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

Game Master PoorWanderingOne


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Female Human Bard (Novice 1)

Thanks! It was that 1 square = 1 that I was needing.

When she's topped the stairs, Rhodel looks around again to see what's up. She notices that her more elevated position gives her better sight on the little green creature up on the near building compared to what she had before. She already has a knife in her hand, so she decides why not take the shot? Who knows? It might work out well again.

Athletics: 1d8 ⇒ 7

Damage: 1d4 + 1d6 ⇒ (4) + (3) = 7

Wild: 1d6 ⇒ 4


Rhodel Gantier wrote:

Thanks! It was that 1 square = 1 that I was needing.

When she's topped the stairs, Rhodel looks around again to see what's up. She notices that her more elevated position gives her better sight on the little green creature up on the near building compared to what she had before. She already has a knife in her hand, so she decides why not take the shot? Who knows? It might work out well again.

{Do you mean the goblin to the north west that is just in front of Lucien or the west that Mirri is talking to? Both are technically in your 12" max range with a dagger but the Lucien goblin is at long range (see swpf Core pg 110 and 104) so that roll is at -4. The Mirri goblin is at medium range which is only a -2 but there are Prone(ibid pg136) and Vulnerable (ibid pg131) which all together means you are throwing at a -4 here as well (range-2, vulnerable+2,prone-4).}

The dagger either thunks into the wall in front of Lucien or sails over Mirri's head depending on your target.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 7(2); Bennies : 3

Have the 5 rounds officially elapsed yet so I can speak, or are we still stating what we're doing with them?


Male Dhampir Inquisitor N1

1d6 ⇒ 3 Notice
1d6 ⇒ 5 Notice WD

Sorry about the delay. Had to clear my head...

Lucien looks at the creature that magically fell to him then nods to the roof in appreciation.

1d8 ⇒ 5 Scimitar
1d6 ⇒ 2 WD Scimitar

1d6 + 1d8 ⇒ (6) + (5) = 11 Edge

"Surrender or die"!

Whoops I said that in the wrong order.

Lucien will check to make sure there are no wounded that need help. If there are none, he begins to prepare the battlefield.

Lucien takes cover near the well and awaits the onslaught. I nobody picked up the dropped bow and arrows he will do so and take a test shot to see if it's any use... then await the arrival of whatever is coming.

1d6 ⇒ 3 Shooting (At some misc. target)
1d6 ⇒ 1 WD Shooting


She/Her | Gnome | Rogue | Novice 0 | Bennies: 3/3 | Conviction: 0 | Pace: 5 (running d4) | Parry: 6 | Toughness: 6 (2) | Wounds: 1 | Fatigue: 0

Mirri will try to get more information out of the goblin: why did they come now? Who is leading them?

Persuasion: 1d4 ⇒ 4
Wild: 1d6 ⇒ 2

If the spell starts to flicker and there is no evident way to bind the goblin, Mirri will try to knock it unconscious.


Female Human Bard (Novice 1)

Rhodel frowns in disappointment when she sees her knife fly well high of its target.

I hope I can find it later...

The Mirri-goblin was the target.


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

Retcon
Velrek arrives fashionably late (turn 6) on foot, huffing a bit and says what he said above.


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

Jzero moves to the stage where the speeches were, since that seems to be the center of the folks who have had the courage or lack of smarts to vacate the square. He nods to the others and checks that his pouch with his throwing stars is accessible and watches and waits. He seems calm, as if waiting to meet someone for lunch.

Will need to run to get there. This would be Jzero's turn 5.

Run: 1d8 ⇒ 4

Since he has an action, if he is near enough to Rhodel's knife, he'll pick it up and underhand it in her direction.

Athletics: 1d8 ⇒ 7
Wild: 1d6 ⇒ 5
Even with a -2, that looks like it will get near her, unless picking up the knife is an action earning another -2.


Break time final status report.
map of the square

Ceri is currently taking in the view from on high. They are planning to return on turn 5 just as their entangle spell wears off.

Jzero is delivering the baby to the cathedral on turn 4 then moving to the stage on turn 5.

Lucien The goblin is an ex-goblin. The goblin you just stabbed only had a crude dagger on them. But the one Jzero kicked is in the same space and it has a pistol crossbow(pfsw core pg 110) and: 1d6 + 3 ⇒ (5) + 3 = 8 bolts. Well 7 now that you tested it. You miss whatever you were aiming at. The crossbow pulls hard to the left. But you have the hang of it now. No modifiers to your Shooting, and don't worry proficiency is not a thing in SW so you can use this. You do not see any wounded nearby so you slide into cover behind the solid oak of an overturned food table and wait.... You will be considered on Hold for turn one of the coming encounter.(Hold see pfsw core pg=134for the details The gist, ignore your initiative card unless it is a joker, take your action whenever you like. Just tell me when you want to act when you post the action, ex.after Mirri or as soon as [redacted] breaks cover to attack. Joker is the only card that can act before you if you want to act at the top of the round. Clear?) This takes you to turn 5

Mirri is talking with the bound goblin. You aced that Persuasion die so you get to roll again and add: 1d4 ⇒ 1hmmm, not much help there. But the Goblin folds like a house of cards in a hurricane. In between bursts of laughter, cries of "Don't hurt my baby!" and some decently creative insults you gather that 'a longshanks' came up with the plan and 'chief Ripnugget' gathered all the tribes together. As far as this gourd obsessed greenskin knew the plan was to "Sneak sneak. Attack when you hear the Boom. Burn everyone! Stab everything! And don't tell anyone about the secret mission to the Graveyard!" At this point the goblin bites the squash turning their baby into an effective gag. Confident that you wont get anything else from this menace you can either bind them up with some festive bunting or bop them on the head at your leisure. That took a little perseverance even with the raise so unless you have something both quick and urgent let's say this gets you to Turn 5. This Goblin has a large kitchen knife, likely stolen as well as a simple bow (pfsw core pg 110, as short bow) and: 1d6 + 3 ⇒ (5) + 3 = 8 arrows. Snag whatever you desire and welcome to turn 5. Just between you, me and the baby I think some folks are getting restless.:7)

Rhodel Between Jzero helping and the time you have left retrieving your dagger is easy. Unless there is something else you want to do then place yourself within a move + run of the cathedral steps and welcome to turn 5

Velrek You can have the Horse or not as you wish. You do know that you are not really familiar with fighting from horseback(based on your ride skill). See pfsw core pg 135 for details. If you want advice then keeping the horse for the first turn will let you use its Pace 10 + run to get you where you want to be. It is limited free action to dismount if you make a riding roll or an action if you don't. There is a risk with this tactic because if the horse is shaken you might get bucked off and fall. Let me know when you can or I will assume you are arriving on foot on turn 6.

.........................

I think that is everyone/everything. Please shout if I have missed something or you have any questions because this train is leaving the station!


She/Her | Gnome | Rogue | Novice 0 | Bennies: 3/3 | Conviction: 0 | Pace: 5 (running d4) | Parry: 6 | Toughness: 6 (2) | Wounds: 1 | Fatigue: 0

Mirri knocks her goblin out and then calls out, ”The goblins are doing something at the graveyard! I think this is a misdirection!”

She will forego the bow to avoid the extra weight. She’s got her shurikens.

Would Mirri kniw where the graveyard is?


Mirri
That is up to you. Has Mirri been in town long enough to find it? Are you interested in graves? The graveyard is on the maps marked #2 and is quite close. If you are not sure if you know where it is then a free Common Knowledge roll will let the dice gods answer.


Turn 5
map of the square

Ceri touches down just as the magical bands on the goblin fade. (Unless you spend a power point to extend the spell that is).Ceri are you touching down or staying at your previous 3" altitude? Let me know

Jzero leaps onto the stage after helping Rhodel retrieve a dagger.

Lucien takes cover behind an over turned table (or the well if you would rather.) and readies a small crossbow.

Mirri finishes restraining or knocking out the goblin on stage just as Ceri and Jzero arrive.

Rhodel now fully armed moves into position. (remember you can place yourself anywhere within your pace+d6 of where you are standing now on the cathedral steps.

Velrek You are not here yet.
...............

Everyone [ooc]Well technically everyone but Velrek but limiting this would be silly so everyone it is.

The rising sound to the south resolves into a song of sorts.
Song with good mood and visuals
Song with clearer voice

written lyrics:

Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump.
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!

The song/chant issues from a wave of goblins that come into sight at the southern edge of the square. A pair of goblin musicians(?!) seem to be leading the song. Many of the goblins are holding lit torches other have thrown or are throwing lit torches into or onto buildings. Sometimes the torches fail to catch anything or the goblin misses and the torch gutters on the street. But not every time.

The wave sees you and the song changes into a multi-voiced scream as the goblins break into a run...

**STOP READING HERE!!** Please check the map and confirm that you are in the starting position you want. If not PM me or post in Discussion with the details. Lucien is approved to be either by the well (marked"x") or in their current location by the cart. Rhodel is approved to place themselves anywhere within 6+1d6 squares of their current position. Ceriis approved to be either standing on the ground or flying at up to 3" altitude. Turn your token sideways if your are flying and drop a note in discussion if you are flying at anything other than 3". Anyone/anywhere else please let me know ASAP.

If you post in this thread past this point then you are confirming that your starting position is correct.


A Grand Day Out Turn1

Setting: Cathedral square Sandpoint. Pleasant late summer evening.
Illumination: Full daylight
Map link

Terrain: Mix of large and small flagstones. Carts and tents are considered rough terrain. The carts and tents contain nothing of combat use, unless you spend a benny or take an action and succeed on a Notice roll to investigate. In those cases they contain anything even vaguely reasonable to find in a large marketplace. If Lucien starts there the table with the food on it by the cart is on its side providing cover to the south/south east.

Token orientation notes. An upside down token means the subject is under whatever the token in on. A sideways token indicates the subject is flying/levitating or climbing.

Benny count: Joker bennies from that insane first deal added.
All but Velrek 5
Velrek 6

Initiative:

Velrek, Red Joker +2 to all actions and damage (pfsw pg 119, 122)
Mirri, Black Joker +2 to damage and all actions (pfsw pg 119, 122)

goblin group B, king of spades

Lucien, Nine of spades, on hold (pfsw pg 134)

goblin group A, nine of clubs
thing that may or may not happen, seven of spades

Jzero, Six of diamonds
Ceri, Six of clubs
Rhodel, Five of diamonds

Bennies awarded, deck shuffled.

Two jokers!
Well it looks like Velrek, Mirri, and Lucien can go when they like. In that order if there is a conflict. Red Joker outranks Black Joker and they both outrank someone on hold. I am taking goblin group b's move but please be aware that the three of you can take your turns before or during their turn if you wish.

On we go!


Goblin group b's turn

group run: 1d6 ⇒ 3

A group of goblins come screaming from the south east near the cathedral. Several are carrying torches!

Torch goblin 2. On roof. Attempts to set building on fire: 1d6 ⇒ 3. Nope, dense thatch.

Torch goblin 1. Throws torch into tree. Throw: 1d6 - 2 ⇒ (4) - 2 = 2 Nope, Torch missed.

Goblin musician 2. Shouts something in a grating language. Performance, wild, Support goblin 7: 1d8 ⇒ 41d6 ⇒ 5 Success +1

Goblin 7 Throws torch at tent, support, scale, range, run: 1d6 + 1 + 4 - 2 - 2 ⇒ (3) + 1 + 4 - 2 - 2 = 4. Fire?: 1d6 ⇒ 5 Yes! The cloth tent catches.

Goblin 6 Emboldened they throw their torch at the cart, run, scale: 1d6 - 2 + 2 ⇒ (1) - 2 + 2 = 1. Miss. The torch arcs over the cart, and the table and lands smouldering on the flagstones.

Goblin 5 Looses an arrow towards Jzero, rage, run: 1d6 - 2 - 2 ⇒ (4) - 2 - 2 = 0 miss. The arrow falls short and thunks into the stage.

Goblin 4 Laughs at goblin 5 and tries the same shot, run , range: 1d6 - 2 - 2 ⇒ (2) - 2 - 2 = -2 miss. The arrow vanishes into the burning tent.
..........................

Well that was a whole lot of nothing

Velrek, Mirri, and/or Lucien

Let me know if you want to act before or during goblin group b's turn.
Goblin group a is next once I get an action or an "I'll go later" from each of you.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 7(2); Bennies : 3

The map link in your initiative post and the link to "Swallowtail church square" takes me to the town festival square we were just in - is that where we are supposed to be?


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

Just different names for the same area, I think. Note the goblins are at the very bottom right side of the map.


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

Before I charge in, does Velrek see/hear a second group? I just see the one on the map.


Male Dhampir Inquisitor N1

Lucien will hold action till one of the gobs gets within range. If they don't seem to be moving in his direction after one round, he'll move towards them.

Dang it! Picked the wrong direction... ro right direction depending upon interpretation.

Lucien takes time to aim his new hand crossbow in the general direction of the approaching gang of gobs.


She/Her | Gnome | Rogue | Novice 0 | Bennies: 3/3 | Conviction: 0 | Pace: 5 (running d4) | Parry: 6 | Toughness: 6 (2) | Wounds: 1 | Fatigue: 0

Mirri will go after goblin group b

Mirri, seeing the goblins incoming, will sheathe her sword (one free action), pick up the shortbow after all (1 action), sling the quiver of arrows over her shoulder (another action), and move towards the other end of the stage.

Once there, she will take a shot at Goblin #1 with the shortbow.

The +2 from the Joker offsets 2 points of MAP

Shooting: 1d6 - 2 ⇒ (2) - 2 = 0
Wild: 1d6 - 2 ⇒ (2) - 2 = 0

Spend a Benny to reroll.

Shooting: 1d6 - 2 ⇒ (5) - 2 = 3
Wild: 1d6 - 2 ⇒ (2) - 2 = 0

Once more, with feeling! Another benny spent.

Shooting: 1d6 - 2 ⇒ (4) - 2 = 2
Wild: 1d6 - 2 ⇒ (2) - 2 = 0

6d6 and not a single Ace. Dang.

Mirri's shot goes wide.


She/Her | Gnome | Rogue | Novice 0 | Bennies: 3/3 | Conviction: 0 | Pace: 5 (running d4) | Parry: 6 | Toughness: 6 (2) | Wounds: 1 | Fatigue: 0

Mirri will go after goblin group b

Mirri, seeing the goblins incoming, will sheathe her sword (one free action), pick up the shortbow after all (1 action), sling the quiver of arrows over her shoulder (another action), and move towards the other end of the stage.

Once there, she will take a shot at Goblin #1 with the shortbow.

The +2 from the Joker offsets 2 points of MAP

Shooting: 1d6 - 2 ⇒ (5) - 2 = 3
Wild: 1d6 - 2 ⇒ (2) - 2 = 0

Spend a Benny to reroll.

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

Once more, with feeling! Another benny spent.

Shooting: 1d6 - 2 ⇒ (2) - 2 = 0
Wild: 1d6 - 2 ⇒ (6) - 2 = 4

Mirri rushes to grab the bow, grab the quiver, and shoot all at once. Shooting is not her strongest suit, and it goes predictably poorly; the shot goes wide.


Velrek Savage PF wrote:
Before I charge in, does Velrek see/hear a second group? I just see the one on the map.

{hmm... good question. You are a good bit away, but goblins are far from quiet.. Dice gods? Notice, wild: 1d6 ⇒ 61d6 ⇒ 4 ace: 1d6 ⇒ 6ace: 1d6 ⇒ 6 ace: 1d6 ⇒ 3 ok with a total of 21 I think the omens are clear today}

Underneath the screams of the goblins to the south-east you can still hear the sing-chanting coming from the south or south-west. It is getting louder.


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

Retcon part 2. Has Velrek's player ever played SW before? :)

Rididng up on his bleeding horse, a sweaty Velrek sees a group of more short greenskined beings causing chaos. He aims his horse in their general direction and charges to get closer.
horse run, fleet footed: 1d8 ⇒ 7

riding: 1d4 + 2 ⇒ (4) + 2 = 6
ride xplode: 1d4 ⇒ 2
wild: 1d6 + 2 ⇒ (4) + 2 = 6

He goads the horse to a run and gets to the edge of a raised platform before jumping off and slapping the horses rump to get it to run to (hopefully) safety.

He pulls his sword and yells at the goblins.
"Ho, tiny cowards! Come face me now!" and lets loose a loud roar.
intimidation: 1d4 + 2 ⇒ (2) + 2 = 4
wild: 1d6 + 2 ⇒ (6) + 2 = 8
wild xplode: 1d6 ⇒ 5


Lucien Voduca wrote:

Lucien will hold action till one of the gobs gets within range. If they don't seem to be moving in his direction after one round, he'll move towards them.

Dang it! Picked the wrong direction... ro right direction depending upon interpretation.

Lucien takes time to aim his new hand crossbow in the general direction of the approaching gang of gobs.

They are technically in range now. The hand crossbow is 5/10/20 so that does make some of the goblins in group 2 available targets. But long range is -4 and some would have cover. So not a good shot. So let me know what conditions you want to take that shot under (ex. no more than a -2 to hit,etc) and I will make the rolls if the conditions are met. Otherwise you will start next turn on hold or you might want to act on the 2 of clubs to take the Aim action.

Well you did request advice...:
Allow me to introduce the Aim action, PFSW pg 129. If you do not move and keep line of sight to your target from your action until the beginning of your next action you can ignore up to 4 points worth of range, cover etc or add a +2 to hit instead if you wish. So long as the first thing you do on that next action is shoot/throw. (so Round 1 no movement, aim. Round 2 Shoot then move/do anything else)

As you have not seen any goblins with extraordinary speed/movement and as the closest one is more than 12 squires away Aiming this turn and letting them advance to medium range (10", the squares in front of Velrek and Mirri more or less) next turn before firing you will have a much better chance to hit.

In fact given the turn order and you being on hold you could wait until everyone else has gone before taking your turn to aim. This preserves you ability to respond to events without impacting your ability to Aim if nothing requires response. The downside to this tactic is that you would not be on hold next turn and you might get a poor card. But that is a small risk seeing that the goblins are very unlikely to get closer to you than where Jzero is next turn. This is the 'fire when you see the whites of their eyes' tactic. Is that the kind of advice you were looking for?


Velrek

On the stage or next to it? Remember that Mirri was able to dart under it earlier w/o any problems. It will give you some cover(likely -2 ) but will not stop movement or block someone from entering the space just east of you. No need to let me know just move your token if you want to take your turn on stage.;7)

Horse: 1d4 ⇒ 3 bolts due west. We will likely not need a horse counter as it will be off the map next turn.

Intimidation. spirit: 1d6 ⇒ 5 Target Shaken. I am tagging the nearest goblin (the one with the red stripe) for the mechanical effect but they all heard you.


Female Human Bard (Novice 1)

Rhodel waves to the man who helps her get her knife back by throwing it over in her direction.

Seems friendly enough, I guess.

With the sounds of new little green dudes approaching the square, Rhodel takes a moment to think in terms of safety and strategy. The guy who threw her the knife is now on top of stage she's by, and so is the gnome.

It seems like a pretty good idea to her as well. Obviously they've demonstrated they can climb well, but as things stand at the moment, Rhodel is all alone more or less. Them climbing up seems less worrisome than a whole bunch of them rushing straight at her.

Rhodel climbs up too. She says "hi, thanks" to the man as she passes him to stand a little behind the gnome. She draws a second knife for her other hand to save herself the trouble later.

She has to ask someone.

"What the hell is all this? What are those things?"


Map link

Goblin group A's turn

Group run: 1d6 ⇒ 4

A second group of goblins comes running fron the south west

Torch goblin 3. Attempts to set the tent in front of them on fire: 1d6 ⇒ 5 The flames begin to consume the cloth.

Goblin 8. Throws torch into the Green striped tent to their north east. Throw, run, scale: 1d6 - 2 + 4 ⇒ (4) - 2 + 4 = 6 Hit! Fire?: 1d6 ⇒ 3 The goblin throws their flaming torch into an open barrel of pickles.

Goblin 3. Sees the galloping horse. Fear?: 1d6 ⇒ 6. They scream and launch an arrow at the beast.Shoot, run: 1d6 ⇒ 6,ace: 1d6 ⇒ 4 total 10-2run = 8 Hit with a raise. Damage, raise: 2d6 ⇒ (5, 3) = 81d6 ⇒ 2. Shaken but no wound. The great beast screams in panic!

Goblin 1. Sees the galloping horse. Fear?: 1d6 ⇒ 2. Failure, Goblin is Distracted Shaking they fire an arrow at the terrible thing with legs! Shoot,run,distracted: 1d6 ⇒ 6, Ace: 1d6 ⇒ 5 Total 11-2-2=7 Hit Damage: 2d6 ⇒ (4, 3) = 7. Failure to shake! Horse is still alive!

Goblin 2. Hears Velrek's shout and replies with an arrow. Shoot,range,run,cover: 1d6 ⇒ 6, ace: 1d6 ⇒ 3 Total 9-2-2-2=3. An arrow thuds into the side of the stage near Velrek.

Goblin musician 2 uncurls a whip from their hip and lashes it towards goblin 9 with a loud crack and a shouted command. Performance to support goblin 9,run: 1d8 ⇒ 11d6 ⇒ 4 Total 4-2=2 failure

Goblin 9. Fascinated by the fire licking at the tent cover they are brought back to the present and a bleeding cheek by a whip-crack! Fumbling they send a second arrow towards Velrek. Shoot, range, run: 1d6 ⇒ 2 Total 2-2-2=-2 Miss. The arrow goes wild and something in the burning eastern tent shatters.

..........................

Started a fire and nearly killed a horse! These must be the competent goblins.


Mirri

I think you might be applying too many penalties. SW lets you ready 2 things as a free action each turn. So call that Sheathing your sword and grabbing the bow. Technically grabbing the quiver would be an action, but I will let you grab 1 arrow for free because it looks cool. If you want the quiver right now that is an action.

So that makes your shot on torch goblin 1 a total of 7(5+2joker) or 5(5+2joker-2MAP) if you snagged the quiver. Either of which is a hit but not a raise. So Damage, joker: 2d6 ⇒ (5, 6) = 11, +2joker for 13. Torch goblin 1 is no longer with us. No bennies used.

The gnome with the large sword sends an arrow from the stage into the chest of the goblin nearest the cathedral.

{First blood Mirri, for this encounter at least.}


Fire check:
Anything smoldering catch?: 1d10 ⇒ 1. Nope.

Does the fire spread? Western tent: 1d6 ⇒ 4. Nope.
Eastern tent: 1d6 ⇒ 6 Yes!

Jzero, Ceri, and Rhodel time to close out the round.

Lucien See any shots you want to take? Staying on hold into next turn? Using the Aim action?


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 7(2); Bennies : 3

Ah, that dang auto zoom-in gets me every time!
And I finally figured out how to rotate the icon to indicate she's floating.

Ceri will float 6" and "run" :

Flying run: 1d6 ⇒ 4

She can do nothing else since they're still out of her Smarts range.

Drat-if only I'd said I was carrying my sling and stones at the beginning!


Male Dhampir Inquisitor N1
Poor Wandering GM wrote:

Fire check:

[dice=Anything smoldering catch?]1d10. Nope.

Does the fire spread? [dice=Western tent]1d6. Nope.
[dice=Eastern tent]1d6 Yes!

Jzero, Ceri, and Rhodel time to close out the round.

Lucien See any shots you want to take? Staying on hold into next turn? Using the Aim action?

Lucien is staying on hold and using the aim action. Only 6 bolts left at this time, so want to make the best of them. Don't savor the idea of entering Melee without my armor.


Ceri Featherwing wrote:

...

She can do nothing else since they're still out of her Smarts range.

...

There are many things you can do. Just off the top of my head you do have other powers.....


Female Human Bard (Novice 1)

Rhodel waits for a decent target while looking over the south end of the square.

"There sure are a lot of them. What do you think they really want?" she says to nobody in particular.


Lucien Voduca wrote:

...

Lucien is staying on hold and using the aim action. Only 6 bolts left at this time, so want to make the best of them. Don't savor the idea of entering Melee without my armor.

You are right next to a cart.. It would mean going off hold but you could make a Notice roll and/or spend a benny to find a shield. Note making the roll and then spending the benny if the roll fails is perfectly legit.

Even if you fail the roll and decline to spend the benny a good description of the action will get you an improvised shield. (either +1 parry or +2 parry-1pace from being unwieldy).

Just something to keep in mind for later.


Rhodel Gantier wrote:

Rhodel waits for a decent target while looking over the south end of the square.

"There sure are a lot of them. What do you think they really want?" she says to nobody in particular.

Not really seeing an action here. Going on Hold? Or not sure what to do? I can offer suggestions if you like.


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

Free cover appreciated. Thank you.


Velrek Savage PF wrote:
Free cover appreciated. Thank you.

You are welcome. Check the poor gobbo's line of sight. They were shooting through a crowded burning tent. Light cover seemed reasonable.


Status check
Map link

Looks like Jzero, Ceri and Rhodel to close us out.

Ceri Are you sticking with not taking an action? Let me know before Jzero takes their turn or you will start turn 2 on Hold

Rhodel Barring further instructions I am making the same call with you. Unless I hear otherwise before Jzero ends the turn you are on Hold next turn.

Jzero You are the linchpin. Close this out and let the turn 2 chaos commence.


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

I believe ZenFox42 (Ceri) does not post after noon, so nothing is likely forthcoming until tomorrow morning (Eastern U.S. Time).

"What they want does not matter," Jzero says in reply to Rhodel. "We can ask any survivors."

He plucks a shuraken from his pouch as he moves purposefully closer to the goblins to the southeast, jumping off the stage and onto a table standing next to a wagon.

This is a normal pace move of 6". Before attacking with his shuriken, does he need to make any athletics rolls for leaping down of the stage or up onto the table? If so, does these count as actions that carry an MAP?

Also, is there any advantage in melee fighting if one is on higher ground than the opponent?

Athletics rolls if needed:

I might as well make the rolls up front in case needed. He is not trying any special, just jumping down and then up.

Athletics: 1d8 ⇒ 6
Wild: 1d6 ⇒ 2
Result: 6

Athletics: 1d8 ⇒ 5
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 3
Result: 6 + 3 = 9


Female Human Bard (Novice 1)

Rhodel won't be advancing toward any goblins; she'll hold her position and wait for them to come. She doesn't have a quiver full of daggers, so taking very long distance chance shots isn't very appealing. She'll want to make sure her throws are as likely as possible to hit given her limited supply. She'll basically be on hold and waiting until the fight comes to her.


Jzero Katzu wrote:

This is a normal pace move of 6". Before attacking with his shuriken, does he need to make any athletics rolls for leaping down of the stage or up onto the table? If so, does these count as actions that carry an MAP?

Nope. Climbing up/down takes an extra inch (rough ground) per inch of climb. But you can also jump up or down .5" as a free action on your move without needing an Athletics test. Neither the stage nor the table were much more than .5" so you are good to move from stage to table without issue.

Jzero Katzu wrote:
Also, is there any advantage in melee fighting if one is on higher ground than the opponent?

Oddly there is not. This bugs me. I want people jumping on tables. Hmmm +1 parry for an advantageous position does not seem too out of line. We'll play it that way for now and see if it is too good.

Thanks for the Zen note. On hold seems reasonable. I hate seeing folks not take actions.

Just your action to close out the round Jzero


Rhodel Gantier wrote:
Rhodel won't be advancing toward any goblins; she'll hold her position and wait for them to come. She doesn't have a quiver full of daggers, so taking very long distance chance shots isn't very appealing. She'll want to make sure her throws are as likely as possible to hit given her limited supply. She'll basically be on hold and waiting until the fight comes to her.

Perfect! That is exactly what I thought you were doing. Glad we are on the same page.


She/Her | Gnome | Rogue | Novice 0 | Bennies: 3/3 | Conviction: 0 | Pace: 5 (running d4) | Parry: 6 | Toughness: 6 (2) | Wounds: 1 | Fatigue: 0

Mirri looks again and realizes she didn't miss after all. It can be hard to tell in the heat of combat.

Thanks, GM! I'll take those Bennies back.


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

Jzero flings a throwing star at the nearest goblin.

Shuriken: 1d8 ⇒ 4
Wild: 1d6 ⇒ 1
Modifier: -2 (medium Range)
Result: 4 - 2 = 2
Nearest Goblin is #7. Miss unless a shaken target has a lower target number.
I'm going to conserve my bennies for now and not reroll.

Shuriken Damage: 1d8 + 1d4 ⇒ (1) + (2) = 3
Raise Damage: 1d6 ⇒ 3


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 7(2); Bennies : 3

PWGM - since you haven't responded to Jzero's last post, may I take an action in this round? And Jzero is right, I check my games once a day, and am done by 8 AM EST.

Ceri shouts "Jzero - ignorance is bliss!" hoping he'll get the meaning to ignore what's about to happen.

Spellcasting & Wild: 1d10 ⇒ 61d6 ⇒ 4

Ceri concentrates. A crouching knight in full armor appears next to Jzero, hunkered down beside him behind the cart. It stands up to its full 6'6", walks toward the goblins in the bottom right part of the map, stops 2" from them, raises its sword high overhead, and roars at them. You can decide (mechanically) how to handle their reaction.

PWGM - the goblins did not see the knight appear from thin air, so how are you going to play this? I would argue that if someone sees a creature walk in from around a corner, or walk out from behind a tree, or stand up from behind a boulder or cart, they don't get an automatic Smarts roll...

9 PP left


A Grand Day Out Turn 1

Setting: Cathedral square Sandpoint. Pleasant late summer evening.
Illumination: Full daylight
Map link

Active spells: Illusion from Ceri turn 2 of 5.

Terrain: Mix of large and small flagstones. Carts and tents are considered rough terrain. The carts and tents contain nothing of combat use, unless you spend a benny or take an action and succeed on a Notice roll to investigate. In those cases they contain anything even vaguely reasonable to find in a large marketplace.
The table by the cart to the NW is on its side facing S-SE
Two of the southern tents are on fire.

Token orientation: An upside down token means the subject is prone or under whatever the token in on. A sideways token indicates the subject is flying/levitating or climbing.

Benny count:
All but Velrek 5
Velrek 6

Initiative:

Velrek, Red Joker!

Jzero, Ace of Clubs

Rhodel, Queen of Clubs. On hold.

Ceri, Jack of Diamonds

thing that may or may not happen, jack of clubs
goblin group A, six of hearts
goblin group B, six of clubs

Mirri, Three of Hearts

Lucien, Two of Spades

Well the baddies are clumped and Velrek is on FIRE!

Jzero and Ceri open this turn with Velrek and Rhodel jumping in where they please

Take it away folks!


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 7(2); Bennies : 3

The knight says "Leave now, or I'll cut you all in two!" and swings his sword back and forth in front of the goblins.

Flying at 3" up.

8 PP left


Male Human Monk Ranks 0, Card: TBD Bennies: 7, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map
Poor Wandering GM wrote:
Well the baddies are clumped and Velrek is on FIRE!

Is Velrik literally on fire, or was that figurative. I don't see any goblin actions that affected him with fire, so I'll assume figurative.

I'll assume Jzero gets a smarts roll to recognize the illusions since he knows the knight was not there a moment ago, plus Ceri's comment gives him a hint.

Smarts: 1d4 ⇒ 3
Wild: 1d6 ⇒ 3

Jzero is mightily confused by the knight. Perhaps he is real and was using something that gave him invisibility until a moment ago. Whatever he is, he is threatening the goblins so he is evidently the enemy of Jzero's enemies, so he's grateful for the help.

Jzero steps into the wagon and takes a martial arts stance, ready to kick or punch any goblin that comes within reach. He draws a shuriken in case the the goblins avoid him for other targets.

Can I specify the following conditions for making an attack? If a goblin gets within melee range he will make a melee unarmed attack. If no goblin gets within melee range once they've all acted, can he make a ranged attack on the nearest one?

Held Action Attack Rolls:
Unarmed: 1d10 ⇒ 10
Ha Cha! Ace! Unarmed, ace: 1d10 ⇒ 1
Wild: 1d6 ⇒ 1
Modifier: +1
Result: 10 + 1 + 1 = 12

Unarmed Damage: 1d8 + 1d6 ⇒ (6) + (2) = 8
unarmed Raise Damage: 1d10 ⇒ 5
AP 2

If his held action ends up being a shuriken attack:
Shuriken: 1d8 ⇒ 8
Shuriken, Ace: 1d8 ⇒ 3
Wild: 1d6 ⇒ 3
Result: 8 + 3 + range modifier if any

Shuriken Damage: 1d8 + 1d4 ⇒ (7) + (2) = 9
Raise Damage: 1d6 ⇒ 1


Jzero Katzu wrote:
Poor Wandering GM wrote:
Well the baddies are clumped and Velrek is on FIRE!

Is Velrik literally on fire, or was that figurative. I don't see any goblin actions that affected him with fire, so I'll assume figurative.

...

Can I specify the following conditions for making an attack? If a goblin gets within melee range he will make a melee unarmed attack. If no goblin gets within melee range once they've all acted, can he make a ranged attack on the nearest one?

Not literally on fire, well not yet. He just drew 2 Jokers in a row. :7)

No problem for the attacks. Mechanically you are going on Hold and dropping out of hold when one of those conditions triggers. Perfectly done.


Velrek and Rhodel acting before the goblins?

Ceri See discussion. I think you are missing an action for your turn.


Ceri
Per discussion thread you are having the Illusory Knight try to intimidate the Goblins

The knight says "Leave now, or I'll cut you all in two!" and swings his sword back and forth in front of the goblins.

Intimidate, wild, unskilled: 1d4 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (2) - 2 = 0 Total 0. The goblins seem to be too angry to be afraid.

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