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Season 1, Episode 1 - Highway To Hell


prophane

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Master Finn
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;

 


Finn makes it to the doorway where he finally sees the true danger. He pauses to assess the situation. He drops the burnt torch and rushes to attack.

OOCThe dice roll should be labelled "Punch attack" but I can't find a way to edit it. 😞

Edited by shawnhcorey (see edit history)
Name
Puch attack
6
3d6 1,3,2
Damage
5
1d6-1 6
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Location: Abandoned farmhouse along the long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: a bit after 6pm
Weather: Cold, 41°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

Finn rushes in, past Arwi and Nessia, and swings his empty fist at the creature. The thing attempts to get out of the way but Finn's strike is true, hitting it on the hard carapace. Finn feels some of the giant bug's hard shell crumple under the power of his blow, but his hand comes away injured as wellFinn takes 1 HP damage to his hand for striking the creatures hard armor.. The thing takes note of Finn's strike and turns, attempting to grapple him with its many-barbed legs.

 

 

Ankheg_4e.webp.79ada105db16951ce2baba3c539aab1d.webp image.png

 


OOC:

Kelarith has finally made his IQ roll to snap out of his stun, he will be able to act next round.

Arwi has stepped back a hex, but can still attack with Reach 1 weapons. Nessia, and Finn are within Close Combat distance (Reach C) of the beast. Iranna, still outside, hears trouble and is Partially Surprised (Mentally Stunned) and may roll vs IQ to snap out of it (when TheShadyRaven is able to participate)

Combat Status

Round 3 Actions

Arwi HP 12/12 FP 8/12 Combat Move/Dodge 5/9 (1) || Inside, Step and Attack - Giant Step -1FP followed by Dual Sword/Knife attacks

Finn HP 9/10 FP 7/10 Combat Move/Dodge 5/9 (0) || Inside, All-Out Defense (Dodge +2)

Iranna HP HP 9/9 FP 9/12 Combat Move/Dodge 5/8 (0)||Outside, Partially Surprised = Mentally Stunned, may roll vs IQ to snap out of it since you don't have Combat Reflexes

Kelarith HP 12/12 FP 7/10 Combat Move/Dodge 4/7 (1) || Inside, All-Out Defense (Dodge +2)

Nessia HP 12/12 FP 4/12 Combat Move/Dodge 4/7 (1) || Inside, Attack - swing with staff and miss.

 

 

Edited by prophane (see edit history)
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Master Finn
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;

 


Finn is surprised by the hardest of its shell. Hope that hurt you more than me, he thinks. He dodges the creatures counter-attack.

Edited by shawnhcorey (see edit history)
Name
Dodge (11)
9
3d6 2,6,1
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Seeing that the ankheg didn't follow him to the doorway and turned towards his friends, he decided that this gave him an opening to flank the bug and attack from the rear. He charged forward and then hit it from the rear with both of his weapons.

 

The creature tries to move away from Arwi's attacks, but his strikes are true. Both of his blades bite into the brown carapace of the Ankheg. The giant bug lets out a shrill, croaking screech and starts to turn in the Half Elf's direction!

 

OOCGiant step - 2 hexes to end up in the ankheg's rear hex. -2 FP. Attack with falchion and long knife.

GM edited results directly into this post.

 

Edited by prophane (see edit history)
Name
Attack - Falchion
10
3d6 6,3,1
Damage - Falchion
6
1d6+3 3
Attack - LK
11
3d6 1,6,4
Damage - LK
4
1d6+1 3
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NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 4/12


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 swipes at the ankheg with her staff, resolving, at least for now, to use her dagger as a means of feeble intimidation.


 Out of Character - ActionsStriking ankheg with quarter staff.

Edited by SCARY WIZARD
spoiler and ooc tag (see edit history)
Name
Nessia - Quarter Staff Attack (Ankheg)
14
3d6 4,6,4
Nessia - Quarter Staff Damage (Ankheg)
4
1d6+2 2
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Location: Abandoned farmhouse along the long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: a bit after 6pm
Weather: Cold, 41°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

Master Finn and Kelarith take up defensive stances as Arwi and Nessia attack the burrowing bug behemoth. The ankheg spins around on its many legs and lunges toward Arwi, trying again to bite him.The bite was successful. Arwi needs to defend. @caffeine11

Ankheg_4e.webp.79ada105db16951ce2baba3c539aab1d.webp image.png.30f74b6fe7cb1cea58bfc467a820260b.png

 


OOC:

Everyone is free to take their next turn.

Nessia has dropped her knife to attack with her staff. The creature has turned and is facing Arwi. It is a larger creature, so anyone in an adjacent hex can be considered in either close combat or at 1-hex range, which ever works better for you.

Combat Status

Round 4 Actions

Arwi HP 12/12 FP 6/12 Combat Move/Dodge 5/9 (1) || Inside, Move and Attack/ Heroic Charge (-2FP)

Finn HP 9/10 FP 7/10 Combat Move/Dodge 5/9 (0) || Inside, waiting for next round maneuver.

Iranna HP HP 9/9 FP 9/12 Combat Move/Dodge 5/8 (0)||Outside, waiting for next round maneuver.

Kelarith HP 12/12 FP 7/10 Combat Move/Dodge 4/7 (1) || Inside, waiting for next round maneuver.

Nessia HP 12/12 FP 4/12 Combat Move/Dodge 4/7 (1) || Inside, Attack and hit

 

 

Edited by prophane (see edit history)
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Arwi took a step back as the bug turned towards him and lashed out with it's sharp jaws. He brought up his falchion and long knife in an attempt to fend off the attack.

"Get out! Get out of here!", he continued to shout at his companions.

 

OOCArwi retreats while trying to parry the ankheg's bite.

falchion 12
long knife 11

 

Name
Parry with Falchion - 12
10
3d6 2,3,5
Parry with Long knife - 11
6
3d6 1,2,3
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NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 4/12


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 takes another whack at the ankheg, before following directions and retreating.

She smiles as she feels her strike penetrate the creature's thick shell.


 Out of Character - Actions

GM edited results directly into this post.

Edited by prophane (see edit history)
Name
Nessia - Quarter Staff Attack (Ankheg)
10
3d6 5,4,1
Nessia - Quarter Staff Damage (Ankheg)
6
1d6+2 4
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Again, Arwi quickly moved around to his left to flank the giant bug. Bringing both weapons to bear, he attacked the ankheg with a fierce war cry.

Arwi feels his blades cut through the creatures hindquarters. Dark orange good squishes out from where his blades have penetrated. The creature lurches forward and makes a loud, trilling croak then falls forward, seeming to deflate. It moves no more after Arwi gives it a few extra stabs, just to make sure. An acrid stench fills the room, making the dry air even more uncomfortable.


OOCArwi uses Giant Step (-1FP) to move left around the bug to flank it so that it gets a penalty to defend. Should put him next to Nessia's counter on the map.

Dual weapon attack.

falchion 14
Long knife 13

He will parry any counter attack.

GM edited results directly into this post.

Edited by prophane (see edit history)
Name
Flachion
11
3d6 6,4,1
Long Knife 13
13
3d6 5,4,4
Flachion - damage
8
1d6+3 5
Long Knife - damage
6
1d6+1 5
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Location: Abandoned farmhouse on the long and lonely road between Marsakeer and Rookroostimage.png.f1bb679ac97ff73771b1fa39411ffd8d.png
Date: Starday, First of Growfest (festival week)
Time: a bit after 6pm
Weather: Cold, 41°, cloudy skies and moderate wind out of the southeast
Sunrise/set: just after 6am/ just before 6:30pm


image.png

The Ankheg has been defeated. Iranna and Khaleema make their way over and peek into the farmhouse as Kelarith and Nessia quickly make their way outside. Master Finn and Arwi look at the creature and the depression of disturbed earth in the center of the space.

After a few moments, the rest of the caravan approaches. The sky outside is getting darker and Amira stands in the doorway with her hands on her hips. "So, is it safe to camp here tonight? There isn't much other cover anywhere else. It sure does stink in here, though," the Baklunish caravan master says. In the distance, the sound of thunder can be heard. "Great," Amira sighs.


OOC:

Combat is over and everyone is exhausted (loss of 1FP +1 for each level of ENC for all combatants)

Please see Character Status below for your current HP and FP situation. Only Master Finn endured some (1HP) of injury due to punching the hard carapace of the Ankheg.

Character Status

Arwi HP 12/12 FP 4/12 Combat Move/Dodge 5/9 (1) ||

Finn HP 9/10 FP 6/10 Combat Move/Dodge 5/9 (0) ||

Iranna HP HP 9/9 FP 9/12 Combat Move/Dodge 5/8 (0) ||

Kelarith HP 12/12 FP 5/10 Combat Move/Dodge 4/7 (1) ||

Nessia HP 12/12 FP 2/12 Combat Move/Dodge 4/7 (1) ||

 

Edited by prophane (see edit history)
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Finn shakes his hand and wiggles his fingers ruefully as he ponders the situation. “Safest spot we'll find, I think. With the day's troubles, we'll have to keep a good watch through the night, though. You can probably cover your wagon in that old chicken coop, but bring the animals in here,” he advises. He looks over at Arwi, “What do you think?”

Edited by Eldritch Butterfly (see edit history)
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"It will be a very tight fit for all of us and the animals. Even if we can even get those oxen through the door. We can brace up that coral for the night. Might be better to keep the wagon closer to the house so we can keep a better eye on it.", Arwi suggested. He retrieved his axe and returned it to his belt.

Edited by Caffeine11 (see edit history)
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  • 2 weeks later...
NESSIA DESCRIPTION | THREAD

STATISTICS

ST: 10 DX: 10 IQ: 13 HT: 12 HP: 11/11 FP: 4/12


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 frowns. "What was that...?" Shaking her head and returning her knife to its sheath, she looks at her companions. "Does anyone need aid? Be honest with me..." She looks at the ankheg's corpse. "Where there's one pest, there are bound to be more..."

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