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.


301 to 350 of 398 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

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

"Sounded like tha boss is downstairs. Not sure how he couldn't ta heard this ruckus though... Try ta sneak down or just rush em'?"


Sobok. wrote:
13 to look around for the ring. But I will take anything else that looks nifty and valuable too. I am not going to discriminate.

Sobok has a poke around the temple, but finds nothing of particular interest. MWG has already hoovered up the loose change scattered across the floor.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

"These guys seem like the type to tussle, and the boss hasn't come to check on it yet. So I think we need to hope he was to far underground to hear more then some yelling. Otherwise he may have booked it." Sobok says as he prepares to head downstairs.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness
mikeawmids wrote:
There are gold and silver coins scattered across the floor, along with wooden chips and playing cards, but not enough to impact your Wealth die.

I tihnk I missed the rules about wealth die - can you say more?

Moves With Grace wrote:
"Anybody have any idea where to go now, besides downstairs? And I would like to caution *everyone* about leaping into situations blindly..."

FLiss gives a one-shoulder shrug. "Yeah, fair enough, should've checked with yer before diving in." She smirks. "Still, what's done is done - we're still here, an theyre not." She picks up her rapier from where it was lying on the floor. "Let's get moving then, see what this boss has to say for hisself."

new page, nwe Benny?


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok will recast his protection as he starts to head down the stairs in case the boss was waiting to ambush them. He tries to regain his protection, but fails in the cramped stairs leading down.

DC 5 for the improved protection.

Wild Die: 1d6 ⇒ 3

Spellcasting: 1d8 ⇒ 2

That will fail and since I am not sure if he is waiting in ambush I let it go.


At the bottom of the steps, the hallway turns left and ends in a simple wooden door. This area is Dark, anyone without the ability to see in the dark will be at -4 to Notice (and some other rolls), unless they are carrying a light source.

Fliss Cooper wrote:
I tihnk I missed the rules about wealth die - can you say more?

SWADE, p145. Rather than keep a tally of the gold and silver pieces in your pockets, you have a Wealth 'skill' (probably d6 at this pont), and you make a Wealth roll to buy anything expensive or unusual. Mundane/Inexpensive purchases can be handwaved without a roll.


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

MWG says "I can see better in the dark than most, and I'm pretty good at sneaking around. Let me check out the hallway first."

She puts her hand out to touch the hallway wall, and moves forward slowly and quietly...

Stealth & Wild: 1d8 ⇒ 61d6 ⇒ 1 = 6

She will advance until she finds a door, then listen at it :

Notice & Wild: 1d6 ⇒ 31d6 ⇒ 5 = 5


GM EYES ONLY:
1d8 ⇒ 11d6 ⇒ 2

Listening at the wooden door, MWG initially hears nothing. A few moments pass, and there is no sound from beyond the threshold. Just as she is about to pull her ear away from the door, MWG hears... something. A faint whisper, barely audible, but quite possibly the soft rasp of leather brushing against stone.


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

MWG will stay at the door, hoping to be able to hear more. If she hears sounds like someone is coming to the door, she will go back the way she came quietly.

If needed :

Notice & Wild: 1d6 ⇒ 11d6 ⇒ 5 = 5


You listen for a few minutes more, but there is no further sound from beyond the door.


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

"Too long. Mebbe we should go down an' check on her..."
He very carefully heads down, taking time to make sure every step is safe once the light dims down to the point he can't see well...

stealth: 1d8 + 1 ⇒ (8) + 1 = 9
wild: 1d6 ⇒ 1

stealth xplode: 1d8 ⇒ 3


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

MWG continues down the hall feeling for more doors.

If needed :

Notice & Wild: 1d6 ⇒ 41d6 ⇒ 3 = 4


The hallway does not contine any further, it ends at the simple wooden door you have been listening at.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Fliss shifts from one foot to the other, waiting for something to happen.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

I did not wait upstairs. I thought we were all going down.

Sobok follows behind MWG as they make their way forward.

Notice: 1d6 + 2 ⇒ (1) + 2 = 3

Wild Die: 1d6 + 2 ⇒ (6) + 2 = 8

Wild Die Explosion: 1d6 ⇒ 2 10 total.


That's a lot of people, standing in the dark, staring at a closed door. :D


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok opens the door and goes in.


Sobok leads the way through the simple wooden door, which opens into an ancient crypt excavated beneath the temple. The space is large (although the ceiling is quite low) and very, very dark. Shallow alcoves along the walls provide standing room for two dozen stone sarcophagi. Squat stone pillars extend along the length of the crypt, supporting the low ceiling and breaking your line of sight to the far wall (assuming you have low light vision and can see that far).

Can I get a Notice roll from anyone entering the room plz, with -4 modifier if you do not have low light vision and are not holding a light source.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok looks around as he goes, but might as well be blind in the darkness.

Notice: 1d6 + 2 - 4 ⇒ (3) + 2 - 4 = 1

Wild Die: 1d6 + 2 - 4 ⇒ (2) + 2 - 4 = 0


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

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

Dome can barely see his own nose...


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

MWG's birthright gives her an advantage to seeing in darkness :

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

But not so much in this room that she can see anything.

Even with the torch from Discussion, she sees nothing.


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Fliss kcikcs the door fully open and strides in, torch flicering with a dim light as she looks around the room.

Notcie: 1d6 - 2 ⇒ (1) - 2 = -1
wild: 1d6 - 2 ⇒ (2) - 2 = 0

Unfortunatly all she sees are the shadows cast by the light of her torch.

"Come out, com out wherecver you are! Yer friends are dead, time for you to join em."


Spellcasting: 1d6 ⇒ 51d6 ⇒ 1

From the shadowy recesses of the crypt, you hear a deep, gravelly voice bark a single word in Infernal, that loathsome tongue favored by denizens of the Nine Hells.

Suddenly, Fliss' torch is snuffed out, as your vision is snatched away by sorcerous darkness! (large burst template, covering the half of the crypt you are entering from, -4 to all actions/attack rolls that require sight, duration 10 minutes)

Although you are practically blinded by this magical murk, you hear soft footfalls of several unseen assailants slinking forward with murderous intent.

Combat!

Round 1 Initiative;
PCs: Ten of Spades
???: Red Joker
Tieflings: Eight of Spades
Order: ??? > PCs > Tieflings

??? is going to Hold, so PCs to act. Remember you are currently in the AoE of a Darkness spell, which may affect your actuons/rolls.


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

MWG turns left and moves along the wall beside the door, hoping to get out of the area of darkness, running if needed :

Running: 1d6 ⇒ 4 = up to 10"

If she reaches a corner, she'll turn and continue to move.

This is just the first part of my action, once you tell me what I see (if anything), she'll take a non-Free Action.


Running?! In a dark crypt, with a low ceiling, while magically blinded?! :o Please make an Agility save at -4.


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok calls upon his powers expecting an attack and then moves forward to get out of the darkness.

Going for DC 5 and the extra armor.

Spellcasting: 1d8 ⇒ 7

Wild Die: 1d6 ⇒ 1

Success, so +4 Armor as I stumble forward. Rd 1/5.


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

Dom will close his eyes, concentrate on his hearing and be ready to strike if attacked...
Unsure how SW handles that so.. :)


That sounds like you are going on Hold. You can make an opposed Agility check to act before the person attacking you, then roll your attack with the -4 darkness penalty.


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

Agility & Wild: 1d8 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (4) - 4 = 0

Oh well...


1 person marked this as a favorite.
Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Sorry to kep you waiting, I'm having a crappy week

Fliss knows that darkness is death - even as the troch is snuffed, she's runing forwards to get out the area of darkness. She trusts in her low hight and good instincts to keep her from running into anything. This isn't her first tango.

All the dices:
Running: 1d4 ⇒ 4
Ace: 1d4 ⇒ 1
With Pace 5, is taht enough to get me out? Not sure how the rules work here

Agility: 1d6 - 4 ⇒ (5) - 4 = 1
Wildd: 1d6 - 4 ⇒ (6) - 4 = 2
Ace: 1d6 ⇒ 5
7 total - not a raise, but it keps me out of trouble I hope?


Fliss, hope your weekend is an improvement on your crappy week! :D

Rules Clarification: Running die don't explode.

Both MWG and Fliss charge headlong, in a direction that they hope will bring them out of the magical darkness. There is a thump, as MWG cracks her skull against a low stone beam that she had been unable to see.

MWG is Shaken, and will have a nasty bruise in the morning, unless she gets some ice on that spot. That will negate any further action this round, unless you spend a Benny to immediately remove the Shaken condition.

Fliss, being shorter than her human companion, is able to run under the low beam without injury. She emerges from the sphere of magical darkness, and sees four tiefling ruffians armed with shortswords advancing towards her along the edges of the room. Another two tieflings, armed with crossbows, are peeking out from behind the cover of stone pillars at the far end of the crypt. Between the furthest two pillars stands a broad, muscular tiefling brandishing a battleaxe. Large, curly horns (like that of a ram) protrude from his skull and his eyes flash deep red with hellish delight, as he spots Fliss emerging (first) from the darkness.

"GRAAAAAGGH!!!" the hulking tiefling roars, dipping his head and charging forth, to gore Fliss on his magnificent horns!

This is ??? coming off Hold to attack Fliss.

Fighting/+2 Joker, +2 Wild Attack, -2 Running: 1d8 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (5) + 2 = 7

Horn damage: 1d8 + 1d6 + 4 ⇒ (7) + (1) + 4 = 12

The charging brute slams into Fliss and sends her flying!

That looks like Shaken and 1 wound, unless Fliss spends a Benny to soak. You are also prone.

A moment later, Sobok and MWG emerge from the sphere of magical darkness.

Dom is still inside the sphere of darkness, waiting to react to some unseen assault.

I'm gonna pause there, in case Fliss, MWG or Dom want to do anything further (with the relevant penalties for running and/or darkness) before the rest if the tieflings act.

EDIT: Just realised that Fliss should not have seen anything until she relit her torch, so rather than revise post, I am going to assume she relit it as she left the area of magical darkness.


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

Spending a Benny.

Seeing multiple threats, MWG does a quick assessment. Since the horned tiefling is currently busy, she considers the crossbow wielders the greatest threat, and throws a shuriken at one of them :

Focus & Wild: 1d8 ⇒ 51d6 ⇒ 1

If that hits :

Damage: 2d6 ⇒ (1, 5) = 6

She then looks around for any place to take cover against the crossbows.

13 PP, 3 Bennies


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

Hearing the shouts and the obvious 'thud' of a heavy blow, Dom heads that way... but at a normal pace. He thought he heard a 'thunk", followed by an "Ow!" so he is going a little more cautiously..


The tiefling marksmen are using the squat stone columns for heavy cover (-6), and MWG's shuriken misses her mark.

Dominic emerges warily from the sphere of magical darkness.

The two tiefling marksmen pop out of cover to discharge their weapons, before ducking back into (heavy, -6) cover, to reload.

Shooting: 1d6 ⇒ 2 Miss
Shooting: 1d6 ⇒ 3 Miss

The four remaining tieflings move into melee, short blades flashing in the flickering light from Fliss' dropped torch.

Fighting vs Dom: 1d6 ⇒ 5 Miss

Fighting vs prone Fliss: 1d6 ⇒ 6
exploding d6: 1d6 ⇒ 1 Standard Hit vs reduced Parry
Damage: 2d6 ⇒ (1, 2) = 3

Fighting vs MWG: 1d6 ⇒ 2 Miss

Fighting vs Sobok: 1d6 ⇒ 3 Miss

The party engage with the murderous tieflings, who discover that it's not so simple to cut someone's throat when they can see you coming. One scoundrel tries to skewer Fliss, after the hulking tiefling knocked her prone, but she manages to roll away with naught but superficial injury.


Round 2 Initiative;
PCs: King of Spades
Hulking Tiefling with Axe: Three of Spades
Tieflings: Jack of Spades
Order: PCs > Tiefling Rogues > Hulking Tiefling


Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness

Yup, Benny to soak

Vigor: 1d6 ⇒ 4

That alsom removes the shaken, yes? No need for another Benny?

Fliss is caught offguard by teh attack, but she lands with a roll and shakes her head to clear it. Time to focus. Dspite the situation, she grins. She's faced worse. Probly. She lauhgs at the tiefling whos' trying to stab her and retruns the favour with her rapier.

Fighting: 1d6 ⇒ 5

Damage: 1d4 + 1d6 ⇒ (4) + (5) = 9
Ace: 1d4 ⇒ 1

STATIS: 0 wounds, 4/10 PP left and 4 Bennies


The tiefling standing over Fliss gasps, as her rapier pierces his heart, killing him outright in a single thrust!!


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

Dom lets out a quick curse as a blade nearly connects with him as he he exits the darkness. He returns the favor:
fighting, axe: 1d8 ⇒ 3
wild: 1d6 ⇒ 3

damage: 2d6 ⇒ (5, 5) = 10

Meh...


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok swings his warhammer at the foul tiefling in front of him.

Fighting: 1d8 ⇒ 4

Wild Die: 1d6 ⇒ 6

Wild Die Explosion: 1d6 ⇒ 6

Wild Die Explosion: 1d6 ⇒ 4

16 to hit should include a raise. Rd 2/5 for Protection.

Warhammer Damage + Raise + AP 1: 3d6 ⇒ (6, 4, 5) = 15 Explosion: 1d6 ⇒ 2

17 Damage +1 AP vs the Tiefling.


Dom's opponent parries the incoming axe blow with his blade (which is a shame, cos' that damage would have killed him).

Meanwhile, Sobok bludgeons a tiefling to death with his trusty warhammer! Blood and bits of skull go everywhere!!


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

MWG draws her sword and attacks the tiefling :

Fighting & Wild: 1d8 ⇒ 41d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 5 = 11

Doing

Damage: 1d6 + 1d8 ⇒ (1) + (3) = 4

And if the attack roll is a Raise vs. his Parry :

Extra Damage: 1d6 ⇒ 5 = 9


The tiefling targeted by MWG is Shaken.

Tieflings to act.

Spirit to unshake: 1d6 ⇒ 6 The Tiefling fighting MWG recovers.

Fighting vs Dom: 1d6 ⇒ 6
exploding d6: 1d6 ⇒ 6
exploding d6: 1d6 ⇒ 1 = 13 to hit PR7 = Raise
Weapon damage: 3d6 ⇒ (2, 4, 2) = 8
Dom is Shaken.

Fighting vs MWG: 1d6 ⇒ 5 Miss

The two marksman at ge other end of the crypt pop out from behind cover and focus fire on the armoured lizardman with the bloodied warhammer, before ducking back behind the stone columns.

Shooting: 1d6 ⇒ 4
Damage/AP2: 2d6 ⇒ (1, 6) = 7
exploding d6: 1d6 ⇒ 2 9 dmg vs TN14, bounces off

Shooting: 1d6 ⇒ 1 Miss


Seeing attacks literally bouncing off Sobok's scaly hide, the hulking tiefling brute barrels across the crypt, to attack the lizardman in a frenzy of blows!

Fight/Frenzy: 1d8 + 1 ⇒ (6) + 1 = 71d8 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (1) + 1 = 2
exploding d8: 1d8 ⇒ 7 one hit, 14 vs PR8 = Raise
Axe Damage: 2d8 + 1d6 + 1 ⇒ (7, 6) + (5) + 1 = 19
exploding d6: 1d6 ⇒ 4 23 vs TN14 = Shaken & 2 wounds

"Feel the power of Ostengo!" the hulking tiefling roars, his prodigious strength proving too great for even Sobok's hardened scales to withstand, "Mightiest of all the Bastards of Erebus!"

At the end of the round;
Dom is fighting one tiefling rogue, and is currently Shaken.
Fliss is unegaged, having just stabbed her opponent through the heart.
MWG is in melee with a tiefling rogue.
Sobok is in melee with the axe-wielding brute Ostengo, and is currently Shaken & Wounded (2).
Two tiefling marksman are hunkered down behind heavy cover (-6 to hit) at the far end of the crypt, hastily reloading their crossbows for another volley.

Round 3 initiative;
PCs: Queen of Spades
Ostengo: Two of Diamonds
Tiefling Rogues: Ace of Hearts
Order: Tiefling rogues > PCs> Ostengo


Fighting vs Dom: 1d6 ⇒ 4 Miss

Fighting vs MWG: 1d6 ⇒ 5 Miss

The two tiefling marksmen emerge from cover. The first fires on Fliss...

Shooting: 1d6 ⇒ 6
exploding d6: 1d6 ⇒ 5 Hit with Raise
Damage/Raise/AP2: 3d6 ⇒ (4, 1, 2) = 7 Fliss is Shaken

... the second goes on Hold, waiting for the next unegaged target to present itself.
The tiefling will fire on Dom, MWG or Sobok, whoever is first to leave melee combat with their current opponent.
Opposed Athletics role to interrupt: 1d6 ⇒ 6
exploding d6: 1d6 ⇒ 6
exploding d6: 1d6 ⇒ 2 = 14

PCs to act.


1 person marked this as a favorite.
Female Human Cleric Agility d8 Smarts d6 Spirit d8 Strenght d6 Vigour d8 Parry Size 0 Toughness
Sobok. wrote:
17 Damage +1 AP vs the Tiefling.

Stop, stop, he's arleady dead

Vigr: 1d6 ⇒ 4 no longer Shaken

Fliss swishes her rapier, flickng the blood off. "Right, who else wants so- OW!" She pulls out the corrsbow bolt from her arm and throws it to teh floor, scornfully. "That the best you can do? I've had worse than that for serving drinks at teh wrong termperature." The pain has helped her focus, though. In any fight, you grind the organs of the leader, not the mooks. She stares at the big guy, her eyes glowing with hellish light. "Ostengo, eh? Good to know what to put on your tombstone." She grins. "Jsut kidding. Teher won't be enough of you left to bury."

Spelcasting: 1d10 ⇒ 10
Ace: 1d10 ⇒ 4 Hit with raise. Spending 1 PP for the bolt, and 1 PP to give AP2

Damage: 3d6 ⇒ (6, 5, 3) = 14
Ace: 1d6 ⇒ 1 15 damage, AP 2

She speaks a word of Infernal, and a black dart of twisted metal materialises next to her, before it buries iteslf in the leader's side in a fountain of blood.

STATIS: 0 wounds, 2/10 PP left and 4 Bennies


Shaken & 2 wounds.

Ostengo grunts and coughs up blood, as the iron spike burrows through his tough leather armour and into his flesh.


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

no shaky!: 1d6 ⇒ 4

Dom shakes his head, ignores the extra bruising and lashes out at the brigand in front of him..
fighting: 1d8 ⇒ 6
wild: 1d6 ⇒ 6
wild xplode: 1d6 ⇒ 4

damage: 2d6 ⇒ (5, 5) = 10
raise damage?: 1d6 ⇒ 1

He puts that one down handily...


Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

Sobok staggers from the blow but manages to very weakly swing back.

Did it hit me? The attack roll was listed as an explosion, but he got a 6, 2, 2? Is it Frenzy that lets numbers explode when they are not max?

Benny to Soak

Vi: 1d8 ⇒ 2

Wild Die: 1d6 ⇒ 3

Benny to Reroll

Vi: 1d8 ⇒ 2

Wild Die: 1d6 ⇒ 5

So I stop one wound. Am I shaken.

SP: 1d6 ⇒ 4

Wild Die: 1d6 ⇒ 1

I think that fails due to the Wound penalty. So Benny #3 will stop being Shaken and I will attack.

Fighting: 1d8 - 1 ⇒ (1) - 1 = 0

Wild Die: 1d6 - 1 ⇒ (1) - 1 = 0

Yeah, with only 1 Benny left we have to let that one go.


Ok, when I initially made that post, one of the d8s exploded. Looking back on it now, something I did in the editing phase must have rejigged the results. Annoying. Rather than retcon everything that has happened since, I am going to ask that you give me the benefit of the doubt on this occasion, and I will give you a Benny by way of an apology. Hope this is a satisfactory outcome.

Since Dom is out of combat, he triggers the sniper on Hold;
Shooting: 1d6 ⇒ 3 Miss


1 person marked this as a favorite.
Skills:
Gather Information +12, Knowledge (Arcana) +5, Listen +13, Spellcraft +4, Survival +16
Attacks:
[dice=Falchion Attack]d20+16[/dice][dice=Falchion Damage]2d4+10[/dice] [dice=Glaive Attack]d20+15[/dice][dice=Glaive Damage]d10+10[/dice]
M Human (Baklunish) Barb 1/DS 10; Init +3; HP 132/132 ; AC 23, T 14, FF 20; Fort +13 (15), Ref +7, Will +6 (8); Rage 3/3 (12 rounds); Current Aura= Senses [+3 to Spot, Listen and Initiative within 30 ft.]

The Benny is nice, but if it was an 8 that is fine. I have no idea what happened, but sometimes the boards do odd things. I will take the Benny if you are sure, but I am fine without as well. I just wondered if there was some cool ability to be aware of.

301 to 350 of 398 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Council of Thieves / Savage Worlds Gameplay All Messageboards

Want to post a reply? Sign in.