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;

User avatar
Ndreare
Diamond Patron
Diamond Patron
Posts: 125
Joined: Wed Nov 08, 2017 2:38 pm

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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