| Aubster |
”Good eyes. Aye, let’s sneak in. Get into position and then kill the bloody lot of them.” Valghaz said, lifting his pick up to make the point.
[dice=Stealth 20+20]1d100
The suddenly speedy and sneaky dwarf quietly scouts the warehouse. He spots a total of 12 guards, grouped in pairs, evenly spread out around the warehouse. The only side of the huge building that doesn’t seem guarded is the river side, where a dock lets barges tie up directly to the warehouse. The dock disappears inside the warehouse.
Basically the very back of the warehouse is open and the dock goes into the warehouse which lets barges tie up, out of the elements. It’s impossible to see from the land but it’s a safe assumption that there are entrances into the main part of the building from the dock area. After all, there has to be some way to move goods from a barge into the warehouse proper without having to go all the way around to the other side.| Aubster |
Darkest Doomed wrote:It’d be an easy stealth (+40) attempt to ambush them with a ranged attack. If you charge out of the fog for a melee attack, the odds are decent that you would get a surprise round before the guards react - it’d be a challenging perception test for the guards to hear you coming at them. After round 1 though the guards will be alerted. If you attack any pair the other guards will hear it and start to arrive in the following rounds."It is dangerous and will alert those inside that we are coming, but I think we will have to deal with the guards outside the warehouse first. We would quickly be overwhelmed if they pursue us into the warehouse," Landolf observes.
What would be the Stealth difficulty to ambush one of the guard pairings? The Test is -20 to sneak inside without being noticed and I doubt we can pull that off. Any other ideas?
One additional point is that it’s easy to attempt a ranged attack without being seen because of the fog but the fog partially obscures the guards too making it a Hard (-20) Ranged test to hit
| Darkest Doomed |
Does the Stealth check to sneak inside change if we try to enter through the waterfront? Getting wet might be an option if it would help. Despite what Landolf said earlier, the vuards might not be inclined to enter the warehouse of Badness if we can get in cleanly.
| Aubster |
Does the Stealth check to sneak inside change if we try to enter through the waterfront? Getting wet might be an option if it would help. Despite what Landolf said earlier, the vuards might not be inclined to enter the warehouse of Badness if we can get in cleanly.
It's safe to say that the water entrance would be less well guarded.
| Valghaz Ironhammer |
"Right. Let's not sit around like a bunch of lazy grombolgi* with our feet in the air and pipe weed in our mouths. Let's go fook 'em up. Head in through the back and kill the lot of them. And if they see us? Then we bloody well kill them anyways." With that, Valghaz turned to do just that, confident that if anyone had any strong objections they would raise it.
* halflings
Stealth, again: 1d100 ⇒ 33
| Darkest Doomed |
Discussion makes it look like Valghaz is voting for the water entrance as well. That isn't obvious from his post just above, but I'm going to roll with it.
"Twelve guards outside is a lot more than six. Maybe if we can come from the water and take out their leadership, the guards will lose their motivation. Or just not like what they see inside the warehouse. Let's not waste time."
| Aubster |
"Right. Let's not sit around like a bunch of lazy grombolgi* with our feet in the air and pipe weed in our mouths. Let's go fook 'em up. Head in through the back and kill the lot of them. And if they see us? Then we bloody well kill them anyways." With that, Valghaz turned to do just that, confident that if anyone had any strong objections they would raise it.
* halflings
[dice=Stealth, again]1d100
Both the left and right walls of the huge warehouse building go all the way to the Bogen River. So, it’s not possible to walk from the street to the back of the warehouse, you can only reach it via the river. You need a plan to access the river side of the warehouse.
| Darkest Doomed |
I think I had it in my head to swim, but a boat might be more reasonable. We're near the docks, right?. Is there anything nearby to commandeer?
| Aubster |
I think I had it in my head to swim, but a boat might be more reasonable. We're near the docks, right?. Is there anything nearby to commandeer?
The Thorns are across the street from the docks. Picture huge warehouse buildings separated by piers that extend into the river. The piers are used by everyone so there’s everything from barges like the Berebeli to small rowboats and everything in between. It’d be difficult to ‘borrow’ a barge because the owner and crew would typically be aboard but this late at night on a night they no one in their right mind would be out in means that the smaller boats are simply tied at the piers. If you want to ‘borrow’ one of those small boats, it’d simply take climbing onboard and untying the boat from the pier.
| Darkest Doomed |
"Maybe one of these small boats can get us there unnoticed."
Was looking at this last night. I think a small boat would fall under Row rather than Sail?
| Valghaz Ironhammer |
"Aye then. Let's do it. Standin' around in this fog just doesn't feel right."
| Aubster |
| 1 person marked this as a favorite. |
"Maybe one of these small boats can get us there unnoticed."
Was looking at this last night. I think a small boat would fall under Row rather than Sail?
It would seem that all you need is a little rowboat so rowing would be the right skill but there’s no skill necessary to row from a close-by pier to the back of the warehouse.
As you climb onto the pier to ‘borrow’ a boat, horrid, disgusting but also amazing and beautiful, pink and purple lights begin to stream out from the many windows of the warehouse. Somehow, the lights twist and turn and combine with the sickly green glow of the fog to form an unnatural light that illuminates the area around the warehouse. The color of the light begins to change and mutate in a pattern that for some reason makes you think of a heartbeat one moment and then a mad symphony the next. There’s something fascinating about this light and you can’t help but be convinced that if you stare long enough at the lights important secrets of the universe and your place in it will be revealed. It takes a concerted effort to tear your gaze from the light.
Make an Average (+20) Cool Skill check. Failure means that even after you stop staring in wonder at the light, you have taken a bit of the wonderful fascinating light into yourself (Gain +1 Corruption)
Ruprecht, being a qualified boat hand, makes sure that you take a boat from upstream of the warehouse so you don’t have to row against the current. He easily directs the rower how to stroke in a way so that the sound is muffled. It only takes a moment to row the boat from its pier to the dock of the warehouse. Ruprecht easily leaps out of the rowboat and efficiently ties the little boat to the dock and then helps each of you clamber onto to the dock. Now that you’re under the roof of the warehouse you can hear a chanting coming from the interior. One man’s voice seems to lead the chant and calls out a series of words and then a multitude of voices join together in a chorus to respond. The words sound like no language that you’ve heard before but it’s a foul language that you really don’t want to listen to. You have an insight that the beat of the chanting matches the beat of the changing light.
Only a large double door separates you from the interior of the warehouse. The two sections of the door are obviously opened by pulling them apart utilizing the wooden tracks on the floor and the ceiling. A quick check shows the doors are unlocked and therefore should slide apart easily opening your way inside.
| Darkest Doomed |
”End of the line, Black Thorns. Whatever is in there, let's put them down,” Landolf says as they ready to open the doors.
Otherwise ready for door-opening!
Cool vs Corruption from Weird Light 45 +20: 1d100 ⇒ 47
| Valghaz Ironhammer |
Cool 65+20: 1d100 ⇒ 99
Last Fortune point: 1d100 ⇒ 69
For a moment Valghaz was mesmerized by the lights. They reminded him of gems glittering in the dark. The light of fortune, a future, of a change to his circumstances. Of going home where he belonged, of bringing back all that he had learned with him and changing it all for the better. It was abandoning the despair of his self imposed exile in a foreign land. It was...just some lights. The dwarf shook the thoughts out of his head. Just colorful lights and nothing more.
"Let's kill 'em all and be done with it."
| Aubster |
Adelaida and Ruprecht can make their Cool checks when they post next but there’s no need to hold things up until then.
As you move to enter the warehouse, you hear the clock tower bells toll eleven times
Sliding the doors apart you find yourself inside the huge main room of the warehouse. Pink and blue light fills the space. Symbols and words which appear to be written in blood cover the walls. None of you recognize the writing but you feel a revulsion when you see them. Surprisingly there’s no sign of crates, barrels and boxes you’d normally find in a warehouse. The warehouse is instead quite empty except what your horrified eyes see in the middle of the room.
There is an unholy ritual in progress. A large copper circle fills the center of the warehouse. Inside the circle someone has laid out an octagram using salt. Eight large black lit candles stand at each corner of the octagram giving off pink and blue light. A young woman’s body lays on the floor outside the circle. The body has been bound hand and foot with her chest split open and her heart torn out.
Standing beside each candle is a figure dressed in red robes with a seven-pointed star surrounding an animal head emblazoned on the chest. They people in the robes wear tall, pointed head-dresses that hide their faces completely. In the exact center of the circle another figure stands. This cultist wears the robe but not the head-dress. Instead this man has a copper circlet on his head that holds a green glowing stone in the middle pressed to the man’s forehead. The green glow matches that given off by Morrslieb. You’ve not seen the man before but he bears a family likeness to High Priest Teugen which allows you to deduce the man in the circle is Councilor Teugen, leader of the Ordo Septenarius.
Teugen is tall, in his 50s, and has black hair and brown eyes. His face is deeply lined, but he appears to be in good health for his age; however, he has a very pale complexion. His canine teeth are unusually pronounced. He leads the chants with a voice deep and refined, almost mellifluous. In his hands he holds a still dripping human heart. When he completes a line of his chant, the eight figures around him call out a chorus in response.
Make an Average (+20) Perception Skill check
The chanting falters to a halt once you all are spotted. At that point a couple of things happen. Teugen shouts, ”Avert you eyes!”. He then begins to yell out unfamiliar words that disappear from you mind immediately after hearing them. He drops the heart and makes intricate motions with his hands. One of the cultist ignores the order and turns to face you all, pulling off his head-dress as he turns. You recognize him as the young servant of Magirius.
The servant’s eyes began to shine with an ugly pink light. He begins to twitch, his arms pressed into his ribs, elbows bent, hands spavined into shaking claws. His lips draw back from his teeth in a snarl, and his mouth slowly opens under tension, as if he was screaming silently. Pink tears began dripping from his eyes. His skin begins to ripple. You see muscle, fibre and bone shift and undulate beneath the surface, bending and poking, twitching and pulsing and hear a series of ugly cracks, the snap of bones and the click of joints. The servant grows taller with muscles expanding and growing taut. The robes he wears split apart and fall to the floor. He tilts his head back in a rictus, mouth wide, full of double rows of wicked looking teeth.
Make a dramatic Challenging (+0) Cool skill test against Fear (2). You need an SL of +2 to pass. Failure means that you Fear the daemon.
Make a dramatic Challenging (+0) Cool skill test against Corruption Moderate. Success with SL +2 means you gain no corruption, partial success with SL 0 or +1 means you gain +1 Corruption and failure with a negative SL means you gain 2 Corruption.
From outside you hear the sound of angry yelling followed by a pistol shot which is closely followed by a second shot.
Lastly everyone roll for Initiative (in case you use something besides your primary weapon. As a reminder, roll 1d10 and add it to your base initiative.
| Valghaz Ironhammer |
Perception: 1d100 ⇒ 62
Failed
Cool v Fear: 1d100 ⇒ 9
Super passed
Edit Cool v Corruption: 1d100 ⇒ 44
Thats SL1, right? 63 cool and rolled 44
Slow weapon
The time had come! Finally the issue would be brought to rest. It was time to kill another demon. The relief of having something to fight was palpable. If there was something physically before him then that meant it could be killed. He gripped his pick tightly and prayed to Grimnir for his favor. ”Time to go. Let’s kill ‘em all!”
| Darkest Doomed |
Initiative (Perception) 40: 1d100 ⇒ 53
Cool vs Fear 45: 1d100 ⇒ 66
Cool vs Corruption 45: 1d100 ⇒ 2
Cool reroll vs Fear 45: 1d100 ⇒ 90 - 2/6 Fortune remaining
Initiative Check (Fast): 1d10 + 40 ⇒ (2) + 40 = 42
Your Corruption check should be +2SL, Valghaz. (6-4)
After running under the foul glow of Morrisleb all day, Landolf expected the worst as he entered the ritual chamber. Another wave of Chaos-induced nausea washed over him, but he held firm in his convictions.
The sight of the man-turned daemon was too much, though. This was one terror of the day he felt unable to face.
So I'm counting 7 cultists, Teugen & the man-turned daemon. Is that right? Quite a few targets...is there a way Landolf would be able to work his way around to the cultists without getting nearer to the daemon?
| Adelaida Lehner |
(just posting bare rolls)
Cool+20 vs Light Corruption(71): 1d100 ⇒ 85
Cool+20 vs Light corruption, Fort re roll(71): 1d100 ⇒ 16
Perception+20 (54): 1d100 ⇒ 48
Cool vs Fear (51): 1d100 ⇒ 54
Cool vs Corruption (51): 1d100 ⇒ 92
Cool vs Corruption, Last fortune re roll (51): 1d100 ⇒ 18
Slow weapon
| Aubster |
[dice=Initiative (Perception) 40]1d100
[dice=Cool vs Fear 45]1d100
[dice=Cool vs Corruption 45]1d100[dice=Cool reroll vs Fear 45]1d100 - 2/6 Fortune remaining
[dice=Initiative Check (Fast)]1d10+40
Your Corruption check should be +2SL, Valghaz. (6-4)
After running under the foul glow of Morrisleb all day, Landolf expected the worst as he entered the ritual chamber. Another wave of Chaos-induced nausea washed over him, but he held firm in his convictions.
The sight of the man-turned daemon was too much, though. This was one terror of the day he felt unable to face.
So I'm counting 7 cultists, Teugen & the man-turned daemon. Is that right? Quite a few targets...is there a way Landolf would be able to work his way around to the cultists without getting nearer to the daemon?
There’s no way to get to the cultist without moving closer to the daemon which requires a successful Challenging Cool test
| Aubster |
When Teugen yells to his followers to avert their eyes, it is not a given that they'll be able to follow instructions given the horrible noises emanating for the transforming daemon.
There are 7 cultists besides the daemon and Teugen. I am going to treat them as identical for attributes and skills instead of needing to come up with 7 different sets of stats.
To fight the urge to look at the daemon is not easy...
Cultist 1 Cool Check (45): 1d100 ⇒ 65
Cultist 2 Cool Check (45): 1d100 ⇒ 20
Cultist 3 Cool Check (45): 1d100 ⇒ 9
Cultist 4 Cool Check (45): 1d100 ⇒ 93
Cultist 5 Cool Check (45): 1d100 ⇒ 32
Cultist 6 Cool Check (45): 1d100 ⇒ 79
Cultist 7 Cool Check (45): 1d100 ⇒ 85
More than half of the cultists are unable to resist looking at the daemon transforming. Cultists 1, 4, 6 and 7 stare with horror at what's been unleashed and are seriously rethinking their interest in belonging to a cult. Cultist 1 begins to retch and then falls to his knees praying for Sigmar to save him. Cultist 4 runs screaming for the front door of the warehouse but hearing the shots outside stops and tries to find a place to hide. Since the warehouse is empty except for the temple set-up he simply runs into a corner of the warehouse and cowers there in shock. Cultist 6 draws a ceremonial dagger with a purple handle and pink blade which she proceeds to use to cut her own throat. Cultist 7 first claws at her own eyes and face and then with blood streaming she runs headlong into a wall of the warehouse rendering herself unconscious.
Initiative checks
Teugen Initiative (58): 1d10 + 58 ⇒ (5) + 58 = 63
Daemon Initiative (53): 1d10 + 58 ⇒ (1) + 58 = 59
Cultists 2, 3 and 5 Initiative (35): 1d10 + 35 ⇒ (10) + 35 = 45
Landolf can act at any point in a round. Teugen and the Daemon will act after Landolf. Then either the cultists or Ruprecht and finally Adelaida and Valghaz.
Combat is upon you...what do you do?
| Ruprecht Scheinfelder |
Pink Lights Cool Check:35+20: 1d100 ⇒ 12
Ruprecht tears his eyes away from the tempting lights, instead focussing on a nearby rowboat, his recent training on the water coming to the fore of his mind.
Cool vs Fear:35: 1d100 ⇒ 38
Ruprecht's mind quails as the demon reveals itself, a whispered protest escaping his lips, "Oh no....not again..."
Cool vs Corruption:35: 1d100 ⇒ 82
The sight of the demon bring a now familiar feeling to Ruprecht's insides, a coldness that permeates his very core.
Initative: 1d10 + 34 ⇒ (1) + 34 = 35
Despite his fear, he draws his weapon ready to face the demon alongside his friends...
Attack:38: 1d100 ⇒ 69
Defense:38: 1d100 ⇒ 22
| Darkest Doomed |
I don't like it, but I'll just wait. Landolf can't hold all of them back on his own & no other set of actions I'm coming up with makes much sense.
That assumes that Landolf can choose to go first next round (effectively going twice in a row with respect to enemy actions). If that isn't how it works, then he'll just go defensive with Melee (Fencing) this round.
| Valghaz Ironhammer |
To be clear, by my reading of this Ruprecht and Landolf are both delaying, if possible, and if not are going defensive this round? Because Ruprecht's post said that he drew his weapon to face the demon, not that he charged in. If that is the case, then we have Ruprecht and Landolf in front, weapons drawn, with Adelaida and Valghaz with their slow weapons standing behind them.
| Darkest Doomed |
Are we in front? I didn't know any very specific positions, so I was assuming a united line of some sort.
I think Ruprecht lost initiative to all the enemies and is in the same initiative position as Valghaz & Adelaida.
Also pretty sure Adelaida also made the Perception check, but hasn't said what she saw.
| Aubster |
Are we in front? I didn't know any very specific positions, so I was assuming a united line of some sort.
I think Ruprecht lost initiative to all the enemies and is in the same initiative position as Valghaz & Adelaida.
Also pretty sure Adelaida also made the Perception check, but hasn't said what she saw.
It’s easiest to assume that everyone is in a line and as you’ll see it doesn’t actually matter right now. Everyone is close enough that a charge will reach any chosen enemy, Landolf is holding his action and with a fast weapon can pick when he wants to act. For Round 1 then it’ll be all the bad guys act and then you all in any order you want.
| Aubster |
Bear with me for this combat, it’s the first time with a lot of spell casting.
Round 1
Teugen
Teugen completes his hand motions and yells out the final few words of a spell. As he does so, the green glowing rock on his forward shines brightly for a moment. A Bolt of green forms above Teugen’s hand and he tries to fling it at you.
Target selection, Adelaida is a 1, Landolf a 2 and Ruprecht a 3. Valghaz doesn’t get a number to be picked as Teugen being very intelligent knows that Valghaz could actually stop his spell from being cast if he was the target. 1d3 ⇒ 2. Landolf is the target.
Language Magick Test (74) to cast Bolt (CN4): 1d100 ⇒ 16 Success with SL +6 which is 2 higher than the CN so the casting is successful. Since Teugen is using Warpstone his SL is doubled. Damage for a Bolt spell is 4 + SL + Willpower Bonus - Armor - Toughness Bonus. Hit location is test roll reversed (16 becomes 61) which is Body.
A sickly green bolt of pure Chaos strikes Landolf in the chest blowing a large hole and flinging Landolf back...or does it?
Damage is 4 + 12 + 6 - 1 - 4 = 17 Wounds. Landolf is reduced to zero Wounds, acquires the Prone condition and takes a critical wound. 1d100 ⇒ 7 which causes Bleeding condition. Landolf does have the option of spending a Fate point to cause the attack to miss him completely
Unfortunately for the rest of the group, the Bolt of Chaos that hits Landolf somehow splits into 3 Bolts as it strikes and the other Bolts hit Adelaida and Ruprecht in their chests too. Since both Adelaida and Ruprecht have better armor they would only take 16 wounds each. But that’s enough to also blow them off their feet and cause Critical wounds...unless they spend a Fate point in which cause the bolt misses them
I am holding combat here for a moment after that possible massacre. Please check the discussion page
| Aubster |
Thanks all for the extremely useful and interesting discussion.
To update and correct...
Teugen completes his hand motions and yells out the final few words of a spell. A Bolt of green forms above Teugen’s hand and he tries to fling it at you. The green Bolt of Chaos splits into two Bolts in mid-air and with a loud zap one of the Bolts blasts Landolf in the chest while it's twin does the same to Ruprecht. Both doughty fighters are badly injured but are neither down nor out.
Landolf: 4 + 6 + 6 - 1 - 4 = 11 13-11=2 wounds left
Ruprecht: 4 + 6 + 6 - 2 - 4 = 10 14-10=4 wounds left
The daemon dances a little jig of happiness as he watches two foes be blasted by Teugen.
The daemon chants his own words and makes his own gestures as he also tries to cast a spell. As with Teugen you are unable to remember the words as they fade from your mind as soon as your hear them. Unlike Teugen though his chanting does not stop as he seems to be trying to cast a more complicated spell
Extended Channeling Test (69): 1d100 ⇒ 53 SL total of +2
Pink fire begins to flicker around the daemons gesturing hands.
The three cultists that followed Teugen's instructions to not look are still not looking so take no actions.
It is the turn of the Black Thorns. You four may act in any order.
| Valghaz Ironhammer |
Tuegen had made a mistake by not targeting Valghaz, for it left the dwarf open to charge the wizard. The dwarf had begun moving as soon as the man started casting a spell, though he had been too late to interrupt it. With a cry of "Khazukan kazakit ha!" he charged forward, pick raised above his head. It was only when he reached the wizard that he realized that the daemon was casting a spell as well...still, it was too late to worry about that. He swung his pick down and around, straight at the wizard's right arm...
WS 60 + 10 charge: 1d100 ⇒ 44
SL 3. Damage (4) + SB (5) + Strike Mighty Blow (1) + Weapon (5) + Resolute (1) = 16 - TB - Armor
edit: that's a critical hit! Impale weapon
1d100 ⇒ 52
3 extra wounds, making it 19 before TB and armor. Furthermore:
"An audible crack resounds as the blow strikes your arm. Drop whatever was held in the associated hand and gain a Broken Bone (Minor) injury. Pass a Difficult (–10) Endurance Test or gain a Stunned Condition.
| Darkest Doomed |
The eldritch power of the magic bolt coursed through Landolf's body. Whatever the heretic had done to him, it hurt.
He had been afraid that the daemon would try to tear them apart with its claws, but somehow the sight of it summoning further foul magics was even more terrifying. It had to be stopped. Gathering his courage, Landolf readied to approach the foul beast.
Cool to Approach target of Fear 45: 1d100 ⇒ 4
Melee Fencing vs Daemon (Charge, Fear) 50: 1d100 ⇒ 67 - not a great roll, but I'd like to see what its defense looks like before I make any reroll decisions.
Cool to break Fear 45: 1d100 ⇒ 48
| Ruprecht Scheinfelder |
Cool to approach fear'd thingy:35: 1d100 ⇒ 100
Ruprecht yelped in fear as the glowing bolt hit his chest, leaving him coughing and gasping in pain.
He could see the demon's glowing hands and then their light outlining Landolf as he leapt to assault it.
Ruprecht wished go to his friend aid, but his legs would not move him closer to the abomination!
Grabbing his recently acquired throwing dagger, he drew back and threw it at the demon with all of his might!
BS:35: 1d100 ⇒ 74
| Aubster |
Tuegen had made a mistake by not targeting Valghaz, for it left the dwarf open to charge the wizard. The dwarf had begun moving as soon as the man started casting a spell, though he had been too late to interrupt it. With a cry of "Khazukan kazakit ha!" he charged forward, pick raised above his head. It was only when he reached the wizard that he realized that the daemon was casting a spell as well...still, it was too late to worry about that. He swung his pick down and around, straight at the wizard's right arm...
dice=WS 60 + 10 charge]1d100
SL 3. Damage (4) + SB (5) + Strike Mighty Blow (1) + Weapon (5) + Resolute (1) = 16 - TB - Armoredit: that's a critical hit! Impale weapon
1d100
3 extra wounds, making it 19 before TB and armor. Furthermore:
"An audible crack resounds as the blow strikes your arm. Drop whatever was held in the associated hand and gain a Broken Bone (Minor) injury. Pass a Difficult (–10) Endurance Test or gain a Stunned Condition.
Teugen frantically tries to defend himself with his ceremonial dagger. The pink blade flashes outwards in a desperate attempt to turn aside the angry dwarf’s mining pick...
Melee Basic (56): 1d100 ⇒ 46 SL +1 which becomes +2 with his Advantage from his spell successThe small dagger has no success in turning aside the huge pick which plunges deeply into the cult leader’s arm.
Damage is SL diff (1) + 4 (weapon damage) + 5 (strength bonus) + 1 (Mighty blow) +1 (Resolute) - 1 (Armor) - 4 (toughness bonus) = 7 wounds + 3 critical hit = 10 wounds total
Even worse for Councilor Teugen the pick snaps the bones in his arm causing the dagger to fall from numb fingers. Teugen tries to fight through the excruciating pain...
Challenging (-10) Endurance Test (40): 1d100 ⇒ 100
but the pain overwhelms him leaving him reeling in shock and fear...
Stunned You have been struck about the head or otherwise disorientated or confused; your ears are likely ringing, and little makes sense. You are incapable of taking an Action on your turn but are capable of half your normal movement. You can defend yourself in opposed Tests — but not with Language (Magick). You also suffer a –10 penalty to all Tests. If you have any Stunned Conditions, any opponent trying to strike you in Melee Combat gains +1 Advantage before rolling the attack. At the end of each Round, you may attempt a Challenging (+0) Endurance Test. If successful, remove a Stunned Condition, with each SL removing an extra Stunned Condition. Once all Stunned Conditions are removed, gain 1 Fatigued Condition if you don't already have one
End of round attempt to remove stunned condition (40): 1d100 ⇒ 58 Failure
| Aubster |
The eldritch power of the magic bolt coursed through Landolf's body. Whatever the heretic had done to him, it hurt.
He had been afraid that the daemon would try to tear them apart with its claws, but somehow the sight of it summoning further foul magics was even more terrifying. It had to be stopped. Gathering his courage, Landolf readied to approach the foul beast.
dice=Cool to Approach target of Fear 45]1d100
dice=Melee Fencing vs Daemon (Charge, Fear) 50]1d100 - not a great roll, but I'd like to see what its defense looks like before I make any reroll decisions.dice=Cool to break Fear 45]1d100
The daemon attempts to Dodge Landolf’s attack which it does easily.
Dodge (47): 1d100 ⇒ 6 Success with SL +4 Landolf had +1 Advantage from charging but was -10 on all tests to affect the object of his fear which cancels out the Advantage. Landolf rolled a 67 which is a failure with SL -2 and the daemon had SL +4 so the daemon won the opposed test and gains Advantage +1 and Landolf loses his Advantage.However, even though the attack failed it is a distraction that daemon has to deal with to maintain his channeling. Hard (-20) Cool Test (60): 1d100 ⇒ 91
The daemon loses control of his spell and it miscasts
Minor Miscast: 1d100 ⇒ 97 Cascading chaos, roll on major miscast table Major Miscast: 1d100 ⇒ 32 Speak in Tongues: You gabble unintelligibly for 1d10 rounds. During this time, you cannot communicate verbally, or make any Casting Tests, although you may otherwise act normally. 1d10 ⇒ 5. Even though Landolf failed his attack the daemon lost his spell and cannot cast another for 5 rounds
| Aubster |
[dice=Cool to approach fear'd thingy:35]1d100
Ruprecht yelped in fear as the glowing bolt hit his chest, leaving him coughing and gasping in pain.
He could see the demon's glowing hands and then their light outlining Landolf as he leapt to assault it.
Ruprecht wished go to his friend aid, but his legs would not move him closer to the abomination!
Grabbing his recently acquired throwing dagger, he drew back and threw it at the demon with all of his might!
[dice=BS:35]1d100
With a shaking hand and in severe pain, Ruprecht does his best to help his friend by throwing his knife at the Daemon. Unfortunately his throw sailed well over everyone’s head and lands somewhere past the combatants.
| Adelaida Lehner |
Cool test 51: 1d100 ⇒ 96
Unfortunatly, Adelaida freezes at the worst moment as she faces the horror of the daemon and chaos sorcerer.
All the tales she heard about the power of Chaos pale in front of the horrific reality.
She tries however to pray Sigmar to lend her strenght and virtue in her hour of need, but her voice seems broken and no word escape her lips
No fortune left to reroll, can I use a resolve point to act?
| Aubster |
[dice=Cool test 51]1d100
Unfortunatly, Adelaida freezes at the worst moment as she faces the horror of the daemon and chaos sorcerer.
All the tales she heard about the power of Chaos pale in front of the horrific reality.
She tries however to pray Sigmar to lend her strenght and virtue in her hour of need, but her voice seems broken and no word escape her lips
No fortune left to reroll, can I use a resolve point to act?
Yes, you can spend a resolve point to become immune to psychology for until the end of the next round. If I read that correctly you actually get 2 rounds free from psychological issues.
| Aubster |
Per Landolf’s request, making defensive rolls in case Adelaida is using her resolve point to attack either Teugen or the Daemon.
Defense Roll: 1d100 ⇒ 6 Actually SL +5 for either because Daemon has Advantage +1 after Dodging Landolf’s attack. Additionally if Adelaida attacks the Daemon she is -10 to hit because it is the object of her fear
Daemon defense roll versus Landolf
Daemon Dodge (47): 1d100 ⇒ 57Probably SL+1 assuming the Daemon has Advantage +2, Landolf is -10 to hit unless he has gotten up to SL +2 on his Extended Cool Skill Test against the Fear caused by the Daemon
| Adelaida Lehner |
Spending a resolve point
Adelaida, nevertheless, advances toward the daemon, even if her face is a mask of abject terror.
It time to kill or be killed.
Warhammer attack (57): 1d100 ⇒ 69
Warhammer defense(57): 1d100 ⇒ 97
| Darkest Doomed |
Taking a stab at resolving this since Aubster gave us the pre-rolls for the purposes of speeding things up a touch:
+1 Advantage for charging, ignoring the -1 SL due to Fear since she used Resolve, +20 for attacking 2v1: 57+10+20=87 with a roll of 69 gives Adelaida +2 SL and results in a miss. The daemon goes up to 2 Advantage. (But the attack isn't as doomed as it might have first looked like now that I put it out. Just needed a roll under 40)
I *think* that the daemon would lose one Advantage at the End of the Round since it is outnumbered, but I'm not going to count that for now since I haven't gotten Aubster's OK.
Daemon defense is 47 skill +20 from Advantage = 67 skill with a roll of 57 for a defense result of +1 SL (or +0 SL if Aubster agrees with my End of Round argument just above). Landolf has 50 Fencing. I'll spend a Resolve to ignore the -1 SL from Fear. He gains +20 for outnumbering the daemon.
2/3 Resolve remaining
Melee Fencing 50 +20 outnumber: 1d100 ⇒ 98 - yuck. We need better than that. Fortune reroll. 1/6 Fortune remaining.
Melee Fencing Reroll 50 +20 outnumber: 1d100 ⇒ 91
Ugh. Unless I messed up on the math somewhere, my chances were good on that attack. The daemon could wreck us if I leave things like this, so Landolf will spend a point of Resilience for 'I Will Not Fail' to get an 11 on his roll instead.
Critter is a daemon & they have nasty tricks, so I'll leave cleanup to Aubster. Assuming Landolf wins, he'll dump his Advantage to disengage and move away from the daemon after the attack. 2/2 Resolve/Resilience remaining.
| Darkest Doomed |
Forgot that I had a Fortune left. I'll try spending my last bit of that before the Resilience.
Melee Fencing Second Reroll 50 +20: 1d100 ⇒ 82 - out of Fortune
OK, fine. The dice super-hated me that turn. Actually, as long as I'm spending Resilience for this, let's make that result a 10 (crit with Impale) and hit his head.
| Ruprecht Scheinfelder |
Extended Cool Check:35: 1d100 ⇒ 62
Sigh....burning Resolve to ignore Fear. Is that for just this round?
Seeing Adelaida's examlple, Ruprecht digs deep for the Resolve to somehow use the terror he felt to spur his limbs in to action! Running towards the demon, his sword raised...
Attack:WS:38: 1d100 ⇒ 72
Defence:WS:38: 1d100 ⇒ 38
Burning last Fortune to re-roll attack!
Defence:WS:38: 1d100 ⇒ 10
Yay! So damage is SB+4+2 SL: 9 wounds
| Aubster |
Spending a resolve point
Adelaida, nevertheless, advances toward the daemon, even if her face is a mask of abject terror.
It time to kill or be killed.
[dice=Warhammer attack (57)]1d100
[dice=Warhammer defense(57)]1d100
The giggling, dancing daemon easily dodges the attack of mighty warrior and then it attempts to mock her but it only spouts gibberish.
| Aubster |
Taking a stab at resolving this since Aubster gave us the pre-rolls for the purposes of speeding things up a touch:
+1 Advantage for charging, ignoring the -1 SL due to Fear since she used Resolve, +20 for attacking 2v1: 57+10+20=87 with a roll of 69 gives Adelaida +2 SL and results in a miss. The daemon goes up to 2 Advantage. (But the attack isn't as doomed as it might have first looked like now that I put it out. Just needed a roll under 40)
I *think* that the daemon would lose one Advantage at the End of the Round since it is outnumbered, but I'm not going to count that for now since I haven't gotten Aubster's OK.
Daemon defense is 47 skill +20 from Advantage = 67 skill with a roll of 57 for a defense result of +1 SL (or +0 SL if Aubster agrees with my End of Round argument just above). Landolf has 50 Fencing. I'll spend a Resolve to ignore the -1 SL from Fear. He gains +20 for outnumbering the daemon.
2/3 Resolve remaining
dice=Melee Fencing 50 +20 outnumber]1d100 - yuck. We need better than that. Fortune reroll. 1/6 Fortune remaining.
dice=Melee Fencing Reroll 50 +20 outnumber]1d100Ugh. Unless I messed up on the math somewhere, my chances were good on that attack. The daemon could wreck us if I leave things like this, so Landolf will spend a point of Resilience for 'I Will Not Fail' to get an 11 on his roll instead.
Critter is a daemon & they have nasty tricks, so I'll leave cleanup to Aubster. Assuming Landolf wins, he'll dump his Advantage to disengage and move away from the daemon after the attack. 2/2 Resolve/Resilience remaining.
Landolf tries to strike the daemon with his blade...as he thrusts the dancing daemon fluidly moves aside, but then fate or the gods or just plain luck intervene as Landolf slips on a patch of daemon spit on the floor which causes him to stumble into a perfect head thrust.
Landolf spends 1 point of Resilience to make his roll a 10 which is a success with a SL of +6 and a critical hit in the head. Critical Head Hit: 1d100 ⇒ 34 which is a Rattling Blow causing 2 addition Wounds and the blow floods the daemon’s vision with flashing lights. Gain 1 Stunned Condition. The Daemon rolled a 57 with +1 Advantage (it lost 1 Advantage because it ended the Round 1 outnumbered) for a SL of 0. Landolf’s 10 is a SL +6 so the Daemon loses its Advantage and Landolf gains Advantage +1. Damage is 6 (SL) + 4 (WB) + 3 (SB) + 2 (Critical) - 4 (TB) = 11 Wounds and Stunned. However, fighting a Daemon is difficult because sometimes they are able to magically avoid damage. If the Daemon rolls 8 or higher on a d10 roll then the hit did not happen after all...Daemon Chance: 1d10 ⇒ 4...Sigmar is on Landolf’s side and the attack did hit.
The Daemon reels back from Landolf’s attack, stunned and spouting gibberish. Blue and pink lights shine from a hole in the Daemon’s head.
| Valghaz Ironhammer |
With the magister and daemon both stunned, just going to post my action.
With both mage and magister reeling from the assault, Valghaz glared at the mage with narrowed eyes. Pure hatred flashed across his face at the thought of what the man had been doing. Without a shred of hesitation he pulled his pick back and swung it with all of his might at the man’s head. Stunned, unarmed and without any way to defend himself, the pick went into one ear and buried itself deep into the man’s head. ”Cast a spell now, ye git.” He said to the corpse.
Hit 60 + 10 advantage 70 : 1d100 ⇒ 11 SL 6
Crit to head: 1d100 ⇒ 64
+3 wounds and loses hearing in one ear
Total before enemy SL, armor and toughness: 6 + 3 + 5 + 5 + 1 = 20
| Darkest Doomed |
Landolf's sword went through the demon's head and it bled that foul, unearthly light rather than spilling its brains. Somehow that made the experience even more horrible.
The daemon didn't look capable of responding immediately, but Landolf used the opening to dance backward, seeking to evade retaliation. His whole body still ached from the attack of the witch earlier.
Everyone seems to be moving ahead. Are the cultists doing anything this turn?
| Aubster |
Housekeeping time...
Teugen has badly wounded both Landolf and Ruprecht with Magick.
The Daemon blew his Channeling attempt, suffered a major miscast and now cannot cast a spell.
Valghaz passed his original Cool Test so is not suffering from Fear and successfully attacked Teugen. As Round 1 draws to an end, Teugen is hurt badly and is stunned.
Adelaida spent a Resolve Point to temporarily end her Fear condition and attacked the Daemon. Landolf made a successful Cool Skill check to move up to the Daemon but is still affected by Fear. The Daemon successfully dodged attacks from Landolf and Adelaida.
Ruprecht tried throwing a knife but missed.
At the end of round 1, Adelaida, Landolf and Ruprecht all failed their Cool checks to remove the Fear condition permanently.
Round 2 began with Landolf going first with his fast weapon. After spending 1 Resolve Point and 2 Fortune Points, Landolf still had not been able to hit the Daemon. He then spent a Resilience Point permanently to make a critical hit on the Daemon who is now badly hurt and is stunned.
Since both Teugen and the Daemon are stunned before they can act in Round 2 they are unable to take any actions but can defend themselves (at -10) and their attackers get +1 Advantage. Since neither can take any actions, the remaining Black Thorns take their turns.
Posting the results of Ruprecht’s and Valghaz’s attacks in separate entries.
| Aubster |
dice=Extended Cool Check:35]1d100
Sigh....burning Resolve to ignore Fear. Is that for just this round?
Seeing Adelaida's examlple, Ruprecht digs deep for the Resolve to somehow use the terror he felt to spur his limbs in to action! Running towards the demon, his sword raised...
dice=Attack:WS:38]1d100
dice=Defence:WS:38]1d100Burning last Fortune to re-roll attack!
dice=Defence:WS:38]1d100Yay! So damage is SB+4+2 SL: 9 wounds
Ruprecht spends a Resolve Point and is not affected by Fear until the end of the next round (round 3)
Ruprecht spends his last Fortune Point to reroll his attackThe Daemon tries to Dodge...
Daemon Dodge (47-10): 1d100 ⇒ 58 Failure with SL -1
Ruprecht rolled a 10 on his Attack roll, has +40 for gang-up bonus, +1 Advantage for Charge and +1 Advantage for attacking a Stunned Target which results in a SL +8 and a SL difference of 9. Damage inflicted is 9 (SL) + 4 (WB) + 3 (SB) - 4 (TB) = 12 Wounds for a total of 23 Wounds. The hit location is 01 which is the head.
Steeling his resolve, Ruprecht charges forward, blade at the ready. The previously cavorting Daemon is now moving sluggishly as if it was stunned by Landolf’s attack. Ruprecht’s attack struck the same spot that Landolf’s had splitting open the head of the Daemon and filling the air with the scent of brimstone and dazzling the eye with purple and pink light...or does it Daemon chance to avoid a hit: 1d10 ⇒ 7...it does indeed do that and the Daemon body begins to split into two smaller blue Daemons....
| Aubster |
With the magister and daemon both stunned, just going to post my action.
With both mage and magister reeling from the assault, Valghaz glared at the mage with narrowed eyes. Pure hatred flashed across his face at the thought of what the man had been doing. Without a shred of hesitation he pulled his pick back and swung it with all of his might at the man’s head. Stunned, unarmed and without any way to defend himself, the pick went into one ear and buried itself deep into the man’s head. ”Cast a spell now, ye git.” He said to the corpse.
dice=Hit 60 + 10 advantage 70 ]1d100 SL 6
dice=Crit to head]1d100
+3 wounds and loses hearing in one ear
dice=Total before enemy SL, armor and toughness]6+3+5+5+1
Valghaz seeing his friends strike down the Daemon is obviously ready and able to destroy the head of the cult.
Teugen Dodge Defense (47-10): 1d100 ⇒ 99 Teugen lost his dagger last round when his arm was broken so Dodge was his only choice
A miner’s pick is a nasty weapon when used against an essentially defenseless target like the stunned cultist. The pick slamming into Teugen’s head exploded it like a watermelon hit with a sledge hammer. The body of the now headless cultist falls backwards...
At that exact moment, time pauses around you all. The candles stop guttering, smoke stops moving, bodies stop falling, cries are silenced and even the Daemon stops splitting in two...it seems as if the universe is holding it’s breath
The next part gets its own post.