GM Edwin's Gamma Far-Go campaign

Game Master Insnare

Far-Go is dying...the people are afraid...the animals are wasting away...the crops are withering in the fields. No one, not even the
powerful high priest, Arx Skystone, knows what has caused Far-Go's misfortune.
You are part of a group of young adventurers about to embark on the mysterious and perilous Rite of Adulthood. As you travel
through the savage wilderness, all you have to guide you are your wits...your strength...and your dreams!!

FAR-GO

Warrens

Chickens Exterior

Chicken Interior


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Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

why would he ever turn his kenetic power shield off which I never said I did either?


Shot Putter Funkmeister

Because you have to rest it. It says in the rules. "The character can maintain the field for ten rounds +1 round per MP modifier. Afterwards, he must leave it off for an hour before turning it on again" I thought it was strange that you were at full health this whole time. Then you took substantial damage and only took 6 points.


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

well is it an hour since the last fight? Also let me know total damage then and he would have had it for the first fight and on as long as he could which may have covered the second fight but then noy this one


Shot Putter Funkmeister

So far it was 20pts from the crit and 6 from cold and then 9 from yourself. If you tried to keep it on longer than that you would be mentally fatigued and turn into a vegetable with foam coming out your mouth and losing motor control.


Male Mutant Sentient Animal Examiner 1 | HP 27/46
GMEDWIN wrote:
Ok, so you went with the double barrel. Did you give him both barrels or just one? Please roll me four attacks please.

No, a pump action shotgun. There is one cylinder for the barrel and another underneath for the magazine.

What do I roll for the attacks? THAC ranged? Or Use Artifact? And is there a modifier because the pellets spread out in a cone?


Shot Putter Funkmeister

You roll THAC ranged. Use Artifact is for something you have never used before or something in a different way. You have to roll your THAC ranged for every target in the cone, that is why I asked for 4 rolls. Point blank does 5d6 damage, 4d6 at short and then 3d6 and so on at the different ranges.I would be remiss to not ask you more specifically at which enemy/ies do you want to shoot at.


Male Mutant Sentient Animal Examiner 1 | HP 27/46
GMEDWIN wrote:
You roll THAC ranged. Use Artifact is for something you have never used before or something in a different way. You have to roll your THAC ranged for every target in the cone, that is why I asked for 4 rolls.

Okay, here goes.

THAC ranged #1 (already rolled): 13 + 2 = 15
THAC ranged #2: 1d20 + 2 ⇒ (8) + 2 = 10
THAC ranged #3: 1d20 + 2 ⇒ (20) + 2 = 22
THAC ranged #4: 1d20 + 2 ⇒ (5) + 2 = 7

GMEDWIN wrote:
Point blank does 5d6 damage, 4d6 at short and then 3d6 and so on at the different ranges.I would be remiss to not ask you more specifically at which enemy/ies do you want to shoot at.

If I can hit multiple targets in a cone I'll just go with the angle that gets me the most enemies. It's really hard to answer your question without some idea where everyone is - there's no tactical map or anything, and I don't know what the ranges are for the shotgun.

There are a total of 8 badders in the room (unless Deyemi managed to down his guy in which case there are now 7). Two have gone over to engage Maeve and Adney who are presumably still by the entrance. The main guy and two guards are standing at the doorway they came in. Two more threw their spears at Kalina and I.

That doesn't really tell me a lot but I guess I will go for the leader and his two guards since they are in a group. If I can get anyone else in the cone I will do so.

Rolling 5 dice for damage; just drop the last die if it is 4d6, the last two dice if it is 3d6, etc.
damage #1: 5d6 ⇒ (5, 5, 5, 3, 1) = 19
damage #2: 5d6 ⇒ (4, 2, 4, 2, 3) = 15
damage #3: 5d6 ⇒ (2, 3, 1, 2, 4) = 12
damage #4: 5d6 ⇒ (6, 2, 2, 6, 1) = 17


Shot Putter Funkmeister

Originally you had stated that you wanted to attack the closest one to you. If you kept that you would be hitting your allies because the closest one is the one you charged at. After this fight I will probably start using a general combat map. Although, it is atypical for Gamma World. The badders are three together and the damage would be 3d6 against the front two and 2d6 against the leader but because of the crit... make it 4d6. I will just take your rolls with the first 3 or 4 d6s counting respectively.

Adnichky


Male Mutant Sentient Animal Examiner 1 | HP 27/46
GMEDWIN wrote:
... After this fight I will probably start using a general combat map. Although, it is atypical for Gamma World...

Combat Map vs. Theatre of the Mind:

For the record, in the early days of the hobby pretty much all RPGs used minis. The guys that invented these games were all miniatures gamers.

But "theatre of the mind" is a perfectly valid way to go if you want. The catch is that for a PbP you have to be very descriptive about the battlefield. Otherwise the game bogs down with questions.

Consider the following conversation:
DM: "Three goblins pop out from the rocks and shoot arrows at you, but they miss. What do you do?"
Player: "Is there anything unusual about the goblins that I notice?"
DM: "They are of average size and appearance but their weapons and armor look to be of much better quality than your normal goblin."
Player: "Are they from the same tribe that we encountered before?"
DM: "(Rolling) The tribal markings look different than what you have seen so far, so you don't think so."
Player: "How far away is the nearest one?"
DM: "About 15 feet."
Player: "What about the others?"
DM: "The other two are both about 20 feet away."
Player: "Can I engage the closest one in melee?"
DM: "Not in this round. You would have to climb the rocks to get up to them."
Player: "What about lightning bolt? Could I get them all in one bolt?"
DM: "You could get the first two if you move about 15 feet to the left. You could also get the last two if you moved way around to either side, but that would take more than one turn."
Player: "Okay, I guess I will lightning bolt the two closest goblins. (Rolling) That's 21 damage."
DM: "(Rolling) the front goblin is dead. The rear one makes his save but he looks pretty hurt. Dave, you're next...."

In a face-to-face game this conversation takes about a minute. No big deal. But in a typical PbP game this would take about a week. That's too long.

On the other hand, on a PbP game, the DM/GM has time to say:

DM: "Ahead there is a formation of rocks that is about 10' high at the front and gradually slopes upwards beyond that until it meets a tall cliff 100' back. As you approach, three goblins pop up from cover among the rocks. They seem to be very well equipped for goblins; their armor and weapons are of a high quality. (Rolling) Ragnar can tell that they are of a different tribe than the ones you met in the Bone Hills. The closest is about 15' away and the other two are about 20' away; one is about 5' to the right of the front one and the other is another 5' to the right of him. They draw back their bows and shoot arrows at you but the arrows miss. What do you do?"

In this case the Game Master has given all the information the players need to figure out where the goblins are in relation to them. He has anticipated these questions, so the player can simply respond with his action.

In the guides to PbP I have seen this is considered an asset to the style of game we are playing. But some GMs don't like writing that long. If you don't feel like making all that description, then the map is the way to go.

DM: "Three goblins appear. They all shoot arrows but miss. What do you do? See the MAP for details."

They say "a picture is worth a thousand words." So if you don't want to type a thousand words, then it's a good idea to make a picture - i.e. a map - instead.

GMEDWIN wrote:
Originally you had stated that you wanted to attack the closest one to you.

If it's possible I will circle around so he is between me and the group of badders and I can try to get them all. But if I can't do that I will just go for maximum damage.


Shot Putter Funkmeister

True, but Gamma World came a little later. Anyway, Kalina and Deyemi are flanking him, so you would still hit at least one of them. Fair enough. Still waiting on Adney.


Male Mutant Sentient Animal Examiner 1 | HP 27/46
GMEDWIN wrote:
True, but Gamma World came a little later....

Maybe, but not by much. 1st edition was 1978. Same year as the first AD&D Player's Handbook, and it was based on Metamorphosis Alpha which came out in 1976.


Shot Putter Funkmeister

My friends and I never had minis. We barely could afford the dice and the books. I used to buy my stuff at Walden Books at the Trumbull Mall in Connecticut. :)


Male Mutant Sentient Animal Examiner 1 | HP 27/46

I was pretty young back then and was in the same boat basically. But AD&D era stuff used figurine scale - i.e. 1" = 10 feet. When I was a kid I couldn't understand why everything was in inches.


Shot Putter Funkmeister

Back then I couldn't understand why gamma world was in meters. Back then the only thing that was metric was Coca Cola where I grew up. I have lived abroad most of my adult life. I understand some metric stuff but most is a bit different for me. Especially the larger units.


Sparky

all of this is very interesting, and would be even more interesting in the not IC thread...


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

waiting on ruling if we have the vibro blade that Glicky was using?


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Adney pulls a longsword and swings at the closest goon backing away from the leader after swinging

attack: 1d20 + 1 ⇒ (2) + 1 = 3
damage: 1d8 + 1 ⇒ (6) + 1 = 7


Shot Putter Funkmeister

Adney misses his target.

Barnabas gets himself in a position where he can get three of the badder in a burst including the leader.

Sparky is able to hit her opponent with her halberd but the other attack goes wide.

Deyemi is successful in striking the badder on him and so does Kalina but he seems in pain but still up.

Round 3

Initiative PCs 1d10 ⇒ 5, Badders 1d10 ⇒ 1

PCs


Sparky

Sparky keeps on the offensive, though she'll work to stay out of Barnabas way with his thunderstick.

She'll attack the leader with her mental blast while swinging at the badder in front of her.

Dissimilar 1: Mental Blast on the leader MP 16: 1d20 + 2 ⇒ (13) + 2 = 15
Damage 2d6 + 2 ⇒ (2, 2) + 2 = 6
Dissimilar 2: Halbred 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d10 + 2 ⇒ (3) + 2 = 5
Similar 2: Longsword 1d20 + 2 ⇒ (2) + 2 = 4

stats: AC 16, HP 29/49; Forcefield 25/pts, recharge 5/round duration 1/5 rounds; Mental 0; electrical 2


Female Gren Scout 1 | 23/56 hp | AC 11 | MHAC 10 | Health 13 | Perception +2 | Stealth +2 | Remain Unseen +4
Skills:
Read/Write 25%, Swim 100%, Ride 50%, Detect Ambush/Trap +4, Hunting +4, Navigate +4, Tracking +4

Kalina stabs the badder before her again with her spear, refusing to yield.

Attack: 1d20 + 2 ⇒ (5) + 2 = 7 (assuming flank)
Damage: 1d6 ⇒ 3


Shot Putter Funkmeister

Barnabas, Deyemi, Adney


Male Mutant Sentient Animal Examiner 1 | HP 27/46

"How do you like that, you ba-a-a-astards!"

Ba-a-a-arnabas steps forwards, and takes another shot with his shotgun, aiming at the group of three he already shot at.

THAC ranged #1: 1d20 + 2 ⇒ (2) + 2 = 4
THAC ranged #2: 1d20 + 2 ⇒ (15) + 2 = 17
THAC ranged #3: 1d20 + 2 ⇒ (12) + 2 = 14

If I can move up to close the range to short I will do that. Otherwise just ignore the last die of damage, like last time.

damage #1: 4d6 ⇒ (6, 1, 4, 4) = 15
damage #2: 4d6 ⇒ (3, 6, 4, 3) = 16
damage #3: 3d6 ⇒ (5, 1, 3) = 9


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

Deyemi goes feral ripoing into the ace wielding badder with feral intensity

claw one: 1d20 + 6 ⇒ (5) + 6 = 11
claw two: 1d20 + 6 ⇒ (17) + 6 = 23
bite: 1d20 + 6 ⇒ (15) + 6 = 21

c1dam: 1d6 + 6 ⇒ (3) + 6 = 9
c2dam: 1d6 + 6 ⇒ (5) + 6 = 11
bite: 1d6 + 6 ⇒ (5) + 6 = 11


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Adney takes a step to try to fight only one and swings with the sword again

sword: 1d20 + 1 ⇒ (7) + 1 = 8
sword damage: 1d8 + 1 ⇒ (8) + 1 = 9


Shot Putter Funkmeister

Sparky's mental attack on the leader has an affect.

Kalina's attack is shrugged off by the badder's shield.

Deyemi attacks the badder and eventually takes him down.

Adney whiffs.

Barnabas is only able to damage to one of the badders.

The large one donning a plaid kilt with metal armor with a big W on it puts his right claw to his temple the whole group in melee, the temperature sinks and you take 3d6 ⇒ (2, 1, 4) = 7 cold damage so Deyemi, Baranabas and Kalina, all liquids in your possession freeze.

He then brandishes a weapon and shoots at barnabas 1d20 + 7 ⇒ (4) + 7 = 11 misses

Another wearing a tartan and leather armor moves to attack Maeve 1d20 + 5 ⇒ (14) + 5 = 19 hit 1d8 + 3 ⇒ (7) + 3 = 10

And one moves to attack Adney 1d20 + 4 ⇒ (20) + 4 = 24 hits 2d8 + 6 ⇒ (6, 7) + 6 = 19

The other two throw spears at Kalina and Barnabas 1d20 + 4 ⇒ (2) + 4 = 6 miss
1d20 + 4 ⇒ (17) + 4 = 21 hit 1d6 + 3 ⇒ (3) + 3 = 6

Round 4

Initiative PCs 1d10 ⇒ 8, Badders 1d10 ⇒ 5

Do you guys want to run?


Male Mutant Sentient Animal Examiner 1 | HP 27/46
GMEDWIN wrote:
Do you guys want to run?

Might not be a bad idea. I am down to 12 hp. Are any of the exits open? The leader and his guards are at one entrance, while Adney and Maeve are engaged in melee with two badders at another exit.

GMEDWIN wrote:
He then brandishes a weapon and shoots at barnabas 1d20+7 misses

The leader used a mental power and a weapon in the same round... can I do that too? I have "radiation eyes."


Shot Putter Funkmeister

There are two exits that you can go through, NW and NE, check the map. I was going to convert it to a combat map but google docs was irking me :)... You can if you have the Duality or the dual brain mutations.


Sparky

Maeve will hold the entrance if the others would like to withdraw through this tunnel to a more favorable area.

Maeve attacks the badder un frint if her. She'll add an electrical charge to the first attack that hits.
Similar 1: Halbred 1d20 + 2 ⇒ (16) + 2 = 18
damage1d10 + 2 ⇒ (1) + 2 = 3
electrical damage 3d6 ⇒ (5, 5, 6) = 16
Similar 2: Longsword 1d20 + 2 ⇒ (3) + 2 = 5

stats: AC 16, HP 29/49; Forcefield 25-10+5=20/25 pts, recharge 5/round duration 2/5 rounds; Mental 1; electrical 0


Male Mutant Sentient Animal Examiner 1 | HP 27/46

Ba-a-a-arnabas looks around the room nervously.

"There's too ma-a-a-any of them! Fall back!"

Ba-a-a-arnabas runs for the door.

I will wait until Adney gets his attack. Then I will charge towards the exit that Maeve and Adney are holding open. If either badder that is there is still up I will charge at whichever one looks more wounded.

Head Butt (charge) Attack: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Head Butt (charge) Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

If both Badders by the exit were already down, Ba-a-a-arnabas will run past Adney and Maeve by about 10 feet, and then will take a parting shot at the weakest-looking badder with his radiant eyes.

Radiant Eyes Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Intensity is 6, whatever that means.


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Adney moves back seriously hurt through the door they came from


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

how many can I hit with confusion on the way out?


Shot Putter Funkmeister

1


Female Gren Scout 1 | 23/56 hp | AC 11 | MHAC 10 | Health 13 | Perception +2 | Stealth +2 | Remain Unseen +4
Skills:
Read/Write 25%, Swim 100%, Ride 50%, Detect Ambush/Trap +4, Hunting +4, Navigate +4, Tracking +4

Kalina backs out, following the others.


Male Mutant Animal THAC0 Melee +6, THAC0 Ranged +6, AC 16, HP 89, Health 16, Speed 35, Damage Claw 1d6+6, 1d6+6; bite 1d6+6 Enforcer

With the loot load still strapped on Deyemi withdraws from the room as well following the group out and hitting the leader with confusion

confusion: 1d20 + 13 ⇒ (14) + 13 = 27


Shot Putter Funkmeister

Deyemi, your MHAC is the MP modifier for your mutation, 13 would be +1... and please roll a 1d6


Shot Putter Funkmeister

I'll do it. Everyone please know how your powers work. If you have a question feel free to ask.

2d6 ⇒ (2, 4) = 6

1d6 ⇒ 4

Barnabas runs over a badder and keeps going giving everyone the opportunity to escape.

Maeve does serious damage to a badder and withdraws.

Kalina withdraws.

Deyemi successful confuses the leader.

Adney leaves.

Combat Over

You continue to hear gunshots coming from the tunnel as you make your way out side of the warren, where you see Glickly.


Male Mutant Sentient Animal Examiner 1 | HP 27/46

"We should keep moving. They may give chase in a few moments."

Ba-a-a-arnabas looks around.

"Where a-a-a-are we, anyway?"


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Adney looks around tonsee if he notes where they are
navigation: 1d20 + 1 ⇒ (18) + 1 = 19


Shot Putter Funkmeister

When you exit the underground Badder complex,
you see that you are in the southeastern edge of a forest.
None of the landmarks in this region are familiar to you, although the types of trees seem similar to those
you observed from The Oad when you were travelling
through the Forest of Knowledge. To the east and south of your
position, the characters can see open grasslands and slightly
rolling hills.

Kalina

Spoiler:
You can help them find their way if you wish


Female Gren Scout 1 | 23/56 hp | AC 11 | MHAC 10 | Health 13 | Perception +2 | Stealth +2 | Remain Unseen +4
Skills:
Read/Write 25%, Swim 100%, Ride 50%, Detect Ambush/Trap +4, Hunting +4, Navigate +4, Tracking +4

Kalina waves to the other party members, bidding them to follow her.

GM:
She will guide them back to the Oad.


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Once back to the Oad Adney will yake a closer look at the goodies strapped to Deyemis back to see what they have that may be of use


Shot Putter Funkmeister

I don't know what yake means. As I recall, Maeve is the one with all of the goodies. You may want to ask her.

Kalina opts for the quickest option and has you skirt the forest for two hours until it starts to get dark.

How do you want to handle a shelter and placing guards?


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

yake is take a look. Do we have anyone with healing powers for the group or any items we can use to help heal us?


Sparky

Once we've put a little distance between us and the badder burrow, Maeve drops the handle of the travois and calls the others over.

Ok, this is going to hurt me more than you. So let's make sure we don't run into anything painful for a bit.

Maeve starts with those that look like they are the worst off.

This won't hurt, much. Maeve grins as she places a hand over the worst wound. A bluish glow emanates from her palm and encompasses the wound. You're likely going to be hungry and thirsty.

transfusion: 1d10 ⇒ 9 healed.
part 2: 1d4 ⇒ 2 damage to Maeve.

A smaller version of the wound appears on Maeve, though it doesn't bleed and looks much better. She steps to the next individual and repeats the motions.

transfusion: 1d10 ⇒ 9 healed.
part 2: 1d4 ⇒ 2 damage to Maeve.

And again.

transfusion: 1d10 ⇒ 5 healed.
part 2: 1d4 ⇒ 4 damage to Maeve.

Okay, that's all I can do for right now.

Maeve is at 21/49 HP


Shot Putter Funkmeister

Ok, well Maeve, you heal the others 19 hit points because it is 10+your MP which is 9 but can only heal a character once per day. But of course, there is no one to heal you. Barrnabas and Adneu are the worst off... You do heal some HP when you sleep.


Sparky

Yeah, I did them one at a time. That puts me just under half health, but should get some of the others up a bit since I spread that across three people.


Shot Putter Funkmeister

You heal each 19 hp. Each time you take 1d4 damage yourself. which you did. So you pick which 3 get the 19.


Male Mutant Sentient Animal Examiner 1 | HP 27/46

"I a-a-a-a-am injured myself, but I can heal myself if I ha-a-a-ave a quiet and sa-a-afe pla-ace to rest. It ta-a-a-akes a long time though."

Ba-a-a-arnabas has total healing, so he can meditate for 1 hour and get back 6 HP. It doesn't seem to cost anything except time. So Maeve doesn't need to heal him if we have the time.

Once Ba-a-a-arnabas is convinced they have found a safe hiding spot, he begins to meditate.


Shot Putter Funkmeister

I am waiting on someone to make a shelter and tell me the watch shifts for the evening. It should be considered important because the last the time the party slept, they were captured.


Shot Putter Funkmeister

Adney gets to work building the shelter feeling invigorated by the healing given by Maeve. 1d20 + 4 ⇒ (15) + 4 = 19 and puts together a really well put together shelter with the trimmings.

Baarnabas, I would say you have two hour before you need to sleep.

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