Scranford's Savage Iron Kingdoms - The Witchfire Trilogy (Inactive)

Game Master scranford

Steampunk, and magic guns take on a hoard of enemies, in this classic 3.5 revised edition of the game, converted to Savage Worlds for ease of use.


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Current map The Gazebo God Infinity........

This post is just so you can dot in the gameplay thread, and add it to your campaigns page.


Not in use

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M Russian Human Bennies: 0/3| Wounds: 3/3

Dotting here.


Female Trollkin Scrapper/Fell Caller

Dotting


Current map The Gazebo God Infinity........

Wow Paizo. I made this post on Sunday, and wondered why nobody had responded...it disappeared.

“You over there”. “Put down that rope, and help those guys pull that wagon out of the ditch”. “If this rain doesn’t let up soon, we’ll be able to row it out”. Finally with a final grunt of effort the wagon is pushed back onto the heavily rutted road. ”OK”. “That’s it then”. “Mount up, and let’s get back on path”.

Gunner Wadock’s loud abrasive voice had been a constant companion on the long trip, but it was his iron will and discipline that kept everyone from each other’s throat. After all, there is no way that this motley crew of hirelings would be able to work together without strong leadership, in spite of the trip’s promised rewards.

You have been hired by the Caravaneer’s Guild to guard a caravan on the treacherous route from Five Fingers to Corvis. The journey takes more than two weeks, and passes through the dense Thornwood forest, and swampy lowlands. For your services you are to be paid 25 pieces of gold each at the end of your journey.

After chasing the rising sun for many days, the ordeal is near an end. Corvis is only half a day’s ride away through the Widower’s Wood. The trip has been without incident so far.

”Easy money, aye”? shouts the caravan’s leader Gunner Wadock from his position on the front wagon. ”If only all my trips twixt the Fingers and Corvis was so painless”.

The caravan consists of five wagons with four packhorses bringing up the rear. Gunner sits atop the lead wagon with his driver, a sour, quiet human called Viggo. The other four wagons each have one driver. The pack horses are tied to the last wagon.

You should indicate how you are spread out among the caravan. The packhorses are carrying food water and camping supplies for the caravaneers. All the trade goods are in crates within the wagons or in chests lashed to the outside. Each wagon has (4) chests mounted outside and (12) inside.


Not in use

Zadlu spoke only in muttered Khard for the most part, voice rarely being raised too high. With each of Gunner's orders, Zadlu found reason to grumble "Why not man mend rope himself?... Stupid wagon, not made good like in old country... Silly girly voice, bet cannot even drink proper" but the orders asked were followed and where aptitude was held, good work was being done.

While underway Zadlu sat in the third wagon from the front, not making conversation overmuch - and with eyes scanning the wild. At their leaders latest exhortation Zadlu scoffs "Gunner think trip easy, but Zadlu not eaten borscht for days... have chew on excuse for jerky soft southern men make." not addressing his ravings at anyone in particular, and looking to the horizon just in case the loose lips invited attention...


M Russian Human Bennies: 0/3| Wounds: 3/3

Andrej gives quick slight smiles at Zadlu's comments, and likewise does not talk loudly, communicating primarily in monosyllabic grunts. He spends most of his time watching the wild in whatever direction the Khadoran isn't looking.


Female Trollkin Scrapper/Fell Caller

In camp Morven sits at a slight distance from the others; although used to the company of men inside the walls of a tavern, out her in the wilds she is less sure and more surly.

The big-boned trollkin smiles to herself at Zadlu's mention of a "silly girly voice"

Wait til yer lugs hear ma voice Khardmin...

On the road, sitting in the 3rd wagon, Morven turns the bound handle of her notched Kriel Shillelagh over and over in strong masculine hands, before she too allows the horizon to take her thoughts and attention.


Current map The Gazebo God Infinity........

Andrej, since you have Knowledge:Nature you can make a skill roll. The dice rolled would be d6(Wild Die), d4(Knowledge:Nature, +2 for your Woodsman trait.

As the caravan nears its destination, your thoughts turn to the city of Corvis. Though none of you have been there, you’ve all heard the rumors. The city of Ghosts it’s also called. Center of trade for the region. Said to be over 100,000 people living there.

Knowledge: Geography – Success

Spoiler:

So, are you wondering why they call Corvis the “City of Ghosts?” There are as many stories about that as tavern keepers and old gossip mongers. They say the dead don’t rest well in Corvis, maybe since the shifting soil makes it hard to sanctify graves. A lot of people died in bad ways in the early days of Old Corvis, and those ghosts linger on. Any way you look at it, there’s nary a soul in Corvis who hasn’t seen a shade at one time or another…or so they claim. Stay here long enough and I wager you’ll see one too.

Knowledge: Geography – Raise

Spoiler:

Many folk believe anyone who drowns in the canals or the harbor is doomed to walk the city for eternity. The dead are also said to walk about openly in the under-city…one more reason to stay out.

Knowledge: History – success

Spoiler:

In fact, the Longest Night is fast approaching. As you know, once every three years there is an extra day at the end of winter to bring the calendar back into line, and most places throw a big party. Here in Corvis it’s the largest festival, a grand all-night party the likes of which you’ve never seen. The streets will be full of revelers and spirits too…not just the kind you drink.

The black twisted trees join overhead to blot out the sun. In the darkness, the only sounds are the rattles of the wagons and the buzzing of insects. The horses are straining to pull the wagons through the muck, which is over a foot deep in spots. The thin mist permeating this swampy forest is thickening into a dense fog with every step. After a minute you can barely make out the other wagons and horses. Only a few more hours of this and you’ll arrive in Corvis.

Suddenly, the lead horse screams in anguish, and the caravan comes to a stop. You can hear Gunner and the other men cursing, and projectiles whistle past you. Thick fog swirls about and conceals your attackers.

This will begin the initiative process. This uses a standard deck of cards with the joker, and I’d I’ll be pulling the cards for this. Reverse alphabetical order on the suits breaks ties on the cards. If you pull a joker, you can act whenever you’d like, and they get a +2 on all trait tests and damage rolls this round.

I’ll post the cards drawn here, but the order depends on how the Knowledge: Nature roll is resolved.

Remember everyone starts the session with three “Bennies”. These can be spent to a)Pick up all your dice and roll them again, b)Automatically remove the “Shaken” Condition, c) Make a Vigor roll to try to remove wounds, and/or shaken condition. .

NOTE: I’ll try to recruit another character, and we’ll hold spots for Mikeawmids, and French Wolf.

Wagon Crew: (10S)
Baddies: (3S)
Morven: (QD)
Andrej: (8H)
Zadiu: (Joker)


Female Trollkin Scrapper/Fell Caller

Morven's thoughts mull Corvis...

Knowledge: Geography: 1d4 ⇒ 2
Knowledge: History: 1d4 ⇒ 1

... but the tidbits and tattletails from the mouths of barflies and bottlewashers do little to flavor any rumours she's heard.

The trollkin's musings are shortlived as a black fletched arrow buries itself into her wagon, snapping the fellcaller into action...

Will see fit Zadlu does afore actin' - as he can act anytime with the Joker right?


M Russian Human Bennies: 0/3| Wounds: 3/3

Knowledge (Nature), incl. Wild Die and Woodsman bonus: 1d4 + 1d6 + 2 ⇒ (3) + (1) + 2 = 6

Knowledge (Geography): 1d4 ⇒ 1


Current map The Gazebo God Infinity........
Andrej Bulavin wrote:

[dice=Knowledge (Nature), incl. Wild Die and Woodsman bonus]1d4 + 1d6 + 2

[dice=Knowledge (Geography)]1d4

This roll result is actually a (5) 3 for the highest of the two dice, plus 2 for Woodsman bonus...which is enough for your target number of 4. Had you gotten a raise on this I might supply more information.

Andrej

Spoiler:

The origin of the fog seems wrong somehow, the texture, color, and smell are slightly off in some way, and it seems to be originating from an area about 40' in front of the caravan.

Initiative order:
Zadiu - Act at any time
Morven
Wagon Crew
Andrej
Baddies

A high pitched gibbering and hollering comes from all angles around the wagon. You've been ambushed. Notice rolls might reveal something.

Those who speak Molgur

Spoiler:

These are definitely the battle cries of Gobbers.

If you guys would prefer I'll roll the Notice rolls for situations like this to speed things up. Whichever you prefer.


Female Trollkin Scrapper/Fell Caller

Aye Supremo, you doing the Notice rolls in such situs works for me

Whilst her memory fails her, the trollkins keen ears do not;

"Mi lugs can hear em lads! Dirty wee Gobbers an nae mistake!"


Not in use

Zadlu will slot his action in at the end of the round - after the Gobbers have acted.

Knowledge (Geography): 1d6 ⇒ 5 and 1d6 ⇒ 1 - success
Knowledge (History): 1d6 ⇒ 6 and 1d6 ⇒ 5 - explosion 1d6 ⇒ 4 - success with 1 raise

Notice: 1d8 ⇒ 6 and 1d6 ⇒ 1 - success


Female Trollkin Scrapper/Fell Caller

keep forgetting my "Wild Die"

Morven casts a steely eye from the wagon, attempting to discern what she can from the horde of Gobbers;

Notice: 1d6 ⇒ 1 & 1d6 ⇒ 4


Current map The Gazebo God Infinity........

"Damn Swamp Gobbers"! Gunner shouts. "Watch the horses...then love the taste of horse flesh".

The horses begin rearing and panicking at the noise, and chaos, so this round the drivers are doing all they can to keep the beasts under control. As Gunner speaks he is notching an arrow to his longbow, and fires at one of the streaking forms.

1d8 ⇒ 7 Shooting
1d6 ⇒ 5 Wild die
Adjustments -1 fog, -2 two actions, -2 Unstable platform

But the rocking of the wagon, and the panic of loading and firing in the same round cause the arrow to go astray.

Andrej can take an action first, but I'll list where all the baddies are.

One Gobber jumps from the treetops and lands on the wagon in front of you (Wagon 2) 1d8 ⇒ 4 Agility - Gobber 1 Who nimbly keeps his balance brandishing his dagger at the driver, and looking surprised as the driver when a dart takes the driver thorough the throat.

Two jump onto the wagon Morven and Zadlu occupy. (Wagon 3)1d8 ⇒ 3 Agility - Gobber 2, 1d8 ⇒ 1 Agility - Gobber 3. Gobber 2 lands a little clumsily, and falls to one knee using his arms to leverage himself to his feet. Gobber three does a face plant right next to Morven, narrowly missing her head, and his dagger goes flying off the wagon.

Three more gobbers head towards Wagon two, and two begin tugging at one of the chests on the wagon, while one begins sawing at the ropes with a grimy dagger.

Three Gobbers also head towards the last of the packhorses, and while one begins to cut the rope, two more begin to try and lead the tasty horse away.

There are obviously at least two more in the cover of the forest, and two darts go flying towards the driver of wagon 2.

1d6 ⇒ 4 Throwing (-1 for Range)
1d6 ⇒ 5 Throwing (-1 for Range)

With one of the darts actually striking the struggling wagoner. 2d4 ⇒ (4, 2) = 6 Damage 1d4 ⇒ 3 XD The dart taking the unlucky driver through the throat, as he crumples to the floor of the wagon with a gurgle of blood.

All of the Gobbers are equipped with Daggers, and Darts, but appear to be unarmored.

Andrej, I'm going to put you about halfway down the line of packhorses if that is OK with you.


Female Trollkin Scrapper/Fell Caller

As the swamp gobber lands on her wagon heralds the death of the driver, Morven growls and wades in swinging her war club with venom;

"Wee gob-$hites! Get ready fer a hiding!"

Kriel Shillelagh: 1d6 ⇒ 5 + Wild Die 1d6 ⇒ 2
Damage: 1d6 ⇒ 3 + STR 1d6 ⇒ 1

Not convinced above is right???


Current map The Gazebo God Infinity........
Morven Rochbrattle wrote:

As the swamp gobber lands on her wagon heralds the death of the driver, Morven growls and wades in swinging her war club with venom;

"Wee gob-$hites! Get ready fer a hiding!"

Kriel Shillelagh: 1d6 + Wild Die 1d6
Damage: 1d6 + STR 1d6

Not convinced above is right???

The Trollkin swings her mighty club at the Gobber clipping him on the side of the neck, and making him go a bit bleary eyed, as he tries to stand. {Shaken}

Since this is the first combat, I'll give a little more info than I normally would... Parry-5, Toughness-4 On attack, trait and skill rolls you take the highest, and apply modifiers. On Damage rolls you add the two.

On his turn next round the Gobber will make a Spirit roll to attempt to remove the shaken condition. If he fails...still shaken, if he succeeds no longer shaken, but only free actions this round, if he succeeds with a raise, he is no longer shaken and can act normally. If he had bennies he could spend one to automatically remove the shaken condition.


M Russian Human Bennies: 0/3| Wounds: 3/3

"Fog is wrong." With no emotional affect at all, Andrej nocks an arrow and fires at the goblin on Wagon #2.

Shooting: 1d8 ⇒ 4
Wild die: 1d6 ⇒ 1


Current map The Gazebo God Infinity........
Andrej Bulavin wrote:

"Fog is wrong." With no emotional affect at all, Andrej nocks an arrow and fires at the goblin on Wagon #2.

Shooting: 100d6 - 100d6 - 100d6 ⇒ (2, 1, 3, 2, 3, 5, 5, 3, 3, 1, 4, 1, 3, 5, 3, 2, 4, 2, 1, 4, 2, 3, 5, 1, 3, 4, 5, 5, 4, 2, 1, 6, 6, 6, 3, 1, 6, 2, 1, 2, 6, 1, 4, 2, 6, 3, 6, 4, 3, 1, 1, 2, 6, 6, 6, 4, 4, 6, 5, 1, 4, 3, 4, 1, 1, 4, 3, 1, 4, 1, 1, 3, 3, 4, 6, 6, 2, 5, 2, 4, 6, 3, 2, 2, 5, 3, 5, 4, 6, 2, 3, 3, 5, 5, 3, 3, 4, 3, 4, 2) - (2, 6, 2, 5, 6, 2, 4, 3, 5, 5, 5, 2, 6, 6, 6, 6, 3, 5, 5, 6, 2, 1, 6, 3, 4, 1, 3, 3, 4, 2, 6, 4, 3, 6, 1, 4, 2, 2, 3, 6, 3, 4, 1, 3, 4, 6, 3, 3, 1, 4, 5, 3, 2, 6, 6, 3, 6, 6, 1, 4, 2, 6, 2, 1, 6, 6, 3, 1, 1, 1, 2, 4, 2, 5, 2, 4, 2, 5, 6, 2, 4, 1, 1, 3, 3, 3, 4, 2, 5, 4, 3, 2, 3, 1, 4, 6, 6, 3, 3, 2) - (1, 5, 2, 3, 6, 2, 4, 3, 1, 6, 6, 6, 1, 2, 5, 1, 6, 2, 1, 1, 3, 3, 5, 6, 4, 1, 1, 2, 1, 3, 6, 2, 4, 3, 3, 2, 5, 5, 4, 1, 3, 4, 4, 4, 5, 6, 2, 6, 1, 4, 6, 5, 2, 5, 1, 1, 1, 1, 2, 3, 6, 2, 6, 2, 3, 6, 4, 6, 3, 6, 4, 4, 2, 6, 6, 3, 2, 5, 2, 2, 1, 4, 6, 1, 1, 2, 2, 1, 4, 2, 2, 3, 5, 2, 5, 6, 6, 3, 6, 2) = -357 Damage (Don't know what's going on with that silly roll, so I'll roll manually (5,1) for a 6 which is above the Gobbers toughness but not enough to cause a wound, so he is {Shaken}.

Looks like if I reply to a post lain out like that one was it get's confused, so I'll post without the "reply" for future combat rolls.


Current map The Gazebo God Infinity........

I believe Zadlu is left with his Joker, and a +2 to trait, and damage rolls. And French wolf if he's ready.


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Satinius levels his handgun over the pommel of the horse and fires at the nearest goblin.

"Zee next one that moved ees ded. Bang! I sink zat you moved. No?" politeness costs nothing when facing unwelcome guests.


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Attack roll 1d8 ⇒ 6, damage 2d6 + 1 ⇒ (1, 3) + 1 = 5


Current map The Gazebo God Infinity........

Santinius...Don't forget your wild die on the shot. Though you did hit him and he is shaken, you might roll an ace on the d6 which could matter. For every raise you get on an attack roll (Four more than parry) you get a bonus d6 damage. And, extras only need to take one wound to be out of the fight.

I randomly determined that you fired at the Gob cutting the rope on Wagon 2.


Current map The Gazebo God Infinity........

Notice - Success

Spoiler:

Among much crashing, and noise a fierce Ogrun emerges from the fog to the left of the caravan, and pulls to a stop, seemingly taking in the scene and looking for a target. He carries a fierce looking Flail, and the remains of some obviously ineffective ropes remain about his ankles and wrists. He face seems a bit bruised, and there are a few tears in his clothing, but he doesn't look injured. His head swivels around and focus on the Gobbers guarding the packhorses, and his head wrinkles in anger.

Gorrum, may enter the fray next round...which I will draw for now.


Current map The Gazebo God Infinity........

So here is the situation with two actions left to resolve (Satinius's wild die, and Zadlu's action).

Round 2 initiatives
Satinius K/D
Baddies K/C
Morven 9/D
Wagon Crew 8/D
Zadlu 5/S
Andrej 5/H
Gorrum 3/C

A Gobber is charging from the front of the Wagon (Where the fog originated)

The one that landed on Wagon 2 takes a couple of sideways steps, shakes his head, and looks around getting his bearings.
1d6 ⇒ 5 Spirit

The one that Morven Clubbed spits out a couple of teeth that were broken when he hit part of the wagon, and glares up at Morven with a snaggle toothed grimmace.
1d6 ⇒ 4 Spirit

The other Gobber on Wagon three prepares to attack.

The rope parts on the Gobber trying to cut loose a chest on Wagon two, and two others here struggle to pull the chest from the wagon (This might change :-) according to Satinius's result.

The three Gobbers on Packhorse 2 have succeeded in cutting it's lead, and now two scramble aboard, while the third begins pulling the reluctant animal along towards the woods.

Two remain concealed...for now.

So Satinius will resolve his wild die roll. Zadlu will resolve his actions, Satinius will resolve his top of the round action for round 2 (K of Diamonds). The the Gobbers will complete their actions.


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Wild dice 1d6 ⇒ 6, ace 1d6 ⇒ 3


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Then he trots away from the goblins a little and reloads.


Current map The Gazebo God Infinity........

Great Satinus. That total of 9 gives you a raise over the Gobbers Parry number of 5, resulting in an additional d6 of damage. I'll roll it for you just to speed things up. 1d6 ⇒ 2 Additional Damage Which gets your damage up to 7. Almost enough for a raise and a wound, but not quite.

Now Zadlu has only to go, and we'll be off to round 2.


Not in use

Sorry for the delay

Zadlu moves to face the gobber that leapt aboard the wagon he rides with Morven and kept his feet. "Filthy little creature... off wagon." rising with a club to forcibly remove it's life...
Fighting: 1d6 + 2 ⇒ (3) + 2 = 5 and 1d6 + 2 ⇒ (1) + 2 = 3 - just a hit
Damage: 1d6 + 1d6 + 2 ⇒ (5) + (3) + 2 = 10


M Russian Human Bennies: 0/3| Wounds: 3/3

Andrej raises a fist to Zadlu. "Khador!"


Female Trollkin Scrapper/Fell Caller

Angered by the defiant wee bugger, Morven aims another slam at the Gobber with her war-club;

"Ye heard the mannie! Nae passengers!"

Fighting w/Kriel Shillelagh: 1d6 ⇒ 2 + Wild Die 1d6 ⇒ 4
Damage: 1d6 ⇒ 5 + STR: 1d6 ⇒ 3


Current map The Gazebo God Infinity........

Everyone make their Notice rolls to see the spoiler...

With a loud boom, Satinius fires his pistol at the gobber cutting the rope. It strikes his shoulder and spins him around.

1d6 ⇒ 6 Spirit
1d6 ⇒ 5 Ace

He grimaces at the mounted pistoleer, and finishes cutting the rope, giving the man a raspberry as he ducks beneath the wagon coming out on the other side.

Zadlu showing perfect form and balance, swings his club at the Gob struggling to it's feet in front of him, and hits him square in the face, The Gobber doing two and a half somersaults before face planting into the ground beside the wagon (Out)

Round 2

The other two on the wagon, grab the chest, and begin to struggle off into the fog and underbrush.

The Gobber charging from the distance throws a running dart at Gunner on the wagon.

1d6 ⇒ 6 Throwing
1d6 ⇒ 3 Ace

Somehow striking the man square in the chest as he begins to re-load his bow.

The Gobber attacking Morven deftly dodges the blow of the giant club, and feints at the Trollkin with his rusty dagger. {Un-shaken this round)

From out of the fog come two more darts, one flying at the Wagon with the Khard, and Trollkin, and one at the man on horseback with the pistol.

"Hey that's my cousin you're killing".One screams from the concealment, and tosses his dart at the Khard.

1d6 ⇒ 3 Throwing The dart flying over his head in his eagerness to extract revenge.

1d6 ⇒ 4 Throwing The other imagining the taste of horseflesh hits the horseman with his dart actually bring blood from his thigh, and causing him to be shaken.

1d4 + 1d4 ⇒ (1) + (4) = 5 Damage
1d4 ⇒ 3 Ace

Gotta run for a minute. Will finish the Gobbers turn when I return.

Satinius still has his action at the top of the round, then the Gobber stuff will begin.


The hulking Ogren shakes his flail, ensuring it's parts are all still attached.

Shaking of the rest of the ropes, he lunges ahead at the goblins guarding the pack animals.

Raising the flail he bellows Stinky gobbers....die!!"

Fighting 1d8 ⇒ 6 + wild Die 1d6 ⇒ 3
Damage Str+d6 1d12 + 1d6 ⇒ (3) + (3) = 6


Current map The Gazebo God Infinity........

Round 2 cont.
The gobber on Wagon 2 shakes his head, and shouts at the people on wagon 2. (Unshaken next round)

The gobbers on the packhorse, take off at a wild gallop into the woods, two clinging tightly and using their daggers to try and guide the horse, while the third clings to the lead rope, banging and bumping behind the charging horse.

[ooc]Whoops! Forgot the damage on Gunner 1d4 + 1d4 + 1d6 ⇒ (3) + (1) + (4) = 8 Gunner Shaken

Satinius - Spirit roll (Target 4) If made you get free actions only. If failed still shaken. Made with a raise, act normally. You can also spend a benny (Everybody starts with three) to automatically recover from your shaken condition, and act normally. These can also be spent to pick up all your dice and roll them over again (Not to damage rolls).

Gobbers - All have gone.

Morven - Swings and misses the squirrely creature.

Wagon Crew - Gunner 1d6 ⇒ 1 Spirit 1d6 ⇒ 4 WD, then spends a benny to recover automatically.

1d8 ⇒ 6 Shooting, 1d6 ⇒ 5 WD
2d6 ⇒ (5, 1) = 6 Damage

And looses an arrow at the offending Gobber, catching him squarely in the groin.

The other Waggoneers begin to assembly the wagons into a circle for defense, and the spare laborer tries to calm the horses and lead them inside the circle.

Still to act in Round 2
Satinius

Zadlu
Andrej

Gobber 1 - Shaken by Gunner's Arrow
Gobber 2 - Removing Shaken Condition
Gobber 3 - Removing Shaken Condition
Gobber 4 - Dead
Gobber 5&6 - Throwing darts from cover
Gobber 7 - Recovered Shaken, and ducked under wagon
Gobber 8&9 - Making off with chest
Gobber 10 - Knocked off his rope ride by the big Ogrun (Shaken)
Gobber 11&12 - Off on the ride of their lives.


Current map The Gazebo God Infinity........

Gorrum

Spoiler:

You were taking a nice nap in the woods, when you woke up to a bunch of Gobbers prodding you with their daggers, and taunting you. They had tied you up with a bunch of pieces of rope, and were discussing what to do with you, when one of their scouts came into camp excitedly. You could make out that there was a caravan coming with boxes of goodies, and delicious horses, and that they should set an ambush. They left one Gobber to guard you, but he took off into a small hole in a hillside when you stood up and shrugged off the ropes. That's OK. You saw which way the rest of them went. Then when you heard the sounds of dying horses, and combat...well it was time for revenge.


M Russian Human Bennies: 0/3| Wounds: 3/3

If they're still in close range, Andrej switches targets to #8; otherwise, he'll continue on the one he hit last round. The arrow flies true, and the Kossite cracks a small smile at the sight.

Shooting: 1d8 ⇒ 5
Wild die: 1d6 ⇒ 3

Arrow damage: 2d6 ⇒ (4, 4) = 8


Female Trollkin Scrapper/Fell Caller

Know I'm jumping the gun Supreme B but tomorrow could be brutal at work so thought I'd get my R3 action in now...

As the nimble grimble dodges her brawling swings Morven snaps, aiming a brutal backswing at the Gobber;

"HUD THAT ye wee gob$hite!"

Fighting w/Kriel Shillelagh: 1d6 ⇒ 3 + Wild Die 1d6 ⇒ 5

Damage: 1d6 ⇒ 6 + Ace: 1d6 ⇒ 6 + Ace?: 1d6 ⇒ 6 + STR: 1d6 ⇒ 1


Current map The Gazebo God Infinity........

No problem...and you keep rolling aces till you can't ace no more...so I think you can keep rolling...though you've killed him, but while Zadlu his a nice sand wedge out of the bunker, I believe Morven used her driver.

I guess nobody wants to NOTICE the bleeding huge Ogrun that just appeared in their midst, so we'll assume that everyone sees...or smells him by the time round 3 starts.


Current map The Gazebo God Infinity........

Andrej - The fleeing Gob's would be -1 for concealment, and -1 for cover, so i'll keep you on the one you shot earlier...who falls to his death, with an arrow stuck up his nose.


M Russian Human Bennies: 0/3| Wounds: 3/3

Da! Sound good to me.


Not in use

As I understand it, after Morven teeing off - there are no more Gobbers on our wagon.

After their wagon is cleared of the filthy little interlopers, Zadlu spits on the one he bludgeoned before narrowing eyes at Andrei... contemplating a moment before nodding and casting eyes about the battlefield...

Notice: 1d8 ⇒ 2 and 1d6 ⇒ 3

...observing not much in the way of useful information.

Reading back actually I'm not entirely sure where we are in the combat - I think this is Round 2 for Zadlu? - but Morven tees off in Round 3?


Current map The Gazebo God Infinity........

Yes it is round two for Zadlu, and Satinius, and Morven will do his damage in Round 3...unless Zadlu takes care of the guy first...which would make Morven very sad as he teed off out of order :0


Not in use

Just in Case...

Fighting: 1d6 ⇒ 2 and 1d6 ⇒ 1
Damage: 1d6 + 1d6 ⇒ (4) + (2) = 6

Nope - Morven teeing off in Round 3 is a go.


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Shaken spirit roll 1d8 ⇒ 1, Can Satinius use a benny if the spirit roll fails? Or does he need to do it first... either way he was spending the round reloading (which I thought took up the round)


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Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

If he still has actions this round, Satinius will cast deflection on himself.

The gunmage looks down at the wound marring his lovely pale skin and whatever colour was in his cheeks drains a little. Hopefully the others are more used to this sort of combat, he definitely isn't!

"I 'av bin eet! tu es batad."


Current map The Gazebo God Infinity........

Satinius
You are quite correct Satinius. You must reload this round. Which is a "Craft Gunsmithing roll". You can cast the spell as well, but there would be a -2 to both actions for doing two things in one action round. You get to roll an extra d6 on your spirit roll (Aces roll a d6 in addition to any other dice on almost everything...Damage is an exception...You can spend a benny to remove your shaken condition at any time.

So to summarize you roll a d6 now to see if that helped remove the shaken condition. If not you may then spend a benny to remove the shaken condition. You must then make a roll to reload which would be a d6 plus your Wildcard Die another d6 looking for a target number of 4.

Round 3
Gorrum 9/C
Morven 7/H (Already teed off and hit the green)
Wagon Crew 6/C
Andrej 5/D
Baddies 5/C
Satinius 3/S
Zadilu 3/H

Situation

1 Gobber is standing and weaving in front of Wagon 1
1 Gobber ducked under Wagon 2
2 Gobbers are still chucking Darts from the forest
1 Gobber is trying to get to his feet after being knocked from the running horse
2 Gobbers are running off with a chest into the forest
2 Gobbers are riding off on a pack horse
3 Gobbers have drawn their last breaths.


M Russian Human Bennies: 0/3| Wounds: 3/3

Andrej turns his attention to the goblin that fell off the horse, but his arrow glances off its armor. "Psia krew...."

Shooty die: 1d8 ⇒ 2
Wild die: 1d6 ⇒ 4

Damage, subbing in the wild die for the hit: 2d6 ⇒ (1, 3) = 4


Female LE Tiefling Cleric (Fiendish Vessel of Asmodeus) 1 | HP: 9/9 | AC: 17 (12 Tch, 15 Fl) | CMB: +0, CMD: 12 | F: +2, R: +2, W: +4 | Init: +2 | Perc: +2, SM +6 | Speed 30ft | Spells: 1st 3/3 | Active conditions: None.

Thanks SB. Ace roll 1d6 ⇒ 5, no need for a benny then.

Satinius recovers his poise and waves the spell to help cover him. Shimmering motes sparkle and blur the edges of the man hiding his form a little.

cast deflection


Gorrum grunts in surprise that the gobbie survived his first hit, then shrugs and hauls off and smashes his flail into the goblin.

Fighting 1d8 ⇒ 5
wild Die 1d6 ⇒ 2

Damage Str+d6 1d12 ⇒ 7 + 1d6 ⇒ 4 = 11

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