|
Post by fifthdragon on Nov 15, 2021 2:56:28 GMT
Absolutely, the more bodies the merrier. I'd like to view as far as is visible from the cave down each of the three directional branches, then if its not obviously dangerous traverse southwards.
|
|
|
Post by Spwack on Nov 15, 2021 10:58:57 GMT
To the west: Your torch plays across... curtains? Huh, weird.
To the east: More cave, but you can hear a faint sound, regular clattering like a very quiet train.
Neither being dangerous, south it is! You can hear the sound of the river going louder, and a few moments later, you stand on the shore of a small lake. You can see the other side, at least when it isn't obscured by the mist issuing off of the thundering waterfall just to your west. The water runs east, and there's a strange not-quite-salty scent to the air.
Apart from up or down river, there's no other exits.
|
|
|
Post by fifthdragon on Nov 15, 2021 18:57:16 GMT
Pops eyes the waterfall- does that look like it can be... dammed? He is, after all, exceedingly good at plugging leaks.
Failing the ability to drain the lake, he will return to the room with the curtains, motion everyone to be quiet and careful, and begin to push into the room, parting the curtains before him with a pole.
|
|
|
Post by catdragon on Nov 15, 2021 23:51:47 GMT
Bogg can't really do anything to help with damming the waterfall, so he will be prepared with his staff in case anything bursts from the curtains. Aiming to get surprise, advantage, or something if anything attacks us.
|
|
|
Post by Spwack on Nov 17, 2021 4:48:13 GMT
Pops: You are very good at plugging leaks, but this isn't a leak, this is a full on surge of white-water slamming against rocks every single moment. You'd need some serious engineering to leash the power of this river.
Back north, then to the west. To be precise, there are hanging linen curtains on either side of the hallway, stained grey and quite crumpled. As you twitch aside the curtain, ever so slightly, you catch the tiniest glimpse of white bone... what do you do?
Bogg: You're fully prepared and will definitely get a first strike against anything that should attack. So far, nothing has moved, but you can also see that tiny glimpse. Do you want to lash out immediately?
|
|
|
Post by catdragon on Nov 18, 2021 2:57:45 GMT
((Pops, what is our plan? Should I attack first?))
|
|
|
Post by fifthdragon on Nov 18, 2021 3:50:59 GMT
Good to test the limits of my talent with plugging leaks. By eyeball, how difficult would it be to plug the stream that feeds Saint Seymour's swamp?
Pops pulls the curtains fully back, feet planted and ready for a roundhouse kick. Probably not going into the room if people have died in it, but good to know whats in it at least.
|
|
|
Post by Spwack on Nov 18, 2021 7:17:27 GMT
Very easy indeed, you'd need some kind of suitable materials, but from what you could see, that room was meant to control the water that flowed within.
The curtain swishes back, revealing three gleaming white skeletons! One of them has an arm ripped off, a second has a skull slightly caved in. They all rattle and chatter and lunge forward, directly into your waiting attacks!
((All attacks in Finders Keepers automatically hit. I'll say your Havoc Boots deal d6 damage against a standing enemy, and d10 damage if you kick someone on the ground, sound about right?))
Once you've made your attacks, the skeletons will lunge, but you'll have time to do something extra if you want - back away, push them in a direction, flee, something else. What'll it be?
|
|
|
Post by fifthdragon on Nov 18, 2021 9:31:22 GMT
Pops whips a leg up and out with surprising agility, one heavy metal-clad boot impacting with the lead skeleton. Recovering quickly, he steps back and yells "Blade!" The woman's bardiche slams down, hitting the clattering bones with another denting blow.
GN80vyO81-6 boots
1-6 bardiche
then backing behind Blade and letting her take the hit on her more sturdy armor. 1-6·1-6
|
|
|
Post by catdragon on Nov 18, 2021 23:44:53 GMT
Bogg hangs back and sends his remaining bug swarm to annoy and harass the skeletons, trying to impede their movements.
|
|
|
Post by Spwack on Nov 19, 2021 10:36:09 GMT
Crack go the bones. Crunch goes the skull. The skeleton is rapidly taken to pieces, but two more remain! They fall upon Blade, scrabbling and scratching, heedless of Blade's attempt to fend them off:
24GbR5Y21d6
The skeleton with one arm latches ahold of her leg, if she trips it'll probably go badly for her!
Bogg: The bug swarm surges forward, crawling through open eye sockets and buzzing inside the pasty mouths. The skeletons... don't seem particularly bothered? Is there anything you want to do instead?
((Take 1 XP right now for what would be an excellent plan against anything with fleshy bits))1d6
|
|
|
Post by fifthdragon on Nov 19, 2021 19:15:32 GMT
Blade's armor straps begin to strain at the weight of pulling skeletal hands, and she desperately stabs downwards at the arm holding her leg. Pops steps up beside to deliver another weighty boot to the skull of the one-armed thing. (4/8hp on Blade)
(Is it prone, to be grabbing her leg and pulling down? I'll roll boot damage assuming it is.)
UhIchGCi1-6 1-101-6·1-10
|
|
|
Post by catdragon on Nov 19, 2021 23:54:11 GMT
Bogg stout frame springs into action as he whirls his staff against one of the surviving skeletons, aiming to try and break the skull's connection to the body.
SdFRnll81d6 1d6
|
|
|
Post by Spwack on Nov 20, 2021 5:56:21 GMT
Pops: Blade isn't really in a position to make that attack, but you indeed stomp straight through the skeleton near the ground. Ribs crack and fly everywhere, but the skeleton doesn't seem particularly phased. You can decide who takes the next 1d4 of damage from the skeleton clawing away.
Bogg: You land the staff firmly in the jaw of the skeleton, spinning it's head all the way around! Unfortunately, you lodged your staff under its collarbone, and the undead grabs ahold of it and starts clawing along the weapon towards you! What do you do? Luckily, you have distracted it from mauling Blade any further.
|
|
|
Post by catdragon on Nov 21, 2021 4:58:30 GMT
I push hard against the skeleton and try to pop its skull off its head using the jammed staff.
Strength roll: YxOKFOcc1d20+11d20+1
|
|
|
Post by fifthdragon on Nov 21, 2021 18:56:28 GMT
The bony fingers dig deep into Pop's legs, but he grits his teeth, long accustomed to pain. "Get off, you filthy deadbeats!" Another hard kick! He pushes Blade back, giving her room to bring the long-hafted weapon to bear.
BNd3|pqe1-4 damage on Pops
1-10 damage from boots, if he can kick
1-6 damage if Blade can fight effectively again.1-4·1-10·1-6
|
|
|
Post by Spwack on Nov 22, 2021 15:22:13 GMT
Boggs: With a tremendous heave you manage to crack the skull right off the neck of the skeleton! The remaining body staggers and collapses, but not before getting in a clumsy swipe: |hbIy7CW1d4
Pops: The skeletal hand squeezes tight, it probably bruises the bone, but between you and Blade you stomp and kick and slice and chop until every single part of the final skeleton stops moving.
Bone dust puffs with every step you take, but all the skeletons have been destroyed. Another curtain lies behind you, on the other side of the hallway, looking suspiciously similar to the one you just pushed aside... what do you want to do? You can recover all of your HP by spending time resting, but that will incur an encounter check unless you do so in the safety of Cell Block Zero.1d4
|
|
|
Post by fifthdragon on Nov 22, 2021 17:29:50 GMT
Crossing the bridge to get back to the Cell Block would take another encounter check so we should probably just rest here. Pops advocates taking a breather to apply some simple bandages, re-tighten armor, shake the grave dust from his boots, and settle the heart rate. After that, SOP for the next curtain. Pops in front, Blade behind with the bardiche, Porter cowering back in the other room, the first two ready to crush skulls if necessary. Pops will actually try and tear the curtains down, so as not to get disoriented when coming back through.
|
|
|
Post by catdragon on Nov 23, 2021 3:01:08 GMT
Bogg would like to take a breather too., so he rests and waits for the curtain to be opened.
|
|
|
Post by Spwack on Nov 23, 2021 14:45:20 GMT
Encounter check: PcJ_Rc721d6You made a fair bit of yelling and shouting while you were busy smashing skeletons. Now you're all sitting in the same spot, and it's all gone very quiet... your torch flickers a little. Are you being watched? You rolled a 2, which is "Traces". If you hang around in this location for the remainder of your rest, you'll have to roll another encounter check. If you leave right now and head back to CB0, you won't have to roll the extra check. What do you want to do? ((Someone should just make a decision, and I'll assume everyone is going along with it unless specifically saying otherwise)) (( hellboundheart how you doing?)) 1d6
|
|
|
Post by fifthdragon on Nov 23, 2021 16:21:56 GMT
When we crossed the bridge, there was a check. I'm unclear if that was a result of taking our time on the bridge to be careful or if it was a result of us making noise/spending time near Saint Seymour. If we can return and rest in safety, then get back here without rolling a check for the bridge crossing it there or back, then we'll leave. If we're going to roll once heading back to CB0 and then returning anyways, let's reroll right here and finish our rest. Pops doesn't like being interrupted.
|
|
|
Post by Spwack on Nov 24, 2021 4:29:39 GMT
Ah, now I understand the confusion. Encounter checks are based more on time and noise than on distance travelled. It is presumed that characters are carefully exploring new areas the first time they pass through an area to avoid traps and make sure they find all the entrances and exits, but any further travel is done much more swiftly. Since you've got the vine rope and have done so before, you can get across the bridge with a minimum of fuss and rest in CB0 safely without another roll.
And I will assume that is exactly what you do! It's a bit of fuss toing-and-froing but you just feel uneasy spending time staring at the other curtain only a few feet away, which almost certainly has more undead standing behind it in utter silence...
Blade uses her bardiche to slice through the curtain, dropping it to the floor, revealing three more skeletons! One of them is armed with a sword, more of a rusty club now, and lunges forward! Blade is going to go for that one first with a downward slice: cu1BA4_q1d6
What are you the rest of you doing?
1d6
|
|
|
Post by fifthdragon on Nov 24, 2021 19:27:58 GMT
Back to skull-crushing! Good idea to help clear out more areas of level 0. Blade will take the first hit, then back off to let Pops kick and block the bludgeon on his thick sleeves (next attack you roll), then Blade will use the opening to push forwards again with the bardiche, trading attacks and swapping in for hits. porter continues to huddle scared in the main cavern and keep an eye on the other directions. [blade 6/8 pops 4/4]
Bx2kav7Z1-6 pops kick rd 1 1-6 blade bardiche rd 2 1-6 pops kick rd 21-6·1-6·1-6
|
|
|
Post by catdragon on Nov 25, 2021 3:22:36 GMT
((Did we heal or not?))
If we healed, Bogg will strike with his staff, dealing vVZIMQTO1d6
If we didn't heal, then Bogg will stay back, as he is at 1 HP.1d6
|
|
|
Post by fifthdragon on Nov 25, 2021 6:11:23 GMT
(We did heal, to full.)
|
|
|
Post by Spwack on Nov 25, 2021 6:49:42 GMT
((I'm not sure that Blade is on 6/8 HP, that 2 was her first attack))
With a swift kick, you knock the sword out of the hand of the skeleton, before Blade comes in and shatters its skull! Unfortunately, you've definitely drawn attention to yourself - both remaining skeletons immediately lunge towards you, sharpened bony fingers reaching for your face! You give one of them a swift kick as it approaches, sending bone fragments flying but not halting the forward advance of the fiend.
uMUSadrV2d4
Swift footed indeed! With the skeletons distracted, Boggs lays waste with his quarterstaff, leaving only one intact skeleton remaining.
((You lot are an absolute powerhouse! Just FYI, while you are at 0 HP, you have a [dmg]-in-20 chance of dying after each hit. Also, if you are knocked to exactly 0 HP by a blow, you gain a Scar and potentially some more max HP))2d4
|
|
|
Post by fifthdragon on Nov 25, 2021 15:41:10 GMT
((Aha! yes, she's at 8/8 then, and pops is at 2/4))
It is easy, as the rhythm gets going again, to forget where they are. Pops sees not the skeletons before him but the old fields, blood-thick mud and dying men, a squad of twenty warriors at his back, rotating with mechanical perfection to thresh souls from men. He grins- the good old days.
((I think you still owe us an attack for end of round 2, but I might be mixing it up- trying to cover a few rounds in one post to save time mushes order a bit in my brain.))
uCFaiwCF1-6 pops kick rd3 1-6 blade bardiche rd3
1-6·1-6
|
|
|
Post by catdragon on Nov 26, 2021 3:04:25 GMT
Bogg, after dismembering a skeleton, launches himself at the last one:
RydONdoj1d61d6
|
|
|
Post by Spwack on Nov 26, 2021 3:54:15 GMT
((Yeah, Finders Keepers and PbP really isn't designed for this back-and-forth swinging, but honestly, you lot are fully equipped to just plow through these kind of small encounters))
With a last flurry of blows, you bring the skeleton down and smash it to dry splinters. It gets one last bite at your ankle Pops: vPhapN0b1d4
Unfortunately, that leaves a Scar! ((I'm going to futz with the mechanics a bit)) You've gotten a whole lot of dry broken teeth jammed into your ankle, it hurts like blazes and reduces you to a painful limp until you get that seen to. Also, when you do get it seen to you can reroll your HP on a d6 and take the new value if it's higher.
But with that, you've cleared this hallway of all the undead! What are you going to do now team? You've emptied these two alcoves of the skeletons and made a pile of smashed bones. Down the corridor leading west from here, you can see... a faint light? The slight glimmer moves is an odd green-purple that makes your eyes tingle a little.1d4
|
|
|
Post by fifthdragon on Nov 26, 2021 17:06:30 GMT
Pops turns to Bogg and grimaces. "Nasty things. Let's head back to the cell block, take a rest, and let the Sergeant know we took care of some skeletons. Perhaps he'll lend us some gear in exchange for the service."
If we make it all the way back and rest up does that count as tending the wound, or do I need special skilled treatment? If I do, could I ask the wizard, sergeant, or princess?
1GAgl9Ks1-6 new HP if scar is tended to.1-6
|
|