| Johnny "Razor" Macomb |
Here still. Hard last week. About the map we are at the S where were the voice Smith heard? Are the red circles sewer manhole covers? Trying to interpret the map.
Mac watches the two sneak down and head into the sewers. He shrugs to himself and unslings his sniper rifle. It would be best if he could get to a rooftop and protect the others from above with his sniping action.
Sneak: 1d20 + 3 ⇒ (18) + 3 = 21
Climb: 1d20 + 9 ⇒ (11) + 9 = 20
I believe that the white rectangle past the road diagonally to the upper right from the S is a small building. if that would provide a vantage point to the rectangle he will climb to the ceiling if it is blocked by structures further to the right Mac will attempt to climb those structures.
| DM ShadowBloodmoon |
The red circles can be ignored. I couldn't remove them from the original map.. same with the purple marker. The voices SMith heard were from his earlier recon, it was by the small building. I will mark it on the map. Green are manhole exits, red is the group of guards Smith heard and blue is your start point.
Smith and Elise stalk their way through the sewers as Mac takes a position on a nearby out building. As he does so, he can see a few guards talking near one of the buildings.
| Johnny "Razor" Macomb |
Macomb will position himself towards the edge of the buildings roof. Brace his rifle on the attached bipod and train in on the guards talking near the building. He is watching for any signs of high alerted state and will pull the trigger if he senses anything off.
In game terms he is using an action to brace and an action to aim. If he has more than 1 turn before anything happens he will ready an attack action on the guard in his crosshairs on his notices the group of guards taking note of Smith or Elise.
| DM ShadowBloodmoon |
Alright, so as Mac sets up, you two split, Smith goes towards the top most sewer exit, Elise to the right one. Go ahead and make those Sneak and Perception Checks...
| DM ShadowBloodmoon |
Agents Blend/Sneak: 1d20 + 4 + 1 - 4 - 4 ⇒ (18) + 4 + 1 - 4 - 4 = 15
Agents Notice/Awareness: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Smith easily exits the manhole cover in silence, not seeing anyone around in his area. He does notice though that there are two men at the far end of this road patrolling and if he stays here long, they might find him.
Elise slowly exits her cover and can see not very far from her 4 men with guns talking, smoking cigarettes and generally not paying attention, at least not until the manhole cover closes faster than she planned and makes a noise. One of the men looks up, but seeing nothing, takes a drag on his cigarette and then stamps it out.
| Johnny "Razor" Macomb |
Razor winces when one of the smoking men pause on an exhale and look around. He trains his sights on that soldier. Johnny lets a slow breath out as the man relaxes, inhales a drag, and stamps out the cigarette. Macomb keep his scope trained on this man deciding that the man was as good a target as any other and may be the most alert one.
In game action 1/2 action to aim on the one who seemed to notice the noise. Other 1/2 action to ready an attack if he draws a weapon or moves out of sight of the others.
| DM ShadowBloodmoon |
Ninja much Smith? Majors is the one in yellow.
Mac keeps his sights on the man, watching him pick up another cigarette and light it. He offers one to the others, but they turn him down. Elise is safely unheard. For the moment...
Smith slips up to the side door of the nearest warehouse, barely leaving a trace. He finds the door unlocked. As he goes inside, he quickly ducks down as he sees Majors and some more men talking about something around a large shipping container.
| DM ShadowBloodmoon |
Eastern European accented English...
"...aware of such things, but with the recent incursion by Americans, it is a small wonder the Soviets have not intervened."
"Perhaps it is because so far the Russkies don't know the Americans are here yet and honestly, that's not a bad thing. It keeps them out of our business." Majors flicks a match to light a cigar. "Get this unloaded. I'm to call up and see if there's been any sign of my friends."
With that he starts to move towards a small office in the front of the warehouse, on the other side of where Smith is hiding. The men start to unlock the container...
| Timothy K Smith |
Is it Slavic, Hungarian or Romanian... my character who speaks Russian would be able to tell the difference between a Slavic language and something else. Or how old are these men?
Smith sneaks up behind Major, grabs him and says in a whisper, "Majors, you have broken the creed. for 'I shall never leave a fallen comrade behind, nemeo resideo.' You left the president's niece and I behind."
| DM ShadowBloodmoon |
Mid-30s to 40s..The accent seems to be Romanian. You'll need a new Sneak roll for that. It'll be at +0 + your skill v. Majors Awarneness: 1d20 + 6 - 4 - 4 ⇒ (15) + 6 - 4 - 4 = 13 Gunmen Awareness: 1d20 + 3 - 4 - 4 ⇒ (2) + 3 - 4 - 4 = -3
| DM ShadowBloodmoon |
Majors stiffens in Smith's grasp. "Dammit Smith, do you know what you're doing?", he grits through his teeth. "This isn't some small test your mettle op. It's bigger than you. Get the hell out of here before I get their attention and have to liquidate an asset."
You have started a Grapple with Majors and he is held. If he starts resisting, you will roll for Initiative.. step carefully...
| Timothy K Smith |
Smith scowls at Majors and says, "You would be foolish to try that, you have seen how good I am at slotting scores of people. Who do you actually work for? Our mission was to bring you back to Pakistan, as it were. Mac made it sound like you were going to grease him earlier today." pointing at the loaded Kalashnikov in his left hand with his finger on the hair trigger.
| DM ShadowBloodmoon |
About that time, Smith notices one of the other men starting to make his way towards the office they are in...
"You can't win Smith, not here. I'm giving you an out, for saving me earlier. Call us even, whatever, but decide quickly. They won't care who you are if they catch you."
| Timothy K Smith |
Smith says, "Are you threatening me? Hmm he who dares, wins... Rhodesian SAS. You just signed the death warrant of all of those people."
Smith then fires a 3rd burst into the leg of the fool Majors 1d20 + 9 ⇒ (9) + 9 = 18 doing 3d6 ⇒ (2, 6, 4) = 12, 3d6 ⇒ (4, 3, 5) = 12, 3d6 ⇒ (3, 6, 2) = 11 damage
Initiative 1d20 + 5 ⇒ (13) + 5 = 18
| DM ShadowBloodmoon |
Can't seem to get to the site today, but will see if it is working better tonight.. at least Wayfinder is still working... I'm curious to see how Smith's boldness plays out...
-Posted with Wayfinder
| DM ShadowBloodmoon |
Majors Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Gunmen Leader Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Gunmen Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Majors -1 wp
Smith pushes Majors away and puts a few rounds into his leg. The man drops to the ground, a look of surprise on his face, he holds his leg and blood pours out of it. The sound of gunfire draws the attention of the men inside, all of whom draw their weapons and dive for cover.
Outside, Mac and Elise see the guards start running towards the building...
Initiative Round 1
Smith 18
Gunmen 15
Majors 11
Lead Gunman 6
Elise and Mac can join in any time by rolling Init and posting actions.
| Timothy K Smith |
Smith says, "Majors is coming with us and if you are wise, you will just let us go. Because slottin' terrs is what I am good at."
Readied action first one that acts hostile, brace, 3rd burst 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 if hits 3d6 ⇒ (3, 4, 2) = 9, 3d6 ⇒ (5, 5, 1) = 11, 3d6 ⇒ (1, 3, 2) = 6
| DM ShadowBloodmoon |
The first gunman sights in Smith, but the veteran soldier is faster and puts a burst into him. Unfortunately it seems the man is wearing armor underneath his shirt as the bullets only seem to irritate him. He recovers and returns fire, as does one of the other men. Their bullets tear apart the wooden crates nearby, but don't touch Smith. The other two move to more advantageous positions and Smith can hear activity by the front door as well. He hears a voice from outside. "Surround him! Get over..." A rifle shot cuts him off...
Gunman Dmg Sv v. DC 14: 1d20 + 9 ⇒ (20) + 9 = 29
Gunman Burst v. 13+4 cover: 1d20 + 2 ⇒ (14) + 2 = 16
Gunman Burst v. 13+4 cover: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Round 1
Smith 15
Gunmen 15 (1 damage)
Gunmen x6 15
Majors 11
Macomb 6 <--- Here
Lead Gunman 6
Mac, go ahead and take the shot. Remember you get +1 from Brace and +1 from Aim.
| Johnny "Razor" Macomb |
Johnny saw the smoking man pull the cigarette away from his mouth and move towards the building. He pulled the trigger as the man opened his mouth to say something to the other guards and let fly with a steady stream of semiautomatic fire.
Doing 2 standard attacks as half actions with the burst trick applied. 6 shots are used. Damage is A if hit and A + B if Attack is 5 greater than Def. A+B+C if 10 greater than Def. DR is applied to each damage roll with a -3 to DR from the Armor Piercing rounds. Also -3 applied to NPC Damage Save rolls from AP.
Attack1(burst): 1d20 + 10 ⇒ (15) + 10 = 25
Damage1a(AP3): 4d4 ⇒ (4, 4, 1, 3) = 12Damage1b(AP3): 4d4 ⇒ (1, 1, 4, 3) = 9Damage1c(AP3): 4d4 ⇒ (2, 4, 1, 2) = 9
Attack2(burst): 1d20 + 10 ⇒ (1) + 10 = 11
Damage2a(AP3): 4d4 ⇒ (4, 3, 1, 3) = 11Damage2b(AP3): 4d4 ⇒ (4, 1, 3, 2) = 10Damage2c(AP3): 4d4 ⇒ (2, 3, 3, 3) = 11
| DM ShadowBloodmoon |
Mac walks fire into the gunman lead as he is shouting orders, each one sending him spinning. He finally drops to the ground as his charges turn to look for the origin of the shots.
Initiative Round 2
Smith 15 <---Here
Gunmen 15 (1 damage)
Gunmen x6 15
Majors 11
Macomb 6
-Posted with Wayfinder
| DM ShadowBloodmoon |
Gunman Dmg Sv v. DC 12: 1d20 + 9 ⇒ (13) + 9 = 22
Gunman Dmg Sv v. DC 14: 1d20 + 9 ⇒ (1) + 9 = 10
Gunman 1 Burst at Smith v. Def 13+4: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Gunman 2 Burst at Smith v. Def 13+4: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Gunman 3 Burst at Smith v. Def 13+4: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Smith shuts up the talkative one with a few rounds to his chest, dropping him to the ground. The other three open fire at Smith, but again manage only to hit the wood around him.
Mac watches as the other 3 outside get behind some crates and barrels to protect themselves from incoming fire.
So far, no one has noticed Elise...
Initiative Round 2
Gunmen x3 (Inside, Braced, Half Cover +4) 16
Smith 15
Gunmen x3 (Outside, Full Cover +8) 15
Majors 11
Macomb 6 <---Here
| Johnny "Razor" Macomb |
Where is Elise? We need her cover fire to get Smith out of there alive. Mac thinks to himself as he takes aim on a new target and lets go with two bursts of fire.
Still braced so +1 from that. Taking two standard attacks as half actions with the burst trick applied. Another 6 bullets gone. These are AP rounds. Target is outside Gunmen 1. Then Gunmen 2 if he drops.
Attack1: 1d20 + 9 ⇒ (13) + 9 = 22
Damage1a: 4d4 ⇒ (2, 2, 3, 3) = 10Damage1b: 4d4 ⇒ (1, 2, 3, 4) = 10Damage1c: 4d4 ⇒ (2, 4, 1, 3) = 10
Attack2: 1d20 + 9 ⇒ (12) + 9 = 21
Damage2a: 4d4 ⇒ (3, 4, 2, 1) = 10Damage2b: 4d4 ⇒ (2, 3, 1, 2) = 8Damage2c: 4d4 ⇒ (4, 3, 2, 3) = 12
| DM ShadowBloodmoon |
Gunman Dmg Sv v. DC 13: 1d20 + 9 - 3 ⇒ (16) + 9 - 3 = 22
Gunman Dmg Sv v. DC 16: 1d20 + 9 - 3 ⇒ (17) + 9 - 3 = 23
Gunman Burst at Smith v. Def 17: 1d20 + 2 + 1 + 1 ⇒ (11) + 2 + 1 + 1 = 15
Gunman Burst at Smith v. Def 17: 1d20 + 2 + 1 + 1 ⇒ (13) + 2 + 1 + 1 = 17
Gunman Burst at Smith v. Def 17: 1d20 + 2 + 1 + 1 ⇒ (17) + 2 + 1 + 1 = 21
Burst Damage: 2d8 + 1 - 5 ⇒ (7, 1) + 1 - 5 = 4
Burst Damage: 2d8 + 1 - 5 ⇒ (5, 6) + 1 - 5 = 7
Mac opens fire on another of the men outside. His rounds go through the barrels that they are taking cover behind, but it seems to have slowed the bullets.
Meanwhile, inside the warehouse, Smith is cornered by the 3 other gunmen and a few of their shots make it through his cover, slowing him a bit.
Initiative Round 3
Gunmen x3 (Inside, Braced, Aimed, Half Cover +4) 17
Smith (Inside, Half Cover +4, 11 VP taken) 15 <---Here
Gunman (Outside, Full Cover +8, 12 damage taken) 15
Gunmen x2 (Outside, Full Cover +8) 15
Majors 11
Macomb 6
By the way Smith, I've updated the link so you can see inside the warehouse map..
| DM ShadowBloodmoon |
Didn't forget the armor Smith. This time :-)
Gunman Dmg Sv v. DC 12: 1d20 + 9 ⇒ (7) + 9 = 16 Gunman Dmg Sv v. DC 13: 1d20 + 9 ⇒ (8) + 9 = 17
Smith opens fire on another of the men, sending round through crates and into his armor. He reflexively flinches but still remains in the fight.
Meanwhile, the men outside take cover inside one part of the warehouse, no longer in sight of Mac..
Initiative Round 3
Gunman (Inside, Braced, Aimed, Half Cover +4, 7 damage taken) 17
Gunmen x2 (Inside, Braced, Aimed, Half Cover +4) 17
Smith (Inside, Half Cover +4, 11 VP taken) 15
Gunman (Outside, Full Cover +8, 12 damage taken) 15
Gunmen x2 (Outside, Full Cover +8) 15
Majors 11
Macomb 6 <--- Here
-Posted with Wayfinder
| DM ShadowBloodmoon |
Mac could make the jump with a Acrobatics/Jump check, DC10. The distance is based on how well you roll... As for Elise, I'm not sure. I haven't heard anything in some time, but you guys could really use her help. I'll send her a PM..
| Johnny "Razor" Macomb |
Not having a clear line of sight to a target anymore Macomb swears under his breath. He quickly stands up and looks at the building to the west. Sh!t he mutters to himself as he grabs his rifle and starts running towards the edge of the building. As he nears the edge he pushes off the one buildings roof making a leap to the next building. Jump: 1d20 + 5 ⇒ (3) + 5 = 8
Well that sucks.
| DM ShadowBloodmoon |
Mac takes off in a run towards the edge of the building, but suddenly second guesses himself and stops just short of making the jump. Taking 1 point of subdual damage
Inside the main warehouse, the men fighting with Smith decide to pour on the fire, emptying their magazines in an attempt to rout him out.
Gunman Autofire v. Def 17: 1d20 + 2 + 1 + 1 + 1 - 7 ⇒ (13) + 2 + 1 + 1 + 1 - 7 = 11
Gunman Autofire v. Def 17: 1d20 + 2 + 1 + 1 + 1 - 7 ⇒ (8) + 2 + 1 + 1 + 1 - 7 = 6
Gunman Autofire v. Def 17: 1d20 + 2 + 1 + 1 + 1 - 7 ⇒ (10) + 2 + 1 + 1 + 1 - 7 = 8
Initiative Round 4
Gunman (Inside, Braced, Aimed, ACS, Half Cover +4, 7 damage taken, 0/30M5) 17
Gunmen x2 (Inside, Braced, Aimed, ACS, Half Cover +4, 0/30M5) 17
Smith (Inside, Half Cover +4, 11 VP taken) 15 <--- Here
Gunman (Inside, 12 damage taken, ACS, 30/30M5) 15
Gunmen x2 (Inside, ACS, 30/30M5) 15
Majors 11
Macomb 6 (1 SubDmg)
Smith is up, make a Resolve/Morale roll DC 15 for me please...
| Timothy K Smith |
Resolve 1d20 ⇒ 18 Calling upon his over ten years of experience both in Vietnam and all over Africa, he grits his teeth and really concentrates on that first enemy.
Smith 3rd burst first enemy, aim, brace 1d20 + 9 + 1 + 1 ⇒ (14) + 9 + 1 + 1 = 25 if hits 3d6 ⇒ (5, 5, 5) = 15, 3d6 ⇒ (6, 2, 3) = 11, 3d6 ⇒ (2, 6, 1) = 9
"You terrs may as well give up!!"
| DM ShadowBloodmoon |
Gunman Dmg Sv v. DC 24: 1d20 + 9 ⇒ (7) + 9 = 16
No even slightly deterred, Smith calmly takes another shot at one of the men, his rounds finding their mark and dropping him to the ground.
Initiative Round 4
Gunmen x2 (Inside, Brace, Aimed, ACS, Half Cover +4, 0/30M5) 17
Smith (Inside, Half Cover +4, 11 VP taken, 1 Successful Morale Save) 15
Gunman (Inside, 12 damage taken, ACS, 30/30M5) 15
Gunmen x2 (Inside, ACS, 30/30M5) 15
Majors 11
Macomb 6 (1 SubDmg)<--- Here
Mac is up! If Elise doesn't respond to the PM, I will roll Init and bot her for the duration of this combat.
| Johnny "Razor" Macomb |
Hearing the gun shots continue. Mac considers his options and steels his resolve taking several steps back before running and making the leap.
Resolve: 1d20 + 4 ⇒ (12) + 4 = 16
Jump: 1d20 + 5 ⇒ (10) + 5 = 15
After successfully landing on the next roof top Macomb moves quickly along it to see if he has a shot at the other end.
If he has a shot mobile offense would allow a final attack
| DM ShadowBloodmoon |
EliseBot Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Last Two to enter the fray...: 1d20 + 2 ⇒ (16) + 2 = 18
Mac lands on the other rooftop with an umph and keeps moving towards the next edge.
At the moment there is still another building in the way... I moved you on the 3rd slide to show where you in relation to the others.
The two men left in the main warehouse with Smith stay behind cover and he can hear the click-clack of fresh magazines being slammed in and charging handles being pulled.
Initiative Round 5
Gunmen x2 (Outside, Running, ACS, 30/30M5) 18
Gunmen x2 (Inside, Brace, ACS, Half Cover +4, 30/30M4) 18
Smith (Inside, Half Cover +4, 11 VP taken, 1 Successful Morale Save) 15 <--- Here
Gunman (Inside, 12 damage taken, ACS, 30/30M5) 15
Gunmen x2 (Inside, ACS, 30/30M5) 15
Majors 11
EliseBot 8
Macomb 6 (1 SubDmg)
Smith is up!
| Timothy K Smith |
Smith moves to attack 3rd burst 1d20 + 9 ⇒ (19) + 9 = 28 if hits 3d6 ⇒ (3, 5, 4) = 12, 3d6 ⇒ (5, 2, 1) = 8, 3d6 ⇒ (3, 6, 6) = 15 and then diving behind cover
I left my token where I want him to shoot, nullifying the enemy's cover and then I diving behind box next to that space.
Can I use an Action Die and how?
| Johnny "Razor" Macomb |
Your gun has a Threat range of 19-20 but due to the campaign quality "gritty" you spend 1 less action dice to activate. So unless these NPCs have something that causes two action dice to activate a critical hit then you get it for free. The result would be that the damage goes to wound points if the target has them or a failed damage save if it does not.
| DM ShadowBloodmoon |
They have no such ability, so Mac is right, you can activate the threat for free. There would have been a penalty for firing on the run, but you still would have hit him. Matter of fact, I'm awarding both of you an action die for your actions so far this battle. Pretty epic so far guys!
Smith runs to the next area and lets loose with another round of fire from his assault rifle. The surprised gunman is shot through with lead, each round tearing right through his armor. He drops quickly.
Initiative Round 5
Gunmen x2 (Outside, Running, ACS, 30/30M5) 18
Gunmen x2 (Inside, Brace, ACS, Half Cover +4, 30/30M4) 18
Smith (Inside, Half Cover +4, 11 VP taken, 1 Successful Morale Save) 15
Gunman (Outside, 12 damage taken, ACS, 30/30M5) 15
Gunmen x2 (Outside, ACS, 30/30M5) 15
Majors 11
EliseBot (Outside, Next to Door) 8
Macomb (1 SubDmg) 6 <--- Here
Mac is up!