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Poor Wandering GM's page

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Everyone

I am afraid p-b-p has moved from being fun to being a chore. This is not the fault of anyone but me and I apologize. Then the tech issues and spending nearly two months out of the country made getting re-involved just too much for me.

I hope you all find good games with more with-it GM's in the future.

Thank you all
~Poor Wandering One.


Everyone

I am afraid that p-b-p has moved from being fun to being a chore. This is not the fault of anyone but me. I apologize for this but I do not seeing this changing anytime soon.

Thanks for taking things over Zen. I am positive you will do well.

Thanks for the fun game everyone. I hope it continues now that I am out of the way.

~Poor Wandering One


thank you for botting Miri and helping with aces. Comp issues. So phone posting for now.

Evesk your hammer silences the last of the dogs.
leaving only their erstwhile commander the former dog-rider barely standing in the blood soaked field.

Ceri the former rider is parry 6 toughness 4 with 2 points of armor. Take your shot.


We may have lost Mirri. No posts anywhere in some time. No response to a PM.


Ciri and Evesk can you end the fight?


Katie, bar the door! turn the last

Setting: Sandpoint, just inside the open north gate. Intersection of Church and Tomb streets. Pleasant late summer evening.

Illumination: Full daylight

Terrain: Flat, dry roadbed. Open ground. Buildings. North gate is Open.
The building wall closest to the 3 red x's and the long red box is lightly on fire. It is not spreading. The water-barrel near the building Aldren is hiding in has been shattered.

Map link.

Active Effects:.
Ciri shapechange to small earth elemental 3 of 5 rounds used.

Benny count:{Please double check that this jibes with he bennies you think you should have}
Mirri 3
Evesk 3
Ciri 2
Velrek 5
Jzero 8
GM Bennies used 5
Dog rider bennies used 4
Warchanter bennies used 3

Initiative:

Ciri Queen of diamonds
Evesk Jack of spades

Goblin-dog ten of spades

Velrek Seven of hearts
Jzero Three of spades
Mirri (bot?) Three of hearts

Former Rider 3 of diamonds

.

Token breakdown.
Side of the Angels:
.The person in the central building is Aldren Foxglove.
..The White dog/Frost Wolf marked 1 is Aldren's prize hunting dog.

Side of the Other:
.There are 3 goblin bodies under the X's in the long red box.
..The rat/dog things marked 1 through 4 between Evesk and Jzero are hideous Goblin dogs. You know these things are bred as hunting/guard dogs by some tribes. They are fast and their bite carries a disease or venom that has been likened to a dozen wasp stings. Not lethal but VERY painful.
...A handful of goblins have arrived via the open north gate.
....The guitar player marked 2 is a goblin Warchanter. A bard able to cast some useful magic and bolster their fellows. They are armed with a whip, a bow and a crude knife/shortsword.
.....And last but not least the fine gentleman in the north-central part of the map is a goblin, larger than the rest riding a larger than normal Goblin dog and wielding a bow and a crude Pole-arm.
========================================================================

Everyone as usual please feel free to ask questions/make suggestions.


Ok activate Mirri-bot.

Mirri moves up and stabs the stunned Warchanter. They go silent.

Mechanics:
Stab! Vulnerable(+2), gang-up(+1), called shot head/vitals(-4) : 1d8 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (5) - 1 = 4 total 4 vs parry (5-2 prone)3. A hit.
Damage,sneak attack, head/vitals hit: 1d6 ⇒ 51d4 ⇒ 11d6 + 4 ⇒ (3) + 4 = 7 total 13 vs toughness 4. 3 wounds. Target had one wound remaining.


Evesk wrote:

Evesk steps closer to the corner and strikes at the rat-dog still within reach.

Evesk moves to the south breaking combat with one goblin dog to focus on another.

It bites!: 1d6 + 1 ⇒ (3) + 1 = 4 but meets only air.

The Paladin has more success as their hammer once again smashes into the foe. The dog leaps back in surprise, stumbles for a moment falls and does not rise.

Mechanics:
Fighting total 5 vs parry 5 is a hit. Damage 7ap1 vs toughness 5(1) is 3. Just short of a wound, but a second shaken from damage turns into a wound and that is all for this foe.


Evesk

Jzero Katzu wrote:
Evesk wrote:
OCC: I do not recall what the lines mean but if you can recap those I will record them this time
There is a key in the upper right portion of the map.

Exactly. Look to the extreme North-east on the map.


Karma and Psiclops are up.


Karma NE wrote:
While Karma is not there to witness it, did one of their drones just use a grenade to get Psichops and then take out itself and three others?

A drone did detonate a grenade without throwing it this killed two K'tharen, a Canine Horror and the drone. I cannot speak to the drone's motivations but those actions did happen.

Karma NE wrote:
Since it has been a while since my last action, can you confirm that Karma is still in the elevator intangible and invsible with the 3 scientist k'tharins?

Confirmed, you are unfelt and unseen in the elevator with three V'sori. You are currently on the 6th floor


The building **GROANS** in protest as it is rocked by multiple explosions.

Karma, Doctor Toxic, and Psiclops are up once Psiclops deals with the bomb that was dropped in his lap.


drone

The remaining red drone comes off hold and drops a fusion grenade at their feet.

Don't do this at home kids!

**BOOM**

Damage AP4: 3d10 ⇒ (10, 5, 10) = 25. ace1, ace2: 1d10 ⇒ 101d10 ⇒ 9. ace3: 1d10 ⇒ 10. ace4: 1d10 ⇒ 4. Total (25+10+9+10+4) 58AP4

results.

red drone. agility, -2 evasion: 1d6 - 2 ⇒ (2) - 2 = 0 fail. vaporized.

canine horror. agility, -2 evasion: 1d6 - 2 ⇒ (1) - 2 = -1 fail. vaporized.

k'tharen 1, agility, -2 evasion: 1d8 - 2 ⇒ (5) - 2 = 3. fail. vaporized

k'tharen 2, agility, -2 evasion: 1d8 - 2 ⇒ (5) - 2 = 3. fail. vaporized

Psiclops you are no longer bound. Please make an agility roll at -2 as a free action to Evade (core, pg 100) the blast. on a success or raise please move to anywhere on the edge of the red circle. On a failure you have 4 wounds incoming.


Evesk

You and Mirri are up to close the round.


Mirri, and Evesk.

Four targets remain 3 in various flavors of hurt.

The Warchanter is Stunned and so Prone and Vulnerable which means ranged attacks against them are at -2 (-4 ranged vs. Prone, +2 Vulnerable). But this changes to a +2 if you are only 1 or 2 squares away. Melee attacks against them are at +6 (+4 Prone vs. Melee, +2 Vulnerable).

The (former) rider has 2 wounds and is likely to fall with a solid hit.

Goblin dog 1 is Shaken making it easier to take them out as a second Shaken from a violent source while the target is already Shaken means they take a wound.

Goblin dog 3 is fine, for now.

Map link if needed.


Ceri Featherwing wrote:
Jzero wrote:
I think the 'silver wolf' is the dog of the civilian hiding nearby (inverted figure). You might need to redirect this toward the dog 1 or 3.
PWGM - if this is the case, I'll attack dog 1. It's still within my range of movement.

Exactly the case. I moved you into the closest position for an attack using 2 of your 5 pace as a small earth elemental (bestiary, pg 51). I was also careful to keep you in melee with the goblin (former) rider so you do not face a free attack. You would have faced an attack from the warchanter but they are stunned so no love from that quarter.

mechanics:
You have a +1 Gang-up bonus on this attack and a 5 is exactly what you needed to hit. I am not taking you free Earth mastery re-roll as you did hit and the re-roll does risk critical failure.
Damage 6 vs toughness 5(1) is enough to shake the dog.

You manage to slam a stone boot into the frantic dog, distracting it and causing a yelp of surprise but no serious damage.


Ceri Featherwing wrote:
Sorry, I didn't remember that you had a second icon for my elemental form (I have a lousy memory), I just saw my regular icon off to the side...

No problem. you should be good to go...


Jzero

The "unbalanced" was just flavor text for the critical failure.

The beast leaps for you only to bite air as you roll to the right and two powerful punches to its rib cage. The goblin dog falls unmoving at your feet.


For Jzero's CF for example it seemed quick and thematic to just trade the dog's status for his. It seemed a good way to keep in the theme of a vicious street-fight.


Jzero

You fail to predict the goblin beast's movement. You are now off balance and the beast see's an opportunity.

Mechanics:
They recover from their vulnerable status and you gain it.

You are free to take the second part of your 2 strike multi-action at the usual -2 MAP.


Ceri Featherwing wrote:
Before I act, why is my token off the map? It's been awhile, but I believe I was somewhere near both Goblin riders (while they were still riding), maybe to the south-west of them.

Hmmm your token is on the map. Look to the left of the g-dog rider and you will see your earth elemental form. You have 2 rounds left before you have to end or extend the spell.


Well it is harsh but is is also very rare. Plus it will not be the result of a crit fail every time you make a soak roll. I just couldn't think of a better result. Normally I will try to use a crit fail to advance/cause an event to the detriment of the side or person who blew the roll.

I'll let this stand for now and come up with something better next time.


Karma NE wrote:
Where are we in the initiative?

Currently at 7 of spades but there are a couple of folks on hold who will likely act as soon as the grapple issue is resolved.


canine horror

The dog-thing's wide mouth clamps onto Psiclop's torso and pulls him close to the ground.

mechanics:
athletics, +3 gangup, -3 invisibility: 1d6 ⇒ 6, ace: 1d6 ⇒ 6, ace 2: 1d6 ⇒ 5. Total (6+6+5)17

{Psiclops you are Bound. Please roll either Strength-2 or Athletics at no modifier right now as a free action. Tn 13 to only be Entangled or 17 to be free. They have a good grip this time.}


k'tharen, go on hold.


v'sori scientists.

The three V'sori in the elevator look at each other before one turns to the elevator panel uses a slim metal tool to force it open and begins to mess with the wiring. The remaining v'sori are staring at/manipulating their data pads.

mechanics:
repair: 1d12 ⇒ 6

With a lurch the car stops suddenly and begins to rapidly rise.

The car bangs to a stop on the 6th floor and the doors open.

6th floor: This is a copy of the 5th floor save that there is no damage, and the central cube farm has been converted into some kind of nest made of cube walls, blankets, cushions ripped out of office chairs etc.

Two V'isori dressed as the others in the elevator car are walking towards the elevators. Their arms are loaded with equipment.

Mecahnics 2:
v'sori#1: 1d8 ⇒ 6. v'sori#2: 1d10 ⇒ 8.


drones cont.

upstairs group. Note no one can see this.

The drones clamber through the rubble towards the elevators. One reaches the near elevator and forces the doors open.

Mechanics:
Strength to force the doors open: 1d10 ⇒ 10 ace not relevant.


Psiclops

The three hapless drones are scattered, well splattered, about the room.


Evesk, Ciri, Mirri, and Jzero.

Time to clean up!


goblin (former) rider.

The rider tries to carve an escape route straight through Ceri's stone body!
Their makeshift pole-arm clatters uselessly off the sorcerer's stone form.

mechanics:
target odds Ceri: 1d6 ⇒ 1 wild attack,-2wounds: 1d8 ⇒ 41d6 ⇒ 5 total of (5-2wounds) 3 vs parry 5. miss


Velrek's big swing.

[Parental warning for violence]

Your sword carves a literal arc of death through the goblins surrounding you. The dismounted goblin rider is spun by your blow but recovers. Their mount was not so lucky as you open a long gash down their side. The warchanter is hit as they are trying to stand and fall again. Only the favor of their dark gods keeping them alive. The three other goblins were not so favored and fall silently to the ground.

You are left in relative peace, staring into the mad eyes of the former rider with the chanter coughing in the background.

mechanics:
There is no big pupper. The rider token represents the dismounted former goblin rider. Rolls for the pupper ignored. This should have no impact on the turn

Rider total 9 vs parry 6 is a hit. Spending a benny to re-roll an attack does not also reroll the damage so taking the first damage roll of 12ap2 vs toughness 6(2) is 2 wounds on the button.

Wolf (former goblin mount) Total 11 vs parry 5 is a hit with a raise.
Damage total (12 + raise: 1d6 ⇒ 2) 14ap2 vs toughness 5(1) is 2 wounds.

Warchanter You missed the wild die acing here: 1d6 ⇒ 2. Total of 7 vs parry 1 (normal parry 5, -2 vulnerable, -2 prone. Don't fall down in melee kids!) is a hit with a raise. Damage total (11raise: 1d6 ⇒ 3) 14. 14ap2 vs toughness 6(2) is 2 wounds.

Goblin #3 Total 12 vs parry 3 (5-2vulnerable) is a hit with a raise. Damage of (10+raise: 1d6 ⇒ 3 13ap2 vs toughness 4 is 2 wounds.

Goblin #1 Total 4 vs parry 3 (5-2vulnerable) is a hit. Damage 11ap2 vs toughness 4 is 1 wound.

Goblin #2 Total of 2 vs parry 3 (5-2vulnerable) is a miss.

Responses.
Rider spends a benny to soak: 1d6 ⇒ 61d6 ⇒ 3 ace: 1d6 ⇒ 4 total (10-2 wounds) 8 both wounds soaked.

Warchanter spends a benny to soak: 1d6 ⇒ 21d6 ⇒ 4. GM benny to soak: 1d6 ⇒ 21d6 ⇒ 4 total (4 -1wound) 3 is a failure. 2 wounds taken.


goblins

The three screaming goblins dance around you with their jagged knives and though some blows hit, your armor and your flashing sword prevent injury.

mechanics:
All attack Velrek. Sorry V you are the only target.

#1stab, +4 gang-up: 1d6 + 4 ⇒ (6) + 4 = 10 total 10 vs parry 7. A hit. damage: 1d4 ⇒ 31d4 ⇒ 3 total 6 vs toughness 9, no effect.

#2stab, +4 gang-up: 1d6 + 4 ⇒ (5) + 4 = 9 total 9 vs parry 7. A hit. damage: 1d4 ⇒ 41d4 ⇒ 1 ace=-: 1d4 ⇒ 1 total 6 vs toughness 9, no effect.

#3stab, +4 gang-up: 1d6 + 4 ⇒ (2) + 4 = 6 total 6 vs parry 7 no effect.

Ok I need better mooks!


Becoming Stunned (core pg 138) seems a reasonable result for a critical failure on a roll to un-shake. Do you think so? Too harsh? Too boring?


warchanter.

The Warchanter tries to pull themselves together but trips on a loose stone and falls down hard. Even over the screaming/singing goblins you hear their head hit the ground.

mechanics:
Spirit to un-shake: 1d6 ⇒ 11d6 ⇒ 1 critical failure. The warchanter is stunned!


Velrek You got lucky with the draw but you still act after the Warchanter and the Goblins.


Jzero Katzu wrote:
With all the enemies drawing face cards, the odds of a better draw are fairly low IMHO. I'll save my bennies for rerolls.

True, getting better than a Jack is unlikely. Velrek got lucky.


From the discussion page

Velrek bennies a new card. Queen of Clubs.

Revised initiative

Aldern and dog. acted

Goblin dogs. acted
Warchanter. ace of clubs
Goblins. king of hearts

Velrek. Queen of Clubs.

goblin rider. jack of diamonds

Evesk, Ten of clubs
Ciri, Five of Clubs
Mirri, Three of Clubs
Jzero, Two of hearts


Velrek Savage PF wrote:

Looks like we're at initiative again.

Velrek is holding in a mighty Sweep of a swing with lots of bennies! Come on fate, give him a high card! :)

Fate did not listen but you can spend bennies to draw a new card. And both jokers are available at the moment......


goblin dogs

#1 and #3 attack Evesk

#4 attacks (1-2 hunting dog, 3-4 Jzero, 5-6 Evesk roll: 1d6 ⇒ 5 Sorry Evesk)

#1 tries to un-shake: 1d6 ⇒ 4 Success!
The goblin dog lands a bite beneath your left arm but your trusty mail leaves no purchase for its teeth. (no effect)

mechanics:
Attack, +2 gang-up: 1d6 + 2 ⇒ (6) + 2 = 8, ace: 1d6 ⇒ 4 total 12. Vs. Parry 8 is a hit with a raise! damage: 1d4 ⇒ 21d6 ⇒ 41d6 ⇒ 1 total 7 vs toughness 9. No effect. Rats!

#3 Tries to find an opening but is intercepted by your shield.

mechanics:
attack, +2 gang-up: 1d6 + 2 ⇒ (1) + 2 = 3 no effect

#4 Distracted by the wine and blood it misses its shot.
mechanics:
attack, +2 gang-up: 1d6 + 2 ⇒ (3) + 2 = 5 no effect

Well that was depressing. More in the morning


Aldren and dog.

Aldren throws a clay wine jug out of the window. It hits the nearest goblin -dog solidly in the head. Wine and/or blood splash everywhere as the Goblin beat falls and does not rise again!

Mechanics:
Incoming! -2 improvised: 1d6 ⇒ 6, ace: 1d6 ⇒ 1total of 6+1-2 or 5 to hit TN 4 vs GDog 2. Damage: 1d6 ⇒ 31d6 ⇒ 6, ace: 1d6 ⇒ 2 total of 11 vs. toughness 5(1) is a wound! Dog is down!

Aldren's dog harries the beast before it but the goblin dog proves illusive.

Mechanics:
Fighting test to keep Gdog unhinged: 1d6 + 2 ⇒ (2) + 2 = 4. Agility to resist: 1d6 ⇒ 6, ace irrevelent, trick failed.


Katie, bar the door! turn sic

Setting: Sandpoint, just inside the open north gate. Intersection of Church and Tomb streets. Pleasant late summer evening.

Illumination: Full daylight

Terrain: Flat, dry roadbed. Open ground. Buildings. North gate is Open.
The building wall closest to the 3 red x's and the long red box is lightly on fire. It is not spreading. The water-barrel near the building Aldren is hiding in has been shattered.

Map link.

Active Effects:.
Ciri shapechange to small earth elemental 3 of 5 rounds used.

Benny count:{Please double check that this jibes with he bennies you think you should have}
Mirri 3
Evesk 3
Ciri 2
Velrek 7
Jzero 8
GM Bennies used 5
Dog rider bennies used 3
Warchanter bennies used 2

Initiative:

Aldern & Dog, Ace of Spades

Goblin Dogs, ace of hearts
Warchanter,ace of clubs
Goblins, king of hearts
Goblin Dog rider, jack of diamonds

Evesk, Ten of clubs
Ciri, Five of Clubs
Velrek, Eight of Spades
Mirri, Three of Clubs
Jzero, Two of hearts

WOW that was a bad draw! Remember you can spend a benny to get a new card.(core pg 119) If you want to do this let me know ASAP. If a post has happened and you benny a better card than that post you will likely be treated as being on hold. I.e. you go now rather than ret-conning unless it is something important.

Token breakdown.
Side of the Angels:
.The person in the central building is Aldren Foxglove.
..The White dog/Frost Wolf marked 1 is Aldren's prize hunting dog.

Side of the Other:
.There are 3 goblin bodies under the X's in the long red box.
..The rat/dog things marked 1 through 4 between Evesk and Jzero are hideous Goblin dogs. You know these things are bred as hunting/guard dogs by some tribes. They are fast and their bite carries a disease or venom that has been likened to a dozen wasp stings. Not lethal but VERY painful.
...A handful of goblins have arrived via the open north gate.
....The guitar player marked 2 is a goblin Warchanter. A bard able to cast some useful magic and bolster their fellows. They are armed with a whip, a bow and a crude knife/shortsword.
.....And last but not least the fine gentleman in the north-central part of the map is a goblin, larger than the rest riding a larger than normal Goblin dog and wielding a bow and a crude Pole-arm.
========================================================================

Everyone as usual please feel free to ask questions/make suggestions.


Evesk

Your hammer just catches the goblin-dog as it leaps about. The force of the blow bowls it over but it quickly scrambles to its feet.

mechanics:
To hit roll of 5 (+1 from Aldern) for a total of 6. Parry is 5 so a hit. Damage of 6 ap1 vs toughness 5(1) means the foe is shaken. Nice hit.

Making you spirit roll to shrug off the Lower trait: 1d8 ⇒ 71d6 ⇒ 6. Ace: 1d6 ⇒ 6 further rolls not needed. Spell is broken.


drones.

orange group scatters to the winds run: 1d6 ⇒ 6.

red group. three withdraw from the melee with their invisible foe.
Psiclops you may make one free attack against each of the three drones breaking melee with you.

The remaining red drone goes on hold.

{Further Drone action dependent on their continued existence once Psiclops is throught with them.}


Dog day afternoon turn 7

Exterior. Star City. Full daylight. Clear and calm conditions.

Scene elements.
Type T intersection.
There is a block long 6 story building at the head of the T.
The ground floor houses a defunct cafe and a closed nail salon.
The second and third floors appear to be abandoned.
The upper 3 floors appear to be inhabited.
There is a M'buna parked on the roof.

Other buildings around the intersection as you desire them.

Interior. Map link.

First floor: Empty cafe and Nail salon. Staircase to second floor.

Second floor:
has been gutted down to the support columns and plumbing/electrical conduits. Several windows are broken. Strong smell of canine waste. Visible droppings abound. There is a empty water trough crudely plumbed into one of the now wall free bathrooms.There are 2 elevators near the stairwell. They appear to have power.

Scout the second floor:
Notice roll please, at +2.

Success: You notice 2 types of shoe prints one larger, broader and less common than the other. Also lots of dog paw prints. You find evidence of people squatting on this floor.

Raise: There are actually 3 types of shoe-prints. The smaller size comes in 2 varieties but the just discovered one is rarer even than the large print. Also some of the paw prints are quite large. The squatters have not been here for 3-6 months.

The third floor:has been gutted down to the support columns and plumbing/electrical conduits. Several windows are broken or removed. Strong smell of canine waste. Visible droppings abound. There is a empty water trough crudely plumbed into one of the now wall free bathrooms. There are 2 elevators near the stairwell. They appear to have power.

Scout the third floor:
Please open the Scout spoiler for the second floor and make that Notice roll. For this roll however the bonus is only a +1.
Extra information on a raise. There has been some minor attempts at cleaning. The large paw prints are more common here.

The fourth floor:
This floor appears to be in good condition. (this floor is the map labeled "Ground floor". The area labeled "1" is not an entrance just a large window.) Recessed LED lights in the ceiling provide good illumination. The furnishings are dirty but were once quite tasteful in shades of red, orange, and brown. The dog smell is less here but the barking continues to be loud. The area marked "2" on the map is quite messy and the floor is scared and torn. Damaged furniture and other objects litter the stained floor in this space.
A second set of elevators are located across the central open area from the stairwell. The doors of these elevators appear dented and damaged. The faucets/dish-cleaning systems in the kitchen (area 12) are running at full blast. Combat is occurring on this floor. See map for details.

Scouting the fourth floor:
You can estimate there were at least 10 drones on the floor.
Most of the rooms on this floor have been converted to labs of some kind.

Please make a Notice roll, no modifier.

Success: Given the pattern of the scratches on the elevator doors and the tears in the tile floor something(s) with claws have been active here. There are large bloodstains on the floor and walls of area "2".

Raise: You identify freshly mutilated human remains among the debris in area "2". Please make a Spirit roll. Raise or Success, nothing happens. Failure, you are overcome by fear and nausea. You are Shaken and have one level of Fatigue. Critical failure, as failure plus please roll on he Fear Table on pg 124 of SWADE core.
There is a revolver similar to the one you are carrying under the counter separating area "3" from area "2".

The fifth floor:
This floor (this level uses the "typical office floor portion of the map) is in good condition and has clearly been converted into a lab. The central area, marked "17" on the map has been cleared of the cube farm shown on the map and a pair of large metal cages has been installed in its place.
This was the source of the barking. One of the cages held a number of large to medium sized dogs of various breeds who have since been released. They are quite dirty and appear to be panicking as they run about the floor. The other cage is empty. Combat is occurring on this floor see map for details.

Scouting the fifth floor:
Please make a Science roll, no modifier.

Failure or Success: This floor is set up as a chemistry/biology lab with extra unknown bits.

Raise: The unknown bits are specialized neuroscience equipment combining earth and V'sori tech.

The sixth floor:
This floor is in excellent condition and uses the typical office floor map. The cube farm in the central area has been worked into some kind of nest made with cube walls blankets, cushions ripped out of office chairs and etc. Combat on lower floors may have rendered this information out of date.

Scouting the sixth floor:
There are two V'sori on this floor. Several of he offices have been repurposed into sleeping/eating areas or more labs. Combat on lower floors may have rendered this information out of date.

Please make a Science roll, no modifier.

Failure or Success: Several rooms on this floor have been set up as surgery theater and electronics labs with extra unknown bits.

Raise: There are several clearly alien machines scattered through the labs and operating rooms. You have no idea what these unknown bits are for.

The roof:
There is very little left up here. There once was a pool and lounging area. Maybe even a mini putting green judging from the AstroTurf. All of that has been cleared away to make room for the M'buna's landing pad. The pool is still there but it is long dry.

There is a great deal of barking going on.

Known occupants and locations or notes:

Players and allies:

Karma Invisible and Intangible in a decending elevator with a few V'sori.

Psiclops Invisible on the 4th floor. In combat with a Canine horror and several K'tharen.

Doctor Toxic is spending some time exploded for tax reasons.

The opposition:

Three K'tharen on the 4th floor. One is closing just outside of the Doctor's blast radius, the other two are swinging at something they cannot quite see.

One Canine Horror near the K'tharen on the 4'th floor.

Nine Drones Scattered about the 4th floor. Two more on the 5th floor near the cages

Another Canine Horror near the north end of the cages on the 5th floor.

Three V'sori near the elevators on the 5th floor.

Other
A Pack of Panicked Pooches on the 5th floor. They are now scattered and hiding.

Benny count
Doc Toxic 1
Psiclops 4
Karma 2
GM bennies spent 1

Initiative:

drones. ace of clubs.
v'sori scientists. king of hearts.
k'tharen warriors. king of clubs.
canine horror. seven of spades.

Karma. Five of clubs.

Doc Toxic. Three of diamonds, first draw. You are shaken and exploded with 2 wounds.

Psiclops. Two of hearts.

Ouch, bad draw for the villains.


BOOM!

Doctor Toxic explodes!

A wave of psychedelic fire consumes the good doctor and their foes.

Mechanics:
Evade! Black drone on left: 1d6 - 4 ⇒ (1) - 4 = -3 Ouch!
Black drone on right: 1d6 - 4 ⇒ (2) - 4 = -2 Oof!
K'tharen #3: 1d8 - 4 ⇒ (6) - 4 = 2 Pow!
K'tharen #4: 1d8 - 4 ⇒ (8) - 4 = 4 ace: 1d8 ⇒ 7 total 11 Leap! Direction?: 1d12 ⇒ 8 8o'clock.
k'tharen #5: 1d8 - 4 ⇒ (7) - 4 = 3 Bang!

damage effect. All but k'tharen #4 are no longer taking an interest in current events.

As the Doctor goes critical one of the shark-men manages to turn and almost ride the wave of chemical death before being slammed into a corner. (no damage)

Doc you are Shaken


Evesk you are up.

Your Vulnerable status will fade at the end of this turn, barring crit fails or the like. And in any case it does not effect rolls that you make. So it can be ignored.

You also have a +1 that applies to your next roll.

What do you do?


Aldern and dog.

Seeing Evesk in trouble Aldern sends his hunting dog into the fray!

mechanics:
Corner of building prevents free attack by Gdog 2. fighting trick on Gdog 4, no gang-up: 1d6 ⇒ 5 total 5. opposed roll: 1d6 ⇒ 3 Trick succeeded. Gdog #4 is Vulnerable.

The hunting dog harries their prey forcing it to pay attention to too many targets. (Goblin Dog #4 is Vulnerable)

Aldren continues to exhort Evesk to greater effort! "Stand strong Noble Warrior!"

Support Evesk: 1d8 ⇒ 7 success. +1 to your next roll Evesk


goblins

throwing down their bows the goblins charge the mighty swordsman (Velrek) who just cut their leader!

mechanics 1:
Stab, +2 wild attack, +4 gang-up: 1d6 + 6 ⇒ (5) + 6 = 11 Total 11 vs parry 7 is a hit with a raise. Damage,+2 wild attack, raise: 1d4 ⇒ 41d4 ⇒ 11d6 ⇒ 2ace: 1d4 ⇒ 2 Total 11 vs toughness 9 is shaken.

mechanics 2:
Stab, +2 wild attack, +4 gang-up: 1d6 + 6 ⇒ (2) + 6 = 8 total 8 vs parry 7 is a hit. damage, +2 wild attack: 1d4 ⇒ 31d4 ⇒ 1 Total 6 vs toughness 9, no effect

mechanics 3:
Stab, +2 wild attack, +4 gang-up: 1d6 + 6 ⇒ (4) + 6 = 10 Total 10 vs parry 7 is a hit. damage, +2 wild attack: 1d4 ⇒ 11d4 ⇒ 1 total 4 vs toughness 9, no effect.

It is not so much that they wound you but their swarming and screaming activates some atavistic fear. (you are shaken)


Ceri

Mechanics:
Fighting total 10 vs parry 6 is a hit with a raise. Damage 13 vs toughness 6 is one wound. Rider is at 2 wounds

Your stone fist backhands the goblin across the face spraying their black blood in an arc. (1 wound)


Rider

Mechanics:
Spirit to unshake, -1 wound: 1d6 ⇒ 11d6 ⇒ 4 total 3, fail.

Flustered and aching the rider clumsily scrambles to their feet.

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