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About This Game

Using GURPS to navigate the world of Greyhawk. These adventures will follow a group of scoundrels, outcasts, and ner-do-wells in the Bandit Kingdoms.

Game System

GURPS

Detailed Description

gurpshawk hook or crook red2.png

Community

GURPS
  1. What's new in this game
  2. Rindo Blacksmith Human Adventurer HP 10/10 FP 10/10 Conditions/ Effects "The crawlspace it is then, when we get ourselves just a bit closer ill make myself scarce."
  3. NESSIA DESCRIPTION | STATISTICS ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 9/12 DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200 Age: Adult Appearance: Attractive Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3 Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful) Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation) Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11 Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14 Nessia opens her mouth in a silent laugh, and rolls her eyes at Rindo. Then, she ponders out loud... "What might be on the menu..."
  4. : The road to Artonbruek, south of Rookroost, Bandit Kingdoms : Earthday, Sixth of (festival week) Time: just after noon Weather: Cold, 53°, cloudy skies and mild wind from the south Sunrise/set: just after 6am/ just before 6:30pm Character Present: Arwi, Finn, Kelarith, Nessia, Rindo, Snowbelle Amira says, "I'm just as happy stopping only long enough to fill the water barrels and grab a bite to eat. We'll tell em what we saw and found, but I don't necessarily want to be around when this place gets attacked." She looks at Rindo, "You can stay outside if you want, maybe even hang out outside the wall, don't even go through the gate if you want. Then again, we can always hide you back inside the wagon crawl-space again," she says with far too much of a grin on her face. OOC Character Status Arwi HP 12/12 FP 7/12 Combat Move/Dodge 5/9 (1) || Finn HP 10/10 FP 8/10 Combat Move/Dodge 5/9 (0) || Kelarith HP 12/12 FP 10/10 Combat Move/Dodge 4/7 (1) || Nessia HP 12/12 FP 9/12 Combat Move/Dodge 4/7 (1) || Rindo HP 10/10 FP 9/10 Combat Move/Dodge 4/7 (1) || Snowbelle HP 15/15 FP 8/13 Combat Move/Dodge 4/7 (2) ||
  5. NESSIA DESCRIPTION | STATISTICS ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 9/12 DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200 Age: Adult Appearance: Attractive Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3 Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful) Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation) Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11 Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14 Nessia says naught, but keeps her eyes and ears out for trouble. Out of Character: Situational Likewise, and even though Nessia isn't particularly good at them, hit her with a need for rolls, if need be, Game Master.
  6. Half-Elf Mercenary HP: 12/12 || FP: 7/12 || Conditions/Effects: ------------------------------------------------------------------------------------------------------------------------- "I get it, friend. When we get to the ferry, make yourself scarce.", Arwi said. He went around to the wagon and found Amira. We're getting close, boss. How do you want to play this? Deliver the warning and cross or wait around a while in case something happens?", Arwi asked. OOCArwi kept an eye out for the party who had hit the wagon and left the zombies and the note behind for them. Hit me with PER and Observation rolls as needed.
  7. Rindo Blacksmith Human Adventurer HP 10/10 FP 10/10 Conditions/ Effects "If it's all the same to you all, id much rather not be around when you're chatting them up. The sooner we get to our actual destination the less concerned I will be."
  8. Half-Elf Mercenary HP: 12/12 || FP: 7/12 || Conditions/Effects: --------------------------------------------------------------------------------------------------------------------------- "That sounds about right. We don't know all of the details so just tell them what we saw and let them read the note. The ferrymaster is probably as good as anyone to talk to.", Arwi suggested.
  9. Kelarith, Human Warlock STATISTICS ST: 9 DX: 11 IQ: 13 HT: 10 HP: 12/12 FP: 10/10 DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 16/32/48/96/160 Age: Adult Appearance: Average Culture Familiarity: Bandit Kingdoms Languages (Spoken): Common (Native), Suloise (Broken) Languages (Written): Common, Suloise (semi-literate) Advantages: Blessed, Doesn't Sleep, Ritual Magery 1, Night Vision 2, Ritual Adept (Space), Ritual Adept (Time) Amulet Disadvantages: Lame Hand, Secret, Skinny, Vow Quirks: Dislikes Bright Light, Minor Addiction, Proud, Uncongenial, Unnatural Pallor Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), Cloak 10(-1), Crossbow 13(+2), Detect Lies 12(-1), Filch 10(-1), First Aid/TL 3 13(+0), Hidden Lore (Magic Writings) 12(-1), Hiking 9(-1), Holdout 12(-1), Meditation 11(-2), Observation 12(-1), Occultism 13(+0), Riding 10(-1), Ritual Magic 17(+4), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1), Thaumatology 10(-3) Spell Colleges: Illusion & Creation 13(+0), Light & Darkness 12(-1), Mind Control 14(+1), Necromantic 16(+3) Kelarith nods, then shrugs after a moment, "Hopefully they'll be somewhat less loose tongued about us once we warn them about their impending troubles. I'd suggest that the... least conspicuous of us... should hand off the note to whomever passes for the authority here, and let them know what we surmise about this 'Runt.' He may be a necromancer, or in the company of one, and he may be an orc, or in the company of a band of orcs. Is there anything else that we can add to that?" OOC Active Effect: Ritual of Obscurity (Margin of Success equal penalty to Sense rolls to notice - Mos 5, Rindo's Ritual MoS 7)
  10. Rindo Blacksmith Human Adventurer HP 10/10 FP 10/10 Conditions/ Effects Rindo Frowns "I am familiar with the ferry people of this area. Many are friendly if not out right informers for the Rook Roost Guild. It would be in our best interest if we steered clear from visibility of the water."
  11. : The road to Artonbruek, south of Rookroost, Bandit Kingdoms : Earthday, Sixth of (festival week) Time: around noon Weather: Cold, 53°, cloudy skies and mild wind from the south Sunrise/set: just after 6am/ just before 6:30pm Character Present: Arwi, Finn, Kelarith, Nessia, Rindo, Snowbelle The next hour and a half are uneventful, then finally, Artonsamay River is spotted. It is known to be one of the longest rivers on Oerth. Following the line of the road ahead, everyone sees the small settlement known as Artonsbrueck, or Peiper's Ferry. It appears that the settlement consists of one small, walled compound encircling four stone buildings. The compound sits on a rise about 25 feet above the river, which has several rafts pulled up on the muddy shore. short, wide docks are built onto each river bank, the far side dock looks to be a little but upstream from this sides. A few small buildings, more sheds than anything else, can be see on the far side of the river, about 50' away. A couple of boats can be seen on the water, one a ways upstream buy a quarter mile or so, and another about a quarter mile downstream of the ferry, both traveling downstream, the easy but steady current pushing them. Not much detail can be gotten from this distance, but there is smoke lazily drifting out of several visible chimneys. The stout wooden gate of the compound is closed tightly. All the brush and trees between the compound and the river has been cleared and kept clear, though there does appear to be a small apple orchard out behind the buildings with a lone, ancient oak tree beyond. Trees and brush line the river on both sides away from the ferry area, though it is clearly a well maintained river crossing. OOC You're probably 1/8 of a mile from the ferry. No sign of any people yet, they are probably behind the walls. Definitely does not look like it's been attacked. Character Status Arwi HP 12/12 FP 7/12 Combat Move/Dodge 5/9 (1) || Finn HP 10/10 FP 8/10 Combat Move/Dodge 5/9 (0) || Kelarith HP 12/12 FP 10/10 Combat Move/Dodge 4/7 (1) || Nessia HP 12/12 FP 9/12 Combat Move/Dodge 4/7 (1) || Rindo HP 10/10 FP 9/10 Combat Move/Dodge 4/7 (1) || Snowbelle HP 15/15 FP 8/13 Combat Move/Dodge 4/7 (2) ||
  12. Half-Elf Mercenary HP: 12/12 || FP: 7/12 || Conditions/Effects: --------------------------------------------------------------------------------------------------------------------------- "Even if it's not a race, we don't need to be wasting time. There is nothing here for us so we ought to get moving.", Arwi suggested.
  13. Human Monk HP 10/10 FP 8/10 Conditions/ Effects Finn shakes his head, "No need really; we're heading there anyway. If the ferry is there, we give them the note. If it's been destroyed, we're too late anyway. We're not really in any state to race these guys to the ferry, so let's just watch our own steps and see where the dance leads us." OOC
  14. NESSIA DESCRIPTION | STATISTICS ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 9/12 DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200 Age: Adult Appearance: Attractive Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3 Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful) Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation) Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11 Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14 Nessia reads the note, and but winces. "If only there was a way to track this... this 'Runt', and also to warn the people of Artonsbreuck. Damn..."
  15. Kelarith, Human Warlock STATISTICS ST: 9 DX: 11 IQ: 13 HT: 10 HP: 12/12 FP: 10/10 DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 16/32/48/96/160 Age: Adult Appearance: Average Culture Familiarity: Bandit Kingdoms Languages (Spoken): Common (Native), Suloise (Broken) Languages (Written): Common, Suloise (semi-literate) Advantages: Blessed, Doesn't Sleep, Ritual Magery 1, Night Vision 2, Ritual Adept (Space), Ritual Adept (Time) Amulet Disadvantages: Lame Hand, Secret, Skinny, Vow Quirks: Dislikes Bright Light, Minor Addiction, Proud, Uncongenial, Unnatural Pallor Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), Cloak 10(-1), Crossbow 13(+2), Detect Lies 12(-1), Filch 10(-1), First Aid/TL 3 13(+0), Hidden Lore (Magic Writings) 12(-1), Hiking 9(-1), Holdout 12(-1), Meditation 11(-2), Observation 12(-1), Occultism 13(+0), Riding 10(-1), Ritual Magic 17(+4), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1), Thaumatology 10(-3) Spell Colleges: Illusion & Creation 13(+0), Light & Darkness 12(-1), Mind Control 14(+1), Necromantic 16(+3) Kelarith looks over the note, "This 'Runt' must either be the necromancer, or be working with the necromancer that animated poor Vordie and his friends, here. It would have been nice if his comeuppance came at the hands of his own zombie. Although, it doesn't appear that he is very good at following direction, he may not even be headed to Artonsbrueck," he scoffs. OOC Active Effect: Ritual of Obscurity (Margin of Success equal penalty to Sense rolls to notice - Mos 5, Rindo's Ritual MoS 7)
  16. Half-Elf Mercenary HP: 12/12 || FP: 7/12 || Conditions/Effects: --------------------------------------------------------------------------------------------------------------------------- Awi read the note and passed it around to whoever wanted to read it. "Looks like there is going to be trouble at the ferry.", he said.
  17. : The road to Artonbruek, south of Rookroost, Bandit Kingdoms : Earthday, Sixth of (festival week) Time: around 10:30am Weather: Cold, 53°, cloudy skies and mild wind from the south Sunrise/set: just after 6am/ just before 6:30pm Character Present: Arwi, Finn, Kelarith, Nessia, Rindo, Snowbelle Unfolding the note and reading it, Arwi sees a short missave penned in a bold and flowing script. It says: This is the last time I tell you, Runt. Stop attacking wagons so close to home. Your instructions are clear. Destroy the ferry at Artonsbrueck. ~ Talon The note looks like it had been purposefully crumpled up into a ball before being tossed. OOC Character Status Arwi HP 12/12 FP 7/12 Combat Move/Dodge 5/9 (1) || Finn HP 10/10 FP 8/10 Combat Move/Dodge 5/9 (0) || Kelarith HP 12/12 FP 10/10 Combat Move/Dodge 4/7 (1) || Nessia HP 12/12 FP 9/12 Combat Move/Dodge 4/7 (1) || Rindo HP 10/10 FP 9/10 Combat Move/Dodge 4/7 (1) || Snowbelle HP 15/15 FP 8/13 Combat Move/Dodge 4/7 (2) ||
  18. Half-Elf Mercenary HP: 12/12 || FP: 11/12 || Conditions/Effects: --------------------------------------------------------------------------------------------------------------------------- Awi watched as the wagon, crashed down onto it's wheels and then noticed the piece of paper. He ran over to snatch it before it reached the pyre.
  19. : The road to Artonbruek, south of Rookroost, Bandit Kingdoms : Earthday, Sixth of (festival week) Time: around 10:30am Weather: Cold, 53°, cloudy skies and mild wind from the south Sunrise/set: just after 6am/ just before 6:30pm Character Present: Arwi, Finn, Kelarith, Nessia, Rindo, Snowbelle The bodies are re-searched, and nothing else is discovered. After about a half hour of dragging and piling, the corpses are ready to be lit. Only meager kindling is found nearby as Amira nixes the idea to use the wagon as firewood. "Let's right it again, it doesn't look too damaged. That wheel there maybe needs some work but we can pull it down to Artonsbrueck and sell it for salvage at least," she expulsions. Once the corpses are set to flame, the group, well mostly Snowbelle, pushes the wagon back onto it's wheels. As the thing is moved, a small sheet of crumpled paper blows away and rolls a few feet away, toward the undead pyre. OOC Character Status Arwi HP 12/12 FP 7/12 Combat Move/Dodge 5/9 (1) || Finn HP 10/10 FP 8/10 Combat Move/Dodge 5/9 (0) || Kelarith HP 12/12 FP 10/10 Combat Move/Dodge 4/7 (1) || Nessia HP 12/12 FP 9/12 Combat Move/Dodge 4/7 (1) || Rindo HP 10/10 FP 9/10 Combat Move/Dodge 4/7 (1) || Snowbelle HP 15/15 FP 8/13 Combat Move/Dodge 4/7 (2) ||
  20. Rindo Blacksmith Human Adventurer HP 10/10 FP 10/10 Conditions/ Effects "Perhaps before we burn the bodies and make a god awful smell about the place, maybe we should finish looking over the bodies for any clues or items that may of been overlooked?"
  21. Kelarith, Human Warlock STATISTICS ST: 9 DX: 11 IQ: 13 HT: 10 HP: 12/12 FP: 10/10 DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 16/32/48/96/160 Age: Adult Appearance: Average Culture Familiarity: Bandit Kingdoms Languages (Spoken): Common (Native), Suloise (Broken) Languages (Written): Common, Suloise (semi-literate) Advantages: Blessed, Doesn't Sleep, Ritual Magery 1, Night Vision 2, Ritual Adept (Space), Ritual Adept (Time) Amulet Disadvantages: Lame Hand, Secret, Skinny, Vow Quirks: Dislikes Bright Light, Minor Addiction, Proud, Uncongenial, Unnatural Pallor Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), Cloak 10(-1), Crossbow 13(+2), Detect Lies 12(-1), Filch 10(-1), First Aid/TL 3 13(+0), Hidden Lore (Magic Writings) 12(-1), Hiking 9(-1), Holdout 12(-1), Meditation 11(-2), Observation 12(-1), Occultism 13(+0), Riding 10(-1), Ritual Magic 17(+4), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1), Thaumatology 10(-3) Spell Colleges: Illusion & Creation 13(+0), Light & Darkness 12(-1), Mind Control 14(+1), Necromantic 16(+3) Kelarith makes a face, "If only there were some strong and tireless tool that could be used for all this heavy lifting..." OOC Active Effect: Ritual of Obscurity (Margin of Success equal penalty to Sense rolls to notice - Mos 5, Rindo's Ritual MoS 7)
  22. NESSIA DESCRIPTION | STATISTICS ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 9/12 DMG: 1d+2/1d BL: 20 PER: 10 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 20/40/60/120/200 Age: Adult Appearance: Attractive Culture Familiarity: Ket (Native), Central Flanaess Languages (Spoken): Baklunish (Native), Common, Giant (Accented), Goblin (Accented), Orc (Accented) Languages (Written): Baklunish, Common Advantages: Clerical Investment, Mind Control (Emotion Only), Power Investiture 3 Disadvantages: Discipline of Faith (Ritualism), Klutz, Odious Personal Habit (Finds Omens ALL OVER), Reduced Basic Speed (0.25), Sense of Duty (Large: Istus' Faithful) Quirks: Broad-Minded, Careful, Minor Handicap (Sacroiliitis), Vow (Pay 10% of Income to Religious Affiliation) Skills: Body Language 9, Brawling 10, Diplomacy 11, First Aid (TL 3) 13, Fishing 10, Fortune-Telling 13, Hiking 11, History 13, Knife 10, Meditation 11, Observation 10, Occultism 13, Religious Ritual 13, Staff 10, Survival (Plains) 9, Thrown Weapon 11 Spells: Analyze Magic 14, Armor 14, Aura 14, Awaken 14, Darkness 14, Death Vision 14, Foolishness 14, Forgetfulness 14, Identify Spell 14, Lend Energy 14, Lend Vitality 14, Light 14, Minor Healing 14, Recover Energy 14, Sense Spirit 14, Shield 14 Nessia only leans on her staff as the dead are discussed. It might be clear from her expression, and her reactions, that she has no reservations about working with them, but also feels a sort of natural unease at such... like a mongoose and a snake might, perhaps. After all is said and done, and she has taken stock of her companions and the topic of burning the undead comes up, she says, "I can help bring the bodies into the pile..."
  23. Snowbelle Skysdottr Nymph Barbarian HP 16/16 FP 8/13 Conditions/ Effects "Good," says Snowbelle and stabs the zombie three times in the torso, hard.
  24. Kelarith, Human Warlock STATISTICS ST: 9 DX: 11 IQ: 13 HT: 10 HP: 12/12 FP: 10/10 DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.25 Dodge: 8 Basic Move: 5 Encumbrance: 16/32/48/96/160 Age: Adult Appearance: Average Culture Familiarity: Bandit Kingdoms Languages (Spoken): Common (Native), Suloise (Broken) Languages (Written): Common, Suloise (semi-literate) Advantages: Blessed, Doesn't Sleep, Ritual Magery 1, Night Vision 2, Ritual Adept (Space), Ritual Adept (Time) Amulet Disadvantages: Lame Hand, Secret, Skinny, Vow Quirks: Dislikes Bright Light, Minor Addiction, Proud, Uncongenial, Unnatural Pallor Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), Cloak 10(-1), Crossbow 13(+2), Detect Lies 12(-1), Filch 10(-1), First Aid/TL 3 13(+0), Hidden Lore (Magic Writings) 12(-1), Hiking 9(-1), Holdout 12(-1), Meditation 11(-2), Observation 12(-1), Occultism 13(+0), Riding 10(-1), Ritual Magic 17(+4), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1), Thaumatology 10(-3) Spell Colleges: Illusion & Creation 13(+0), Light & Darkness 12(-1), Mind Control 14(+1), Necromantic 16(+3) Kelarith shrugs, "If you all truly feel it necessary to destroy this valuable tool which has so conveniently fallen into our laps, I suppose there is nothing to be done about it." he turns to the ex-Vordie, "Kneel down, and raise your chin. Then do not move." He gestures with his withered hand to the zombie, who is ready for execution. "If we still wish to question his spirit as to who was behind this attack, if there were any captives taken from among their number, or any unfinished business, that will take me some time. Otherwise, it is probably best to burn the bodies. Though it would require significant effort to raise them again, it is not entirely outside the realm of possibility." OOC Active Effect: Ritual of Obscurity (Margin of Success equal penalty to Sense rolls to notice - Mos 5, Rindo's Ritual MoS 7) Active Effect: Control Zombie (Vordie - MoS 3)
  25. Rindo Blacksmith Human Adventurer HP 10/10 FP 10/10 Conditions/ Effects "Nah, only knew him as Vordie. We played some dice and drank together every now and again but never got to know him too well. Shame what happened to him, however you might want to check his pockets he still owes me 100 gold from our last meeting."
  26. Half-Elf Mercenary HP: 12/12 || FP: 11/12 || Conditions/Effects: --------------------------------------------------------------------------------------------------------------------------- Arwi made his way over to the group and saw that there was one zombie left standing. "Still one left, huh? Let's finish the job and be on our way. I doubt there's anything left to take.", he said in a matter of fact tone as he drew his drew his blade.
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