Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

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GnomeBoy
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by GnomeBoy »

Fenris Ulfhamr wrote:A silent Kylie looks years older.[/i]
Whoa... That's heavy man.

But, again, I am loving what you guys are bringing to this game.
...
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by jeff c »

"We will have many friends and family to mourn after we have saved Other Molly," Zeppo says, wiping the blood off his knife. "For now, let us focus on why we came."

Sanitor is willing to take Gunnar's axe and armor, if Tommy doesn't want it.

Could any of the destroyed statue shards be picked up and still valuable?
Iron Freebooters:
Zeppo Daggerstain, pickpocket, 1 Thief (N) - 4 hp, 11 AC, str10 agi9 sta12 per9 int7 luc12; 10xp
filleting knife (d6), blowgun & darts, 2 shuriken (1d4), dagger, grappling hook, rope 50', jade pieces, 25 cp

Sanitor, diabolist, 1 Cleric of the Infernal Vision (C) - 9 hp, 13 AC, str15, agi15, sta8 per14 int9 luc14 5xp
Battleaxe (1d10), Ceremonial knife (1d4), 2 shuriken (1d4), hide armor 2 AC, grimoire, jade pieces, 37 cp

RIP - Meato Daggerstain, Ivan Grapeworth, Flea
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by GnomeBoy »

jeff c wrote:Could any of the destroyed statue shards be picked up and still valuable?
A big chunk of jade could certainly hold value. There are several of these.

Some of them would make good hand-thrown projectiles, for that matter, being sharp along some edges (1d4 damage).
...
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by GnomeBoy »

Everyone should take 3 XP for these last two encounters.

That should put everyone but Sanitor up to 8 XP total (with Sanitor at 3 XP).
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by ProdigalWilliam »

Tommy cannot speak as he tries to make sense of the wreckage of broken bodies - those of his friends mixed in with those of jade, bronze, and plaster. He takes the pitchfork from Travis's pulpy body and the javelin from Lala's disfigured corpse as well as some of their personal effects. He also takes the crossbow and bolts from the monster that took two of his best drinking buddies away from him.

The names of the dead and lost haunt him: Millie, Travis, Lala, Meato, Flea, Gunnar, Tyreese, and Other Molly (sorry Ivan). They will not let him run away - he must see this through to the end. Still, the Boot calls to his tired, alcohol-dependent soul more than it has at any other time in his life.
MoD Demi-humans
Elrod, Elven Sage - 2hp, 11AC, HP: 2, str16(+2) agl13(+1) sta8(-1) per15(+1) int10(0) luc10(0); init: 1; ref(1), fort(-1), wil(1)
Pitchfork +2 (1d8+2); Chest: (rope (50'), Parchment, quill pen, 15 cp)

Celebron, Elven Barrister - 2hp, 10AC, str11(0) agl9(0) sta11(0) per12(0) int15(+1) luc5(-2); init: 0; ref(0), fort(0), wil(0); Lucky Sign: Hawkeye (Missile fire damage rolls) (1)
Dagger (1d4), Quill (1d4+1); Lg Sack: (Book, Candle, Torches (3), 20 cp)

Halfling, Halfling Vagrant - 4hp, 10AC, str11(0) agl9(0) sta12(0) per9(0) int14(+1) luc10(0); init: 0; ref(0), fort(2), wil(0); Lucky Sign: Lived through famine (Fortitude saving throws) (+2)
Club (1d4); Lg Sack: (Begging Bowl, Oil Flask, Flint+Steel, Iron Spikes 3)

Legolad, Elven Falconer - 1hp, 10AC, str8(-1) agl9(0) sta15(+1) per7(-1) int13(+1) luc14(+1); init: 0; ref(0), fort(1), wil(1); Lucky Sign: Survived the plague (Magical healing) (1)
Dagger -1 (1d4-1); Lg Sack: (Torches 2, Chalk 2); Falcon, Aerandir
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by ProdigalWilliam »

(ooc: Sanitor can have the axe, he'll make better use of it.)
MoD Demi-humans
Elrod, Elven Sage - 2hp, 11AC, HP: 2, str16(+2) agl13(+1) sta8(-1) per15(+1) int10(0) luc10(0); init: 1; ref(1), fort(-1), wil(1)
Pitchfork +2 (1d8+2); Chest: (rope (50'), Parchment, quill pen, 15 cp)

Celebron, Elven Barrister - 2hp, 10AC, str11(0) agl9(0) sta11(0) per12(0) int15(+1) luc5(-2); init: 0; ref(0), fort(0), wil(0); Lucky Sign: Hawkeye (Missile fire damage rolls) (1)
Dagger (1d4), Quill (1d4+1); Lg Sack: (Book, Candle, Torches (3), 20 cp)

Halfling, Halfling Vagrant - 4hp, 10AC, str11(0) agl9(0) sta12(0) per9(0) int14(+1) luc10(0); init: 0; ref(0), fort(2), wil(0); Lucky Sign: Lived through famine (Fortitude saving throws) (+2)
Club (1d4); Lg Sack: (Begging Bowl, Oil Flask, Flint+Steel, Iron Spikes 3)

Legolad, Elven Falconer - 1hp, 10AC, str8(-1) agl9(0) sta15(+1) per7(-1) int13(+1) luc14(+1); init: 0; ref(0), fort(1), wil(1); Lucky Sign: Survived the plague (Magical healing) (1)
Dagger -1 (1d4-1); Lg Sack: (Torches 2, Chalk 2); Falcon, Aerandir
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by jeff c »

After pocketing some jade pieces, Zeppo and Sanitor stand at the door and wait quietly for the others to be ready to proceed.
Iron Freebooters:
Zeppo Daggerstain, pickpocket, 1 Thief (N) - 4 hp, 11 AC, str10 agi9 sta12 per9 int7 luc12; 10xp
filleting knife (d6), blowgun & darts, 2 shuriken (1d4), dagger, grappling hook, rope 50', jade pieces, 25 cp

Sanitor, diabolist, 1 Cleric of the Infernal Vision (C) - 9 hp, 13 AC, str15, agi15, sta8 per14 int9 luc14 5xp
Battleaxe (1d10), Ceremonial knife (1d4), 2 shuriken (1d4), hide armor 2 AC, grimoire, jade pieces, 37 cp

RIP - Meato Daggerstain, Ivan Grapeworth, Flea
ProdigalWilliam
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by ProdigalWilliam »

1d10 damage on that axe, Jeff, if I'm not mistaken.
MoD Demi-humans
Elrod, Elven Sage - 2hp, 11AC, HP: 2, str16(+2) agl13(+1) sta8(-1) per15(+1) int10(0) luc10(0); init: 1; ref(1), fort(-1), wil(1)
Pitchfork +2 (1d8+2); Chest: (rope (50'), Parchment, quill pen, 15 cp)

Celebron, Elven Barrister - 2hp, 10AC, str11(0) agl9(0) sta11(0) per12(0) int15(+1) luc5(-2); init: 0; ref(0), fort(0), wil(0); Lucky Sign: Hawkeye (Missile fire damage rolls) (1)
Dagger (1d4), Quill (1d4+1); Lg Sack: (Book, Candle, Torches (3), 20 cp)

Halfling, Halfling Vagrant - 4hp, 10AC, str11(0) agl9(0) sta12(0) per9(0) int14(+1) luc10(0); init: 0; ref(0), fort(2), wil(0); Lucky Sign: Lived through famine (Fortitude saving throws) (+2)
Club (1d4); Lg Sack: (Begging Bowl, Oil Flask, Flint+Steel, Iron Spikes 3)

Legolad, Elven Falconer - 1hp, 10AC, str8(-1) agl9(0) sta15(+1) per7(-1) int13(+1) luc14(+1); init: 0; ref(0), fort(1), wil(1); Lucky Sign: Survived the plague (Magical healing) (1)
Dagger -1 (1d4-1); Lg Sack: (Torches 2, Chalk 2); Falcon, Aerandir
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by GnomeBoy »

When the survivors have had their moment to mourn and re-group. they move on to the next room...

A 20 foot stairway takes them straight down to another room, dominated by four huge casks, 15' in diameter, laying on their sides, tap ends facing the center of the room, two on either side of the room.

There are also stacks of bags, and stacks of crates, which appear to be mundane non-perishable items (flour, dried beans, rice, etc.).

The room is quiet and still.

At the far end is another door.
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters

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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by Fenris Ulfhamr »

Brun: "If we make it out of here, we hafta bury them propper. There's gotta be enough jade here to pay for it all, fix up the Iron Boot, and make a man as rich as he could wanna be besides... that damned wizard owes us that and then some."
Brun moves into the next room cautiously, keeping Kylie behind him. He throws a piece of marble from the statuary to the far end of the storeroom and looks for movement.

Black Kylessa (c) LV 2 Wizard (orphan)
Str7/8 (-1) Agi17(+2) Sta9(0) Per6(-1) Int15(+1) Luc15(+1) AC13 (padded armor, fumble d8) HP7 Sling+2 (1d4-1) or dagger+/-1 (1d4-1) Spd30 Init+2 R+3 F0 W0 Ragdoll (Mara), Pony, 48cp 602gp Common, Chaos, Halfling, Dwarven
Animal Summoning 64 Wealful/Woeful magic (erupts from the earth),Charm Person 83 Blue Star (black beam), Runic Alphabet, Mortal 43 no change, Spider Climb 53 no change (six extra eyes),Magic Missle 94 Fine Control (meteors),Chill Touch 50 no change (skeletal hands)
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by GnomeBoy »

Looking for movement, give me an Int check, DC unknown...
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters

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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by ProdigalWilliam »

Tommy's mind is clouded and rolls an 8 on this unknown int DC check.
MoD Demi-humans
Elrod, Elven Sage - 2hp, 11AC, HP: 2, str16(+2) agl13(+1) sta8(-1) per15(+1) int10(0) luc10(0); init: 1; ref(1), fort(-1), wil(1)
Pitchfork +2 (1d8+2); Chest: (rope (50'), Parchment, quill pen, 15 cp)

Celebron, Elven Barrister - 2hp, 10AC, str11(0) agl9(0) sta11(0) per12(0) int15(+1) luc5(-2); init: 0; ref(0), fort(0), wil(0); Lucky Sign: Hawkeye (Missile fire damage rolls) (1)
Dagger (1d4), Quill (1d4+1); Lg Sack: (Book, Candle, Torches (3), 20 cp)

Halfling, Halfling Vagrant - 4hp, 10AC, str11(0) agl9(0) sta12(0) per9(0) int14(+1) luc10(0); init: 0; ref(0), fort(2), wil(0); Lucky Sign: Lived through famine (Fortitude saving throws) (+2)
Club (1d4); Lg Sack: (Begging Bowl, Oil Flask, Flint+Steel, Iron Spikes 3)

Legolad, Elven Falconer - 1hp, 10AC, str8(-1) agl9(0) sta15(+1) per7(-1) int13(+1) luc14(+1); init: 0; ref(0), fort(1), wil(1); Lucky Sign: Survived the plague (Magical healing) (1)
Dagger -1 (1d4-1); Lg Sack: (Torches 2, Chalk 2); Falcon, Aerandir
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by Fenris Ulfhamr »

Brun: Int=2 Kylie: Int(+1)=14

Black Kylessa (c) LV 2 Wizard (orphan)
Str7/8 (-1) Agi17(+2) Sta9(0) Per6(-1) Int15(+1) Luc15(+1) AC13 (padded armor, fumble d8) HP7 Sling+2 (1d4-1) or dagger+/-1 (1d4-1) Spd30 Init+2 R+3 F0 W0 Ragdoll (Mara), Pony, 48cp 602gp Common, Chaos, Halfling, Dwarven
Animal Summoning 64 Wealful/Woeful magic (erupts from the earth),Charm Person 83 Blue Star (black beam), Runic Alphabet, Mortal 43 no change, Spider Climb 53 no change (six extra eyes),Magic Missle 94 Fine Control (meteors),Chill Touch 50 no change (skeletal hands)
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by jeff c »

Zeppo 14-1=13 Sanitor 11
Iron Freebooters:
Zeppo Daggerstain, pickpocket, 1 Thief (N) - 4 hp, 11 AC, str10 agi9 sta12 per9 int7 luc12; 10xp
filleting knife (d6), blowgun & darts, 2 shuriken (1d4), dagger, grappling hook, rope 50', jade pieces, 25 cp

Sanitor, diabolist, 1 Cleric of the Infernal Vision (C) - 9 hp, 13 AC, str15, agi15, sta8 per14 int9 luc14 5xp
Battleaxe (1d10), Ceremonial knife (1d4), 2 shuriken (1d4), hide armor 2 AC, grimoire, jade pieces, 37 cp

RIP - Meato Daggerstain, Ivan Grapeworth, Flea
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by GnomeBoy »

As you carefully enter the room, you hear a sudden crack above you, and a second one almost immediately. A figure stands between two of the towering casks, one foot on each, and with a mighty mallet, he snaps the facing on one cask and then the next.

Alcohol floods the room, and the man upon high, leaps into the drink, baring glittering metal blades attached to each arm like fins.

The lot of you are buffeted and swept off your feet in the rapidly spilling spirits, losing all sense of direction and balance for a moment. The level of the liquid quickly rises past the tallest of you.

Only Kylie is sharp enough in the second afforded her to react to both take a good breath of air, and keep her senses grounded -- Kylie effectively succeeds at both the checks below.

__ROUND ONE__

Make a Stamina check vs. a DC 14 to see how you fare in the deluge.
-- If you make it, proceed to the Will Save below.
-- If you don't, that Will Save is raised to a DC 16.
-- if your Stamina check doesn't beat a DC 5, you lose one point of Stamina.

Make a Will Save vs. a DC 14 to get your orientation back.
-- If you make the Save, your AC gets no benefit from your Agility, you can only move half your speed, and your Action Die is a d16 this round.
-- If not your AC is halved, you cannot move, and Your Action Die is a d12 this round.

Make an Initiative check. You are all underwater this round. So is your assailant.

If you have an occupation or equipment that would help you in swimming, let me know.
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters

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Fenris Ulfhamr
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by Fenris Ulfhamr »

Init(+2)=14
Brun: Sta=9 FAIL, Will=2 FAIL

How far to the far door? Is there still air in the top of this room? Can we climb atop the casks?
If possible, Kylie will climb out of the booze deluge atop the casks: Agi(d16+2)=3. So, no.
Brun...will swing at the shark-guy if/when he attacks: att(d12+1)=3, dmg(+1)=9 or would've!

Black Kylessa (c) LV 2 Wizard (orphan)
Str7/8 (-1) Agi17(+2) Sta9(0) Per6(-1) Int15(+1) Luc15(+1) AC13 (padded armor, fumble d8) HP7 Sling+2 (1d4-1) or dagger+/-1 (1d4-1) Spd30 Init+2 R+3 F0 W0 Ragdoll (Mara), Pony, 48cp 602gp Common, Chaos, Halfling, Dwarven
Animal Summoning 64 Wealful/Woeful magic (erupts from the earth),Charm Person 83 Blue Star (black beam), Runic Alphabet, Mortal 43 no change, Spider Climb 53 no change (six extra eyes),Magic Missle 94 Fine Control (meteors),Chill Touch 50 no change (skeletal hands)
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by jeff c »

Zeppo stamina check: 13 fail
Sanitor stamina check: Nat 20!-1=19 success
Zeppo will save vs DC 16: 2 fail
Sanitor will save vs DC 14: 15+1=16 success!

Zeppo goes down pretty hard and is disoriented
Sanitor is enjoying the free booze.

Init: 10+1=11

Sanitor will swing the battleaxe if the shark guy comes within an easy swim: to hit (on d16) Nat 16!+1=17, is the battleaxe a d8? And is that a critical? 1+1=2 dmg.
Zeppo will take wild stabs if the shark guy comes within sight but otherwise spend his time fighting for the air above: to hit (on a d12):nat 1 uh oh fumble! I don't have the table handy but I think it's a d4 modified by luck right? Rolled a 2 on fumble.
Iron Freebooters:
Zeppo Daggerstain, pickpocket, 1 Thief (N) - 4 hp, 11 AC, str10 agi9 sta12 per9 int7 luc12; 10xp
filleting knife (d6), blowgun & darts, 2 shuriken (1d4), dagger, grappling hook, rope 50', jade pieces, 25 cp

Sanitor, diabolist, 1 Cleric of the Infernal Vision (C) - 9 hp, 13 AC, str15, agi15, sta8 per14 int9 luc14 5xp
Battleaxe (1d10), Ceremonial knife (1d4), 2 shuriken (1d4), hide armor 2 AC, grimoire, jade pieces, 37 cp

RIP - Meato Daggerstain, Ivan Grapeworth, Flea
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by ProdigalWilliam »

Tommy seems to be too eager for the contents of the casks - and appears to be ready to drink all of the contents. Stamina check 2. Will save 4-1=3. Initiative 4.

New name: Tommy Flotsam.

If for whatever reason Crom sees to keep Tommy safe for another round, Tommy fumbles and rolls 2+1 on the result. His next attack could even be more clumsy than this one (-2 to next attack).
MoD Demi-humans
Elrod, Elven Sage - 2hp, 11AC, HP: 2, str16(+2) agl13(+1) sta8(-1) per15(+1) int10(0) luc10(0); init: 1; ref(1), fort(-1), wil(1)
Pitchfork +2 (1d8+2); Chest: (rope (50'), Parchment, quill pen, 15 cp)

Celebron, Elven Barrister - 2hp, 10AC, str11(0) agl9(0) sta11(0) per12(0) int15(+1) luc5(-2); init: 0; ref(0), fort(0), wil(0); Lucky Sign: Hawkeye (Missile fire damage rolls) (1)
Dagger (1d4), Quill (1d4+1); Lg Sack: (Book, Candle, Torches (3), 20 cp)

Halfling, Halfling Vagrant - 4hp, 10AC, str11(0) agl9(0) sta12(0) per9(0) int14(+1) luc10(0); init: 0; ref(0), fort(2), wil(0); Lucky Sign: Lived through famine (Fortitude saving throws) (+2)
Club (1d4); Lg Sack: (Begging Bowl, Oil Flask, Flint+Steel, Iron Spikes 3)

Legolad, Elven Falconer - 1hp, 10AC, str8(-1) agl9(0) sta15(+1) per7(-1) int13(+1) luc14(+1); init: 0; ref(0), fort(1), wil(1); Lucky Sign: Survived the plague (Magical healing) (1)
Dagger -1 (1d4-1); Lg Sack: (Torches 2, Chalk 2); Falcon, Aerandir
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by GnomeBoy »

Kylie keeps her head, but the swirling of the booze prevents her from making any headway.

Brun attempts to slice the guard, but being deep in the liquid slows him up too much.

The 'shark guy' swims rapidly past Zeppo, slicing at him with the blade on one arm: Atk = 10 -- just missing the disoriented Daggerstain boy!

Zeppo jabs at the man, but loses his grip on his knife! He quickly grabs it again with his fingertips (-2 to attack next round).

Sanitor gets the hang of using a battleaxe underwater and pulls the handle toward himself, raking the guard for a CRIT! [A battleaxe would actually be a d10 damage, so please re-roll that. Also roll your crit (1d4 modified by Luck) and either give us the number, or the result if you have the table handy.]

Tommy steadies himself with a glug from the tumult.


___ROUND TWO___

All but Kylie need to make an Agility check vs. a DC 12. Failing that you are still under the surface, and need to make a DC 7 Stamina check or lose a point of Stamina to inhaling liquid.

-- If you are under the surface, your AC gets no benefit from your Agility (i.e., no bonuses, but penalties still apply), you can only move half your speed, and your Action Die is a d16 this round.

There is a large pocket of air above the surface of the water, and it is possible to climb onto the casks (DC 13 Agility check, owning in part to their partially being demolished).

The door is now 15 feet under the surface.

New initiatives, please.

Your opponent has a (yipes!) 22 initiative this round!

Okay, I'll just have him do his thing...

He expertly swims past Tommy, attempting to slice him:
HORRORS! The 'shark man' fumbles!

A freak current in the liquid brings the guard to near-complete halt!

Tommy can certainly attempt an attack on him, and then move away from him, should he want to...

For the rest of you to make an attack, succeed at a DC 10 Luck check to confirm that he's in range of a short move action for you to be able to hit him.

...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters

bygrinstow.com - The Home of Inner Ham
ProdigalWilliam
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by ProdigalWilliam »

Tommy gets a chug of the alcohol and it's like a breath of fresh air. His hands stop shaking and he slices, with his longsword, deep into the Street Shark with a 20! He does 7 total damage and the shark drops to the bottom of the initiative next round (4-1=3 on the crit result). He also makes the agi checks (13 and 14) and clambers up onto one of the casks.
MoD Demi-humans
Elrod, Elven Sage - 2hp, 11AC, HP: 2, str16(+2) agl13(+1) sta8(-1) per15(+1) int10(0) luc10(0); init: 1; ref(1), fort(-1), wil(1)
Pitchfork +2 (1d8+2); Chest: (rope (50'), Parchment, quill pen, 15 cp)

Celebron, Elven Barrister - 2hp, 10AC, str11(0) agl9(0) sta11(0) per12(0) int15(+1) luc5(-2); init: 0; ref(0), fort(0), wil(0); Lucky Sign: Hawkeye (Missile fire damage rolls) (1)
Dagger (1d4), Quill (1d4+1); Lg Sack: (Book, Candle, Torches (3), 20 cp)

Halfling, Halfling Vagrant - 4hp, 10AC, str11(0) agl9(0) sta12(0) per9(0) int14(+1) luc10(0); init: 0; ref(0), fort(2), wil(0); Lucky Sign: Lived through famine (Fortitude saving throws) (+2)
Club (1d4); Lg Sack: (Begging Bowl, Oil Flask, Flint+Steel, Iron Spikes 3)

Legolad, Elven Falconer - 1hp, 10AC, str8(-1) agl9(0) sta15(+1) per7(-1) int13(+1) luc14(+1); init: 0; ref(0), fort(1), wil(1); Lucky Sign: Survived the plague (Magical healing) (1)
Dagger -1 (1d4-1); Lg Sack: (Torches 2, Chalk 2); Falcon, Aerandir
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by jeff c »

Sanitor's round 1 dmg: 8+1=9. Crit table 1+1=2 (sorry still not handy)
Edit: forgot it's on the crawler app. Jab to the eye, extra d4 dmg, so another 3 dmg
Iron Freebooters:
Zeppo Daggerstain, pickpocket, 1 Thief (N) - 4 hp, 11 AC, str10 agi9 sta12 per9 int7 luc12; 10xp
filleting knife (d6), blowgun & darts, 2 shuriken (1d4), dagger, grappling hook, rope 50', jade pieces, 25 cp

Sanitor, diabolist, 1 Cleric of the Infernal Vision (C) - 9 hp, 13 AC, str15, agi15, sta8 per14 int9 luc14 5xp
Battleaxe (1d10), Ceremonial knife (1d4), 2 shuriken (1d4), hide armor 2 AC, grimoire, jade pieces, 37 cp

RIP - Meato Daggerstain, Ivan Grapeworth, Flea
jeff c
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by jeff c »

Round 2 initiative : 14+1=15

DC 12 agility check for the surface:
Zeppo rolls 18 and he's going to try to get out onto the cask. A 7, so i guess not.
What kind of handle does the door have?

Sanitor gets a 17+1=18 on the initial agility check, so he's breathing too. Here's the luck check to see if the Beeracuda (huh? huh?) comes close enough: 3+1=4 so Sanitor is just kind of disappointed and takes another mouthful of liquid for luck.
Iron Freebooters:
Zeppo Daggerstain, pickpocket, 1 Thief (N) - 4 hp, 11 AC, str10 agi9 sta12 per9 int7 luc12; 10xp
filleting knife (d6), blowgun & darts, 2 shuriken (1d4), dagger, grappling hook, rope 50', jade pieces, 25 cp

Sanitor, diabolist, 1 Cleric of the Infernal Vision (C) - 9 hp, 13 AC, str15, agi15, sta8 per14 int9 luc14 5xp
Battleaxe (1d10), Ceremonial knife (1d4), 2 shuriken (1d4), hide armor 2 AC, grimoire, jade pieces, 37 cp

RIP - Meato Daggerstain, Ivan Grapeworth, Flea
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GnomeBoy
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by GnomeBoy »

Between Sanitor's insightful underwater hacking, and Tommy's bolstering dutch courage and deft sub-liquid slashing, the Beeracuda Street Shark is gutted and cleaned, ready to spritz with lemon and salt and lay on the grill with some shallots and peppers.

Sorry, ...got a little carried away there... :roll:


The door out has a single large knob in it's center, and the obligatory lock to try with your ring of keys...

The issue here is, if you're trying key after key, how long does it take and can you hold your breath that long...?

Whoever makes the attempt needs to make a roll-under Luck check.

-- For every point you miss by, double the number, add 10 and that's a Fort Save DC. Failing that Save means ingesting the liquid the hard way (a bit of drowning) and losing 1 point of Stamina. You have not gotten the lock open, and can keep trying (with the Luck check 2 points easier) or return to the surface.

-- Succeeding, but by less than 4, means you had to come up for air, and the process starts over, with the same attempt-er or with a new person. The Luck check gets 2 points easier, because of eliminated keys.

-- Succeeding by 4 or more means getting the door unlocked.


There may be other options besides just unlocking the door, so if you have an idea, let's hear it...
...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

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Fenris Ulfhamr
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by Fenris Ulfhamr »

Brun, choking, fights his way to the surface.
Brun: "Before we open that door, we should tie off my rope to something sturdy. Could be a rush when the tide goes out. Here, Kylie, tie yourself in."
He produces his 50' rope and grappling hook and looks for a place to set it... ...the casks, maybe?
Kylie: "It's just Kylessa now."She ties a loop into the rope and secures her hand through it, then waits for the others to do the same.

Black Kylessa (c) LV 2 Wizard (orphan)
Str7/8 (-1) Agi17(+2) Sta9(0) Per6(-1) Int15(+1) Luc15(+1) AC13 (padded armor, fumble d8) HP7 Sling+2 (1d4-1) or dagger+/-1 (1d4-1) Spd30 Init+2 R+3 F0 W0 Ragdoll (Mara), Pony, 48cp 602gp Common, Chaos, Halfling, Dwarven
Animal Summoning 64 Wealful/Woeful magic (erupts from the earth),Charm Person 83 Blue Star (black beam), Runic Alphabet, Mortal 43 no change, Spider Climb 53 no change (six extra eyes),Magic Missle 94 Fine Control (meteors),Chill Touch 50 no change (skeletal hands)
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Re: Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP)

Post by ProdigalWilliam »

Tommy's thoughts quickly shift to how this Beeracuda was planning to leave the room. He is looking for any sort of hint of an exit at booze level or higher. He also wonders if there is a plug hole of some kind that can be pulled to release the booze. He rolls a 19 int check if that helps.
MoD Demi-humans
Elrod, Elven Sage - 2hp, 11AC, HP: 2, str16(+2) agl13(+1) sta8(-1) per15(+1) int10(0) luc10(0); init: 1; ref(1), fort(-1), wil(1)
Pitchfork +2 (1d8+2); Chest: (rope (50'), Parchment, quill pen, 15 cp)

Celebron, Elven Barrister - 2hp, 10AC, str11(0) agl9(0) sta11(0) per12(0) int15(+1) luc5(-2); init: 0; ref(0), fort(0), wil(0); Lucky Sign: Hawkeye (Missile fire damage rolls) (1)
Dagger (1d4), Quill (1d4+1); Lg Sack: (Book, Candle, Torches (3), 20 cp)

Halfling, Halfling Vagrant - 4hp, 10AC, str11(0) agl9(0) sta12(0) per9(0) int14(+1) luc10(0); init: 0; ref(0), fort(2), wil(0); Lucky Sign: Lived through famine (Fortitude saving throws) (+2)
Club (1d4); Lg Sack: (Begging Bowl, Oil Flask, Flint+Steel, Iron Spikes 3)

Legolad, Elven Falconer - 1hp, 10AC, str8(-1) agl9(0) sta15(+1) per7(-1) int13(+1) luc14(+1); init: 0; ref(0), fort(1), wil(1); Lucky Sign: Survived the plague (Magical healing) (1)
Dagger -1 (1d4-1); Lg Sack: (Torches 2, Chalk 2); Falcon, Aerandir
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