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

Game Master ZenFox42


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Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

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


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


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- 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 2; Conviction 0; PP 11/15;

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


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

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

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

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

and a bolt of fire streaks out towards him, doing

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

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

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

Everyone else is up!


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

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

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

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


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

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

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

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

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

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

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

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

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


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

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


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- 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 2; Conviction 0; PP 11/15;

I will spend the Benny.

Vigor: 1d8 ⇒ 4

Wild: 1d6 ⇒ 6

Explosion: 1d6 ⇒ 4

So that is a 10 to soak the wounds.

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

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

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

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

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


Halfling Male Halfling Ranger Ranks 1, Card: TBD Bennies: 4, Convictions: 0, Pace: 5 (running die d4), Parry: 7, Toughness: 7(2), Wounds: 0, Fatigue: 0

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

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


Evesk?


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 5 / 10

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

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

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


The cat tries to shake off Crastor's attack :

Spirit & Wild: 1d8 ⇒ 21d6 ⇒ 2

Spending a Benny...

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

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

And attacks Crastor :

Fighting & Wild: 1d8 ⇒ 11d6 ⇒ 5

but misses.


Round summary

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

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

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

Johhan's swing misses the cat.

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

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


Round 4!

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

Crastor:
Attacking cat; 3 Bennies, 11 PP, Status : Normal, SitMods : None, Spell Effects : None

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

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

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

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

Goblin:
Attacking ?; 3 Bennies, 16 PP, Status : Normal, SitMods : None, Spell Effects : +4 Damage (ends Round 4)

Cat:
Attacking Yohhann; 3 Bennies, 0 PP, Status : Nomal, SitMods : None, Spell Effects : None

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

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

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

Jzero is on Hold, so Crastor is up!


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- 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 2; Conviction 0; PP 11/15;

Crastor tries to strike the cat once more.

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

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

Fighting Die Explosion: 1d12 ⇒ 1

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

Raise: 1d6 ⇒ 4


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

The goblin appears from out of the vines.

Jzero is up!


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

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

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

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


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

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