Sobok. |
"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.
Fliss Cooper |
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?
"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?
Sobok. |
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.
mikeawmids |
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.
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.
Moves With Grace |
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
mikeawmids |
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.
Dominic Artu |
"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
Sobok. |
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.
Sobok. |
Sobok opens the door and goes in.
mikeawmids |
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.
Sobok. |
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
Fliss Cooper |
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."
mikeawmids |
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.
Moves With Grace |
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.
Sobok. |
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.
Fliss Cooper |
1 person marked this as a favorite. |
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.
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?
mikeawmids |
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.
Moves With Grace |
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
mikeawmids |
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.
Fliss Cooper |
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
Sobok. |
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.
mikeawmids |
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
mikeawmids |
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
mikeawmids |
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.
Fliss Cooper |
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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
Dominic Artu |
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...
Sobok. |
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.
mikeawmids |
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
Sobok. |
1 person marked this as a favorite. |
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.