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Completed [Play-by-Post] Magic World/BRP: "In Search of the Sorcerer"

nikolokolus

Arcane
Joined
May 8, 2013
Messages
4,090
Tears brimming in his eyes, Mab wildly stabs at the monster
Damage: 7
Not a critical (<4%) but definitely a special (<16%) so roll double damage. The main difference is that armor still deflects a special, a critical bypasses armor ... One of the cool things about d100/BRP; even a low skill scrub can get lucky and drop a tough foe with one hit.
 
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nikolokolus

Arcane
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May 8, 2013
Messages
4,090
So short of a couple of monstrous critical hits, you're probably not going to be able to kill this critter before it retreats to the depths of the marsh. Are people intent on wading into the water to finish this thing off?
 

Grimgravy

Arcane
Patron
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Sep 12, 2013
Messages
3,469
Codex 2016 - The Age of Grimoire
Yeah, no. I'm more concerned with pulling Ker out of the muck and giving our light-bearer the pyre we would no doubt want. Read massive.
 

Wayward Son

Fails to keep valuable team members alive
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Anytown, USA
I agree with Grimgravy. Let's give him the funeral from a pyromaniac's wet dreams.
 

Siveon

Bot
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Jul 13, 2013
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4,509
Shadorwun: Hong Kong
I guess we're in agreement. Good sendoff to Ker would be better.
 

nikolokolus

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May 8, 2013
Messages
4,090
Urash's spell continues to afflict the beast and it retreats deep into the marsh. The waters continue to roil and boil with thrashing for several minutes. During the tumult, you all grab hold of Ker's limp form and wrestle him out of the foetid muck. After about 4 or 5 minutes the marsh is as quiet and still as a graveyard, the only thing breaking the silence is the chirp of crickets and croaking of frogs.

The troupe throws Ker's broken body over the back of his horse and backtracks a bit looking for more solid ground a better path through the mire. Fortunately you find a route about a half mile to the west and a narrow game trail hugs then boundary of the bog. You continue your march as the day's light begins to wane and cover another mile or so. Off to the east you can still see the hut on stilts that you saw near the Froghemoth's pond and a faint trail seems to meander over the hummocks in that direction. To your south and west a mass of dead trees hugs the edge of the stinking marsh, a low ridge rising to a nobby tor sticks up over the dead forest perhaps two or three miles in the distance, illuminated by the slanting rays of the late day sun that is just now peaking through a few sun breaks on the horizon.
 

Grimgravy

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Codex 2016 - The Age of Grimoire
"Looks like there should be plenty of wood for Ker's pyre that way as well. Let's not waste daylight."
 

nikolokolus

Arcane
Joined
May 8, 2013
Messages
4,090
With no one else offering objection, the group quietly assents to Rhenmyr's and Urash's plan to make for higher ground.

You veer to the right and after about a half-hour the marshy ground gradually gives way to swampy forest and finally solid ground. The trees around you are strangely devoid of budding leaves, and the turf is blackened and dead here.
 

L'ennui

Magister
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Apr 6, 2009
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3,256
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Québec, Amérique du Nord
"Both are possible, though in these strange lands I wouldn't discard the possibility of an altogether stranger phenomenon. We shall see if it comes to that! We have pressing business at hand. Strange lands or not, a comrade's final departure is no less important..."

Urash searches the nearby desolate trees for obviously combustible branches or fuel.
 

Grimgravy

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Codex 2016 - The Age of Grimoire
Rhenmyr joins in the search for combustables, using his hand axe as needed. But be he also keeps an eye out for danger.
 

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