Blood Valley, Round 2: The Quarry

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angelfromanotherpin
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Blood Valley, Round 2: The Quarry

Post by angelfromanotherpin »

Anyone on the Hunter team (or contemplating being on the Hunter team) should not read this thread until the game is over. All info from the previous threads is fair game
The Valley of Gad

You have chosen to be a prisoner owned by the Archveult. He is the undisputed lord of the Valley of Gad and has lived in his castle for three hundred years. When he began his reign of terror after slaying the old king, his subjects renamed his home Castle Remorse. He is feared and hated by all people.

His appearance alone is enough to terrify even the stoutest of heart. He is a Firedrake, one of the elder races of Orb that live north and east of the Mountains of Undying Solitude, but he is also an Archveult, a rare thing even amongst the powerful Firedrakes. The Firedrakes are a naturally cruel race but he has taken their lust for cruelty to the greatest lengths and is never happier than when demonstrating his superiority over his pathetic human subjects.

He stands eight feet tall and his fierce head is topped by a bony spiked carapace like that of an ancient giant reptile. His eyes are smoldering pits of fire and when he is angered they ignite, burning with a deep red flame that also bursts out over the blue scales of his body. He has large blue wings which, when spread, cast an awesome shadow.

You know nothing of the Valley of Gad save that it is ruled by the Archveult and has a city called Askelon. You know that it is ringed by mountains but that there is a way out of the valley at the western end, at the town of Gap. There are rumors of other less well guarded ways out of the valley, but you know nothing of them as yet.
The Hunt

It is spring. The month of Weir has just begun but you feel little joy for as a slave you have been taken to a place that is infamous throughout Orb as a hell as bad as any in the lower planes. The man who led the caravan in which you were but a piece of helpless baggage, a harsh warrior named Kritos Bloodheart, revelled in telling you your coming fate. At this time of year the ruler of this valley indulges himself in his favorite pastime, the annual hunt. One slave is set free from the standing stones near the castle and hunted down like an animal. If found, the slave is torn to pieces by the Archveult's Hounds of Hell, giant dogs with flaming breath, which came from the nether planes, and were a gift from a Demonlord. If the slave escapes the valley he will go free. But the slaves seldom escape.

Bloodheart has scoured the slave pits of Upanishad for slaves and has brought three back to the Valley of Gad. The Archveult will mercilessly hunt down one of these slaves until at last, exhausted and broken, the slave will beg him to end their wretched life. The doors to your cell are opened: it is Bloodheart and his guards. You are chosen as the one to be taken before the ruler of the valley.
Slaves

You must choose which of the three types of quarry you wish to be: priest, barbarian, or thief. As you have been bought as a slave by the Archveult, you must tell him your choice.

The Priest
Image

Languishing in your dank cell you rue the day that you - an intelligent young priest of the temple to Avatar in Pokeel - decided to travel to Segesvar. You went in search of a sage who knew of an ancient prayer, much used there in times past, to find the favor of Avatar but while you were there, an innkeeper drugged your ale. A good and zealous man, you were ill-prepared for life in the slave caravan that took you to the market of faraway Upanishad. You vow that the innkeeper who duped you will pay, should you escape the valley. Kritos Bloodheart paid a high price for you in the slave pens, for he knew you would give the Archveult good sport.

Dressed only in your torn white robe and manacled, you are dragged by the castle guards into the Archveult's presence. Flame plays over his blue-scaled body and his voice is deep and resonant.
'He looks weak,' he complains.
You try to speak, but you have been gagged, lest you cast a spell. All that comes out is a muffled gurgle. Kritos cuffs you into silence.
'He is a priest, magnificence, he knows spells, he nearly escaped on the road from Upanishad. He speaks the Word of Helpless Palsy and has the Touch of Harm, and,' he chuckles, 'he has Avatar the One on his side.' There is a gale of laughter as he says this.
'Oh Avatar, where are you now, free thy servant from thisevil place of torment,' the Firedrake mocks. There is silence in the chamber. 'Your god has deserted you,' he cries, and with that he claps his hands and you are dragged away, head held high and contempt in your eye for the cruel Archveult.

The Barbarian
Image

Almost a year ago you left your home town near the city of Strand in the Great Valley Reaches. Like many northern barbarians before, you found that your strength and ferocity were highly valued in the softer southern lands. But your dreams of becoming a captain in the army of one of the manmarcher cities was shattered when you were tricked into becoming a gladiator. You have won all your contests but your success only makes you the more highly prized. You fled the manmarch but were tricked again by a beautiful courtezan whose kisses sent you into a deep slumber. When you awoke you were destined for the Arena of Death in Mortavalon, but Kritos Bloodheart has met your price and now you are the Archveult's slave.

When you are led before the ruler who owns you, your arms are tied to a yoke, as if you were being prepared for crucifixion. You are stripped to your loincloth, revealing the bruises you gained while trying to escape.
'I had to pay a small fortune for this one, magnificence," says Kritos. 'He was to be sent back north to become a gladiator in the Arena of Death at Mortavalon. He is the strongest man I have ever met and still barely more than a boy.'
You growl a curse at the Firedrake, overcoming your fear, but at a sign from Kritos, pressure is applied to the yoke and you are slowly forced to your knees, grunting all the while with the effort of trying to avoid abasing yourself before him. He claps his hands and you are taken away. The Firedrake did not even deign to address you. Soon you are sweating with rage in the dank clammishness of your cell once more.

The Thief
Image

The cold damp of your cell reminds you of your folly. Three tendays since, you were striving for control of a chapter of the Thieves' Guild of Upanishad but you had made too many enemies. When Kritos Bloodheart came to the city and let it be known that he was interested in unusual slaves your enemies leaped at the chance to remove you from the city. You were knocked unconscious and sold to Bloodheart, then kept bound hand and foot during the long journey to the Valley of Gad.

At last Kritos Bloodheart comes to take you from the cell. Before the leg irons are struck off, you are chained to two hulking guards who stand on either side of you. Then you are taken into the presence of the ruler who now owns you.
'I have saved the fairest till last, magnificence,' says Kritos. There is a murmur of appreciation from the guards.
'It's a woman!' the Firedrake exclaims. 'They are weaker than the men.'
Kritos does not look unduly troubled by his master's displeasure. 'Not this one, magnificence, she is a skilled swordswoman and, until she was delivered into our hands, was a master in the Thieves' Guild of Upanishad.'
You note every detail of your surroundings, hoping for a chance of escape, but Kritos has ensured there is none. The guards force you to your knees and invite her to beg for mercy, but you reply: 'It is you who will beg for mercy out in the wilderness, Firedrake.'
He smiles and orders you to be taken back to the dungeons, confident that he will force you to change your tune.
Escape

You will have to find a way out of the valley. There is a large gate in the fortified walls enclosing the valleyat its western entrance, by Gap town. This is the only known exit, but it is, of course, heavily guarded. Gap town and the wall all belong to the Archveult.

Other exits must exist, but finding them may not be easy.
The Archveult's Allies

Your opponent has three allies or henchmen: Kritos Bloodheart, the Captain of the Archveult's guard, an evil and bloodthirsty warrior; Ka-riim, the Hashishin, the Archveult's assassin; and the Demiveult, a large winged reptile which some say is a Firedrake in its larval form, while others believe it is a product of the Archveult's genetic experiments.

In any case, the Archveult will have placed his allies somewhere in the valley and you may encounter them. Beware, the ally will inform the Archveult of your location before attacking you!
Your first decision is to choose your character. The relevant character sheets are below.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities
Poor Swimmer
Spells

Spells: (Spells are lost once used, Vancian style.)
Paralysis x2 (Auto-wins a combat against a human.)
Heal x4 (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds x5 (Once per combat, fight at +1 Strike, ignoring all other modifiers.)
The Barbarian

Wound Levels:
Healthy/Bruised/Stunned/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-1 Strike (until you find a weapon).
+1 Damage.

Equipment:
Nothing.

Special Abilities
Good Swimmer
Strength
Stamina
The Thief

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-1 Strike (until you find a weapon).
+1 Strike (with a weapon).

Equipment:
Nothing.

Special Abilities
Weapon skill
Stealth
Average Swimmer
Contacts
Pick a character, and then also your first decision at the standing stones.
The Beginning

You are returned to your cell, but the first ray of hope shines at sunset. Before they come to take you to the standing stones, one of your fellow prisoners shakes a powder all over you, explaining that it has magical properties which will confuse the hounds as they try to track you. You are now ready to begin your flight from Castle Remorse, unarmed, with no more than the few scraps of clothing left to you.

Image
Image
Ra's chariot lights the sky, but the coming of dawn does not lift your spirits. You havespent the night, without furs or cloak, chained to one ofthe strange circle of standing stones near the western end of the Valley of Gad. Behind you towers the Archveult's castle and even now you hear the unearthly baying of the Hounds of Hell. As the sun climbs the sky you can see more of your surroundings. A grisly exhibition of trophies adorns the stone monoliths, the heads of the Archveult's previous victims. Some are too decayed to tell even if they were once human, but the more recent ones have been crudely embalmed. Last year's victim appears to have been a young woman, the one before a large man with a barbarian's plaits still swinging in the wind, his face a mask of agony split by a terrible wound. Suddenly the chains fall away from your wrists and a mouth opening up in the face of the grey stone which faces you speaks, 'Run, run for all you are worth, you cannot escape me and my Hounds of Hell. You have a few hours grace before I take up the chase.'

The stones are on a conical hill-top. Behind you the dark towers of Castle Remorse deter all attempts at escape to the east. A track leads north towards high ground and a road of beaten earth winds south towards a range of hills. To the west lies a rising swell of rough moorland.
WAIT TWICE

• Search the standing stones and surrounding area? (29)
• Head due west across the moor? (49)
• Take the road south? (69)
• Take the track north? (89)
Last edited by angelfromanotherpin on Fri Mar 02, 2018 2:12 pm, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

Priest, and South.

Does he know who I picked?
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Post by Starmaker »

SlyJohnny wrote:Priest, and South.

Does he know who I picked?
As per the previous hunter thread, yes.
Thaluikhain
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Post by Thaluikhain »

In universe, the Archveult decides which of the three slaves he wants to chase, so yeah.
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angelfromanotherpin
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Post by angelfromanotherpin »

The road leads south towards a range of hills.To the north it leads back to the standing stones where the chase began.
WAIT

• Continue along the road to the hills? (407)
• Return to the standing stones? (647)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxx45678910111213141516
Night 11718192021222324

Last edited by angelfromanotherpin on Fri Mar 02, 2018 2:14 pm, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

Follow the road.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)

Your lungs are burning as you run down the north-to-south road that leads from the standing stones through the hills. There is fairly good cover near the road where you may hide and rest if you wish.
WAIT

• Hide and rest? (567)
• Run south? (447)
• Run north? (69)
• Head west? (427)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxx5678910111213141516
Night 11718192021222324

Last edited by angelfromanotherpin on Fri Mar 02, 2018 2:16 pm, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

Let's get off the road. Turn West.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)

You are panting and your legs are aching from the strain of the chase as you climb towards a dark line of hills. To the west is a strange pall of mist.
WAIT

• Climb on into the hills? (467)
• Turn towards the mist? (141)
• Join the north-south road you can just see in the distance to the east? (407)
• Hide near the hills? (567)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxx678910111213141516
Night 11718192021222324

Last edited by angelfromanotherpin on Fri Mar 02, 2018 2:18 pm, edited 2 times in total.
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SlyJohnny
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Post by SlyJohnny »

Well, fuck "strange palls of mist" on general principle, even though I'd really like more information on why it's weird. Climb on into the hills.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)

Soon you are in the hills and, climbing one shaped like a large sugarloaf, you see a river crossed by a ford to the south. Nearby, you notice a cave mouth partly covered by climbing plants with mauve and yellow flowers.
WAIT

• Go into the cave? (507)
• Go down to the ford? (447)
• Go north out of the hills? (427)
• Hide near the hills? (567)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxx78910111213141516
Night 11718192021222324

Last edited by angelfromanotherpin on Fri Mar 02, 2018 2:19 pm, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

Down to the ford.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)

The river is wide and sluggish. The ford is a series of stepping stones and the water flows through the gaps.

(It is day.)
(Kritos Bloodheart is not patrolling the Barrow Weald.)
(You do not have a particular codeword.)

The ford is a series of stepping stones. They are quite straightforward to cross, but a hulking great brute of a man wearing greased leather armor, which is in need of repair, demands gold from you to ferry you over in his boat. He stands on the ford itself and refuses to let you pass.
WAIT

• If you have gold, pay the ferryman? (227)
• If you are a barbarian, try swimming the river upstream? (207)

• Return the way you came? (447)
• Fight the ferryman?
The Ferryman's combat stats are visible in advance:
HealthStrikeDamage
Injured00
Wounded-10
Dead

I have no idea why he starts Injured.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxx8910111213141516
Night 11718192021222324

Last edited by angelfromanotherpin on Fri Mar 02, 2018 2:20 pm, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

Fight. Use Cause Wounds until he's hit once, then just punch him.
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angelfromanotherpin
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Post by angelfromanotherpin »

Round 1: Priest (Cause Wounds) 8, Ferryman 7; Damage 4 (1 WL). Ferryman is Wounded.
Round 2: Priest 6, Ferryman 10; Damage 5 (1 WL). Priest is Bruised.
Round 3: Priest 5, Ferryman 5; no effect.
Round 4: Priest 5, Ferryman 6; Damage 2 (1 WL). Priest is Injured.
Round 5: Priest 8, Ferryman 6; Damage 4 (1 WL). Ferryman is dead.

You may cross at your leisure. (You also gain a codeword recording the ferryman's death.)
(Kritos Bloodheart is not patrolling the Barrow Weald.)

South of the River Spate the road continues north-south. To the north is the ford that crosses the river. To the south it leads up to the Mountains of Berg.
WAIT

• Head north to the ford? (147)
• Continue south on the road? (267)
• Keep to the east of the road? (247)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxx910111213141516
Night 11718192021222324

Last edited by angelfromanotherpin on Fri Mar 02, 2018 2:21 pm, edited 1 time in total.
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SlyJohnny
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Post by SlyJohnny »

So that detour west was pointless? "Continuing on through the hills" instead of turning away towards the mist meant turning back south, and now we've crossed the bridge south of the standing stones and are back on the road I was trying to avoid?

The descriptions of the geography and direction of travel are frustratingly vague. In future, can I have the page reference numbers for the different choices, so I can tell when a move will take me to the same area I could see a path to from wherever I just came from?

Let's keep to the east of the road.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)

It is slower going off the road.
WAIT TWICE

• Make for the mountain pass? (267)
• Turn southeast towards the balmy humid air of what appears to be a rainforest? (795)
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxx111213141516
Night 11718192021222324

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SlyJohnny
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Post by SlyJohnny »

Heal twice, then head through the pass.
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angelfromanotherpin
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Post by angelfromanotherpin »

(Kritos Bloodheart is not patrolling the Barrow Weald.)

The road begins to wind up into the pass that divides the Mountains of Berg here.
WAIT

• If you are traveling south into the mountains...? (683)
• If you are traveling north out of the mountains...? (227)
The wording suggests there's no actual choice here, and this is just a WAIT-holder. On the other hand, I see no reason you couldn't turn around here if you for some reason wanted to.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxx1213141516
Night 11718192021222324

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SlyJohnny
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Post by SlyJohnny »

Press on.
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angelfromanotherpin
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Post by angelfromanotherpin »

(This area is patrolled by the Demiveult!)
You are walking along the pass when a raucous shriek splits the air. Looking up, you see some kind of winged reptile, the Demiveult, the 'pet' of the Archveult. Its horned crested head is almost as large as its light compact body. Rows of razor-sharp teeth line its great maw. Its yellow reptilian eyes glow with green fire.
Image
You know the Demiveult has a telepathic link with the Archveult and is even now telling your opponent that it has found you. (The Archveult has been informed that you are at the mountain pass.) The Demiveult streaks out of the sky towards you. You must fight it. If you have a bow and arrows, you can use them to remove one wound level before it reaches you. If you use a spear in this fight, it will give you +1 strike against the Demiveult.

THE DEMIVEULT
HealthStrikeDamageFlees?
Healthy+1+3No
Unconcerned0+2No
A Trifling Scratch0+1No
Uncomfortable-10No
Wounded-2-11 in 6
Badly Wounded-4-21 in 3
Shrieking in Pain-5-31 in 2
Dead

If the Demiveult flees, it will not return until the Archveult rearranges his allies.
WAIT TWICE

Obviously it's bad luck to run into the one minion you can't just Hold Person to death, but it's an especially rough spot since you're still unarmed. Let me know what your plan-of-battle is regarding Cause Wounds expenditure.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)
Cause Wounds (1/combat, fight at +1 Strike, ignoring all other modifiers.)

Time:
Day 1xxxxxxxxxxx1213141516
Night 11718192021222324

User avatar
SlyJohnny
Duke
Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Ah, hell.

Fire off all my remaining Cause Wounds, maybe we'll get lucky.
User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

Round 1: You (Cause Wounds) 10, The Demiveult 7; Damage 5 (1 WL), the Demiveult is Unconcerned.
Round 2: You (Cause Wounds) 13, The Demiveult 11; Damage 3 (1 WL), the Demiveult has A Trifling Scratch.
Round 3: You (Cause Wounds) 10, The Demiveult 4; Damage 2 (1 WL), the Demiveult is Uncomfortable.
Round 4: You (Cause Wounds) 11, The Demiveult 6; Damage 2 (1 WL), the Demiveult is Wounded. The Demiveult flees!
Well, it cost you all your Cause Wounds uses, but you have driven the creature away, and are unscathed to boot.

Your journey continues...
You are walking along a road that climbs up towards a mountain pass. You spot a horseman up ahead who canters between the two huge stone statues that flank the entrance to the pass and away into the mountains. As you near them, the statues become clearer. They are fashioned to represent two firedrakes, like the Archveult. You walk past them into the pass.

Image
WAIT

(You are not wearing a torc around your neck.)
No choices here, just a tag check.
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxx1516
Night 11718192021222324

User avatar
angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

(The Demiveult is not patrolling this area.)

The moment you pass the statues they emit a great shriek. Thankfully it is almost beyond the range of the human ear or you would certainly have been deafened. In any case, the Archveult, whose hearing is more sensitive, has heard it.

(The Archveult knows you are at the mountain pass.)
WAIT

• Follow the road east? (267)
• Go along the pass to the west? (25)
267 is turning back the way you came which I guess you might want to try as a double-back?
The Priest

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
-2 Strike (until you find a weapon).

Equipment:
Nothing.

Special Abilities:
Poor Swimmer
Spells

Spells:
Paralysis (Auto-wins a combat against a human.)
Paralysis (Auto-wins a combat against a human.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Heal (Restores 1 wound level, cannot be cast in combat.)
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds
Cause Wounds

Time:
Day 1xxxxxxxxxxxxxxx16
Night 11718192021222324

User avatar
SlyJohnny
Duke
Posts: 1418
Joined: Mon Jan 23, 2012 4:35 pm

Post by SlyJohnny »

Well, we're defenseless against monsters now, but that fight went as well as it could have.

Good to know about the east road, I might have assumed that east went towards the jungle.

Can he redeploy his minions? Is there a risk the demiveult will come back here all healed up?

He can only find me if he stops to search, right? Otherwise we could pass each other on the road and not know it, or how does it work?
Last edited by SlyJohnny on Sun Mar 04, 2018 12:51 pm, edited 1 time in total.
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