Interlude: A Hunt Gone Awry II
adwarf
Possibly Terrible Writer
- Location
- Trapped with a Keyboard
Round One
Road Walkers engage the remaining Warherd
Road Walkers rolling Body/Combat + My Home = 6d6 (6, 6, 4, 2, 1, 1) = 2 Successes
Warherd rolling Body/Combat + Beastly = 7d6 (5, 5, 4, 2, 2, 1, 1) = 2 Successes
2 vs 2 = Success to both sides, casualties taken
Rolling Body/Athletics + 1 Reinvigorated Bonus = 6d6 (6, 6, 6, 3, 3, 1) = 3 Successes vs Difficulty 2 = Success
You manage to charge your way through the battlefield now in full swing to reach a position to strike at the withered beastman
Alric duels the Jewelry Clad Minotaur
Rolling Body/Pistols + My Home + ??? = 9d6 (6, 4, 4, 4, 3, 3, 3, 2, 2) = 1 Success
Rolling Body/Combat + Beastly + ??? = 11d6 (6, 6, 5, 5, 4, 4, 4, 3, 3, 2, 1) = 4 Successes
Alric ??? triggers. (2/3 remain)
Rolling Body/Pistols + My Home + ??? = 9d6 (6, 4, 3, 3, 3, 2, 2, 1, 1) = 1 Success
2 vs 4 = Critical Failure, Alric is horrifically injured during the minotaur's charge.
Round Two
Rolling Body/Pistols + Brilliant Mind + 1 Reinvigorated Bonus + Gromdottir = 9d6 (6, 6, 4, 4, 3, 3, 2, 1, 1) = 2 Successes
Rolling Body/Combat + Beastly + ??? - 2 Distracted Penalty = 6d6 (4, 3, 2, 2, 1, 1) = 0 Successes
2 vs 0 = Critical Success, Your gunshot takes the beastman in the dead center of its forehead.
Veterans and Bestigor Melee
Veterans rolling Body/Swordsmanship or Axemanship + My Home = 8d6 (6, 5, 5, 4, 3, 2, 2, 1) = 3 Successes
Bestigors rolling Body/Combat + Beastly = 8d6 (6, 6, 5, 5, 5, 4, 4, 2) = 5 Successes
3 vs 5 = Failure, Several veterans are cut down with only one lost Bestigor.
Spearman and Gor Melee
Spearmen rolling Body/Spearmanship + My Home = 6d6 (5, 5, 4, 4, 3, 2) = 2 Successes
Gors rolling Body/Combat + Beastly = 7d6 (4, 4, 3, 2, 2, 2, 2) = 0 Successes
2 vs 0 = Critical Success, The spearmen slaughter the remaining Gors with minimal casualties.
Alric's duel continues
Rolling Body/Pistols + My Home + ??? = 9d6 (6, 6, 6, 5, 5, 5, 3, 1, 1) = 6 Successes
Rolling Body/Combat + Beastly + ??? = 11d6 (6, 5, 5, 5, 5, 3, 3, 3, 3, 1, 1) = 5 Successes
6 vs 5 = Success, Several well placed shots leave the Minotaur leader bleeding.
A pair of rapidly nearing roars warn of further reinforcements for the almost fallen warherd.
Rolling Soul/??? + Brilliant Mind + 1 Reinvigorated Bonus = 4d6 (6, 2, 2, 1) = 1 Success vs Difficulty ??? = ???
Something is felt.
Road Walkers engage the remaining Warherd
Road Walkers rolling Body/Combat + My Home = 6d6 (6, 6, 4, 2, 1, 1) = 2 Successes
Warherd rolling Body/Combat + Beastly = 7d6 (5, 5, 4, 2, 2, 1, 1) = 2 Successes
2 vs 2 = Success to both sides, casualties taken
Rolling Body/Athletics + 1 Reinvigorated Bonus = 6d6 (6, 6, 6, 3, 3, 1) = 3 Successes vs Difficulty 2 = Success
You manage to charge your way through the battlefield now in full swing to reach a position to strike at the withered beastman
Alric duels the Jewelry Clad Minotaur
Rolling Body/Pistols + My Home + ??? = 9d6 (6, 4, 4, 4, 3, 3, 3, 2, 2) = 1 Success
Rolling Body/Combat + Beastly + ??? = 11d6 (6, 6, 5, 5, 4, 4, 4, 3, 3, 2, 1) = 4 Successes
Alric ??? triggers. (2/3 remain)
Rolling Body/Pistols + My Home + ??? = 9d6 (6, 4, 3, 3, 3, 2, 2, 1, 1) = 1 Success
2 vs 4 = Critical Failure, Alric is horrifically injured during the minotaur's charge.
Round Two
Rolling Body/Pistols + Brilliant Mind + 1 Reinvigorated Bonus + Gromdottir = 9d6 (6, 6, 4, 4, 3, 3, 2, 1, 1) = 2 Successes
Rolling Body/Combat + Beastly + ??? - 2 Distracted Penalty = 6d6 (4, 3, 2, 2, 1, 1) = 0 Successes
2 vs 0 = Critical Success, Your gunshot takes the beastman in the dead center of its forehead.
Veterans and Bestigor Melee
Veterans rolling Body/Swordsmanship or Axemanship + My Home = 8d6 (6, 5, 5, 4, 3, 2, 2, 1) = 3 Successes
Bestigors rolling Body/Combat + Beastly = 8d6 (6, 6, 5, 5, 5, 4, 4, 2) = 5 Successes
3 vs 5 = Failure, Several veterans are cut down with only one lost Bestigor.
Spearman and Gor Melee
Spearmen rolling Body/Spearmanship + My Home = 6d6 (5, 5, 4, 4, 3, 2) = 2 Successes
Gors rolling Body/Combat + Beastly = 7d6 (4, 4, 3, 2, 2, 2, 2) = 0 Successes
2 vs 0 = Critical Success, The spearmen slaughter the remaining Gors with minimal casualties.
Alric's duel continues
Rolling Body/Pistols + My Home + ??? = 9d6 (6, 6, 6, 5, 5, 5, 3, 1, 1) = 6 Successes
Rolling Body/Combat + Beastly + ??? = 11d6 (6, 5, 5, 5, 5, 3, 3, 3, 3, 1, 1) = 5 Successes
6 vs 5 = Success, Several well placed shots leave the Minotaur leader bleeding.
A pair of rapidly nearing roars warn of further reinforcements for the almost fallen warherd.
Rolling Soul/??? + Brilliant Mind + 1 Reinvigorated Bonus = 4d6 (6, 2, 2, 1) = 1 Success vs Difficulty ??? = ???
Something is felt.
You scramble to your feet just in time to witness the closing volley, unorganized arrows by and large thudding harmlessly into the ground or nearby tree trunks only for two particularly large beastmen at the front to tear into the mercenaries that rush to stop them. It is a curtain of blood and fur, a wall of screams and battle cries and animalistic roars cut short as the melee begins in full...
Again bile tries to rise up your throat as you watch a bull man's horns gore a hole through the side of a man's face.
Your hands shake. Your legs threaten to give. And yet, you force it down as you take off at a sprint past Isabelle's kneeling form and deftly dodge out of the way of the girl's grasping hand, "Sis, st-"
Her words are lost to the rising clash of battle and your narrowing focus, your feet nearly failing to find footing time and time again only for a hasty hand to steady you against tree trunk, stumbling mercenary, and even a beastman in full charge at one point. Something warm splatters across your face as you rush through a gap in the battle line, the pained scream that comes after enough to tell you which side it belongs too, and the sound of bone crunching rings through your head.
You do not turn to look. You do not allow your mind to drift from the work you have set yourself. Your hand tightens around the grip of Gromdottir and your thumb shoves the leather strap holding it in place allowing the pistol to slide from its holster with remarkable ease. Your eyes dart upwards through the trees, pulled upwards by the feeling of something predatory bearing down on you to find the shriveled wolfman hidden in the branches above. You cannot understand the sounds that escape its malformed maw and yet the sense of danger spikes as you grind to a halt, dirt and grass and leaves scattering as your feet dig into the ground to find purchase.
Gromdottir is far lighter than you ever expected as you raise it towards the canopy. The smooth wooden grip feels warm and comforting in your grasp. The trigger gives at just a slight touch.
A spike of anxiety.
A spark of fear as your hand trembles.
And then you feel it.
Like a comforting hand upon your wrist.
A supportive arm around your waist to hold you upright.
A call to shift your weapon up and to the right ever so slightly.
You pull the trigger and yet as you pull it you can almost feel another finger besides your own, guiding you along as you depress it in one smooth motion.
A flare of light and smoke.
The resounding crack of a gunshot.
The click of the barrel mechanism rotating to ready the next shot.
Your eyes stay firmly focused on the wolfman above and witness first hand as the air around them distorts slightly, a crackle of black and purple and brown filling in the spaces as cracks form... And then it shatters as if nothing was there. An indignant howl begins only to be cut off an instant later as your bullet burrows into the creature's forehead, the twisted visage snapping back and up from the force as it is thrown clear of its perch.
Branches snap as the corpse tumbles to the forest floor in the distance but your attention is already elsewhere, your body spinning around as a familiar roar tears through the woods. Your vision slides across the fractured battle line where human and beastman have reaped almost equal harvests, a mere two of the bigger brood remaining as the melee combatants of the Road Walkers encircle them.
Archers with arrows knocked and handgunners with muskets reloaded stand ready to fire upon the jewel encrusted monstrosity that the warherd seemed to follow only to hesitate, fear and uncertainty gripping them as they eye their leader locked in battle with the strange minotaur.
Your breath catches.
Alric, one arm missing and with a gash as wide as your hand across his chest, snaps his remaining hand up just in time to fire a pistol point blank into the minotaur's eyes. His eyepatch is gone and even from this distance you swear you see the stone orb in his eye socket is moving as he ducks beneath a furious blow from the minotaur that slices halfway through the tree behind him.
As if to make things worse you are brought back to reality as two roars answer the warherd's leader, far closer than the last time and accompanied by the distant sound of something crashing through the undergrowth at high speed...
You have a just a moment to act and you...
[] Charge the bejeweled Minotaur.
[] Move to intercept one of the roars moving towards the battlefield.
[] Write in.
Name: Margaret
Age: 16
Wealth: 2
Inspiration: 0
Favor:
Attributes and Skills:
Body - 3
Traits:
Believer of Steam - Gain two bonus dice on any project involving the creation or use of steam power. Lose two dice when working with alternative power sources for what could compare to the marvel of a boiler? You are deeply unsettled by the absence of steam powered machinery and have a desire to explain to anyone who will listen the greatness of steam.
Student of Innovation - Gain an additional die when working on any engineering that is odd, experimental, or cutting edge.
Accidents Happen - On failing an engineering test with something new or experimental there is a 50% chance of an accident occurring.
Brilliant Mind - Provides an additional die when learning any new skill, halves chance of accidents.
Possessions:
Engineer's tools of the trade
Several sets of clothes
3 Matchlocks (Prone to misfires, Unreliable in even wet conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???, Limited amount of ammo)
Raven Amulet (???, ???, ???)
Bottle of Kislevite Vodka
Age: 16
Wealth: 2
Inspiration: 0
Favor:
- Road Walkers - 3
Attributes and Skills:
Body - 3
- Athletics 2
- Engineering 3
- Alchemy 2
- Inventing 2
- Construction 1
- Diplomacy 1
- Wayfinding 1
- Tracking 0 [1/2]
- Oration 1
- ??? 0 [1/2]
Traits:
Believer of Steam - Gain two bonus dice on any project involving the creation or use of steam power. Lose two dice when working with alternative power sources for what could compare to the marvel of a boiler? You are deeply unsettled by the absence of steam powered machinery and have a desire to explain to anyone who will listen the greatness of steam.
Student of Innovation - Gain an additional die when working on any engineering that is odd, experimental, or cutting edge.
Accidents Happen - On failing an engineering test with something new or experimental there is a 50% chance of an accident occurring.
Brilliant Mind - Provides an additional die when learning any new skill, halves chance of accidents.
Possessions:
Engineer's tools of the trade
Several sets of clothes
3 Matchlocks (Prone to misfires, Unreliable in even wet conditions, Godri would disapprove)
Gromdottir (+4 bonus dice when used for combat, ???, ???, Limited amount of ammo)
Raven Amulet (???, ???, ???)
Bottle of Kislevite Vodka
Alric (Severely Injured, ???)
You, Margaret
35 Handgunners (Flintlock Muskets, Hand Weapons, Padded Clothing)
25 Archers (Bow and Arrow, Hand Weapons, Padded Clothing)
~5 Spearmen (Spears, Shields, Padded Clothing)
1 Veteran (Swords/Axes, Shields, Chainmail)
You, Margaret
35 Handgunners (Flintlock Muskets, Hand Weapons, Padded Clothing)
25 Archers (Bow and Arrow, Hand Weapons, Padded Clothing)
~5 Spearmen (Spears, Shields, Padded Clothing)
1 Veteran (Swords/Axes, Shields, Chainmail)
Jewelry Clad Minotaur (???)
2 Bestigors (Swords/Axes, Crude Leathers)
??? Reinforcements Soon Arriving
2 Bestigors (Swords/Axes, Crude Leathers)
??? Reinforcements Soon Arriving
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