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)

Velerk helps out by quietly saying "Ye gods, that stench!" and taking a look in.

notice: 1d6 - 2 ⇒ (4) - 2 = 2
wild: 1d6 - 2 ⇒ (5) - 2 = 3

He shrugs and steps back. "And I thought uncle Jithro's was bad..."


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor grunts in disgust as he looks around.

Notice: 1d6 - 2 ⇒ (3) - 2 = 1

Wild: 1d6 - 2 ⇒ (1) - 2 = -1


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

Ceri looks around :

Notice & Wild,-2: 1d6 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (2) - 2 = 0

but the smell makes her eyes water.


Evesk, Johhann?
I'll wait a day or two, then 'bot these rolls, since they're important.


Johhann :
Notice&Wild,-2: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (1) - 2 = -1

Evesk :
Notice&Wild,-2: 1d4 - 2 ⇒ (1) - 2 = -11d4 - 2 ⇒ (2) - 2 = 0

WOW! Everybody failed! What are the odds? (Well, I could calculate them, but...)

There's a door in the northwest corner of the tiny room (map updated). You open it and see stairs heading down.

What do you do? Previously y'all had decided to clear this floor before descending, just checking that's still what you want to do...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

"Eh. Well, let's stick with the plan. I think we've almost cleared the top here."


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor moves swiftly from the terrible odor and listens at the next door as he searches for traps.

Keep going in order.


The nearest unopened door is on the south side of the hall that this room is connected to.

From now on, if you don't hear anything or detect any traps, I'm just going to say "You open the door".

You open the door, and see a room where a low round table almost fills it, surrounded by small chairs (map updated).

There's only 3 unexplored rooms now : C11, C16, and C17. Rather than having y'all give me walking directions, just name the next room you want to explore, and I'll describe it. FWIW, you're closest to C17. First person to post gets to pick!


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 points at the door to C17.
"Closest door?"


Sorry, my bad, C17 is the room with the horse, I forgot to un-black it after you'd been in it. To move thing along, there is a door on the south side of the open courtyard C15 (which you're in, in order to get to C17) that you haven't opened yet...

You open the door, and see shelves lining the walls holding crude tools, nets, and riding tack for goblin dogs. In the NE corner there is a large
L-shaped wooden cage that fills the north and east walls which contains dozens of rabbits. (C16, map updated)

Since there's only one room left...

You leave the open yard thru the SW door, go south, go east, and check out the door in the short hall leading to the trophy hall.

You probably skipped it the first time you went past it because it's nailed shut.

A Strength-2 roll or a Thievery roll will open it after several minutes' work.


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)

"Another blocked door. Well, if there's someone or something dangerous behind it, they know we're here by now."

He takes out his crowbar and goes to work on the door.

"Be ready just in case."
He leaves his sword very close by, ready to drop the crowbar and grab it if needed.

str: 1d10 - 2 ⇒ (10) - 2 = 8
wild: 1d6 - 2 ⇒ (4) - 2 = 2

str xplode: 1d10 ⇒ 3


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor draws his weapon and readies himself for the worst.


Velrek makes quick work of the door with one mighty heave. Behind it is a room half-filled with crates, barrels, and large sacks. A hole has
been chopped into the bottom of one of the barrels, and on the floor in front of it are pickles and brine. The room stinks of vinegar. (Map updated)

You hear Ripnugget grumble thru his gag.

The floor has been cleared! Which stairs do you want to take, the one south of C18 or the one to the NW of C18? 24-hour rule of 2, engage!
Jzero - please see Discussion.


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 puts the crowbar away.
"Well, if he is grumbly, let's search this place well..."
notice if needed: 1d6 ⇒ 4
wild: 1d6 ⇒ 5


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Crastor nods and helps search.

Notice: 1d6 ⇒ 4

Wild: 1d6 ⇒ 2


You don't find anything that's hidden or out of the ordinary.

Votes for which stairwell to use (see my previous post)?


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)

1 vote for the northern one. The other one looks more like the 'main' staircase and if there are any goblins left, is more liekly to be guarded.


ALL - the new map is now linked to the "Thistletop Level 1" link in Jzero's tag line (his most recent post is in Discussion, you can click on the link there).
Jzero - thanks!

Since no one's voted otherwise, the "24 hour" rule kicks in, and y'all are taking the NW stairs down.

At the bottom of the stairs, you come to a door. Since there's no choice, I'll move things along...

You open it and see a fairly large room that is filled by a large table surrounded by several chairs. There is a slate board leaning up against one wall, and while the goblin's chalk scribblings are unreadable, there's a fairly decent map of Sandpoint on it. This is probably the room where the recent attack was planned.

Map updated.

If anyone wants to do anything in here, let me know and we can ret-con it if needed.

There's two doors out, one in the SW corner and one in the SE corner.

Votes?


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 will take a look around, in case anything useful is sitting under the table or similar. The he points to the door towards D15 "Shall we skirt the edges?"


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

"Maybe we should take the map and make a copy of these scribbles. I can't read them, but maybe someone in Sandpoint can tell us if there is any valuable information here." Crastor says.

Crastor will then go and check the door that Velrek suggested.


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)

"huh. Good idea."


Just to be clear, the map of Sandpoint is also drawn in chalk on the slate board.


Anyone going to copy the scribbles that are on the slate? It'll take maybe 10 minutes, since they're not in any language you know...

Crastor opens the door, and sees a large room with another large table, covered with books, scrolls, stone tablets and fragments of carvings that look like pieces of statues. On the north wall a set of shelves going from floor to the ceiling hold a large number of picks, shovels and...brushes?

Map updated.

Everyone make a Common Knowledge roll at -2 to know what the tools might be used for.

I need another "group" Notice roll - whoever posts first makes the "main" roll. If they succeed, no one else needs to roll. If they fail, everyone make a Support Notice roll. No penalties.


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 thinks it's worth the 10 minutes. We don't seem to be 'hurried' right now.

common knowledge: 1d4 - 2 ⇒ (3) - 2 = 1
wild: 1d6 - 2 ⇒ (6) - 2 = 4
wild xplde: 1d6 ⇒ 1

[b]"Hmm. Those look familiar..."[/ooc]


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Common Knowledge: 1d4 - 2 ⇒ (2) - 2 = 0

Wild: 1d6 - 2 ⇒ (4) - 2 = 2

Crastor looks around the area.

Notice: 1d6 ⇒ 2

Wild: 1d6 ⇒ 5


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

Common Knowledge: 1d4 ⇒ 3
Wild: 1d6 ⇒ 1
Modifier: -2 (GM)

Jzero doesn't recognize the tools immediately. He looks over the books to get an idea of topics if he can read the writing on the spines.


Velrek once knew someone who was into studying the ancient history of Golarion (is that the name of this planet? - I'm not much up on the Pathfinder worlds...) by digging up bones and artifacts from the ground. She used tools like these.

Crastor notices a lot of dirt in a path on the floor leading to the SW corner of the room. Upon investigation, he finds a secret door! Opening it, you see a flight of steps leading down.

Map updated.

WHat do you all do?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

/snaps fingers.
"Oh yes! A cousin of the farmers three houses over traveled a lot. part of some society or something,always came back with old bones and what she ca;;ed 'artifacts' but just looked like someone broke their mug or bowl. She used lots of big words. Said she was an Arch Ologist. Never saw her cast any spells though."

Party go down the hole?


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

"Golarion is ancient with many powerful individuals and groups who have died and been buried by the sands of time. They have sometimes left powerful artifacts that become the coveted prizes of those who would follow them to greatness. Perhaps that is at the heart of this mystery."


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

"I say we finish this level before going down further. Getting caught from both sides would not be good." Crastor says as he points towards an unsearched door on that level.

Crastor votes for the SE door in Room 14. If others agree he walks over and searches the door. He listens as well in case he can hear something from the other side.


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)

Temporary brain gaseousness on my part. When i posted I had forgotten that we had already gone down one level!

"Her prize find was a pinky toe of some giantkin. Wore is on a chain around her neck. Odd woman. Nice, but odd. Oh, yes, Crastor. clearing this level is sound logic!"


You open the door, and find a hallway that ends with another door. You open it, and find a small room. Along the bottoms of the walls are crude drawings made from mud and blood. Most of them show goblins fighting humans, dogs, and horses. But one picture is bigger and more detailed - it shows Thistletop from the side, with a goblin stockade covering the entire town like an umbrella. A cave is drawn in the center of the city, and standing in front of it is an immense, muscular goblin with snake-like eyes and a huge dogslicer in each taloned hand. Going by the scale of the drawing, this goblin must be about 30 feet tall.

If anyone wants to do or say anything in here, we can ret-con it...

You open the only other door in the room, and see a hallway. When you go down it a bit, you reach an intersection with three other hallways.

Map updated.

East, west, or south?


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 stops to look at the , er, artwork.
"They've been planning this for some time."
He looks closer at the gargantuan figure, glances to the tied up and gagged so called king and back to the wall.
"I hope this is some gobbo wanting to kiss ass and not to scale."


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

Jzero takes in the drawings, unsure what they might mean, if anything. He continues on, watchful for real threats rather than imaginary ones.


East, west, or south hall (see map)?

24-hour rule of two : as soon as at least two players agree on a direction, we'll take that. If one player posts a choice and no one else posts within 24 hours, we'll take that.


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 points at the double doors. "Double the doors, double the chance of Goblins, right?"


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

"Sure." Crastor says with a shrug. He turns and goes to the double doors to look for traps and listens before motioning Jzero forward if there is no apparent danger.


You open the door, and see a very large, ornate room (map updated). Stone fountains filled with dark water are in the corners on either side of the double doors. Two rows of pillars run the length of the room. At the far end, a series of steps lead to an elevated area. The walls surrounding this area are lit by hanging braziers that glow with a red light that lights the carvings etched into the stone walls showing countless monsters feasting on fleeing humans.

A black marble altar stone covered in ashes and bone fragments sits before a ten-foot-tall statue standing in an alcove. The sculpture depicts a very pregnant but otherwise shapely naked woman who wields a heavy, curved, short blade in each taloned hand and has a long reptilian tail, birdlike taloned feet, and the snarling head of a three-eyed jackal with a forked tongue. The left blade gives off an orange light while the right one glows blue.

If anyone has the Occult skill, please make a roll.

What do you all do?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

"Well, this gives off evil worship vibes..."


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

Jzero can tell the image probably is of some dark, evil goddess worshiped by the goblins or perhaps their mysterious collaborator. Otherwise, he can't identify it further. He cautiously approaches the dark water fonts, supposing they are not fit for normal uses, and then works his way around the room, checking for any useful items or clues as to the identity of the source of this evil.


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)

"Can anyone do that magic detect thing? Part of me wants to check those blades, part of me not..."


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

"Not I. I have some tricks I have picked up, but nothing that would tell me what is happening here." Crastor says as he looks around.


Once everyone is in the room, you all hear an almost-eardrum-blowing shriek from all four corners of the room. It is sure to be heard from several hundreds of feet away.

Everyone make a Spirit roll. Failure means you run off in a random direction for your full Pace *plus* your Running die (probably a d6).
You can decide if you were close enough to the double doors to run out into the hall, or just run around within the room.
Also, everyone is automatically Shaken.

Looking up, you can see four winged creatures that look like jackals with smoking red eyes and black fangs. They begin to fly down to you.

I'll start Round 1 once everyone's made their Spirit rolls.


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 ⇒ 4

Velrek jumps. Velrek hates jump scares. He growls at the things.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Spirit: 1d6 ⇒ 4

Will: 1d6 ⇒ 1

Crastor grips the handle of his warhammer more tightly and prepares to strike down these new foes.


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

Spirit & Wild: 1d8 ⇒ 41d6 ⇒ 4

Ceri winces and covers her ears quickly, but seems ready to fight if needed.


Spirit rolls, everyone?


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

Spirit: 1d6 ⇒ 6
Spirit, ace: 1d6 ⇒ 1
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 6
Wild, Ace^2: 1d6 ⇒ 4

Jzero's meditation training kicks in and he doesn't even flinch, although the sounds are still disturbing.


Rolling for Evesk...

Spirit & Wild: 1d8 ⇒ 11d6 ⇒ 2

Evesk screams, and starts running around the room at random, sometimes running into the columns.

It's at this point the creatures attack...

Will try to get a "Round 1" post up later today...


Round 1!

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

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

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

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

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

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

Statuses
None

Engagements
None

Modifiers
None

Initiative
Flyers – AD
Crastor - KH
Ceri - 9D
Evesk - 5D
Velrek – 4C
Jzero - 2D

Regarding Bennies, I took the last “Round N!” post that I made, which I’m pretty sure had your Bennies up to date, then scanned all the following posts to see where someone had spent a Benny on a Skill roll. If you’re keeping track of your Bennies, and don’t agree with what I have behind your spoiler, please let me know.

Helpful strategies : DaRules say that if they swoop down and attack you and fly back up, you get a Free withdrawl attack unless they have the Extraction Edge (which they do). BUT, if you go on Hold, you can wait until they approach and attack them first. Unfortunately, that won't help you this round since they act first. So, everyone go on Hold this round, and you'll still be on Hold next round, whenever they attack. Unless you have a Ranged attack, in which case ignore all of the previous, and use it on your Turn.

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