The scenes continue. The feeling they give you is one of dread and sorrow; it strikes a nerve within you...unless you do not allow it.
The Saving Roll was a L2SR-LK. The action you took was a potential bonus, penalty, or no effect to that roll. Failing the roll means you suffer a -3 penalty to Luck for a period of time up to and including your first combat. After your first combat, your LK will return to its normal score.
Random diverts his eyes and refuses to look (+2 bonus). SR=14 counting his level bonus and action bonus. Passes.
Malutassial tries to discern the meaning of what he sees. (-1 penalty). SR=11 w/level bonus and -1 penalty. Passes. The images, he realizes, are scenes from when the multiverse was new and chaotic, when worlds were forming and humankind first appeared on the scene. They're macabre, horrible images of violence and savagery, as man-things struggled for survival in a world constantly in upheaval. He succeeds in his quest for the truth, but the images attempt to invade and effect him, to no avail.
Khloemar chants a calming mantra (+1 bonus). SR=9 counting level bonus and action bonus. Fails. Even though making a beneficial move, Khloemar suffers a -3 penalty to Luck up to and through the next combat. Roll for Khloemar: 2d66
Winip preses himself into the back of his seat and waits (-1 penalty). SR=4 counting level bonus and action bonus. Fails. Winip suffers and -3 penalty to Luck up to and including the next combat. Roll for Winip: 2d63
Zagnar thinks what he sees isn't real. Unfortunately, it's very real. (-1 penalty). SR=12 counting level bonus and penalty. Fails. Zagnar suffers a -3 penalty to Luck up to and including the next combat.
Runkild takes hold of his kukri, preparing for the worst (-1 penalty) SR=12 counting level bonus and penalty. Passes. __________________
All around you chaos rages across the black void...
... and then, suddenly, everything changes.
The carriage now rolls along a savannah. Lush, tall brown grass is all around, with lone trees dotting the landscape in the distance. The air is fresh and the wind blows a warm, steady breeze. Glowing lines of light streak across a clear blue sky, forming flowing, intricate patterns. There's no sun in the sky - instead, the plain is illuminated by a multitude of titanic stars forming unfamiliar constellations...
Broadaxe seems unperturbed by everything that's occurred. His back to you, he continues to drive the carriage ever forward. The grass parts in front of him, marking a path for the vehicle.
It's here the carriage comes to a wide expanse of flattened grass. Your man-orc guide stops the carriage and throws up a hand, motioning for silence. He stands, peering out over the savannah. "Did you hear that?" You heard nothing. "Something comes." You look around, but see no movement in the grass, nothing at all.
* * * * *
Adventure Points granted for SR (result of dice roll x level of SR) Random=20 Mal=20 Khloemar=12 Winip=6 Zagnar=22 Runkild=22
Post by marionarsis on Jan 16, 2016 22:08:36 GMT -5
Things were strange in this forest. Did the landscape always change so drastically? No wonder it had confused so many. What had been a dark, dense forest was now a brightly lit, open savannah. Random slid his sword and dagger from their sheaths. He glanced toward the encircling high grass and waited.
Sensing the worst, the party prepares for combat. Khloemar casts Vorpal Blade on Zagnar's great axe (2 ST spent through quarterstaff, now 34/36. Your ST is now 12. APs gained=5).
Rochin del Graz withdraws his dual broadswords. "We should disembark and form a--"
The warrior's interrupted by a rustling noise. Breaking through the tall grass comes the massive forms of two great cats, their muscular shoulders and thick necks hinting at their immense strength. Two curved teeth extend from their powerful jaws, and with blurring speed they close the distance on your carriage.
The horses, terrified at the size and speed of the beasts rushing them, rise up on their hind legs, as much as the weight of the carriage and their binds will allow. The cats slam into them; the horses reel backward at the impact, and the carriage topples over on its side. You're sent tumbling, head over heels, out of the carriage and land with a hard thud on the ground.
Unhurt, you pick yourself up and see one of the horses has been disemboweled, the victim of an effortless swipe from one of the cat's paws. The remaining horses attempt to bolt and run, but the weight of the overturned carriage drags on them, preventing them from fleeing the scene.
Broadaxe frantically tries to control the horses, but you have other concerns. The Sabertooth Tigers' attention falls on the party. This time it will be a direct assault.
* * * * *
This combat, as all combats in the game unless stated otherwise, is general melee combat. That is, your foes' combat total is matched against the party's combat total, and hits taken dealt evenly among the participants of the losing side. Combats won't be broken down into smaller groups of individuals versus a specific foe at this time. Spite damage is dealt to the winning side.
State your intentions, and make any necessary dice rolls. If you cast combat magic, like TTYF, or throw a weapon, state which foe you're targeting (Sabertooth Tiger #1 or #2).