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File: Hammer vs undead.jpg (16 KB, 200x207)
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"Oh prince, let me tell you of the time after the great city of Illian was despoiled and before the rise of the men of Asshur. I will tell thee of a great warrior who appeared from the dark corners of the earth and trod the kingdoms of the earth beneath his feet. Let me tell you of a time of HIGH ADVENTURE"

https://www.youtube.com/watch?v=BHfE682mm3c

Last time on Sword and sorcery quest Alexandros and company guarded the sorcerer Pyrrhus as he burned a path through the forest. After fighting multiple shapeshifting feykin our hero then entered the tomb the lich is based out of. Many wrestling moves were used and asses both magical and undead were kicked and now we return as Alexandros and company march toward the king's chamber of the tomb.

okay here are the ground rules for this quest.
>I will post the PCs current status at the beginning of the thread.
>rolls are d100, but I will specify if rolls are needed or if another type of dice is needed
>rolls are are made against a static dc or an oppossing role by an NPC with degrees of success measured by a difference in 10s
>I will post options and specify when write ins are appropriate
>PC base stats are always an unmodified d100 with a maximum 2 degrees of success.
>Successful actions will contribute to leveling up, traits determine stats with each successful roll bringing the PC closer to leveling up
>Critical rolls are 1 and 100 but their effect is contextual out of combat and in combat crits result in wounds. Wounds accumulate when critical hits that land and debuff your PC or debuff NPCs with enough wounds resulting in death, they require medical attention to heal.
>You can pretty much wander anywhere in the world and the only plotline will be an ambition that you choose for your character. The plot will then pretty much focus on achieving that goal although new goals can also be picked up.
>>
(1/3) Status

HP:66/75 (1 wound, and 2 curses for -15 to rolls)
Actions: 3

EXP:190/300
Level: 2

Traits:

Primary
Strength lvl 3 (4 degrees of success)
Might lvl 3 (+10 to str rolls)
Dexterity lvl 3 (4 degrees of success)
Reflexes lvl 3 (+10 to dex rolls)
Intelligence lvl 2 (3 degrees of success)
Lore lvl 2 (+5)
Charisma lvl 2 (3 degrees of success)
Persuasion lvl 2 (+5)

Secondary
Novice Athletics (+5 to rolls)
Adept Grappling (+15 to rolls) (8/20)
Proficient Awareness (+10 to rolls) (0/5)
Novice Medicine (+5 to rolls)
Novice Break object (+5 to rolls)
Novice Barter (+5 to rolls) (4/5)
(Novice Shield 3/5)
Novice Spearman (+5 to rolls) (4/5)
Novice Bowman (+5 to rolls) (0/5)
Proficient thowing weapons (+10 to rolls) (0/10)
(Novice Hand to hand 4/5)
(Novice Taunt 2/5)
(Resist magic 1/?)
>>
(2/3)

Loadout:

Alexandros' Loadout
Weapons:
Upgraded Iron spear (d8, thrown)
Iron sword (d8, versatile)
Iron mace (d8, veratile)
Iron javelins x4 (d8, thrown)
Bronze javelins x5 (d6, thrown)
Bronze dagger (d6, duel wield)

Armor:
Bronze halfplate (+10 to defense, +5 damage resistance)
Solid Bronze shield (+10 to defense, d4 damage)

Phillip's loadout
weapons
Iron spear (d6, thrown)
Bronze shortsword (d6, duel wield)
Bronze dagger (d6, duel wield)
Iron reinforced bow (d8, ranged)
15x iron arrows

Armor:
Iron mail (+15 defense, +5 damage resistance)
Iron rimmed shield (+5 defense, d6 damage)

Sir Ectors loadout
Steel great spear (d10, x2 bonus str damage, thrown)
Steel warhammer (d10, versatile)
Caliburn (d10, +2 to strength level, bane to evil, magic weapon)

Armor:
Steel fullplate armor (+20 to defense rolls, +15 to damage resistance)
Solid steel shield (+10 to defense roll, d8 to damage)

>You recovered your projectiles after the skeleton battle
>>
(3/3)

Your loot and possessions

Funds: 15GP

Equipment: That's not in use

4 bronze spears
1 bronze sword (d6, versatile)
1 bronze shortsword
1 bronze mace (d6 damage, versatile)
2 bronze daggers
10x Bronze javelins

Armor:

Gear:
Surgeon kit (8 uses, heal wounds and restore HP after 12 hours)
2x Pack and sledge (can carry equipment with you)
Lockpicking kit (20 picks with tools)
Weights and balance
Extra clothes
Smith's tools
2-horse chariot (fine grade)
2x strong horses
26xFey Ichor
>>
>You are in the tomb of King Theophilius of Pelas moving toward the king's burial chamber

Marching in the silent corridor is unnerving. After facing down the horde of lich warriors, you feel that this might be the path that leads to the lich itself. Both fortunate and unfortune to have found the path so soon, but what bothers you the most is if there are any traps around. Granted placing any significant trap in such a crucial location would be pointless. A deathtrap in the main hallway where you need to move through to enter and exit the tomb would make everyday operations difficult even for a lich.

You carefully scan the walls floor and ceiling for any sign of danger, the decay and what you can only guess is necrotic flesh growing on the wall digusts you, but there doesn't seem to be anything there, but with the dim torchlight its hard to tell.

Everything in this tomb is musty and grim, but for better or for worse as you reach the end of the hallway there is no sickly green light to signal neroctic activity.

Passing through the doorway you see the ruined chamber is filled with piles of bones, stone slabes covered in congealed blood and other more heinous fluids that you can't quite describe other then being vaguely green, brown, and black in color. In the center of the ruin is a large stone sarcophagus with a worn recreation of a man jutting out of the lid.

It seems unopened and undisturbed and most surpisingly not touched by the necrotic corruption that permeates just about everything else in the room.

The burning sunburst carved into the stone's surface is most likely the cause. Even though the king is beyond the grasp of the lich by being long dead, it would seem measures were taken to ensure his body was not disturbed.

>You are free to explore the chamber since no clear passage beyond the one you entered from is visible.

>What do you do?
>>
>>2654499
Open up the coffin
>>
>>2654865
>Since you're the first to post and the thread has not been very active I'll go with this.
Writing
>>
>>2654902
Pop that coffin open and then suplex whatever pops out
>>
Your comrades fan out and begin to burn the corruption, clear the bones, and the stow away debris to look for a concealed entrance that may lead to the lich's inner lair.

While they search for that entrance you instead examine the sarcophagus more closely. Its wonderfully crafted, with a bright yellow stone that is cut with utmost precision, and despite some light weathering more likely due to the Lich's influence then natural causes, it is in near prime condition.

The features of Theophilius are plain to see, a stern and regal looking man, with a strong gaze and a thick beard. A sunburst lays on his forehead much like yourself and the members of the order.

You gently touch it and notice that it feels warm to the touch.

Great care went o into protecting this man's remains and if the symbols were anything to go by the king's devotion to Sol was intense. It's digusting how a tomb can become so currupted and disturbed by some abomination and even with the removal of the undead this place will still be ruined and defiled.

You grip the edge of the lid and try to pry it off, if nothing else you can bring his bones or dust back to Pelas so he can be given another resting place by his descendants.

>Roll 1d100+15 Bo2 for Break object (although you're not breaking anything physical)
>Roll 1d100 for ???
>>
>>2654902
Can we learn either A. The riddle of steel or B. That Greek wrestling martial art
>>
Rolled 43 + 15 (1d100 + 15)

>>2654964
Grek wrasslin' when
>>
Rolled 29 + 15 (1d100 + 15)

>>2654964
>>
>>2654966
You can learn both.
With the riddle of steel you need to learn on your own but how it boils down is you need to become skilled at smithing and experiment with some magical stuff and iron. You can go visit Mt. Brontes and live with the cyclopes for a while and learn from Arges the smith while you're there.

With Pankration you can go to any of the major cities and learn grappling and HtH from a trainer. To represent martial arts I'll add special moves from Pankration to add some flavor and extra oomph to your characters style of martial arts.

It helps that in Pankration the only rules were no biting or eye gouging, pretty much anything from punches, kicks, elbow/knee strikes from any postion, grapples, throws, holds, and any other strike you can think of was fair game.

One move I remember being laid out by a instructor was that you would grab your opponents torso while they try to take you down, so that their face is facing down and their bent over with you standing. You use your weight and strength push them to the ground with their face being on the ground. Then you get into position for delivering knee strikes to the crown of the skull and you keep doing that until you kill them. This was of course what you did if you were fighting on a battefield but fatalities occured during regular competitions as well. Obviously in the modern era you couldn't do that in MMA because it would be an illegal strike (at least in the ufc where you can't knee strike an opponent on the ground or something I can't remember the exact rule)
>>
Rolled 92 (1d100)

>>2654964
I'm rollin for ??????
>>2655012
Kickass
>>
>>2655012
Is there an upper limit to our strength or can we become the buffest dude in this Conan inspired universe
>>
>>2655196
There is no upper limit, if you progress enough you can have strength equivalent to Heracles or Gilgamesh or what have you.

>43+15=58
DC? you do not remove the lid

>92
There is something CHOICE in that sarcophagus

You dig in andtry to push the lid, but the heavy stone refuses to budge, you try to pull upward and pry the lid off but it remains motionless with no indication that your attempt did anything.

Examining the exterior, it doesn't seem that the lid is secured in any way. There's a possibility that something inside the sarcophagus is securing the lid but you have a feeling that sorcery, the same sorcery that no doubt protects the king's remains from the necrotic influence is at work.

What do you do?
>Examine the sarcophagus more closely (awareness roll)
>Try to remove the lid again (Break object roll)
>Leave the lid alone and heal your wounds (use surgeon kit)
>Search for another entrance or doorway (awareness roll)
>talk to your companions (Ector, Phillip, Spitha)
>Go back to the central chamber and talk to Pyrrhus (also to have the curse stack removed)
>Write-in
>>
>>2655267
>>Examine the sarcophagus more closely (awareness roll)
>>
>>2655290
Ditto
>>2655267
I'd be kickass to be psuedo Roman Gilgamesh
>>
>>2655290
>>2655320

You may not know much about magic but taking a second look can be illuminating regardless of circumstance.

Running your hand along the seem between the lid and the bulk of the sarcophagus you begin you observation by carefully looking for any glyphs runes or letters, or possibly a crack or weakness in the stone.

>roll 1d100+20 for awareness (+10 for reflexes, +10 for awareness)
>>
Rolled 19 + 20 (1d100 + 20)

>>2655385
>>
>>2655385
Oh yeah its Bo2
>>
>>2655400
Do you have any setting info or is it just straight up Conan
>>
Rolled 57 + 20 (1d100 + 20)

>>2655400
>>
>>2655422
I do have a setting.

This world is called Atearim, Ah (as in 'ah scary monsters')-Tear (as in rip and tear)-im (as in him).

The world is locked in a cycle of growth and decline with the world resetting after a long period of time. As a result their are mysterious locations that are leftovers from the previous eon, with all kinds of goodies and treasures (as well as reasons for comedic encounters with characters that wouldn't make sense in a sword and sorcery setting) as well as unique challenges.

The world is filled with magical creatures and monsters, and while sorcerers are rare (because magic is hard and requires gathering materials that are both difficult to acquire and to handle) they are powerful and frequently influence the world at large.

There are lots of human kingdoms who fight and trade and interact, which are based on mythologized version of a real life counterpart. Mesopotamia is a land of sorcerer kings who live for long periods of time and kick lots of ass. Arabia is full of beduoin chieftains and greedy trader kings and mad sorcerers who use djinn, Egypt is an ultra righ and cultured flesh pot full of intrigue against the Pharaoh with conniving sorcerers and beautiful women. Achea is full of hotbooded heroes and fueding city-states and tragedies. Britian is arthurian camelot, France and Germany are mythologized fractured version of Charlemagne's empire with paladins and all kinds of wars. Distant china and india are powerful and exceptionally rich lands filled with supernatural phenomena and hero kings, Japan is riddled up to its neck in yokai and nature spirits. Scandinavia is all day in the life of a legendary viking saga mixed with deeds worthy of the Aesir and Vanir. The list goes on it just depends on what is the most mtyhical period in a countries history is.

A factor that unites these countries and landscapes are the gods, who walk the earth as they please and cause trouble or help out.

There's Sol the sun god who watches over and foster's civlization and human co-operation.

Tethus the sea god who watches over sailors and fights sea monsters.

Alathaya the mother of the fey who toys with mortals for her amusement.

Ur-Paran the god of the dead who minds his own bussiness but when angered he fucks shit up.

Nagroth the god of metal working who taught men how to forge steel as well as create magical items. He also creates weapons for heroes.

Zagram the destroyer who is a colossal dick and pretty much just makes life a mortal hell for his own amusement.

Yavenna who is a nature goddess who only really cares about trees and hates just about every other aspect of nature and as a result ruins the environment.

Dagon who creates sea monsters and sends his deep ones to harrass people on land and sea.

Manimachus the Slayer who hates monsters and demons and runs around skull fucking everything evil like a doomguy mixed with guts.

There are other gods but you get the idea.
>>
>>2655508
>77
>DC 70
>Success!

Carefully Inspecting the sarcophagus you see runes and glyphs worked into the stone. They glow faintly, but its clear they are magically sealing the sarcophagus shut.

Moving toward the top of the stone container you notice a sun shaped indention in line with the king's head. An opening for a key or symbol. Hmmm. its possible that the key would be present somewhere on the tomb or it could be with the royal family in Pelas, either way its unlikely you can force open the lid with raw strength not unless you were strong beyond belief.

Maybe you should ask Pyrrhus or Spitha about the matter?

>what do you do?

>heal your wounds (use surgeon kit)
>Search for another entrance or doorway (awareness roll)
>talk to your companions (Ector, Phillip, Spitha)
>Go back to the central chamber and talk to Pyrrhus (also to have the curse stack removed)
>Write-in

>DC for sarcophagus revealed! (DC 150)
>Key required!
>>
>>2655607
>heal your wounds (use surgeon kit)
>>
why again are we breaking into a dead man's sarcophagus?
>>
>>2655607
We could pray to Sol for a boon with this, to further his goals
>>2655741
Ditto
>>
>>2655987
There might be loot inside, and due to the cyclical nature of this setting it might be something really kickass
>>
>>2656005
yeah but it's kind of fucked. i guess the only moral reason for opening the stone casket is to move the corpse.
still fucked in my opinion though.
>>
>>2655997
*cough cough*

>>2655607
Pray to Sol and the late king. Ask if we may barrow the weapon the late kind lays with so we may smite the lich if they will allow.
>>
>>2656021
It might be a crappy thing to do, but the lich being able to currupt and steal whatever's inside is far worse
>>
>>2656078
true
>>
>>2656086
The stated motivation for Alexandros (Since he doesn't know about the treasure inside), is that he wants to relocate the king's remains and give them back to the royal family of Pelas so that they can be placed on consencrated ground, since the tomb has been defiled by the lich.

>You open up your surgeon's kit and work on closing your wounds

Carefully and very thoroughly cleaning your wounds you place a coagulating paste before sowing your wounds shut. It will take time for your wounds to heal considering how deep they are but you can guess that Pyrrhus could help with that. It's also important to see him an get rid of the cursed effect. Even now you can feel the sickening chill that leeches strength from your every movement.

>You have treated your wounds but it will be 12 hours before they heal
>HP 75/75
>you still have 2 stacks of cuse on you.

>what do you do?
>Search for another entrance or doorway (awareness roll)
>talk to your companions (Ector, Phillip, Spitha)
>Go back to the central chamber and talk to Pyrrhus (also to have the curse stack removed)
>Write-in
>>
>>2656155
let's see if we can get the curse removed
>>
>>2656163
>Go see Pyrrhus

The chill in your flesh and bones is starting to agitate you. You approach a group of soldiers who have been wounded by the lich warriors who also seem to be returning to the main hall in order to have their curses removed.

Tagging along you fall into a line where at the front Pyrrhus holds a wooden staff that has a golden sun at its tip.

Eventually when its your turn the sorcerer places the golden sun on your forehead. The warm metal spreads a snesation of thawing that finally banishes the feeling of weakness and torpor from your body.

>do you ask Pyrrhus anything? (Like about the king's sarcophagus?
>Write-in
>>
>>2656252
>do you ask Pyrrhus anything? (Like about the king's sarcophagus?)
Yeah. How are we going to relocate it out of this desecrated tomb?
>>
>>2656287
>Pyrrhus hears your concern
Hmmm. It would be inappropriate to leave the remains here in the tomb since its been defiled by the abominations. Also now that the tomb has been opened and with our presence revealing it, no doubt grave robbers will show up to see if they can dig anything up once we purge the undead and leave.

>You explain about the magic seals on the lid and the sun shaped slot
A slot eh? That would be for a magic key, an enchanted item that you would need to bring and place in the slot to release the magic binding the lid. If I had to guess such a thing would be in the vault. If nothing else the key much like the sarcophagus will repel the undead so we can be sure that the lich doesn't have it. at least not on its person.

>Clue: The key to the sarcophagus may be in the tombs' vault.

>what do you do?

>Search for another entrance or doorway in the king's chamber(awareness roll)
>talk to your companions (Ector, Phillip, Spitha)
>Talk to Pyrrhus (About something else)
>Write-in
>>
I'm retiring for the night, I'll be back tomorrow at 2PM.
>>
>>2656364
TO THE VAULT!
>>
>>2656547
Ditto
>>
>>2656364
Time to become vulit hunters
>>
>>2656547
>>2656660
>>2657917
Considering that Pyrrhus is the only expert on this kind of thing except for Spitha you decide to go to the vault. Another part of the vanguard went there to recon, anyway and they may need some help.

Treking down the path leading the vault with some other soldiers who came to Pyrrhus to have curses removed you enter through the same massive doorway that led to the king's chamber.

What you see is a combination of necrotic filth and unnatural corrosion.

In side the chamber you see two large bronze reinforced doors that have been eaten through save for shattered corroded bits and bobs that are left behind. The treasure and hairlooms that no doubt were stored here are now covered in thick layers of necrotic flesh and filth that you can't decide is congealed blood or some other hardened and rotting bodily fluid. All of the gifts that were laid here as a tribute to the kings as well as the other notable people who were interned here are ruined. Despite not needing to do so the lich has spitefully destroyed all of this purely for its own amusement.

Moving though the filh laden chamber you and the other soldiers move toward another doorway. Once through you see a smaller chamber, only large enough for a group of a few dozen to stand and walk around in.

A shield wall of soldiers stand poised with spears and shields raised against something within the chamber. Once close enough you see a single humanoid shape.

Emmiting a foul acrid stench that scourges your nostrils with each breath, glowing faintly with pale green light, burning crimson eyes that pierce through the shadow, and clad in ugle jagged rusty armor is a particularly large undead. In Its hands is a large greatsword that emits an aura of foulness and sickness, with glowing red runes into the chipped iron of the blade. A ghostly gaunt and cruel looking spectral face hovers above the grinning skull.

The lich warrior remains unmoving and silent, its sword pointing downward into the floor.

Faintly behind the large abomination is a golden glint.

The key! That lich warrior is guarding it so no one can relocate the king's remains! At least not without handing it over to the lich for the twisted devil to defile.

>Enemy sighted!
>Panderus the accursed- Ancient Lich warrior
>HP:125, +50 to offense, +25 for defense, 4 attacks, +15 damage resistance, cursed greatsword weapon (d8 damage 6 degrees of success possible, 3 stacks of curse +10 damage per attack), Monsterous strength, Necrotic touch
>>
>>2658078
Chuck a spear then rush him, try to use our short sword but keep in mind we could totally suplex this dude
>>
>>2658078
If we can get inside the range of his greatsword he won't be able to hit us
>>
>>2658078
Throw all our javelins
>>
>>2658089
>>2658094
>Necrotic touch
Uhm, Anon? Are you sure?
>>
>>2658089
>>2658094
Sorry about the wait. I had to eat supper.

I was going to post some options again for you to choose from since the Lich is not at the moment aggro'd.

Also be wary of the necrotic touch the lich possesses. Necrotic touch allows the lich warrior to do additional damage when it hits and to harm you over time if you make physical contact with it. It's not extremely potent but it will do appreciable damage over time if you grapple Panderus.

>update

Staring down the undead warrior you observe that it does not move forward or attack the cluster of soldiers.

You can guess that the lich warrior has explicit order to not leace the room unguarded and that it also understands that entering into the large hallway will allow the soldiers to mob and kill it. In the confines of the room and with the narrow doorway the lich can wait out the soldiers or fight small groups at a time.

Clever for an undead slave. A proper champion will be needed to dislodge the decrepit soldier in single combat.

>What do you do?

>leave the lich warrior alone for now and keep exploring the tomb (don't worry that lich warrior isn't going anywhere)
>Go find help to take down the lich warrior (Like Aulis, Ector, or Pyrrhus)
>Engage the lich warrior on your own
>Talk to your companions (who?)
>Write-in
>>
>>2658241
Get our two bros to help us out. Let's spam ranged weapons.

If the undead is stupid it'll probably stay there and take all the hits if it was told not to leave the room unguarded.
>>
>>2658241
Do we get a bonus to ganking?
>>
>>2658276
No explicit bonus for ganking beyond having some backup.

Phillip though will have a hard time damaging the lich warrior because he does'n't have the raw damage output to overcome the 15 damage resistance.
>>
>>2658241
Take him down with buds
>>
>>2658294
He should use...TWO arrows at once.
>>
File: Virgin_c3bd05_6639575.png (356 KB, 1200x887)
356 KB
356 KB PNG
>>2658241
>>
>>2658355
>>2658358
>You gather your party to do battle with Panderous

It's clear that this particular undead is stronger then normal. The order soldiers are hesitant to approach and you clearly remember Aulis warning you about undead who seem to bear their old identities in some form or another.

You return to the King's chamber and recall your companions before telling them of the situation in the vault.

Without any need to convince them Phillip and Ector follow you to the vault with the undead still motionless in the center of the modest chamber.

"Aye that's a nasty undead to be sure. He still wears his face despite his flesh leaving him. That big cursed sword is made of more wicked work then what we've encountered before as well." Ector intensely gazes at the lich warrior for a time before looking at his belt and grabbing Caliburn.

Ector carefully inspects the gleaming sword before he turns his head and looks at your for a time, and then the lich wrrior again.

"Boy, I have an idea. You seem to be made of stern stuff despite being so young. I have confidence we can take down this creature together but I want to see something first."

Ector turns Caliburn over in his grip and extends the hilt to you.

"I want you to try and kill that undead with my sword. You haven't much experience wih a sword but I think you'll make do. If the sword is not a good fit, then I imagine you can wrestle with the bastard, but I'd be wary of doing it for too long. If all else fails I'll intervene."

>Do you accept Ector's offer?
>Yes/No
>>
>>2658392
>yes
I'd be honored to wield your people's sword.
>>
>>2658392
Sure
>>
>>2658402
>>2658420
>yes
>writing update
>>
>>2658447
Taking up Caliburn you feel an intense sensation of warmth and vitality. Power surges trough your muscles and any fatigue is washed away in a torrent of white hot mystical energy.

>Caliburn temporarly acquired
>D10 damage, +2 strength levels (lvl 5 str, 6 degrees of success, +20 to str rolls), Bane to evil (re-roll damage against evil targets), Magic weapon, Versatile (can be two handed)

Holding the blade, you re-examine your gear and check your armor for weaknesses to look out for.

Finished with you preparations you penetrate the shield wall and come out on the other side to face down the lich warrior.

>Encounter start!

>You automatically gain the initiative due to the lich warrior being unwilling to aggro immediately

>What do you do?
>Weapon attack (with what? what do you hve in hand?)
>Grapple attack (ignores damage resistance)
>HtH attack (big penalty, don't recommend)
>Special move (Impaling strike with spear, or javelin)
>write-in
>>
>>2658484
sword it
>>
>>2658484
Sword, aim for the legs or arms
>>
>>2658484
specifically Aim for the arms, wrist or fingers.
Wait can the shield wall and our buddy do ranged attacks followed up by us charging it?
>>
>>2658490
>>2658492
>>2658493
>these options win
Yes the shield wall can hurl some javelins at the lich warrior. You may go one on one but a little help is permissable.

I'm going to church, I'll be back by 8PM to day.
>>
Rolled 92, 34, 29, 35, 40, 86 = 316 (6d100)

>rolling for nearby soldiers to hurl javelins.
>3d100+15 soldiers
>vs 3d100+25 undead warrior

Exiting the formation with intent to challenge the undead the soldiers at your back hurl their javelins. Might as well lend some help before you charge in.
>>
Rolled 4, 1, 3, 6 - 15 = -1 (4d8 - 15)

>>2658845
>107,49,44 soldiers
>60 ,65,111 undead warrior
>one hit with 4 degrees of success
>4d8 damage dealt to Panderus
>rolling for damage

for you guys
>roll 3 seperate 1d100+20 rolls against Panderus using Caliburn
>>
Rolled 19 + 20 (1d100 + 20)

>>2658852
>>
Rolled 73 + 20 (1d100 + 20)

>>2658852
>>
Rolled 24 + 20 (1d100 + 20)

>>2658852
>>
Rolled 42, 89, 60 + 25 = 216 (3d100 + 25)

>>2658857
>>2658876
>>2658882
>rolling for Panderus defense
>>
Rolled 92, 71, 27, 11 + 50 = 251 (4d100 + 50)

>>2658893

Striding purposefully to face the undead warrior, the shower of javelins bounce harmlessly off of the ruined armor, as well as being batted away by the undead warrior's sword.

Bearing Caliburn in hand you try and strike the decrepit monster with your sword but your swings are wide and sloppy. The dead creature despite its bulk and natural clumsiness is able to parry all of your attacks without issue.

It irks you but the sword's balance is far different then a spear. The weight is focused above your grip rather then on your grip.

The dead warrior retaliates.

>roll 4 seperate 1d100+30 vs 4d100+50
>>
Rolled 90 + 30 (1d100 + 30)

>>2658910
fffffff
>>
Rolled 83 + 30 (1d100 + 30)

>>2658910
>>
Rolled 98 + 30 (1d100 + 30)

>>2658910
>>
Rolled 96 + 30 (1d100 + 30)

>>2658910
>>
Rolled 4, 1, 2, 3 + 6 = 16 (4d8 + 6)

>>2658918
>>2658968
>>2658970
>>2659033
>120,113,128,126 you
>142,121,77 ,61 Panderus
>2 attacks get through 2 curse stacks (-10 to rolls)
>3 degress of success
>1 degree of success
>I realized I made and error with your loadout. Your half plate provides a +10 damage resistance.
>rolling for enemy damage
>>
>>2659042
>75-16=59HP

The massive sword blows from the undead are not stunted at all. In addition to their bonecrushing force they are lightning fast. Each strike even if you guard it makes your body numb. Two solid strikes lay into you and draw blood. You feel the cold of the curse combat with the warmth Caliburn provides.

>what do you do?

>What do you do?
>Weapon attack (caliburn or shield)
>Grapple attack (ignores damage resistance)
>HtH attack (big penalty, don't recommend)
>Special move (Impaling strike with spear, or javelin)
>write-in
>>
>>2659053
Keep hacking at it until a limb flies off.
>>
>>2659053
why did we lose 16 is our amour not working
>>
>>2659064
The lich warrior has a +10 to base damage for attack due to using a great weapon.
>>
>>2659067
ah
>>
>>2659053
>>Weapon attack (caliburn or shield)
caliburn
>>
pretty much gonna bail out if we reach half health
>>
Rolled 61, 37, 49 + 25 = 172 (3d100 + 25)

>>2659071
>>2659058
>I'm amending bane to evil. it now does 2x damage to evil targets, because I have a feeling thing fight will drag on and you won't have much of a chance to win otherwise.

>roll 3 seperate 1d100+10 rolls beat 3d100+25
>>
Rolled 36 + 10 (1d100 + 10)

>>2659074
>>
Rolled 48 + 10 (1d100 + 10)

>>2659074
I honestly don't think we can win this fight but I want to see how far we can go with this before copping out.
>>
Rolled 88 + 10 (1d100 + 10)

>>2659074
>>
>>2659083
>1 hit with 3 degrees of success
>roll 3d10 damage x2
>I also misalculated the Lich warriors armor he's wearing halfplate not full so his damage resistance is 10 so he has 4 damage on him
>121HP for Panderus
>>
Rolled 9, 3, 10 = 22 (3d10)

>>2659093
He took damage? Neat.
>>
Rolled 55, 28, 27, 26 + 30 = 166 (4d100 + 30)

>>2659101
>22x2=44
>44-10=34
>121-34=87HP

You do not allow your pain to dull your offensive. Countering the undead's sword blow you crouch and enter its guard. Your swings once again cannot find purchase as the glowing reeking skeletal creature brings its blade close and uses it to block your strikes. In frustration you dip the blade down and instead stab at the skeleton like you would with a spear.

Your thrust pierces through the rust and filth covered armor, Caliburn glows gold and holy flame sears and sends shockwaves through the undead's body.

The dreadful hiss of agony and the demonic face that replaces the ghostly visage on the skull signals that the Lich warrior is deeply harmed by the holy blade's contact.

Rust and sludge breaks off form your enemy as it shakes violenty and makes to attack you again.

>roll 4 seperate 1d100+20 defense rolls
>Caliburn has hobbled the Lich warrior due to being affected by the holy magic within. Lich warrior rolls 4d100+30
>>
Rolled 85 + 20 (1d100 + 20)

>>2659115
>>
Rolled 58 + 20 (1d100 + 20)

>>2659115
>>
Rolled 48 + 20 (1d100 + 20)

>>2659115
>>
Rolled 23 + 20 (1d100 + 20)

>>2659115
>>
Rolled 2, 6 + 3 = 11 (2d8 + 3)

>>2659121
>>2659122
>>2659125
>>2659133
>only 1 hit on you
>2 degrees of success.
>1 more curse stack (for -15 tota 2d8+3)
>>
Rolled 30, 4, 23 + 15 = 72 (3d100 + 15)

>>2659140
>59-11=48HP

It's blows are weakened by what you can only suspect is Caliburn's hooly might. But despite your best efforts a diagonal thrust cuts you although the damage is not as extreme. Pan and a general feeling of rot builds up in your body. You feel like your breaking into a particularly intense rash as even more cold envelops your body.

The undead warrior cackles and hisses mockingly. Its twisted spectral visage a hateful demonic sneer full of twisted flesh and teeth.

>i'm gonna assume you want to use Caliburn

>roll 3 1d100+5 against 3d100+15
>>
Rolled 86 + 5 (1d100 + 5)

>>2659151
at least we're both having a hard time.
>>
Rolled 23 + 5 (1d100 + 5)

>>2659151
>>
Rolled 54 + 5 (1d100 + 5)

>>2659151
>>
Rolled 22 + 5 (1d100 + 5)

>>2659151
>>
>>2659161
>>2659164
>>2659170
>91,28,59 You
>45,19,38 Panderus
>3 hits
>5 degees of sucess
>1 degree of success
>3 degrees of success

>roll 5d10x2
>roll 1d10x2
>roll 3d10x2
>>
Rolled 4, 5, 1, 5, 3 = 18 (5d10)

>>2659181
huh. this is turning out better than i thought.
>>
Rolled 9, 2, 5 = 16 (3d10)

>>2659181
>>
Rolled 9 (1d10)

>>2659183
Damn. Rolled into the lower spectrum.
>>
Rolled 3 (1d10)

>>2659181
>>
Oof. I think after all the damage reduction, this thing should have 56 damage dealt to it.
>>
To be fair he's doing fairly well for his first time using a sword.
>>
Rolled 18, 70, 16, 1 + 30 = 135 (4d100 + 30)

>>2659183
>>2659184
>>2659185
>18x2=36-10=26
>16x2=32-10=22
>9x2=18-10=8
>56 damage
>87-56=31HP

Raising your shield you weather the powerful swings of the undead champion. Allowing the greatsword to bounce off the bronze face of your shield like waves on a rock. Gripping the hilt of Caliburn with even greater force you focus on your sword arm.

The sword is not like wielding a spear but in order to use a spear you must keep your thrusts compact and use your whole body to deliver a proper thrust.

When you lash out with Caliburn you pivot and twist your hips and back. Using your shoulder and arm while keeping the slash compact. Raising your shield at an angle the greatsword bounces off leaving the abomination undefended.

The sharp blow into its side carves open its armor and nichs the spine. The green light and crimson flames that signal the creatures lifeforce flicker as it recoils in pain. Bits of rusted metal and even more sludge drops to the ground.

Your follow up it too shallow but your last slash also hacks at the undead's reinfocd skeleton.

With each blow you land the bright light of Caliburn grows stronger, a white hot flame seems to surround it.

The cursed blade scapes against the ground with a squeeling hiss that stings your ears as the undead desperately attempts to regain balance, lurching foward the necrotic creature makes wide, furious sweeps at you with its weapon.

>Roll 4 seperate 1d100+15 vs 4d100+30
>>
Rolled 22 + 15 (1d100 + 15)

>>2659219
>>
Rolled 7 + 15 (1d100 + 15)

>>2659219
>that Crit fail
Nyigga
>>
Rolled 44 + 15 (1d100 + 15)

>>2659219
We got shit rolls
>>
Rolled 90 + 15 (1d100 + 15)

>>2659219
>>
Rolled 20 + 15 (1d100 + 15)

>>2659219
>>
>>2659236
What to the letters mean?
>>
>>2659228
22 vs a 100
fuck
I wonder how many successes he gets
>>
Rolled 2, 5, 3, 5, 1, 2, 7, 4 + 6 = 35 (8d8 + 6)

>>2659226
>>2659228
>>2659234
>>2659235
>37,22,59.105 You
>48,100,46, 1 Panderus
>2 hits
>2 degrees of success
>6 degrees of success
>rolling for damage 8d8+6
>Since the enemy crit failed it takes a -5 for rolls but you roll a damage and since you roll 105 roll 6d10x2
>>
Rolled 10, 8, 3, 9, 10, 6 = 46 (6d10)

>>2659245
>>
Rolled 5, 9, 8, 2, 1, 4 = 29 (6d10)

>>2659245
>>
>>2659245
We are sitting at 23 HP
The undead warrior is at -51
gg no reeee
>>
>>2659245
>48-35=13HP You
>31-92=DEAD AS FUCK

Ice fills your veins as each vicious swing sends necrotic energy skittering across your shield and armor. Despite your tight defense the creature throws all of its strength into its furois storm of slashes. Although it gives no heed for defense its violent barrage pressures you too much to retaliate.

In the midst of the chaos of battle you see it. A flaw in the creatures stance. Its overextended it reach trying to hack you to bits. Its arms are too drawn out and its stance is too commited. Driving forward even as you feel pus and necrosis begin to form on your wounds you raise Caliburn above your head. Keeping your swing compact, fast, efficient, using your charge your back and your arms to deliver a massive overhead slash.

Caliburn's burning blade shears through the filthy iron helmet and the skull it guards. The spectral face incinerates and flares as Caliburn continues its deadly arc downward. Shearing through the rusted necrotic tissue covered breastplate as the spine and rib cage of the lich warrior is split in twain. At last the pelvic girdle of the creature is cleaved through and it explodes into dust, its screams of terror echo throughout the halls as Caliburn's flame roars as though in triumph.

Exhausted cursed and bleeding from decaying wounds you drop to your knees. In a second you are surrounded by your comrades some of whom cover you in charms and salves they carry you away. Ector you see carries the golden sun key to the king's sarcophagus.

Mercy of Sol that was hard.

>Encounter ended
>defeated Panderus the Accursed
>level up!
>Level 3!
>4 actions
>100HP max
>Novice swordsman skill learned (+5 to rolls, wounding strike learned)
>Sun key acquired!

Which stat groups do you want to improve? (pick 2)
>Strength
>Dexterity
>Intelligence
>Charisma
>>
>>2659269
Strength, intelligence, time to unlock that sarcophagus
>>
File: images (2).jpg (10 KB, 318x159)
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>>2659269
All
Into
Strength
>>
>>2659269
str and int
>>
>>2659288
You have to pick 2 seperate stats to raise, sorry don't want you to power stack too quickly in one stat
>>
>>2659292
That is fair. Strength and Intelligence it is then.
Can we take the greatsword and have it uncursed?
>>
>>2659293
Unfortunately (or fortunately) it crumbled to dust after panderus died.
>>
>>2659296
O-oh
>>
>>2659280
>>2659291
>>2659293
>Str and Int
>level 4 for strength stats (5 degrees of success and +15) and level 3 for Int stats (4 degrees of success and +10 to rolls)

You fall asleep after Pyrrhus removes the accumulated curses on your flesh and he cleans your wounds with an especially painful antiseptic that scours the necrotic tissue and damage from your wounds.

Waking up outside the tomb Ector and Phillip kneel near you.

"Good to see you awake boy. They found the path leading to the lich's inner lair. That and I opened the king's sarcophagus and collected his remains."

You grin slightly, now the king's remains can be interned somewhere where they will be undisturbed.

"But I also found something else inside. Since you slew the creature guarding the key on your own, and I have Caliburn I think you should have it."

It doesn't sit tight with you. After all you didn't intend to collect treasute from king's resting place, its rightful owners would be his remaining family.

"I know what you're thinking boy but this isn't gold or silver or a trinket of some kind."

You see Ector grab something from outside your field of vision only to reveal....

>What did Ector collect from the King's sarcophagus?

>A steel and bronze plated belt that increases strength (Increases Str stats by +2 levels, grants monstrous strength= no penalty for grappling monsters or large creatures and advantage on smaller targets)
>A solid steel shield that guards against magical attacks as well as physical (roll Bo2 when defending against magic as well as force an enemy re-roll to take the lower roll)
>A steel sword that has an edge that cleaves metal like butter (Sword cant roll lower then half its damage dice value when rolling damage, d10=5 or higher, also counts as a magic weapon)
>>
>>2659313
as much as i would like a nice sword I'll take the wwe belt instead
>A steel and bronze plated belt that increases strength (Increases Str stats by +2 levels, grants monstrous strength= no penalty for grappling monsters or large creatures and advantage on smaller targets)
>>
>>2659313
The belt
>>
I'll keep this vote open till tomorrow so that third poster or someone else can vote.

See you tomorrow at 2PM. Have a nice evening anons
>>
>>2659361
THE BELT
>>
>>2659361
THE VOTE HAS BEEN SETTLED
>>
>>2659391
>>2659326
>>2659322
>first to three
>Belt wins
Okay now I'll see you tomorrow
>>
File: Belt of strength.png (122 KB, 467x214)
122 KB
122 KB PNG
It's a belt. A large bronze plated belt with an armored fist engraved on the very large frontal plate. To be honest it seems a little too big to make for a practical belt although it would make for decent armor to guard the gap between the groin and breastplate.

"Here I'll put it on you because it's more then just a shiny belt."

Odd. More then just a belt?

Ector wraps it around your waist and fastens it. The moment the belt is secured you feel lightning course through your muscles. Intense heat and a selling feeling engulfs your physique, almost as if you were bulking upin a few seconds. The weariness you previously felt is replaced by indomitable vigor and strength.

Without meaning to you stand up s though you hadn't just been in a state of near death. The intense internal heat surpasses even the surge of strength Caliburn provided.

>With the belt on your strength level is currently level 6 (7 degrees of success, +25 to str rolls)

You feel like you can wrestle a giant to the ground, it's amazing!

"Careful there boy the belt increses your strength but yiu're still banged up. Best to keep recuperating until you're back in good health."

You shoot a look of annoyance at Ector but you acknowledge his wisdom though it pains you to relinquish the belt's might even if only for a moment.

Taking the belt off you feel the soreness and exhaustion creep back in. Reclining onto your bedroll once more you lay the belt beside you.

"Aye. good lad. I'm impressed by the by, never even used a blade and you were able to take down that nig ugly bastard by yourself. Of course you had a magic sword to help but it stands thay you held on against such a dangerous opponent. By rights that fancy belt should belong to you, Pyrrhus said that the line of Theophilis died out some time ago, so the current dynasty in Pelas can't claim it, so it's yours now, the good king could hardly find someone who'll put it better use then you."

Ector gently pats your shouldr before getting up and walking toward the command tent. Phillip takes his spot next to you on his bedroll, before going to sleep.

"Hey. Mr. Alex." Spitha zips onto your chest.

"You know you could have asked me about that nasty dead guy. You were in real trouble back there with that nasty cursed sowrd he had. That wasn't any normal undead either."

The sprite pouts and averts his childlike face from you. Eventually Spitha stops pounting and zips onto your forehead.

"You were in real bad shape when you finished up in there. I know you are a hero and all Mr. Alex but you got to be careful. I'd ate for nythign to happen to you especially if I could be of any help. I know I'm too small to fight but there's other things i can do!"

>Do you say anything to Spitha?
>>
>>2660306
I honestly forgot he was capable of helping and kind of forgot about him during the charge to this tomb. I feel dumb. As a fairy, can he help up in some capacity?

>Phillip takes his spot next to you on his bedroll, before going to sleep.
Yeeeessss. Yeeeessss. My homo otp I'd coming true.
>>
>>2660306
I also want to see what happens if his little body uses the belt.
lmao the world's strongest fairy, welding a weapon two hundred times him own weight.
>>
>>2660332
>How can Spitha help
Sprite's are very magically attuned and are surprisingly astute. As a result of their uncanny observations he can give advise on enemy weaknesses. For instance Spitha would have told you that Caliburn would weaken the undead warrior you fought and made the fight much easier, he also would have advised you to grapple the great sword from the undead's hands because the necrotic touch while dangerous would only a serious issue if you held on for a long time. The benefit of disarming the warrior would outweigh letting him keep the sword.

also Sprites can sense magical traps, and living things or unliving things. He could help look for the lich once you reenter the tomb.

>The belt
Spitha already tried wearing it but like a small child trying to wear an adult's belt it didn't fit and as a result the magic didn't go into effect. He was pretty bummed out by that.
>>
>>2660356
New Quest: World's Strongest Fairy
>>
You don't say anything but you use your forefinger to gently pat the small sprite on the head.

"I'll keep your words in mind, but I need to rest be ready with the advice once we go back into the tomb."

Spitha nods and curls up on the edge of your pillow as you drift off into sleep.

>1 day later after you are healed and ready to fight again.

>HP:100 (no wounds or curse stacks)

Once up an active you roll your shoulders and stretch your arms and legs. Strapping on your armor and weapons along with your new magic belt you enter the tomb once more with some fresh troops and your companions.

The central chamber has been mostyl cleansed and barricaded into a forward base and from what Ector tells you the vault and the Shrine have both been cleansed as well with fire.

The only problem left is that they still can't find the Lich's main lair. Despite checking all three major chambers other then the central one no other entrance has been located.

"Hey. Mr. Alex. I can sense dead evil stuff since it's magic and all. Now that all the other dead things are goen and they've burned everything I can probably find where the lich is."

Looking at your sparking companion as he flies around your head you shrug.

"All well and good. Have a go at it, no harm in trying."

The sprite excitedly zooms in circles before brightening.

"Alright leave it to me!"

>roll 1d100 for Spitha to find the secret entrance
>>
>>2660425
Can we keep the key to the sarcophagus since it has anti undead properties?
>>
Rolled 95 (1d100)

>>2660425
>>
>>2660443
With the sarcophagus unlocked, the magic of both the key and the sarcophagus dissapated. It was a spell meant for a one time use only.

>>2660448
>95
Spitha not only finds the entrance he also finds something more interesting.

>writing
>>
The bright spark flies off into the dark hallways of the tomb. Occasionally you see Spitha briefly zip back into the central room before zipping into one of the other hallways.

You settle onto a blanket on the floor to rest for a while right before spitha slams into your head.

"I found it! Also I found something else!"

You urge the sprite on before grabbing the tiny creature and pulling him off of your head.

"Alright let's have it what did you find?"

Spitha rapidly bounces up and down on your palm before zipping around again.

"In the hallway leading the king's chamber there's a fake wall that leads to the lich's lair, but in the shrine to Ur-Paran I found a false floor tile that leads to another more secret passage that leads somewhere else."

You nod in approval. But you hold you hand out and roll it.

"Go on."

"That second entrance leads to the lich's main chamber! I squeezed through and flew all the way to where the lich was yelling and doing magic. It's not big but the secret path could let you and a couple others to where the lich is while the rest of the army goes through the main way. While the lich's army is distracted you could do him in!"

Interesting. Spitha has proved his worth. Rather then fight your way through more undead and deal with the lich empowering them, you could sneak up on the undead cur and end it and therefore its entire army in fell swoop.

>You relate this information to Aulis who gathers the army's officers together.

"The lich is trapped below since we blocked the hidden exits and thanks to Pyrrhus we've blocked any scrying the lich can make so it's blind down there. With the secret passage located along with the main passage we can send a tem to assassinate the lich while the rest of our forces distract the remaining undead hordes."

Aulis points to you and your companions.

"The lich will sense Pyrrhus coming and I need to direct the troops. As such a group of soldiers will block the passage while you lot take out the lich. Any questions?"

>You have a straight shot at the lich.
>If you have any questions or concerns regarding the lich or your condition voice them to your companions and to Aulis and Pyrrhus.

>What do you ask and to whom?

>Or

>Skip to the lich fight.
>>
>>2660520
Does Pyrrhus have any charms or rosaries to protect against curses and necrotic magics? How many of us should go assassinate the lich?
>>
>>2660538
was waiting for more anons so sorry for the wait.

>charms of protection
Pyrrhus produces several golden colored 4 pointed sun medallions and gives them to you and your companions

"I was waiting to use these against the lich. In addition to protecting you from curses they will shield you from spells or necrotic attacks. Be wary though they won't last forever so best to avoid taking to many hits as they will burn out eventually."

>How many should go attack the lich
"You and Ector should get in close, Phillip will be back up by additional archers that we can lend. Best not to send too many as the passage is narrow and too many people will tip off the lich.

>You're going in on this one with your companions and a little backup otherwise the lich will sense the your approach due to the abundance of life force.

>Any other questions or concerns?
>>
>>2660619
Let's roll
>>
>Let the boss battle begin!
>writing
>>
>>2660619
Alex, Ector, Phillip and one otehr archer sounds good.
lets go.
>>
>>2660630
Just as described the passage in the shrine is narrow maybe even cramped. At imes you must kneel and scuttle in order to pass through. Yiu don't know if the lich did this intentionally to avoid this hidden path being discovered or just to save time, but wth each passing moment of progress you feel a sickening feeling that stabs at the base of your stomach.

Something unimaginably foul is coming up and you have no doubt that the lich much be producing it. When you first laid eyes on the miserable wretch you felt fear and disgust but this sensation was more intense, more palpable.

Through the dark and dusty passage you gradually gain more room to stand until you can walk without stooping to avoid banging your head on the ceiling.

At about the same time as the passage opening you see the sickly green light of necormancy in the distance. The further you advance the stronger that sickening feeling becomes, that cold that sucks the life out of your body. You are far too familair with that power then you would like. A cold sweat forms on your brow and your wounds ache and shiver at the reminder.

At last you enter a large chamber. It is disgusting beyond belief. Stacks of corpses are strewn around and piles of bones and rotten fetid flesh are also present. Mildew and necrotic flesh grows on the walls as necromantic energies seep from the ceiling and ground. Bones with undead rotten flesh growing over them try to eat one another.

In the center is a masive cauldron with the same undead creature standing above it chanting, its harsh raspy voice muttering obscenities and blasphemies as energy coils around the lip of the cauldron.

Its face has deteriorated as maggots have grown in its leathery flesh, and writhing pus filled mouldy flesh has begun to subsume parts of its body and clothing.

"FOOLS! YOU ONLY COME TO MEET YOUR DEATHS!" There is no futher taunting, nor is there any attempt at verbal intimidation.

The lich jumps into the cauldron. All at once the gaseous green energy spikes and writhes. Whispers stab at your ears to eat the flesh of your companions or to fley yourself.

The cauldron bursts and reveals a horror unlike any you have seen before even in a nightmare.

a giant of rotten flesh and bones. Multiple corpses who have fused together into a terrible, awful single lurching creature. Multiple cackling skulls covered in the rank meat blaze with the crimson flame of undeath inside their eye sockets. The heads are present along the thing's torso and several have fused into a ring to make up a 'head' of sorts.

>Enemy engaged!
>Undead Hulk!
>HP:500
>Offense:+50 to rolls, (d8 damage, up to 8 degrees of success), 4 attacks
>Defense: +25, no damage resistance
>Necrotic touch (+1)-Deals 4 additional damage per successful attack
>Necrotic blast- Spell, multi target, deals 6d10 necrotic damage if it its
>Grab- makes strength roll to grab and hold a target in hand, while target is held they take damage from necrotic touch.

>cont
>>
Since the Lich's first action was to transform. You get first turn.

What do you do?
>Attack (With what?)
>Grapple (With the belt its possible)
>HtH (still not a good option)
>Special attack (Impaling strike with spear, wounding strike with sword)
>write-in

What do you want you allies to do?
>Attack
>Draw its attention
>write-in
>>
>>2660725
>Suplex
>>
>>2660712
Sol preserve us. What's Phillip current archery level?
Does Spitha have any advice?

Voting to Suplex and Sir Ectors stabbing it while the archers shoot at it.
>>
>>2660738
>Phillip's archery level
He's at +10 with his dex stat giving him another +5, but since his tagret is so big he can shoot at that monster for a total of +20

>Spitha's advice
That thing is powerful but poorly put together. You could climb it and hack off parts of it with a bladed weapon like a sword or axe. If you could cut off that head I sense that it would be weakened. Good Luck!
>>
>>2660748
Sounds like a job for us or Sir Ectors
>>
>>2660759
You could use the suplex to pin its head to the ground then order Ector to cut its head off.
>>
>>2660770
sounds like a plan
>>
Rolled 88 + 25 (1d100 + 25)

Alright it begins
>Your strength with the belt is +25 and with your grapple skill bonus being +15 you can wrestle with a +40!

>roll 1d100+40 to grapple the hulk
>beat 1d100+25 to grapple
>>
Rolled 86 (1d100)

>>2660784
>>
Rolled 87 + 25 (1d100 + 25)

>>2660791
>beat by 13
>2 degrees of success
>deal 2d8 damage
>Hulk is grappled

Immediately youcircle the giant sweltering mound of filth and slam into what can only be assmumed to be its back. Plunging your hands into the flesh, shattering bones as you do, you wrap your arms around a braided tangle of spines that must act as the spine of the creature. You pull and despite its struggling you hold it in place.

>roll 1d100+40 to suplex this bitch
>beat 1d100+25
>>
Rolled 7, 8 = 15 (2d8)

>>2660809
>>
Rolled 4 + 40 (1d100 + 40)

>>2660809
damn another high roll. Any penalties for being grappled?
>>
>>2660819
shit
>>
Rolled 100 + 25 (1d100 + 25)

>>2660819
While grappled it can't move and takes a significant penalty to attacking.

>you don't suplex the hulk
>you have 2 more actions to try and suplex or do something else.
>Roll 1d100+40
>beat 1d100+25
>>
>>2660845
Make a roll even though I crit rolled.
>>
>>2660845
ffffffffffff

>>2660847
how much ass rape will the sun token protect against?
>>
Rolled 38 + 40 (1d100 + 40)

>>2660847
hhhhhhhhnnnnnnnnnn
>>
Rolled 1, 3, 5, 1, 6 = 16 (5d8)

>>2660853
Depends on how much punishment you take. I don't have a set amount but don't take too many hits and it will hold.

>>2660857
>You get thrown and need to re grapple the hulk (1 wound -5 to rolls)

The creature digs in with its myriad of moving body parts before you are suddenly lifted from the ground and propeled through the air. Slamming into a wall at top speed you feel your ribs and bones creak in protest.

>rolling for damage from hulk
>5d8-10

>roll 1d100+35 to re-grapple the hulk
>beat 1d100+25
>>
>>2660870
>16 damage (16-10=6)
>94HP You
>>
Rolled 70 + 25 (1d100 + 25)

Undead hulk defense roll
>>
Rolled 57 + 35 (1d100 + 35)

>>2660870
Anyone else gonna throw in their two cents while we re grapple? (*cough cough* volley of arrows and holy sword strikes *cough*)
>>
Rolled 40 + 25 (1d100 + 25)

>>2660875
>>2660888
>its really close only by 3
>I'll let you re-roll one more time.
>>
Rolled 80 + 35 (1d100 + 35)

>>2660908
HHNNN!!!
>>
>>2660913
>beat it by 50
>roll 6d8 damage
>hulk is grappled
>>
Rolled 8, 8, 6, 5, 8, 2 = 37 (6d8)

>>2660918
This reminds me of a pnp game where I grappled a zombie.
Alex is gonna needs to clean his everything after this.
>>
>>2660934
>500HP
>15+37=52
>500-52=448HP U. Hulk

Charging at the monster your shoulder checks the beast before you rush behind and grab it by its spine again.

>Allied turn
>execute plan cut its head right off?
>>
>>2660946
Cut this motherfucker's head off
>>
>>2660946
>execute plan cut its head right off?
>>
Rolled 50 + 25 (1d100 + 25)

>>2660957
>>2660959
>roll 1d100+35 for Ectors athletics roll to climb the hulk
>beat 1d100+25
>>
Rolled 34 + 35 (1d100 + 35)

>>2660975
no wammy plz
>>
Rolled 52 + 25 (1d100 + 25)

>>2660989
>Ectors first attmept is un successful and he is shaken off.

>roll again to try again.
>>
Rolled 10 + 35 (1d100 + 35)

>>2661001
rolling to grapple or for Ectors to scale this thing?
>>
>>2661004
fffffffffffff
>>
>>2661004
roll to scale the creature to hit the head.

>it repels Ector again.
>do you want to try to scale it again or do you just want to hit it with Caliburn?

Also sorry for the response delay, I was mowing grass since I had to wait for it to cool down to mow without worrying about the heat being too intense.
>>
>>2661148
keep. rock climbing.
>>
Rolled 15 + 25 (1d100 + 25)

>>2661154
>roll please
>>
Rolled 36 + 35 (1d100 + 35)

>>2661184
could this be it?
>>
Rolled 28 + 25 (1d100 + 25)

>>2661192
It is you successfully climb the hulk and reach its shoulders. Its screaming amalgamation of fleshy skulls are target able.

>roll 1d100+45 for Ector's sword attack
>Beat 1d100+25
>>
Rolled 88 + 45 (1d100 + 45)

>>2661199
>>
>>2661200
>6 degrees if success on that one
>roll 6d10x2 for damage
>I'll tell you if you sever the head or not.
>>
Rolled 2, 9, 1, 7, 9, 2 = 30 (6d10)

>>2661224
So you mentioned using this for a dnd game. how's that going for you?
>>
>>2661231
>30x2=60 damage
>448-60=388HP
>Off with his Head!

Holding the beast back even as arms and hands burst from the rotting flesh to grab you, the hold remains strong, limiting the beasts movement.

"Ector go for the head!"

Ector circles the creature, franticallt dodging the massive swinging arms and bursts of glowing green gas.

"Which one! Damn thing has dozens!"

"The cluster on top, cut it off I have hold of it!"

Without further prodding Ector charges and attemps to climb up the abominations front. Put a cluster of arms grab and toss him. luckily Ector lands upright and tries again, but the creature wriggles even as you hold its spine.

The third attempt succeeds as Ector jumps off of you back and uses the clusters of arms on the back to climb up. Standing on the beasts shoulder and before the cluster of heads can shoot him with a surge of diabolical energy that builds in their mouths a swift strike from Caliburn severs and sets alight the ugly lump of undead heads.

The scream the creature releases is like hundreds of people wailing in agony which you have no doubt is beacuse hundreds were killed to make this monstrosity.

Ector digs into the creature's hide with Caliburn as you hear the hiss of arrows taking flight.

>Roll 1d100+20 for Phillip and archers to hit.

>Dnd game
I haven't started yet. My idea was for a hombrew d100 system. I inted to take some ideas form this and make a hombrew rpg for my friends and I to play with. I've been DMing and acting as a game master for my group for a little while. We have 1 day a week games since we have college. My last two games I GMed were actually campaigns using a modified version of mekton zeta.
>>
Rolled 93 + 25 (1d100 + 25)

>>
Rolled 49 + 20 (1d100 + 20)

>>2661272
>>
Rolled 51 + 20 (1d100 + 20)

>>2661279
>no hit
>archer have another attack
>>
Rolled 61 + 20 (1d100 + 20)

>>2661286
>>
>>2661286
Supposed to be +25. Fuck.
>>
>>2661288
roll 1d8 for damage
>>
Rolled 4 (1d8)

>>2661292
>>
Should I read through the previous threads and this one? Sell me on this quest.
>>
>>2661297
>388-4=384HP

>monster turn
>Monster is going to attack Ector twice and try to break from your grapple twice.

>For the grapple break its roll is +25
>For the attack roll its +50
>Ector rolls +45 for defense
>I'm gonna roll 2d100 the first is for you the 2nd is for Ector

Roll 2d100 for both you and Ector

>>2661305
Okay. My writing is at best mediocre in my opinion but I think that if you enjoy a quest where there is no strict plot except trying to fulfill a characters ambition and building up to accomplish something that affects the setting then you'll have fun.

The setting is conan-esque with the various locations being based on real life cultures but with each country or region being based on that area's mythological past.

The area the PC is currently in is Bronze age, age of heroes Greece. The Achea of homer's Illiad and Odyssey as well as Jason's argonauts and the labors of Heracles.

The quest hasn't progressed much as I switch each week between this quest and my other quest Titanic tournament, but so far the PC has encountered a partially blind Cyclopes master smith and his human apprentice, he's journeyed on the road with a villager named Phillip to get help for his home, a town beset by forest dwelling fey who are working with this lich to do some kind of ritual.

The PC encountered a sphinx and saved a sprite names Spitha before sacrificing said sphinx to the sun god while it still lived. He defeated an arrogant highwayman to save a mysterious young woman. He riled up a small army of sun god zealots who hunt monsters and now the PC has helped storm the tomb the lich was based in and has used a secret passage to assassinate the lich with a grail questing knight of the round table he encountered on the way to find the zealots.

And that's a high light reel for what the quest has been like so far. Also the anons have wrestled a lot of things recently and in the last thread they suplexed a bear (That was a shapeshifted fey). Also its an option to suplex this giant undead hulk.
>>
>>2661305
Read the rest so you know what's going on now
>>
Rolled 22, 80 = 102 (2d100)

>>2661352
>>
>>2661305
You could probably blow through the old threads today
>>
Rolled 2, 50 = 52 (2d100)

>>2661352
>>
Rolled 21, 87 = 108 (2d100)

>>2661352
did it take any holy debuff damage?
>>
Rolled 4, 2, 1 = 7 (3d8)

>>2661365
>debuff damage
yes with the head lopped off and Caliburn wounding it a -10 would in order.

>2+35=37 you
>22+15=37 Monster
>tie but you have the higher modifier you hold on

>80+40=120
>50+45=95
>monster hits Ector for 3d8 damage
>>
Rolled 39, 96 = 135 (2d100)

>>2661379
>7 damage
>7-15=no damage

>rolling for monster's 3rd and 4th actions
>>
>>2661385
well shit
>>
>>2661390
>roll to grapple/dodge
>>
Rolled 83 + 35 (1d100 + 35)

>>2661418
>>
Rolled 90 (1d100)

>>2661390
how many rolls needed?
>>
Rolled 62 (1d100)

>>2661418
>>
>>2661425
>>2661426
just two rolls
>You retain you hold on the creature
>1 degree of success from the monster attack which is negated by Ectors armor since 1d8 isnt enough to over come 15 DR

The hulking brute attempts to crush Ector between its lumpy arm conglomerates, all the while it thrashes and attempts to free itself from your hold. Arms and TEETH start attempting to harm or force you off, but you retain your hold just the same.

Arrows begin to porcupine the creature as Phillip and the archers continue to pepper the big lump of filth.

>Your turn
>Want to keep wrastlin?
yes or no
>If you do you'll try to suplex again
>>
>>2661449
>suplex
>anything else
Yes to suplex. It's got that -10 to it's 25 defense from the holy damage and the penalty to being grappled.
>>
Rolled 46 + 15 (1d100 + 15)

>>2661475
>roll 1d100+35 vs 1d100+15
>>
Rolled 50 + 35 (1d100 + 35)

>>2661487
>>
>>2661495
>3 DoS
>roll 3d8
>>
Rolled 5, 8, 7 = 20 (3d8)

>>2661525
>>
Rolled 5, 5, 4 = 14 (3d8)

>>2661525
>>
Rolled 32 + 15 (1d100 + 15)

>>2661537
>20x2 due to suplex
>388-40=348HP

At last your strength overcomes the creatures bulk and constand writhing. Arcing you back and unleashing a might yell you slam the beast backwards so hard it cracks the stone floor.

>beast is in a backwards pin.

>roll to follow up with a head drag
>1d100+35 vs 1d100+15
>>
Rolled 97 + 35 (1d100 + 35)

>>2661548
Where did the 2x come from?
>>
>>2661602
because more than just the damage done by your strength the suplex used the entire body weight of the enemy to deal damage.

I remember that I did the same for when you suplexed the bear.

The requirement is that you have to set up for it in order to accomplish it.

>roll 7d8 damage
>>
Rolled 1, 6, 6, 5, 4, 6, 5 = 33 (7d8)

>>2661613
>>
>>2661652
>33 damag
>348-33=315HP

Recalling the maneuver that you executed on the transformed fey you twist and drag the creature's upper body against the floor. Grinding its flesh and upper body on the now jagged floor.

"Hey remember to warn me next time!" Oh. Yeah Ector was on top of this thing. Well he seems to be okay so it worked out. best to be more careful now.

>Roll to throw the hulk for x2 damage or side slam the hulk for normal damage and maintian the grapple?

I'll leave this vote and come back tomorrow at 2PM.

Have a nice evening anons.
>>
>>2661676
Roll to throw
>>
Rolled 90 + 15 (1d100 + 15)

>>2661694
You roll to throw the hulk.
>roll me 1d100+35 vs 1d100+15
>>
Rolled 24 + 35 (1d100 + 35)

>>2662792
>>
Rolled 78 + 15 (1d100 + 15)

>>2662792
>>2662902
You got 2 more actions
>roll 1d100+35 to try again
>>
Rolled 23 + 35 (1d100 + 35)

>>2662921
>>
Rolled 72 + 15 (1d100 + 15)

>>2662921
>>2662963
Last chance
>roll 1d100+35
>>
Rolled 1 + 35 (1d100 + 35)

>>2662968
>>
>>2662973
OOF
>>
Rolled 1, 3, 6, 2, 1, 8, 4, 7 = 32 (8d8)

>>2662973
>what is this shit.
>Anon I am dissapointed
>rolling 8d8 damage from hulk as it reaches behind itself and tosses your ass.

The weight of the hulk is great but you have confidence that you can successfully toss the creature into a wall.

Bearing upon the creature with your strength you twist and try to build momentum.

Only you can't the creature's spine moves and denies you the tension to start dragging the body.

You try again only for a massive disgusting arm to grab hold of you as whatever makeshift joint reverses and you go flying again.

>what are your orders for allies?
>>
>>2662991
>32-10=22 damage
>94-22=72HP (2 wounds -10 to rolls)
>>
>>2662991
Call the monster a cur and faggot.
Just, lay your ass down and recover for a round and let everyone else wail on the thing. (use the med kit)
>>
>>2662991
JUst keep stabing and hacking off the heads
>>
Rolled 23, 59, 10, 28, 5, 36, 63, 75 = 299 (8d100)

>>2662996
>>2662999
>medkit
If you had a potion you could immediately restore your health but your surgeon's kit heals your injuries and wounds if you have time to lay back and heal.

>Vile cur, the most atrocious and ugly thing to have ever been shit out into the world! You are not even fit to gather firewood for a living!

>rolling 8d100 for Ector and the hulk
>Ector gets a +45 monster has a +15
>>
Rolled 7, 3, 7, 8, 7, 10, 6, 5, 3, 6, 3 = 65 (11d10)

>>2663014
>2 hits
>5 DoS
>6 DoS
>rolling 11d10
>>
Rolled 94, 62, 94, 52 = 302 (4d100)

>>2663031
>32x2=64 damage
>33x2=66 damage
>130 damage total
>315-130=185HP
>Ector lays on the pain big time.

>rolling 4d100 for Archerbros and the monster
>Archer are +20 monster is +15
>>
Rolled 7, 6, 4 = 17 (3d8)

>>2663036
>2 hits
>1 DoS
>2 DoS
>3d8 damage
>>
>>2663036
damn nigga
>>
Rolled 20, 4, 48, 88, 40, 26, 25, 61 = 312 (8d100)

>>2663038
>185-17=168HP

For a moment the throbbing pain from being slammed into a wall again and the fact that the creature is now able to move fills you with fear. What will happen to your comrades?

Getting up from the filth on the ground, you see that they are just fine.

Gleaming like a star, Sir Ector slices the beast apart, burning its rancid, puckering, weeping flesh with the holy might of Caliburn.

Phillip and the archers continue to turn the beast into a pincushion as their arrows rain down upon the monster from their postion near the secret passage.

>rolling for monster vs Ector 8d100
>monster is +40, ector is +45
>>
Rolled 2, 6, 8, 4, 8 = 28 (5d8)

>>2663049
>2 hits
> 2 DoS
>3 DoS
>rollin damage
>>
>>2663052
>8-15=no damage
>20-15=5 damage
>125-5=120HP

The beasts flesh peels away to reveal many bone blades and jagged teeth. It relentlessly attempts to tear apart the gallant knight, each mucus covered extremeity lashing out with savage speec and at a dizzying number angles as the creatures limbs rotate without restriction in their sockets. But beyond some minor damage that you don't even think draws blood Ector is fine, he continues to resist

>your turn

What do you want to do?
>Attack (With what?)
>Grapple
>HtH (still not a good option)
>Special attack (Impaling strike with spear, wounding strike with sword)
>write-in
>>
>>2663068
Grapple or Strength check. Start tearing pieces of it off.
>>
Rolled 23, 76, 25, 90 + 15 = 229 (4d100 + 15)

>>2663072
Just go for all four rolls for grappling attacks
>roll 4d100+30 vs 1d100+15
>>
>>2663083
dice+4d100+30
>>
Rolled 18, 5, 12, 82 + 30 = 147 (4d100 + 30)

>>2663083
fff
>>
>>2663092
>4 DoS total
>roll 4d8 damage
>man the rng for the PC is a real bitch for this fight.
>>
Rolled 3, 4, 5, 2 = 14 (4d8)

>>2663098
why do you think that?
>>
Rolled 5, 49, 9, 44, 2, 73, 4, 48 = 234 (8d100)

>>2663116
>168-14=154 Hulk

>why do I think that?
With your specing into grapple and your increased strength I was thinking you would ahve dealt a considerably larger portion of the damage, but so far when you have rolled against the beast you haven't incredibly well, but since this isn't a best of type quest bad rolls are more likely to prop up for a PC.

>rolling for Ector and the creature
>+45 for ector +15 for the hulk
>>
Rolled 3, 9, 4, 7, 8, 1, 5, 8, 10, 8, 7, 1 = 71 (12d10)

>>2663124
>4 hits
>4 DoS, 1 DoS, 4 DoS, 3 DoS
>>
Rolled 4, 85, 98, 69 = 256 (4d100)

>>2663134
>142 damage
>154-142=12HP
>Ector fucks up the hulk real good

You charge at the hulk, covered in the grime, filth and possibly necrotic fluids from your close encounters with the creature. You cause the hulk to stumble as you tear at its leg, pulled and crushing as many errent flailing undead limbs as possible.

As you do so Ector continues to masterfully cut the creature down to size, each stroke of his blade is like lightning, flashing briefly, leaving the creature with less and less of its hideous mass.

All around burning bits and pieces of the hulk are consumed by the holy power of Caliburn. Little by little each thurst and slash of the holy blade makes the hulk smaller, forcing the abomination to shuffle and reshape its conglomerate of flesh and bones to maintain a coherent, useful shape.

>Now the archers
>rolling 4d100
>>
Rolled 3, 7, 4 = 14 (3d8)

>>2663156
> 1 hit
>3 DoS
>rolling
>>
>>2663156
oof
I was hoping we could burn it alive/undead for Sol.
Well we can still burn it regardless.
>>
>>2663159
As you and Ector whittle the mass of death down to a man sized shape, the form of the lich reveals itself, charged with eldritch power, thrumming with the glowing sickly might of necromancy.

"FOOLS I..!"

Like a ray from the sun god an iron shaft impales the Lich's skull and whatever attack it was palnning is cut short. A massive pillar of energy explodes forth from the shattered skull and shoots out from the room toward a fleshy necrotic door opposite of the secret passage. All around you feel the disgusting presence of the undead die and fade.

You turn to see Phillip his bow still quivering from his incredible shot.

"Nice." Your friend laughs before collapsing to his knees wheezing.

"Oh good lord of the sun, its over."

Looking to Ector you glance meaningfully to him.

"Ah well. We killed the lich, that usually means all its servants drop dead, at least that's what usually happens."

Good enough you look down at your armor and puke on your shoes. The stench you've accumulated touching that undead monster will last for months.

>Battle end
>Quest complete! The town of Xylopolis is saved!
>Feat achieved! Lich slayer- succesfully kill a lich
>5 grapple successes (13/20) for grapple skill

Well done anons, or anon, not entirely sure if any regular lurkers are present or not.

The first major quest is completed.

>thread end

I'm glad I'm able to post on here and provide entertainment, see you saturday at 2PM for Titanic Tournament.

have a nice afternoon.
>>
>>2663192
c'ya later
>>
>>2663192
Kickass, seeya
>>
>>2663192
We did it
>>
>>2663192
Thanks for running! I always have to lurk because of dynamic ip shit and timezones... Really enjoying the quest sofar!




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