Council of Thieves/Savage Worlds

Game Master mikeawmids

A streamlined, pulpier reimagining of the classic Council of Thieves AP, converted for Savage Worlds Adventure Edition.


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Human | Pace 6 | Parry 7 | Size 0 | Toughness 9 - Ag d8 | Sm d6 | Sp d6 | Str d6 | Vig d8

Seeing what Sanchia is about, Dominic goes in the same way to support her...
stealth: 1d8 ⇒ 6
wild: 1d6 ⇒ 4

If she needs help with the lock he will assist with that:
thievery: 1d8 + 1 ⇒ (7) + 1 = 8
wild: 1d6 ⇒ 3

If she has it open he will try to muscle it open a bit...
athletics: 1d6 ⇒ 1
wild: 1d6 ⇒ 5


Female; Parry=7, Toughness=9(2), Bennies:3 Human

MWG targets the Hellknight, if she can see him, otherwise some random soldier :

Focus & Wild: 1d6 ⇒ 61d6 ⇒ 1
Focus ACE!: 1d6 ⇒ 4 = 10, Raise

I can take up to a -2 penalty from Range or Cover and still have a Raise, so :

Doing
Damage: 4d6 ⇒ (3, 4, 1, 2) = 10

Phooey. Spending a Benny :
Damage: 4d6 ⇒ (5, 6, 1, 2) = 14
Damage ACE!: 1d6 ⇒ 6
Damage ACE! ACE!: 1d6 ⇒ 1 = 21

12 PP


That is a lot of damage!

A Dottari rider wheels his horse around, struggling to regain control of the panicked beast, as the beach descends into chaos. He spots Sanchia and Dominic huddled behind the wrecked wagon, and raises his crossbow to fire on the two rebels. There is a sudden flash, as MWG decapitates the rider with a summoned shuriken! The severed head bounces along the shingle, as a geyser of blood paints the beach red. The horse and its headless rider charge off along the river bank, disappearing into the fog.

Just waiting on Eoin to take his turn.


I'm putting Eoin on Hold, feel free to jump back in at any time. At the end of the surprise round, 4 Dottari goons have been slain; leaving 10, plus the Dottari Officer to act in round one. Dominic and Sanchia are beside the wagon, trying to get the door open. Armoured Sobok is advancing along the beach. Eoin, MWG and 01 are in cover along the bluffs, where they can make ranged attacks down at the Dottari convoy.

Dominic and Sanchia work together to unlock the door of the armoured carriage. The task is made more difficult by the damage 01's bombs have wrought on the vehicle; the metal hatch is mangled out of shape and refuses to open. Something moves inside the carriage, causing the rear end to sink further into the shingle. Dominic and Sanchia have just enough time to share a moment of surprise, before the hatch is smashed open from the inside with incredible force.

Can Dominic and Sanchia both make an Agility roll plz, to avoid being smacked by the metal door as it bursts open.

Framed in the doorway is a large, armoured figure, encased head-to-toe in interlocking plates of fire-blackened steel. Baleful red eyes burn behind a visor that appears to have been welded shut. The Hellknight steps out of the carriage, twisting his body to fit his bulky armour through the hatch. The shingle crunches underfoot as he settles his weight upon the beach. In one hand he brandishes a brutal-looking flail; the striking head moulded into the likeness of a screaming face. In the other hand, the Hellknight grips a length of chain attached to something within the carriage. With a yank on the chaib, he drags a battered half-elf man into the light. Despite heavy bruising to his face and body, you all recognise Arael from Janiven's description of the man. The chain is attached to iron manacles binding Arael's hands.

"Look Arael." the Hellknight growls in a voice like crackling wildfire, "Look upon the faces of your saviours - and despair as I send each of them to Hell!"

Hellish black flames dance along the striking head of the Hellknight's weapon, drops of molten metal dripping from the anguished face like tears of the condemned.

"Run, you fools!" Arael cries. The Hellknight silences his plea with another savage yank on the chains binding him.

Dominic, Sanchia and Sobok are within the Hellknight's fearful aura; can you all plz make a Spirit roll -2 to resist becoming frightened.


Round 1 initiative;
PCs: Seven of Spades, Ten of Clubs, Two of Clubs, Ten of Hearts, Three of Clubs, Eight of Hearts
Hellknight: Eight of Spades
Dottari Officer: Nine of Spades
Dottari: King of Diamonds

= Dottari (group) > PCs > Dottari Officer > Hellknight


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mikeawmids wrote:
Where abouts is 01 throwing his bombs from?

Sorry, I missed this. He is behind whatever cover/Concealment is available, whether the edge of a building, trees, or what have you.


The four Dottari unhorsed when they attempted to jump the fallen trees pick themselves up and race up the cliff path, towards where 01, MWG and Eoin are hunkered down amid the scrubby gorse overlooking the beach. They spend this round advancing and will be in melee range of your current position next round.

Four of the remaining six guards trapped on the beach steady their mounts and shoot up at the rebels along the clifftop. -2 for range, -2 for cover.

Dottari Shooting: 1d6 - 4 ⇒ (4) - 4 = 0
Dottari Shooting: 1d6 - 4 ⇒ (5) - 4 = 1
Dottari Shooting: 1d6 - 4 ⇒ (4) - 4 = 0
Dottari Shooting: 1d6 - 4 ⇒ (5) - 4 = 1

None of the bolts find their mark.

The gunner atop the wrecked wagon lines up a shot at Sobok's armoured torso and lets rip. The mounted gun has ROF3, so the gunner makes three Shooting rolls, representing approximarely 10 individual bolts leaving the weapon. Recoil is not a factor as the weapon is mounted.

Gunner Shooting: 3d8 ⇒ (1, 3, 7) = 11

The majority of shots miss, but Sobok is struck for 2d8 ⇒ (8, 8) = 16 Double Explosion: 2d8 ⇒ (3, 6) = 9 25 damage (bypassing two points of total armour value).

Yikes! As best I can tell, your current AV is 14? Minus 2 for AP = 12, so that damage results in three wounds and the Shaken condition. Let me know if you want to Soak any of that. It's a good job you did cast Protection, or that could have been you incapacitated.

The last two Dottari are going to advance on Sanchia and Dominic, but I will resolve their actions after you've both made the Agility and Spirit rolls covered in previous post.


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Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

That math looks right on the Toughness/Armor. I will spend the Benny we got for hitting page 4 to Soak that.

Wild Die: 1d6 ⇒ 1

Vi: 1d8 ⇒ 8

Vi Explosion: 1d8 ⇒ 4

So that is a 12. Soak all 3, which I think means no shaken?


Human male | Toughness 6(0) | Parry 4 | Pace 6 | PP 8/15 | Bennies = 3/5

Eoin steps a bit closer to melee and fires another blast of energy at the closest enemy.

Spellcasting for Stun: 1d10 ⇒ 1
Wild: 1d6 ⇒ 1

Spending a benny to reroll my Spellcasting roll
Spellcasting for Stun: 1d10 ⇒ 2
Oof :)


Eoin, I have good news and bad news for you.

The good news is you get that Benny back, because you can't reroll a critical failure. :)

The bad news is a critical failure on a spellcasting roll results in Backlash; all currently maintained Powers end and you suffer a level of Fatigue (-1 to all Trait rolls). You generally recover from Fatigue after one hour of rest. :(

Sobok. wrote:
So that is a 12. Soak all 3, which I think means no shaken?

Correct, you jammy sod.

Can I also get that Spirit roll against fear, plz.


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Out of curiosity, what did the fear effect?

Wild Die: 1d6 ⇒ 4

SP: 1d6 ⇒ 3


mikeawmids wrote:
Dominic, Sanchia and Sobok are within the Hellknight's fearful aura; can you all plz make a Spirit roll -2 to resist becoming frightened.

At the moment, that result is a fail;

Failed Fear Check: 1d20 + 2 ⇒ (4) + 2 = 6

Sobok is Distracted (-2 from all Trait rolls) until end of next turn.

... unless you want to spend a Benny on that Spirit roll.... ;)


01 pops up to toss another explosive, trying to drop it among the men advancing on his position.

Throw: 1d8 ⇒ 41d6 ⇒ 2
Damage: 2d6 ⇒ (1, 2) = 3

Bit of a useless noisemakers there...


Paladin 1 / Bloodrager (Steelblood / Primalist) 1

Agility: 1d8 ⇒ 1, Wild: 1d6 ⇒ 6, Exploding: 1d6 ⇒ 2

Spirit: 1d6 - 2 ⇒ (2) - 2 = 0, Wild: 1d6 - 2 ⇒ (4) - 2 = 2

I'll wait for the results on the rolls before doing anything more.


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobok slows his pace some as the fear form the hellknight washes over him and as he approaches the carriage. He yells back at those with ranged attacks, "Take out the big crossbow!" and then he finishes by moving up to lash out at the Hellknight with his axe.

Fighting: 1d8 - 2 ⇒ (5) - 2 = 3

Wild Die: 1d6 - 2 ⇒ (2) - 2 = 0

I will save the Benny and hope the Fear doesn't last long since I am not sure how the duration works. But with those rolls I am guessing I miss him by a mile. Rd 2/5 for Protection.


Human | Pace 6 | Parry 7 | Size 0 | Toughness 9 - Ag d8 | Sm d6 | Sp d6 | Str d6 | Vig d8

Apologies, busy day at work...

agility: 1d8 ⇒ 4
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 3

spirit: 1d4 ⇒ 2
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 2


Sobok, the Distracted condition ended at the end of your turn.

Both Sanchia and Dominic avoid being struck by the metal door, as the Hellknight emerges from the armoured carriage.

Dominic resists the crushing despair that emanates from the Hellknight, but Sanchia succumbs to her fear.

Failed Fear Check: 1d20 + 2 ⇒ (1) + 2 = 3

Best possible result; Adrenaline Surge!! Your fight response kicks in and you act this turn as though you had drawn a Joker in the initiative order; go whenever you like, +2 to all Trait rolls and damage.

The last two Dottari move in and attack Sanchia and Dominic with their shortswords.

Fighting against Dominic: 1d6 ⇒ 3

Fighting against Sanchia: 1d6 ⇒ 1

Both miss.

Remaining PCs to act (Sanchia, MWG & Eoin - I'm treating Eoin's most recent post above as being his action in the surprise round).


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Human | Pace 6 | Parry 7 | Size 0 | Toughness 9 - Ag d8 | Sm d6 | Sp d6 | Str d6 | Vig d8

Dominic pulls axe and shield and strikes at... the one threatening Sanchia.
fighting: 1d8 ⇒ 8
wild: 1d6 ⇒ 6
Yikes!
fighting xplode: 1d8 ⇒ 1
wild xplode: 1d6 ⇒ 5

damage: 1d6 + 1d6 ⇒ (2) + (6) = 8
damage xplode: 1d6 ⇒ 2

extra damage for a raise?: 1d6 ⇒ 6
wth?: 1d6 ⇒ 4

Well, that almost makes up for one of my PFS 2 characters rolling a 1 for a save and then rolling another 1 for the hero point roll. :) An 11 for the hit followed by 20 damage if I did that right...


That looks right. The vanilla Dottari have Parry 5 and Toughness 6 (1).

Dominic buries his axe in the guard's neck, killing him in a single blow!


Human male | Toughness 6(0) | Parry 4 | Pace 6 | PP 8/15 | Bennies = 3/5

Got it...I do remember reading about that limitation with bennies.

Eoin shakes his head to shake off the effects of the stun magic that reflected back at him. He staggers a few steps forward and send another blast at the man on the big crossbow.

Spellcasting: 1d10 - 1 ⇒ (3) - 1 = 2
Wild: 1d6 ⇒ 1
Not sure if I apply the -1 to the Wild die or not.


I'm putting MWG and Sanchia on Hold, feel free to jump back in at any time. Sanchia acts as though she drew a Joker, due to Adrenaline Surge in response to Fear check.

The Dottari officer rises unsteadily, his ears ringing from the explosion that disabled the wagon. Noticing that his cloak is smoldering, he unclasps it from his throat and lets it drop. Dragging a longsword from the scabbard at his hip, he staggers along the beach to regroup with the scattered remnants of his command.

"To me, men of Westcrown! To me!"

The Dottari Officer has a passive ability to grant allied troops in his command area +1 on Spirit rolls to remove the Shaken condition.

Meanwhile, the Hellknight is engaged with Sobok in melee. He swings his mace at the armoured lizardman...

Fighting/Wild Attack: 1d10 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (6) + 2 = 8
d6 explosion: 1d6 ⇒ 5

Damage/Raise: 1d10 + 1d8 + 1d6 + 4 ⇒ (5) + (1) + (5) + 4 = 15

The Hellknight strikes Sobok with his weapon. The great flail bypasses Sobok's shield, but the force of the blow is diminished by the lizardman's protective aura. Sobok is Shaken.

At the end of the round;
01, Eoin & MWG are on the clifftop, overlooking the beach. Four dottari swordsmen are advancing up the cliff path, toward their position.
Sobok and the Hellknight are fighting on the beach. The Hellknight holds a length of chain binding Arael in one hand, and wields a great flail in the other.
Dominic and Sanchia are fighting one Dottari swordsman on the beach, near the wrecked wagon.
The Dottari Officer and four Dottari marksmen have just regrouped on the beach.
The Dottari gunner is still manning the turret atop the wrecked wagon.

Will post initiative for round 2 in the morning, to give Sanchia & MWG a bit more time to get their actions in.


Round 2 initiative;
PCs: Four of Spades, Six of Clubs, Nine of Diamonds, Four of Diamonds, Seven of Diamonds, Six of Hearts
Hellknight: Five of Clubs
Dottari Officer: Seven of Hearts
Dottari: Queen of Spades

= Dottari > PCs > Dottari Officer > Hellknight

MWG & Sanchia are still on Hold from previous round and can act at any time. Sanchia still benefits from +2 bonus to all trait rolls and damage.


Puffing with exertion, the four Dottari swordsman on the cliff path reach the summit and charge into melee with 01, Eoin & MWG.

One guard on each PC, with the extra one ganging up on 1d6 ⇒ 2 01.

Fighting vs 01: 1d6 + 1 ⇒ (6) + 1 = 7
> Exploding d6: 1d6 ⇒ 5
Fighting vs 01: 1d6 + 1 ⇒ (3) + 1 = 4
Damage/Raise: 3d6 ⇒ (3, 6, 4) = 13
> Exploding d6: 1d6 ⇒ 2

01 deflects the first guard's strike with his rapier, but the second attack slips passed his guard and strikes for 2 wounds (and Shaken).

Fighting vs Eoin: 1d6 ⇒ 3

EDIT: Eoin actually does not get stabbed!

Fighting vs MWG: 1d6 ⇒ 6
> Exploding d6: 1d6 ⇒ 4
Damage: 2d6 ⇒ (1, 2) = 3

The Dottari lands a glancing blow on MWG, but inflicts no damage.

Seeing that all of the rebels are currently engaged, the remaining Dottari on the beach (including the gunner) hold their actions until they have a clear shot, without the risk of hitting their allies.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

MWG pulls her sword and attacks the Dottari attacking her :

Fighting & Wild: 1d8 ⇒ 51d6 ⇒ 1

On the off-chance that gets thru his armor...

Damage: 1d8 + 1d6 ⇒ (1) + (2) = 3 Phooey


That does hit your garden variety Dottari; Parry 5/Toughness 6(1). You can always spend a Benny to reroll damage.... ;p


Human | Pace 6 | Parry 7 | Size 0 | Toughness 9 - Ag d8 | Sm d6 | Sp d6 | Str d6 | Vig d8

Seeing the crossbowmen on the beach Dominic says "Find some cover, Sanchia!" and attacks the lone soldier with them.

fighting: 1d8 ⇒ 2
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 2

damage: 1d6 + 1d6 ⇒ (6) + (5) = 11
xplode: 1d6 ⇒ 5

Dominic's inner rage at the Dottari seems to be manifesting today... he begins moving to the gunner up top... stealthily if possible, assuming the gunner isn't actively watching him...
stealth: 1d8 + 1 ⇒ (3) + 1 = 4
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 3


Soak: 1d6 ⇒ 31d6 + 1d6 ⇒ (6) + (1) = 7
Spirit: 1d6 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (2) + 2 = 4

[Ooc]He gets +2 to overcome the Shaken condition from being a Construct, as well as ignore one wound penalty.[/dice]

Rapier: 1d8 ⇒ 31d6 ⇒ 5
Damage: 1d6 + 1d4 ⇒ (1) + (2) = 3


Dominic Artu wrote:
Seeing the crossbowmen on the beach Dominic says "Find some cover, Sanchia!" and attacks the lone soldier with them.

Dominic murders a second Dottari goon with his trusty axe!

Dominic Artu wrote:
Dominic's inner rage at the Dottari seems to be manifesting today... he begins moving to the gunner up top... stealthily if possible, assuming the gunner isn't actively watching him...

Opposed Notice roll: 1d6 ⇒ 2

The gunner is fixated on the duel between Sobok and the Hellknight, and does not notice Dominic creeping up behind him....

Whatever you're planning to do will have to wait for round 3.


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobok shakes his head.

SP: 1d6 ⇒ 2

Wild Die: 1d6 ⇒ 4

And clears his head. He then wildly lashes out at the Hellknight again.

Fighting: 1d8 ⇒ 4

Wild Die: 1d6 ⇒ 1

Clear the Shaken, but that probably misses.


Actually, that does hit! The Hellknight's Parry is normally 7; -1 because he's equipped with a great flail, and a further -2 because he made a Wild Attack. Roll your damage!


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

For some reason I thought I had an axe, its actually a warhammer with a spike.

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

Feel the bump! With AP 1 that is a mighty 4.


Human male | Toughness 6(0) | Parry 4 | Pace 6 | PP 8/15 | Bennies = 3/5

Eoin takes aim again at the gunner.

Spellcasting (Stun): 1d10 - 1 ⇒ (2) - 1 = 1
Wild: 1d6 ⇒ 6


Wild die also explode;
1d6 ⇒ 5
Gunner's Vigor save: 1d6 - 2 ⇒ (3) - 2 = 1

The Dottari gunner atop the wagon is Stunned by Eoin's magic! To Dominic's surprise, the man he was creeping up on cries out, and falls off the wagon - leaving the mounted bolt-thrower unmanned.

Mechanically, that means he is Distracted until the end of his next turn, and Vulnerable until he recovers from the Shaken condition. He falls prone, and can't move or take actions until he recovers. Getting Shaken is bad news.

Unfortunately, this also draws the attention of the remaining (5) Dottari riders on the beach, who - realising the danger - spur their mounts towards the wagon!

Two of the horsemen attempt to fire their crossbows from horseback, incurring a -2 penalty for shooting from a moving platform.

Shooting 1: 1d6 - 2 ⇒ (5) - 2 = 3

Shooting 1: 1d6 - 2 ⇒ (2) - 2 = 0

Their shots fly wide of the mark.

Just waiting on Sanchia to act.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

If I'm keeping track correctly, I'm already down to 2 Bennies, and I really want a shot at the Hellknight if possible. So no re-roll to damage, but thanks!


I said Shaken, instead of Stunned, in the above post by mistake.

If anyone does use the mounted bolt thrower, roll 3x Shooting die, plus the wild die and take the best three results. You designate a target for each hit, you can focus on one target, or spread the damage out. Each hit does 2d8 damage, armour penetration (AP) 2, or 2d8+1d6 on a Raise.


Human | Pace 6 | Parry 7 | Size 0 | Toughness 9 - Ag d8 | Sm d6 | Sp d6 | Str d6 | Vig d8

Oh, I'm planning to do exactly that.. Of course, I was thinking that big armored Hellknight might make a tempting target... :) So it's 3 x shooting die and one wild die or one wild die for each shot? Been a while on the whole ROF rules.


Only one Wild die, I'm afraid.


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Human | Pace 6 | Parry 7 | Size 0 | Toughness 9 - Ag d8 | Sm d6 | Sp d6 | Str d6 | Vig d8

No problem. I did what I should have done instead of being lazy and asking and looked it up a little while ago. :)


I am putting Sanchia on Hold. It's been a while since she was last able to post and the game has moved quickly during combat rounds. When Sanchia does get caught up, she can take two rounds-worth of actions.

The Dottari officer moves with his troops, advancing on the wrecked wagon to stop Dominic getting on the bolt-thrower.

Sobok's axe leaves a dent in the Hellknight's armour, but his opponent does not deign to notice the ineffectual attack. ;p

"Is that the best you can do?"

The Hellknight retalliates with another wild swing of his flail.

Fighting/Wild Attack: 1d10 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (4) + 2 = 6

Sobok blocks the attack with his shield.

At the end of round 2;
01, Eoin & MWG are fighting four Dottari swordsmen on the clifftop, overlooking the beach. Two of those four have ganged up on 01. They are fighting perilously close to the edge of the cliff, which drops 80ft to the beach.
Four Dottari (and the Dottari Officer) are rushing towards the wrecked wagon, where Dominic is about to take control of the mounted bolt-thrower on the roof. Sanchia is hunkered down, out of sight. The stunned gunner lies on the floor nearby.
Sobok is engaged in a duel with the Hellknight on the beach. The Hellknight still holds a chain leash attached to the rebel leader Arael.


Round 3 initiative;
PCs: Eight of Diamonds, Jack of Diamonds, Ten of Diamonds, Five of Diamonds, Ace of Diamonds, King of Hearts
Hellknight: Ace of Spades
Dottari + Officer: Ace of Clubs
= Hellknight > PCs > Dottari + Officer


The burning eyes behind the Hellknight's visor narrow in frustration, as Sobok shrugs of blows that would have surely felled a lesser mortal.

Fighting/Wild Attack: 1d10 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (3) + 2 = 5

Spend a Hellknight benny;

Fighting/Wild Attack: 1d10 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (5) + 2 = 7

FFS. :o

PCs to act.


01 thrusts again, with his Rapier, stabbing fiercely at one of the guards ascending the cliff.

Rapier: 1d8 ⇒ 21d6 ⇒ 5
Damage: 1d4 + 1d6 ⇒ (1) + (5) = 6


The guard 01 strikes is Shaken.


Female; Parry=7, Toughness=9(2), Bennies:3 Human

Sobok, please note your Fighting is at +2 because of the Hellknight's Wild Attack...

MWG moves in a circle around her opponent, but not moving away from him, to put him between her and the cliff, then attacks with her sword :

Fighting & Wild: 1d8 ⇒ 71d6 ⇒ 5

Doing
Damage: 1d6 + 1d8 ⇒ (1) + (4) = 5 Phooey. Again.


I'm already applying a -2 penalty to the Hellknight's Parry to reflect the Wild Attack.

MWG's sword slashes through the Dottari's uniform, but is turned by the light leather vest he wears beneath his tabard. The guard sneers and takes a step backwards, seeking firmer footing for his riposte...

Agility: 1d6 ⇒ 2

... and falls off the edge of the cliff!

He screams as he disappears over the edge, plummeting 80ft to land in a broken heap on the rocks at the foot of the cliff.

Just for fun...
Falling damage: 8d6 ⇒ (5, 1, 2, 2, 1, 4, 1, 4) = 20
Hmmm, could have been a lot worse. Still dead though.


Skills:
Gather Information +12, Knowledge (Arcana) +4, Listen +12, Spellcraft +2, Survival +15
Attacks:
[dice=Falchion Attack]d20+15[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Fire Breath Weapon 30 ft line- DC 17/19]4d6[/dice][dice=Recharge time]d4[/dice]
M Human (Baklunish) Barb 1/DS 9; Init +3; HP 98/118 ; AC 23, T 14, FF 20; Fort +12, Ref +5, Will +8; Rage 3/3 (12 rounds); Current Aura= Vigor [Fast Healing 2 if below half]

Sobok tries to catch the Hellknight with another blow from his warhammer.

Fighting: 1d8 ⇒ 6

Wild Die: 1d6 ⇒ 3

Warhammer AP 1 damage: 2d6 ⇒ (1, 4) = 5

So a total of 6 that time with the AP. We are inching up. I need to pick up Smite again soon. 4/5 rounds of Protection. :P


Human | Pace 6 | Parry 7 | Size 0 | Toughness 9 - Ag d8 | Sm d6 | Sp d6 | Str d6 | Vig d8

Dom hops up on the wagon and grabs the big weapon. He grimaces, knowing that too many are coming to him and he's alone but that Hellknight is the biggest threat.

shooting: 1d8 ⇒ 2
shooting: 1d8 ⇒ 8
shooting: 1d8 ⇒ 8

shooting xplode 1: 1d8 ⇒ 3
shooting xplode 2: 1d8 ⇒ 4

wild: 1d6 ⇒ 3

damage: 2d8 ⇒ (4, 2) = 6
if a raise: 1d6 ⇒ 3


Two shots hit, both hit with a Raise. Damage for first shot was rolled above (you rolled 9, you needed a 10 to shake the Hellknight), you need to roll separate damage for the second hit (2d8+1d6).


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Human | Pace 6 | Parry 7 | Size 0 | Toughness 9 - Ag d8 | Sm d6 | Sp d6 | Str d6 | Vig d8

damage: 2d8 + 1d6 ⇒ (5, 5) + (6) = 16
d6 xplode: 1d6 ⇒ 5

Whew. There we go. 21 damage should do something against him. :)


As the squad of Dottari charge toward Dominic's position, Sanchia realises she must do something to draw the guards away from the old man. Noticing a riderless horse has paused nearby to nibble on a patch of cotton grass, she vaults up into the empty saddle and digs her heels into the animal's ribs. The horse abandons its lunch and gallops off down the beach, with Sanchia clinging to the reins for dear life.

"Don't let her escape!" the officer cries, pointing after Sanchia.

Two of the Dottari riders break off and gallop after the fleeing rebel, leaving just two guards and the Dottari officer to deal with Dominic.

Exit, stage left.

-

Meanwhile, Sobok lands another blow against his opponent, but fails to penetrate the Hellknight's heavy armour. Suddenly, the Hellknight staggers, as Dominic opens fire from the turret atop the wrecked wagon. The remaining Dottari scatter, but he's not aiming at them. While most of the bolts richochet off the Hellknight's broad, armoured back - several do punch through the fire blackened steel, injuring the creature within the suit. The Hellknight hisses with pain, relinquishing its grip on Arael's chain to claw at the bolts protruding from its back, but the unyielding metal armour prevents it being able to reach.

The Hellknight has suffered two Wounds and is presently Shaken.

-

Realising the bolt-thrower is not targetting them, the Dottari horsemen open fire on Dominic, hoping to take the old man out before he turns the weapon against them.

Shooting: 1d6 ⇒ 4
Crossbow damage/AP2: 2d6 ⇒ (1, 3) = 4

Shooting: 1d6 ⇒ 6
Exploding d6: 1d6 ⇒ 1
Crossbow damage/AP2/: 2d6 ⇒ (5, 2) = 7

The first shot does not beat your Toughness, the second shot leaves you Shaken.

-

Up on the clifftop, the remaining three Dottari swordsman battle the three rebels.

Fighting on 01/Gang Up: 1d6 + 1 ⇒ (1) + 1 = 2
Fighting on 01/Gang Up: 1d6 + 1 ⇒ (5) + 1 = 6

Damage: 2d6 ⇒ (3, 2) = 5

Fighting on Eoin: 1d6 ⇒ 4

Damage: 2d6 ⇒ (2, 4) = 6

Eoin is,Shaken.

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