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

Game Master ZenFox42


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Right. Time to move on.

Ciri and Mirri go on hold. Hop in whenever you like.

Goblin dogs.

Dog 2 tries to unshake: 1d6 ⇒ 2 fail. Gm benny spent to auto unshake]

The goblin dogs attack in a cloud of foul smelling dander.

mechanics:
#1 vs Evesk gang-up +2: 1d6 + 2 ⇒ (5) + 2 = 7
#2 vs Evesk gang-up +2: 1d6 + 2 ⇒ (4) + 2 = 6
#3 vs Evesk gang-up +1: 1d6 + 1 ⇒ (6) + 1 = 7, ace: 1d6 ⇒ 1 Hit.
Damage on Evesk: 1d4 ⇒ 21d6 ⇒ 4 no effect
#4 vs Jzero gang-up +1: 1d6 + 1 ⇒ (1) + 1 = 2

Well that was clearly worth a benny.

Lord Foxglove.
Aldern throws a heavy jug at goblin dog #3. It shatters on the ground nearby. His hunting dog continues to hold the doorway (on hold).

Mechanics:
Athletics, improvised-2: 1d6 - 2 ⇒ (4) - 2 = 2 Miss.

And the surprise. 3 more goblins run in through the open North Gate! The look a bit bedraggled and exhausted but they still have their bows.

Mechanics:
Target Valrek and Ciri are in their short rangedo one arrow each and the odd gob shoots, odd is Valrek: 1d6 ⇒ 1 Valrek.

goblin 1 shoots Valrek,-2 run: 1d6 ⇒ 1
goblin 2 shoots Valrek,-2 run: 1d6 ⇒ 1
goblin 3 shoots Ciri,-2 run: 1d6 ⇒ 1 4 1's in a row!! I'm ruling these fools are nearly out of arrows,

The arrows fly true, assuming the goblins were aiming for the open sky.

GM benny spent


Ciri and Mirri close us out!


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 3, Conv 0, Card TBD

OCC: So Evesk got hit and has potentially taken 2 + 4 damage ?? -- I am only asking because that was followed by "no effect" and not sure what that meant.

Oh and thanks for the previous explanation.


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)
Evesk wrote:

OCC: So Evesk got hit and has potentially taken 2 + 4 damage ?? -- I am only asking because that was followed by "no effect" and not sure what that meant.

Oh and thanks for the previous explanation.

It's less damage than your toughness so other than maybe a bruise later no effect.


SW Damage for Evesk and general interest:

Evesk wrote:

OCC: So Evesk got hit and has potentially taken 2 + 4 damage ?? -- I am only asking because that was followed by "no effect" and not sure what that meant.

Oh and thanks for the previous explanation.

Like Velrek said. SW uses a damage threshold system. If the damage incoming is less that your toughness then it has no effect. If the damage is equal to your toughness you are shaken. Every 4 points the damage is over your toughness means it caused a wound.

In this case the damage was 2 from the weapon (bite) and 4 from the GDog's strength for a total of 6 this is less than your toughness+Armor so the damage was insufficient to cross your threshold and so had no mechanical effect.

Also like Valrek said story wise you might be sporting a bruise or some surface cuts but nothing that requires more that a good wash and a band-aid.

{Please see PFSW core pg 125-128 for all your damage needs ;7)}

tldr. Velrek is correct. Thanks Velrek


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

Sorry I've been absent for so long, life got in the way... Does this happen in the previous round I missed, or in the current round?

Spending a Benny to get 5 PP back.

Ceri attempts to transform into a Stone Elemental, and attack the Goblin next to her :

Spellcasting & Wild,-2 MAP: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (4) - 2 = 2 = Success

Fighting & Wild,-2 MAP: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0 Eh, it was worth a shot...

Notes for the future :
- PWGM, I have long since forgotten what spell I cast on that Goblin, and whether or not its current state gives me a bonus (like Vulnerable), but since a +2 wouldn't help here, I'll determine that later.
- Attack damage is d6+d8.
- I'll determine my current PP and number of Bennies in the near future...


Ceri Featherwing wrote:
Sorry I've been absent for so long, life got in the way... Does this happen in the previous round I missed, or in the current round?

No problem, life happens. This is still turn 4. I just had you and Mirri go on hold to let the NPC's act.

Ceri Featherwing wrote:

Spending a Benny to get 5 PP back.

Notes for the future :
- PWGM, I have long since forgotten what spell I cast on that Goblin, and whether or not its current state gives me a bonus (like Vulnerable), but since a +2 wouldn't help here, I'll determine that later.
- Attack damage is d6+d8.
- I'll determine my current PP and number of Bennies in the near future...

Questions and answers:

1. I am assuming you are landing to make the attack. You could be hovering just off the ground but Earth Elemental says ground to me. Let me know if I'm wrong.

2. Everybody's dice are cold. Wow.

3. You appear to have 3 bennies and 8pp as of the end of this turn.

4. You cast Entangle, but they broke out on their action so it no longer has an effect.

5. Rememder the Elemental's Earth mastery re-roll, another reason to land rather than hover. Reroll -2map: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (3) - 2 = 1 Not that it made any difference at all.

With a solid "Thud!" the former flying half-elf becomes a half size rough stone statue standing on the hard ground. It takes a swing at the rider but fails to connect with the startled goblin.


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 shoots at the goblin rider!

Shooting: 1d6 ⇒ 2
Wild: 1d6 ⇒ 4

If the wild die hits, the arrow does 2d6 ⇒ (4, 3) = 7 damage.


Mirri

Your arrow takes the rider in the calf. They cry out in pain!

mechanics:
Damage 7 vs toughness 6. The Rider is shaken.


Katie, bar the door! turn five

Setting: Sandpoint, just inside the open north gate. Intersection of Church and Tomb streets. Pleasant late summer evening.

Illumination: Full daylight

Terrain: Flat, dry roadbed. Open ground. Buildings. North gate is Open.
The building wall closest to the 3 red x's and teh long red box is lightly on fire. It is not spreading. The water-barrel near the building Aldren is hiding in has been shattered.

Map link.

Active Effects:
Lower trait targeting Evesk's faith -2 die types.
Ciri shapechange to small earth elemental 2 of 5 rounds used.

Benny count:{Please double check that this jibes with he bennies you think you should have}
Mirri 3
Evesk 4
Ciri 5
Velrek 8
Jzero 8
GM Bennies used 3
Dog rider bennies used 0

Initiative:

Mirri, Joker, bennies added
Goblin Dogs, joker, bennies added

Warchanter, ace of clubs

Velrek, Nine of clubs
Jzero, Eight of diamonds

Goblin Dog rider, seven of hearts

Ciri, Seven of clubs

Goblins, five of spades

Aldern & Dog, five of hearts
Evesk, Four of hearts

I was wondering where the Jokers were.

Token breakdown.
Side of the Angels:
.The person in the central building is Aldren Foxglove.
..The White dog/Frost Wolf marked 1 is Aldren's prize hunting dog.

Side of the Other:
.There are 3 goblin bodies under the X's in the long red box.
..The rat/dog things marked 1 through 4 between Evesk and Jzero are hideous Goblin dogs. You know these things are bred as hunting/guard dogs by some tribes. They are fast and their bite carries a disease or venom that has been likened to a dozen wasp stings. Not lethal but VERY painful.
....The guitar player marked 2 is a goblin Warchanter. A bard able to cast some useful magic and bolster their fellows. They are armed with a whip, a bow and a crude knife/shortsword.
.....And last but not least the fine gentleman in the north-central part of the map is a goblin, larger than the rest riding a larger than normal Goblin dog and wielding a bow and a crude Pole-arm.
========================================================================

Everyone as usual please feel free to ask questions/make suggestions.


goblin dogs choose to go first

Mirri If you want to try to preempt them then make a free Athletics roll with a target of: 1d6 ⇒ 4. If you meet or beat that you will go before the goblin dogs. If not you will act immediately after them. On a crit fail you will likely go last but you would still have the Joker +2

Mechanics:

Dog 1 and 3 attack Evesk. Dog 4 attacks Jzero. Dog 2 attacks, odd is Evesk: 1d6 ⇒ 6 Evesk.

Gdog 1, Fighting test to pull Evesk off balance, +2 gang-up, +2 joker: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5. Evesk resists: 1d8 ⇒ 41d6 ⇒ 2 Test succeeds Evesk is vulnerable.

Gdog 3, Push Vs Evesk, +1 gang-up, +2 joker, +2 vulnerable target: 1d6 ⇒ 6 ace 1: 1d6 ⇒ 1 total 12. Evesk resists with Athletics. +2 shield: 1d8 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (2) + 2 = 4 total 9. Attacker succeeds. Evesk is pulled. Evesk Athletics to stay standing: 1d8 ⇒ 81d6 ⇒ 3 ace irrelevant. Success Evesk remains on their feet.

Gdog 2, Fighting attack on Evesk, +2 gang-up, +2 joker, +2 vulnerable target: 1d6 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7 GM benny re-roll: 1d6 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11 total 11 vs parry 8 hit. Damage,+2 joker: 1d6 ⇒ 41d4 + 2 ⇒ (2) + 2 = 4 total 8 vs toughness 9. No effect

Gdog 4 Fighting attack on Jzero, +2 gang up, +2 joker: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7 total 7 vs parry 7 hit. damage, joker: 1d6 + 2 ⇒ (2) + 2 = 41d4 ⇒ 3 damage 7 vs toughness 7 Jzero is shaken. Jzero vigor to overcome toxic bite: 1d8 ⇒ 51d6 ⇒ 2 success toxin resisted.

The dogs harry Evesk pulling him off balance and away from Jzero.

Jzero trying to support Evesk takes a bite that staggers him with pain for a moment.

Evesk is Vulnerable until the end of their next turn. Jzero is shaken.

Pausing to allow Mirri to interrupt/act if desired

GM Benny used


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

Jzero will spend a benny to remove the shaken condition.


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

Jzero, I don't know how many Bennies you have, but at the beginning of your action this round, you get an automatic Spirit roll as a Free Action to recover from Shaken. It's always best to try it first, then if you fail but still want to act, then spend the Bennie.

PWGM - thanks for the PP and Benny count. I forgot I was flying, definitely moving down the ground before transforming. What is "the Elemental's Earth mastery re-roll"?


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

It sounds like Jzero will be better off not spending the benny until seeing if the spirit roll is successful. If some opportunity to act occurs before then, I can still spend the benny to make it possible if it matters. Thanks for the tip.


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

Athletics: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6+1d6 ⇒ 2= 8 Athletics


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 is going to take 2 actions, and the multi-action penalty will be offset by the Joker.

Mirri will attempt a Test against the gobbo bard to try and make it Vulnerable. She lines up a shot and sends an arrow right past his nose.

Shooting: 1d6 ⇒ 6+1d6 ⇒ 2 = 8 to try to make goblin Vulnerable (resist w/Agility)
Wild: 1d6 ⇒ 6+1d6 ⇒ 2

Then Mirri sends an arrow to (hopefully!) hit the villain!

Shooting: 1d6 ⇒ 4
Wild: 1d6 ⇒ 1

Assuming a 4 hits, that does Damage: 2d6 ⇒ (3, 5) = 8 + Sneak Attack if Applicable: 1d6 ⇒ 2 = 10 damage

If a 4 doesn't hit or a 10 doesn't cause a Wound, Mirri will spend a Benny.


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

Ceri attacks the mounted goblin next to her (please let me know if there are any bonuses or penalties in play) :

Fighting & Wild: 1d6 ⇒ 41d6 ⇒ 1 Spending a Benny...

Fighting & Wild: 1d6 ⇒ 61d6 ⇒ 2
Fighting ACE!: 1d6 ⇒ 4 = 10

And does
Damage: 1d6 + 1d8 ⇒ (6) + (1) = 7
Damage ACE!: 1d6 ⇒ 5 = 12
Damage from Raise (if applicable): 1d6 ⇒ 1

2 Bennies, 8 PP

I Googled Earth Mastery Re-roll and found that in PF and D&D, earth elementals get a +1 to hit and +1 damage if both they and their opponent are on the ground. But you mentioned a "re-roll" - what exactly does that allow me to do? Does it mean that I don't have to spend a Benny for the second roll? Thanks!


Jzero Katzu wrote:
Jzero will spend a benny to remove the shaken condition....It sounds like Jzero will be better off not spending the benny until seeing if the spirit roll is successful. If some opportunity to act occurs before then, I can still spend the benny to make it possible if it matters. Thanks for the tip.

No problem, it is a rules mastery trick that sounds like it should be cheating/cheese but it really isn't. You are gambling not needing to spend the benny to un-shake vs. the chance for a critical failure on the roll to unshake.


Mirri Brightstep wrote:

Athletics 8

You easily act before the Goblin dogs. You total here was 10 as the Joker applies to this roll as well.

Mirri Brightstep wrote:

Mirri is going to take 2 actions, and the multi-action penalty will be offset by the Joker.

Mirri will attempt a Test against the gobbo bard to try and make it Vulnerable. She lines up a shot and sends an arrow right past his nose.

Shooting test total 8. Warchanter resistance: 1d8 ⇒ 71d6 ⇒ 5 Test succeeds. Warchanter is Vulnerable until the end of their next turn.

Mirri Brightstep wrote:
Then Mirri sends an arrow to (hopefully!) hit the villain!

Shooting total 6 (4+2 vulnerable target) Damage 10 vs toughness 6(2) is 1 wound. Warchanter attempts to soak: 1d6 ⇒ 31d6 ⇒ 6 Success, ace irrelevant.

The startled Warchanter now has an arrow sticking out of their shoulder guard

Mirri Brightstep wrote:
If a 4 doesn't hit or a 10 doesn't cause a Wound, Mirri will spend a Benny.

you hit and caused a wound, even if it was soaked, so I did not activate your benny reroll

Warchanter Benny used


Valrek & Jzero are up!

Ciri you are posting early but that should not be a problem. Unless you tell me otherwise this action will happen once your turn gets here.


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

To remove shaken condition.
Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 5
Success.

Jzero punches the goblin dog in front of him.

Unarmed: 1d10 ⇒ 4
Wild: 1d6 ⇒ 4
Modifier: +1
Unarmed Damage: 1d8 + 1d6 ⇒ (2) + (1) = 3
unarmed Raise Damage: 1d10 ⇒ 7
AP 2

Nary an ace, alas.


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 once again to sweep his sword through the warchanter and rider...

2H sword: 1d8 + 1 - 2 ⇒ (2) + 1 - 2 = 1
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (5) + (9) = 14

Benny that attack!!!!
2H sword: 1d8 + 1 - 2 ⇒ (7) + 1 - 2 = 6
wild: 1d6 ⇒ 5


Velrek

You actually have 3 targets for your sweep, Warchanter, Rider, and dog/mount. Since you mentioned them I will apply the attacks in Chanter->Rider->Mount order.

Mechanics Warchanter:
To hit (6+2 vulnerable target)=8 vs parry 5 is a hit. Damage 14 vs toughness 6 is 2 wounds. Warchanter benny to soak: 1d6 ⇒ 51d6 ⇒ 4 One wound soaked, one wound taken.

Reaching forward your sword slices across the Warchanter's chest drawing blood. (1 wound)

Mechanics Rider:
To hit 6 vs parry 6 is a hit. Damage Rider: 1d8 + 1d10 ⇒ (8) + (7) = 15 Damage 15 vs toughness 6 is 2 wounds. Rider benny tosoak: 1d6 ⇒ 51d6 ⇒ 3 One wound soaked, one wound taken.Ride to remain mounted, -1 wound: 1d8 ⇒ 11d6 ⇒ 1 Critical failure, rider takes damage as if mount was running damage: 1d4 + 1d4 ⇒ (4) + (1) = 5ace: 1d4 ⇒ 4 ace: 1d4 ⇒ 3 Fall damage 12 vs toughness 6 is one wound. Rider benny to soak, -1 wound: 1d6 ⇒ 31d6 ⇒ 1Rider Benny re-roll, -1 wound: 1d6 ⇒ 41d6 ⇒ 1 GM benny re-roll, -1wound: 1d6 ⇒ 51d6 ⇒ 4 Wound soaked. Rider on foot, prone with 1 wound

The deadly arc continues as the Rider is hit and hurled from their mount landing hard on the stony ground. (1 wound)

Mechanics Mount:
To hit 6 vs parry 5 is a hit. Damage Mount: 1d8 + 1d10 ⇒ (6) + (5) = 11 Damage 6 vs toughness 5 is shaken.

The tail end of the strike sparks off the Goblin-dog's metal bit causing the beast to rear up in panic (shaken)

Oof that was a tough turn for the Rider. Can they recover?
1 Warchanter, 1 GM, and 3 Rider bennies spent


Jzero

Mechanics:
Total of 5 vs parry 5 is a hit. Damage 3 vs toughness 4 is no effect

The cur before you yelps in protest and bears it teeth in anger. (no effect)


Rider

Mechanics:
Spirit to unshake, -1 wound: 1d6 ⇒ 11d6 ⇒ 4 total 3, fail.

Flustered and aching the rider clumsily scrambles to their feet.


Ceri

Mechanics:
Fighting total 10 vs parry 6 is a hit with a raise. Damage 13 vs toughness 6 is one wound. Rider is at 2 wounds

Your stone fist backhands the goblin across the face spraying their black blood in an arc. (1 wound)


goblins

throwing down their bows the goblins charge the mighty swordsman (Velrek) who just cut their leader!

mechanics 1:
Stab, +2 wild attack, +4 gang-up: 1d6 + 6 ⇒ (5) + 6 = 11 Total 11 vs parry 7 is a hit with a raise. Damage,+2 wild attack, raise: 1d4 ⇒ 41d4 ⇒ 11d6 ⇒ 2ace: 1d4 ⇒ 2 Total 11 vs toughness 9 is shaken.

mechanics 2:
Stab, +2 wild attack, +4 gang-up: 1d6 + 6 ⇒ (2) + 6 = 8 total 8 vs parry 7 is a hit. damage, +2 wild attack: 1d4 ⇒ 31d4 ⇒ 1 Total 6 vs toughness 9, no effect

mechanics 3:
Stab, +2 wild attack, +4 gang-up: 1d6 + 6 ⇒ (4) + 6 = 10 Total 10 vs parry 7 is a hit. damage, +2 wild attack: 1d4 ⇒ 11d4 ⇒ 1 total 4 vs toughness 9, no effect.

It is not so much that they wound you but their swarming and screaming activates some atavistic fear. (you are shaken)


Aldern and dog.

Seeing Evesk in trouble Aldern sends his hunting dog into the fray!

mechanics:
Corner of building prevents free attack by Gdog 2. fighting trick on Gdog 4, no gang-up: 1d6 ⇒ 5 total 5. opposed roll: 1d6 ⇒ 3 Trick succeeded. Gdog #4 is Vulnerable.

The hunting dog harries their prey forcing it to pay attention to too many targets. (Goblin Dog #4 is Vulnerable)

Aldren continues to exhort Evesk to greater effort! "Stand strong Noble Warrior!"

Support Evesk: 1d8 ⇒ 7 success. +1 to your next roll Evesk


Evesk you are up.

Your Vulnerable status will fade at the end of this turn, barring crit fails or the like. And in any case it does not effect rolls that you make. So it can be ignored.

You also have a +1 that applies to your next roll.

What do you 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)

"Aha! I have you all right where I want you!"

In his mind, This might suck...


Evesk attacks the Goblin Dog to his left so that he can perhaps move back to the corner where he can have more defensible position.

Warhammer Attack: 1d8 ⇒ 3
Wild Die: 1d6 ⇒ 3
Benny Point
Warhammer Attack: 1d8 ⇒ 5
Wild Die: 1d6 ⇒ 1


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 3, Conv 0, Card TBD

OCC: Sorry had to suddenly step away for while and had not finished by previous post. I think this concludes it.

Warhammer Damage: 2d6 ⇒ (4, 2) = 6


Evesk

Your hammer just catches the goblin-dog as it leaps about. The force of the blow bowls it over but it quickly scrambles to its feet.

mechanics:
To hit roll of 5 (+1 from Aldern) for a total of 6. Parry is 5 so a hit. Damage of 6 ap1 vs toughness 5(1) means the foe is shaken. Nice hit.

Making you spirit roll to shrug off the Lower trait: 1d8 ⇒ 71d6 ⇒ 6. Ace: 1d6 ⇒ 6 further rolls not needed. Spell is broken.


Katie, bar the door! turn sic

Setting: Sandpoint, just inside the open north gate. Intersection of Church and Tomb streets. Pleasant late summer evening.

Illumination: Full daylight

Terrain: Flat, dry roadbed. Open ground. Buildings. North gate is Open.
The building wall closest to the 3 red x's and the long red box is lightly on fire. It is not spreading. The water-barrel near the building Aldren is hiding in has been shattered.

Map link.

Active Effects:.
Ciri shapechange to small earth elemental 3 of 5 rounds used.

Benny count:{Please double check that this jibes with he bennies you think you should have}
Mirri 3
Evesk 3
Ciri 2
Velrek 7
Jzero 8
GM Bennies used 5
Dog rider bennies used 3
Warchanter bennies used 2

Initiative:

Aldern & Dog, Ace of Spades

Goblin Dogs, ace of hearts
Warchanter,ace of clubs
Goblins, king of hearts
Goblin Dog rider, jack of diamonds

Evesk, Ten of clubs
Ciri, Five of Clubs
Velrek, Eight of Spades
Mirri, Three of Clubs
Jzero, Two of hearts

WOW that was a bad draw! Remember you can spend a benny to get a new card.(core pg 119) If you want to do this let me know ASAP. If a post has happened and you benny a better card than that post you will likely be treated as being on hold. I.e. you go now rather than ret-conning unless it is something important.

Token breakdown.
Side of the Angels:
.The person in the central building is Aldren Foxglove.
..The White dog/Frost Wolf marked 1 is Aldren's prize hunting dog.

Side of the Other:
.There are 3 goblin bodies under the X's in the long red box.
..The rat/dog things marked 1 through 4 between Evesk and Jzero are hideous Goblin dogs. You know these things are bred as hunting/guard dogs by some tribes. They are fast and their bite carries a disease or venom that has been likened to a dozen wasp stings. Not lethal but VERY painful.
...A handful of goblins have arrived via the open north gate.
....The guitar player marked 2 is a goblin Warchanter. A bard able to cast some useful magic and bolster their fellows. They are armed with a whip, a bow and a crude knife/shortsword.
.....And last but not least the fine gentleman in the north-central part of the map is a goblin, larger than the rest riding a larger than normal Goblin dog and wielding a bow and a crude Pole-arm.
========================================================================

Everyone as usual please feel free to ask questions/make suggestions.


Aldren and dog.

Aldren throws a clay wine jug out of the window. It hits the nearest goblin -dog solidly in the head. Wine and/or blood splash everywhere as the Goblin beat falls and does not rise again!

Mechanics:
Incoming! -2 improvised: 1d6 ⇒ 6, ace: 1d6 ⇒ 1total of 6+1-2 or 5 to hit TN 4 vs GDog 2. Damage: 1d6 ⇒ 31d6 ⇒ 6, ace: 1d6 ⇒ 2 total of 11 vs. toughness 5(1) is a wound! Dog is down!

Aldren's dog harries the beast before it but the goblin dog proves illusive.

Mechanics:
Fighting test to keep Gdog unhinged: 1d6 + 2 ⇒ (2) + 2 = 4. Agility to resist: 1d6 ⇒ 6, ace irrevelent, trick failed.


goblin dogs

#1 and #3 attack Evesk

#4 attacks (1-2 hunting dog, 3-4 Jzero, 5-6 Evesk roll: 1d6 ⇒ 5 Sorry Evesk)

#1 tries to un-shake: 1d6 ⇒ 4 Success!
The goblin dog lands a bite beneath your left arm but your trusty mail leaves no purchase for its teeth. (no effect)

mechanics:
Attack, +2 gang-up: 1d6 + 2 ⇒ (6) + 2 = 8, ace: 1d6 ⇒ 4 total 12. Vs. Parry 8 is a hit with a raise! damage: 1d4 ⇒ 21d6 ⇒ 41d6 ⇒ 1 total 7 vs toughness 9. No effect. Rats!

#3 Tries to find an opening but is intercepted by your shield.

mechanics:
attack, +2 gang-up: 1d6 + 2 ⇒ (1) + 2 = 3 no effect

#4 Distracted by the wine and blood it misses its shot.
mechanics:
attack, +2 gang-up: 1d6 + 2 ⇒ (3) + 2 = 5 no effect

Well that was depressing. More in the morning


From the discussion page

Velrek bennies a new card. Queen of Clubs.

Revised initiative

Aldern and dog. acted

Goblin dogs. acted
Warchanter. ace of clubs
Goblins. king of hearts

Velrek. Queen of Clubs.

goblin rider. jack of diamonds

Evesk, Ten of clubs
Ciri, Five of Clubs
Mirri, Three of Clubs
Jzero, Two of hearts


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 post might take a while. Obviously Velrek will sweep and likely use most of his Bennies...

First, he tries to shake off the brusing and slightly crowded feeling he currnetly has.

Spirit: 1d6 ⇒ 4
wild: 1d6 ⇒ 2

Velrek smiles and lets out a loud war cry while swinging his large sword in an almost full circle.

Starting at the Big dog and rider, moving to wolf, chanter and each Gobbo in turn.

Big pupper
2H sword: 1d8 + 1 - 2 ⇒ (1) + 1 - 2 = 0
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (3) + (6) = 9

Meh.

Rider:
2H sword: 1d8 + 1 - 2 ⇒ (1) + 1 - 2 = 0
wild: 1d6 ⇒ 5
damage: 1d8 + 1d10 ⇒ (7) + (5) = 12

OK, will Bennie that one.

2H sword: 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (7) + (3) = 10

random cursing

Wolf
2H sword: 1d8 + 1 - 2 ⇒ (8) + 1 - 2 = 7
fighting xplode: 1d8 ⇒ 3
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (3) + (9) = 12

Chanter
2H sword: 1d8 + 1 - 2 ⇒ (6) + 1 - 2 = 5
wild: 1d6 ⇒ 6
damage: 1d8 + 1d10 ⇒ (2) + (9) = 11
wild xplode: 1d6 ⇒ 5

Gobbo 3
2H sword: 1d8 + 1 - 2 ⇒ (2) + 1 - 2 = 1
wild: 1d6 ⇒ 6
damage: 1d8 + 1d10 ⇒ (8) + (2) = 10

Gobbo 1
2H sword: 1d8 + 1 - 2 ⇒ (5) + 1 - 2 = 4
wild: 1d6 ⇒ 5
damage: 1d8 + 1d10 ⇒ (2) + (9) = 11

Gobbo 2
2H sword: 1d8 + 1 - 2 ⇒ (1) + 1 - 2 = 0
wild: 1d6 ⇒ 3
damage: 1d8 + 1d10 ⇒ (2) + (8) = 10

/sigh.


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)

Wait, you can Bennie again and again, correct? If so, i'll push another Bennie in on the attack on the rider.
2H sword: 1d8 + 1 - 2 ⇒ (6) + 1 - 2 = 5
wild: 1d6 ⇒ 6
damage: 1d8 + 1d10 ⇒ (6) + (8) = 14
wild xplode: 1d6 ⇒ 4


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)

Oops, missed a wild xplode on Gobbo 3
wild xplode: 1d6 ⇒ 6

Oh. Ouch...
wild xplode x2: 1d6 ⇒ 1


Velrek You got lucky with the draw but you still act after the Warchanter and the Goblins.


warchanter.

The Warchanter tries to pull themselves together but trips on a loose stone and falls down hard. Even over the screaming/singing goblins you hear their head hit the ground.

mechanics:
Spirit to un-shake: 1d6 ⇒ 11d6 ⇒ 1 critical failure. The warchanter is stunned!


goblins

The three screaming goblins dance around you with their jagged knives and though some blows hit, your armor and your flashing sword prevent injury.

mechanics:
All attack Velrek. Sorry V you are the only target.

#1stab, +4 gang-up: 1d6 + 4 ⇒ (6) + 4 = 10 total 10 vs parry 7. A hit. damage: 1d4 ⇒ 31d4 ⇒ 3 total 6 vs toughness 9, no effect.

#2stab, +4 gang-up: 1d6 + 4 ⇒ (5) + 4 = 9 total 9 vs parry 7. A hit. damage: 1d4 ⇒ 41d4 ⇒ 1 ace=-: 1d4 ⇒ 1 total 6 vs toughness 9, no effect.

#3stab, +4 gang-up: 1d6 + 4 ⇒ (2) + 4 = 6 total 6 vs parry 7 no effect.

Ok I need better mooks!


Velrek's big swing.

[Parental warning for violence]

Your sword carves a literal arc of death through the goblins surrounding you. The dismounted goblin rider is spun by your blow but recovers. Their mount was not so lucky as you open a long gash down their side. The warchanter is hit as they are trying to stand and fall again. Only the favor of their dark gods keeping them alive. The three other goblins were not so favored and fall silently to the ground.

You are left in relative peace, staring into the mad eyes of the former rider with the chanter coughing in the background.

mechanics:
There is no big pupper. The rider token represents the dismounted former goblin rider. Rolls for the pupper ignored. This should have no impact on the turn

Rider total 9 vs parry 6 is a hit. Spending a benny to re-roll an attack does not also reroll the damage so taking the first damage roll of 12ap2 vs toughness 6(2) is 2 wounds on the button.

Wolf (former goblin mount) Total 11 vs parry 5 is a hit with a raise.
Damage total (12 + raise: 1d6 ⇒ 2) 14ap2 vs toughness 5(1) is 2 wounds.

Warchanter You missed the wild die acing here: 1d6 ⇒ 2. Total of 7 vs parry 1 (normal parry 5, -2 vulnerable, -2 prone. Don't fall down in melee kids!) is a hit with a raise. Damage total (11raise: 1d6 ⇒ 3) 14. 14ap2 vs toughness 6(2) is 2 wounds.

Goblin #3 Total 12 vs parry 3 (5-2vulnerable) is a hit with a raise. Damage of (10+raise: 1d6 ⇒ 3 13ap2 vs toughness 4 is 2 wounds.

Goblin #1 Total 4 vs parry 3 (5-2vulnerable) is a hit. Damage 11ap2 vs toughness 4 is 1 wound.

Goblin #2 Total of 2 vs parry 3 (5-2vulnerable) is a miss.

Responses.
Rider spends a benny to soak: 1d6 ⇒ 61d6 ⇒ 3 ace: 1d6 ⇒ 4 total (10-2 wounds) 8 both wounds soaked.

Warchanter spends a benny to soak: 1d6 ⇒ 21d6 ⇒ 4. GM benny to soak: 1d6 ⇒ 21d6 ⇒ 4 total (4 -1wound) 3 is a failure. 2 wounds taken.


goblin (former) rider.

The rider tries to carve an escape route straight through Ceri's stone body!
Their makeshift pole-arm clatters uselessly off the sorcerer's stone form.

mechanics:
target odds Ceri: 1d6 ⇒ 1 wild attack,-2wounds: 1d8 ⇒ 41d6 ⇒ 5 total of (5-2wounds) 3 vs parry 5. miss


Evesk, Ciri, Mirri, and Jzero.

Time to clean up!


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

Before I act, why is my token off the map? It's been awhile, but I believe I was somewhere near both Goblin riders (while they were still riding), maybe to the south-west of them.


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

Jzero tries to strike down the dog in front of him and if successful, attack the next one he can reach. If necessary he will take two punches to take out the first.

Unarmed: 1d10 ⇒ 1
Wild: 1d6 ⇒ 1
Modifier: +1

Something went wrong. I'll let the GM describe what. Then let me know Jzero's options for taking his second attack or a different action.


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 3, Conv 0, Card TBD

OCC: Owe that is going to surely hurt regardless


Ceri Featherwing wrote:
Before I act, why is my token off the map? It's been awhile, but I believe I was somewhere near both Goblin riders (while they were still riding), maybe to the south-west of them.

Hmmm your token is on the map. Look to the left of the g-dog rider and you will see your earth elemental form. You have 2 rounds left before you have to end or extend the spell.

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