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CharmingSatyr

CharmingSatyr

Seven Days to the Grave - Habus


Underground - Wererat Hooligan Lair:  Room 1

"We're done!" the lead wererat spits. "We're done with you topsiders comin' down here and beatin' us down every time somethin' goes wrong up there!" The other wererats join in, hissing in support and agreement. "Last warning before things goes bad." He stand at the edge of the crude channel of sewage that marks the midway point of the room. At his feet, the dire rats' attention is focused solely on the dwarf, mouths agape and slavering, waiting for the order to attack.

Outnumbered six-to-one, and he hasn't even seen Girrigz or whoever else he's got in the back room yet, Habus finds himself rethinking the choices that lead him to this juncture. These next few moments may be the most important moments of his life.

 

Game Mechanical/Mastery Stuff

Wererat Intimidate vs. Habus: Success. Habus is shaken for 1 round.

Perception check vs. ???: Failure. That growth of mold and muck on the far wall, if you squint your eyes a little, looks just like your uncle Morgrym! What a coincidence!

Knowledge check vs. ???: Failure. Just a normal day playing dominance games with wererats in the sewers. Nothing out of the ordinary here!

Sense Motive #1: Partial success. The female wererat circling around the perimeter towards the mold and mushrooms thinks she's gaining some sort of advantage over you. But, because of your location next to the wall, they can't flank you. Something else is going on.

Sense Motive #2: Success. The wererat who is taking knows who you are, and knows killing you would make Eries upset, which he wants to avoid. However, he's apparently not above clubbing about the head and shoulders until you're unconscious.

GM NOTE: Responding to this post.

CharmingSatyr

CharmingSatyr

Seven Days to the Grave - Habus


Underground - Wererat Hooligan Lair:  Room 1

"We're done!" the lead wererat spits. "We're done with you topsiders comin' down here and beatin' us down every time somethin' goes wrong up there!" The other wererats join in, hissing in support and agreement. "Last warning before things goes bad." He stand at the edge of the crude channel of sewage that marks the midway point of the room. At his feet, the dire rats' attention is focused solely on the dwarf, mouths agape and slavering, waiting for the order to attack.

Outnumbered six-to-one, and he hasn't even seen Girrigz or whoever else he's got in the back room yet, Habus finds himself rethinking the choices that lead him to this juncture. These next few moments may be the most important moments of his life.

 

Game Mechanical/Mastery Stuff

Wererat Intimidate vs. Habus: Success. Habus is shaken for 1 round.

Perception check vs. ???: Failure. That growth of mold and muck on the far wall, if you squint your eyes a little, looks just like your uncle Morgrym! What a coincidence!

Knowledge check vs. ???: Failure. Just a normal day playing dominance games with wererats in the sewers. Nothing out of the ordinary here!

Sense Motive #1: Partial success. The female wererat circling around the perimeter towards the mold and mushrooms thinks she's gaining some sort of advantage over you. But, because of your location next to the wall, they can't flank you. Something else is going on.

Sense Motive #2: Success. The wererat who is taking knows who you are, and knows killing you would make Eries upset, which he wants to avoid. However, he's apparently not above clubbing about the head and shoulders until you're unconscious.

GM NOTE: Responding to this post.

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