Interesting round...
Round ThreeI train sing with my mace by hitting people, apparently
5- You swing the mace round in a complicated movement before swinging it towards Zealot A's face. -1 to dodge because you got a 5. Roll to dodge! (3-1) The Zealot catches the full force! (5-1+1) The attack hits him in the chest, collapsing his ribcage! Zealot a is now
heavily bleeding and has a
collapsed ribcage He howls in pain and screams a curse at you in an unknown language You are now a
macemanI crush one of the zealot's heads into a gory paste with the hammer.
4- you swing at zealot A! Roll to dodge! (2+1) The zealot staggers to one side and is caught on the side of the head! (2-1+1) The attack glances off him.
I light these new opponents on fire. No point in being a god's apostle if you're useless at using his magic.
4+1- You make a complicated movement in the air. A fireball grows between your hands and is sent flaming towards Zealot A! Role to dodge! (6-4) The Zealot is caught full in the chest! (4) His already pulped chest is totally incinerated and the Zealot falls into two pieces on the floor. He glows red for a moments before crumbling to dust, leaving his robe and his blade (free action to pick up once all the zealots are dead if anyone is interested. If a zealot is still alive you have to roll for it and for each zealot still standing, you get a negative bonus i.e. -1 for one zealot, -2 for two and so on)
I try to learn healing magic.
3- you manage, just barely, to learn
very weak healing magic. You are now a
dabbling healerI run towards the so called zealots (the closest one) and attack savagely with my bloody, pointy, torch (hopefully somehow lighting its other end in the process). I jab and jab until there's enough blood to paint the walls a nice skin-glow red
5- You run towards the now slightly less cocky Zealot B, lighting the torch as you do so (I probably shouldn't let you but I'm a nice gm) and jab at him with the point end of your torch! Roll to dodge! (4-1) the torch hits him in the sword arm! (5+1!) It severs it completely! The Zealot screams in agony and stumbles backwards. Then, his eyes glow red and he seems to regain his posture. Could it be that these crazy Zealots have the ability to push aside pain? Yes. Yes it could.
The zealot is now
heavily bleeding but is unaffected by the pain. His sword is on the floor. You busy yourself with painting the walls red with his blood. Everyone backs away from you and you feel that sensation again, as if someone or something is please by your actions.
Roll for the torch (6) The torch is unaffected and seems pretty strong (I only have to roll to see if it breaks after you use it as a weapon 3 times, (1/3)
I search the corpse,hoping to find any assortment of junk,if it has clothes,I take a few chunks of that too.
This is stupid,I know.
5- Searching over the corpse you pull out a compass. You also pull off his arm and, because you have a +1 to strange weapons, you keep it. You now have a
compass and a
decomposing severed armI'll grab a dagger from Nice Man A and, if there's time, stab him for the glory of whatever deity I now worship.
2- You try and grab the dagger from the grasp of the severed arm of Zealot B, but he snaps at you and you think better of it.
I grab the decomposing corpse and assail one of the zealots with it. if that doesn't interfere with SHADOWdump's action that is.
1- you walk up to the corpse but trip over your own feet and get a mouth full of dead guy. Zealot C, who has the only weapon on the bad guys team, uses this as an opening and attacks! (6) He swings at you! Roll to dodge! (4-1) you manage to get out of the way of most of it but are caught on the arm. (4) you are, luckily, able to avoid the worst of the blow and only sustain a small cut on your arm. You are
lightly bleedingIf there's one thing Sean's RTD has taught me, it's that TK is like magma, it improves any situation. And TP is like megaprojects, it improves everything TK can't.
I'll practice using TK (telekinesis).
1- you attempt to learn TK but you are interrupted by Zealot C, irritated at his failure to inflict more than a glancing wound. He attacks you! (4) He manages to strike at you, roll to dodge! (3) you swerve out of the way, but not fast enough to prevent a hit on your shoulder! (6) It cuts deeply into your arm, causing
heavily bleeding! In his fury, the zealot overbalances himself and inaluct leaps to your rescue! He winds up a powerful blow and lets fly! (5) The powerful blow whizzes through the air (4+1) but the zealot steps out of the way easily.
You are now
heavily bleeding. You need to stem the bleeding.
Grab a sacrificial dagger from a zealot and start participating in stabbity fun.
6- Stabby time! You execute a perfect forward roll over the blade of the late Zealot A, jump to your feet, spin round and take a stab at Zealot C. (2) You miss, but Zealot C is thrown off balance and cannot retaliate. You now have
Jagged, evil daggerEnemy actionsZealot B charges inaluct, seeing him as the biggest threat. (6) inaluct stumbles back in the face of the onslaught. Roll to dodge! (5-1) Inaluct manages to move out of the way and Zealot B is left trying to scratch his head with his remaining arm and wondering what happened
Zealot C goes for Org. The weapons seem to be attracting
the most attention. (1) Org sidesteps the clumsy blow and counterstrikes! (4+1) A magnificint blow! Roll to dodge! (4-1) The zealot is hit square in the chest, much like his late comrade. (5-1+1) The shot nearly tears through him, breaking through skin, mucsle and bone! He is killed instantaniously.
Bleeding rolls:Frelock- 4. the bleeding stabilises itself. You are now
bleedingZealot B- 1. The zealots eyes glass over and he slumps backwards. Everyone takes a moment to take a breather. Both zealots crumble to dust, leaving there clothes and daggers.
PlayersErrolWearing: Nice clothes,
backpack which holds a
torch and
6 matches.
Status: Holding: Jagged, evil daggerNirur Torir Wearing: Wearing average clothes,
backpack which holds a
torch and
6 matches.
Effects: stricken by
enormous headache and
touched by a dark godShoruk Wearing: average clothes,
backpack which holds a
torch and
6 matches.
Effects: is
lightly bleeding on the arm, is
touched by a dark godPowers: strong Fire controling powersfrelockWearing: average clothes,
backpack which holds a
torch and
6 matches.
Effects:Powers: weak psychic powers,
bleedinglearWearing: average clothes,
backpack which holds a
torch and
6 matches.
Effects: lightly bleedingPowers: echolocationinaluct Wearing: average clothes,
backpack which holds a
torch and
6 matches.
Effects:Holding: Evil iron war hammer which is
heavyorg Wearing: average clothes,
backpack which holds a
torch and
6 matches.
Effects: Holding: evil iron macePachoWearing: average clothes,
backpack which holds a
lit torch and
5 matches.
Effects: is
lightly bruised,
touched by a dark godRelmWearing: average clothes,
backpack which holds a
torch and
6 matches.
Effects: Skills: dabbling healerSHADOWdump Wearing: average clothes,
backpack which holds a
torch,
compass and
6 matches.
holding: a
paperclip in your right hand and wielding a
decomposing severed arm in the other. Weirdo.
Effects:Skills: ingenuity!OpenWearing: average clothes,
backpack which holds a
torch and
6 matches.
Effects: is
lightly bruised,
touched by a dark godEnemiesZealot Adead
Wearing: Blood red robe
holding: Jagged, evil dagger
Powers: religious furor
Zealot A
Wearing: Blood red robe
holding: Jagged, evil dagger
Powers: religious furor
dead
Zealot A
Wearing: Blood red robe
holding: Jagged, evil dagger
Powers: religious furor
dead
Zealot A
Wearing: Blood red robe
holding: Jagged, evil dagger
Powers: religious furor
dead
DungeonEmpty room
Altar room
UnknownTorture room Actions?
Moving to the next room is a free action by the way, and if the majority want to, I'll move everyone right now.