Jump to content
Sheet Folders in Testing ×

Season 1, Episode 1 - Highway To Hell


prophane

Recommended Posts

MASTER FINN


STATISTICS

Name: Master Finn (150)
Primary Attributes: ST 10 [0]; DX 11 [20]; IQ 9 [-20]; HT 10 [0];
Secondary Attributes: Will 9 [0]; Fright Check 11 [0]; Per 9 [0]; Vision 9 [0]; Hearing 9 [0]; Taste & Smell 9 [0]; Touch 9 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]; High Jump (in) 20 [0]; when running 80 [0]; Broad Jump (ft) 7 [0]; when running 27 [0];
Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0];


Conditional Modifiers: +6 on all IQ rolls to wake up or to recover from surprise or mental stun; +6 on all rolls to keep your feet if the surface is wet, slippery or unstable; +4 on DX and DX-based skill rolls to keep your feet or avoid being knocked down in combat; +1 to all HT rolls to stay conscious, avoid death, resist disease, or resist poison; +1 to initiative rolls for your side (+2 if you are the leader); +2 to Stealth if moving (even in armor, etc.); +4 to Stealth when you are perfectly motionless;


Advantages: Catfall 2 [11]; Combat Reflexes [15]; Damage Resistance 2 [3]; Enhanced Dodge 2 [14]; Enhanced Move (ground) 2 [18]; Fit [5]; Healing 2 [27]; Perfect Balance [14]; Psionics Talent 2 [10]; Silence 2 [5]; Super Climbing 2 [3]; Trained by a Master [30];
Disadvantages: Pacifism: Self-Defense Only [-15]; Poor [-15];
Quirks: Quirk: Broad-Minded [-1]; Quirk: Careful [-1]; Quirk: Code of Honor [-1]; Quirk: Humble [-1]; Quirk: Responsive [-1];


Skills: Area Knowledge 1 (Bandit Kingdoms; Lived there: +1 for native) IQ+0 [1]-9; Area Knowledge (Greyhawk) IQ+0 [1]-9; Area Knowledge (Kingdom of Furyondy) IQ+0 [1]-9; Climbing DX+0 [1]-11; Diplomacy IQ-2 [1]-7; First Aid/TL3 IQ+1 [1]-10; Hiking HT-1 [1]-9; Holdout IQ-1 [1]-8; Judo DX+0 [4]-11; Karate DX+1 [8]-12; Naturalist IQ-2 [1]-7; Savoir-Faire (Village) IQ+0 [1]-9; Scrounging Per+0 [1]-9; Singing HT+0 [1]-10; Sling DX-2 [1]-9; Staff DX-1 [1]-10; Stealth DX-1 [1]-10; Streetwise IQ-1 [1]-8; Survival (plains) Per-1 [1]-8; Swimming HT+0 [1]-10;

 


 

Having lit the torch, Mater Finn picks up his equipment and is ready to move. He is now tore between investigating the worms or staying with the group. But since they want to move forward, he thinks there will be more chances to get a close look. "If we going to move, let's do it soon. There may be more trouble ahead."

 

Link to comment
Share on other sites


Location: Long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: around 3pm
Weather: Cold, 44°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

Heeding the advice given, Amira grudgingly urges her wagon forward, trying to outrun the approaching menace. The other travelers, having little other choice, struggle to keep up.

In a rush, the group heads down the dusty road and the three figures follow. At first they start to fall away, the distance between growing steadily, but the lurching pursuers are persistent, and after about an hour, they are beginning to catch back up as those on foot begin to tire.

"We can't keep up this pace, they'll be on us within a half hour, and we're just tiring ourselves out," Amira says, looking back over her shoulder, a twinge of fear in her voice

 


OOC: I deducted FP from everyone for the quick retreat. Sadly, it isn't working, they're still coming!

And then I edited to have the group going the correct direction.

Character StatusArwi HP 12/12 FP 11/12

Finn HP 10/10 FP 9/10

Iranna HP 9/9 FP 11/12

Kelarith HP 12/12 FP 9/10

Nessia HP 12/12 FP 7/12

  

 

Edited by prophane (see edit history)
Link to comment
Share on other sites

NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 7/12


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 grumbles. She seems just a little bit worried at the slow, steady, and inevitable pace of these worm-zombies, but then takes comfort in the knowledge that Istus watches over her, and Istus is fate. Accordingly, the priestess, somewhat desperate, looks for any sign of the goddess' gaze. Any sort of an omen, that might be quickly read to be of help in this situation. Any omen that she can read, and make use of...


 

 

 

Link to comment
Share on other sites

MASTER FINN


STATISTICS

Name: Master Finn (150)
Primary Attributes: ST 10 [0]; DX 11 [20]; IQ 9 [-20]; HT 10 [0];
Secondary Attributes: Will 9 [0]; Fright Check 11 [0]; Per 9 [0]; Vision 9 [0]; Hearing 9 [0]; Taste & Smell 9 [0]; Touch 9 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]; High Jump (in) 20 [0]; when running 80 [0]; Broad Jump (ft) 7 [0]; when running 27 [0];
Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0];


Conditional Modifiers: +6 on all IQ rolls to wake up or to recover from surprise or mental stun; +6 on all rolls to keep your feet if the surface is wet, slippery or unstable; +4 on DX and DX-based skill rolls to keep your feet or avoid being knocked down in combat; +1 to all HT rolls to stay conscious, avoid death, resist disease, or resist poison; +1 to initiative rolls for your side (+2 if you are the leader); +2 to Stealth if moving (even in armor, etc.); +4 to Stealth when you are perfectly motionless;


Advantages: Catfall 2 [11]; Combat Reflexes [15]; Damage Resistance 2 [3]; Enhanced Dodge 2 [14]; Enhanced Move (ground) 2 [18]; Fit [5]; Healing 2 [27]; Perfect Balance [14]; Psionics Talent 2 [10]; Silence 2 [5]; Super Climbing 2 [3]; Trained by a Master [30];
Disadvantages: Pacifism: Self-Defense Only [-15]; Poor [-15];
Quirks: Quirk: Broad-Minded [-1]; Quirk: Careful [-1]; Quirk: Code of Honor [-1]; Quirk: Humble [-1]; Quirk: Responsive [-1];


Skills: Area Knowledge 1 (Bandit Kingdoms; Lived there: +1 for native) IQ+0 [1]-9; Area Knowledge (Greyhawk) IQ+0 [1]-9; Area Knowledge (Kingdom of Furyondy) IQ+0 [1]-9; Climbing DX+0 [1]-11; Diplomacy IQ-2 [1]-7; First Aid/TL3 IQ+1 [1]-10; Hiking HT-1 [1]-9; Holdout IQ-1 [1]-8; Judo DX+0 [4]-11; Karate DX+1 [8]-12; Naturalist IQ-2 [1]-7; Savoir-Faire (Village) IQ+0 [1]-9; Scrounging Per+0 [1]-9; Singing HT+0 [1]-10; Sling DX-2 [1]-9; Staff DX-1 [1]-10; Stealth DX-1 [1]-10; Streetwise IQ-1 [1]-8; Survival (plains) Per-1 [1]-8; Swimming HT+0 [1]-10;

 


Master Finn says, "We should take a short rest and then destroy them. At least we're far enough away so that we are not like to be surround by other worms."

Edited by shawnhcorey (see edit history)
Link to comment
Share on other sites

IRANNA | THREAD


STATISTICS

ST: 9 DX: 10 IQ: 14 HT: 12 HP: 9/9 FP: 9/9


DMG: 1d-2/1d-1 BL: 16 PER: 14 Basic Speed: 5.5 Dodge: 8.5 Basic Move: 5 Encumbrance: 16/32/48/96/160


Age: Adult Appearance: Beautiful


Culture Familiarity: Sea of Dust (Native), Bandit Kingdoms Languages (Spoken): Suloise (Native), Common (Accented) Languages (Written): Suloise, Common


Advantages: Ally (Familiar), Magery 3, Special Rapport (Familiar)


Disadvantages: Obsession (Magic), Overconfidence, Social Stigma (Minority Group - Outsider)


Quirks: Careful, Distinctive Features, Likes (Magic), Proud


Skills: Body Language 12, Dancing 10, Detect Lies 12, First Aid 14, Hidden Lore (Spirit Lore) 13, Hiking 11, Melee Weapon (Knife) 10, Naturalist 12, Occultism 13, Riding (Horse) 10, Ritual Magic (Genie Binding) 12, Survival (Desert) 14, Survival (Plains) 13, Symbol Drawing 12, Thaumatology 14.


Spells: Sense Foes [Communication and Empathy] 15, Detect Magic [Knowledge] 15, Light [Light and Darkness] 15, Foolishness [Mind Control] 15, Forgetfulness [Mind Control] 15, Shield [Protection and Warning] 15, Armor [Protection and Warning] 15, Seek Water [Water] 15, Purify Water [Water] 15, Create Water [Water] 15.


Iranna had merely scoffed at Arwi's suggestion.

"Would you send a dear friend of yours to act as bait, while you save yourself? What if - for any reason - Khaleema were to fly up to those infested creatures, only to lose her ability to levitate?" - the mage shook her head, eyeing the humanoid shapes that had been tailoring the caravan.

"Always consider the worst outcome before you act. That is how one stays alive."

The woman walked up to the cart and her gaze wandered over the stored goods. Was there anything they could have repurposed? She knew some of the tricks her people - well, those who once were her people - had developed to fight off the desert's dangerous beasts.

"...They are resilient, but slow. We should take advantage of that. Clenden was killed in seconds, so it is imperative not to get close. I think the worms they carry are their most dangerous weapon."

Iranna searched for Nessia.

"Do you have some lantern oil? If we could ignite them with fire, we might be able to kill them without taking unnecessary risks."


OOCI'll add a skill check to identify the worms once I know what skill should be used.

Link to comment
Share on other sites


Location: Long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: around 3pm
Weather: Cold, 44°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

There is only a small amount of lamp oil, a few pints at best, and sadly lamp oil is not great for burning things besides lanterns.

Some of the older travelers are beginning to look quite winded from the attempt to outrun the following creatures.


OOC: Some other plan will have to be devised to escape a grisly, wormy fate...

Character StatusArwi HP 12/12 FP 11/12

Finn HP 10/10 FP 9/10

Iranna HP 9/9 FP 11/12

Kelarith HP 12/12 FP 9/10

Nessia HP 12/12 FP 7/12

  

 

Link to comment
Share on other sites

"Fair enough, Iranna. My appologies.", Arwi said.

 

"I have another idea. Amira, can I use your horse? I can draw the zombies away while the rest of you continue towards town. Hopefully, I will be able to find a hill or some trees and break the trail. Failing that, maybe they won't be able to see in the dark and I can try to catch up with you after nightfall.", Arwi suggested.

Edited by Caffeine11 (see edit history)
Link to comment
Share on other sites


Location: Long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: around 3pm
Weather: Cold, 44°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

With a look of concern on her face, Amira agrees to let Arwi take her horse and try to leave the pursuers away. The brave (or foolhardy) Half-Elf mounts the horse and heads off.


OOC: @Caffeine11 Let's see a Riding and Area Knowledge (Bandit Kingdoms) -2 roll to see how you do with this plan of yours.

Character StatusArwi HP 12/12 FP 11/12

Finn HP 10/10 FP 9/10

Iranna HP 9/9 FP 11/12

Kelarith HP 12/12 FP 9/10

Nessia HP 12/12 FP 7/12

  

 

Link to comment
Share on other sites

"Don't forget. On to Rookroost. I will meet you up the road.", Arwi said as he mounted up. He rode out towards the zombies, yelling and waving his cloak to attract their attention.

 

OOC: Arwi will take off perpendicular to the road and then, parallel the road going back towards Maraskeer. He will maintain at least 25 yards of distance from the zombies and will keep the horse moving at a pace that is just slightly faster then the zombies. Riding -12 , AK - BK 11

Edited by Caffeine11 (see edit history)
Name
Riding
4
3d6 2,1,1
Area Knowledge - BK -2
9
3d6 4,2,3
Link to comment
Share on other sites


Location: Long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: around 6pm
Weather: Cold, 41°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

Arwi successfully leads the shambling pursuers away in another direction, allowing the others to proceed safely down the road toward Rookroost.

Arwi catches back up with the group a half hour before sundown, just as Amira signals that travel is done for the day. An abandoned farmhouse can be seen about 100 yards from the road and indicates that it is a frequent stopping point for travelers.

"It's the only real shelter around," she explains. "Can some of you head over and check it out, make sure it's safe," she says you no one in particular.


OOC: Everyone is a bit more fatigued and stressed out after the flight from the zombies.

Character StatusArwi HP 12/12 FP 9/12

Finn HP 10/10 FP 7/10

Iranna HP 9/9 FP 9/12

Kelarith HP 12/12 FP 7/10

Nessia HP 12/12 FP 5/12

  

 

Link to comment
Share on other sites

NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 3/12


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 joins whatever party opts to approach the farmhouse. As she approaches, she casts a spell just to ensure that there isn't anything as unseemly as the worm zombies, or worse, lurking within... "It's better to be safe than sorry... Let's see if I can't ferret out anyone that might be hiding on us."


Out of Character - ActionsNessia is casting sense spirit with a doubled radius, to see if there aren't any undead or the like that might make existing in the farmhouse difficult...

Name
Nessia - Divine Spell Use (Sense Spirit)
13
3d6 6,4,3
Link to comment
Share on other sites

MASTER FINN


STATISTICS

Name: Master Finn (150)
Primary Attributes: ST 10 [0]; DX 11 [20]; IQ 9 [-20]; HT 10 [0];
Secondary Attributes: Will 9 [0]; Fright Check 11 [0]; Per 9 [0]; Vision 9 [0]; Hearing 9 [0]; Taste & Smell 9 [0]; Touch 9 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]; High Jump (in) 20 [0]; when running 80 [0]; Broad Jump (ft) 7 [0]; when running 27 [0];
Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0];


Conditional Modifiers: +6 on all IQ rolls to wake up or to recover from surprise or mental stun; +6 on all rolls to keep your feet if the surface is wet, slippery or unstable; +4 on DX and DX-based skill rolls to keep your feet or avoid being knocked down in combat; +1 to all HT rolls to stay conscious, avoid death, resist disease, or resist poison; +1 to initiative rolls for your side (+2 if you are the leader); +2 to Stealth if moving (even in armor, etc.); +4 to Stealth when you are perfectly motionless;


Advantages: Catfall 2 [11]; Combat Reflexes [15]; Damage Resistance 2 [3]; Enhanced Dodge 2 [14]; Enhanced Move (ground) 2 [18]; Fit [5]; Healing 2 [27]; Perfect Balance [14]; Psionics Talent 2 [10]; Silence 2 [5]; Super Climbing 2 [3]; Trained by a Master [30];
Disadvantages: Pacifism: Self-Defense Only [-15]; Poor [-15];
Quirks: Quirk: Broad-Minded [-1]; Quirk: Careful [-1]; Quirk: Code of Honor [-1]; Quirk: Humble [-1]; Quirk: Responsive [-1];


Skills: Area Knowledge 1 (Bandit Kingdoms; Lived there: +1 for native) IQ+0 [1]-9; Area Knowledge (Greyhawk) IQ+0 [1]-9; Area Knowledge (Kingdom of Furyondy) IQ+0 [1]-9; Climbing DX+0 [1]-11; Diplomacy IQ-2 [1]-7; First Aid/TL3 IQ+1 [1]-10; Hiking HT-1 [1]-9; Holdout IQ-1 [1]-8; Judo DX+0 [4]-11; Karate DX+1 [8]-12; Naturalist IQ-2 [1]-7; Savoir-Faire (Village) IQ+0 [1]-9; Scrounging Per+0 [1]-9; Singing HT+0 [1]-10; Sling DX-2 [1]-9; Staff DX-1 [1]-10; Stealth DX-1 [1]-10; Streetwise IQ-1 [1]-8; Survival (plains) Per-1 [1]-8; Swimming HT+0 [1]-10;

 


Not being able to think of anything better to do, he tags along with the group approaching the farmhouse.

 

Edited by shawnhcorey (see edit history)
Link to comment
Share on other sites

Kelarith, 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: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, Magery 0, 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 Palour


Skills: Acting 13(+0), Area Knowledge (Bandit Kingdoms) 13(+0), 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 16(+3), Scrounging 13(+0), Search 12(-1), Stealth 11(+0), Survival (Plains) 12(-1)


Hesitantly, Kelarith begins to follow Nessia and Finn, making sure to stay near the back of the party. This group seemed more competent than the rest of the caravan, so perhaps their company would be preferable to remaining behind. It is frustrating to have no good way of combating their newfound ‘opponent’, and it’s beginning to seem like hiding was the best option. As he walks, his eyes scan the ground in front and to the side of them, looking for any small movements that might betray the worms hiding in the shrubs and grass of the terrain.
 


Actions: Keeping an eye out for worms

 

Link to comment
Share on other sites

Arwi fell in with the group and made his way to the front as it seemed that he was best suited for a stand up fight if it came to it. He kept an eye on the house, watching for movement in the various windows and doorways.

Name
Observation - 13
8
3d6 1,2,5
Link to comment
Share on other sites

×
×
  • Create New...