Barsaivian Tales [Earthdawn 3e PbP]


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Male Windling Wizard first circle

Fenswalder fluters after Garrett.


M T'skrang Archer

Sytåz follows warily, his bow in hand.


After traveling another half hour up the road.

As you spot movement in-between the trees ahead, you slow down, try to avoid making noise and what appears to be the kidnappers' camp. You see the narrow entrance to a cave in the face of a rock formation that is covered by overgrown by the local flora. Next to some trees near the entrance are bound two humans, an ork and a dwarf; they are guarded by some raggedy creatures that may have once been human.

Magical Lore (5)/Barsaivian Legends (7)/Legends and Heroes (7):

Spoiler:
These are Cadaver Men, a relatively weak horror construct, typically created by Horrors or powerful Nethermancers. Cadaver men are normally slow, but if they are wounded, they fly into a berserker rage attacking anything and anyone.

The magical lore test for a wizard can be a half-magic test. Rank=1/2 circle.


Assuming I'm supposed to make a roll here...
Legends and Heroes:
1d10 ⇒ 7


Glottal Cha Cliffchaser wrote:

Assuming I'm supposed to make a roll here...

Legends and Heroes: 1d10

yes, whenever I put a skill (min), and a spoiler, if you hit the min. you can look at the spoiler


How many guards are there?


Glottal Cha Cliffchaser wrote:
How many guards are there?

There are 3 guards. none of them appear armed.


Glottal Cha makes a 'sushing' hand signal and then a 'back up' hand signal to the others then he starts making his way back to a suitable spot to talk.


'What did you see?' asked Solonchak once they had moved back a dozen paces or so. 'Did you see any of the woodsmen?'


"There are 4 people tied up and being watched by 3 Cadaver Men.
I think we should discuss what to do and be about getting those people out of harms way."

Is there any talking to Horrors or their creations? Are they to be terminated on sight? I'm thinking No and yes.

"How many loggers are missing?
There seems to be more Cadaver Men somewhere, possibly in the cave. I'm guessing about this but it doesn't seem likely to have everyone watching the prisoners."


Glottal Cha Cliffchaser wrote:

"There are 4 people tied up and being watched by 3 Cadaver Men.

I think we should discuss what to do and be about getting those people out of harms way."

Is there any talking to Horrors or their creations? Are they to be terminated on sight? I'm thinking No and yes.

"How many loggers are missing?
There seems to be more Cadaver Men somewhere, possibly in the cave. I'm guessing about this but it doesn't seem likely to have everyone watching the prisoners."

You "could" talk to a horror, of course the longer you talk the more likely you are to become it's pawn or victim, so pretty much, terminate on sight.

It appears all the loggers except Tartuk the Ork are present.

Suddenly you hear an horrific scream issue from deep within the cave, a scream which goes silent, suddenly cut off after what seems minutes, but what in reality was mere seconds.


'We have to do something' says Solonchak urgently. 'Come on'.

He starts to walk back in the direction of the cave


"Dammit! Let's go.
Kill the guards then into the cave."
Glottal Cha will run and peel to the left from the path they just took *trying* to be quiet. When he is able to see the camp he will draw his sword.


Solonchak's forthright words belie his inner feelings. A cold hand of dread curls around his heart, but he steels his thoughts and tells himself he won't let his companions down.


M T'skrang Archer

Sytåz grips his bow and follows the others toward the cave.


Sytåz and Garrett can get a surprise attack with their bows. Fenswalder can attempt to cast a spell at the same time. While Solonchak and Glottal close to do melee.


GARRETT: Garrett sneaks closer, draws a bead on one of the cadaver men. It steps to the side just before the arrow strikes.

Spoiler:
Attack: 1d6 ⇒ 2+1d6 ⇒ 1=3


I'll try to throw a map together tomorrow. It's hex based, so I'll have to figure out something, prolly just make something up in AutoCAD.


Txoro of Barsaive wrote:
I'll try to throw a map together tomorrow. It's hex based, so I'll have to figure out something, prolly just make something up in AutoCAD.

Look on my profile for the Map.

I hope it works, made a new flickr account just for my Maps. Let me know if there are any problems.


M T'skrang Archer

Sytåz crouches down and takes aim with his bow at one of the cadaver men. He focuses intently on his target.

Dice Rolls:

Mystic Aim: 1d12 ⇒ 10


Male Windling Wizard first circle

Fenswalder focus' his magical power and casts mind dagger targeting CM2.

attack = 2d6 ⇒ (6, 6) = 12
effect, 9/mystic

super special good roll bonus dice 2d6 ⇒ (1, 4) = 5 total roll = 17

"I am the best wizard ever."

Link to map


Fenswalder Twoflower wrote:

Fenswalder focus' his magical power and casts mind dagger targeting CM2.

attack = 2d6
effect, 9/mystic

super special good roll bonus dice 2d6 total roll = 17

"I am the best wizard ever."

Link to map

I left the map on the profile to make it easier to keep an updated map without swapping it. OK, you hit with your spell, now roll the step 9 damage. 1d61d8. OK, if you have trouble with the map, the brown circles are obviously trees, the broken green hatch is underbrush, the brown earth hatched area is the cliff face, CM is cadaver man, P is prisoner.You guys are....umm, you guys ;) If you had cast flame flash you would have needed to weave a thread first.


Male Windling Wizard first circle

the link is for myself so I can pull up the map and look at Fen's profile at the same time.

Damage = 1d6 + 1d8 ⇒ (2) + (5) = 7

Init = 1d10 ⇒ 5


Fenswalder Twoflower wrote:

the link is for myself so I can pull up the map and look at Fen's profile at the same time.

Damage = 1d6+1d8

Init = 1d10

If the cadaver man were alive, you'd think something had surprised it as the bolt of mystic energy rips through what's left of it's mind. Imagine the expression of Frankenstein's Monster from Young Frankenstein when he hears the music


Xaaon of Korvosa wrote:
Fenswalder Twoflower wrote:

the link is for myself so I can pull up the map and look at Fen's profile at the same time.

Damage = 1d6+1d8

Init = 1d10

If the cadaver man were alive, you'd think something had surprised it as the bolt of mystic energy rips through what's left of it's mind. Imagine the expression of Frankenstein's Monster from Young Frankenstein when he hears the music

oops


Init1d12 ⇒ 10
Glottal Cha moves to Q5 attacking CM1.
Sword1d8 + 1d6 ⇒ (7) + (2) = 9 and then Kicks him2d6 ⇒ (5, 2) = 7

Did I do that right?


Glottal Cha Cliffchaser wrote:

Init1d12

Glottal Cha moves to Q5 attacking CM1.
Sword1d8+1d6 and then Kicks him2d6

Did I do that right?

As the swift kick causes a point of strain, that is correct. I'm still investigating how this works, it refers to a T'skrang tail attack in Swift Kick also, but there's a separate Tail Attack section as well. I'm thinking if you're trained in Swift Kick, you can make a tail attack without causing the -2 to all actions penalty, by taking the 1 pt of strain.


M T'skrang Archer

Sytåz fires his bow, the arrow guided mystically to the glowing mark on his target.

Dice Rolls:

Initiative: 1d12 ⇒ 5
Assuming my Mystic Aim worked: 1d10 + 1d8 ⇒ (8) + (4) = 12
If I hit damage:2d8 ⇒ (7, 7) = 14


As Fernswalder releases his spell, Garrett looses an arrow and Glottal Cha moves to attack the far Cadaver Men. While they close Sytaz creates a mystic mark on another of the Cadaver Men. The troll's attacks inflicts some damage to the construct. Sytaz' attack flies true, slamming into the Cadaver Man's eye socket.

Cadaver Men Initiative: 1d6 ⇒ 1

GM Tracker:

Spoiler:

CM1:
CM2:
CM3: 14 (Wounded/Raged)

Glottal go ahead and roll damage for botht he blade and kick attacks.


Sword damage 1d10 + 1d12 ⇒ (9) + (4) = 13
Kick damage 1d12 ⇒ 9


Txoro of Barsaive wrote:

As Fernswalder releases his spell, Garrett looses an arrow and Glottal Cha moves to attack the far Cadaver Men. While they close Sytaz creates a mystic mark on another of the Cadaver Men. The troll's attacks inflicts some damage to the construct. Sytaz' attack flies true, slamming into the Cadaver Man's eye socket.

Cadaver Men Initiative: 1d6

GM Tracker:** spoiler omitted **

Glottal go ahead and roll damage for botht he blade and kick attacks.

GM Tracker

Spoiler:

CM1:
CM2: 13 (Wounded/Raged)
CM3: 14 (Wounded/Raged)

As the Cadaver men have a 1 initiative and the lowest I step, go ahead and proceed with the next round of attacks.

Suggestion for Solonchak

Spoiler:
Fernswalder might need protection later (he can fly away from Cadaver Men with no ranged weapons) but the tied up villagers probably need your protection more in this case.

Suggestion for Glottal

Spoiler:
You're playing a swordmaster, the absolute flashiest character in the world...I know you're fighting Cadaver men, but you do have a "captive" audience heh. Put on a little show for them; let them see what an adept can do.


Good call! I'd kind of got stuck in a rut wondering what I was going to do...

With Glottal Cha bravely engaging the Cadaver Men, Solonchak seizes his chance and runs to try and defend a couple of the prisoners. Shouting to try and distract one of the horror spawned beasts, he hefts his shield and moves to interpose himself between it and Kentram and Mantek, gritting his teeth in determination as he braces for the Cadaver Man's blow.

Unless you want them to be different prisoner numbers?

Move to Q8(?) so he can be between the south most Cadaver Man and P3 and P4. Once he gets there, he will adopt a Defensive Stance


M T'skrang Archer

With surprising speed, Sytåz launches another arrow at his target.

Die Rolls:

Do we roll initiative every round in this game? If so: 1d12 ⇒ 7
Missile To Hit:2d8 ⇒ (5, 6) = 11
Damage if hit:2d8 ⇒ (8, 3) = 11 Explode:1d8 ⇒ 2 Total: 13


Do the Cadaver Men have weapons?


Male Windling Wizard first circle

"How about some fire fiend?"

Fenswalder moves to M10 and attempts to cast Flame Flash at CM2.

Flame flash:
Thread waeving 2d6 ⇒ (4, 1) = 5
Spell casting 2d6 ⇒ (2, 3) = 5
Effect: 11/Physical 1d10 + 1d8 ⇒ (2) + (7) = 9

I fail weaving the spell.


Glottal Cha continues attacking CM1. Keeping himself between the Cadaver Men and the prisoners. He slices at the head with his sword then kicks it in the left leg.
Sword 1d8 + 1d6 ⇒ (5) + (5) = 10 and then Kicks him 2d6 ⇒ (5, 6) = 11
Sword damage 1d10 + 1d12 ⇒ (1) + (10) = 11
Kick damage 1d12 ⇒ 12


Glottal Cha Cliffchaser wrote:
Do the Cadaver Men have weapons?

As you get close you realize these cadaver men have thick bandages wrapped around their hands.


Ooops. Here's my Init 1d12 ⇒ 2
and bonus Kick damage 1d12 ⇒ 11


Garrett:

Garrett readies and fires another arrow at the closest Cadaver Man. An arrow shaft appears to have sprung from the cadaver man's throat

[Mechanics:]

Spoiler:

ATK: 2d6 ⇒ (5, 6) = 11
DMG: 2d8 ⇒ (5, 8) = 13
Initiative: 1d10 ⇒ 4
Additional atk die 1d6 ⇒ 2
total attack = 13 dmg=13


Solonchak moves slowly but purposefully to place himself between the Cadaver man and the brothers. Strangely the Obsidiman has no weapon in his hand. Fernswalder seems to been attempting to do something mystically, but nothing seems to coalesce...yet. Glottal Cha's blade slices into the Cadaver man's skull, and then there's a sickening crack and tearing sound as he shatter's the Cadaver man's left leg, nearly removing the leg, as the Cadaver man collapses, the animating magic dissipating. The arrow riddlen cadaver man, had rage in its eyes as it started to move toward the bowmen, then collapses. The cadaver man facing Solonchak swings it's bandaged fist at him, as he's not a prisoner. Solonchak sees the clumsy attack coming and deflects it harmlessy away from him.

Solonchak: Since you only have a 5 move, and there is brush between, I'm ruling you were actually moving during the surprise round

Map

[GM Tracking]:

Spoiler:

CM2 ATK 1d12 ⇒ 6 1d10 ⇒ 7
CM1: 13+11+14(2 Wounds/Raged) CRUSHED!
CM2:
CM3: 14+13+13 (2 Wounds/Raged) Crushed!!

Draw two big RED Xs thru CM1 and CM3. Only CM2 remains.

Next turn declarations/Initiative/rolls


As the Cadaver Man swings at him, Solonchak tries to see why it has bandages on its hands.

Is it obvious to tell what race a Cadaver Man was previously? He doesn't know anything about Horrors or their kin, but will try to use his Physician skill to see if the Cadaver Man actually has hands (or if they are also stumps - oh, the irony!). Or are the bangages for some other purpose he might figure out?

Physician check 2d6.open(6)=4

Geez, Louise, nothing but duff rolls with this guy! Given what everyone else seems to be doing, I'm really starting to feel like the proverbial fifth wheel ;(


Solonchak wrote:

As the Cadaver Man swings at him, Solonchak tries to see why it has bandages on its hands.

Is it obvious to tell what race a Cadaver Man was previously? He doesn't know anything about Horrors or their kin, but will try to use his Physician skill to see if the Cadaver Man actually has hands (or if they are also stumps - oh, the irony!). Or are the bangages for some other purpose he might figure out?

Physician check 2d6.open(6)=4

Geez, Louise, nothing but duff rolls with this guy! Given what everyone else seems to be doing, I'm really starting to feel like the proverbial fifth wheel ;(

They appear to be human previously

certain disciplines are more powerful at first circle, don't worry, Weaponsmiths begin to shine by making the rest of the group better. Just have to make sure you put that they're so good because you are the one that cares for their weapons in your journal.


Glottal Cha steps over the Cadaver Man and continues his attack on the next one. Continuing what has been working so far... sword attack with a kick.
"These magic creatures will hurt no one else when we finish them."
Slashing at its right leg and kicking the other leg.
Init 1d12 ⇒ 4
Sword attack 1d8 + 1d6 ⇒ (8) + (4) = 12
Kick 2d6 ⇒ (2, 4) = 6
Sword damage 1d10 + 1d12 ⇒ (8) + (10) = 18
Kick damage 1d12 ⇒ 12

That's a total of 3 strain so far, right?

"Keep protecting those people Solonchak!" Glottal Cha cheers on Solonchak. Glottal Cha wonders if Cadaver Men can speak or hear what he is saying.


Bonus Kick damage 1d12 ⇒ 8


Heartened by Glottal Cha's words, Solonchak continues to stand his ground, shifting position slightly only to ensure the Cadaver Man can't get past him to the captives.

Same statement as before, hold, Defensive Stance


Glottal are you actually making called shots to the legs? Because there is a penalty for that, but if you're just using it fro dramatic effect, no penalty.


Dramatic effect is a GO!


M T'skrang Archer

With bow in hand and arrow knocked, Sytåz edges toward the cave mouth.


Sytåz wrote:
With bow in hand and arrow knocked, Sytåz edges toward the cave mouth.

there's one left you know? Map is current.

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