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Post by zipp on Jan 30, 2009 2:14:44 GMT
You bound up the stairs as fast as you dare. They are very steep, and are cut into the rock itself, a marvel of engineering that you wonder at (in fact, this entire waypost is of dwarven construction, though Owain has no way of knowing that). Once on the rampart, you stop for a moment to catch your breath. Below you, the voices of the companions drift up, though you can't make out what they are saying. Ahead of you lie the dead bodies of the Drakkarim. You don't have time to do a thorough search of the bodies. Instead you quickly grab the crossbow of the nearest Drakkarim and turn around to leave. Suddenly you hear a curse behind you and you spin around in time to see the Drakkarim flick his wrist. You feel an intense pain in your shoulder and reach up to find a throwing dagger buried in your flesh. With a final curse, the Drakkarim dies. Your shoulder and arm feel strangely numb. You've been hit with a poisoned dagger. First off, two damage coming your way. Roll toughness to resist. Then roll toughness again. This is to resist the effects of the poison, which is to take two dice away from your combat for the next two scenes. For each succesful resist on this second roll, the number of dice taken away is reduced by one.
On the plus side, you've gained a crossbow and enough bolts to last you many scenes.
I spent 1 threat to reactivate the archer. My rolls: invisiblecastle.com/roller/view/1918217/
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Post by Brother Owain on Jan 30, 2009 7:35:05 GMT
I am assuming I don't get my MAGIC refreshed at the start of this mini-scene, so no Faithshield. First Toughness roll: 15, prevent one damage.Second Toughness roll: 20, poison resisted once.Both damage applied to COMBAT (I use SKILL to shoot stuff) Michael's departure seems rather inconvenient right now. PS: You evil git.
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Post by zipp on Jan 30, 2009 7:56:54 GMT
PS: You evil git. ^_^ I think I'm proud of myself, actually! Like I've graduated into the big boy GM class now that I've betrayed my player characters! Okay, so next two scenes your combat die is reduced by one, but as long as you're at 0, you can't even participate in melee combat. Not too bad, as you're more of a support character, but be warned! Long range attacks can only be made when an enemy cannot reach you in a turn (whether due to surprise, distance, or being held back). Also, if you ARE engaged in melee, with a combat of 0 you can't defend yourself. You can still resist, though. Of course, EXP can recover you at the end of this scene. And I'm out of threat, so no more surprises up my sleeve... for now ^_^
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Post by Brother Owain on Jan 30, 2009 7:58:37 GMT
What about my +1 die for dodging? Do I still get that?
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Post by zipp on Jan 30, 2009 10:24:19 GMT
Sure, why not?
I should note that the poisen wasn't really meant to drop your health, though. It was meant to just reduce your dice. The damage dropped your health. So technically you still have 1 Combat, it's just that when you roll, you are minus a die. So not so bad, eh?
I'll have to come up with more... "fun" poisons later on ^_^
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