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

Game Master ZenFox42


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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: Crastor you used the wrong Fighting Die you should have used a 1d12 not a 1d8 due to the bonus given to you my Evesk.


I'll give Crastor a day to re-post, then use what he's already rolled...
ALL - don't forget, your Fighting die is 2 dice higher!


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Improved Fighting Dice+Gang up-Squeeze: 1d12 + 2 - 2 ⇒ (6) + 2 - 2 = 6 Well, it was worth a try.


Heh - you rolled the *exact* same Fighting value with the new die! What are the odds???

Crastor's hammer hits the cat in the gut, knocking the breath out of it (Shaken).

The goblin appears from inside the thicket, and points the wand at Crastor :

Faith & Wild: 1d8 ⇒ 81d6 ⇒ 4
ACE!: 1d8 ⇒ 8
ACE! ACE!: 1d8 ⇒ 6 = 24, Raise

and a bolt of fire streaks out towards him, doing

Damage: 3d6 ⇒ (5, 6, 5) = 16
ACE!: 1d6 ⇒ 1 = 17, 2 Wounds

The goblin screams with happiness and steps back into the thicket.

You can spend a Benny to try and Soak some of that (no penalties)...

Everyone else is 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)

Seeing another friend getting hurt while he is stuck in some stupid vines enrages Velrek further and he struggles with all his might against them...
Strength: 1d10 ⇒ 2
wild: 1d6 ⇒ 4

I said, he struggles with all his might..
another benny]

Strength: 1d10 ⇒ 8
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 5
total 11-4 penalty=7


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Jzero decides to not attack the cat but instead watch for the goblin to pop out of the hedge and then attack it.

I believe the game action is to go "on hold."

As soon as the goblin appears, Jzero will try to hit him with a punch or kick.

Dice rolls:
To see if he can act before the goblin casts a spell:
Athletics: 1d8 ⇒ 8
Athletics, ace: 1d8 ⇒ 8
Athletics, ace^2: 1d8 ⇒ 1
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 5
Sweet!
Modifier: -2 (hedge)
Result = 8 + 8 + 1 - 2 = 15

Unarmed: 1d10 ⇒ 4
Wild: 1d6 ⇒ 3
Modifier: +1 (martial artist) -2 (hedge)
Result = 4 + 1 - 2 = 3
Spend a Benny to reroll.

Unarmed: 1d10 ⇒ 7
Wild: 1d6 ⇒ 1
Modifier: +1 (martial artist) -2 (hedge)
Result = 7 + 1 - 2 = 6

Unarmed Damage: 1d8 + 1d6 ⇒ (6) + (4) = 10
unarmed Raise Damage: 1d10 ⇒ 6
AP 2

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


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)

FYI, what is the target number i'm looking for to break out? Also, I listed the =4 penalty but i think you lessened it to a -2. If so, that's a 9.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

I will spend the Benny.

Vigor: 1d8 ⇒ 4

Wild: 1d6 ⇒ 6

Explosion: 1d6 ⇒ 4

So that is a 10 to soak the wounds.

Crastor calls upon his dwarven toughness to resist the blast from the goblin as he swings again at the cat.

Fighting+Gang up+Squeeze: 1d12 + 2 - 2 ⇒ (5) + 2 - 2 = 5

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

I am pretty sure that misses, but here is damage in case.

Warhammer Damage+1AP: 2d6 ⇒ (3, 5) = 8


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 strikes out at the wounded cat hoping to kill it so he can help the others fight the goblin.

Attack: 1d12 + 1 ⇒ (4) + 1 = 5
Wild: 1d6 ⇒ 4
Damage: 2d6 ⇒ (5, 4) = 9
x-tra: 1d6 ⇒ 1


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

With the cowardly Goblin appearing to be the worst of their two opponents Evesk eyes and gauges where the Goblin stepped back into the hedge wall and then moves to approximately the opposite side would be in case the Goblin is stepping through the hedge row rather than into it. If he does not see the Goblin then he will start hacking at the hedge row at approximately the backside to perhaps help chase the Goblin out the other side.

OCC: So is the Goblin there and if not do I make an attack roll against the hedge?

Atk: 1d12 ⇒ 1
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 3
Total 9
Dmg: 1d6 + 1d8 ⇒ (1) + (2) = 3


The cat tries to shake off Crastor's attack :

Spirit & Wild: 1d8 ⇒ 21d6 ⇒ 2

Spending a Benny...

Spirit & Wild: 1d8 ⇒ 61d6 ⇒ 6
ACE!: 1d6 ⇒ 4 = 10, Raise

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

And attacks Crastor :

Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 5

but misses.


Round summary

Velrek flexes his entire body in one great heave, and finally breaks free of the vines.

Jzero - the goblin has already acted this round, so you going on Hold means you'll interrupt his action on the next Round. I have a house-rule that anyone going on Hold automatically interrupts their opponent (because going on Hold is taking a chance that you might not get to act at all, and making an Opposed roll just slows things down). Also, you forgot about Evesk's Boost Trait, your Fighting is now d12+1. So you get your Benny back, and you'll act next round...

Crastor's swing hits the cat, but does a glancing blow, which the cat quickly shakes off. After Soaking the Wounds, you took another attack, but you'd already taken one in the previous page, so I ignored the new one.

Johhan's swing misses the cat.

Evesk - the goblin disappeared back into the vines at the end of his Turn. You can attack the vines, but they're as hard as solid oak, you do no damage.

The goblin shot a bolt of fire at Crastor and hit him, but the flames bounced off his armor.


Round 4!

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

Crastor:
Attacking cat; 3 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 3)

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

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

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

Goblin:
Attacking ?; 3 Bennies, 16 PP, Status : Normal, SitMods : None, Spell Effects : +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.

Modifiers
All : -2 (Tunnels)
Johhann : -2 (Wounds) + 1 (Gang-Up)
Crastor : +1 (Gang-Up)
Johhann and Crastor - note that your Gang-Up bonus has changed...

Initiative
Jzero - AD
Crastor - KD
Ceri - JS
Goblin – JH
Evesk - JC
Johhann - 10D
Velrek – 5H
Cat – 3S

Jzero is on Hold, so Crastor is up!


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor tries to strike the cat once more.

Fighting+Gang Up-Squeze: 1d12 + 1 - 2 ⇒ (12) + 1 - 2 = 11

Wild Die+Gang Up-Squeze: 1d6 + 1 - 2 ⇒ (1) + 1 - 2 = 0

Fighting Die Explosion: 1d12 ⇒ 1

Warhammer Damage+1AP: 2d6 ⇒ (6, 5) = 11

Raise: 1d6 ⇒ 4


Crastor's hammer slams into the cat, everyone hears bones breaking. It howls in pain (2 Wounds).

The goblin appears from out of the vines.

Jzero is up!


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

The benny was spent to reroll the attack roll which was made under the spoiler. The reroll produced an attack result of 6 and damage of 10, raise damage of 6, AP 2. If you would prefer me to do the attack rolls again since the retcon of the athletics roll means the results of the attack rolls would have been different, see below.

Unarmed: 1d10 ⇒ 5
Wild: 1d6 ⇒ 5
Modifier: +1 (martial artist) - 2 (hedge)
Result = 5 + 1 - 2 = 4

Unarmed Damage: 1d8 + 1d6 ⇒ (5) + (5) = 10
unarmed Raise Damage: 1d10 ⇒ 10
unarmed Raise Damage, Ace: 1d10 ⇒ 7
AP 2
If the attack achieves a raise, the target is made distracted or vulnerable (bold = attacker's choice), even if no damage was done or if damage was soaked.


I need you to re-roll everything again, because Evesk has upped your Fighting die to d12+1...


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Argh. Here goes. Sorry.

Unarmed: 1d12 ⇒ 6
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 4
Modifier: +1 (martial Arts) +1 (boosted to d12+1)
Result = 6 + 4 + 2 = 12

Unarmed Damage: 1d8 + 1d6 ⇒ (4) + (5) = 9
unarmed Raise Damage: 1d10 ⇒ 5
AP 2
If the attack achieves a raise, the target is made distracted or vulnerable (bold = attacker's choice), even if no damage was done or if damage was soaked.


As the goblin appears from the wall of thorns, Jzero immediately attacks. His fist hits the goblin in the chest, and Jzero thinks he hears a rib crack (1 Wound).

Spending a Benny...
Spirit & Wild,-1 dam: 1d10 - 1 ⇒ (7) - 1 = 61d6 - 1 ⇒ (1) - 1 = 0 = Success (not Shaken)

The goblin cries out in pain, and gestures at Jzero :

Occult & Wild,-1 dam: 1d8 - 1 ⇒ (5) - 1 = 41d6 - 1 ⇒ (4) - 1 = 3

and a stream of vines leaps from his hands, entangling Jzero (cannot move, is at -2 to all Trait rolls until end of your next Turn; Strength−2 roll or Athletics roll to break free).

The goblin backs up back into the thorns and disappears.

Evesk, Johhann, and Velrek 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)

Velrek growls as he breaks free and rushes the big cat. Taking a slice at it...
2H sword+trademark weapon+gang up?: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
wild: 1d6 ⇒ 3
damage: 1d10 + 1d10 ⇒ (6) + (9) = 15


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

If Jzero got a raise with his attack, as I think he must have, then the goblin is distracted even if damage was soaked. So his trait rolls are at -2 which I think would make his activation roll fail to create the vines.


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: Also did Evesk make any headway into that hedge wall last round.

Evesk continues hacking at the hedge wall in his attempt to drive the Goblin hiding within it out.
Fighting: 1d12 ⇒ 1
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 4
Total: 6+4-2 = 8 raise


Jzero - in your post, you have :
...the target is made distracted or vulnerable (bold = attacker's choice)...
so I went with that. Vulnerable means that attackers get a +2 to their attack rolls. That *is* what you originally posted...


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

Cursing his bad luck (or poor training?), Johhann grips the handle of his handaxe and again tries to hit the wildcat.

Attack: 1d12 + 1 + 1 - 2 ⇒ (12) + 1 + 1 - 2 = 12
(-2 (Wounds) + 1 (Gang-Up)
Wild:1d6 ⇒ 5

Explode: 1d12 ⇒ 4

Damage:2d6 ⇒ (6, 2) = 8

x-tra: 1d6 ⇒ 5


Round summary

Crastor's hammer slams into the cat, everyone hears bones breaking. It howls in pain (1 Wound).

Jzero's fist hits the goblin in the chest, and Jzero thinks he hears a rib crack (1 Wound).

Velrek's attack missed the cat.

Johhann's handaxe cuts the cat, causing massive bleeding (1 Wound).

Evesk makes no headway in slicing thru the vines, they are very tough (basically, you cannot cut thru them, and I said so in the last round too).

The goblin wrapped some vines around Jzero and disappeared back into the vines.


Round 5!

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

Crastor:
Attacking cat; 3 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 4)

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

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

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

Goblin:
Attacking ?; 3 Bennies, 14 PP, Status : 1 Wound, SitMods : None, Spell Effects : None

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

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

Modifiers
All : -2 (Tunnels)
Johhann : -2 (Wounds) + 2 (Gang-Up)
Crastor : +2 (Gang-Up)
Velrek : +2 (Gang-Up)
Jzero : -2 (Entangled); tunnel penalty does not apply
Goblin : -1 (Wound)
Cat : -2 (Wounds)

Initiative
Cat – JOKER! +2 to all rolls for it and the goblin!
Johhann - AS
Velrek –KC
Goblin – QD
Ceri - 8C
Crastor - 7S
Evesk - 4D
Jzero - 4C

The cat acted last in the previous round, and for a while I thought it was dead, so I didn't take its action, so :

Who?: 1d3 ⇒ 3 Alphabetically, that's Velrek

The cat tries to bite Velrek :
Fighting & Wild,-2Wounds: 1d8 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (2) - 2 = 0

And misses.

Now for this round :

Who?: 1d3 ⇒ 3 Alphabetically, that's Velrek

The cat tries to bite Velrek :
Fighting & Wild,-2Wounds,+2Joker: 1d8 ⇒ 61d6 ⇒ 4

And misses.

Everyone but Crastor forgot about the tunnel penalty last round. Please don't forget about it again, thanks! It'd be a good idea to always come back to this page and check your modifiers before posting...

Johhann and Velrek are up!

As a Free Action, everyone can speak two medium-short sentences (either consecutively, or separately), to discuss how to handle the goblin, at any time.


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2
GM_ZenFox42 wrote:

Jzero - in your post, you have :

...the target is made distracted or vulnerable (bold = attacker's choice)...
so I went with that. Vulnerable means that attackers get a +2 to their attack rolls. That *is* what you originally posted...

My mistake. The descriptions of distracted and vulnerable are next to each other and I read the distracted penalty by failing my notice roll.


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: I still have gotten no feedback on my trying to hack up the hedge -- and since it seems to make no difference then Evesk will just continue to attempt to thin out the hedge on the backside of where that Goblin slips into the hedge.


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)

2H sword+trademark+gangup and tunnel cancel each other: 1d8 + 1 ⇒ (8) + 1 = 9
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 5
damage: 1d10 + 1d10 ⇒ (10) + (9) = 19
damage xplode: 1d10 ⇒ 10
mega damage xplode: 1d10 ⇒ 1
raise damage?: 1d6 ⇒ 6
raise damage xplode: 1d6 ⇒ 6
really raise damage?: 1d6 ⇒ 2

Oof. Assuming the 11 hits that's 30 damage. 44 if a raise..
Velrek once again attempts to slash the big cat, hoping to get one if the enemies down...


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)

Geez. With all the exploding dive I totally missed the first d8...
fighting xplode: 1d8 ⇒ 1


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

So above you said that I had done 2 wounds to the cat, but in the summary you indicated I did one wound and Johhann also did a wound. If I did 2 wounds, would that put the cat at 3 wounds and out?


Evesk wrote:
OOC: I still have gotten no feedback on my trying to hack up the hedge -- and since it seems to make no difference then Evesk will just continue to attempt to thin out the hedge on the backside of where that Goblin slips into the hedge.

Evesk - please see HERE and HERE. In both places, I said that you could not hack thru the hedge.

Is there something more clerical that you could do that might help the group? Like heal a wounded comrade?


Crastor - you're right, your last attack did 2 Wounds. That puts it at 3 Wounds, but that's not "out". It's on the 4th Wound that a character becomes Incapacitated. But that doesn't change anything it did afterwards...


Johhann - you're up, but the cat is down.


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

Praising the gods that the cat was finally dead, Johhann switches from his hand ax to the bow and moves to get a better shot at the goblin harassing his companions.

Not too sure if I can take a shot this round with the moving and switching of weapons...let me know and I will do so!


Johhann - you could use your bow if the goblin were around, but he's currently inside the vines.


The goblin pops out of the vines, and gestures at Velrek :

Faith & Wild,+Joker: 1d8 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (6) + 2 = 8
ACE!: 1d6 ⇒ 5 = 13, Raise

And a stream of vines leaps from his hands, wrapping themselves around Velrek (cannot move, is at -2 to all Trait rolls and +2 to be hit until free; Strength−2 roll or Athletics roll to break free).

The goblin merges back into the vines.

Jzero - I mis-typed when you got Entangled - I said "-2 till the end of your next Turn", but for the spell it's "-2 until free"...

Crastor, Evesk, and Jzero are up!


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

Ceri takes out her dagger and tries to cut Jzero's vines :

Fighting & Wild: 1d6 ⇒ 41d6 ⇒ 2

doing

Damage: 1d4 + 1d8 ⇒ (1) + (2) = 3

which doesn't cut thru the vines.


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2

Jzero tries to break free from the vines and then watches for the goblin to return so he can pop him before he gets off another spell and disappears into the shrubbery.

Athletics, to break entanglement: 1d8 ⇒ 5
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 4
Modifiers: MAP -2, Hedge -2 (?), Distracted -2 (?)
Result = 6 + 4 -6 = 4

The rules state that the entangled condition can be broken with an athletics roll or a strength -2 roll. Does the -2 from distracted apply to both rolls, making the strength -4? Just curious for future reference.


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 spews out a few very ungentlemanly curses about said Goblin and his bondage fetish.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Can we ready? I am assuming I cannot attack him when he is merged with the vines and I would like to ready to cast a spell when he next pops out.


Evesk?

Jzero - why the MAP? In the Modifiers section of the current Round post, I said that the tunnel penalty does not apply to you (because you're lying down). But yes, the -2 from Distracted does apply to any escape roll, so total penalty -2.

Crastor (and everyone) - what you're talking about is going "on Hold" - you pause your action and state when you want to come out of Hold (to attack, for example). You can go on Hold this Round, and whenever the goblin acts next Round, you interrupt him and attack. Jzero did this in the previous Round.
Next round, anyone whose Action Card comes before the goblin's can go on Hold and attack when he acts as well.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]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 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 4; Conviction 0; PP 4/15;

Crastor watches for the goblin.

On hold to cast a spell at the goblin when it becomes visible. Also, I should have only 2 Bennies. I used one to re-roll my last casting and one to soak.


Male Human Monk Ranks 3, Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Active effect: +2 to armor Human | Thistletop Level 2
GM_ZenFox42 wrote:

Evesk?

Jzero - why the MAP? In the Modifiers section of the current Round post, I said that the tunnel penalty does not apply to you (because you're lying down). But yes, the -2 from Distracted does apply to any escape roll, so total penalty -2.

I thought it might apply to the ready action to prepare an attack on the Goblin.


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: My most sincere apology, I surprisingly missed reading those specific replies and I am not sure why my eyes did not register those words at all. I will post something a bit later I have some things have to do this afternoon.


Jzero - reading the Hold rules, it sounds like you can only go on Hold *before* taking any non-Free Actions in that Round. So, contrary-wise, once you've taken a non-Free Action in a Round, you can't then go on Hold.
You'll have to wait until the next Round, and if you act before the goblin in initiative order, then you can choose to go on Hold.
Crastor - thanks for the Benny update, I appreciate your honesty, so...have a Benny! ;)
Evesk - no problem, my personal Notice is like a d4...
ALL - please use the phrase "going on Hold" in your post if that's what you're doing, thanks!


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: Has been and is now "Going on Hold"

Evesk calls out to others, "Okay if that Goblin exits this side I have it covered, let me know if you need me over there." He then stands watching his side of the hedge in both directions for any sign of movement.


Round summary

The cat tries twice to attack Velrek, but misses.

Velrek retaliates by nearly slicing the cat in two.

Johhann changes weapons and moves.

The goblin entwines Velrek in vines.

Ceri tries to help Jzero get out of the vines, but doesn't succeed.

Jzero escapes the vines on his own.

Crastor and Evesk go on Hold.


Round 6!

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

Crastor:
Attacking #?; 3 Bennies, 11 PP, Status : Hold, SitMods : None, Spell Effects : None

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

Johhann:
Attacking #?; 4 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 #?; 2 Bennies, 0 PP, Status : Entangled, SitMods : None, Spell Effects : None

Goblin:
Attacking ?; 3 Bennies, 12 PP, Status : 1 Wound, SitMods : None, Spell Effects : None

Engagements
None

Modifiers
All but Johhann : -2 (Tunnels)
Johhann : -2 (Wounds)
Velrek : -2 (Entangled), no tunnel penalty
Goblin : -1 (Wound)

Initiative
Crastor, Evesk - Hold
Ceri - AH
Jzero - 9S
Velrek – 5D
Johhann - 4H
Goblin – 2D

Everyone is up! Everyone but Velrek can go on Hold if they wish, and wait for the goblin to appear. Please post what you're doing, even if it's just going on Hold, thanks!

Evesk - your Boost Trait spell will end at the end of this round, so at the end of your Turn post you can decide whether to Maintain it (Free Action, 1 PP, 5 more Rounds duration).

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