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 3; Conviction 0; PP 4/15;

Crastor keeps watch.


No need for anyone else to post, Velrek's shot the last dog straight thru the heart, it was dead before it knew what hit him.


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 bet those hounds go crazy often. The goblins will likely notice they are not making noise more then the barking, but we should still move quickly. He then points east and says, "Lets go that way and head towards the beach."

I say we head East and then North towards the beach area.


Crastor - make a Notice roll please.


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)

"Agreed. Someone will likely come to check on them soon."


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;

Notice: 1d6 ⇒ 1

Wild: 1d6 ⇒ 4


Crastor:
You see two figures approaching your position from the south tunnel. They will be in front of you at the end of this round. What do you do?


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

Jzero will retrieve the throwing stars that did not hit a dog. He has heard the dogs carry a disease so he is careful not to touch the dogs in his quick search. He won't spend more than a quick look and grab.

Notice: 1d6 ⇒ 1
Wild: 1d6 ⇒ 4

Three of the stars he threw missed, so hopefully he recovered those. Let me know if circumstances prevent the recovery of one or more of these or if he must roll Notice for each. He has five normal shurikens. They don't cost much, so he won't go to much trouble to recover them and he has ten cold iron as back-ups. Also let me know if in his looking he spots anything else lying about.


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 cries out, "There." He pulls upon his inner power and casts a spell.

I am going to Cast Stun and use the Area of Effect. If I can hit them with a both with a Small Blast, I use that. If I need a Big Blast to hit both, I move up to that. If I cannot hit both, I hit the one further away. Let me know which size blast I have to use or if I can only hit one.

Spellcasting: 1d6 ⇒ 3

Wild: 1d6 ⇒ 1

Use a Benny to reroll the entire roll.

Spellcasting: 1d6 ⇒ 2

Wild: 1d6 ⇒ 6

Explosion: 1d6 ⇒ 2


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: Castor you Aced that second Wild Die


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;

Yes, my reading of the Benny section was that you redid the entire roll. So I had the 6 and rolled the 2 as the explosion. Is this not correct?


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)

Not seeing the approaching figures Velrek will join Jzero in seeing if any of his arrows can be re used.

notice: 1d6 ⇒ 4
wild: 1d6 ⇒ 1


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 still has an arrow at the ready and is keeping a watch on the others as they go and recover any re-usable arrows.


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: Oh you called it Explosion rather than Ace got it. I thought the explosion was an effect of the spell.


Crastor - you can't do a SBT ("small blast") with this Power, only MBT ("medium") for +2 PP and LBT ("large"). You can place it just beyond them, to include both of them but not yourself. Since DaRules say you cannot be Bound or Silenced, I'm taking that to mean that you must have your hands free, and since it's hard to maneuver in these tunnels, the -2 penalty also applies to your casting, so your final roll is a 6.

Vigor & Wild: 1d6 ⇒ 41d6 ⇒ 2

Vigor & Wild: 1d8 ⇒ 11d6 ⇒ 5

Neither are affected.

Crastor:
You see a cougar-sized cat, black with red stripes, and goblin dressed in what appears to be vines with pieces of bark woven into them.

The goblin stops six feet from you, and gestures and chants :

Occult & Wild: 1d10 ⇒ 91d6 ⇒ 5

and lightning flies from his hands at you :

Damage: 3d6 ⇒ (1, 2, 4) = 7

Which bounces off your armor.

Evesk is watching the other entrance, Velrek and Jzero are at the other end of the room collecting arrows and shuriken (all of which your recover), so the cat runs in and attacks Johhann :

Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 3

and misses.

Johhann - you have an action in this "0th-round" you can take.


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

Can we get a description of what we are dealing with? Thanks.


The opponent in the room that's attacked Johhann is a a cougar-sized cat, black with red stripes.

The creature that Crastor is fighting is around the corner from the SE corner of the room, no one else has seen it yet.


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

With his bow primed and ready, Johhann fires at the cat as he dodges the beast's claws.

Attack: 1d8 + 1 ⇒ (4) + 1 = 5
Wild: 1d6 ⇒ 3

Damage: 2d6 ⇒ (2, 6) = 8
x-tra: 1d6 ⇒ 1

ace: 1d6 ⇒ 6
Ace 2: 1d6 ⇒ 1


Johhann - just so you know, when using a Ranged weapon on someone that's in melee combat with you, the Target Number (TN) to hit them becomes their Parry, not the usual standard 4.

Johhann's arrow misses the cat.


Round 1!

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

Crastor:
Attacking Goblin; 3 Bennies, 11 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
Attacking #?; 3 Bennies, 10 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Johhann:
Attacking cat; 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

Goblin:
Attacking Crastor; 3 Bennies, 16 PP, Status : Normal, SitMods : None, Spell Effects : +2 Toughness (ends Round 3), +4 Damage (ends Round 4)

Cat:
Attacking Yohhann; 3 Bennies, 0 PP, Status : 2 Wounds, SitMods : None, Spell Effects : None

Engagements
Crastor is engaged with the goblin.
Johhann is engaged with the cat.

Initiative
Goblin - JOKER!
Ceri - 9S
Johhann - 9C
Velrek - 8S
Jzero - 8H
Evesk - 6S
Cat - 7D
Crastor - 3H

The goblin moves towards the west tunnel wall, and walks into it! He then appears in the south side of the C5 room, looks around, and casts a spell :

Occult & Wild,+Joker: 1d10 + 2 ⇒ (9) + 2 = 111d6 + 2 ⇒ (4) + 2 = 6 = Raise

A long strand of vines flies from his hands and wraps around Velrek.

Huh - I thought Entangle got a saving throw, but no. Wow, that's a powerful spell!

Velrek is Bound. May not Move; is Distracted (-2 to actions until end of your next Turn) and Vulnerable (+2 to opponent's attacks), can only try to break free, which this Round is a Strength-4 or Athletics-2 roll. Other PC's may give him a bonus by making a Support roll (make a Skill roll relevant to helping him escape).

The vines attract everyone's attention, so everyone sees him. Then he steps back into the vines.

Sorry, ret-con : the cat gets two attacks :

Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 5 = Miss

Everyone but Crastor can act!


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

Sorry, but I'm still struggling with where people and enemies are. Which rooms are PCs and enemies in? Or just indicate what Jzero's attack options are. I think that Jzero and Velrek are in C5 with Johhan near the south entrance fighting the cat. Can Jzero attack the goblin that just cast a spell on Velrek? Where are Crastor, Evesk, Ceri, and the other goblin?


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, just minding his own business while invading someone else's land and killing their guard dogs, is surprised when the local vegetation grabs him tightly.
He curses and struggles...
Strength: 1d10 - 4 ⇒ (5) - 4 = 1
wild: 1d6 ⇒ 3


Jzero (and everyone) : everyone is basically in C5. Evesk is at the west tunnel entrance, Crastor is at the east tunnel entrance. Everyone else is spread out inside the room. I envision you and Velrek at the north wall, since you were looking for spent ranged ammunition.
-You all can just barely see Crastor, it sounded like he was fighting with someone or something last round, but no one can see what it is.
-Johhann is fighting with a cougar-sized cat in the room.
-You all saw a goblin at the south wall who shot the vines at Velrek, then disappeared into the wall of thorns.
-The only thing to attack right now is the cat.
-If anyone wants to Support Velrek in his struggles, make a Skill roll that might in some way help him escape. A Success adds +1, a Raise adds +2 to his roll.


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

Ceri says "Here Velrek, let me help you" and starts sawing at the tough vines with a dagger :

Fighting & Wild: 1d6 ⇒ 31d6 ⇒ 1

with no success.


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

Jzero crawls to where the cat is attacking his comrade and punches it.

Unarmed: 1d10 ⇒ 8
Wild: 1d6 ⇒ 4
Modifier: +1 - 2
Result = 8 + 1 - 2 = 7

Unarmed Damage: 1d8 + 1d6 ⇒ (5) + (4) = 9
unarmed Raise Damage: 1d10 ⇒ 3
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.


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

Is it possible to drop my bow, draw and attack with my hatchet? Or is that going to be 2 actions?


Dropping something is always a Free Action. As long as your hatchet is in an easily accessible place (like tucked in a belt), drawing it is also a Free Action. Then you can attack as normal.

Velrek - for future reference, all bonuses and penalties always apply to the Wild die as well.


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

Dropping his bow and pulling his hatchet from it's belt loop, Johhann strikes back at the big cat.

Attack: 1d8 ⇒ 4
Wild: 1d6 ⇒ 1

Damage: 2d6 ⇒ (2, 4) = 6
Wild: 1d6 ⇒ 1
extra: 1d6 ⇒ 3


Evesk?


Evesk can ret-con his action for this round...

The cat attacks Johhann again :

Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 3
Fighting ACE!: 1d8 ⇒ 5 = 13, Raise

Doing

Damage & Raise: 1d6 + 1d10 + 1d6 ⇒ (3) + (10) + (6) = 19
Damage ACE!: 1d10 ⇒ 1 = 20, 3 Wounds

You can spend a Benny to Soak that - make a Vigor roll, *each* Success and Raise cancels out a Wound. You can spend a second Benny if you wish, but it's always a good idea to save your last Benny in case you ever need to re-roll the Incapacitation roll.

Crastor is up!


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 swings at the cat!

Fighting-Tight space: 1d8 - 2 ⇒ (7) - 2 = 5

Wild-Tight space: 1d6 - 2 ⇒ (5) - 2 = 3

Warhammer Damage+1AP: 2d6 ⇒ (4, 1) = 5

Raise Damage: 1d6 ⇒ 5


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

Well I think I will spend one of my bennies to soak that damage.

Vigor: 1d8 ⇒ 7
Wild: 1d6 ⇒ 1


Round summary : the goblin cast vines around Velrek. Ceri tried to help him break free, but to no avail.

Jzero punches the cat in the side, knocking the wind out of it (Shaken).

It tries to recover :
Spirit & Wild: 1d8 ⇒ 81d6 ⇒ 6
Since I won't be rolling any more dice, I'm not going to re-roll either of the Aces...

And does, and inflicts a nasty bite on Johhann's leg (2 Wounds, -2 to all actions).

Crastor takes a swing at the cat, but due to the confined space, misses.


Round 2!

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

Crastor:
Attacking Druid; 3 Bennies, 11 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
Attacking #?; 3 Bennies, 10 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Johhann:
Attacking cat; 3 Bennies, 0 PP, Status : 2 Wounds, 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

Druid:
Attacking Crastor; 3 Bennies, 16 PP, Status : Normal, SitMods : None, Spell Effects : +2 Toughness (ends Round 3), +4 Damage (ends Round 4)

Cat:
Attacking Yohhann; 3 Bennies, 0 PP, Status : Nomal, SitMods : None, Spell Effects : None

Engagements
Crastor is engaged with the cat.
Johhann is engaged with the cat.

Initiative
Jzero - AS
Crastor - KH
Johhann - QS
Cat – JD
Druid – 9H
Evesk - 7C
Velrek – 6C
Ceri - 2H
Almost had an Ace-high straight there...

Jzero, Crastor, and Johhann can act!
Johhann and Crastor get a +1 to your Fighting rolls from the Gang-Up bonus.


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 so from Evesk is standing guarding the rear he can see what is going on -- Yes No?


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

I believe Jzero is also engaged with the cat, since he hit it last round.

Jzero tries another punch.

Unarmed: 1d10 ⇒ 4
Wild: 1d6 ⇒ 2
Modifier: +1 - 2

Result = 4 + 1 - 2 = 3

Unarmed Damage: 1d8 + 1d6 ⇒ (8) + (4) = 12
damage Ace: 1d8 ⇒ 6
unarmed Raise Damage: 1d10 ⇒ 4
AP 2

Since I'm down to just 2 Bennies, I won't reroll this.


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 swings his hatchet at the wild cat again, hoping to get it off him before he is torn to shreds!

Attack: 1d8 + 1 ⇒ (4) + 1 = 5
Wild: 1d6 ⇒ 1

Damage: 2d6 ⇒ (5, 6) = 11
Wild: 1d6 ⇒ 3
extra: 1d6 ⇒ 2


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)

Posting in advance since this will be his most likely action and i'm about to be busy the rest of the day...

Seeing his friends in trouble with this enemy Velrek redoubles his efforts to escape...
Strength: 1d10 ⇒ 3
wild: 1d6 ⇒ 2

He strains further as the vines aren't giving...
Benny...

Strength: 1d10 ⇒ 2
wild: 1d6 ⇒ 4


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 swings at the cat once more!

Warhammer-Space: 1d8 - 2 ⇒ (7) - 2 = 5

Wild-Space: 1d6 - 2 ⇒ (1) - 2 = -1

Warhammer Damage+1AP: 2d6 ⇒ (2, 6) = 8

Raise Die: 1d6 ⇒ 4


Evesk - you are at the west tunnel entrance, you were looking down the tunnel, but once you heard a commotion in the room you turned around and saw THIS.
You can take two actions, ret-conning them in accordance with the actions the other PCs have taken.


Evesk - sorry, you can ret-con one action. Your turn this round will take place after the following :

Who?: 1d3 ⇒ 1 Alphabetically, that's Crastor...

The cat attacks Crastor :
Fighting & Wild: 1d8 ⇒ 31d6 ⇒ 3

and again :
Fighting & Wild: 1d8 ⇒ 31d6 ⇒ 1

but misses both times.

The goblin appears out of the tangle of thorns that makes up the walls, and points a wand at Crastor :

Faith & Wild: 1d8 ⇒ 61d6 ⇒ 6
ACE!: 1d6 ⇒ 1 = 7, Success

And a bolt of fire streaks from the wand and hits Crastor :

Damage: 2d6 ⇒ (3, 2) = 5

Which bounces off his armor. The goblin disappears into the thicket again.

Evesk, Velrek, and Ceri are up! Velrek has already posted.


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

Ceri keeps sawing at the tough vines wrapped around Velrek with her dagger :

Fighting & Wild;-2(Tunnels): 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 4 = 8, Raise

That's +2 to Velrek's 4 = 6. Didn't really help...


Everyone gets an extra Benny (see Discussion)!


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 seeing the situation decides the best course of action is to aid his allies first, he calls out to Iomedae to bless them with fighting ability.

OCC: Cast Boost Trait on Evesk, Crastor, Jzero, Johann, and Velrek -- raise Agility by 1 die or 2 with a raise -- this uses 5 PP

Faith: 1d8 ⇒ 1
Wild: 1d6 ⇒ 3
Spend Benny to Reroll Trait
Faith: 1d8 ⇒ 8
Ace: 1d8 ⇒ 3
Modifiers : -2(Tunnels)
Total: 9 (raise)
Evesk, Crastor, Jzero, Johann, and Velrek Agility increases by 2 die types for 5 rounds


Evesk - I'm going to make that your action in this round, and it happens at the end of the round, so that everyone doesn't have to re-roll everything they just posted.
But, why Agility? Boosting an Attribute does *not* boost its associated Skills. It would be more effective to boost everyone's Fighting. I'll let you change that, if you wish.
You can take an additional action from the previous round since you were MIA, as long as it isn't as all-inclusive and massively-changing as this one...
But in the meantime, I'm going to summarize this round.


Round summary :

Jzero's powerful fist misses the cat's head by a whisker (sorry, I had to say it).

Due to his wounds, Johhann's attack also misses.

Velrek manages to loosen the vines, but he's still Entangled (-2 to Actions).

Crastor's warhammer also misses the cat.

Ceri tried to help Velkrek escape the vines, but didn't do very much.

Evesk cast a spell.


Round 3!

Ceri:
Attacking #?; 4 Bennies, 15 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
Attacking cat; 4 Bennies, 11 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
Attacking #?; 3 Bennies, 5 PP, Status : Normal, SitMods : LLV, Spell Effects : Boost Trait (round 1)

Johhann:
Attacking cat; 4 Bennies, 0 PP, Status : 2 Wounds, SitMods : None, Spell Effects : None

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

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

Druid:
Attacking ?; 3 Bennies, 16 PP, Status : Normal, SitMods : None, Spell Effects : +2 Toughness (ends Round 3), +4 Damage (ends Round 4)

Cat:
Attacking Yohhann; 3 Bennies, 0 PP, Status : Nomal, SitMods : None, Spell Effects : None

Engagements
Crastor is engaged with the cat.
Johhann is engaged with the cat.
Jzero is engaged with the cat.

Modifiers
All : -2 (Tunnels)
Johhann : -2 (Wounds) + 2 (Gang-Up)
Jzero : +2 (Gang-Up)
Crastor : +2 (Gang-Up)
Velrek : -2 (Entangled); tunnel penalty does not apply

Initiative
Crastor - AH
Goblin – QH
Jzero - 10H
Ceri - 9D
Velrek – 8D
Evesk - 6D
Johhann - 5C
Cat – 2S

Crastor is up! (You may want to wait to see what Trait Evesk ends up actually boosting...)


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 yeah I meant to increase everyone's Fighting ability forgot the governing trait only effects the skill trait when you first take the skill trait. Thanks for that guidance.

As for actions, in the first round (where I was not in an initiative order) I was basically taking a moment to see what was happening and double checking nothing was coming from my direction. So definitely nothing overly effecting.

Then during the first real Action round when my initiative came after the Cat and the Druid I did my action in the appropriate order. I am okay with the spell taking affect at basically the beginning of the next Action round as that makes it easier to count the 5 Action rounds it takes place during. That being said I am ready for the next Action round where I go after the Goblin but before the Cat.

I hope that gets back on the same page if we were not and if we were on the same page great then it is just clarification that we were.


Evesk - ok, thanks!
Crastor - you're up!


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 shifts to the right and then moves back to the left and swings for the cat!

Fighting Attack-squeeze+Gang Up: 1d8 - 2 + 2 ⇒ (6) - 2 + 2 = 6

Wild Die-squeeze+Gang Up: 1d6 - 2 + 2 ⇒ (4) - 2 + 2 = 4

Warhammer Damage+1AP: 2d6 ⇒ (1, 6) = 7

Raise Die: 1d6 ⇒ 4

Warhammer Damage+1AP Explosion: 1d6 ⇒ 1

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