[LP] raid on Chateau Fekenstein bis

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ashimbabbar
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[LP] raid on Chateau Fekenstein bis

Post by ashimbabbar »

I couldn't manage to change the title of the first, so here goes - I'm copying the first part of the text again. Maybe some who have not joined yet will…

So what is it about ? basically it’s WWI – the mud, the trenches, the senseless deaths – in heroic fantasy. Rather low fantasy, but we get to play a wizard.
Success or failure is usually determined by rolling 2 die.
Here is the description of the character’s abilities.

As can be seen from your character sheet on the page following, your character has 4 attributes, Endurance, Mental Fortitude, Luck and Education. These four attributes start at the level indicated (although your choice of background skills may change the starting scores). Your current scores will almost certainly go up and down during your adventure, but cannot go above the starting value unless otherwise indicated. Mark any changes in the current score section in the box with each attribute. All your attributes start at full value, including any increases you may have from your background choices below. The attributes are as follows:

Endurance – this is a combination of your strength, hardiness and overall wellbeing. You start off with a slightly higher Endurance than an average person does, although this is almost certainly going to decrease as your adventure progresses. If your current Endurance score ever reaches 0 or below you are dead or dying, which usually means the end of your adventure unless otherwise stated.

Mental Fortitude – this is your ability to focus your willpower (especially useful when casting spells), your determination when faced with adversity and your ability to withstand shocking conditions or sights. Having trained so many years as an arcanist, your Mental Fortitude is unusually strong. Some would even call you a stubborn cuss. If your current Mental Fortitude ever reaches 0 or below your mind is shattered. Normally this means your mind is shattered by the hardships you have endured, plunging you into a state of non-functional insanity. If this happens under the strain of casting a spell the resulting backlash of uncontrolled magic is usually catastrophic. In either case, it typically means your adventure is over.

Luck – ever since Acais Notwen demonstrated via arcane methodology that personal luck is a quantifiable substance that exerts influence on the world, there have been spells and devices that can tap into this naturally occurring form of power. You start off with a normal amount of Luck, although one of your background choices may adjust this. Your current Luck will rarely change and cannot go lower than 0 but apart from having abysmal luck, having such a low score will not otherwise affect you.

Education – your Education attribute primarily measures the degree and depth of your magical training although it does give a general idea of your level of knowledge in other related academic fields. Your many years of study mean you are very highly educated in comparison to the general population. Your current Education score is unlikely to change significantly (if at all) during the adventure and will not be reduced to 0 or below.


Creating the character is made by a series of choices, so I’m posting here up to the first choice.

You were busily trying to fail your first year at the moderately prestigious University of Andringham through of combination of wine, women (at least, your mostly rebuffed attempts to get a woman even talking with you let alone anything further) and the study of the esoteric art of statistics (otherwise known as games of chance), when the lands that make up Talandtar, which is to say the entire world, went to war.

You had been brought up on a steady diet of war stories, like most of your peers. However, the absence of a father (due to a previous, smaller war) and the all too real tales told by your strange Uncle Phelpenton (Phelps to those that know him) had perhaps given your more insight into the realities of war than your classmates. Thus you didn’t cease study to join the war effort. No, in fact, for the first time in your life you started to apply yourself (which is to say you started going to all your classes and studying damn hard) and by dint of this unaccustomed effort (and a very humbling discussion with one, fortunately sympathetic, dean) you managed to pass the first year of your studies... and the second, in fact, all the way to the forth year which left you the proud owner of a Batchelor of Magical Arts (Arcane Theory) and what you thought was a clear path into post-graduate study.

At this stage the war was into its fourth year and your country was struggling; ongoing fighting on two borders, a tense state of not war on another and ongoing skirmishing on the last (although that was nothing new in the Province of Dacros, which had always had problems from the near-humans for as long as it had been established; it’s just that the problems were now worse – men and equipment being pulled out onto other fronts). But (even ignoring what the propaganda was saying for a minute) you knew that it was bad for every country, ally or foe. The countries of Talandtar had locked their horns in a death grip, each side having a greater understanding, ability and stockpile of magic than ever before in history. It was clear (to your young self at least) that even the surviving countries of this terrible conflict were going to be left terribly, terribly maimed. Not to mention the inhabitants and those that waged war on their behalf.

Thus your desire for further study (but not your only reason as the study was more than a little rewarding in itself), and thus both your excellent marks and your carefully cultivated contacts within the facility. You were sure to be able to go on and study for at least another three years (possibly as much as another five if you were to load the dice in your own favour) and by then, surely by then, the conflict would be over (one way or another) and if your county was not sacked and its people put to the sword, well, then you could live out the rest of your (long and surely prosperous) life. But you were not selected for further study, despite your marks (and your contacts). You even know (or think you know) the reason, rather the person, behind this (shocking, at least to you) decision. The facility second professor, Professor Gaulire, was in a position to influence the choice of student to go on and, well, it would be little surprise if he held a grudge against you for the little piece of unpleasantness you involved yourself in, the third year of your study. Thus you went to war.

At this point in time your skills consisted of the following:
BMA (Arcane Theory) – already included on your character sheet, the Batchelor of Arcane Arts gives you a very good understanding of the creation and formation of both spells and magical equipment. You have also mastered a number of small (generally not very useful) spells and rituals.

In addition to this field of study, you had an interest in two further minor areas of study. Select two of these skills and add them in the first minor and second minor areas of your character sheet.

Arcane Manipulation – this minor field of study taught you about the magical manipulation of objects (primarily objects as it is extraordinarily difficult to manipulate within the field generated by living creatures) from a distance. A very practical course of study, you learnt a number of moderately useful spells and rituals.

Divinatory Means and Methods – you were taught about many of the seeming endless ways with which you can magically sense your surrounding, determine the truth of what you can sense and divine both the past and the future. In theory this minor field of study should have been a great help with games of chance but it is almost impossible to use undetected amongst fellow students – they knew all the tricks also.


Elemental Studies – one of the easier and more practical fields of study and one in which you have quite some natural talent. This minor course of study taught you the basics about manipulating, refining and summoning the five basic elemental substances (and some of the lesser tertiary substances). You were also taught a number of not very useful spells and rituals.

History of the Arcane Arts – this minor gives you a good idea of where the magic that exists today came from and at which points in history major discoveries were made. A very studious course of study, selecting this skill increases your starting Education score by 2 (adjust your character sheet).

Life Systems – this minor specialization taught about using the arcane arts on living creatures. The skills you learned were the very basics of what arcane healer and changers are required to learn for their studies. Interestingly enough you learnt that even dead creatures contain living creatures inside them (you were given a very dead piglet to study, that is dissect, at the beginning of one term – those that were unable to arrest the decay of the piglet by mid term were very unpopular with the rest of the students). You learnt many spells and rituals, none of which were particularly useful except possibly the one that stops infections in minor wounds. You have used that.


So, King Darth Rabbitt's vote as in the last post of the first version was Elemental Studies + Life Systems. Waiting for more votes…
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Post by SGamerz »

Elemental Studies this time (I believe there was already a vote for this in the last thread).
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Post by ashimbabbar »

OK, but what's your second choice ?
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Post by SGamerz »

Life System, to avoid tie.
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Post by ashimbabbar »

SGamerz wrote:Life System, to avoid tie.
Why, don't you look good in a tie ? :rofl:

Srsly though, if you think Life System's a good choice, fine, but if you prefer another go ahead. If there's a tie, maybe other forumers'll vote to solve it…
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Post by SGamerz »

Well, to me, the replay is about looking at previously-unexplored areas, so I really don't have anything against what I voted for. The only other unexplored subject is history, and I don't have anything against that either, but since there is already an existing vote for both the other subjects I saw no objections in going with the same. So yes, I'm quire happy to proceed with Life System.
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Post by ashimbabbar »

Elemental Studies and Life Systems it is then. Let's see what those give access to…

Leaving behind your life at the University (and possibly you fear, soon to be life in general), you were trained as an officer (given your station) and as a battlefield arcanist (given your prior studies). Basic training was unspeakable. You don’t wish to remember the pain and exhaustion of those weeks. You started off (you thought) fit and ended up fitter than you had ever been in your life.

Officer training and studies in your specialty were difficult but interesting and you couldn’t do anything but excel at the arcane aspects of your training. One notable exception was flight. While you did not lack the ability to master flight spells and devices, you found the process of flying highly nauseating. Luckily for you, as you have found out since that the life span of an aerial arcanist is measured in weeks (3 weeks is what you were told was average).
However, after a much too short period of time (as the war was not going well and training times were at almost down to half what they had been at the start of the conflict) you graduated and were sent (with many other young men) to fight.

At this point, you had picked up some further skills as follows:

Basic Trainingalready included on your character sheet, the rigors of basic training increased your Endurance (also already included on your character sheet) and taught you the basic weapons of war; close combat weapons such as daggers and polearms, ranged weapons such as javelins and crossbows, magical implement, especially wands (given the strength of your natural talents) but also including devices.

Although training was short, you were able to develop one further skill in the time allowed. Pick one of the following and add it to the advanced training area of your character sheet.

Close Combat Trainingrightly or wrongly you decided to concentrate less on the magical skills offered and more on the martial training available. This rigorous course of study built up your strength and endurance even further (reflect this by adding 1 to the starting Endurance on your character sheet) and taught you the usage of many more hand-held weapons such as swords and axes.

Combat Elementalismthis is the traditional subset of skills known by any competent war wizard. You were taught how to rapidly forge shields of air to deflect blows, create waves of fire and many other spells useful in a combat situation. Your skills with a wand were also finessed allowing greater control and power for the same expenditure of effort. You must be proficient in Elemental Studies to gain training in this area.

Dissipationthis interesting skill utilises you encyclopaedic knowledge of spell creation and formation to find fault in the casting of other magician’s spells and to quickly and subtly break down or warp their magic. This range of skills and spells used to be the definitive mark of a talented battlefield mage but is less useful in this modern age where devices (which are practically impossible to interfere with) are more common on the battlefield than cast spells.

Healing not the area in which you have all that much natural talent, healing allows you to provide slightly better than basic first aid upon another and more talented healing upon yourself. Provides not only the ability to close and mend wounds but the spells taught also provide good resistance to infection and disease. You must be proficient in Life Systems to gain training in this area.

Shiftingyou are only moderately talented in this set of skills but with shifting you can change, to a moderate extent, various bits of your body. Some spells you were taught allow you to change your vision to that of a cat’s, (allowing you to see in dull light) hardening or creation of scales over portions of your body to protect them and many other minor shape-shifts. Full body shape-shifts (which are dangerous at the best of times) are largely beyond your skill. You must be proficient in Life Systems to gain training in this area.
[/b]

Now between this LP and the last, you've seen every option. Choose well !
Last edited by ashimbabbar on Thu Jul 27, 2017 6:14 pm, edited 1 time in total.
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Post by Darth Rabbitt »

While Combat Elementalism and Shifting both sound more useful, Healing has come up the most out of that list, so I'll stick with that.
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Post by SGamerz »

Elementalism would be my first choice, but as mentioned I'd be fine with any new options that hasn't been tried before.
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Post by ashimbabbar »

OK then, with no dissenting voices, Elemental Studies+ Healing

Same as last time, we'll group the last choices together.

Once you finished your basic training you almost got sent to the front. It happened like this. You got your marching orders (telling you to go to the front obviously) but somehow your Uncle Phelps (the crazy man he is) found out about these orders (in theory impossible as you didn’t tell him), who, through the miracle which is the ‘old boys network’, got in contact with the Matarkh of Personnel and told him in no uncertain terms that, “The last three battlefield arcanists sent to the front had been killed,” that it was, “A death sentence” to send you to the front and, “A waste of valuable talent in the war effort.” So given you families general social standing, the orders to send you to the front got scrapped and you were instead sent out as support.

This is not to say things have been easy for you. For the last three months you have suffered under almost constant aetheric bombardment, been sent forward to hold the line against determined assaults twice and have aided in turning a near rout into a more ordered retreat. You have suffered through the mud and rain, the lack of decent food and the constant stress. You know you have it easy compared to the men at the front but are sure only one thing has enabled you to survive this long.

Choose one of the following and add it to it to the combat experience area of your character sheet.

You quickly Learnt a Few Tricksthese tricks consist of (highly dangerous) magical shortcuts that boost the power of any of the spells you know, although not without cost. Any time you use one of your magical skills, you can add +2 to any roll you make, so long as you subtract 1 from your Mental Fortitude. Too many shortcuts will cause enough strain to break your mind, but using this knowledge has at times proven to be a (literal) life saver.
You have Seen the Worst war has to offer and it holds no fear for you – you are one of the ‘lucky’ few who is able to thrive in the high tension arena of battle. You found that horrific sights and being under attack did not cause you to freeze up or mentally break like many of your fellows. Your reactions in combat are swift and you will rarely lose Mental Fortitude due to unpleasant sights you may run into.
You found that Luck Favours Youit took being in extreme danger for you to realise just how naturally lucky you are compared to others. Sniper fire aimed at you instead strikes someone else who just happens to step in the path of the crossbow bolt at just the right (or wrong depending on perspective) time, the bunker holds out just long enough for you to get out, and many other such occurrences that have happened over the last months. Increase your starting Luck score by 2 on your character sheet.


You start the adventure with your dagger, a multipurpose tool used for any manner of tasks including defending yourself, a chameleon cloak, which allows you to blend in with most backgrounds when still or (to lesser effect) when moving slowly and a wand, a device only trained arcanists (especially those with training in the elements or with manipulation) use to focus and enhance their natural talents. It is possible for a wand to burn out through overuse, but in that case the situation was probably so dangerous you would have died if you hadn’t have used your wand.

You are well enough regarded that you can requisition 3 points of equipment from the following list:
(1 point) Elixir of healing – a basic healing salve that restores 1 point of lost Endurance.
(1 point) Sword or axe – your choice of one of these two advanced weapons.
(1 point) Portable hole (maker) – a substance that dissipates unprotected stone creating a hole.
(2 points) Sphere of devastation – an unstable iron sphere that can be activated to explode with elemental fire after a (variably set) duration.
(3 points) Superior elixir of healing – like an elixir of healing but restores 2 points of lost Endurance.
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Post by SGamerz »

I think we can keep the same equipment choice as last time, especially since we have healing this time and probably need the elixirs less.

Let's see if Luck Favours Us for this playthrough.
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Post by Darth Rabbitt »

Agreed on the equipment choices, though I think that Seen the Worst is still more useful.
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Post by SGamerz »

If there's no tiebreaker then please proceed with Seen the Worst. I'm okay with that.
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Post by ashimbabbar »

SGamerz wrote:If there's no tiebreaker then please proceed with Seen the Worst. I'm okay with that.
The problem is, on the first attempt there were 2 to 4 voters on every issue, here it seems there's only the 2 of you left. How sad :sad:

If there are no more voters, it means either you'll have to vote the same way or I'll have to break the tie randomly. It's not exactly going to be the funnest LP ever.

Keep the faith !

Every day near the front is different and on this day you are shaken awake after far too short a time sleeping and told to report immediately to First Sept Lokan’s bunker, deep within the trench complex.

The aetheric bombardment is light this pre-dawn but that is more than made up for by the light but steady rain which has long since turned the trenches into a slurry of mud. You are wise to the way of the trenches however, carefully selecting planks of wood that aren’t going to tip you into mud and taking a path which is longer but more navigable. With all this you manage to make your way to your destination only covered in mud up to your knees.
Inside the bunker, warmed by a small (woodless) fire, First Sept Lokan awaits. He gets straight down to business.

“The Chateau Fekenstein. We cannot bypass it and we cannot take it.” You had heard rumours. Lokan notices your questioning look.

“Yes, what you have no doubt heard is true. They have some sort of device shielding the chateau. A few of these devices have started to turn up at the front and we have nothing to match it; it takes an immense amount of bombardment to overcome the device and we don’t have enough here, not without stripping the entire front to overcome this one Zhan-cursed fortress. A physical assault against their bombardment, without support; it would take ten thousand men, and all to capture a place guarded by but five hundred.”

He looks at you sideways. “We would dearly love to get hold of one of these devices and where an army would fail, one man alone might be able to slip undetected through their defences...” You feel the blood drain out of your face and you hold the edge of the table for support. This is a suicide mission ! Lokan cannot control his face any longer and rolling laughter bursts from him like water through a broken dyke.

“Your face... your face !“ He struggles mightily against his laughter. “I was... I was just pulling your horns. Of course you’re not going in alone. You will be part of a small but highly skilled team. Your mission is to infiltrate the chateau, retrieve the shielding device intact, or at the very least disable it and then escape to give word so we can begin our assault. You will be the magical support. Come, I will introduce you to the rest of the team.

The rest of the team turn out to be just through the door, somewhat deeper into the bunker complex. There are six competent and fit looking men within. They are introduced as:

First Trooper Charl – the troop leader and second in command to yourself, Charl’s motto is to ‘be prepared’ and he does just that by packing away as many devices as he can (such as lockbusters, spheres of devastation and others) that only require minimal arcane talent to utilize.

Trooper Storn – this chunkily built man is one of the team’s two heavy weapon specialists and he has enough arcane talent to use his staff of fire with efficiency. A replacement troop for a man lost on the last mission, Storn has a friendly and ready smile.

Trooper Trihsder – the second heavy weapons specialist, Trihsder is a quiet man with a wine-stain birth mark covering one side of his face. In addition to his staff of fire he carries a huge, probably impractical but very impressive, battleaxe, slung across his back.

Trooper Valis – short and wiry with a slightly swarthy foreign look to him, Valis is the troop’s infiltration specialist. He has a tendency to fade into the background even in a well lit room and carries several razor sharpened knives for ‘close work’.

Trooper Rosenberg – this mean looking, scar-faced man is the troop’s close combat specialist. He carries two short swords and is able to use them in either hand with skill. He was rumoured to be a poet before the war.

Trooper Ringo – the sniper of the troop, Ringo carries a custom built overpowered crossbow with a range of arcane bolts. Tall and solidly built, he is the oldest of the troops and is a proven survivor who has been in the worst of the fighting since the wars inception.

As soon as you are introduced Lokan gets down to business. Each member of the troop, of your troop you suddenly realise, has a chameleon cloak. There is an extra one put aside for you (this is already on your character sheet). You note with pleasure that the cloak is made out of real chameleon hide so is far superior in function to a device made out of less suitable materials. Out of all of the many, many, forms of invisibility developed over the centuries, the blending-in properties of the cloak are the most subtle and certainly the least taxing for the user.

Lokan outlines two basic plans for getting to the chateau. The first of which is to leave during the day and slowly make your way there, relying on the cloaks to shield you. Constant bombardment of the chateau, while mostly ineffective, will keep the defenders’ heads down. The second plan involves leaving at night and making much faster progress. Although you will be impossible to spot by normal means at night, there are several devices which improve night vision. Thus, you would still be supported by bombardment of the chateau to reduce the chance of your detection.

Once there, you will enter the shield (created by the shielding device) and via use of rope and climbing devices possessed by your troop, scale the wall during this bombardment (hoping little of the energy form the bombardment gets through the shield around the chateau) and infiltrate your way in, secure the device, then flee either the way you came or through any other egress as the situation allows. You are unsure about the viability of this plan but your men seem confident enough. Unless, you reflect to yourself a little disconcertingly, this is just false bravado.

You snap out of your thoughts. The others are looking at you and you realise they are waiting for you to make your choice.
Turn to 1.


We turn…

You consider the two options given carefully, and then make your decision.
If you want to make the slow, daytime approach, turn to 30.
If you want to wait out the day and start your raid at nightfall, turn to 86.



So, here goes our character

• Endurance: 6
• Mental Fortitude: 7
• Luck: 5
• Education: 9

• BMA: Arcane Theory
• Elemental Studies
• Life Systems
--> Healing

• Has Seen The Worst ( so he thinks, so he thinks… :mrgreen: )

. Standard Equipment: Chameleon Cloak, Dagger, Wand
. Portable Hole Maker
. Sphere of Devastation
Last edited by ashimbabbar on Fri Aug 04, 2017 6:34 pm, edited 1 time in total.
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Post by SGamerz »

I know I said I'd prefer to go for new content, but now that we can heal our team I'd like to try for night raid again to see what difference it makes.

But I don't object to do the daytime approach, since that'd be new too.
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Post by Darth Rabbitt »

Agreed. There were so many opportunities to use Healing on the night path that I think we should still take it.
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Post by ashimbabbar »

On we go then ! :viking:

86
You wait out the day in nervous preparation, listening to the ongoing aetheric bombardment of the chateau. Finally night falls and you gather up your troop. You make your way along the trenches to the nearest point in the line to the chateau, then boost yourself up into no man’s land. Keeping as a unit you quickly move towards your destination, hampered by the dark and the drizzling rain. You feel horribly exposed, despite your chameleon cloaks, and struggle to make good time through the slicks of mud, broken and rusty lengths of barbed wire and the occasional rotting corpse.

The sky is lit by the flash of bombardment and you see a rise ahead upon which sits the chateau – you are getting near to your destination. As you think this, your foot sinks into the ground and a putrescent stench wafts out. Looking down in disgust, you realise you have stepped on the chest of a ripe corpse and your foot has broken through the ribs, releasing the pent up corruption inside. As you pull your foot free, trying to control your gorge, you notice a number of other corpses around; from what you can see they were all struck down by earlier bombardment. You go to move on when the corpses start to shift – some sort of necromancy is afoot !

As you hiss a warning to your troops, the dead men rise all around and lurch towards your badly outnumbered band. As you begin to form a plan, your legs are grabbed from below as the corpse you stepped on tries to drag you down.

Roll 2 dice and add your Endurance. Add a further +2 if you have Close Combat Training and carry either a sword or a hand axe and +1 if you have Combat Precognition active.
If the total rolled is less than 13, turn to 19.

If the total rolled is 13 or higher, turn to 29.

6End, roll is 1+6

29
You raise your weapon and fend off the corpse, dancing backwards to gain room to move. It lurches forward, pressing its attack mindlessly and for a few moments it is all you can do to keep out of the creature's grasp.

The creatures head suddenly shatters, Trooper Storn’s heavy sword imbedded deep within. The shock of this gruesome attack costs you 1 point from your current Mental Fortitude unless you have Seen the Worst. Looking around, you see your troop is fighting desperately with hand weapons but are being pushed back into a circle. “We can’t use devices,” pants Storn, “Too much chance of them being seen from the chateau. Can you do anything ?”
If you have the Dissipation skill and wish to use it, turn to 39.
If you have the Combat Elementalism skill and wish to use it, turn to 49. If you have the Combat Manipulation skill and wish to use it, turn to 60. Otherwise, turn to 90.


doesn't look so good…
Last edited by ashimbabbar on Sun Aug 06, 2017 10:05 am, edited 2 times in total.
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Post by ashimbabbar »

90
You realise you are going to have to break out of the closing circle and, in a hissed whisper, order an attack before charging in the fray. Only a determined strike is going to get you free of this trap.

Roll 2 dice and add your current Endurance. Add a further +2 if you have Close Combat Training and carry either a sword or a hand axe and +1 if you have Combat Precognition active.
If the total rolled is less than 13, turn to 6.
If the total rolled is 13 or higher, turn to 55.


at least we fought off the first zombie and it didn't bite us. 6End, 1+3… :razz:

6
You try and strike the encircling ring of necromantic corpses as a unit but the attack falters, staggers, and then is stopped in place. You bury your weapon into the spine of a corpse and twist, severing the spinal column and causing it to flop to the ground. You take the chance to look around and are disheartened.

Trooper Trihsder is on the ground, being torn into by two of the creatures, First Trooper Charl is standing in a circle of de-animated corpses, swinging his heavy axe in a brutal arc but he is still being hard pressed by three of the creatures. The rest of the troops are getting separated and inexorably being ground down as unit cohesion is lost.

You go for your wand, determined to save what you can of your troop, even if it means failure of the mission, when a heavy weight strikes you from the side. You are flung to the ground and hit it hard. Dazed, you cannot act as several of the corpses leap upon you and start to tear you apart.

You adventure ends here in failure.



So it's a death scene but since not even death can keep us from our mission we'll soldier on, I'll just keep it in our total of deaths. But really our Healer-profile isn't adapted to the night raid ( with 2 dierolls on 7+, chances are we'll miss one ): the trick here is always to take the branch for which our skills suit us.
Last edited by ashimbabbar on Sun Aug 06, 2017 10:15 am, edited 2 times in total.
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Post by ashimbabbar »

55
You troop tightens up and strikes as a focused unit, hacking through the animated corpses and out of the trap. You make speed till the creatures are out of sight, then Trooper Trihsder collapses, his leg a bloody ruin. You are surprised it carried him so far.

One of the other troops applies an elixir of healing to his leg but it is soon obvious that the healing power of the elixir is being negated by the taint of necromantic corruption left in the wounds the creatures inflicted. Trihsder’s eyes roll up and he drops back, unconscious from pain. If you were wounded by the corpses, your own wounds are starting to fester. Unless you possess the Healing skill, add infected to the notes section on your character sheet.

If you possess the Healing skill and want to attempt to rid Trihsder of the corruption, turn to 77.


Healing is what we're here for…

77
Healing is always harder to work on another than on yourself. Their life energy instinctively resists any attempt to change the body, even to its advantage such as with the healing of infection. This is going to require all your skill.

Roll 2 dice.
If the total rolled is less than 7, turn to 72.
If the total rolled is 7 or higher, turn to 45.


natural 12 ! Why didn't it come a roll earlier…

45
You rid Trihsder’s body of the last of the aberrant energy, which allows the previous healing to start to take effect. His arm and shoulder remain transformed but there is little that can be done in the field or even, you fear, back in the hospital facilities. Trihsder regains consciousness. In the notes section of your character sheet, write that you have fought against corpses and that you have healed Trihsder.

He is too weak to go on but is adamant he can make it back to your own lines safely. He shucks off his heavy equipment including his weapon (which unfortunately no one else can use well enough to make it worth while bringing) and you see him slowly worming his way back to safety under cover of his chameleon cloak. Your small troop, weakened but still functional, continue on to the base of the hill containing the chateau.

Turn to 21.


21
You are almost at phase two of the raid – insertion into the chateau. As you and the remaining troops ready the equipment you will require for the infiltration, you keep catching a faint hint of magic that seems different from the background energies you are used to at the front.

If you want to take a short time to track down this out of place magic, while the troops are still readying themselves, turn to 36.
If you want to focus with you mission and ignore this strange magic, turn to 42.


Time for insertion jokes I guess, also time for a little status update

• Endurance: 6
• Mental Fortitude: 7
• Luck: 5
• Education: 9

• BMA: Arcane Theory
• Elemental Studies
• Life Systems
--> Healing

• Has Seen The Worst ( so he thinks, so he thinks… :mrgreen: )

. Standard Equipment: Chameleon Cloak, Dagger, Wand
. Portable Hole Maker
. Sphere of Devastation

.fought against corpses
. has healed trihsder


RUNNING TOTAL OF DEATHS = 3
Last edited by ashimbabbar on Sun Aug 06, 2017 10:08 am, edited 2 times in total.
SGamerz
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Post by SGamerz »

The last time we tried the diversion, we had to turn back because we were lacking some magic abilities, but you didn't list what we were missing. Do we have that ability now? Should be a no-brainer here, if we have one of those skill we were missing in that scenario last time, investigate. If not, ignore.
ashimbabbar
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Post by ashimbabbar »

well, you can't know that until you try - we don't have this kind of divination :mrgreen:
Last edited by ashimbabbar on Sun Aug 06, 2017 12:10 pm, edited 1 time in total.
SGamerz
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Post by SGamerz »

Wait, you mean the choices weren't in the text? I mean we were told when we needed Healing (but didn't have it), so why is this any different?

Oh well, try it then.
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Post by Darth Rabbitt »

Try.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
ashimbabbar
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Post by ashimbabbar »

We try !

You move away from the troops although you do notice Trooper Valis is shadowing you, obviously at the instruction of First Trooper Charl. The foreign magic is elusive and you go a surprising distance from the troops in an attempt to pin it down.
Roll 2 dice and add your current Education score to the roll. Add a further +2 if you have fought against corpses in your notes section on your character sheet and +1 if you are skilled with Divinatory Means and Methods.
If the total rolled is less than 14, you are unable to pick up the scent and return to your troops. Turn to 42.
If the total rolled is 14 or higher, turn to 51.


Education is 9, add 2… 4 and 4 are rolled.

It suddenly clicks in your mind that this magic you are detecting traces of is necromantic magic. Narrowing your senses to the appropriate form enables you to quickly trace the taint to a small but fast flowing stream. Investigating the stream further, upstream it disappears into the hill upon which the chateau sits. The taint of necromancy is stronger here, coming from the water-carved hole and you find bits and pieces of what can only be flesh and bone scattered around the entrance.
Thinking back to your initial briefing, you conclude that this river must be where the chateau collects its well-water from, although it is difficult to believe them foolish enough to be dropping dead bodies infused with necromantic materials down their well. This is however, potentially an alternate way into the chateau. A way that would let you avoid the dangers of your current plan. You could work your way back along the stream then use the climbing devices your troops posses to scale the chateau’s well. What could be easier?
If you want to get the troops together and implement this new (and possibly crazy) plan, turn to 83. Otherwise, you rejoin your troop and continue with the original plan of infiltration, turn to 42.


So, the crazy idea, or the original plan ?
SGamerz
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Post by SGamerz »

It's basically the same option as the last, since we haven't reached the point where we might have to turn back due to lack of appropriate ability.

Try the new plan.
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