well and seen to restoring to them that which had been lost through great sacrifice. That breif respite was enough to send Architect onward.

Once agin, his consciousness brought him back to the junction and a path of decision and choices. @Ashlyn Alvarez headed to the right and Architect decided to follow, not knowing what lay ahead in the path.

Notice 5 _
[*] Notice (1d6) 1d6 = 4: 4
[*] Wild (1d6) 1d6 = 5: 5
K/Arcana 9 _
[*] K/Arcana (1d8) 1d8 = 5: 5
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 9: 3
Investigation 5 _
TN 4
Untrained -2
[*] Investigation (1d4) 1d4 = 4: 4
[*] Aced! Investigation (1d4+4) 1d4+4 = 5: 1
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 7: 1
Architect allows his curiosity to lead him as experience has very little bearing here. He wanders in an among the dead and empty shelves. Wandering his hands across the empty shelves he feels that there is something missing from the picture. Joining Ashlyn at the pedestals, he begins to thumb through the pages trusting his knowledge of languages to aid him as he searches for clues.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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Penitent
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Penitent » Wed Jun 19, 2019 12:24 pm

Middle Path: Notice 22, Survival 9, Climbing 11
Notice 1d8 = 3: 3
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 12: 6 = Ace! 1d6+12 = 18: 6 = Ace! 1d6+18 = 22: 4

Survival 1d6+2 = 5: 3
Wild 1d6+2 = 8: 6 = Ace! 1d6+8 = 9: 1

Middle Path
Climbing 1d4 = 3: 3
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 11: 5
Penitent lingers as the others choose which path to follow below. Two of the newcomer -- the crazed redhead and the ghost -- choose the left path, finding its crookedness appealing in some way.

The nun, Ashlyn, chooses the right-hand path. Penitent's initial thought is to join her -- the darkness has long been home -- but he steps back when the dragon, Architect, volunteers to accompany her. Without her yipping, deific dog, the nun might be vulnerable, but a dragon ought to be able to keep her from harm.

"I will accompany the dwarf, on the middle way," he says, the statement coming out as more of a growl than he intends.

Love and the prospect of losing are making you weak, he thinks, trying to shake off the distraction. Banishing thoughts of Audrey, Karl, Thana ... his daughter ... Penitent steels himself for the challenge ahead.

Destiny and duty lie ahead -- do not shrink from them now, he thinks. If death waits, too, it is a reward well-deserved. Best face it directly, with hands full of steel and fire.

Nodding to Hans, he sets off down the steep, rocky descent, picking each step carefully even as he reaches out with his demon mask-enhanced senses, noting the nature of the haunting red eyes and other strange things encountered on the cavernous path.
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3 + 1 Fury Benny
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 53 Riled Up: Play after sustaining at least one wound. Attacks cause +2 damage for the remainder of the scene; 32 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace; 24 Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.

Active Effects: greater smite (sunlight) for +8 damage;

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Ndreare
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Ndreare » Wed Jun 19, 2019 7:54 pm

Ndreare and Rodney see the others splitting up and take the only path no others have explored. "Rodney, send a transmission of everything we are doing to their personal computers. Just in case one of us dies and they need intelligence."...

Soon it is obvious on this path that the rangers must have come this way. Bodies bitten in the next and drained of blood litter the ground. Reid’s Ranger symbols have been cast aside out of anger. The path is full of razor sharp rock where many bodies have already given there blood. Death by 1000 cuts seems appropriate should one falter here. It soon opens to a great old dusty library, or what used to be one. High arches made of marble and dust filled stacks where books used to be. It is in fact a tomb filled with about thirty Reid Rangers. It is clear some kind of stand was taken here but broken weapons and men litter the ground with their usefulness and life’s ended. That is about when the doors to the so called library shut and all magic seemed to stop working, The library was mostly devoid of books, except for five books on five pedestals in the center of the room. It is hard to read the books thoroughly for a clue to the way forward because out of the corner of your eye the bodies of the fallen rangers here seem to twitch and shift even though they are quite dead. The hackles on your neck rise as you soon realize if you cannot find the hidden clues to the way out these rangers may come to life and eat your brains.

With quick action Rodney calls out over the radio to Ndreare what is going on. Ndreare feeling the magic being shielded draws his vibro blade. "It has been a while since we have fought without my full talents. I shall do Yodh proud.

"Edin, let me know if you have anything on this. Take the feed from Rodney and combine it with your scans."



Rodney, Notice 19 & Danger sense, Investigation 7
Choose this path, make an Make a investigation roll: TN 4
Rodney
Notice 1d8+4 = 12: 8 Ace 1d8+12 = 19: 7
Wild 1d6+4 = 5: 1
DANGER SENSE

Investigation 1d8+2 = 7: 5
Wild 1d6+2 = 7: 5

Knowledge Arcana (No skill)
Wild (No Skill)
Ndreare Notice 15, Investigation 5, Knowledge Arcana 24, bennies -2
Ndreare
Notice 1d12+2 = 7: 5
Wild 1d6+2 = 3: 1
  • Benny to Reroll +2 Elan
    Notice 1d12+2 = 13: 11
    Wild 1d6+2 = 3: 1
Investigation 1d4-2 = 2: 4 Ace 1d4+2 = 4: 2
Wild 1d6-2 = 4: 6 Ace 1d6+4 = 5: 1

Knowledge Arcana 1d12+6 = 8: 2
Wild 1d6+6 = 11: 5
  • Benny to Reroll +2 Elan
    Knowledge Arcana 1d12+6 = 16: 10
    Wild 1d6+6 = 12: 6 Ace 1d6+12 = 18: 6 Ace 1d6+18 = 22: 4 +2 = 24
Ndreare
Ndreare
Current Status
Parry: 9 (Effectively 15 Melee and 11 Ranged)
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 8 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 2/5
  • Abrandis’ Honorblade PPE: 3/10
  • Night's Kiss PPE: 3/10
  • T.W.-B.A.G.: 2/5
  • Wilk's 237: 8/16 x2
  • Wilks 447: 10/20 x2



Current effects:
  • Armor Features Activated
    Gear & Honor Blade Activated


Bennies: 4



Rodney Status
Wounds: 0/3
Bennies: 3
  • +2 Quarterly Reset
    +1 Home Stretch interlude



Adventure Cards
13 Speedy Gonzales Expend this card to gain +2 to your Pace for the rest of the scene.
14 In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
19 Teamwork Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
33 Extra Effort Play to add +1d6 to any trait roll. This roll may Ace.

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Pender Lumkiss
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Pender Lumkiss » Sat Jun 22, 2019 11:51 pm


Pretty much you all scored pretty high on relevant kn rolls so I wrote the following as thoroughly as possible. I also wrote it as if you were all coming back together to report your findings. In no way am I speaking for your characters so please feel free to RP the kn shared. I thought it would be fun for you to get back together and share was was learned, and outline objectives that you would like to accomplish.

Ndreare, if the water is mentioned being present at all locations it will occur to you that perhaps it is a means to travel between them.

Also if you are fine with the teams as is ( two teams are at severe disadvantages) feel free to post RP to that effect and we can move on without the information being shared bit.

Brody and Mercy
Left path: Vampires... Hammers... Ritual... Oh my.
5C94F166-1D29-4431-B156-F16011450538.jpeg
Left
The darkness followed @Brody Conrey and @Mercy as they moved through the damp bleak path. Rock’s were covered in some kind of slick moss and the drip drip of water falling echoed in their ears. A tapping noise seemed to reverbarate throughout the cavern as they continued scouting the way. Tap... Tap... Tappity Tap... It was as if metal was striking the rock... A humanoid wearing the silver healmed face of a NGR Gladdius armor nearly toppled into Mercy and Brody... Then another one, and another one each with a emblazened H made from two stylized hammers... At least half a dozen patrols passed by the two as they stealthily made their way to the end of the tunnel.

It opened up to a wide underground vista bathed in the blue pale moon light striking down from a crevice high above. Looking down they could see a winding staircase winding arround a large columnesqu plato. The staircase disappeared into the rocky column about a third of the way up and presumably allowed someone to reach the top. It was probably about a 10” climb down to the staircase and then the columb stood about 100” high from that point. It would seem the cavern this was all housed in was a perfect amplifier of sound. High atop the plato out of sight a couple of people or perhaps creatures were talking over a soft whirl of water ...

A regal voice hissed, ” Have your men found them?”

A coksure voice responed, ” Who? Those so called Resolute Heroes? Haha, posers I bet. No way those are the ones that saved New Del Rio... They got that fucking dwarf with them no? Gods I hope its that greedy little dwarf Hans.”

The voice of a noble bearing responded as if a sweet kiss, ” Justin focus... We hired you for a purpose... We need protection while we finish our ritual.”

The cocky voice replied in a forced moment of honesty, ” Ya you got it Ruthvan baby. After my pops died in Gloom I ain’t going to disappoint. Hammer’s aren’t going to let you down.”

The hissing voice chuckled, it sounded old and ancient, ” Yes boy... Here atop the Wellspring the source of all water in these lands Xy promised my kind a remedy to our weaknesses.”

” Not bad Baby, you and your twenty friends here become immune...”

” No... Justin... In six hours time we will have changed the entire fate of all vampires.” What must be Lord Ruthvan cackled, ”From what I gathered Xy promised you revenge did it not... Plucked from the time stream all the enemies that did you wrong.”

A soft meow echoed, and the cocky man named justin laughs, ” Fuckin’ cat he was the easiest one to nab. You sure you need to kill them all at the end to get this ritual to work... Yeah I guess you need that surge in psychic energy huh?”

Footfalls and a series of jetpacks roars cut short your eavesdropping as patrols seemed to swarm the area from both the tunnel and air in search of intruders. But the last thing you heard was the overconfident young voice shout, ” Thats right... You hear that you fucker Hans! I know you are out there. I got your Cat... I got your Magic Power armor friend, I even took out your android! Took some doing and I had to make a deal with the devil we even took out your Big Friend... Now I’ll get you!”

The cavern echoes as the two members retreat... ” I’ll end the Black Company... You hear me Hans!” With six hours left before the ritual would be complete there was enough time to go back and get allies. Plus it seems like that cute dwarf Hans might want to know what is going on.
Hans and Penitent
The middle path: Decent untoward death and your prize!
D096C88D-FBF0-4CBF-93B7-4B9D3682D682.jpeg
Straight
The step climb down and precarious drop offs are littered with pockets of natural antimagic zones. Its as if a permanent dispel magic was set off in small random pockets, as far as @Penitent and @Hans Greuber could tell there were about 12 of these dangerous areas randomly occurring. Interestingly the rock nearest these spots had been stained recently with slick slim. It was clear to Hans a new form of magic, perhaps an antimagic slime was at the works here. He figured if after they returned he could come back and spend an hour at each site collecting the slime he could make a million creds to the right buyer. Penitent had heard of some monks on worm wood with satchels of Null Slime that would have the ability to cancel out all but the most powerful magical effects. At each one of these patches blood could be seen if any light was brought to bear on the walls. Small flecks of metal and broken bits of crystalline material would indicate some kind of pitched battle had occured at each of the spots. For whatever the reason the bodies of the fallen had been removed. But Pen was sure the forces were men clad in heavy metal boots against the clawed feet of vampire. Finally at the last such spot before the steep tunnel leveled out and opened, the pair found emblems made of crossed purple crystals: Sigil of the Castle of Crystal Claw!

As the tunnel finally leveled out it opened up to a great underground lake being fed by a constant stream of water from a geyser to both the left and right hand side. Anyone who could sense magical energies could see that both geysers were emanating with magic... The same magic Thoth had used to open the portals.

Far across the lake was a wide opening that the two heroes would estimate had to be 200 ft wide. The way down from the openenimg would take a skilled climb or a short jet pack burst. It was about 10” down to a sandy beach. Then about 100” to the wild vampires coralimg the rangers. Thousands of humanoids clad in the traditional garb of Reid’s Rangers (leather armor with a high flared colar) had been coralled by snarling wild vampires to the sandy waters edge. Penitent with his sharp eye could even see humans garbbed as simple monks peppered umongst the rangers. About 5-6 large wind powered wooden gallons had morred themselves nearby and their gangplanks were being lowered. A great shadow cast by a tower out in the water not only lent a dour look on the faces of these prisoners but a sense of dread and horrific fear spread into the eyes of any man who would dare look up to it. Penitent could feel a great evil lurkimg in this Tower. He had felt something similiar to it when he had freed The ancient vampire Soldad of evils grip and an Alien Vampire Intelligence had been born. Hans, looked at the construction, from afar, of the tower had an errie feeling that it was ancient, and given the window and door heights made by his kin.

High above circling the cave a screech echoed drawing Pen and Hans’ attention to a large assortment of man sized vampire bats. They seemed to be patrolling the sky keeping a watchful sonar driven eye out for any interlopers. As a ranger might slip away they dove in pick them up with a claw hand and toss them back into the throng. Sometimes the ranger got up.

In the middle of the rangers the demon familiar chortled and stompped arround like a four year old playing with dolls. ” Time to get aboard the boats little things..” He gripped a man and lady scooping them up in one hand. He played with them for a moment, pokimg and pulling off limbs like they were a simple doll. He threw them suddenly at one of the ships and they ripped right through a sail.

A red helmed humanoid whose armor errily resembled the coalition skull motif came to the bow and yelled at the demon, ” Aye you lug! We got to repair that before we can set sail!” Another man, and another woman were hurled through the air impacting on the main sail and rendering them in need of repair.

The great demon laughed, ” Haha, pranked you!”

Now about twelve of these red armored dead boys were at the bow. They had their rocket launchers drawn. The one who had spoken before yelled again, ” Yah! You moron! Now we got to get everythimg repaired! The current is against us, and we need the main sails to tack! Your master and ours have a deal... Don’t make me regret it!”

A voice emanates from the tower on the water. It is low, almost like a bass guitar. It shakes the cavern with its force, ” Let our kindred vampires work Michael. We are not ready for such a parting of alliances.”

The CS dressed vampires on the boat cowered in fear from the voice, and the demon wipped his eyes. It sobbed, ” Sorry... Sorry I won’t do it again.”

In short fashion the thousand some odd men and women began to be loaded onto the boats. They were not spry by any means and looked as if anything gaunt and in need of food and water. No doubt it would take some time as not all boats could be loaded at the same time, and now with the main sails needing to be prepared Hans and Pen estimated they had more than enough time to go get their allies so the day could still be saved. Didn’t that annoying droid Ndreare kept say something about having some kind of bomb that could destroy vampires.
Architect, Ndreare, Rod, Ashlyn
Right path: To know too much is folly...
A7BCC6ED-47E0-43E2-AEC5-88E0EFEDBAAB.jpeg
Right
Perhaps for a dramatic second or two, as the bodies of the Reid Rangers came to life, in the ancient library there might have been a feeling of overwhelming dread. But the team of @Ashlyn Alvarez, @Architect, @Ndreare and his trusty side kick Rod found the ancient words hidden in the books on the five pedestals. Words that had not been spoken for some time in a place like this, ancient, and written down as Architect could a-test too by his old ally The Celestial Scribe! Ashrum Delmere Cadatata Vadrava! While no direct translation existed in American, closest would be The Door to Heaven opens... Interestingly in the TGE, the Kreghor would call it the eye of the supreme transformed, and the Invalin in their ancient scriptures have the same phrase mentioned in concert with their wasting affliction being laid unto them.

The group were bathed by a portal that formed between the pedestals and soon found themselves in a realm seemingly familiar and unlike any they had ever encountered. Almost like a white stone castle unfinished but a wide walk way in stages of being put together led across a void of stars and nothingness. A pool of water on the right bubbled and swirled as it went round a large basin where a human could easily fit in an endless whirlpool. A head about 100” was a figure clad in white armor, but bore the elvish face of Thoth. He was surrounded by three individuals whom were intently looking at a hulking figure behind them whom was either asleep or dead and suspended in mid air about five feet off the ground.

The group either did not see the heroes approach admist the cooridor undergoing constant construction and deconstruction or they did not care. The aged dark elf that would remind the heroes of Thoth angrily pointed at the hulking ogre that was suspended, ” How did this one get so close to victory?” The three, two dressed in black and one tall and gangly reminding Ashlyn of the gene splicer she had once encountered saving Thomas. Clearly this Thoth character spoke without benevolence and words dripped with evil intent. No doubt the otherside of the coin Thoth spoke of: Xy... The dark elf Xy called again to the three, ” Well Blacks... How did he delve so deeply into the Well of Souls that I had to align myself with the Vampire Intelligence?” The words Vampire Intelligence were spoken with a small modicum of distain.

The two black clad people, radiated magic of a source unknown to Ndreare, as if they came from a place where magic fundamentally was different. Ashlyn could tell they were supernatural in a sense, but excactly what kind even her faith could not tell her. But Architect knew them... A long prophecy held in the Celestial Courts fortold of a great calacysm heralded by the Blacks and carried out at the Masters whim. Once so done, the worlds of Palladium and the megaverse will collide and remade as never before in Xy’s vision.

The Blacks responded in unision, ” This creature... An aspect of war, a being so wrought with magic, was able to pass through the Well of Souls because he can regenerate mortal damage unlike any being we have encountered. Even the ancient dragons are but a flicker to the ogre’s power. We are hoping Masters will tell us how to extract his power using the Stone of Souls...” The two pointed towards an 8 foot monolithic stone just to the right of the green skinned ogre.

The gangly tall gene splicer whose humanoid face was elongated into dissproportiante features smiled a long toothy smile. He had some kind of wrist computer that was scanning the large Ogre, ” Ahh... Yes... This creature has been infected with the power to set Xy free... Fascinating... Simply facinating.”

Xy clutches his fingers steepled behind his back, ” How long Masters? I grow weary without the drums of the Blacks to keep me awake... How long until the Blacks can draw out this humble creature’s power so I can awaken fully?”

The wrist computer beeped... ” Six hours...” The Gene Splicer echoed it snearing and stcuk the ogre in the necl with a long silver tube, ” Six hours give or take... No doubt a mer fraction of time to a being like you.” Xy nodded and turned arround facing the direction the heroes were listening and watching from. The creature smiled wide with an evil grin.

Six hours was more than enough time to regroup with the other and come back with numbers. Plus Architect would need Gretta to die upon the Stone of Souls if he were to fulfill his contract with the scribe and the dwarf her purpose. By her death Xy might just be made weak enough to kill XY.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Penitent
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Penitent » Mon Jun 24, 2019 12:05 pm

Penitent puts a hand on Hans's shoulder, drawing the dwarf back into cover.

"Best we return to the others, I think, and tell them of what we've found. The demon-child's tantrums appear to have delayed their unmooring, otherwise I'd say you and I should try to stop them ourselves."

Assuming the dwarf agrees, the apok leads the way back through the caverns to the rejoin the other heroes. He then relays what was found below, leaving room for Hans to add his own observations.

"We may have a few hours, but if we're to rescue the kidnapped Rangers, we should do it now, before they are shipped farther into these catacombs, possibly beyond out reach. The red-armored soldiers are vampires themselves, based on their own words, and there is the demon-child to deal with. Beyond that ... I senses something ancient and foul within the tower by the water. I have no doubt it will make itself known, but we will have to take things as they come if we are to rescue the survivors."
Penitent
Quick Stats
Wormwood Apok
Bennies: 4/3 + 1 Fury Benny
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 20/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 53 Riled Up: Play after sustaining at least one wound. Attacks cause +2 damage for the remainder of the scene; 32 Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace; 24 Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.

Active Effects: greater smite (sunlight) for +8 damage;

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Architect
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Architect » Mon Jun 24, 2019 7:23 pm

Architect feels the gaze of Xy fall upon him specifically. Almost a challenge to see who can get to their task first, Architect or Xy.

He looks to @Ashlyn Alvarez and @Ndreare not realizing that he had taken dragon form or maybe something had forced his true form forth. "We should go. I feel that there are obligations to be considered and time is running out."

On his dragon form's six legs he moved deftly amongst the bodies of shelf and stone and waited for the others to follow. His hand went instinctively to the blade at his side, "The Scribe's Stylus". It almost seemed at times to drag one side of his body to the earth as if the weight could not be fathomed or the task for which it was meant was too much to bear.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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AwkTech -
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Ashlyn Alvarez
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Ashlyn Alvarez » Tue Jun 25, 2019 1:10 am

Zacatecas, Mexico
Night
Round 0

Ashlyn retreated with Architect as well, returning to the others.

“We have six hours,” she said. “They have some sort of ogre who has something they need to awaken Xy. Three others, two dressed in black -- acolytes, I think -- and the third was the gene splicer from the Kreghor ship. Why they are aligned, I do not know. If we hit hard and fast, we could stop ritual.”

***
Character Tracker
Champion (+2 Damage, +2 Toughness)

Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 25/25
  • Telekinesis, Mind Reading, Puppet
Shield: 10/10 PPE
  • Deflection
Wand: 20/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).

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Brody Conrey
Posts: 73
Joined: Wed Jul 11, 2018 8:16 am
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Re: 7.3 Catacombs of Zacatecus: The road to War

Post by Brody Conrey » Tue Jun 25, 2019 5:30 pm

Mercy and Brody carefully sneak out and back to where the others are gathering. Along the way when things are clear Brody says in a low voice, “Mercy, I think we have about six hours before this shit hits the fan. Is that how you read it?”

Once they arrive back at the gathering spot Brody listens to what the others say the saw and then describes what he saw, “Silver helmed NGR Gladdius Armor Humans? Each with this H made from two stylized hammers 20 about.“ Yes I know you thought it was an A, but believe me it was and H"

"Then an open area with stairs leading up to this flat top large pillar thing with some column on top. Think they were looking for us so we stayed hidden and listen in for a while. One mentioned, a group that saved New Del Rio... a group with a dwarf with them.” Brody turns to Hans and continues, "He mentions greedy little dwarf Hans. Then someone mentions that Justin should focus for some protection for some ritual. They are atop a well spring.”

“Here is the big thing, well the rest seem like big things too. He mentions XY promise him revenge, something about plucking some people from a time lime. No no, line, yea timeline. Some cat, and kill them all for the ritual to work. He has magic Armor dude, your Aunt Droid, and he says he has your big friend, and he wants to get to your black companion’s end. Not sure I got everything right there. Not Judging you Hans. Well there was a lot of banging and water falling. Mercy help me with this.”
"Yes she might have heard it better. but she didn't have you buzzing around in my ear as I was trying to listen."
“What I do know we need to prioritize this and go after one at a time with all of us or maybe most of us. 6 hours is the count down.”
Brody Conrey
Brody's Sheet

viewtopic.php?f=74&t=2799
Brody Conrey,
OOC Comments
Psi Ghost from Psyscape.

Description: 6’ 2” Healthy, regular looking 19-year-old, athletic male. Blue Eyes, Blonde with a tint of red hair close cut. Wears CS armor, CA 7.
Stays in the background, (No he isn’t a front-line fighter, he is a thief.) Keeps Secrets. He is from Psyscape and will report back to them and also Elle the Owl at the Castle. He will gather extra funds, he is a thief but not from his team mates. Will gamble using his ability to read if the person is lying?

Conditions:
PP 35/29


Bennys: 1

Adventure Deck: 2019
Novice: 1d52 = 42: 42
Aced
Play instead of rolling to make a
trait test with a single automatic
raise.

Season: 1d52 = 28: 28
Deadly Blow used in battle Vampire kingdom
Play after damage is rolled to
double the total of a successful
melee attack.

EP Aventure Card
Power Points."Immediately recover all spent
1d54 = 36: 36


POWERS (has Mega powers of each due to Master Edge)
OOC Comments
ARMOR: Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round) Telepathy. GREATER ARMOR Power Points: 5 Range: Touch Duration: 3 (1/round) Success grants +5 M.D.C. Armor, a raise grants +10.

HAVOC:Rank: Seasoned Power Points: 2–4 Range: Smarts×2 Duration: Instan GREATER HAVOC Power Points: +2 Range: Smarts×3 Duration: Instant

SMITE: (has auto raise) Rank: Novice Power Points: 2 Range: Touch Duration: 3 (1/round)
GREATER SMITE: Power Points: 4 Range: Touch Duration: 3 (1/round)

TELEKINESIS Rank: Seasoned Power Points: 5 Range: Smarts Duration: 3 (1/round) EXALTED TELEKINESIS Power Points: 10 Range: Smarts×2 Duration: 3 (1/round)

TELEPORT Rank: Seasoned Range Power Points: 3+: Special Duration: Instant GREATER TELEPORTPower Points: 5+ Range: Special Duration: Instant.

DETECT ARCANE at will:: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) EXALTED DETECT/CONCEAL ARCANAPower Points: 4 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination
Ghosting as an action no PP.

• Psychic awareness leads many to the ability to sense the feelings of others. This empathy allows your psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation
• He always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
ITEMS
OOC Comments
CA-7 Special Forces Heavy “Dead Boy” Body Armor:
+8 Armor.
+2 Toughness
Strength: no min
Environmental Protection: yes
Weight: 20 lbs
Weapons:
Vibroknives on the forearms (Str+d6, AP 4, Mega Damage)
Garrote wire connected to the left wrist (Str+d4, must follow successful Grapple with a raise).

NG-33 Laser Pistol
Range: 15/30/60
Damage: 2d4+1, AP 2
RoF: 1
Shots: 20
Weight: 4 lbs
Notes: Semi-Auto

Thieves Toolkit
Credits: 1300

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