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Act 1, Scene 2: Scouting out the Unknown!
Hororin shuts the door and decides to report to his champions on what he had seen. The wizard is not aware of what is hiding the counter and would not risk to found out without some kind of enforcement.
Ewart and Grumm listen carefully to your report and agree to follow you into the village.
If you want to go back into the wine shop you'll have to tether your horses outside.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
Hororin ties his horse to a nearby post. He then tells his champions to do the some and to follow him to the wine shop.
Hororin's invisibility fades as you go back together to "Strangecam's Wine Emporium" and Ewart and Grumm cutiously open the door and enter, stepping carefully over broken bottles. Peering over the counter, Ewart notices that the thumping comes from a trapdoor set into the floor. A cask is wedged between the counter and the wall, preventing the trapdoor from being opened.

What do you do?
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
Hororin suggests to the dwarf to ready his axe, just in case something tries jumps out from the trapdoor. Hororin asks Ewart to help him with removing the cask from it place. Hororin grabs one side of the cask and says." On the count of three we both shall move this cask."
You dislodge the cask and grasp the iron ring of the trapdoor. No sooner have you jerked the trapdoor open than a pair of arms shoot out, Hororin's legs are tugged sharply and he tumbles down a short flight of stone steps, landing with a splash. Hororin blacks out. He's brought round by a stinging blow to his head [deduct 1 STAMINA point]
Hororin's mouth is full of warm vinegar wine. He's sitting in a lake of the stuff a foot deep, but his companions are now with him.
Facing you is a bedragged wretch who swings at you once more with surprising vigour. Chocking on the wine, Hororin takes a step back, going behind his two companions. You must defend yourselves.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
[1 EWART: 7+1+4+1+5+2=20
2 GRUMM: 7+1+1+1+5=15
WRETCH: 6+5+6=17
wretch attack decision: 2]


The fight in front of you is frenzy! the wretch hits Grumm, while Ewart takes advantage of the situation and strikes true to his swordsmanship fame!

[Wretch attack roll: 2 -> 2 damages
Grumm armour roll: 5+1=6 -> -1 damage
Ewart attack roll: 1+1=2 -> 3 damages
Wretch armour roll: 6 -> -1 damage
Total: 1 damage for Grumm, 2 damages for the Wretch]


No injury looks too serious and the fight goes on!
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
[1 EWART: 7+1+4+1+4+2=19
2 GRUMM: 7+1+1+6+2=17
WRETCH: 6+2+2=10]


Both your companions connect neatly with the body of the Wretch!

[Ewart damage roll: 1+1=2 -> 3 damages
Grumm damage roll: 6+1=7 -> 5 damages
Wretch armour roll: 4 -> -0 damage
Total: 8 damages for the Wretch]


and the Wretch is hit extremely hard!
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
The corpse tumbles backward into the wine, which laps over it. You pause a moment, but there is no motion.

What do you do?
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
Hororin searches the body of the wretch to see if it is carrying something.


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