He's always been sort of an unreliable, even back in the game ran by Unraveller.
We're also waiting for him in Singing Constellation thread. For you too though, Funk.
i know that im bad, it more about giveing him fair warning that he'll be skipped.
Not that they will be now they have updated.
"Fight me!"
Cast aside my weapon and engage the last cultist in glorious hand-to-hand. Or just kill him if he's too much of a coward to fight.
"Fight me!" you roar as you throw down your staff.
"yeld! mercy!" he cry's out to no avail.
you grab him with both hands an lift him up over your head before slaming him down on your knee.
With a crack that echo's across the room his spine shatters.
"Damn it I think the bastard bent my sword!"
See if the bend in my sword is fixable then start looting.
Pulling the sword free the steel springs back with an audible twang.
Looking around the room you find the remains of a dice game, and collect the scattered coins from the floor.
(+25GP)
Loot the room. Make sure to grab the best piece again.
Opening a chest you find a pair of shoes, a plain dagger and a small purse of coins.
(+10GP)
try to get patched up while my friends finish the last one. after that, I take my swords and see if I can loot any occult shit from this and the clerical rooms, and, if there are no enemies in the main room, I loot that too. if there are, I kind of survey the situation.
You take a moment to bandage your wounds before you join in with there looting.
While the other purely focused on coin you take care to collect the missed occult items, small pendants of bone an a tattered scroll.
What i'm not worried about are the cultists, but rather the woman on the table turning out to be some monster in disguise. However, weighing the options, i'm willing to take that risk, because if i'm wrong i will have let an innocent person be sacrificed by cultists. With that decision made, it's time to think of tactics.
If i rush in head first, i'll be surrounded. If i attempt to perform the standard doorway choke maneuver, i fear i'll give them the time to perform their vile sacrifice. Therefore, i need to advance into the room.
As such i feel that this(X) is the best position to advance to, as it will expose me to least angles of attack while allowing me to threaten the squares on that side of the altar. Having a shield and armor should provide adequate protection from any stray dagger hits. Not to mention, their weapons are shorter, giving me a distinct advantage.
Advance to X and begin stabbing cultists with my sword.
You rush in to the room and dive behind pillar, before the cultists can reach, you strike at the high priest.
(Rolls basic hero's 1d8 = 1 1d6 = 2.)
As the steel of sword flash out one of the cultist all but throw him self at your blade.
It cost him his leg but it cost you that attack.
(Rolls basic hero's 1d8 vs cultists 1d6 -1)
You duck back as cultist thrust at you, his dagger chipping stone from the pillar.
Then you parry one a swing with your shield and slip under a second wild dagger slash.
(Rolling 1d6 - 1, ( 5 ) + -1 = 4 , 1d8 = 6)
With the pillar in front of you an the small alter to the side, your relatively able to keep most of the cultists back for now.
Exit through that other, closer door into this room, and head around looking for the other guy that was with me.
As you exit the room you hear a shout "Kill the intruder!", rushing in to the room you find the other guy.
His back is to the wall as a trio of cultists jab at him like a pack of dogs baiting a bear.
With your great sword in hand you charge to his aid.
(Rolls basic hero's 1d8 = 7 1d6 = 4)
The cultist bends backward from your blow a moment to late and your sword slice his nose from his face.
As the lump of flash and bone falls the floor, unblinking the cultist try's to stab you but comes up short as you weave aside from the blow.
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Maps
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Sheets
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Colour: green
Description: a dude. Eerily nondescript.
Armor: brigantine
Weapons: 2 normal swords (dual wielded), dagger
Other items: 2 coils of rope, grappling hook, Lantern, 5 lamp oil, hammer and chisel (for graffiti)
Health: Badly Wounded
Name: Leif Eiriksson
Colour: turquoise
Description: A cute little Viking child who has not yet discovered Vinland.
Armor: Scale mail, shield
Weapons: 2 hand axes, shortsword for after you've thrown both axes
Other items: grappling hook, 200ft of rope, 10ft pole, lantern, 5 lamp oil.
Colour: Red
Description: A towering warrior, thick of both Skull and Muscle
Armor: N/A (it only slows you down!)
Weapons: Club(1), Battle Axe(2), Dagger(10), Two handed Sword(1)
Other items: Rope(100ft), 40 GP
Name: Bob
Colour: Black
Description:
Armor: Lamellar Armor, Shield
Weapons: Normal sword, dagger
Other items: Lantern, 3 Lamp Oil, wooden stakes 3, mallet, coil of rope 300ft, Grappling hook, 2GP
Name: Jurg
Color: Yellow
Description: Thick orc lady in a white karate gi. With a yellow belt!
Health: Wounded
Armor: None
Weapons: Staff, Dagger
Other items: Lantern, Lamp oil x43
Name: Erman
Colour: Magenta
Description: A vaguely heroic blonde-haired dude.
Armor: Plated Mail Armor, Shield
Weapons: Mace, Normal Sword.
Other items: Mirror, Lantern, lamp oil, Stakes(3) and Mallet.
Health: Wounded
Gold Cup Set with Gems. +200 GP
Silver Scale Armour. +450 GP
Pile of rings. +250 GP
Petty Cash +35 GP
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