New Horizons on an old and stitched together horse... (Inactive)

Game Master Helaman

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1/ Readied Spells 2/ Readied Missile attacks 3/ Readied Melee attacks 4/ Move 5/ Melee attacks 6/ Missile attacks 7/ Spells (or ready a spell).

Make a combat Maneuver? 1 is crit fail. Just roll for damage? 1 is just a miss.


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They're Coming!, the gnome squealed.

An arrow, poorly made if the buzzing of its fletching as it flew overhead was any indication, wildly missed the group as you take cover by the damaged wagon that had been pushed onto its side. Another arrow and a sling stone smacked into the wooden vehicle with a vicious sound of splitting wood.

You'd managed to snatch the gnome from under the noses of his captors yesterday but it had been a race against time to get clear and back to town... a race you have now lost.

Across the field was the rabble of wannabe bandits, poorly armed, poorly armored but they had one quality all of their own. Numbers. They doubled yours. Plus that slime ball of a leader. He might even be competent. He looked like he was able hold this sorry lot together and direct it into something resembling a fighting force.

Hand over the gnome and we'll let you live!, he bellowed from the back of steed, before laughing and making a comment to one of his men Who am I kidding eh? Just kill them...

ATTACK!

And the bandits prepare to storm you...


Zone descriptions
- Here: (Melee range, thrown weapons and spells 30' range or less). Party. Turned over wooden wagon. Players might want to try to use it as cover (+2 AC vs. missiles). Fonkin the Gnome (hiding).
- There: (Missile weapons and spells etc at approximately 60')
- Waaay over There: (Missile weapons and spells etc at approximately 120') Bandits
- Out of range: Bandit leader - mounted.

Neither side has surprise. Tell me what you have prepared and in hand etc before I roll initiative...

Remember everyone gets ONE action a round.

Draw a sword? That's an action.
Move? Action. This moves you to another zone.
Attack? You better believe that's an action.

Taking cover is also an action akin to a move. Once in cover you can act without leaving it and still retain the AC bonus until an enemy shares the same zone.

I resolve in the following order: 1/ Readied Spells 2/ Readied Missile attacks 3/ Readied Melee attacks 4/ Move 5/ Melee attacks 6/ Missile attacks 7/ Spells (or ready a spell)


Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16

Sarn looks speculatively at the gnome, wondering just how elastic the bandit leader’s pronouncements regarding the relative safety of the gnome - and how that relates to the party’s safety - are. Given the incoming missile fire, probably not very. The priest grabs the small twin-headed token that depends from a thong around his neck and kisses it fervently before peering out and just as soon ducking to avoid a slightly better aimed poorly made missile.

“Well, this is a fine mess. Still, we’re not dead yet.” Sarn looks to his companions. “Anyone got any ideas?”

Hiding behind wagon, spear and shield in hands. As I’m not sure these folx are definitively evil, I’ll hold off on protection from evil. So no actions to speak of.


Very very likely not supernaturally evil... so the spell is not a solid bet


Human Male Magic-user! HP: 9/9 AC: 11 DWPBS: 13,14,13,16,15 Magical Font 2/3 Spells Prepared: Magic Missile, Sleep
Sarn Ket wrote:


“Well, this is a fine mess. Still, we’re not dead yet.” Sarn looks to his companions. “Anyone got any ideas?”

”We should continue to not die,” mage spat out with bitter sarcasm in response to the cleric. Din peered from around the other end of the overturned wagon and clutched his staff a little tighter as he thought through the incantation he was preparing.

Hiding behind wagon, staff in hands. Preparing a spell sleep. Edit


The scraggly woman with an unhealed scar across her mouth pulled the gnome behind the cover of the wagon and hissed "C'mon, give me your pack. We'll dress it in the gnome's clothes and I'll lure them into the forest and hide. Bait 'n switch...we'll shove the real thing under this wagon."


Male Human Per +3

Terion cracked his neck, turning to his companions with that ever present smile of his - "You guys do what you guys do" - he nodded, grabbing his morningstar and shield firmly. They were pretty worn, but still in perfect condition.

"And I will do what I do. If they get near, they eat steel" - the large man added, peering at the gathered bandits from behind the wagon - "I am sure after I bash in the skull on that slime ball, the others will lose heart for the fight" - he snarled.

So Terion has morningstar and shield in hand - ready to swing at the first who comes close. Until someone comes closer, he is taking cover.

"How much are you paying us again?" - he added to the gnome, waiting for an answer.


Money? At a time like this?, Foran howls incredulously, Besides, it was likely the town that hired you right? I've been kidnapped. The gnome passes his pack, one stolen from the bandits lair, to Nilelane.


Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16

Sarn pauses as his eyebrows furrow, creating a line above his eyes.

”So you want to hide a gnome under the wagon, and run off with a backpack dressed in the gnome’s clothes?” he asks Nilelane.

Sarn has 7 Intelligence. Not the sharpest tool in the shed.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk presses his left shoulder against the upturned wagon, shield pinned to the floorboards to extend the protective bulwark and axe at the ready to strike any bandit foolish enough to engage with them, muttering murderous oaths to the gods in dwarven.

”I’ve ‘eard worse ideas,” Eddrikk states in response to the idea that doesn’t involve them having to hack their way through a dozen or so bandits.


Aaand away we go...

Batter up... here's the Pitch...

Party: 1d6 ⇒ 4
Bandits: 1d6 ⇒ 4...

I did NOT see that coming straight outta the gate. I didn't provision for ties between two groups, just ties on the same team, so roll again.

Party: 1d6 ⇒ 3
Bandits: 1d6 ⇒ 3

Okay... now the RNG is just messing with me :)

Here we go again.

Party: 1d6 ⇒ 4
Bandits: 1d6 ⇒ 2

Whew.

Party is up. State your action. I'll batch them up and provide the results in order.

Bandits are simply 1 to 10 if you want to be specific.


Human Male Magic-user! HP: 9/9 AC: 11 DWPBS: 13,14,13,16,15 Magical Font 2/3 Spells Prepared: Magic Missile, Sleep

”Cupio, Virtus, Licet,” the mage pronounced while he peered around the wagon while waving his hands. Like a summers breeze a wave of eldritch energy flows towards the approaching brigands promising peace and rest.

# of HD effected: 2d8 ⇒ (1, 3) = 4

Cast prepared spell sleep


Small mercies for the DM :) could be a quick fight otherwise... they have piss poor saving throws


Improvising a quick gnomish scarecrow, Nilelane darts into the woods...lingering in the bandits view just long enough to get their attention. Suddenly realizing how stupid an idea it was, the footpad desperately looked for a place to hide...

Hide: 1d6 ⇒ 5

How long are rounds, 60 seconds or more like modern games?


10 seconds...

Fleeing, moving etc is a single action. Hiding is another. We're on One action a Round. Will it be hiding next to the wagon or fleeing (and giving you range for next round... or a head start to keep going)? Happy for you to rethink it if you want to try something else


Can I prepare the decoy and move in the same round? Will do that if so. Otherwise just prepare the decoy while taking cover there.


Nilelane wrote:

Can I prepare the decoy and move in the same round? Will do that if so. Otherwise just prepare the decoy while taking cover there.

Given you said you were prepping decoys while others were readying spells and weapons earlier? Let's say it's prepped and you're now on the move... you'll move into an abstract zone of your own that I'll work out later, but will put you out of range of the enemy... who are focused on the party at the wagon at any rate


Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16

Sarn watches as Nilelane scarpers. The priest grips his weapon and shield tighter, readying to thrust at the first bandit to round the wagon in pursuit of the plucky thief.

I guess I’m still “Hiding”.


Sarn Ket wrote:

Sarn watches as Nilelane scarpers. The priest grips his weapon and shield tighter, readying to thrust at the first bandit to round the wagon in pursuit of the plucky thief.

I guess I’m still “Hiding”.

Hiding OR taking cover?... the 2nd is more heroic AND comes with an AC bonus :)


Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16

Definitely the Heroic Cover option…


Still need Eddrikk to act...


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk continues to wait for the bandits' onslaught.

Taking cover


Round 1 Party Resolution

Sleep spell.

Bandits 1-7 melee, 8-9 and 10 missile, with 10 being the sling.

Bandit: 4d10 ⇒ (1, 3, 8, 5) = 17

Bandit 1 Save vs Spells: 1d20 ⇒ 6 Zzzzz
Bandit 3 Save vs Spells: 1d20 ⇒ 16 Awake
Bandit 5 Save vs Spells: 1d20 ⇒ 10 Zzzzz
Bandit 8 Save vs Spells: 1d20 ⇒ 14 Zzzzz

Annnnd at this point Morale WOULD normally be rolled... it's not quite half their number but a display of overwhelming might such as a massed Calvary charge, fireball etc rates a "pucker factor" roll in most situations... but as we want the others to have a chance to fight, we're gonna hold that morale check... for now.

Nilelane moves away from the wagon holding a decoy

Rest of party takes cover.

Round 1 Bandits up... will do shortly.


Round 1 Bandits...


Here: (Melee range, thrown weapons and spells 30' range or less). Party. Turned over wooden wagon. Players might want to try to use it as cover (+2 AC vs. missiles). Fonkin the Gnome (hiding).
- There: (Missile weapons and spells etc at approximately 60')
- Waaay over There: (Missile weapons and spells etc at approximately 120') Bandits
- Out of range: Bandit leader - mounted.

Bandit Leader: Screams Kill the wizard!!. Moves from Out of Range to "There"
Bandits 2-4, and 6 move to Range "There"
Bandits 9 (Hunting Bow) and 10 (sling) shoot at Din BUT at disadvantage due to range...

Bandit 9 Bow: 1d20 ⇒ 4 Or Bow: 1d20 ⇒ 17 for 1d6 ⇒ 2
Bandit 10 Sling: 1d20 ⇒ 5 Or Bow: 1d20 ⇒ 16 for 1d4 ⇒ 4

Both miss wildly...

And with that? Round 1 is a wrap...

Round 2? Ding Ding

Party: 1d6 ⇒ 2
Bandits: 1d6 ⇒ 1

Party is still up!

Round 2...


Here: (Melee range, thrown weapons and spells 30' range or less). Party. Turned over wooden wagon. Players might want to try to use it as cover (+2 AC vs. missiles). Fonkin the Gnome (hiding).
- There: (Missile weapons and spells etc at approximately 60') Mounted Bandit Leader, Bandits 2-4, and 6
- Waaay over There: (Missile weapons and spells etc at approximately 120') Bandits 9 and 10
- Out of range: Nilelane

Heading to discussion page... but party up.


Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16

Through a crack in the timber Sarn sees some of the bandits fall asleep. His eyes widen in surprise.

”Those bandits must be real tired - some of them just lay down!” Sarn informs his companions.

”The rest are on their way here - I’ll ask for some help - stay near me and we will be protected…

Sarn looks skyward and mutters in an almost guttural chant.

Casting protection from evil 10’ - do I need to have a free hand/both free for this?


A hand free... so no shield BUT! As we are all in teething mode? We can rule you didn't have one of them equipped in the pre battle round. Cast away! That said? Discussion thread inbound


Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16

As discussed in the Discussion thread, Sarn is not casting a spell and is holding position and waiting for more bandits to fall asl…umm…is just waiting to ambush the bandits as they round the wagon. A “grate planne”.


Nilelane attempts to discern which of the bandits (if any) took the bait. Either way, she will hide in preparation for a surprise attack.


Human Male Magic-user! HP: 9/9 AC: 11 DWPBS: 13,14,13,16,15 Magical Font 2/3 Spells Prepared: Magic Missile, Sleep

Bastard, the mage cursed to himself as the bandit leader ordered his men to attack him. He smiled as the missiles sailed wide and began another incantation, ”Incertus, Pulcher, Imperio!”

He gestured toward the bandit leader unleashing a swarm of buzzing bee like missiles at him.

Magic Missile: 1d6 ⇒ 3

Cast magic missile


Magic missile is d6+1, so 4. Your spells are insect themed? Cool!


Human Male Magic-user! HP: 9/9 AC: 11 DWPBS: 13,14,13,16,15 Magical Font 2/3 Spells Prepared: Magic Missile, Sleep

A little bit broader than insects more nature themed


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk breaks from cover charging the bandits (bandit 6).

Charge!: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male Human Per +3

"He must have read my mind!" - Terion dashed after the brave dwarf, to fight side by side with him.

I didn't completely understand the charging rules (and in the OSR spirit, I will admit I don't want to be reading them multiple times :P). So I will just roll the same as Eddrikk.

Charge!: 1d20 + 5 ⇒ (19) + 5 = 24
Damage (morningstar): 1d8 + 2 ⇒ (5) + 2 = 7


Company medical... will be a while


Round 2. Party Round.

1/ Readied Spells 2/ Readied Missile attacks 3/ Readied Melee attacks - NA

4/ Move Nilelane attempts to hide under a bush... the bandits are more interested in the party ATM. BUT, Good news is you don't need a hide roll AND if you use a missile weapon? It's a sneak attack. Sarn is ready to attack his foes who come near the wagon.

5/ Melee attacks - Chaaarge. Eddrikk cuts down his target, closely followed by his boon companion of Terrion who brains his own foe! (#2)

6/ Missile attacks -NA

7/ Spells (or ready a spell). Din summons up a glowing swarm of ethereal insects who stream into the bandit leader, who screams but remains in the saddle.

I will post bandits later. Head to discussion for questions etc.


Start of Bandit round 2.


Here: (Melee range, thrown weapons and spells 30' range or less). Sarn and Din. Turned over wooden wagon. Players might want to try to use it as cover (+2 AC vs. missiles). Fonkin the Gnome (hiding).
- There: (Missile weapons and spells etc at approximately 60') Mounted Bandit Leader, Bandits 3-4. Also Eddrikk and Terion
- Waaay over There: (Missile weapons and spells etc at approximately 120') Bandits 9 and 10
- Out of range: Nilelane BUT Nilelane can attack targets in There next round.

1/ Readied Spells 2/ Readied Missile attacks 3/ Readied Melee attacks - NA

4/ Move

Take them!!!, the bandit leader yells are the two standing bandits, then drives his horse towards the wagon, launching a charge of his own against 1 is Sarn, 2 is Din: 1d2 ⇒ 1.

His attack...

1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6 for 1d8 + 1 ⇒ (1) + 1 = 2

His swing goes wide And now at -2 AC

5/ Melee attacks - #3 attacks the dwarf and #4 the human warrior...

#3 1d20 ⇒ 16 for 1d6 ⇒ 3 vs eddrikk
#4 1d20 ⇒ 13 for 1d6 ⇒ 4 vs Terion

6/ Missile attacks - 1 is Sarn, 2 is Din, 3 is Terion and 4 is Eddrikk: 2d4 ⇒ (1, 4) = 5.

#9 hunting bow vs Sarn 1d20 ⇒ 17 for 1d6 ⇒ 5
#10 sling vs Eddrikk 1d20 ⇒ 11 for 1d4 ⇒ 2

7/ Spells (or ready a spell)- NA

Okay we have our first non lethal damage. You can narrate that as a bruising hit, or an awkward parry, fatigue catching up with you resulting in a near miss that tires you out further etc


Dont forget your ability to either sacrifice a shield or if wearing medium or heavy armour, to take half damage.

Initiative

Party: 1d6 ⇒ 6
Bandits: 1d6 ⇒ 1

Party is STILL up!

Players? Play on.


I think my words here could have been better put. By non lethal damage, I mean damage that didn't drop someone to zero hit points, as it's only the hit that drops you that counts


Human Male Magic-user! HP: 9/9 AC: 11 DWPBS: 13,14,13,16,15 Magical Font 2/3 Spells Prepared: Magic Missile, Sleep

As the bandit leader swings at Sarn the mage launched more bees at the brigand.

Damage Magic Missile: 1d6 + 1 ⇒ (6) + 1 = 7

Wasnt sure if there was a penalty for casting while in melee range


Nope... just don't get hit while casting is the rule for mages. I'll need to look at how that plays out a bit more later when it comes to initiative but for now? You're golden.


Ok, if they aren't interested in the gnome decoy Ill prepare for a surprise attack. So first I need to get a dagger out, then move within 10 ft of the cart, then attack right?


Nilelane wrote:
Ok, if they aren't interested in the gnome decoy Ill prepare for a surprise attack. So first I need to get a dagger out, then move within 10 ft of the cart, then attack right?

Yes, though at this rate I'm pretty sure the baddies will be wrapped up then... upside? Afterwards you can practically guarantee you'll find a hunting bow :)


Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16

Sarn gulps hard as the bandit leader rounds the wagon and charges, then breathes an even bigger sigh of relief as the smelly human’s attacks misses completely.

Only for a very ugly arrow shaft to grow out of nowhere from Sarn’s shield, splintering it. (No time to review shield rules, I’ll get back to it…)

Sarn shrugs, dropping his shield and gripping his warspear in two hands for a heroic thrust up at the bandit leader.

Yiaeee!: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14 (versus -2 on AC)
Knchh!!: 1d6 + 2 ⇒ (2) + 2 = 4 (apologies if double handed doesn’t mean double Str mod to damage, then it should be +1)


+1 but the roll is good


Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16
GM Helaman wrote:
I think my words here could have been better put. By non lethal damage, I mean damage that didn't drop someone to zero hit points, as it's only the hit that drops you that counts

Heh, took me a while, but I figured it out! And so Sarn sacrifices his shield and takes half damage - rounded up or down? 3 or 2 damage?


Human Male Cleric 2 HP 7/7/ AC 15 (14 w/o shield) / Mace or spear or sword: +2 to attack, 1d6 + 1 damage // Pool of Faith: 2/2 // Death/Poison 11//Wands/Staff 12//Petrification/Paralysis 14//Blast/Breath 15//Spell 16
GM Helaman wrote:
+1 but the roll is good

So weapons wielded in two hands gain +1 to damage. My Str mod is +1, so it is 4 total damage after all! Epic!


Sarn Ket wrote:
GM Helaman wrote:
I think my words here could have been better put. By non lethal damage, I mean damage that didn't drop someone to zero hit points, as it's only the hit that drops you that counts
Heh, took me a while, but I figured it out! And so Sarn sacrifices his shield and takes half damage - rounded up or down? 3 or 2 damage?

Nope, you can take no damage at all by sacrificing the shield, if it's a large amount, you just take the remainder... Head over to discussion


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk slams into one bandit felling him with a blow from his battle axe. Another bandit engages with him landing a blow that glances off his chainmail, while a sling bullet smashes harmlessly against his shield.

Attack: 1d20 + 3 ⇒ (7) + 3 = 10
If hits, Damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7


Eddrikk wrote:

Eddrikk slams into one bandit felling him with a blow from his battle axe. Another bandit engages with him landing a blow that glances off his chainmail, while a sling bullet smashes harmlessly against his shield.

[Dice=Attack]1d20+3
[Dice=If hits, Damage]2d4+2

LOVE the narrative. Great stuff. In regards to the enemy attack? "Bandit#3 1d20 ⇒ 16 for 1d6 ⇒ 3 vs Eddrikk", You take a point of damage (3 points, rounded down = 1), assuming your AC is 16.... if 17, then it's a harmless crunch on Mail.


Male Human Per +3

Terion's morningstar makes a sickening sound as it hits the bandit, crushing his ribcage and dropping him down, wheezing.

"I had heard dwarves were tough, but that is impressive brother!" - Terion smiles at how Eddrikk shakes off the attacks against him then, without skipping a beat, follows up with a overhead chop against the one who just attacked him.

Morningstar: 1d20 + 3 ⇒ (5) + 3 = 8
Damage (morningstar): 1d8 + 2 ⇒ (4) + 2 = 6


Party Round 3 results.

Here: (Melee range, thrown weapons and spells 30' range or less). Sarn and Din. Turned over wooden wagon. Players might want to try to use it as cover (+2 AC vs. missiles). Fonkin the Gnome (hiding). Nilelane (Hidden).
- There: (Missile weapons and spells etc at approximately 60') Mounted Bandit Leader, Bandits 3-4. Also Eddrikk and Terion
- Waaay over There: (Missile weapons and spells etc at approximately 120') Bandits 9 and 10
- Out of range: N/A

1/ Readied Spells 2/ Readied Missile attacks 3/ Readied Melee attacks - N/A

4/ Move Nilelane sneaks to the wagon.

5/ Melee attacks

The priest stabs the bandit with his spear... the blow driving air from the bandit with a huff, but the mail stopping it from piercing the bandits guts.

Eddrikk and Terion trade blows with their opponents but are unable to land a decisive blow.

6/ Missile attacks: N/A

7/ Spells (or ready a spell) - Another swarm of glowing bees tear at the bandit leader, who stiffens and falls from the saddle.

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