Steig Lamplighter and the Curse of the Creeping Twilight (Inactive)

Game Master Gerald Rose

Fantasy Craft rules, Schrodinger's campaign setting (it don't exist until you get there/one of us makes it up), generic fantasy.


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Quote:
What has Magda told us about them? mostly bandits? rob/torture/eat people? Have they threatened the Village in the past?

According to Magda the forest gobbers are bandits, dangerous in numbers but cowardly otherwise. Opportunistic and vicious. Quite bright but chaotic and unruly. They have avoided the area for many years. Normally the road is quite safe.


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Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together
Grose wrote:

Squinting at you in the light, the left hand gobber chews out in poor Trade Tongue: [/i]Drop alla your stuff weak pathetic meatbags or prepare to die! The right hand one leers and runs his purple tongue over his teeth in what he hopes is a menacing manner.

Crow does a double take, looks like he's trying not to laugh. He sneers derisively responding in trade tongue, "Look ya sad, pathetic li'l bootlickers. This place is under my protection. Ah haven' seen ya roun' here b'for, so Ah'll tell you what Ah'll do. You drop ever'thin yer carryin' an' ne'er show yer stinky carcases in this area or on this road a'gin an' ah'll let ya go. If ah see ya e'en one more time near here or botherin' anyone from my Village a'gin, ah'm gonna smash ya so flat yer momma's ain't gonna rec'gnize ya from a gravel pancake. Y'hear? Now drop what yer holdin' an' scatter 'fer ah change ma mind." Crow lifts the maul easily to his shoulder, letting it rest there for now.

dice: 1d20 ⇒ 17 intimidate?(+6), impress?(+7)


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Juniper looks at the purple tongued goblin, then at the drake on her shoulder. The drake shrugs. In almost perfect unison the pair raises their empty hands to shoulder height.

Then at Crow's words they both lower their hands. "I wouldn't want to mess with him. I mean... look how big he is."


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Checking the reactions of his traveling companions first, Darius and Marco drop into a ready stance. Darius weaves his baton through the air in a complex, almost impossible seeming pattern before holding it to at the ready.

Intimidate Aid: 1d20 + 3 ⇒ (12) + 3 = 15
I called +2 from Study: Baton Patterns (which is what I meant by that). Lower result by 2 otherwise.

Yay! I possibly aid. Impress is higher if we go with that.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Oh, Appearance +1, possibly a higher result.


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Magda's stories: What do gobbos fear? Knowledge check: 1d20 + 8 ⇒ (7) + 8 = 151d20 + 8 ⇒ (18) + 8 = 26
Knowledge check 26 for gobbo info/fears.
Forest gobbers fear the light, things bigger than they (unless they have a numerical advantage, or the element of surprise), maws, beastmen, the list goes on.
Crows Intimidate check = 25 with assistance from Darius vs. Gobber Resolve 1d20 + 2 ⇒ (11) + 2 = 13 Hmmm...[/ooc]
The gobbers manage to go a greyer shade of grey and immediately drop their crossbows and unbuckle their sword belts. Before the clattering of falling equipment ends the two gobbers have turned tail and are sprinting down the road, one of them still dropping items as he goes.

GM:
Team Notice check (Mead, as Barron is now digging into a discarded sack rooting for something to eat) 1d20 + 5 ⇒ (8) + 5 = 13 vs. Ambush 1d20 + 9 ⇒ (14) + 9 = 23

With a sharp cry Cowards!! Get them!!! a group of five forest gobbers burst out of the deep foliage at the left side of the road and charge into the group! Take down the big one!! - Are you kidding?! - I wanna eat the lizard!!!
OOC:
This will be a surprise round. 5 gobbers, and Darius has Always Ready so he may act as well. Initiative please.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Juni's Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Juniper glares at the goblin that mentioned eating 'the lizard'. "Don't you even think about it you vile little beast."

And... Ferment's Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

Mead/Ferment Round 1:
Ferment will go invisible (full round action).

Mead will attempt to Threaten goblin's twice. If one seems bigger/meaner - then that one, else any goblin. Same if the first scolding doesn't cower him, other wise two.

... If either Crow/Darius's attack rolls are close misses (miss by 3 or less) she will spend one of her action die on boosting them.

*Mead's appearance is a +1 if that helps
1d20 + 7 ⇒ (11) + 7 = 181d6 ⇒ 4 stress damage if successful
1d20 + 7 ⇒ (13) + 7 = 201d6 ⇒ 2 stress damage if successful

For easy copy/paste, all you have to do is delete the ' for "correct" bbc code.
FLAVOR TEXT:
Juniper glares at the goblin, ['b]"If you lay one grubby, pustule covered paw on Ferment you'll not have a chance to regret it."[/b]

Then (either continuing or turning to another gobo) ['b]"And ['i]furthermore[/i] you deviant little bandits."[/b] And her tone turns terrifyingly sensible. ['b]"You'll never recover from the hangover if you eat him."[/b]

-----

Ferment's form blurs, like when you pour alcohols of variant viscosity into the same glass, and suddenly, he is gone.


Crow gets an action die for his Intimidation attempt.

combat:
I think for combat, we should try:
everyone posts their action(s), some roleplaying text then combat crunch in a spoiler. Some "if this happens then I do this" might be useful.
Once I get all actions, I will compile and post results. That seems to be the standard. Dont forget the action dice, and the more combat flavor/RP the better, I will be looking for action die giving opportunities.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Initiative 1d20 + 3 ⇒ (5) + 3 = 8
Marco Initiative (for next round) 1d20 + 5 ⇒ (1) + 5 = 6
Wow. My electronic dice hate me too. Actually all of us. Anyone got a virtual freezer to stick them in?
I choose battle planning for +2 to melee/unarmed attack rolls, the knife stance, and smack the guy closest to me. (or activate wicked dance after moving) Subdual damage from the mace.
He moves forward and flicks up his baton going for a 'nap tap'.


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Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

"Ho. Was wonderin' when th' rest o' youz was gonna show up."

Crow will do his best flat footed getting hit avoidance until he can actually move.

Round1: "Ya li'l goobers need ta be taught a lesson ah see. B'lieve me, ahm gonna enjoy this a lot mor'n you are. Ahm gonna turn ya inta paste. Ya shoulda listened." Crow proceeds to remove the head of a forest gobber from its shoulders with a blunt instrument.

Round 1:

Defense: 13/(15) (flat footed:12)
DR: 8 (10 in dramatic scenes, fire:3, subdual:4)
Wounds: 13
Vitality: 33

Action Dice: 4d4
Fort:+3(/5), Ref: +2(/4), Will: +4(/6)

action1: enter Turn the Millstone
action2: hit gobber in range closest to Juniper
to hit: 1d20 + 10 ⇒ (12) + 10 = 22 base+7, weapon+2, blunt forte+1
damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9 Force, opponent: Fort dc20 or take 1 Con


Darius Reinhold wrote:

Initiative 1d20+3

Marco Initiative (for next round) 1d20+5
Wow. My electronic dice hate me too. Actually all of us. Anyone got a virtual freezer to stick them in?
I choose battle planning for +2 to melee/unarmed attack rolls, the knife stance, and smack the guy closest to me. (or activate wicked dance after moving) Subdual damage from the mace.
He moves forward and flicks up his baton going for a 'nap tap'.

Logan:
So what I got is

Darius Battle planning activated for free at start of combat. Half action to enter Wicked Dance stance (you cannot enter a Stance out of combat). Half action Standard attack with mace for Subdual damage. (The tonfa thing is a mace/tonfa combo?)

Marcus moves in and makes a Half action standard attack with his thingy (does he have the same weapon you do? If so, non-magical I assume?), or is he drawing it on his first turn? I dont see Marcus having drawn his weapon in the previous posts. If that was your intention you need to be more specific.

Dramatic flavor text first, then combat actions in spoiler after please.

I will interpret the results depending on the initiative order and what transpires, using common sense and best judgement. However, due to the constraints of the PbP format we need to be more specific in describing our actions.


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The gobbers charge, two of them rushing Crow despite the size difference in an attempt to get in close! The other three rush in low, in a coordinated attack with rusty shortswords swinging. Darius and Marco jump and twist desperately to avoid the blades, drawing heavy breath from Marco while Darius takes the hit on the shin-guard of his armor. Ferment flaps wildly as Juniper is forced to hop backwards, dodging the gobbers blow.

GM:
Gobber init = 1d20 + 5 ⇒ (11) + 5 = 16

combat:

Order is
Gobbers
Darius
Marco
Juniper
Crow
Ferment

Surprise round:

2 gobbers rush Crow with shortswords drawn and attempt to Grapple him
-Crow I need 2 Athletics checks please-
the other three spread out one each to Darius, Juniper, and Marco.
Darius - gobber attack check 1d20 + 5 ⇒ (20) + 5 = 25 vs. Flat-footed Defense 11 = hit! 1d8 ⇒ 21d6 ⇒ 3 5 vitality/DR 8, no damage
Marco - gobber attack check 1d20 + 5 ⇒ (16) + 5 = 21 vs. Flat-footed Defense 11 = hit! 1d8 ⇒ 61d6 ⇒ 4 10 vitality/DR 4, net 6
Juniper - gobber attack check 1d20 + 5 ⇒ (16) + 5 = 21 vs/ Flat-footed defense 9 = hit! 1d8 ⇒ 71d6 ⇒ 2 9 vitality/DR 2, net 7

Need attack check from Darius and Athletics x2 from Crow please.


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

dice:

athletics1: 1d20 + 7 ⇒ (6) + 7 = 13
spend action die: 1d4 ⇒ 3
athletics2: 1d20 + 7 ⇒ (10) + 7 = 17


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The first gobber runs at Crow and leaps for his throat! With little change of expression Crow catches the forest gobber by the throat, stares it in the eye for a second, then choke-slams it into the road!
The second takes advantage of the distraction and wraps himself bodily around Crows ankles, throwing him off balance!

The Grapple:
1st gobber jumps Crow 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 Fail, flat-footed.
2nd gobber goes for the ankles 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19 Success! Crow is held, (flat-footed and only non-free action can be opposed Athletics check at +2 for size).


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Sorry, I read your post wrong. I was posting my actions like you said to though. When combat starts and it's my turn, I choose the unarmed/melee boosting battle planning, enter wicked dance, and smash the guy in front of me. I use the mace which is the tonfa/mace and listed on my character sheet and which I commented that both characters under my command had out. I did not post Marco's actions yet and he does have XP put into gear. He has the same Lure-Trip-Tonfa/Mace but not magic and Partial Dwarven Hardened Leather with Light Fittings. Sorry that they weren't on my sheet. I have DR 5 and so does Marco. It seems that my stats that I sent you are off or something. I'll fix and resend soon.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

1d20 + 9 ⇒ (18) + 9 = 27
Also, My flat footed AC is 12, not that it matters this time. Are you looking at Crow's or something?
If I hit1d8 + 3 ⇒ (2) + 3 = 5 subdual damage


Darius Reinhold wrote:
Sorry, I read your post wrong. I was posting my actions like you said to though. When combat starts and it's my turn, I choose the unarmed/melee boosting battle planning, enter wicked dance, and smash the guy in front of me. I use the mace which is the tonfa/mace and listed on my character sheet and which I commented that both characters under my command had out. I did not post Marco's actions yet and he does have XP put into gear. He has the same Lure-Trip-Tonfa/Mace but not magic and Partial Dwarven Hardened Leather with Light Fittings. Sorry that they weren't on my sheet. I have DR 5 and so does Marco. What's going on here?

Logan OOC:
Darius has DR 5 from his armor and Damage resistance 3 from his Strength. Marco will have DR 5 from armor, Damage Resistance 3 from strength. I will note Marco's armor and revise at the end of the round.

Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

anti-grapple:

athletics: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

Crow attempts to kick off the li'l blighter into one of his companions, but he's apparently amazingly tenacious.

Round...I assume I should probably just wait:

Defense: 13/(15) (flat footed:12)
DR: 8 (10 in dramatic scenes, fire:3, subdual:4)
Wounds: 13
Vitality: 33

Action Dice: 4d4+1-1
Fort:+3(/5), Ref: +2(/4), Will: +4(/6)

action1: hit gobber in range closest to Juniper
to hit: 1d20 + 10 ⇒ (7) + 10 = 17 base+7, weapon+2, blunt forte+1
damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10 Force, opponent: Fort dc20 or take 1 Con


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

The redhead looks around, making sure no one got hurt, wincing at how close the gobos came to hurting the kid. Juniper glares at the goblin that tried to gut her, "If you lay one grubby, pustule covered paw on Ferment you'll not have a chance to regret it."

Then (either to that goblin or the one that mentioned eating Ferment) "And furthermore you deviant little bandits." And her tone turns terrifyingly sensible. "You'll never recover from the hangover if you eat him."

Then seconds later, Ferment's form blurs, like when you pour alcohols of variant viscosity into the same glass, and suddenly, he is gone.

The pair's round 1 action are in THIS POST.

Ferment/Mead Round 1 addendum:
Ferment with take flight once invisible, moving 5-ft above Mead.

Mead will take a 5-ft step towards the big guy who she should be hiding behind.


Darius smacks the gobber with his weapon, striking a glancing blow. The gobber shakes his head, and snarls.

Surprise Round:
Surprise round wrap:
Darius hits gobber for 4 subdual (DR 1): Fort 1d20 + 3 ⇒ (18) + 3 = 21 DC 12 success!

Gobbers
Darius (WP 15/15 Vit 43/43)
Marco (WP 10/10 Vit 33/35)
Juniper (WP 15/15 Vit 23/30)
Crow (WP 13/13 Vit 33/33)
Ferment appears unhurt

Darius, Marco and Juniper are engaged with 1 gobber each, Crow is held by one, and engaged with another who is flat-footed.
Gobbers have engaged in a half-circle, with the party on the inside. No flanking.

On to Round 1!


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Oops, I forgot my sneak attack. Next round I suppose. Otherwise add 2d6 ⇒ (3, 2) = 5 Fine with a veto on adding the damage.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Darius and Marco go back to back and face the Goblins, batons and fists flashing out repeatedly.

1st round actions:
Marco's battle planning activates giving a +3 to defense. (so everyone in the group now has +2 to hit in melee combat/unarmed attacks and +3 to their defense). He does 2 attacks with subdual from the mace.
Darius also attacks twice with the mace for subdual.
Darius dice
attack 1 1d20 + 9 ⇒ (20) + 9 = 29
damage? 1d8 + 2d6 + 3 ⇒ (5) + (3, 2) + 3 = 13
attack 2 1d20 + 9 ⇒ (13) + 9 = 22
damage? 1d8 + 2d6 + 3 ⇒ (8) + (2, 2) + 3 = 15
Marco dice
attack 1 1d20 + 6 ⇒ (7) + 6 = 13
damage? 1d8 + 3 ⇒ (5) + 3 = 8
attack 2 1d20 + 6 ⇒ (8) + 6 = 14
damage? 1d8 + 3 ⇒ (4) + 3 = 7


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

Crow glances over at Darius. "'ey, City boy. They're not here to dance wit'chu. They're here t' eat yer face off. Put some meanin' inta it! This ain't the WWE!" Crow continues to struggle with the gobber grappler who's so far kept him from using his weapon.


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Round 1 begins!

Gobbers
Darius (WP 15/15 Vit 43/43)
Marco (WP 10/10 Vit 33/35)
Juniper (WP 15/15 Vit 23/30)
Crow (WP 13/13 Vit 33/33)

A gobber charges screaming at Darius, crashing into his knees!
I need Athletics checks from Darius and Marco, both at +2 for Size
The gobber intent on eating the ale drake continues to harry Juniper, faking an overhead smash and sliding in to cut at her leg!
Notice check please, Juniper
The gobber wrapped around Crows leg holds on tenaciously and stabs at Crows crotch with his shortsword. A particularly vicious stomp from Crow easily prevents the attack. The other goes in for a grab at Crows free leg!
Crow, Need an Acrobatics check, +2 for size.
Juniper prudently steps behind the beleaguered but still very large Crow, and threatens her assailant to no avail. The drake takes off and fades away.

Logan:
No retconns please.

GM:

When gobbers attack!

The gobber facing Darius Bull attempts to Bull Rush him into Marco.

The gobber facing Marco will step and attack Darius if the Bull Rush works, otherwise will attack Marco twice.

The gobber facing Juniper will press his attack, Feinting and attacking.
Feint 1d20 + 2 ⇒ (6) + 2 = 8 and attack 1d20 + 5 ⇒ (15) + 5 = 20 for 1d8 ⇒ 5 + sneak (maybe) 1d6 ⇒ 3.

The gobber grappling crow will attempt to Injure Crow with his short sword if he wins the Grapple check, otherwise if dislodged will try again.
Athletics 1d20 + 2 ⇒ (1) + 2 = 3 Fail.

The other gobber facing Crow will recover from bring flat-footed, and Trip Crow. Trip 1d20 + 2 ⇒ (3) + 2 = 5

Juniper steps behind Crow and Threatens twice
1d20 + 7 ⇒ (11) + 7 = 18 1d6 ⇒ 4 stress damage if successful
Resolve 1d20 + 2 ⇒ (5) + 2 = 7 Fail. Damage save DC 12 1d20 + 4 ⇒ (20) + 4 = 24 Success.
1d20 + 7 ⇒ (13) + 7 = 20 1d6 ⇒ 2 stress damage if successful
Resolve 1d20 + 2 ⇒ (4) + 2 = 6 Tie goes to June. Damage save DC 11 1d20 + 4 ⇒ (14) + 4 = 18 Success.

Crows Athletics check 11 vs Athletics 1d20 + 2 ⇒ (8) + 2 = 10 Crow is free.

Ferment goes invisible and hidden.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Juniper Notice: 1d20 + 5 ⇒ (8) + 5 = 13


Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

acrobatics: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7


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Juniper sees easily past the forest gobbers pitiful attempt at a feint, but the gobbers blade skins just past her thigh anyway, nearly a crippling blow!

Crow looses the gobber on his leg with a good kick, sending it into the other who misses his attempt at grabbing Crow by the leg and overturning him. Crow is free with one gobber flat-footed before him and the other brandishing his shortsword with a dark bruise blossoming on his face.

combat:
Juniper takes 3 damage after her DR 2, leaving her at 22 Vitality. She then ducks behind Crow, gaining 1/2 Cover. Crow frees himself from the grapple as a full round action, also evading the trip attempt.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

WWE?


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Athletics check
Darius1d20 + 5 ⇒ (13) + 5 = 18
Marco1d20 + 7 ⇒ (1) + 7 = 8

sorry, forgot the size


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

note, there was a GM veto on Portable Cover II, is instead 1/4 cover within 10 ft

Oh, that half cover. For future reference though, Marco grants 1/4 cover within 10ft of him


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Darius, who has probably just done a whole boatload of damage (although subdual) looks at Crow, "so kill them?" in a rhetorical manner assuming that was Crow's intention. "Marco, just remember not to do this back at Derinkuyu"

They are now both switched to doing lethal damage


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

GM:
Sigh, I need to get used to this character. He couldn't have done sneak attack anyways. this is just too confusing. He drops out of his stance and starts to do nice, simple, attacks. Next time, remind me to do a plain, ordinary fighter who just full attacks everything.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

"They did suggest they plan on eating at least some of us." Juniper says with clenched teeth as she applies pressure to the wound on her thigh.

GM:
Juni took 7 vitality post DR in the surprise round and 3 post DR in round 1. That puts her at 20 vitality not 22 ... sadly.


The gobber barreling into Darius bounces back with a painful sounding crunch, followed by 2 more as Darius beats him down with his unusual weapon. Marcos gobber slashes at him twice, but its dull shortsword cannot pierce the sturdy armor. With a smile Marco shifts on his heel and smashes his gobber across the face, who spins to the dirt in a spray of blood and spittle. Marcos backhand swing goes into another gobbers solar plexus, and eyes bulging, gasping for breath, the creature falls.

GM:

Gobber bull rush vs darius DC 18 1d20 + 2 ⇒ (7) + 2 = 9 fail.
Gobber attack Marco 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (10) + 5 = 15 both hit but cannot do damage.

Darius vs. gobber 29 is hit, 6 dmg = save 1d20 + 4 ⇒ (3) + 4 = 7 success
2nd hit 9 dmg save DC 17 1d20 + 4 ⇒ (6) + 4 = 10 fail!
forgot sneak on flat-footed target, made his first save anyway

Marco attack 1 hit 6 dmg save dc 13 1d20 + 4 ⇒ (10) + 4 = 14fail
attack 2 hit 5 dmg save DC 12 1d20 + 4 ⇒ (15) + 4 = 19 fail.

End round 1
Gobbers (2 left on Crow, seem uninjured)
Darius (WP 15/15 Vit 43/43)
Marco (WP 10/10 Vit 33/35)
Juniper (WP 15/15 Vit 20/30)
Crow (WP 13/13 Vit 33/33)
Ferment appears unhurt

Round 2 actions please!


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

did any miss Darius or Marco with an attack? Both of them have Grueling Combatant causing 2 points of subdual to those who miss them


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Both stop pulling their punches and swing at the gobbers in earnest.

2nd round actions:

Darius drops the stance. both are doing lethal damage.
Darius Dice
Attack 1 1d20 + 9 ⇒ (12) + 9 = 21
Damage? 1d8 + 3 ⇒ (8) + 3 = 11
attack 2 1d20 + 9 ⇒ (6) + 9 = 15
Damage? 1d8 + 3 ⇒ (2) + 3 = 5
note: battle planning from Darius and Marco is giving +2 to melee attacks and +3 to defense to all allies. current defense: 16 Marco defense: 17
Marco Dice
Attack 1 1d20 + 6 ⇒ (3) + 6 = 9
Damage? 1d8 + 3 ⇒ (4) + 3 = 7
Attack 2 1d20 + 6 ⇒ (13) + 6 = 19
Damage? 1d8 + 3 ⇒ (3) + 3 = 6


Darius Reinhold wrote:
did any miss Darius or Marco with an attack? Both of them have Grueling Combatant causing 2 points of subdual to those who miss them

Both attacks hit, but could not penetrate DR plus DamRes.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

okay


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Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

If any of the gobbers are left by Crow's turn he intends to turn their bones to shattered shards. "Slugs! You hurt someone under my protection. Treasure your next few breaths, for they will be your last."

Round 2:

Defense: 13/(15) (flat footed:12)
DR: 8 (10 in dramatic scenes, fire:3, subdual:4)
Stand Together: +2 morale to Defense and Saves

Action Dice: 3d4+1-1
Fort:+3(/5), Ref: +2(/4), Will: +4(/6)

action1:
to hit: 1d20 + 10 ⇒ (13) + 10 = 23 base+7, weapon+2, blunt forte+1
damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15 Force, opponent: Fort dc20 or take 1 Con
action2:
to hit: 1d20 + 10 ⇒ (1) + 10 = 11 base+7, weapon+2, blunt forte+1
damage: 2d6 + 4 ⇒ (4, 2) + 4 = 10 Force, opponent: Fort dc20 or take 1 Con


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The 2 remaining gobbers see the battered bodies of the others, and do what comes naturally for them. They retreat. Turning, they run back into the thick bushes that line the edges of the road, and from the sound of it they continue after that.

GM:
Morale check for gobbers 1d20 + 2 ⇒ (13) + 2 = 15 fail.

Combat:
Gobbers have the initiative, fail their morale check, and run. If anyone pursues, we will continue in rounds, otherwise, end combat.


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Init +3; Blend +1u; Notice +4; Sense Motive +1u; Heroic Renown 1 Def 13; ff12; DR4; Lethal ?; Subdual ? Action Dice 1d4; Accurate, Basic Combat Expert, Bone Crusher, Charming, Damned if you do, Double Boost, Fortunes of War I, Hammer Basics, Hammer Mastery, Hurled Basics, Improved Stability, Misdirection Basics, Shove, Stand Together

Crow's curses follow them into the woods. He turns to Juniper, setting his pack on the ground and rummaging through it, bringing out a small clay pot of balm. "Let me see that wound."
As Crow is going through his pack, he finds a small piece of jerky, which he inextricably flings high into the air.

GM:

Impress: 1d20 + 7 ⇒ (17) + 7 = 24

that was an attempt to persuade Baron to unobtrusively follow them and see if there's something he thinks we should look into.


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Barron swoops down seemingly out of nowhere to catch the jerky. Circles once to see if any more is coming, then wings off into the woods after the gobbers. Almost immediately he turns back and lands behind a thicket of bushes where the gobber ambush party came from. Muffled caws emanate from the area, followed by a low moan.

Hidden behind the bushes is the prostrate form of Old Thomas, lying in a pool of crimson. His eyelids flutter, his flesh pale from loss of blood. The remains of his wagon are scattered nearby, thoroughly looted.

Barron:
Resolve untrained 1d20 ⇒ 6
Yeah, Barron is a sucker for bribery.
Barron Notice 1d20 + 7 ⇒ (11) + 7 = 18


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

I rush over to the old man (I assume he's old from the name) getting out my doctor's bag. Medicine Check 1d20 + 7 ⇒ (2) + 7 = 9 Seriously?! Action Dice Boost 1d4 ⇒ 2 Sigh. Marco Aid? 1d20 + 3 ⇒ (13) + 3 = 16 (I assume I can't use Marco's after I had already rolled otherwise I would go with his as a separate roll since my max was 13 without other aid at this point), anyone want to help me get an extra +2 to help this guy?


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Why is it that my characters never roll well on the things they're good at and end up seeming inept?


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Juniper pulls her hand away from her leg, pleased to see the wound has stopped bleeding. However, she is distracted from her own wound when Barrow reveals Old Thomas.

She hobbles over, her stride growing heavier as something settles on a shoulder when she is halfway there. "Can you use an extra pair of hands?" She offers, worry for the old man clear in her voice.


Old Thomas blinks rheumy eyes at you, each in turn. His first attempt to speak is lost in a fit of coughing, and his hand comes away speckled with blood. "Thank you son." The old man says to Darius, then to Crow "You are much too large and hairy for an angel, so I suppose that means I live still." Old Thomas struggles to a sitting position, and reaches into his pack for an unmarked glass bottle which he takes an enthusiastic pull from. As he does, some color returns to his face. The coughing fit that follows adds even more color.

"Never though I'd see forest gob's this side of the southern pass. Looks like we're in for some troubles. He pulls a face as he probes the bandage covering the wound in his side. You four should head on into Mill, see what you can do. If the Compact fails, our villages are done for.

Thomas digs a few elixirs from his pack - Here, take these with my thanks; it's the least I can do. He hands you 5 Healing elixirs in nondescript ceramic bottles.


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

I assume that he just used a potion to heal himself. I make sure he's well before accepting the bottles (or someone else can except them) and thank him for his generousity.


Darius Reinhold wrote:
I assume that he just used a potion to heal himself. I make sure he's well before accepting the bottles (or someone else can except them) and thank him for his generousity.

Smells like moonshine to you actually


Init +3; Blend +1; Notice +6; Sense Motive +0; Heroic renown +1; Defense 13; FF 12; DR 5; Action Dice 3d4; Light Sleeper; Always Ready; Cadre; No Pain; Unbreakable; Melee Combat Expert; Grueling Combatant; Armor Basics; Club Basics; Knife Basics; Night Fighting; Darkvision I (Vitality 43/43; Wounds 15/15)

Sigh. There are five potions and 4 or 5 of us who would be injured from combat. That makes 1 for each of us. I try to get him to take mine and heal himself.


Defense: 12 (11 flat-footed), -2 when carrying Ferment; DR: 2; Vitality 20/30; Wounds 15/15; Subdual: 0; Stress: 0; [assistance I, best of the best (1/scene), charming, perfect memory, shove, wise counsel], Renown: Heroic 2

Does the moonshine smell like what we normally buy or something different? How late was Old Thomas for the normal trading?

Juniper offers a hand to Old Thomas. "Did the goblins nab your trade goods or is there something else going awry at the Mill?" A pause, "Jana's down to just mead which just makes Magda... grumpy."

The redhead reaches up to a point about a foot off her right shoulder, scratching something. "You sure you don't need help getting to the village? If the gobos are being this suicidal, there are probably more hunting parties."

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