A more Savage Sandpoint. A new look at an old friend.

Game Master ZenFox42


901 to 950 of 1,798 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor will try and move up quietly to peak into the first hallway.

Stealth: 1d6 ⇒ 2

Wild: 1d6 ⇒ 1

Awesome start there.


Regarding the Everburning Torch, I'm going to assume everyone including Crastor and Ceri pitched in, and bought it on the way to the cave. In Discussion, Jzero said he was able to carry it, so I'm going to assume that he's the one doing it.

Crastor trips on a rock, and in recovering, his other foot stamps relatively loudly on the rock floor. Nothing happens immediately.

What do you all do?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek shrugs and moves to stand against the wall right before the first opening, listening for the sound of little green foot falls. He grips his sword, ready to swing if any come around.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OOC: Okay that is 110gp divided by 6 so 18gp 3sp and 3cp and Evesk will pitch in the extra 1 cp assuming he can even afford that much.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

I marked the 18.33 off.

Crastor shakes his head and mutters soundlessly to himself before looking back at the others and making a motion to either side to see which way they wanted him to go.


Velrek, make a Notice-2 check...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

notice: 1d6 - 2 ⇒ (3) - 2 = 1
wild: 1d6 ⇒ 4

Velrek raises one hand for a second as a warning.


Male Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1

Jzero watches Velrek as he edges closer to the tunnel entrance, ready to react. He holds the 'torch' so its light illumines the area. He keeps a flap open on the top of his backpack so he can stuff the lit end of the torch into the pack to block its light if needed.


What does Velrek do next?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

He will patiently wait at least 15 seconds before can't stand it anymore and he sticks his head around the corner to take a peek.


Velrek only, please:
As Velrek sticks his head around the corner, a humanoid dog-like creature fills his field of view, and he sees a three-pronged sort-of trident-like weapon coming at him :

Fighting,-4head: 1d8 - 4 ⇒ (4) - 4 = 0

Which slices by his ear, but does not connect.

You see shapes in the darkness behind the creature, but you can't tell how many.

Velrek, this situation is weird - I'm going to ask you not to post anything (even speaking anything) until I've had a chance to create the Initiative post to see who does what in what order, thanks! Hopefully today, but I can't guarantee it...


Round 1!

Ceri:
Attacking #?; 3 Bennies, 15 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
Attacking #?; 3 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
Attacking #?; 3 Bennies, 0 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Johhann:
Attacking #?; 3 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Jzero:
Attacking #?; 3 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Velrek:
Attacking #?; 3 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sinspawn#1:
Attacking ?; 0 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sinspawn#2:
Attacking ?; 0 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sinspawn#3:
Attacking ?; 0 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sinspawn#4:
Attacking ?; 0 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sinspawn#5:
Attacking ?; 0 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Initiative
Velrek - QH
Crastor - 10H
Jzero - 10C
Ceri - 5C
Johhann - 4S
Evesk - 3D
Sinspawn - 2S

Everybody acts before the bad guys, but please let Velrek say something before you act!

Crastor and Johhann - please see this discussion post and this one for an explanation of all this information and how to use it, thanks!

ALL - please check your SitMods in your own spoiler, and let me know if I've got the LLV/DV/IV/none status right for your PC? Thanks!


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek jumps a little as a three pronged weapon flashed by his ear. "Ah! What the...?!"

He then attacks.

A bit of an if/then here.
IF the cave is more than 5' wide AND he can take a step to be in hand to hand with 2 or more of the creatures, he'll sweep them. He doesn't want to create another door situation like the last fight.
If not, he'll move across to the other side of that entrance and attack the closest one on the way.

2H sword: 1d8 + 1 ⇒ (5) + 1 = 6
wild: 1d6 ⇒ 1
damage: 1d10 + 1d10 ⇒ (10) + (3) = 13
damage xplode?: 1d10 ⇒ 10
damage xplode?: 1d10 ⇒ 6
-2 if a sweep attack

damage, 2nd sweep target: 1d10 + 1d10 ⇒ (3) + (2) = 5
damage xplode?: 1d10 ⇒ 9


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OCC: So what happens in this system when you wait for someone else to act you has a later initiative than you?


In PbP, everyone in the same "initiative group" (separated by bad guy's initiatives) can post in any order, just to speed things up.
So, in this particular case, everyone can post in any order!


Everyone hears Velrek's exclamation, sees him draw his sword, and rush thru the opening.

Velrek only, please:
You run in to a room that's oddly shaped, but basically 6"x4", with creatures scattered all about. Since this is TotM, I'm going to roll to see how many are standing side-by-side that you can approach and Sweep. Once they move, if they close in on you, then it's obvious how many you can Sweep.

Where in room?: 1d20 ⇒ 71d20 ⇒ 191d20 ⇒ 91d20 ⇒ 31d20 ⇒ 1

If you position yourself just right, you can Sweep 3 of them.

But, as you come up beside them, they each suddenly attack you!

Fighting+GangUp: 1d8 + 3 ⇒ (8) + 3 = 11
ACE!: 1d8 ⇒ 4 = 15, Hit+2 Raises

Doing
Damage+Raise: 1d6 + 1d8 + 1d6 ⇒ (5) + (1) + (6) = 12
ACE!: 1d6 ⇒ 3 = 15, 1 Wound

Fighting+GangUp: 1d8 + 3 ⇒ (4) + 3 = 7 = Hit

Doing
Damage: 1d6 + 1d8 ⇒ (2) + (2) = 4 = no effect

Fighting+GangUp: 1d8 + 3 ⇒ (2) + 3 = 5 = Miss

One of them pokes their trident thru your armor into your chest, drawing blood. Another hits, but its weapon slides off your armor.

You can Soak now if you wish, or wait until the beginning of the next Turn. FYI, they will get to attack you *again* at the end of this Turn.

Valrek's mighty sweep misses all three of the hideous creatures.

Don't forget Sweep is at -2 to the Fighting roll.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

GM only:

Well. That'll teach me.

Soak roll:
Vigor: 1d6 ⇒ 5
wild: 1d6 ⇒ 1


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OCC: okay trying to guessitmate what you just did ... Velrek is currently near to 19, 1, 3 as assuming you are doing a wrap around that seems to be the closet set of 3. Leaving 2 straggles fairly close together those being 7 and 9 and while we can all just go being that I was at the back of the group I will let at least most of the others go first.

BTW I could supply a map and/or set up a Roll20 site for this that makes implementing a map with tokens a lot easier if you like. No work on your behalf.


Male Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1

Jzero moves up to see what attacked Velrek and wades into fight at his side, if possible.

I'm not sure of the possibilities without knowing who is where. If Jzero can move through the opening and engage one or more enemies, he will do so. He doesn't want to block out anyone else but that may not be an option. If he cannot engage in melee with anyone, he will use a shuriken if he can target an enemy not in melee with Velrek. I'll roll a melee and a ranged under spoilers and let the GM describe from there.

Melee Unarmed attack:
Unarmed: 1d10 ⇒ 9
Wild: 1d6 ⇒ 3
Modifier: +1
Result: 9 + 1 = 10

Unarmed Damage: 1d8 + 1d6 ⇒ (8) + (4) = 12
d8 Ace: 1d8 ⇒ 8 Woof!
d8 Ace^2: 1d8 ⇒ 1
Base Damage = 8 + 8 + 4 = 20

unarmed Raise Damage: 1d10 ⇒ 4

AP 2

If the attack achieves a raise, the target is made distracted or vulnerable (attacker's choice), even if no damage was done or if damage was soaked. Choice: Distracted.

Ranged Shuriken:
Shuriken: 1d8 ⇒ 7
Wild: 1d6 ⇒ 2
Result: 7

Shuriken Damage: 1d8 + 1d4 ⇒ (5) + (4) = 9
d4 ace: 1d4 ⇒ 4
d4 ace^2: 1d4 ⇒ 2
Base Damage: 5 + 4 + 4 + 2 = 15

Raise Damage: 1d6 ⇒ 6
Raise Damage, ace: 1d6 ⇒ 5
Raise damage total: 6 + 5 = 11


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

I am not seeing us on the map. Should the characters and Sinspawn be on the map somewhere? Are we not using the map currently?

Seeing Valrek under attack, Crastor calls upon his innate gifts to defend himself.

Cast Protection vs Melee for 2 PP.

Spellcasting: 1d6 ⇒ 2

Wild Dice: 1d6 ⇒ 6 Exploding Dice: 1d6 ⇒ 6Exploding Dice: 1d6 ⇒ 4

That would have been a nice attack. So the Protection applies to both Ranged and Melee Attacks.


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Going around the corner, Johhann takes in the scene before him. Looking for a good space in which to fire, the halfling moves into a position giving him a clear shot at one of the weird creatures..

Short Bow: 1d8 ⇒ 2
Wild Die: 1d6 ⇒ 6
Ace: 1d6 ⇒ 1
Modifier: +1
Result: 6+1+1=8

Damage: 2d6 ⇒ (2, 5) = 7


Evesk and Crastor - we are using Theater of the Mind, the map is only for exploration purposes. I know it can sometimes be confusing, but I will sort things out now...

Anyone who goes to the entrance or enters the room sees Velrek fighting with 3 creatures, and two other creatures standing alone and separate. There is plenty of space to maneuver thru the room. The entrance you're using is the only way into the room. Sorry, I should have said that outside the spoiler in my last reply to Velrek...

Everyone trying to attack can either target one of Velrek's fans, or one of the two other creatures. If you wish to gang-up on one of the creatures, say "I'm attacking the same creature that (PC's name) is".

Jzero, Johhann, and Evesk, please specify which you are targeting (Velrek's or the two others). You don't have to specify anything more than that (unless you're ganging-up). Jzero, I'll use your Unarmed attack (can't let all those Raises go to waste...). Johhan, they are humanoid. From now on, you can assume all bad guys are humanoid unless I say otherwise.

Johhann - *always* please roll a separate d6 "Raise die" after you roll Damage, just in case the attack roll got a Raise (which it did in this case, so roll it when you specify your target creature).

Crastor - you said Protection, but you actually described Deflection. Please use the correct Power names to save me time, thanks! I've noted the effect in my scorecard.

Jzero, the link you gave me to the editable map is no longer allowing me to edit it. Can you fix this ASAP, so everyone can at least get an idea of the layout of the room? Thanks!


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Thanks for the update and corrections GM. Good to know :-)

Damage Raise Die: 1d6 ⇒ 5

Johhann will aim for one of the ones out of melee combat...so the one standing alone at the back


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri throws a sling stone at the other lone creature Johhann does not attack :

Athletics & Wild: 1d6 ⇒ 51d6 ⇒ 1

Doing

Damage: 1d8 + 1d4 ⇒ (2) + (1) = 3

Both lone creatures can still be approached and attacked by melee weapons...


Male Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1

Jzero will gang-up on one of Velrek's targets.

GM: I set the map file so you should have editing rights, but I think everyone else who uses the link will be able to just view. Let me know if that worked. I unblocked the room where the fight is taking place (let us know if we are in a different room.


Evesk?


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OCC: Was in the process of responding had to sort of create simplistic map so I could figure things out. Which I will share although it might not be 100% correct.
[spoiler=Simplistic Mapping]Sinspawn .. SS1 to SS5
.
Ceri ...... C
Krastor ... K
Evesk ..... E
Johhann ... J
jZero ..... Z
Velrek .... V
.
SS-1
SS-2
.
SS-3
SS-4 ... V
SS-5 ... Z
.
Ranged Attacks
.. J > SS-1
.. C > SS-2
.. E > SS-1 + SS-2
.
No Combat
K

Spoiler:
Evesk moves into the room past Krastor, Ceri, and Johhann and seeing the current situations aims a small circular burst of fire off at the two creatures that Ceri and Johhann just shot at.

[spoiler=Placement Contingency]The current placement assumes that Evesk can center the 6-foot radius (12-foot diameter) burst so that it (1) catches those two creatures and (2) does not catch any allies.
.
However, if at all possible he can position the burst so that it catches the 2 in the the back and one or more of those closer up without hitting an ally he would do that. Still considering it is TotM and we cannot see where the enemy is I figured getting more than just 2 was a bit much to ask for.

Faith: 1d8 ⇒ 7
Wild: 1d6 ⇒ 1


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OCC: Was in the process of responding had to sort of create simplistic map so I could figure things out. Which I will share although it might not be 100% correct.

Simplistic Mapping:
Sinspawn .. SS1 to SS5
.
Ceri ...... C
Krastor ... K
Evesk ..... E
Johhann ... J
jZero ..... Z
Velrek .... V
.
SS-1
SS-2
.
SS-3
SS-4 ... V
SS-5 ... Z
.
Ranged Attacks
.. J > SS-1
.. C > SS-2
.. E > SS-1 + SS-2
.
No Combat
K

Evesk moves into the room past Krastor, Ceri, and Johhann and seeing the current situations aims a small circular burst of fire off at the two creatures that Ceri and Johhann just shot at.

Placement Contingency:
The current placement assumes that Evesk can center the 6-foot radius (12-foot diameter) burst so that it (1) catches those two creatures and (2) does not catch any allies.
.
However, if at all possible he can position the burst so that it catches the 2 in the the back and one or more of those closer up without hitting an ally he would do that. Still considering it is TotM and we cannot see where the enemy is I figured getting more than just 2 was a bit much to ask for.

Faith: 1d8 ⇒ 7
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 6
Wild Ace 2: 1d6 ⇒ 1
Total: 13
Burst Damage: 3d6 ⇒ (4, 5, 4) = 13


Summary :
Crastor casts a spell on himself.
Ceri throws a sling stone, and misses.
Jzero punches one of the sinspawn attacking Velrek in the abdomen so hard that he feels its internal organs rupture, and it drops dead.
Johhann shoots an arrow at one of the lone sinspawn, killing it.
Velrek makes a mighty sweep at three of the sinspawn, but misses all of them.

Evesk - please don't make assumptions about who's engaged with who, or where they are in the room. If you really need to know, ask me and I will tell you in a post.
Also, you made two posts. Both of them have casting rolls, but only the second one has a damage roll. I'm taking the casting roll from the first, and the damage roll from the second, ignoring the Raise damage (the third die).
Finally, you can always ignore who in the party is within the area of your Burst by spending one extra PP on the Selective modifier, which in this case is not needed.

Evesk chants and gestures, and a small area of flame erupts in the right side of the room, enveloping the two lone sinspawn, leaving small flames burning in their fur (Shaken).


The sinspawn (what's left of them) attack!

They are humanoid creatures, with back-bent dog-like legs, and tiny arms with three-fingered hands on either side of their mouths.

Sinspawn #1 attacks Velrek :
Fighting,+1 GangUp: 1d8 + 1 ⇒ (6) + 1 = 7

And connects, doing
Damage: 1d6 + 1d8 ⇒ (5) + (6) = 11 = 1 Wound

Sinspawn #2 attacks Velrek :
Fighting,+1 GangUp: 1d8 + 1 ⇒ (7) + 1 = 8

And connects, doing
Damage: 1d6 + 1d8 ⇒ (5) + (4) = 9 = Shaken (no effect)

Sinspawn #5 tries to clear its head :
Spirit: 1d6 ⇒ 3

But does not.


Round 2!

Ceri:
Attacking #?; 3 Bennies, 15 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
Attacking #?; 3 Bennies, 8 PP, Status : Normal, SitMods : None, Spell Effects : +2 Parry, +2 RATN, round 2

Evesk:
Attacking #?; 3 Bennies, 8 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Johhann:
Attacking #?; 3 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Jzero:
Attacking #2; 3 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Velrek:
Attacking #1; 2 Bennies, 0 PP, Status (Wound+Shaken): Normal, SitMods : None, Spell Effects : None

Sinspawn#1:
Attacking Velrek; 0 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sinspawn#2:
Attacking Jzero; 0 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sinspawn#5:
Attacking ?; 0 Bennies, 0 PP, Status : Shaken, SitMods : None, Spell Effects : None

Jzero and Velrek are together fighting 2 sinspawn in the top left corner of the room. A lone sinspawn is standing at the right side of the room, patting out some small flames burning in its fur.

Initiative
Crastor - 9S
Jzero - 9C
Sinspawn – 8S
Velrek - 8H
Ceri - 8D
Johhann - 6S
Evesk - 3H

Crastor and Jzero are up!

Everyone please remember to check your status spoiler before acting...


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OCC: Not even sure how that first one got in there -- as you will notice it is also all messed up. When I posted and after I posted all I ever saw was the second one so please use that one.

Also I did not even look at what the first one did since it was obviously messed up but hopefully it did not mess up the one I had been working with and had actually seen.

Oh and did not fully read the posts or I would have seen what you had decided *sigh* Paizo hoses me again.

Also I did not place folks in a room nor denote specifically whom they were attacking based on anything that was associated with what you were doing. That was just a short hand note for me to basically outline what you had said was the case -- 3 attack Velrek, and 2 were further back, and then the PCs went that is all that simplistic mapping of interactions was about which was not a map of how the room looks by any means.


I didn't call it a map, I just said you didn't have to take the time to do it - just ask me and I can tell you, I already have all that info logged in my combat document.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor rounds the corner and attacks one of the sinspawn that are ganging up on Valrek.

Rd 2/5 for Deflection.

Fighting w/Warhammer: 1d8 ⇒ 8 Exploding Die: 1d8 ⇒ 3

Wild Die: 1d6 ⇒ 3

Warhammer Damage+1AP: 2d6 ⇒ (6, 6) = 12 Exploding Dice: 2d6 ⇒ (5, 4) = 9


Altho I don't think you all will have any problems wiping these things out, FWIW they are Aberrations, if anyone wants to make a roll to see if you know if they have any weaknesses...

Crastor - please don't forget to always roll an extra "Damage Raise" d6 after your regular damage, just in case the Fighting roll got a Raise, thanks!


Male Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 1, Fatigue: 0 Human | Thistletop Level 1

Sorry for not posting yesterday. Needed some me time.

Jzero keeps focused on the combat, as his master trained him, not thinking about what just happened, for that is in the past, and not fretting about what might happen in the future, for that is not here.

Attacking #2. I am spoilering the rolls just to save space. Anyone can look.

Attack rolls:

Unarmed: 1d10 ⇒ 10 The hits just keep on coming!
Unarmed, ace: 1d10 ⇒ 7
Wild: 1d6 ⇒ 2
Modifier: +1
Result: 10 + 7 + 1 = 18

Unarmed Damage: 1d8 + 1d6 ⇒ (6) + (5) = 11

unarmed Raise Damage: 1d10 ⇒ 10
unarmed Raise Damage, ace: 1d10 ⇒ 8
Result: 10 + 8 = 18
AP 2

If the attack achieves a raise, the target the foe is made distracted or vulnerable (attacker's choice), even if no damage was done or if damage was soaked.


Crastor's attack bashes the sinspawn in the abdomen up to the spine, killing it instantly.

Jzero thrusts his flat palm into the ribcage of the sinspawn attacking him, puncturing a lung, and it dies.

The remaining sinspawn moves to attack Johhann, who's wearing the least amount of armor, and attacks him :

Fighting: 1d8 ⇒ 8
ACE!: 1d8 ⇒ 4 = 12, Raise

Doing
Damage: 1d6 + 1d8 + 1d6 ⇒ (2) + (2) + (2) = 6

But doesn't even puncture his armor.

Velrek, Ceri, Johhann, and Evesk are up!


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Benny spending and Vigor rolling time!
Vigor: 1d6 ⇒ 1
wild: 1d6 ⇒ 1

Velrek grunts as he takes the wound...

He shakes his head to clear the pain and...
Spirit: 1d6 ⇒ 1
wild: 1d6 ⇒ 2

Reels back a little and is completely unable to act at all...

I can her DiceBot (tm) laughing. Going to let it slide. Only have 1 bennie left.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OCC: What would the gang-up bonus be after Evesk moves to attack the remaining Sinspawan? Not sure how many are actually or potentially engaging it at this time.


It's only attacking Johhann, who last used a bow, so isn't near any allies. Your bonus would be +1.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

Drawing the weapon of Iomedae (Long Sword) Evesk steps up to attack the remaining creature.

Long Sword: 1d8 + 1 ⇒ (8) + 1 = 9
Wild: 1d6 + 1 ⇒ (3) + 1 = 4
Long Sword Ace: 1d8 ⇒ 4
Total: 13

Damage Str+Wpn: 1d6 + 1d8 ⇒ (6) + (1) = 7
Wild: 1d6 ⇒ 5
Raise: 1d6 ⇒ 6
Str Ace: 1d6 ⇒ 4

OCC: Okay not sure exactly how that all plays out. What the Wild die represents within a damage roll or if it should even be used or if Damage die Ace or not. However, I am guessing I got a raise with that 13 To Hit so included that.


For the future, Damage die rolls never technically get a "Wild die" roll, only Trait rolls do. But please *always* include what I call a separate "Damage Raise" die roll, which is a d6 that will be added to your normal damage die rolls if your Fighting attack gets a Raise, I'll determine whether or not to apply it.
But, like every other die roll in SW, Damage dice *do* Ace.
To speed things along this time, I'm going to take what you called the "Wild" roll as the Damage Raise roll, since your Fighting roll did get a Raise.

Evesk's sword cuts the sinspawn clean in two.

Combat is over!

The map currently shows you your two options for moving forward after you leave this room - either straight up, or off to the right.

Votes? Rule of Two is in play...

Oh, and don't forget - Velrek's Wounded (but no longer Shaken).


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

As the final creature is cut down right in front of him, Johhann takes a deep breath and nod towards Evesk.

"Thanks mate...that was a little close for comfort! Suppose we check these things out to see if they carry anything important?"


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

"These are some weird creatures. Did you see them here when you came to save Amiko?" Crastor asks as he examines the creature he had killed.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

Evesk nods to the Hin (or half-a-ling if you like) "No need for thanks, as that is my calling."

He then turns back and moves to Velrek responding to the Dwarf, "Nay, we only encountered the Goblins and the Human traitor."

He then ask for the blessing of Iomedae to heal Velrek then asks, "Feeling better?".

He then says to the group, "Well it looks like these creatures were here to protect this path so their must be something here."

Healing: 1d8 ⇒ 8
Wild: 1d6 ⇒ 2
Healing Ace: 1d8 ⇒ 3
Total: 11

Heals 1 Wound or 2 Wounds with a Raise

OCC: I would vote straight rather than right but that would be only put forth if those doing the scouting ask for his input otherwise he will just follow those that are doing the scouting.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

"I have not seen creatures like this before. It might be a good idea to see where they came from. If some ancient evil is about to be released, strange creatures might be a part of it." Crastor nods in agreement. If no one objects, Crastor will head down the passage that the creatures came from.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 4, Pwr Pts 5 / 10

OCC: Uh Crastor the creatures did not come down one of the two passages they were in the room just before the two passages and now we are trying to decide go straight or take a right just past the room the creatures were in.


The only thing the sinspawn have are their trident-like weapons and loincloths.

Velrek is healed of his wound.

My impression is that SWPF will not require as much combat-gained GP, because the need for better items is replaced by Advancements, so you shouldn't have to scrounge every little thing. But, if anyone wants to carry the weapons for re-sale, say so and I'll look up their Encumbrance.

Just checking for future reference : Evesk has 5 PP, Crastor has 8 PP, and Velrek has 1 Bennie. Please let me know if you believe otherwise, thanks!

So far, no one's made a definitive direction vote either way...


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

Johhann looks up the way both to the right and straight ahead.

"Well my old pappy used to say, 'you can't go wrong if you go right', so my vote will be for the right-hand passage."

he looks to the others for their input.


Sorry, I worded my request wrong - Evesk, Crastor, and Velrek - please also post if you agree with my counts, thanks!

901 to 950 of 1,798 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / A swiftly savaged Sandpoint. Or the overly alliterative game play thread for Savage Burnt offerings. All Messageboards

Want to post a reply? Sign in.