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

Game Master ZenFox42


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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 0; Conviction 0; PP 13/15;

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, Pwr Pts: 10/10, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 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 0; Conviction 0; PP 13/15;

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 Human Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

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, Pwr Pts: 10/10, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 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, Pwr Pts: 10/10, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 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 Human Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

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 0; Conviction 0; PP 13/15;

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

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