Kick the slab one last time before walking towards the fallen barricade. And Rorrim I guess.
Kick the Slab (1d6=2)You give the stubborn thing one last ineffectual kick before leaving in the direction of the barricade. Rorrim has dug himself out of the rubble and is now carrying a stone similar to the slab. No engraving, though. Zalgus has left for the keep already.
((Everyone ignored me XD))
PUSHPUSHPUSHPUSH THAT RUBBLE OFF ME.
IF SUCCESSFUL, CARRY THAT SLAB!
Push rubble, take slab (1d6=4, 1d6=5)You get most of the rubble off you. Lacking the reach to get the actual slab, you instead carry a piece of rock similar to the slab, which happens to be the last piece of rubble that significantly hindered your movements. Free at last! Zalgus sees this, shrugs, and moves to the keep.
His cloak hanging limply off his (literally) skeletal form, Trael stares at the sight of the keep with his glowing eyesockets.
"Finally,"
He murmurs, heedless of who hears him, "Here I am. Here we are," He corrects himself, apologizing inwardly to Larry, "And now we find out jusst what called me here."
He strides foward, raising one gleaming bony hand, pointing his blade towards the door with the other. "...And why."
>Open the door! Ready myself for a battle with anything within!
((I'm always jumping wildly between tenses, I've noticed. ))
Open the door (1d6=5)You push against the large gate. It doesn't budge. Clearly it's barred from the inside. Either bar or gate must be destroyed, or you must climb in. Must... must!
Umm... yeah. I think waiting up for the rest of the party would be the most intelligent idea. Getting myself killed by trying to be a lone wolf isn't going to get me anywhere.
((And I have a question. How do we get more action points, more HP and better skills and the like? Do you just give us benefits for defeating strong enemies/solving puzzles? Or is the level we are at the peak of our ability?))
Zalgus arrives. Hey, Zalgus!
((See the notes for the turn.))
Dig that fool out of the rubble, then head on to the keep! Well, the largest concentration of companions, at least.
"Interesting. Where do you think this path leads?"
Seeing that the fool freed himself, you shrug and move onwards to the other large part of the team, pocketing the unlabeled potion on the way.
Hit points: 20
Action points: 10
TraitsSageNecromancerEquipmentSkull StaffGrim RobeManhide GrimoireUnmarked potionSpells:Draining GazeConsult DeadCall Shade Hit points: 20
Action points: 10
TraitsUsing everything as a weaponStaying eternally calmEquipmentA ropeWell-crafted knifeWarhammer Hit points: 20
Action points: 10
TraitsUnfeelingDrivenEquipment:Ancient, battered steel greatswordHeavy green wool cloakLarry Hit points: 24/25 (0/3 turns to healing)
Action points: 5
TraitsVigilantWarriorEquipment:Tempered Steel Lochaber AxeLeather armorWoad body paint A rockHit points: 20
Action points: 10
TraitsSkilled SwordsmanFire magicEquipment:Bronze LongswordBronze ShieldBook of Fire MagicSpells:FireboltFiery CylinderHeat Shield Yes, Trael failed to open the gate on a five. A six would have succeeded, but some actions aren't quite feasible.
I keep note on how many 3s and 5s you roll. When you get to 10 points this way (though I might choose not to count some rolls, like whistling) you get the choice of 5 hit points or 5 action points. You'll also gain a trait (possibly from a number of choices). Characters with access to spells may get to improve one of their spells, and get basic understanding of a new spell (again possibly from a number of choices), which they then need to learn to use (two learning successes).
When I say choices, I mean that I'll try to create a number of options that I think fit the character, what has happened to him in the course of the adventure, and your own input. So if you want, say, combat maneuvers, you can say so, and I'll try my best to create one.
After the first round of leveling, or depending on your feedback, I'll decide whether the numbers are okay as they are or need to be changed.