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

Game Master ZenFox42


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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)

My bad. Knew it was one attack roll, forgot it was individual damage!

rando Gobbo damage: 1d10 + 1d10 ⇒ (4) + (2) = 6

Gecko damage: 1d10 + 1d10 ⇒ (6) + (1) = 7

Well. That was a bit of a let down. :)


Round 2 summary :

Ripnugget attacks both Jzero and Velrek, but does no damage.

The gecko attacks Jzero, but does no damage.

Crastor hits goblin #4 and rattles it (Shaken).

Evesk swings at goblin #6 but misses.

Ceri punches goblin #2 and kills it.

The regular goblins don't do any damage at all to anyone.

The goblin mage reduces Velrek's fighting ability.

Velrek makes a mighty swing with his sword, killing goblin #5, and rattling goblin #1 and the gecko.
Velrek - please make a Free Spirit roll to determine if your Fighting die goes back to d8 or not.

Johhann - you always add any bonuses to both the skill die and the Wild die, so that was an 11, Raise. Regardless of the die results, *always* please add a d6 "Damage Raise" die roll after your regular Damage roll, thanks!
There is no map for this battle, we're doing Theater of the Mind for all battles...

Damage Raise: 1d6 ⇒ 3
Johhann fires a bow at goblin #7 and rattles him.

Jzero punches Ripnugget, rattling him.


Round 3!

Ceri:
4 Bennies, 12 PP, Status : Normal, SitMods : LLV, Spell Effects : ShapeChange (round 2)

Crastor:
4 Bennies, 6 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
4 Bennies, 5 PP, Status : Hold, SitMods : LLV, Spell Effects : None

Johhann:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Jzero:
2 Bennies, 0 PP, Status : Fighting d6; SitMods : None, Spell Effects : None

Velrek:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Goblin #1:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin #3:
Status : Normal, SitMods : None, Spell Effects : None

Goblin #4:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin #6:
Status : Normal, SitMods : None, Spell Effects : None

Goblin #7:
Status : Stunned+Shaken, SitMods : None, Spell Effects : None

Goblin #8:
Status : Normal, SitMods : None, Spell Effects : None

Gecko:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin king:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin mage:
4 PP; Status : Normal, SitMods : None, Spell Effects : None

Engagements
I messed up in previous rounds, mixing goblins #4 and #8 with Ceri and Crastor. To keep it simple, I'm swapping which goblins they're engaged with.
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Goblin#1 & Velrek
Goblin#3 & Evesk
Goblin#4 & Crastor
Goblin#6 & Evesk
Goblin#8 & Ceri

Modifiers
Ripnugget, Gecko and Goblin#1 have +1 Gang-up bonus against Jzero and Velrek
Goblin#3 and Goblin#6 have +1 Gang-up bonus against Evesk
Jzero’s Fighting is reduced to d8

Initiative
Goblin mage – JOKER! +2 to all rolls!
Goblins – KC
Evesk - 9S
Ripnugget – 7D
Johhann - 5D
Ceri - 5C
Crastor - 4H
Velrek – 4C
Jzero - 2D

The goblin mage tries to cast a spell on Johhann :
Performance & Wild,+Joker: 1d8 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (5) + 2 = 7
ACE!: 1d8 ⇒ 1 = 11, Raise

Johhann suddenly can't remember exactly how to use his bow anymore.
Johhann - your Shooting skill is now d4. At the end of each of your turns, make a Free Spirit roll. Success returns you to d6, a Raise (or a subsequent Success) to d8.

Whole lotta goblin rolls:

Goblin#1 attempts to recover from Shaken :
Spirit: 1d6 ⇒ 2 = Failure

Goblin#3 attacks Evesk :
Fighting,+1 Gangup: 1d6 + 1 ⇒ (5) + 1 = 6
And misses.

Goblin#4 attempts to recover from Shaken :
Spirit: 1d6 ⇒ 3 = Failure

Goblin#6 attacks Evesk :
Fighting,+1 Gangup: 1d6 + 1 ⇒ (2) + 1 = 3
And misses.

Goblin #7 attempts to recover from the Stun :
Vigor: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 1 = Success
Goblin #7 attempts to recover from Shaken :
Spirit: 1d6 ⇒ 2 = Failure

Goblin#8 attacks Crastor :
Fighting: 1d6 ⇒ 3
And misses.


TL;DR : none of the goblins even hit anybody.

Evesk 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)

Spirit: 1d6 ⇒ 1
wild: 1d6 ⇒ 3


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 got a success on his spirit roll to recover from the lowered fighting die, so I believe his fighting die is now d8.


Yes, I said so in the "Modifiers" section of the Round 3 post above...


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

Evesk is getting rather annoyed at how these desplorable small creatures keep avoiding his swings and is more determined than ever to make one count.

Attack: 1d8 ⇒ 3
Wild: 1d6 ⇒ 2

OCC: Well dang Evesk is just doing rather miserable in the hitting the bad guys department.


Ripnuggent tries to recover from Jzero's attack :
Vigor & Wild: 1d6 ⇒ 31d6 ⇒ 6
ACE!: 1d6 ⇒ 3 = 9, Raise

And again shouts "Die, longshanks, die!"

He attacks Jzero :
Fighting & Wild,+Gang-up: 1d10 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (5) + 1 = 6
And hits, doing
Damage: 1d6 + 1d8 ⇒ (2) + (1) = 3
Which doesn't break his skin.

He attacks Velrek :
Fighting & Wild,+Gang-up: 1d10 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (1) + 1 = 2
And hits, doing
Damage: 1d6 + 1d8 ⇒ (3) + (7) = 10
Which rattles him.
Velrek, you are Shaken. You can spend a Bennie now, or wait until your turn to see if you can roll to recover, then spend a Bennie if you fail and really want to act.

The gecko attacks Velrek :
Fighting & Wild,+Gang-up: 1d6 + 1 ⇒ (1) + 1 = 2
And misses.

Johhann, Ceri, Crastor, Velrek, and Jzero are up, in any order!


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

Taking aim once again, Johhann suddenly finds himself at a loss for how to properly aim this bow. He feels like this is the first time he has ever fired this weapon, and is completely overwhelmed by the sudden loss of knowledge.
Not wanting to let his teammates down, he switches to his hand axe and moves forward into the fray.

Not too sure if I can switch weapons, move and attack all in one action, so I will assume his confusion adds to this turns action


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 5; Conviction 0; PP 6/15;

Crastor swings at the goblin in front of him.

Attack #4.

Warhammer: 1d8 ⇒ 1

Wild: 1d6 ⇒ 4

Nope.


Johhann - changing weapons is a Free Action, and since we're in TotM there's some goblin within 6" of you (Free Action), so go ahead and pick a goblin number make a 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)

Spirit: 1d6 ⇒ 6
spirit xplode: 1d6 ⇒ 4
wild: 1d6 ⇒ 4

Velrek shakes off the blow and returns the favor on the Goblin leader.

2H sword: 1d6 + 1 ⇒ (4) + 1 = 5
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 4
damage: 1d10 + 1d10 ⇒ (6) + (3) = 9
raise damage?: 1d6 ⇒ 5


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
GM_ZenFox42 wrote:
Yes, I said so in the "Modifiers" section of the Round 3 post above...

It was listed as d6 in Jzero's status spoiler. I didn't notice the different value in the modifiers. Sorry.

Jzero tries to steady his mind and focus on the goblin chieftain and ignore the mounting chaos around him. Some of his confidence is returned by striking the leader and then deflecting his counterattack.

Unarmed: 1d8 ⇒ 3
Wild: 1d6 ⇒ 4
Modifier: +1 (monk bonus)
Spending a benny to reroll.

Unarmed: 1d8 ⇒ 2
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 1
Modifier: +1 (monk bonus)
Result = 6 + 1 + 1 = 8

Unarmed Damage: 1d8 + 1d6 ⇒ (7) + (5) = 12
unarmed Raise Damage: 1d10 ⇒ 10
unarmed Raise Damage, Ace: 1d10 ⇒ 2
AP 2 (monk)

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.

Spirit: 1d6 ⇒ 6
Spirit, Ace: 1d6 ⇒ 6
Spirit, Ace^2: 1d6 ⇒ 1
Wild: 1d6 ⇒ 1
To return fighting die to d10. Now I get the raise when it doesn't matter.


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

Jzero - sorry I forgot to update your spoiler status. I always wondered if anyone ever checked them... ;)

Ceri punches goblin #8 again :

Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 2
ACE!: 1d8 ⇒ 7 = 15, Raise

Doing

Damage: 1d8 + 1d10 + 1d6 ⇒ (2) + (5) + (5) = 12

And he falls to the ground, dead.


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 attacks the goblin with his axe (going after goblin mage)

Attack: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1

Damage: 2d6 ⇒ (4, 6) = 10
Wild: 1d6 ⇒ 3


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)

End of the round spirit roll to remember which end of the sword is the slashy end.

Spirit: 1d6 ⇒ 5
wild: 1d6 ⇒ 1


I forgot to see if the gecko recovers from being Shaken before attacking Velrek :

Spirit: 1d6 ⇒ 5


Round 3 summary :

The goblin mage casts a spell on Johhann, reducing his ability to use his bow.

Evesk swings at a goblin, and misses.

Ripnugget attacks Jzero, but does no damage. He then attacks Velrek, and rattles him.

The gecko attacks Velrek, but misses.

Crastor attacks a goblin, and misses.

Velrek shakes off Ripnugget's blow, and attacks Ripnugget, but doesn't penetrate his armor. He does shake off the mage's spell.

Jzero attacks Ripnugget, putting him off balance. He recovers from the mage's spell.

Ceri attacks a goblin, killing him.

Johhann swings at a goblin with his axe, but misses.
Johhann - please make a Free Spirit roll to determine if your Shooting die goes back up in Round 3. On a Success, it goes to d6, on a Raise (or a subsequent Success), it goes back to d8. Until then, you keep the +1 regardless.


Round 4!

Ceri:
4 Bennies, 12 PP, Status : Normal, SitMods : LLV, Spell Effects : ShapeChange (round 4)

Crastor:
4 Bennies, 6 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
4 Bennies, 5 PP, Status : Hold, SitMods : LLV, Spell Effects : None

Johhann:
4 Bennies, 0 PP, Status : Shooting d4(?), SitMods : None, Spell Effects : None

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

Velrek:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Goblin #1:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin #3:
Status : Normal, SitMods : None, Spell Effects : None

Goblin #4:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin #6:
Status : Normal, SitMods : None, Spell Effects : None

Goblin #7:
Status : Shaken, SitMods : None, Spell Effects : None

Gecko:
Status : Normal, SitMods : None, Spell Effects : None

Goblin king:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin mage:
4 PP; Status : Normal, SitMods : None, Spell Effects : None

Engagements
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Goblin#1 & Velrek
Goblin#3 & Evesk
Goblin#4 & Crastor
Goblin#6 & Evesk

Modifiers
Ripnugget, Gecko and Goblin#1 have +1 Gang-up bonus against Jzero and Velrek
Goblin#3 and Goblin#6 have +1 Gang-up bonus against Evesk
Johann’s Shooting is reduced to d?.

Initiative
Ripnugget – JOKER! +2 to all rolls!
Crastor - AH
Goblin mage – QD
Velrek – 9S
Ceri - 8S
Goblins – 7C
Evesk - 6D
Johhann - 5C
Jzero - 4H

Huh - a 9-hi straight (but not in the order they were dealt...)

Ripnugget tries to shake off Jzero's attack :
Spirit & Wild,+Joker: 1d6 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (5) + 2 = 7 = Success

Ripnugget attacks Jzero :
Round 4!

Ceri:
4 Bennies, 12 PP, Status : Normal, SitMods : LLV, Spell Effects : ShapeChange (round 4)

Crastor:
4 Bennies, 6 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
4 Bennies, 5 PP, Status : Hold, SitMods : LLV, Spell Effects : None

Johhann:
4 Bennies, 0 PP, Status : Shooting d4(?), SitMods : None, Spell Effects : None

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

Velrek:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Goblin #1:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin #3:
Status : Normal, SitMods : None, Spell Effects : None

Goblin #4:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin #6:
Status : Normal, SitMods : None, Spell Effects : None

Goblin #7:
Status : Shaken, SitMods : None, Spell Effects : None

Gecko:
Status : Normal, SitMods : None, Spell Effects : None

Goblin king:
Status : Shaken, SitMods : None, Spell Effects : None

Goblin mage:
4 PP; Status : Normal, SitMods : None, Spell Effects : None

Engagements
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Goblin#1 & Velrek
Goblin#3 & Evesk
Goblin#4 & Crastor
Goblin#6 & Evesk

Modifiers
Ripnugget, Gecko and Goblin#1 have +1 Gang-up bonus against Jzero and Velrek
Goblin#3 and Goblin#6 have +1 Gang-up bonus against Evesk
Johann’s Shooting is reduced to d?.

Initiative
Ripnugget – JOKER! +2 to all rolls!
Crastor - AH
Goblin mage – QD
Velrek – 9S
Ceri - 8S
Goblins – 7C
Evesk - 6D
Johhann - 5C
Jzero - 4H

Huh - a 9-hi straight (but not in the order they were dealt...)

Ripnugget tries to shake off Jzero's attack :
Spirit & Wild,+Joker: 1d6 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (2) + 2 = 4

Ripnugget attacks Jzero :
Fighting & Wild,+Gang-up,+Joker: 1d10 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (3) + 3 = 6
And hits, doing
Damage: 1d6 + 1d8 ⇒ (1) + (5) = 6
But doesn't break his skin.

Ripnugget attacks Velrek :
Fighting & Wild,+Gang-up,+Joker: 1d10 + 3 ⇒ (7) + 3 = 101d6 + 3 ⇒ (1) + 3 = 4
And hits, doing
Damage: 1d6 + 1d8 ⇒ (5) + (7) = 12
Which throws him off his balance (Shaken).

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 5; Conviction 0; PP 6/15;

Crastor tries to smash the annoying goblin!

Warhammer: 1d8 ⇒ 8

Wild Die: 1d6 ⇒ 2

Warhammer Ace: 1d8 ⇒ 7

Warhammer Damage+1AP: 2d6 ⇒ (4, 6) = 10

Warhammer Damage Ace+1AP: 1d6 ⇒ 6

Warhammer Damage Ace+1AP: 1d6 ⇒ 1

Attack Raise: 1d6 ⇒ 2


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

Spirit to get bow useage back!: 1d6 ⇒ 5
Wild 1d6 ⇒ 5


Johhann - your Shooting is now a d6!

The goblin mage pulls out a standard goblin sword and attacks Ceri :

Fighting & Wild: 1d6 ⇒ 11d6 ⇒ 1

And drops it. And falls flat on his face when he bends down to pick it up. But he stands up again right away.

Velrek and Ceri 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)

Spirit: 1d6 ⇒ 2
wild: 1d6 ⇒ 3
Will spend a Benny to act.

Velrek shakes his head and makes sure Jzero is on the other side of the Goblin boss and swings his sword in a wide arc again.
Remembered the newer errata, sweep only suffers the -2 if using a one handed weapon.

2H sword: 1d8 + 1 ⇒ (8) + 1 = 9
attack xplode: 1d8 ⇒ 6
wild: 1d6 ⇒ 3

damage, Da Boss: 1d10 + 1d10 ⇒ (2) + (5) = 7
damage raise on da boss?: 1d6 ⇒ 4

damage, Da Gecko: 1d10 + 1d10 ⇒ (1) + (5) = 6
damage raise on gecko?: 1d6 ⇒ 2

damage, Da poor last gobbo: 1d10 + 1d10 ⇒ (5) + (7) = 12
damage raise on gob?: 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

Evesk feels anger at himself welling up inside, its a stupid little Goblin he has killed many of these despicable vermin why is this one being so difficult. "Die like you ought to you piece of waste!"

Attack: 1d8 ⇒ 7
Wild: 1d6 ⇒ 3
Damage: 1d6 + 1d8 ⇒ (5) + (8) = 13
OCC: In case you can Ace damage rolls
Ace: 1d8 ⇒ 3


Evesk - both attack rolls and Damage rolls can always Ace. But please always add a separate "Damage Raise" roll after your Damage rolls, in case the attack roll is a Raise (which in this case it wasn't), thanks!


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

Ceri approaches goblin #7 and attacks :

Fighting & Wild: 1d8 ⇒ 51d6 ⇒ 2

And hits, doing

Damage: 1d8 + 1d10 ⇒ (5) + (6) = 11

punching it in the stomach so hard that she kills it.


Goblin #4 tries to recover :
Spirit: 1d6 ⇒ 4

and attacks Crastor :

Fighting: 1d6 ⇒ 1
And misses wildly.

Goblin #6 attacks Evesk :

Fighting: 1d6 ⇒ 1
And misses badly.

Johhann and Jzero are up!


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

Feeling some of his ability with the bow come back, Johhann still uses his axe to hack at the magical goblin.

Fighting: 1d8 ⇒ 1
Wild: 1d6 ⇒ 3

Damage: 2d6 ⇒ (3, 6) = 9
Wild: 1d6 ⇒ 4

Can I use a bennie to re-roll the attack??

Attack: 1d8 ⇒ 8
explode: 1d8 ⇒ 6

Wild: 1d6 ⇒ 6
explode: 1d6 ⇒ 6
explode again!:1d6 ⇒ 5

Damage: 2d6 ⇒ (6, 3) = 9
Wild: 1d6 ⇒ 2

1 damage explode;1d6 ⇒ 3


Johhann - you can always use a Benny to re-roll attack and damage rolls (and any other Skill roll).
However, Damage rolls don't get Wild die rolls.
But, since your attack roll got a Raise, you would add a d6 "Damage Raise" roll (please *always* add this roll after every Damage roll in the future, thanks!).
And, always please make your exploding re-roll *immediately* after the roll that exploded.
So, I'm taking the "Wild" roll after the Damage roll as the "exploding" roll, and the "damage explode" roll as the "Damage Raise" roll, so there's nothing you need to do to fix things this time.


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 deftly blocks the attempt by the chief to harm him, then counter-attacks with a spin kick, hoping to kick some humility into him.

Unarmed: 1d10 ⇒ 10
Unarmed, Ace: 1d10 ⇒ 2
Wild: 1d6 ⇒ 3
Modifier: +1 (monk bonus)
Result = 10 + 2 + 1 = 13

Unarmed Damage: 1d8 + 1d6 ⇒ (5) + (2) = 7
unarmed Raise Damage: 1d10 ⇒ 3
AP 2 (monk)

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.


Round 4 Summary
-Ripnugget attacks Jzero with his goblin sword, but doesn’t break his skin.
-Ripnugget hits Velrek with his goblin sword, and throws him off-balance (Shaken).
-Crastor attacks goblin #6, and his warhammer smacks him right in the belly and smashes him in two.
-The goblin mage attacks Ceri, and slips and falls on his face.
-Velrek’s sweeping attack staggers the goblin king and the gecko, and kills goblin #1 with a swipe across his abdomen.
-Evesk attacks goblin #3, and cleaves it in two (guess the anger helped… ;)
-Ceri punches goblin #7 so hard in the stomach that it gasps loudly and falls down dead.
-Goblin #4 attacks Crastor, who sidesteps as the last second.
-Goblin #6 attacks Evesk, who parries the attack with his weapon.
-Johann attacks the goblin mage, planting his axe in-between his ribs and killing him.
-Jzero’s kick hits Ripnugget in the head, leaving him dazed (Shaken and Distracted).

ALL - please see Discussion...


Round 5!

Ceri:
6 Bennies, 12 PP, Status : Normal, SitMods : LLV, Spell Effects : ShapeChange (round 5)

Crastor:
6 Bennies, 6 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
6 Bennies, 5 PP, Status : Hold, SitMods : LLV, Spell Effects : None

Johhann:
5 Bennies, 0 PP, Status : Shooting d6, SitMods : None, Spell Effects : None

Jzero:
4 Bennies, 0 PP, Status : Normal; SitMods : None, Spell Effects : None

Velrek:
5 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Goblin #6:
Status : Normal, SitMods : None, Spell Effects : None

Gecko:
Status : Normal, SitMods : None, Spell Effects : None

Goblin king:
Status : Shaken, Distracted, SitMods : None, Spell Effects : None

Engagements
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Goblin#6 & Evesk

Modifiers
Johann’s Shooting is reduced to d6?

Johhann – please make another Spirit roll to see if your Shooting increases back to d8, thanks!

Initiative
Crastor - JOKER! +2 to all rolls, everyone gets a Benny! Above spoilers reflect the current Benny count, including the last Joker.
Ripnugget – 9C
Evesk - 8S
Goblins – 6S
Ceri - 4D
Velrek – 3H
Johhann - 3C
Jzero - 2H

Crastor is up! Don't forget the +2!


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 5; Conviction 0; PP 6/15;

Crastor moves over to smack the lizard.

Move and attack Rignugget.

Warhammer: 1d8 + 2 ⇒ (5) + 2 = 7

Wild Die: 1d6 + 2 ⇒ (2) + 2 = 4

Warhammer Damage+1AP: 2d6 + 2 ⇒ (3, 5) + 2 = 10

Raise: 1d6 + 2 ⇒ (6) + 2 = 8

Ace: 1d6 + 2 ⇒ (2) + 2 = 4


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

spirit roll: 1d6 ⇒ 1
wild: 1d6 ⇒ 3


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

Finally having dealt one of these vermin a serious injury, he is pleased but also seeing these creatures are falling he tries to incite them a bit more so they will not give into their more cowardly natures, he then speaks out vehemently in Goblin as he continues to attack.

Goblin:
"Every one of you worthless dregs will be left for the maggots and that is too good for your kind. Even if that means hunting your miserable foul smelly bodies down should your deep seeded cowardess rise to the surface like the scum it is." He proceeds to use a few other choice Goblin phrases in an attempt to enrage them.

Attack: 1d8 ⇒ 3
Wild: 1d6 ⇒ 1


Crastor - just to be clear, Ripnugget is a goblin, who's riding the "lizard" (gecko). I'll assume you're attacking the goblin.
And FYI, +2 to "all" rolls doesn't include the Raise Damage die, and never applies to any Ace re-rolls, because the +2 was already included in the original roll. So if your attack had been a Raise, your Damage would have been an 18 instead of a 22 - make sense?

Crastor’s warhammer lands a solid blow to Ripnugget’s abdomen, knocking the wind out of him and breaking a few ribs (1 Wound).

Velrek and Jzero get a +1 Gang-up to their attacks because Crastor has joined them.


Ripnugget tries to clear his head :
Spirit & Wild,-Wound: 1d6 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (6) - 1 = 5
ACE!: 1d6 ⇒ 3 = 8, Success

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

Ripnugget attacks Velrek :
Fighting & Wild,-Wound,Distracted: 1d10 - 3 ⇒ (2) - 3 = -11d6 - 3 ⇒ (3) - 3 = 0
Velrek sidesteps his blade.

Who?: 1d3 ⇒ 2 Alphabetically, that's Jzero.

Ripnugget attacks Jzero :
Fighting & Wild,-Wound,Distracted: 1d10 - 3 ⇒ (2) - 3 = -11d6 - 3 ⇒ (2) - 3 = -1
Jzero ducks under his blade.

Goblin #6 attacks Evesk :
Fighting: 1d6 ⇒ 3
And his swing goes wide.


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

Ceri approaches the goblin attacking Evesk and attacks it :

Fighting & Wild,Gangup: 1d8 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (1) + 1 = 2

And hits, doing

Damage: 1d8 + 1d10 ⇒ (1) + (9) = 10

Her punch strikes his head so hard you can hear his skull crack, and he drops to the ground, dead.

Her spell ends, and she reverts back to her normal self. She rises up to the ceiling to keep an eye on everything, in case more goblins come in thru the doors.

Velrek, Johhann, and Jzero 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)

Taking advantage of Crastor's entry into the adult fighting table, Velrek strikes at the Goblin leader.

2H sword plus gang up: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
wild: 1d6 + 1 ⇒ (1) + 1 = 2
damage: 1d10 + 1d10 ⇒ (3) + (1) = 4
raise damage?: 1d6 ⇒ 1

Going to benny that sad, sad damage.

damage: 1d10 + 1d10 ⇒ (1) + (8) = 9
raise damage?: 1d6 ⇒ 5


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, seeing that the chief is injured, aims his next punch to the head and puts only enough force into it to knock him out, as he hopes to keep him alive for questioning and perhaps returning him to Sandpoint for judgment.

Unarmed: 1d10 ⇒ 4
Wild: 1d6 ⇒ 2
Modifier: +1 (monk bonus) + 1 (gang-up)
Result = 4 + 2 = 6

Unarmed Damage: 1d8 + 1d6 ⇒ (7) + (4) = 11
unarmed Raise Damage: 1d10 ⇒ 10
unarmed Raise Damage, Ace: 1d10 ⇒ 10
unarmed Raise Damage, Ace^2: 1d10 ⇒ 9
Raise Damage = 10 + 10 + 9 = 29
AP 2 (monk)

That might hit, but just in case, spending a benny for a reroll of the attack dice. It would be nice to end this, assuming the other goblins will give up when their chief is down.

Unarmed: 1d10 ⇒ 1
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 3
Modifier: +1 (monk bonus) + 1 (gang-up)
Result = 6 + 3 + 2 = 11


Johhann?

Jzero - by declaring that you were targeting his head, that becomes a "Called Shot", which imposes a -4 penalty to the Fighting attack, so while you still hit, you did not get a Raise. But your Shaken on top of Velrek's Shaken does inflict a second Wound on the goblin king.


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

Sorry..been sick all week. Time just seemed to fly by!

Seeing the Goblin King wounded, Johhann moves forward to attempt a strike on the creature.

Attack: 1d8 ⇒ 3
Wild: 1d6 ⇒ 1

Using bennie
Attack: 1d8 ⇒ 6

Damage: 2d6 ⇒ (3, 5) = 8
Raise( if needed): 1d6 ⇒ 2


Round 5 Summary
Crastor’s warhammer lands a solid blow to Ripnugget’s abdomen, knocking the wind out of him and breaking a few ribs (1 Wound).
Ripnugget attacks Velrek, who sidesteps his blade.
Ripnugget attacks Jzero, who ducks under his blade.
Evesk attacks goblin #6, but the goblin deflects his attack with his weapon.
Goblin #6 attacks Evesk, but his swing goes wide.
Ceri approaches the goblin attacking Evesk and attacks it - her punch strikes his head so hard you can hear his skull crack, and he drops to the ground, dead.
Velrek swings his sword at the goblin king, drawing a thin line of blood across the arm (Shaken).
Jzero punches the goblin king hard in the head, and draws blood (1 Wound).
Johhann swings at the goblin king, who leans back on his gecko at the last second.

NOTE : even tho Crastor’s, Velreks's, and Jzero’s attacks were only Shakens, DaRules say that if a Shaken creature becomes (only) Shaken again, that inflicts a Wound!


Round 6!

Ceri:
6 Bennies, 12 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Crastor:
6 Bennies, 6 PP, Status : Normal, SitMods : None, Spell Effects : None

Evesk:
6 Bennies, 5 PP, Status : Hold, SitMods : LLV, Spell Effects : None

Johhann:
5 Bennies, 0 PP, Status : Shooting d6, SitMods : None, Spell Effects : None

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

Velrek:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Goblin #6:
Status : Normal, SitMods : None, Spell Effects : None

Gecko:
Status : Normal, SitMods : None, Spell Effects : None

Goblin king:
Status : 2 Wounds, Shaken, SitMods : None, Spell Effects : None

Engagements
Jzero & Ripnugget & Gecko
Velrek & Ripnugget & Gecko
Crastor & Ripnugget & Gecko
Johhann & Ripnugget & Gecko

Modifiers
Jzero, Velrek, Crastor, and Johhann have +2 Gang-Up against Ripnugget and the Gecko

Initiative
Crastor - JD
Johhann - 10C
Evesk - 9H
Goblins – 8H
Velrek – 6S
Ceri - 6C
Jzero - 3D
Ripnugget – 2S

Crastor, Johhann, and Evesk are up!


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

I'll have to remember to indicate when something is just RP talk and when it is intended as a special action like a called shot. I was just narrating that he was going for nonlethal damage. Sorry that wasn't clear. I would suggest that if a player doesn't specify 'called shot,' then don't assume they were going for the extra damage and maybe just indicating what the character hopes happens as part of the regular fighting.


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 5; Conviction 0; PP 6/15;

Crastor swings at Rignugget once more!

Warhammer: 1d8 + 2 ⇒ (2) + 2 = 4

Wild Die: 1d6 + 2 ⇒ (4) + 2 = 6

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

Raise: 1d6 ⇒ 5

I have too many Bennies, so lets spend one and re-roll. I am not sure if I should re-roll the damage as well. I am but if I Should not be just use the above damage.

Warhammer: 1d8 + 2 ⇒ (5) + 2 = 7

Wild Die: 1d6 + 2 ⇒ (1) + 2 = 3

Warhammer Damage+1AP: 2d6 ⇒ (4, 2) = 6

Raise: 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

Being of a smaller stature, Johhann decides to stop trying to hit the mounted goblin, and takes aim at the gecko mount instead.

Fighting: 1d8 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 ⇒ 5
Damage: 2d6 ⇒ (5, 5) = 10
Raise: 1d6 ⇒ 6

It's what bennies are used for...right!! lol I too am going to reroll

Fighting: 1d8 + 2 ⇒ (6) + 2 = 8
Wild: 1d6 ⇒ 4

Also not sure if I need to re-roll my damage or not, but if possible I would like to keep what I rolled above!!


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 a small crowd around the Goblin leader and another Goblin still mostly unoccupied Evesk heads over to it and proceeds to engage it.

OCC: Evesk heads over to Goblin 6

Attack: 1d8 ⇒ 1
Wild: 1d6 ⇒ 4
Damage: 1d6 + 1d8 ⇒ (5) + (5) = 10


ALL - while I've been narrating that your attacks hit the target in the arm, leg, or head while technically you're targeting their torso just for variety, you need to be careful about doing the same. But in the future, I will ignore any such descriptions unless you specifically use the phrase "called shot", which has specific consequences in SW.

Johhann - re-rolling the attack roll is independent of the damage roll; if after re-rolling the attack you *wanted* to re-roll the damage, you'd have to spend another Benny.

The goblin attacks Evesk :
Fighting: 1d6 ⇒ 1

But Evesk sees it coming and dodges out of the way.

Velrek and Jzero are up!

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