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GaryD20

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Posts posted by GaryD20

  1. Grin lands with a splat! in the muck below the pit. He lies there for a moment, trying to determine if he is hurt or not from the fall. Deciding that he is no worse for wear, he sits up. Running his tongue around the inside of his mouth, the grin on his face widens. Whatever that black paste was, it wasn't half bad. "I've tasted far worse," he says out loud, a little to loudly. His voice echoes and carries throughout the darkened cave.

    Rising slowly to his feet, Grin looks around. As he stands there, giving his eyes time to adjust to the low light, something cold and wet is thrust into his hand. He looks down, grinning, and sees his beloved canine nuzzling his hand. "There you are, Mutt," he says to the dog. "Where's DumDum?"

    Mutt gives a short bark and trots off into the dark. Following the dog, Grin makes his way to DumDum, his horse. "Miss me, Dummy?" He asks as he begins rummaging through one of the horses saddlebags. After a moment Grin produces a torch and a small wooden box holding a piece of firesteel and a strip of magnesium.

    Momentarily, the cave is aglow in fiery torch light. Grin looks around, taking in his surroundings.

    "Hel...lllo?"

    Grin turns to the sound of the unfamiliar voice. "And who do we have here?" He asks, as he begins walking toward the shadowy figure before him...

    scum2.jpg.bb5085fb8c52be5503a715d765535b91.jpg

  2. Ok, I've been rereading the in-game posts. If I'm not mistaken, this is the start of the 3rd round of combat. So, with the last set of initiative rolls, that would mean Mort, Mordel, and Kharn have attacks. And the worm. All rolled 6's. Then Gray (who rolled a 5), then Gemlia (4). Gray and Gemlia have posted their attacks for this round. Need the other three. And Mort can attack this round. His torch and oil are ready.

     

  3. Mort, finally getting the torch lit thrown to him by Mordel, opens the vial of lantern oil and closes in on the creature...

    Mordel moves in on the monster and attacks with his long sword. Mistiming his swing, the sword misses it's mark.

    Kharn manages to once again sink the head of his axe into monster flesh. The axe head plunges deeply into the creature with a spray of gore.

    With a cry of agony from Kharn's blade, the monster lunges out at Mordel and Kharn with it's reaching tentacles. Both appendages miss their targets, leaving the two companion unscathed.

    As the monstrosities attention is occupied on Mordel and Kharn, Gray lands a sword strike that sends the beast into another frenzied cry.

    The second monster, burrowing into the earth, disappears from sight.

     

    OocGemlia is up.

     

     

     

  4. With a roar and a swing the fierce dwarf buries his axe into plump monster flesh. Brown liquid gushes from the wound. The creature again cries out. It drops to the ground and begins burrowing into the earth.

    At the same time, the corral animals start up again. Their agitated cries ring out as they scatter about the corral. And there, where the animals were once huddled together, another one of the creatures rises into the air.

     

  5. Mordel halts his charge toward the great tentacled beast and tosses a torch Mort's way.

    Mort catches the torch and tucks it into his belt. He then produces one of his bottles of lantern oil. As Mort prepares the bottle for the dousing of the creature...

    Gray rushes forward and strikes out with his sword. A sound of pain and rage bursts forth from the monsters nightmare maw as it's body is opened up spilling more if it's lifeblood.

    With another bone chilling cry, the creature simultaneously thrusts out tentacles in Gemlia and Gray's direction.

    The tentacles are unable to find either of the companions and they manage to dodge away from the reaching appendages.

     

     

     

     

  6. tentacle-worm.png.60b11467f27b56b1008f1d25bd7b84dd.png "Surround it before it burrows!" 

     

    Gemlia closes the distance to the creature and delivers a blow from her mace. The dwarf finds her mark and opens up a wound that gushes brown ooze. The creature's maw opens and convulses in apparent agony.

     

    OocMort then Mordel.

     

     

  7. scum3.jpg mutt.jpg.7c3f6b21e6feac571f7a66ee431a3c3f.jpg
            

    Grin - Gutter Born Scum
    AGILITY STRENGTH TOUGHNESS PRESENCE
    0 0 0 +1
    HIT POINTS OMENS GOT BETTER
    3/3 2/d2 0 time(s)
    ADDITIONAL NOTES

    * Bad Birth: Kicked and beaten beneath a baker's table in Schleswig

    *Terrible Traits (loud mouth & vindictive)

    *Broken Body (covered in "blasphemous" (to whom?) tattoos)

    *Bad Habit (always mispronounces other peoples names, on purpose or not)

    *Troubling Tale (very recently murdered a close relative, very recently)

     

    WEAPONS ARMOR

    *Warhammer (d6)

    *Knife (d4)

    *None

    EQUIPMENT & GEAR MONEY & VALUABLES

    Carrying capacity: 8

    *Leather Armor (-d2)

    *Backpack (Holds 7 normal sized items/Counts as 1 item)

    *Water Skin

    *Smoked Fish (7 days)

    *Bottle of Red Poison (1 dose, Toughness DR12 or d10 Damage) 

    *Rope (30 feet)

    *Grappling Hook

    *Crowbar

    *Metal File (Lightweight)

    *Oil Lamp

    *Lantern Oil (Presence +6 hours worth)

    *Torches (x5)

    *Firesteel

    *Magnesium Strip

    *Lockpicks (Lightweight)

    *Big Sack (x2) (Holds 10 normal sized items/Counts as 1 item)

    *Medicine Box (Stops bleeding/infections/Heals (d6)/ Presence +4 uses)

    *Strange Horse, don't look it in the mouth

    *Saddle Bags (Holds 4 normal sized items/Counts as 1 item)

    *Small Vicious Dog (3 hp, bite d4, only obeys me) 

    *17 sp

    SPECIAL ABILITY NAME or UNHEROIC FEATS

    *Excretal Stealth (you have an astounding, almost preternatural ability to hide in muck, debris, and filth. When hiding in these conditions a DR16 Presence test is required to notice you)

    *Greaseball Special!
    When without weapon, you can lash out with a wild strike. Instead of an unarmed attack, test Agility DR10 to slap your foe (1) and roll d4; on a 1 your flailing hand gets covered in filthy muck, somehow, which smears onto the enemy's face and blinds for d2 turns. Even without the ooze, it can be a demeaning--and infuriating--attack and your hands aren't exactly clean anyhow.

    *Special
    The first time the Scum Gets Better, they roll for a second Specialty. Whenever the Scum Gets Better, they may reroll one Specialty and ignore duplicates of already known Specialties.

    SKILLS

    *Stealthy, all Presence and Agility tests are at -2 DR.

    POWERS
    • Power name
      • Category
      • Effect(s)
     

     

    scum3.jpg

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