The Hungry City (EN, Throughout the City, Event)
The Hungry City (EN, Throughout the City, Event)
Not a night goes by that the ghuls do not feed upon the flesh of the city. A child lost in the Maze. A drunkard passed out too near a sewer opening. A thief too bold in trying to hide their loot in the Khesir Quarter. Some nights are worse than others, of course, and long nights often the worst of all... but even that knowledge does not prepare anyone for the fate of the city in the depths of its celebration.
Hundreds, perhaps thousands, of ghuls swarming out of every sewer opening throughout the city large and small. Even the Houses of Dahab risk being overrun by the marauding, flesh eating monstrosities as wave after wave runs amok through the streets.
Hundreds, perhaps thousands, of ghuls swarming out of every sewer opening throughout the city large and small. Even the Houses of Dahab risk being overrun by the marauding, flesh eating monstrosities as wave after wave runs amok through the streets.
GM • City of Stories
Re: The Hungry City (EN, Throughout the City, Event)
Characters with Brash, Idealistic, or Obligation must participate in this event if they are awake during this timeslot.
Characters with Dependent who are awake during this timeslot and choose not to participate may lead to poor outcomes for those individuals.
Characters with Cursed by the Realm of the Hungry Dead or Unlucky must participate in this event even if they are sleeping. This counts as an expenditure of Unlucky for this session.
Characters participating in the event must choose one of the following approaches:
Attack: You choose to face the undead head on in direct combat. This option has serious risk of death depending on the number of participants.
Characters with Brash must succeed at their Willpower roll to choose any option other than this one.
Remember that if you are outside your own home and do not posses Khadi's Dog/Khadi's Hound you will not have any weapon more lethal than a knife. Similarly non-Khadi's Dog/Khadi's Hound would be unarmored.
Multiple characters may take this option together but all participants in any one Attack must be declared at the start of the thread - they may not join after.
Create a separate thread and combat will begin - roll against Fear 3, list your stance, and roll initiative.
Characters who choose this option, and emerge victorious, earn Night Points based on the number of combatants: 5 Points for 1, 2 for 2, 1 for 3+. Characters gain 0.1 Glorious Reputation per Night Point earned.
Characters who survive this option gain 1XP.
Harry: You may try to keep the attention of the ghuls on you, while (hopefully) evading their clutches, and lead them away from innocents.
Roll against Fear 2.
Roll Athletics (Throwing)/Reflexes TN10 to keep attention of the ghuls. You may call raises on this roll for additional Night Points if successful.
If the roll fails you fail to keep the attention of the undead as they shamble away to other prey. If you succeed you gain 1 Night Point for success and 1 for each raise.
If you succeed roll Athletics/Stamina TN15 to keep a steady lead as the irate monsters chase you through the city. If this roll fails you take 5k2 damage but keep the Night Points you earned.
The TN of Athletics/Stamina increases by 5 for those with Cursed by the Realm of the Hungry Dead as the ghuls are particularly persistent.
Stall: You may choose to delay the ghuls - risking your own well being to earn time for guards to arrive. This option has high risk of death for Overconfident characters.
Roll against Fear 3.
You are considered in Full Defense while the ghul attacks with 4k3 and rolling 5k2 for damage if they hit.
After each attack by the ghul you may flee (no roll required) if still standing. Characters with Overconfident must succeed at the Perception roll to flee.
Guards arrive after three attacks by the ghul ending this option.
Characters who survive this option gain 1 Night Point and 0.1 Glorious Reputation for each attack made by the ghul.
Characters who survive this option by defending against at least two attacks gain 1XP.
Control Undead: Those with the appropriate magic can try to redirect the ghuls to protect themselves. This is a dangerous choice not only if the ghuls evade your control but if anyone witnesses you controlling and directing them they will surely think you are complicit.
Roll against Fear 2.
Roll Stealth (Spell Casting)/Awareness TN10.
Roll to cast the spell and then, if successful, roll contested Willpower - the ghul rolls 2k2.
If the spell casting roll or Willpower contest fail take 5k2 damage as the dead tear into you as you flee.
If the Stealth roll fails take 1k1 damage as citizens pelt you with rocks and other makeshift weapons. If you are not a member of House Hazaad you gain 1 rank of Infamous Reputation and the Sworn Enemy disadvantage as the Khadi are made aware of your presence and possible link to the attack on the city.
If all three rolls succeed gain 2 Night Points. If the spell and Willpower succeed but Stealth fails gain 1 Night Point.
Flee: Run!
Characters with Overconfident will need to succeed at their Perception roll to choose this option. Characters with Idealistic who choose this option will face Integrity loss. Characters with Obligation who choose this option will face negative repercussions based on the nature of their Obligation.
The ghuls have Water 2 - anyone with Water 3 and no hindrances can escape automatically with only wounded pride.
Other characters will need to roll Athletics/Agility to keep ahead of the monstrosities.
Roll against Fear 2.
The Athletics check is TN10 for Water 2, TN15 for Water 1, TN20 if Blind. Lame, Missing Limb (Leg), and Small apply as usual. The TN increases by 5 for those with Cursed by the Realm of the Hungry Dead as the ghuls are particularly persistent.
Those who fail this roll take 5k2 damage before they manage to finally evade the undead.
There is no reward for cowardice.
Characters with Dependent who are awake during this timeslot and choose not to participate may lead to poor outcomes for those individuals.
Characters with Cursed by the Realm of the Hungry Dead or Unlucky must participate in this event even if they are sleeping. This counts as an expenditure of Unlucky for this session.
Characters participating in the event must choose one of the following approaches:
Attack: You choose to face the undead head on in direct combat. This option has serious risk of death depending on the number of participants.
Characters with Brash must succeed at their Willpower roll to choose any option other than this one.
Remember that if you are outside your own home and do not posses Khadi's Dog/Khadi's Hound you will not have any weapon more lethal than a knife. Similarly non-Khadi's Dog/Khadi's Hound would be unarmored.
Multiple characters may take this option together but all participants in any one Attack must be declared at the start of the thread - they may not join after.
Create a separate thread and combat will begin - roll against Fear 3, list your stance, and roll initiative.
Characters who choose this option, and emerge victorious, earn Night Points based on the number of combatants: 5 Points for 1, 2 for 2, 1 for 3+. Characters gain 0.1 Glorious Reputation per Night Point earned.
Characters who survive this option gain 1XP.
Harry: You may try to keep the attention of the ghuls on you, while (hopefully) evading their clutches, and lead them away from innocents.
Roll against Fear 2.
Roll Athletics (Throwing)/Reflexes TN10 to keep attention of the ghuls. You may call raises on this roll for additional Night Points if successful.
If the roll fails you fail to keep the attention of the undead as they shamble away to other prey. If you succeed you gain 1 Night Point for success and 1 for each raise.
If you succeed roll Athletics/Stamina TN15 to keep a steady lead as the irate monsters chase you through the city. If this roll fails you take 5k2 damage but keep the Night Points you earned.
The TN of Athletics/Stamina increases by 5 for those with Cursed by the Realm of the Hungry Dead as the ghuls are particularly persistent.
Stall: You may choose to delay the ghuls - risking your own well being to earn time for guards to arrive. This option has high risk of death for Overconfident characters.
Roll against Fear 3.
You are considered in Full Defense while the ghul attacks with 4k3 and rolling 5k2 for damage if they hit.
After each attack by the ghul you may flee (no roll required) if still standing. Characters with Overconfident must succeed at the Perception roll to flee.
Guards arrive after three attacks by the ghul ending this option.
Characters who survive this option gain 1 Night Point and 0.1 Glorious Reputation for each attack made by the ghul.
Characters who survive this option by defending against at least two attacks gain 1XP.
Control Undead: Those with the appropriate magic can try to redirect the ghuls to protect themselves. This is a dangerous choice not only if the ghuls evade your control but if anyone witnesses you controlling and directing them they will surely think you are complicit.
Roll against Fear 2.
Roll Stealth (Spell Casting)/Awareness TN10.
Roll to cast the spell and then, if successful, roll contested Willpower - the ghul rolls 2k2.
If the spell casting roll or Willpower contest fail take 5k2 damage as the dead tear into you as you flee.
If the Stealth roll fails take 1k1 damage as citizens pelt you with rocks and other makeshift weapons. If you are not a member of House Hazaad you gain 1 rank of Infamous Reputation and the Sworn Enemy disadvantage as the Khadi are made aware of your presence and possible link to the attack on the city.
If all three rolls succeed gain 2 Night Points. If the spell and Willpower succeed but Stealth fails gain 1 Night Point.
Flee: Run!
Characters with Overconfident will need to succeed at their Perception roll to choose this option. Characters with Idealistic who choose this option will face Integrity loss. Characters with Obligation who choose this option will face negative repercussions based on the nature of their Obligation.
The ghuls have Water 2 - anyone with Water 3 and no hindrances can escape automatically with only wounded pride.
Other characters will need to roll Athletics/Agility to keep ahead of the monstrosities.
Roll against Fear 2.
The Athletics check is TN10 for Water 2, TN15 for Water 1, TN20 if Blind. Lame, Missing Limb (Leg), and Small apply as usual. The TN increases by 5 for those with Cursed by the Realm of the Hungry Dead as the ghuls are particularly persistent.
Those who fail this roll take 5k2 damage before they manage to finally evade the undead.
There is no reward for cowardice.
GM • City of Stories
Re: The Hungry City (EN, Throughout the City, Event)
Characters who chose an option other than Flee! and survive may roll Investigation/Perception TN15. Success and each successful raise will give a free raise to spend in The Hungry City 2. Wound penalties taken during this event do not count against this roll.
GM • City of Stories
Re: The Hungry City (EN, Throughout the City, Event)
Other than Control Undead other magic may apply but subtle casting is required to avoid negative repercussions.
GM • City of Stories
Re: The Hungry City (EN, Throughout the City, Event)
Claudia does not emerge victorious but does survive - she gains 1 XP
GM • City of Stories
Re: The Hungry City (EN, Throughout the City, Event)
Qara emerges victorious with two combatants - 2 Night Points, +0.2 Glorious Reputation, +1 XP
GM • City of Stories
Re: The Hungry City (EN, Throughout the City, Event)
"No, no, no! You monsters don't belong here! Go back to your crypts! To your sewers! To your unholy forgotten temples! To... Whatever place you undead unlive!"
When al-Haddar had been awakened by the screams going through the paper thin walls of his home, he had thought this was just the usual robbery going on. Dealing with monsters uninterested in money wasn't something he had planned for.
Too tired to be afraid, he grabbed some broken brick lying around (one of the few things the Maze wasn't lacking), and threw it in the direction of the creatures like there were just another noisy neighbor.
The stone flied way above them and crashed on an innocent wall nearby.
Well, at least he tried. Time to get the hell out here.
---
D2EN | The Hungry City | Harry
Fear 2
VP for +1k1 | 3k3+1 ⇒ 19 (TN: 15)
D2EN | The Hungry City | Harry
Athletics (Throwing)/Reflexes | Base TN 10, 3 Called raises so TN25
Street Rat: The Maze for +2k0 | 8k3 ⇒ 22 (TN: 25)
D2EN | The Hungry City | Harry
Athletics / Stamina | Base TN 15
Street Rat: The Maze for +2k0 | 7k2 ⇒ 22 (TN: 15)
D2EN | The Hungry City | Harry
Investigation/Perception TN15 | 3k2 ⇒ 26 (TN: 15)
No night point, 1 Free Raise for the The Hungry City 2
When al-Haddar had been awakened by the screams going through the paper thin walls of his home, he had thought this was just the usual robbery going on. Dealing with monsters uninterested in money wasn't something he had planned for.
Too tired to be afraid, he grabbed some broken brick lying around (one of the few things the Maze wasn't lacking), and threw it in the direction of the creatures like there were just another noisy neighbor.
The stone flied way above them and crashed on an innocent wall nearby.
Well, at least he tried. Time to get the hell out here.
---
D2EN | The Hungry City | Harry
Fear 2
VP for +1k1 | 3k3+1 ⇒ 19 (TN: 15)
D2EN | The Hungry City | Harry
Athletics (Throwing)/Reflexes | Base TN 10, 3 Called raises so TN25
Street Rat: The Maze for +2k0 | 8k3 ⇒ 22 (TN: 25)
D2EN | The Hungry City | Harry
Athletics / Stamina | Base TN 15
Street Rat: The Maze for +2k0 | 7k2 ⇒ 22 (TN: 15)
D2EN | The Hungry City | Harry
Investigation/Perception TN15 | 3k2 ⇒ 26 (TN: 15)
No night point, 1 Free Raise for the The Hungry City 2
Mekham • "Diplomat" • Peddler • Chatterbox • Bland
Influence: Simple citizen (1) | Reputation: None to speak of (1) | Integrity: What? (1.5)
Languages: Mekham, Senpet / Carries: Anything you might want to buy / Profile
Influence: Simple citizen (1) | Reputation: None to speak of (1) | Integrity: What? (1.5)
Languages: Mekham, Senpet / Carries: Anything you might want to buy / Profile
- Ide Rettousei
- Posts: 155
- Joined: Mon May 16, 2022 12:28 pm
Re: The Hungry City (EN, Throughout the City, Event)
Rettousei has taken the advice given him by those he traveled with and shifted his schedule to favor the cooler, darker hours. And so it is that he is walking back from having eaten and had more coffee when he hears a guttural growling.
Wait, he thinks. That sounds like the noise the Hiruma made when they talked about zombies rising up to attack. That can't be good!
A scream confirms it, and Rettousei hastens toward it, heart pounding in him. He grabs a chunk of masonry that has fallen away as he goes, and he flings it toward shambling figures with a shout: "Back to the Pit with you, filth!"
The stone smites one figure in the head, and shifting and susurration suggests that he is the selected quarry, now. And pursuit is joined, but the Ide manages to evade further assault as he draws the corrupt flesh away! As he runs, something attracts attention...
Later. Later.
~~~~~
Fear 2 check passed at 18, https://sakkaku.org/d10-rolls/6084
Athletics / Reflexes, TN 10 Raised 3x to 25, passed at 25, https://sakkaku.org/d10-rolls/6087; +4 Night Points
Athletics / Stamina, TN 15, passed at 18, https://sakkaku.org/d10-rolls/6089
Investigation / Perception, TN15, passed at 28, https://sakkaku.org/d10-rolls/6091; Free Raise for Hungry City 2
Wait, he thinks. That sounds like the noise the Hiruma made when they talked about zombies rising up to attack. That can't be good!
A scream confirms it, and Rettousei hastens toward it, heart pounding in him. He grabs a chunk of masonry that has fallen away as he goes, and he flings it toward shambling figures with a shout: "Back to the Pit with you, filth!"
The stone smites one figure in the head, and shifting and susurration suggests that he is the selected quarry, now. And pursuit is joined, but the Ide manages to evade further assault as he draws the corrupt flesh away! As he runs, something attracts attention...
Later. Later.
~~~~~
Fear 2 check passed at 18, https://sakkaku.org/d10-rolls/6084
Athletics / Reflexes, TN 10 Raised 3x to 25, passed at 25, https://sakkaku.org/d10-rolls/6087; +4 Night Points
Athletics / Stamina, TN 15, passed at 18, https://sakkaku.org/d10-rolls/6089
Investigation / Perception, TN15, passed at 28, https://sakkaku.org/d10-rolls/6091; Free Raise for Hungry City 2
Ide Rettousei
Rokugan-born Emissary
Influence 1/1/1 * Reputation 3.4/0.0 * Integrity is What You'd Expect
Blessed * Mellifluous
Speaking or Writing Mekhem, or Narrating * Speaking or Writing Rokugani * Thinking
Usually wears decent clothes, a hat when outside; carries wakizashi, coin purse, might have calligraphy set
"I'm confused."
Rokugan-born Emissary
Influence 1/1/1 * Reputation 3.4/0.0 * Integrity is What You'd Expect
Blessed * Mellifluous
Speaking or Writing Mekhem, or Narrating * Speaking or Writing Rokugani * Thinking
Usually wears decent clothes, a hat when outside; carries wakizashi, coin purse, might have calligraphy set
"I'm confused."
Re: The Hungry City (EN, Throughout the City, Event)
(Harry option chosen)
He was a café owner, not a warrior.
His work for the Qabal was a question of finesse and ruse...nothing that could be used here. Still, he knew he would have to do something like this eventually for you can only live so long in this city without having the price of ignorance weight on your soul.
He was looking back at the mass of the pious today and wondered who amongst them who chose to fast would be ready to put themselves into the kind of situation he was in now.
Thankfully he was wearing his darker outfit, one to blend in the crowds. He pulled up his grinning Jinn mask if only to hide his fear.
(The Hungry City, harry option, Fear roll, void, | 3k3 ⇒ 15 (TN: 15) Fear check passed)
As if the moon mocked his effort the throng of the undead payed him little mind and there was no way for him to involve himself further without joining a fray he was very ill equipped to join.
The Hungry City, harry option, Athletics (Throwing)/Reflexes, one raise | 4k2 ⇒ 10 (TN: 15)
While his physical efforts had been a waste, his concern for his fellow citizens and his quick eye was rewarded
Mmmm, that could be useful later
The Hungry City, harry option, Investigation/Perception TN15, two raises taken, void spent | 6k4 ⇒ 39 (TN: 25)
No points but 3 free raises for The Hungry City 2
He was a café owner, not a warrior.
His work for the Qabal was a question of finesse and ruse...nothing that could be used here. Still, he knew he would have to do something like this eventually for you can only live so long in this city without having the price of ignorance weight on your soul.
He was looking back at the mass of the pious today and wondered who amongst them who chose to fast would be ready to put themselves into the kind of situation he was in now.
Thankfully he was wearing his darker outfit, one to blend in the crowds. He pulled up his grinning Jinn mask if only to hide his fear.
(The Hungry City, harry option, Fear roll, void, | 3k3 ⇒ 15 (TN: 15) Fear check passed)
As if the moon mocked his effort the throng of the undead payed him little mind and there was no way for him to involve himself further without joining a fray he was very ill equipped to join.
The Hungry City, harry option, Athletics (Throwing)/Reflexes, one raise | 4k2 ⇒ 10 (TN: 15)
While his physical efforts had been a waste, his concern for his fellow citizens and his quick eye was rewarded
Mmmm, that could be useful later
The Hungry City, harry option, Investigation/Perception TN15, two raises taken, void spent | 6k4 ⇒ 39 (TN: 25)
No points but 3 free raises for The Hungry City 2
Mekham - Local - café owner
Influence: 1 Reputation: 1 Integrity: Untrustworthy
Carries: Concealed knife, clean robes, stick
Influence: 1 Reputation: 1 Integrity: Untrustworthy
Carries: Concealed knife, clean robes, stick
Re: The Hungry City (EN, Throughout the City, Event)
Asher survives though not victorious - 1XP gained
GM • City of Stories