Damiel Morgethai

Dolwen the Mighty's page

24 posts. Alias of SecSeibzehn.


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Male Elf Seaman

Dolwen throws his weight into it as well.


Male Elf Seaman

Dolwen seems nonplussed. He grips his axe and mutters angrily about the rain and everything else. Keeping an eye out for Hannah, the elf is less than pleased when the light goes out-- of course they'd not get even a moment's rest...

Perception (42-20): 1d100 ⇒ 19
Night vision as well. Total darkness-- 30 feet. Needs minor illumination but not very much.


Male Elf Seaman

Dolwen watches everyone go, sparing few apathetic glances away from his food and drink. Finally, the armed and dangerous travelling companions of his have left, bustled off into the pouring rain.

Slowly, he stands and picks up his axe from under his chair. Dolwen, grumbling, makes his way out of the room. As he passes Minous, he offers a shrug and says "He's not related to me," before passing into the rain and whatever horrors lay beyond.


Male Elf Seaman

Dolwen nods apologetically. "Sorry for biting your head off. Lots of elves 'round these parts that like to stick it to a city-born like myself. Apologies," he says, and shovels a warm heap of tavern food into his mouth.

He listens idly to the story, more concerned with the road ahead than idle tales of whimsical fancy.


Male Elf Seaman

Mid-meal, Dolwen looks up, apprehension on his face. "I'm a kinsman now?"

"The drink took the bite off the cuts and everything else is helping it along fine enough. Had to tear up my favorite shirt to bind the wound, but, I can always find another."

"But, again: Kinsman. I was born in Altdorf, mate. I don't know hide nor hair of whatever forest you come from."


Male Elf Seaman

5 wounds remain, out of 12.

Slumping back against the wall after drinking down the foul elixir, Dolwen lets out a rumbling sigh. He can feel the warmth of alcohol begin its work, distracting him from the pain, but the pain he feels is truly deep-- down inside, in his very soul.

"If only I had done something back there-- shut my mouth and kept a look-out. If only... Damn the luck, and damn me," he muttered, curling into a little ball and nursing the half-full bottle, drinking it and more and more resembling a pathetic dog.

With a heaving sigh, Dolwen steadies himself to stand. Suddenly, he's positive again-- but still possessing the same wry, testing voice. "Alright, then. Time to eat," he says, clapping his hands together and thanking the proprietor for his special ale.


Male Elf Seaman

"Ladies? I wish I was wrestling with ladies. Even the wrong sort. At least then I'd have a good story to tell." With no other options, Dolwen shrugs in agreement. "If there are no bandages? Do in Tilea as the Tileans do. I'd truly appreciate that 'something', sir. And maybe a rag and some water to clean the wounds with?"

The thunderclap gives him unease.


Male Elf Seaman

Perception (32): 1d100 ⇒ 63

"Generous of you," the elf says. He's no stranger to exhaustion, but the battle and the charge through the forest seem to have drained him of all of his energy. "I'll accept that offer."

Dolwen removes the pack from his back with a pained grunt, leaning on a wall and collapsing to the floor. He passes the bag back to Hannah with an uncertain grip. His wounds are a mix of sticky, hardened blood and wet rainy runoff, made only worse by the long journey. The gash along his forehead will no doubt scar. "I need a healer's touch," he says to the proprietor, coughing.

Common Knowledge (Empire) (32): 1d100 ⇒ 12


Male Elf Seaman

Common Knowledge (The Empire) (32): 1d100 ⇒ 97

Nope.


Male Elf Seaman

"I'm a man of my word, but it's become less safe on my back. I'll carry it until I die, I suppose."

Dolwen grits his teeth, letting his focus drift from the pain to the woods, brimming with cries. "We need to go. Now."


Male Elf Seaman

Dolwen bleeds mightily from a gash on his brow and across his chest. He hefts the pack carrying Hanna's things and winces strongly, but doesn't complain. "I need to have these wounds bound, and if I don't, I'll soon need to see a priest. But I agree with the dwarf."

Glancing to Hanna, he says "Sorry for bleeding on your bag. Flawless martial technique, there. Starting to wonder if you really are just a scribe, or maybe a wandering noblewoman or knight errant."


Male Elf Seaman

Are any of the beastmen still alive?


Male Elf Seaman

Dolwen takes note of the blow and moves to leap aside.

Dodge Blow (36): 1d100 ⇒ 49

But he's not lucky-- it tags him across the cheek bone and ear, adding another bloody mark to the wounded elf.

Noting 5, -3 from TB, no armor on head, leaves me with 2 wounds. I've taken 7 of 12 wounds.

One eye slicked with blood, he notes that Hanna has knocked one of the Beastmen completely silly and advances on the opportunity she's opened, making two reckless swings.

Attacking B2 this turn.

Attack (35+10): 1d100 ⇒ 87
Attack (35+10): 1d100 ⇒ 15 = to the left arm(51)
Damage: 1d10 + 4 ⇒ (5) + 4 = 9

He cuts into its arms as it tries to defend itself, ruthlessly attacking.

"If the halfling can keep the other distracted for a moment, we have a shot."

On an aside, Ethan's taken 12 of 11 wounds and is crit now.


Male Elf Seaman

I don't know if we're using fortune points still, or advanced armor. Can you tell us what your house rules are?


Male Elf Seaman

Dodge Blow (36): 1d100 ⇒ 68 = failure!

Noting down 9, minus 1 for jerkin, minus 3 from TB, for a total of 5 wounds.

Dolwen lets out a frustrated shout as the blade slips across his chest, leaving a burbling bloody streak on his armor. "Argh!"

"Dwarf-- let's take him togeth--" he catches the beastman's descending weapon with a parry, wrestling its weapon to force it to overextend, and then grabs it by the fur on the shoulder-- chopping at it recklessly. "Screw you!"

Attack (35+10): 1d100 ⇒ 50 = failure
Attack (35+10): 1d100 ⇒ 50 = failure

By five, both times?

Its horns do all the work of a main gauche, parrying with loud clops and he ends where he began-- blood-covered and angry on the side of the road, facing down a bleeding beastman.

Perception (34-20): 1d100 ⇒ 7

But what really gets his attention is Hanna's hand sparking... Enough to give him decent pause. He hasn't got enough time to think over his next course of action.


Male Elf Seaman

You cast, attacked, and declared parry-- can't do all three. Cast and attack checks out, though.

I'm waiting to see if Hanna attacked or if I should lay into the monster. Automatic hits and +1d10 damage? Yes please.


Male Elf Seaman
Nargond wrote:
The book I'm looking at (published 2005, p130-131) says Ulric's Fury requires first a 10 on the damage roll, then another successful attack roll, and only then can you just keep rolling the exploding damage die. Is there some errata I'm missing?

Good catch. I'll fix that right away.


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Male Elf Seaman

It's WFRP. If a peasant is ever happy, the universe reacts violently and with prejudice in response.

For confused people:

Here's a guide
TO WFRP COMBAT

  • Everyone has two half-actions. They add up to a full action. Everyone has unlimited free actions. A free action is anything that takes a second, like talking or crying while holding a bleeding stump. Rounds are ten seconds long.

  • If you have Dodge Blow the skill, you can Dodge. If you don't, you can't, ever, sorry. The GM lets you buy in any career it out of the generosity of his heart. If you have a legit weapon in your off-hand, you can parry as a free action once per round, and if you take Parrying Action (see below), you can do it twice. You can only Dodge once per turn. You can't try to Parry and Dodge the same attack.

  • Your speed is your Movement characteristic x2 in yards. A move moves you that. Charge moves you double. Run moves you triple. Dolwen has a Mov of 5, meaning he moves 10 yards, charges 20 and runs 30.

  • Damage is 1d10+SB if it's a hand weapon plus any other modifiers from talents. If it's a special melee weapon, you may add or subtract damage or have neat qualities to use, but we'll assume you're swinging your trusty hand weapon. Ranged weapons have their own modifiers-- a bow is 1d10+3 flat, for example, or a throwing dagger is 1d10+SB-3.

  • Shooting into melee gives you an automatic -20% on Ballistic Skill.

  • When you hit, flip the roll you made and check the chart to see where.

    Hit Location wrote:

    01-15 - Head

    16-35 - Right Arm
    36-55 - Left Arm
    56-80 - Body
    81-90 - Right Leg
    91-00 - Left Leg

    In example, if I roll 1d100 ⇒ 14 and hit, I flip it to 41 and look on the chart. Left arm. Got him.

  • If you roll a 10 on damage, you can roll to hit again with all of the same modifiers. If you hit, you've invoked Ulric's Fury. Roll another d10 and add it. If you get another 10, roll another. Keep going until you stop rolling 10. It adds up.

    BASIC ACTIONS

  • Aim (Half Action)
    Add 10% to your WS or BS on your next action, provided it's an attack. It doesn't last round to round.

  • Cast (Varies)
    Most spells have a cast-time. If you spend an extra half-action, you can using the Channeling skill. You can only use this action once a round.

  • Charge Attack (Full Action)
    You move your full movement and attack with +10% WS. Minimum of 4 yards/2 squares etc etc I don't think we're using maps. Unlike Pathfinder, you can turn mid-charge.

  • Disengage (Full Action)
    If you are in a fight with someone, and want to leave-- you must disengage. It moves you one movement away. If you don't, everyone in the entire fight who wants to can take a free non-action attack on you. Don't run away without disengaging. It's a bad move.

  • Move (Half Action)
    You move your speed.

  • Ready (Half Action)
    This isn't Pathfinder's "declare a thing" ready. It means taking items out or unsheathing weapons. You can also put away an item in-hand at the same time. So if you've got a bow out and you want to sword, one half-action has the bow safely stored and the sword in your hands. No Pathfinder "AWAY MY CROSSBOW" free actions throwing your priceless artifacts to the ground to engage in melee.

  • Reload (Varies)
    Guns have a reload time. It takes that long to load them.

  • Stand/Mount (Half Action)
    You get up from the ground, or mount an animal.

  • Standard Attack (Half Action)
    You make one attack, melee or ranged.

  • Swift Attack (Full Action)
    If you have multiple attacks, you make them all. You need Attacks 2 or better to use this. If the weapon you're using is a loaded pistol, you get max 2 attacks, one per weapon.

  • Use a Skill (Varies)
    If you want to use a skill, like basketweaving, in combat, the DM will tell you a skill test to make. Most skills in combat are non-actions.

    ADVANCED ACTIONS

  • All-Out Attack (Full Action)
    One attack at +20% Weapon Skill in a "furious melee attack." After, you can't parry or dodge. For the people who can't parry or dodge, I'm just saying: Get furious.

  • Defensive Stance (Full Action)
    You don't attack. Attacks on you get -20% Weapon Skill.

  • Delay (Half Action)
    Your turn ends immediately, but you get a half-action for later, which you can use at ANY time for ANY reason. With the GM's style of simultaneous combat, I don't see this being used a lot.

  • Feint (Half Action)
    You make an opposed Weapon Skill test with your enemy, and if you win, your next attack can't be parried or dodge. If you don't attack right away, you lose your bonus.

  • Guarded Attack (Full Action)
    One attack at -10% Weapon Skill. You get +10% to Parry and Dodge tests.

  • Jump/Leap (Full Action)
    Jumpin' is a full action. Don't go caterwauling around on the battlefield.

  • Manoeuvre (Half Action)
    An opposed weapon skill test pushes the enemy one square. If you want, you follow. This doesn't disengage you, and you can't push them into terrain features like spiked pits or fireplaces, so what's the point of this action?

  • Parrying Stance (Half Action)
    You can now parry if you take a half-action to get ready to parry. If you have a weapon in your off hand, you don't have to take this to parry, but if you do-- you get two parries a round.

  • Run (Full Action)
    You boogie your full speed, giving enemies a -20% on Ballistic Skill to hit you. But melee gets +20% Weapon Skill to hit you, so it's a fair trade.

    These are all the types of action, generally speaking.

    ...

    In conclusion,

  • 1) Roll your WS or BS to hit

  • 2) If you roll under your WS or BS, you hit!

  • 3) Flip the number to find out the hit location, and let the GM know in case someone is parading around with only a gauntlet on, or no helmet, or other things.

  • 4) Roll 1d10 plus any general modifiers for damage. This is usually your SB plus or minus depending on weapon, or a unique value.

  • 5)They record it, subtracting for armor. They might roll for critical now and die horribly.

    Critical Wounds

  • If you hit 0 hp, you're not dead. You're just being critically hit.

  • All damage beyond 0 is taken as a value. So, if I have 3 wounds and take 10 damage, I'm rolling on +7. If I have 10 and take 11, I'm rolling on +1. Yeah-- on, not at. +1 through +10 are different 1-100 tables that determine how likely you are to die. It goes without saying that +1 is likely to survive and +10 is probably dead.

  • Roll a d100. Lower is better. Depending on where you were hit, a low number could be dropping things, stumbling or disorientation. A high number is instant decapitation, instant death from shock or instant death from "whatever spectacular and gore-drenched fashion the player or GM cares to describe." Limb loss is entirely possible.

  • But if you do die! You have...

    Fate Points

  • You have two things tied to fate points-- Fortune Points and Fate Points. I won't go into fortune points because I don't know if the DM is using them, since it's the most-commonly houseruled rule in the game. But fate points are special.

  • Every fate point you have is like an extra life in a video game. If you die and spend a fate point? You live instead. You don't shrug it off and just keep standing, though. Most of the time, you're out for the fight, but your Fate Point says-- you live through this. You don't get coup de graced after. Here's your next chance-- take it.

    I hope this is helpful. Next time, I'll go over Insanity Points...

    GM, feel free to make any corrections for house rules.


  • Male Elf Seaman

    Initiative: 1d10 + 36 ⇒ (3) + 36 = 39

    "Son of a b#@!+! Don't run!" shouts Dolwen at the halfling. Distracted drawing his hand-axe from his hip, he very narrowly dies, a beastman's blow edging close to his skull-- yet narrowly missing. Using the haft of the axe, he parries the frenzied follow-up, kicking the beastman backwards with a struggling shout. Stepping forward, Dolwen plants his axe firmly in the left forearm of his chosen abomination, a squirt of blood drawing a red line across his leather jerkin. He shouts a rage-filled epithet into the beastman's face, retrieving Cleavy's blade with a wet squelch.

    Weapon Skill (35): 1d100 ⇒ 34
    Damage: 1d10 + 4 ⇒ (6) + 4 = 10 to the right arm (53).

    Keeping himself light on his toes, he narrows his enemies' frame of attack by turning his side to them, holding Cleavy at the ready. Nargond speaks; the elf scoffs. "I'm not their keeper! Someone else handle it!"

    Declaring Dodge Blow if applicable. Agility 36.

    Using hit location by the book. If anyone has ANY questions about the WFRP system, just ask them in the discussion thread. I have the book in front of me and I DMed a weekly game for a year straight. I can answer them for you. :)


    Male Elf Seaman

    Dolwen exchanges his bag for Hanna's, handing her a backpack that must be leagues lighter without what he believes to be a heavy manuscript inside. Slipping over his shoulders, he continues walking along. "I knew you'd come around."

    "Now-- what's this about a college in Middenheim? A mentor? You sound like a learned type. And by the weight of this, your mentor's treat-ease, this is a book? Interesting. Next you'll tell me you can read."

    I love WFRP. Everyone remember that unless you have Read/Write you are illiterate. :)


    Good point. (Hanna is rich!)

    2d10 ⇒ (7, 4) = 11


    Male Elf Seaman

    Dolwen shrugs. "A woman adverse to letting a man carry her things? I find that interesting. There's no shortage of women throwing boxes and barrels into men's arms where I'm from. To find the one who refuses has me wondering just what's in your 'burden' there you can't bear to part with. But if you insist, I'll leave it be. No intention of annoying you, after all."

    He plods along a moment in silence. "Dolwen. Dolwen's my name. It sounds like everyone else is readying arms in case of beastman attack."


    Male Elf Seaman

    A voice "Let's not act as though we're under siege just yet. You'll scare the women and moot folk," Dolwen calls from the rear. The swarthy, stocky and strangely human elf had remained quiet for the majority of the journey-- up until now. He lets out a deep sigh. "We need to make haste more than battle plans."

    Brushing back wet hair behind his pointed ears-- nicked like a tomcat's and pierced like a pirate's-- he makes his way to the firm ground. He shows no discomfort in the rain, having seen and felt much worse off of the coast in the Sea of Claws.

    He looks at the human woman, struggling with her staff and backpack. Taking a step closer, he speaks quietly to spare any embarrassment. "You're straining like a mule with that bag on your back, and the human is right. Let me carry it a moment for you."


    There we go. I've put everything under the alias, including a lengthy background inspired by kdtompos.