PREAMBLE: ALL ROADS LEAD TO WOODHOLD

The time is 1912, just two years before the outbreak of World War One. The place is the German Fatherland of '€˜Mythic'€™ Europa. Players comprise a hodgepodge group of valiant young adventurers that are assembled together during a series of unfortunate events that thrust them into an elaborate '€œSteampunk'€ setting which ultimately pits them in an epic struggle between the forces of Science & Sorcery. Utilizing the essential '€˜Core'€™ elements of the Risus RPG Rules System (modified of course by several '€˜House Rules'€™) '€œThe Great War'€ is designed to tell the epic tale of an adventure filled and heavily altered Europe during the onset of World War I. An epic tale that is told from the eyes of the German peoples and takes players through the Great War itself.
Run by the Commander in Chief Eanwulf
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Trogdor
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Re: Hold That Door

Post by Trogdor » Thu Jan 29, 2009 10:30 pm

"Just one more indignity to the practice dummy that our quarry has to answer for," Sir Jon replies with a wink.

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Re: Hold That Door

Post by Illeveun » Sat Jan 31, 2009 3:57 am

Lord Twyl brings himself, staggering, to his feet, breathing hard with the effort he just expended. Battered, singed and bruised, the fae noble is a far cry from the clean, sweet-smelling, and proper man the others first met. "Lets not leave him there to suffer that indignity long, alright?" Tywl says, before following the others, picking up the mannequin when all are through.

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Eanwulf
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Atop the Mysterious Stair

Post by Eanwulf » Tue Feb 03, 2009 12:05 am

One by one, the party steps gracefully over the mannequin's body and into the mysterious hallway beyond. Once the last of them has entered the hallway, Lord Twyl then reaches down and carefully retrieves the wooden dummy; once again attaching it to his person. Now free of any obstruction, the handle-less door finishes closing shut!

The stairs twist and rise as they bend to the north & east, and then to the south & east; eventually emerging into a naturally rough and uncut cavern. At the top of the stair is a chamber where whoever the diggers constructing the underground facility might have been, must have come across an underground inlet from the harbor and abandoned further construction of the area. The cavern is dark and unlit, and your light sources cast shadows that flicker and wane wildly about the place.

Fed by a deep and narrow channel, the pool formed by the inlet, remains relatively calm, and lies just a few feet below the level of the floor. It was once spanned by a wooden bridge, but has apparently been torn out and replaced by a slightly trickier path. This path is what one would refer to as a monkey bridge; three lengths of rope, strung across from the end pieces of the old bridge, one at floor level like a tight-wire and two on either side of it about three feet higher to act as rails.
The monkey bridge doesn't seem to be too difficult to negotiate, being an Ordinary maneuver (TN 10) to navigate at a slow pace. At a run, however, it becomes much more Challenging (TN 15).
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Illeveun's and Trodgor's MUCH improved faerie eyesight allows then to see further into the room than the others and they quickly note the black-robed figure that is Theodon's assailant, standing hidden across the room in the shadows near the door on the other side of the cavern. His cloak is currently furled back and held aside by one of the figure's gloved hands, and reveals a bandolier of oddly-shaped throwing daggers. The figure grasps a vile, curved throwing blade in his other hand and it glistens ever so slightly with what one would assume to be some form of venom. The figure appears to have been waiting patiently in ambush until he noticed that some of you can actually see him! Please post accordingly, and Illeveun and Trogdor? You have one round of combat that the others do not. Please be mindful of your surroundings and distance from your target.
Last edited by Eanwulf on Tue Feb 10, 2009 12:55 am, edited 1 time in total.

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Trogdor
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Re: Atop the Mysterious Stair

Post by Trogdor » Tue Feb 03, 2009 11:29 pm

"He's there," Sir Jon shouts, pointing to the shadows.

Then, reacting quickly with a simple gathering of energy, a few mystic words, and an arcane gesture, the Avalonian magician manipulates chance to try and have the catch of the assailant's bandoleer of daggers come undone, causing the bandoleer to fall off in the direction of the underground river.
Basically trying to unlatch his bandoleer and cause it to fall, or better yet, fly into the river. That may be more than one action, or it may depend on how well I roll. In any case, that's the intention.

I understand that technically we're just using cliche vs cliche attacks. But I figure it doesn't hurt to give special effects.

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Re: Atop the Mysterious Stair

Post by Illeveun » Thu Feb 05, 2009 11:33 am

Lord Twyl sees the assassin as well, and makes a snap decision. He knows that his magic works well with his blade, but that he likely could not move close to the assassin without disastrous results. What he did, then, was combine the best of the two. Singing a fast-tempo jig, he throws his blade at the assassin, letting the magic of his song carry the sword straight towards the heart of this creature.

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Re: Atop the Mysterious Stair

Post by JohnnyWeird » Fri Feb 06, 2009 11:07 pm

Von Zorn, bloodlust hot in his veins, springs across the bridge, his training and agility the architects of his passage!

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Re: Atop the Mysterious Stair

Post by Wayloss » Sat Feb 07, 2009 10:44 pm

"Where? quick make a light!" Alfonse quickly sets down his brief case and reaches under his coat bringing out a Luger the 9mm automatic pistol far ahead of most guns of the day takes aime to where the assassin is indicated to be....
drop briefcase, draw Luger and hope somone lights the bastard up so I can shoot him.

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Surprise!

Post by Eanwulf » Tue Feb 10, 2009 12:16 am

Damn this is a long post!

Nevertheless'¦

Since combat within the Risus Rules System can be sometimes misconstrued, especially in a PbP, I will break things down to you in helpful laymen's terms.

The following round is basically a surprise round in which Illeveun, Trogdor, and the Assassin are the only combatants whom have any real '˜potential' of acting. Fret not, for the others will soon become aware that something has suddenly gone awry and their currently posted actions will be incorporated into some form of post-round wrap up.

For those characters that can actually '˜act' during the surprise round, you will basically get the chance to perform some form of combat action, including and/or excluding movement during the process of such an action.

I shall explain the combat system further as your actions come into play.
"He's there," Sir Jonathan shouts, pointing to the shadows. Then, reacting quickly with a simple gathering of energy, the young mage thrusts forth one of his arms before him; the palm of which open wide. He then utters an arcane phrase (rego auram) and clenches his hand shut, as if grasping at something solid.
Ok then, time for some more Risus Rules instruction. Overall action-wise, Trogdor's character will be trying to remove the Assassin's ranged attack capability (i.e. throw daggers). Since no actual '˜damaging' attack was described in his post, the Assassin will not suffer the loss of any Cliche dice if Trogdor's efforts prove successful. The Assassin will however, lose the ability to perform ranged attacks and therefore suffer under the rule for 'œlacking the proper tools to perform an action'. This affect sadly, will not come into effect until next round, as all actions are basically assumed to be occurring roughly at the same time.

As you will soon read, the Assassin's defense to Trogdor's assault will likewise be a '˜non-damaging' attack as he is struggling with Trogdor's spell to keep a hold of his gear and have it fly off into the watery abyss.

In a nutshell, the following Action will be a standard 'œCliche vs Cliche' roll, the victor gaining control of the bandoleer. Also, Trogdor's margin of success will determine just how efficient his efforts wind up being (i.e. bandoleer or merely a dagger or more removed).
The assassin's eyes widen with awed concern as Sir Jonathan's spell takes hold. The bandoleer of throwing daggers that crosses the black-robed figure's chest begins to rise slowly, as if it were being pulled at and lifted by some unseen force. His eyes soon narrow and the assassin's brow quickly furrows into a look of loathing and disgust as he grasps frantically with one hand at the belt rising before him. A single word, hissed in a gravelly voice, is then heard coming from the darkness as the assassin fights for control of his possessions. The word, though simple and concise, seems to reflect both insult and acknowledgement at its target. The word: 'œWizard!'
[Sir Jonathan's Attack Roll]
Trogdor is wagering his Seventh Son of a Seventh Son Cliche against his opponent's Mysterious Shadow Assassin Cliche. Magic is involved on Trogdor's part.

[3d12+3 vs 4d6 = 24 vs 14, Margin of Success = 10, Sir Jonathan's Victory!]

No damage is taken by either participant, and the Assassin is now considered to be lacking the proper tools to make ranged attacks until he can properly replenish them (i.e. half dice on all ranged Cliche checks). This effect will start the beginning of any subsequent round and will last until the Assassin manages to locate another source of ranged attacks.
The repeated phrase 'œRego Auram,' is the only reply given as Sir Jonathan focuses more and more of his will upon the spell before him. The two opponents soon find themselves hopelessly locked within a vicious battle of wills and the assassin is forced to drop the poisoned dagger that he holds within his other hand in order to better grasp the bandoleer.

The two struggle for several moments, and beads of sweat and perspiration adorn both of the opponents faces during the event. Finally, with one last strained utterance of the words - 'œRego'¦Auram'¦' - Sir Jonathan's spell proves to be the victor and the bandoleer of throwing daggers is torn from the assassin's body and is flung into the watery abyss.

Furious, the assassin begins to froth at the mouth and curses aloud once more. 'œWizard,' he says. The assassin's words are harsh and cold, spoken in a much more sinister manner, as if cursing the young mage for all eternity.
Good job T!
Singing a fast-tempo jig, Lord Twyl hurls his blade at the assassin, letting the magic of his song carry the sword straight towards the heart of its target '€" its magical light swirling wildly across the darkened cavern.
Ok then. Illeveun's actions are much more severe, as his character is using his sword to perform a ranged attack. If successful, the Assassin will surely suffer dire consequences in the form of the loss of one or more Cliche dice. The Assassin's defense, as you will read, will be that of simple avoidance of said attack '€" though I was '˜initially' tempted to have him chuck the one poisoned dagger that he still clutched in his hand at the faerie lord.

In a nutshell, this will be a simple 'œCliche vs Cliche' check, the victor either hitting or avoiding being hit with their attack. Please note that IF I opted to have the assassin fling his remaining dagger back, it would then the result would have been that the victor damages their opponent.
No sooner than the assassin has finished with Sir Jonathan, than he spots the wildly flaming and whirling blade that approaches him. With viper-like reflexes, the assassin focuses his will and utters several dark and sinister words in the Infernal tongue. 'œKlodh Trup,' are the words heard uttered as the assassin's body shimmers, flickers, and fades into darkness; the faerie's blade passing through him quite harmlessly.
[Lord Twyl's Attack Roll]
Illeveun is wagering his Elven Bladesinger Cliche against his opponents Mysterious Shadow Assassin Cliche.

3d6 vs 4d6 = 11 vs 14, Shadowy Assassin's Victory!

The Assassin has successfully managed to dodge the incoming attack. Please note Illeveun, that the Risus Rules are much less '˜restrictive' than let us say D&D, and that I shall assume that you can merely whistle a tune and have the blade fly back to your hand and use it again later if need be. After all, you are an Elven Bladesinger! Those less magically inclined, would most certainly have been reduced in their future melee attacks (lacking the proper tools) if they attempted such a feat as throwing their melee weapon into combat. Also note that the Assassin's defense may appear to be an action in itself (i.e. casting a spell), but is merely nothing more than a Risus-style example of a special effect and is overall nothing more than a simple defense.
Both annoyed and intrigued by the assassin's display of magic, Lord Twyl's visage becomes much more focused and stern as he whistles for his sword to return. Heeding its wielder's call, the flaming blade instantly starts to whirl its way back to its master '€" its magical light illuminating the cavern along its route.

'œI see him!' Count Von Zorn cries aloud. With bloodlust hot in his veins, the Count springs across the bridge, his training and agility the architects of his passage! "Where?' Alfonse replies, peering about in the darkness. 'œQuick, someone make a light!" he adds. The young detective then quickly sets down his brief case and reaches under his coat; drawing forth a 9mm Luger pistol and begins to take aim to where the assassin is indicated to be.
As mentioned previously, your actions basically occur after the surprise round is wrapped up, but I will incorporate them into this one post appropriately. Sadly, JohnnyWeird is about to encounter a trap.
No sooner than the good Count begins to make his way across the monkey bridge, than he realizes that it has been sabotaged! The bottom support line of the bridge suddenly sags and sways under the Count's weight as one end of the rope quickly begins to unfurl and snap!
The Assassin has cut the bottom rope and now that the trap has been sprung, it raises the TN of its passage to that of a 20!

[Count Von Zorn's Renowned Pompous Duelist Cliche Check, TN 20, 4d6 = 14, Failure!]
Having sprung the assassin's trap, Count Von Zorn does his best to compensate for the sudden loss of the bottom rope and grasps frantically at the two remaining railing lines. His effort nearly proves successful and for a time, manages to hold himself aloft over the underground river. It isn't until when he tries to swing his legs up and on top of the railing lines that he finally loses his grip and plunges into the brackish water below.
The surface of the underground pool is roughly three feet or so below the bottom rope (or should I say, where it was) and is deep enough for you to plunge into. The water there is calm, cold and dark, as well as occupied by living creatures! As soon as you fall into the water, tiny dots of light suddenly begin to glow and move about wildly. The lights are nothing more than the luminescent pigmentation of a series of underground fish known as cave stingers. Cave Stingers are blind and exude a mild poison from their skins, much like jellyfish. Luckily they are tiny enough (minnow-sized) not to kill a person, but annoyingly toxic enough to make them wish that they were dead. Having landed within their nest, they immediately flare up in an agitated frenzy and begin stinging you all over your body. Once you manage to get yourself out of the water, you will be at a -3 penalty to all checks due to being covered in a burning rash caused by the stingers. This will last for several days or until cured somehow '€" so think chemistry and hope that you roll high!
The robed assassin cackles gleefully as Count Von Zorn plummets into the water and quickly uses the distraction to disappear beyond the wooden door behind him, slamming it shut!
Since he was discovered prematurely, the Assassin's action this round will be to run out the door and do his best to wedge it shut!

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Re: Surprise!

Post by JohnnyWeird » Wed Feb 11, 2009 3:30 am

Swearing profusely, Von Zorn begins to pull himself from the water, up the side of the crevasse the assassin has just fled from. His hair is loose, his mustache in disarray, his clothes sodden where they are not singed - but a Prussian rage burns inside him, and he will not be deterred.

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Re: Surprise!

Post by Illeveun » Sat Feb 14, 2009 12:08 pm

Lord Twyl curses as well, realises that the chase must continue once again. He once again whispers a tune, weaving faerie fire around the door so that the others may see where they could not before, and he examines the chasm, perusing both the available materials and his own powers to see how he might get all of them across.

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