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 10 A Black Ship Spotted 
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As the journey is progresses Lysennia is able to suppress most of the symptoms for those of you with vulnerability to sea sickness, but at the expense of using most of the related herbs, she will need to resupply them. The result still leave you tired, but they do not leave you with the need for a bucket every five minutes.

The second day of the short journey you find yourselves relaxing on the deck eating today's pottage when you hear shouted from above. “Ship ho!” looking up you can see the young man in the crow’s nest pointing. His finger indicating an area far to the fore of the ship and further out to sea. The affair is strange as you have seen half a dozen ships already with no issue.

Climbing to the top of the aft castle you can see the captain staring through his glass as his face finally sees the ship turns grey. “45 degrees port Mr. Lamar! Full sail,” and followed by a slew of further nautical jargon as the captain tris for the perfect trim to take advantage of sailing nearly into the wind. “Look alive men, its a black ship.” As the ship turns to move away from the enemy ship the waves

However within 10 minutes of the ship turning the sails suddenly go slack, then the wind twisting and turning starts changing directions rapidly as if the air itself had decided to break apart the ship. Heavy rain starts falling and the sky above darkens for what seems only half a mile in each direction around the ship.

The men begin to look terrified as the enemy ship slowly closes in. The sailors express their disbelief as they makes comments such as.
“That’s impossible, if should take hours for ships to close at sea.”
“Where is this storm coming from”
“It is a black ship”
“The dead elves are coming to get us.”
“Why are they attacking this time, when they normally just let us be?”
Then they soon put their mind to finding someone to blame for this. Several times they have seen a black ship, but never before have they been targeted by one.

The storm immobilizing his ship and screwing with even seasoned sailors footing is a terrible things as the captain looks around he says to your gathered heroes. “I hear you used magic to kill a Seeker for the King, can your magic stop this storm and aid our flight?
“And if not that to aid us in fighting them off. The Black Ships are crewed by the dead and they take no man alive to press into service. They are even said to wield fire itself as a weapon. I assume you understand how dangerous that can be to a ship at sea.”
Slamming his fist against the railing he seems upset as he adds. “Its those damn Shaya'nor. they are not content to stay on their side of the world and now we have their ships running as pirates here.”

The look of fear and nerves on the captains face is enough for you to be certain this is a real threat.

Important Information
The Storm forces a second Vigor roll from everyone for fatigue, this time even those of you skilled in seafare risk losing your stomachs. The roll would have a penalty of -2, but as some of you have already shown to have sea legs and others are taking medicine there is no additional penalty except... Angis as further punishment for being the most awesome dwarf in the group you must roll at -4.

You have 40 minutes to prepare before the ships are in firing range for bows and spells.

You may declare what you would like to do in that preparation time. Remember those of you that failed the previous Vigor roll are still suffering from 1 fatigue.

There will be a very brief 1 round dramatic task to affect as many forces as possible with each success and raise you roll allowing you to either save two sailors on your ship or eliminate 1 skeleton on the enemy ship.
    Each player may roll 1 skill relevantly tied to the scene (Fighting, Shooting, Knowledge Battle, Spellcasting, ect.)
    Dramatic task Penalty -2
    Card will be a 1d54 (22) = Heart, no additional complications
    Your Ship is crewed by 20 sailors, equipped with bucklers, leather, bows and short swords (cutlasses).
    4d6 sailors minus the number you save will die at the end of the dramatic task.
    The enemy force has 24 Skeletons, equipped with bucklers, leather, bows and short swords (cutlasses).
    They will switch to Shield and sword once very close to the ship.
    You cannot see any living personal on the enemy ship

After the brief dramatic task the remainder of the force will board the ship and we will enter normal tactical combat.

A Knowledge (Politics) roll at -2 will reveal relevant non-combat information on the enemy force.


Your Post
Your post should have two parts.

1) Any preparation or efforts taken during the time the enemy ship closes.

2) Separated by a break then how you contribute to the dramatic tasks.

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    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Shaintar Game Master Bennies 7/7


    Mon Apr 30, 2018 7:32 am
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    OOC Comments
    Notice 1d6 (4)Wild 1d6 (3)

    Vigor 1d8 (2)
    Wild 1d6 (1)

    Bennie
    1d8 (1)
    1d6 (2)


    Tieronar steadies himself. Reeling from the motion of the boat.

    Undead. The Restless Souls. Takers of Life. Bane of my Kin.

    Tightening his scarf and carefully wrapping it around his torso, the Brinchie swallows and begins to gather up buckets and barrels of water, ready to repel any fire that comes aboard.

    Then he takes an unsteady position near the side, spars and repelling hooks nearby as the enemy closes.


    (<(<(<(<(<(<(<(<(<(<(<(<(<(<>)>)>)>)>)>)>)>)>)>)>)>)>)>)

    Dramatic Task
    FIGHTING:
    Left: 1d8 (6)
    Wild: 1d6 (1)

    -1 = 4

    Right: 1d8 (3)
    Wild: 1d6 (1)

    -1 = 2

    1 Success: Two Crew members Saved.

    _________________
    Charisma: -2; Pace: 8; Parry: 6 (8/9), -1 TO BE HIT (Skein of the Ages) , Toughness: 6 (9) Bennies: 3+3+1/3 +2+1
    + 1 Golden Benny


    Mon Apr 30, 2018 1:00 pm
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    Notice 4
    Notice 1d4 (2)
    Wild 1d6 (4)


    ***

    Vigor 6
    -4 difficulty, -1 Fatigue, +1 ranger’s clothing
    Vigor 1d12-4 = 4 (8)
    Wild 1d6-4 = 2 (6)
    Ace 1d6+2 = 6 (4)


    Angis hung on for dear life, strapped securely to the mainmast, as the storm rocked the ship. He put up the hood of his ranger cloak to keep out the worst of it. His stomach heaved and rolled with the waves, but whatever that nasty brew was that Lysennia concocted seemed to be working, as he didn’t double over retching again.

    Angis received word from the others of what was arriving. Well, finally. Something he could fight. He reached for the knot holding him securely and then paused, looking at the roiling waves. No, he was staying right here where he was.

    Angis stabbed one of his crossbow bolts into the main mast and hung his quiver from it. He put his new dwarven crossbow near at hand, cartridge loaded with three bolts, and secured by another rope to keep it from getting lost in the tossing of the ship. Then he took up his axe and shield to await the enemy -- well away from the sides of the ship and hanging out over the dangerous water.

    “Fall back on me, boyos, if they drive ye back,” Angis told the sailors.

    ***

    As the skeletons surged over the rails and battle was joined, Angis provided a fixed point of defense, lashed as he was to the main mast. His axe chopped at the skeletons, shattering bones, severing limbs and heads. Finally something to get the blood up!

    Fighting 7 Kill 1 skeleton
    (-2 difficulty, +1 dwarven axe, -1 Fatigue)
    Fighting 1d10-2 = 1 (3)
    Wild 1d6-2 = 1 (3)
    Benny to reroll
    Fighting 1d10-2 = 7 (9)
    Wild 1d6-2 = 3 (5)

    _________________
    Angis Ironheart
    Angis Ironheart, Dwarven Warrior
    Parry: 8, Toughness: Melee 11 (3)/Ranged 13 (5)
    Crossbow Ammo: 20
    Combat Edges:
      Heart of Stone (Improved Arcane Resistance): 4 Armor vs. Magic; +4 to resist Magic
      Improved Nerves of Steel: Ignore 2 points of Wound modifiers
      Bennies: 5/3 + 1 Golden Bennie
      Adventure Cards:
      • Spirit of the Ancestors: Play this card to gain +2 on Vigor rolls for the rest of the scene; if played by a Dwarf, your Vigor Dice goes up by one as well for the scene.
    Edit Signature
    All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


    Tue May 01, 2018 2:00 am
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    Notice 1d6 (5)
    wild dice 1d6 (2)

    Bradon had been only wearing his Ranger outfit onboard ship. Wearing armour was more likely to be a problem if he fell into the sea than a help in this storm.

    however, as the ship is spotted, he quickly dons his new armour and readies himself for battle.
    Vigour
    OOC Comments
    1d6 (2)
    1d6 (6) ace 1d6 (2)


    As the enemy ship gets close enough, he looks at it
    “Elves my arse. That’s not a Shaya’nor ship. The design is all wrong and nothing suggests the grace and technique that you'd associate with them. Those skeletons you can see are not elven either. Not sure whom this lot serve, but it certainly isn't the elves."

    However, Bradon's comments on the ship don't matter as combat ensues. As the ship comes alongside and the skeletons start to leap aboard, Bradon leaps onto the rigging, fihgting alongside the sailors with his fencing skills intercepting many blows and providing them opportunities to finish off the skeletons themselves.

    Not like a sabre will do much against them. best to bash them to pieces.

    Saves 4 sailors

    Fighting 9
    OOC Comments
    1d8-2 = 0 (2)
    1d6-2 = 0 (2)
    benny for reroll

    1d8-2 = 6 (8) ace 1d8 (3)
    wild dice 1d6-2 = 0 (2)


    OOC Comments
    really must create my signature item. Perhaps we find it onboard the enemy ship


    Tue May 01, 2018 5:05 am
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    Vigor Check
    Vigor = 1d4 (3), Wild = 1d6 (3), Benny (Extra Effort) 1d6 (1), Total = 4

    The sea roiled around them making the deck heave in even more violent motions. Lysennia feels a little queasy, but nothing that is going to stop her from doing what was necessary

    Lysennia looks out toward the approaching ship trying to make out some details. She has the nagging feeling that there was something familiar about it. Something she'd read somewhere. . .
    Politics Check
    Politics = 1d4 (3), Wild = 1d6 (6), Ace = 1d6 (6), Ace = 1d6 (5), -2, Total = 15


    It was clear the enemy ship was gaining, and the ranks of skeletal marines sent shivers down her spine. There was something about the way they remained so still and unmoved by the ocean swell that completely unnerved her. She looks about the deck as panicked sailors tried to coax more speed from their wallowing vessel, all the while casting fearful glances toward the oncoming raider.

    Moving to the rail, she reaches out. . .

    "Spirits of Sea and Sky, denizens of the deep, hear my plea. We are sore beset by creatures of foul unlife, even now bearing down upon this vessel. Lend what aid ye may, that we may defeat these vile creatures and protect those aboard this ship".

    OOC Comments
    Lysennia uses her Spirit Singer edge to request aid from nearby spirits, be they air, sea, or the creatures therein. :)
    Not looking for much, not real combat, just a little nudge here and there to improve the odds in our favour.




    Dramatic Task Roll
    Persuasion = 1d6 (4), Wild = 1d6 (2), Benny (Extra Effort) = 1d6 (4), +2, -2 Scene Penalty, Total = 8
    Success with a Raise - Save four sailors.


    Lysennia shouts to Laura "We need clear fields of fire for our magic, you take the aft-castle, I'll take the bow. Try and pick off any that are boarding where there are no defenders, we'll trust to the others to hold the centre of the line"

    She turned to a bunch of sailors nervously holding their weapons. "You three", she points out three sailors. "Go with Laura to the aft-castle and make sure you protect her. Her magic may well be worth half a dozen swords in this fight"

    "Right, you're with me", she says to the fourth sailor. "Just make sure you keep my back covered. I won't have time for watching the bigger picture once the fighting starts", she turns and heads toward the bow, sailor in her wake.

    _________________
    Let creatures of Flame beware my wrath. . .
    Novice Eldakar Druid (16xp)
    Parry: 7 (2), (+1 from bracers, +1 from staff)
    Toughness: 5, (+1 from Tanzanite pendant)
    Power Points Remaining: 3/10
    Bennies: 0/3
    Fatigue: 0
    Wounds: 0

    Adventure Card: Focus - Play this card to gain +4 on any single oppossed roll. Or if the character is an Adept the bonus is +6.


    Tue May 01, 2018 6:15 am
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    Vigor
    Vigor 1d6 (6)
    Wild 1d6 (5)
    Ace 1d6 (2)


    As the alarm went out, Danyar went into action. With the storm already blowing, he gathered a couple fire buckets he had scouted out earlier from those areas least likely to catch fire and brought them to the bow. Staging his arrows around him for quick access and donning his Light Chain armor, Danyar was ready for a fight. From his position on the bow, he moved a few crates to stand behind and give himself a bit of cover. He could cover the boarding of the ship from 3 areas now, the Bow and both Starboard and Port sides of the ship. If the Boarding came from the Aft, he would cover their advance towards the bow. With Angis in the middle he had a clear line of fire to cover his flanks and he noticed Lysennia moving towards the bow with one sailor. This would be the team to defend the front of the ship. He welcomed the aid of magic in his position and with the Sailor, would be able to defend nicely.

    Dramatic Task Shooting
    Shooting 1d8+1 = 9 (8)
    Wild 1d6 (3)
    Ace 1d8 (3)


    Danyar will be saving 2 lives with his preperations.

    _________________
    Danyar
    Parry 7
    Toughness 6/9
    Bennies 3/3
    Gold Bennies1/1


    Tue May 01, 2018 9:57 am
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    Fatigue
    Fatigue -1
    Vigor: 1d4-1 = 1 (2)
    Wild: 1d6-1 = 4 (5)

    Knowledge & Notice
    Still Fatigued -1
    Knowledge Dark Creatures: 1d4-1 = 2 (3)
    Wild: 1d6-1 = 0 (1)
    Notice: 1d6-1 = 3 (4)
    Wild: 1d6-1 = 2 (3)


    Nervously coming up from below to see what the commotion is all about Laura almost falls over as the storm rocks the ship.

    At least Lyssenia's concoction seems to help.

    Then looking to the Elf she starts shouting about going to the aft-castle. Laura quickly looks about and remembers where she needs to be and heads that way.

    Man she thinks awful highly of me. I really hope I don't disappoint. I never cast my spells at anything other than some dummies.

    Dramatic Task
    Still Fatigued -1
    Sorcery: 1d10-1 = 4 (5)
    Wild: 1d6-1 = 4 (5)


    Upon getting there she finds a spot near a railing she can hold onto if needed and pulls out her new book. Flipping to the page she needs with practiced precision. She begins her incantations shooting bolts at skeletons as they try to cross onto the ship.

    _________________
    Laura Reis
    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
    Skills: Fighting d6, Investigation d6, Knowledge (Dark Creatures) d4, Knowledge (Flame Creatures) d4, Knowledge (Magic) d8, Lockpicking d6, Notice d6, Sorcery d10, Stealth d6, Streetwise d6, Throwing d4
    Charisma: -; Pace: 6; Parry: 6; Toughness: 6 (2)
    Edges: Education, Epic Destiny, Fast Learner, Sorcerer
    Powers: Bolt, Boost Trait, Deflection, Cantrips
    Bennies: 2/3

    ESSENCE:  10/10
    ACTIVE EFFECTS: None


    Tue May 01, 2018 1:27 pm
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    Vigor Failed, 1 level of Fatigue
    Vigor 1d6-2 = -1 (1)
    Wild 1d6-2 = 0 (2)


    Preparation
    While tropical storms have battered Korindia for generations, Aronan has never been stupid enough to be at see during one. It is easy to learn why such wisdom has been drilled into him from an early age. The lurching of the ship, the driving rains, the slippery decks, all of it makes the normally sure footed martial artist somewhat woozy and unsteady. While the herbs and his limited experience help, he still does not feel in "ship shape".

    As the black ship nears, Aronan feels very helpless. He knows no magics, and cannot use the metal weapons on the ship. Instead he tries to set the battle field to his advantage by setting up cover and obstacles to slow the attacks and offer some measure of protection from the boarders. Behind each little barricade he also sets a bucket of water, to quickly douse any fires. With his makeshift defences done Aronan readies for a fight.




    Dramatic Task
    When the skeletal sailors come aboard, Aronan darts quickly out from cover...leaping, spinning, kicking, and swinging. The rocking of the ship makes his movements somewhat more erratic than normal. Anyone watching the movements along with the pitch of the ship would most certainly be ill. Undeterred, Aronan fights the forces of darkness. His natural enemy. Knowing they will always seekto attack his kind first, Aronan uses that long standing animosity to his advantage, the Korindian draws the skeletons away from the sailors.

    "Ho, servants of darkness. Prepare to be exposed to the light."

    Each time a sailor is threatened Aronan moves to strike and draw the attacker away.

    Fighting 5, success
    Modifiers: -3
    Fighting 1d10-3 = -1 (2)
    Wild 1d6-3 = 3 (6)
    Ace 1d6 (2)

    _________________
    Aronan
    Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

    Golden Benny: 1
    Benny's: 3


    Tue May 01, 2018 5:46 pm
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    Murdered Sailors 4d6-14 = 2 (3, 6, 3, 4)

    Unless I messed up on my count looks like all but two sailors were saved, impressive!


    PLAYERS PLEASE POSITION YOUR CHARACTERS AND FORCES IN ROLL20

    Swinging on Ropes and Other swashbuckling Goodness
    : You may do awesome stuff on an Agility or Climbing roll (players choice) without a Multiple action penalty.

    _________________
    Shaping Worlds Together
    The 99's Game Master Bennies 3
      +8 Players
      +2 Sidekicks
      -1 Extra Effort for Mind Control
      -1 Shabbat Soak roll (failed)
      -4 Mind Melter tickling the players with no real effect.
      -1 Soak Collision damage for clone

    Shaintar Game Master Bennies 7/7


      Wed May 02, 2018 3:16 pm
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      As the two ships finally come along side the efforts of the heroes had paid off ad only two of the sailors have taken wounds. Both of whom are likely to live if the ships makes it through the battle.

      Mixed in amongst the crew of the enemy ship is a strange Dwarven skeleton who radiates an aura of darkness and fear. Even looking upon him is enough to chill the bones of the crews and causes trembling around him amongst all the sailors. Truly he must be the necromancer in charge of this fleet. Suddenly his voice rings out like the chiming of a bell clearly heard by all. “Surrender and you will be allowed to leave with half your crew and all your cargo in tact.
      “I will even allow you to pick which crew members you offer to us.”

      The crew looks around fearful and nervous their spirits ready to break.




      Time for action, the rules for this engagement are simple, it is a standard savage worlds combat. The Sailors are allied extras, however the fear that holds them prevents anyone from attacking the Lich or even approaching within 3” of him without pacing a fear check at -2.
      All ranged attacks, no matter the source suffer unstable platform from the rocking and rolling.
      You the players must decide how to use the Captain and the Sailors, I will not post for them, only thier deaths.

      Game Mechanics you will need
      Sailors
      Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
      Skills: Fighting d6, Notice d6, Sailing d6, Shooting d6, Stealth d4, Swimming d4-2
      Charisma: —; Pace: 6; Parry: 5; Toughness: 6 (1)
      Gear: Cutlas (Str +d6), Fighting Jerks (+1, cover -2), Bows 2d6 (12/24/48)


      *Captain Harry Hunt
      Race: Human
      Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
      Skills: Fighting d6, Boating d6, Investigation d4, Knowledge (Cosmology) d4, Knowledge (Legend Lore) d4, Knowledge (Magic) d8, Notice d8, Shooting d8, Sorcery d8, Stealth d6
      Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
      Gear: Partial leather (+1), short sword (Str+d6)
      Hindrances: Overconfident (M), Vengeful (m), Greedy (m)
      Edges: Education, Sorcerer, Great Luck, Elan
      Powers: Armour, Bolt, Phantasms



      Skeletons (SWD pg 162)
      Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
      Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6, Sailing d6
      Pace: 7; Parry: 5; Toughness: 8 (1)
      Gear: Cutlas (Str +d6), Fighting Jerks (+1, cover -2), Bows 2d6 (12/24/48)
      Special Abilities
      • Bony Claws: Str+d4.
      • Fearless: Skeletons are immune to Fear and Intimidation.
      • Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage.


      *The Dwarven looking Lich (SWD pg 160)
      Attributes: Agility d6, Smarts d12+2, Spirit d10, Strength d10, Vigor d10
      Skills: Fighting d8, Intimidation d12, Knowledge (Occult) d12+2, Knowledge (Sailing) d10, Notice d10, Spellcasting d12
      Pace: 6; Parry: 6*; Toughness: 15 (6)
      Gear: Arcane Wards and Deathly Robes (+6), Staff of Shadows (normal staff, +2 to Necromancy rolls), Circlet of Celerity (Ignores 2 points of Maintenance Modifiers)
      Special Abilities
      Death Touch: Liches drain the lives of those around them with a touch. Instead of a normal attack, a lich may make a touch attack. Every raise on its Fighting roll automatically inflicts one wound to its target.
      Spells: Liches have 50 Power Points and know most every spell available.
      Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; ignores wound penalties.
      Zombie: Liches are necromancers first and foremost. The undead they raise through the zombie spell are permanent, so they are usually surrounded by 4d10 skeletons or zombies as they choose. Some liches have entire armies of the undead at their disposal.
      * Deflection Active all attacks are -2

      The Battle Scene
      Lyss, Daynar, Bradon, Tieronar and the Capt go first.
      You have 3 days then I will post for the Lich and everyone else can go.

      2 Jokers = Everyone gets 2 Bennies



      Attachment:
      Crossover Battle Map 01.jpg
      Crossover Battle Map 01.jpg [ 383.26 KiB | Viewed 333 times ]

      _________________
      Shaping Worlds Together
      The 99's Game Master Bennies 3
        +8 Players
        +2 Sidekicks
        -1 Extra Effort for Mind Control
        -1 Shabbat Soak roll (failed)
        -4 Mind Melter tickling the players with no real effect.
        -1 Soak Collision damage for clone

      Shaintar Game Master Bennies 7/7


        Fri May 04, 2018 11:58 am
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        Notice 3
        OOC Comments
        1d6 (3)
        wild dice 1d6 (2)


        Bradon steps down from steps, pointing his sabre at the dwarf lich, practically calling it out.

        "You think you scare us," Bradon shouts back at the Lich, seemingly not scared of the abomination, "we serve the Light, not the Dark. We will prevail here for our cause is just." If they break, we will lose. Keep them in the fight and annoy that Lich in the process

        Persuasion 17
        OOC Comments
        Bolster the nerve of the sailors to prevent them from breaking
        Persuasion 1d6+1 = 4 (3)
        1d6+1 = 7 (6) ace 1d6 (6) ace 2 1d6 (4)




        Parry: 9 (3); Toughness: 8(3)


        Sat May 05, 2018 5:37 am
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        notice
        Notice 1d8+2 = 6 (4)
        Wild 1d6 (5)


        Having watched the approach of the ship and the occupants, Danyar has chosen his plan of attack. Their ship is going for the straight broadside attack. Our Port sides against each other and the boarding about to begin until he sees the Lich Dwarf.

        I thought Dwarves were ugly but, this one is horrendous. And that staff, it must contain power, I must take it out.

        Danyar raises his bow and aims for the arm holding the staff. He lets the string go and the Arrow flies....

        Called_Shot
        Called Shot 1d8-3 = 3 (6)
        Wild 1d6-3 = 0 (3)

        Extra_Effort
        Extra 1d6 (3)

        Damage
        Damage 2d6+2 = 7 (4, 1)


        And the Arrow hits the arm holding the Staff hoping it falls from his grip.

        _________________
        Danyar
        Parry 7
        Toughness 6/9
        Bennies 3/3
        Gold Bennies1/1


        Sat May 05, 2018 7:21 am
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        Captain Harry Hunt
        Race: Human
        Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
        Skills: Fighting d6, Boating d6, Investigation d4, Knowledge (Cosmology) d4, Knowledge (Legend Lore) d4, Knowledge (Magic) d8, Notice d8, Shooting d8, Sorcery d8, Stealth d6
        Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)
        Gear: Partial leather (+1), short sword (Str+d6)
        Hindrances: Overconfident (M), Vengeful (m), Greedy (m)
        Edges: Education, Sorcerer, Great Luck, Elan
        Powers: Armour, Bolt, Phantasms


        The captain steeled himself, emboldened by Bradon's words.

        Fear
        OOC Comments
        1d6-2 = 3 (5)
        1d6-2 = -1 (1)
        Benny for extra effort 1d6 (5)


        Summoning his aetheric energies, he sends a powerful bolt across at the Lich.

        sorcery
        OOC Comments
        1d8 (5)
        wild dice 1d6 (2)
        2 PP 8/10 remaining

        3d6 (5, 4, 4)
        benny for reroll
        3d6 (2, 4, 3)


        Sun May 06, 2018 9:43 am
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        "There are an awful lot of skeletons over on that deck", thinks Lysennia to herself.
        "Not that I don't think the men are up to it of course, but perhaps we should. . ."

        "What know you of storms little man." she shouts to the enemy captain. "Let this be a taste of how poorly you have judged the situation"

        Drawing on the raw unfettered might of the storm about her Lysennia channels its energy and bolts of lightning crackle from her fingertips toward the skeleton boarders.

        Lightning Bolts
        Bolt1 = 1d8 (6), Bolt 2 = 1d8 (6), Bolt 3 = 1d8 (7), Wild = 1d6 (4)

        Damage
        Skeleton 1 (Bolt 1 (6) + 2 for Joker -2 Unstable platform) = 6, Damage = 2d6 (6, 2) + 2, Ace = 1d6 (4)
        Skeleton 2 (Bolt 2 (6) + 2 for Joker -2 Unstable platform) = 6, Damage = 2d6 (4, 1) + 2
        Benny, Damage = 2d6 (2, 5) +2
        Skeleton 3 (Bolt 3 (7) + 2 for Joker -2 unstable platform) = 7, Damage = 2d6 (2, 3) + 2
        Benny, Damage = 2d6 (6, 6) + 2, Ace = 1d6 (6), Ace = 1d6 (3), Ace2 = 1d6 (3)

        Damage SK1 =14, SK2 = 9, SK3 = 26.
        Two Skeletons destroyed, one shaken. Both bonus Bennies and 3PP spent.

        The first two skeletons explode in showers of bone fragments. The third is only caught a glancing blow to the shoulder, rocked briefly back on its heels before it lurches forward again.

        _________________
        Let creatures of Flame beware my wrath. . .
        Novice Eldakar Druid (16xp)
        Parry: 7 (2), (+1 from bracers, +1 from staff)
        Toughness: 5, (+1 from Tanzanite pendant)
        Power Points Remaining: 3/10
        Bennies: 0/3
        Fatigue: 0
        Wounds: 0

        Adventure Card: Focus - Play this card to gain +4 on any single oppossed roll. Or if the character is an Adept the bonus is +6.


        Mon May 07, 2018 6:01 am
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        His frustration with being trapped in this strange place .Unimpressed by the battle so far the strange looking Lich smiles and and starts walking forward. "Why do you refuse my mercy, why do you refuse the peace I have offered you? I do not know how I was trapped here, but the people of this land will learn to obey."
        Then as he moves forward his body catches fire, the green and purple flames growing with each step until he is apparently consumed completely.

        Maintains hold of Staff, Gains raise on spell
        Strength to Maintain Hold of staff versus 7
        Strength 1d10 (8)
        Strength Wild 1d6 (2)

        Spell Being Used (Combination of Two Spells, raise on Knowledge magic to identify spell)
        Necromancy 1d12+2 = 7 (5) + Extra Effort 1d6+7 = 11 (4)
        Necromancy Wild 1d6+2 = 3 (1)


        *The Dwarven looking Lich (SWD pg 160)
        Wounds: 0/3
        Bennies: 1/2
        Attributes: Agility d6, Smarts d12+2, Spirit d10, Strength d10, Vigor d10
        Skills: Fighting d8, Intimidation d12, Knowledge (Occult) d12+2, Knowledge (Sailing) d10, Notice d10, Spellcasting d12
        Pace: 6; Parry: 6; Toughness: 15 (6)
        Gear: Arcane Wards and Deathly Robes (+6), Staff of Shadows (normal staff, +2 to Necromancy rolls), Circlet of Celerity (Ignores 2 points of Maintenance Modifiers)
        Special Abilities
        • Death Touch: Liches drain the lives of those around them with a touch. Instead of a normal attack, a lich may make a touch attack. Every raise on its Fighting roll automatically inflicts one wound to its target.
        • Spells: Liches have 50 Power Points and know most every spell available.
        • Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage; ignores wound penalties.
        • Zombie: Liches are necromancers first and foremost. The undead they raise through the zombie spell are permanent, so they are usually surrounded by 4d10 skeletons or zombies as they choose. Some liches have entire armies of the undead at their disposal.


        Players with Knowledge Magic should roll to notice something out of the ordinary.

        _________________
        Shaping Worlds Together
        The 99's Game Master Bennies 3
          +8 Players
          +2 Sidekicks
          -1 Extra Effort for Mind Control
          -1 Shabbat Soak roll (failed)
          -4 Mind Melter tickling the players with no real effect.
          -1 Soak Collision damage for clone

        Shaintar Game Master Bennies 7/7


          Tue May 08, 2018 8:03 am
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          Mysterious
          1/2 bennies on reroll of critical failure
          1d8 (2)
          1d6 (6) + Ace 1d6+6 = 7 (1)

          _________________
          Shaping Worlds Together
          The 99's Game Master Bennies 3
            +8 Players
            +2 Sidekicks
            -1 Extra Effort for Mind Control
            -1 Shabbat Soak roll (failed)
            -4 Mind Melter tickling the players with no real effect.
            -1 Soak Collision damage for clone

          Shaintar Game Master Bennies 7/7


            Tue May 08, 2018 8:09 am
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            Seasickness
            Vigor: 1d8-2 = 6 (8)
            Wild: 1d6-2 = 3 (5)

            Krozog is asleep in his bed wearing nothing but his travel clothing as the Necromancer and his ghastly crew approach and begin boarding the Wild Treader. His dreams take a dark turn as the black ship nears...

            Krozog finds himself unarmed within a dark space inside his dream. It's large and enclosed, but the walls are nowhere in sight. "Scary place. Krozog not like." Krozog thinks as he searches for a way out. As he walks forward to find an exit, or even a wall, vaguely man sized shadows begin appearing at the peripherals of his vision. More shadows appear the further he walks.

            Alone, unarmed and scared in the dark, Krozog calls out for Archanon, "Arr-kah-non, Krozog scared! What Krozog do?" As he does, the room begins to lighten and the shadows begin disappearing until the light is seemingly blindingly bright. He hears within his head, "Wake now, dear child. Your might is needed."

            As his eyes adjust, Krozog realizes that he has already awoken from his dream. He feels the abomination of Darkness nearby, and in some corner of his mind he realizes that his dream was a warning. Krozog lets out a defeaning roar likely heard by all, "GRAAAAAW! DAARRKNESS!"

            Krozog calms himself briefly enough to begin chanting while he grabs up his flail and shield. As he says the words to bring forth a Lantern Bearer, his room brightens with a holy light concentrated by the door. A heavenly chorus heralds the arrival of a Lantern Bearer which steps out of the Light and greets Krozog as the light and music fade, "Hey there, Krozog!"

            Krozog face lightens up with a huge grin as he greets the Lantern Bearer, "Hello, little Light boy. Krozog protect you from Dark. Stay close and help. Be safe." With that, Krozog opens the door with his shield and flail at the ready. He rushes towards the deck to fight off the abominations of Darkness assaulting the ship with the Lantern Bearer at his back.



            As Krozog steps onto the deck, he looks for the nearest enemy and yells, "For the Light! For Arr-kah-non!" He then proceeds to smash the nearest skeleton with his flail.

            Attacking the Skeleton
            Fighting: 1d8 (8) + Ace: 1d8 (6) = 14
            Wild: 1d6 (4)


            Damage, if successful: 1d6 (2) + 1d8 (2) +2 Champion = 7
            Raise, if needed: 1d6 (1)

            Benny to reroll Damage:
            2d6 (4, 1) + 1d8 (5) +2 = 12




            Lantern Bearer
            • Summon Rank: Novice. Manifesting as childlike waifs, usually bearing lanterns on a pole, these Celestials serve most often as guides and aids to priests faced with difficult tasks.
            • Agi d6, Sma d8, Spi d8, Str d4, Vig d6
            • Fighting d6, Healing d8+2, Notice d8+2, Stealth d6, Tracking d8+2
            • Pace: 10; Parry: 6(1); Toughness: 8(3)
            • Gear: Lantern Pole (Str+d4, Reach 1, +1 Parry, 2 Hands), White Silver Robe (+3, -5)
            • Special Abilities
              • Archanon's Strength: +2 vs Fear, +2 to Soak, +2 to recover from shaken.
              • Healing Hands: 1/day, cast Healing with Spirit for the check.
              • Lantern: Light power at will; also provides +2 to all Notice/Tracking rolls
              • Light-Footed: Lantern bearers have a Pace of 10
              • Of the Light: Healing from any source other than Light can heal no more than one wound
              • Otherworldly Defenses: Non-magical attacks only do half damage to Celestials
              • Sense Darkness/Flame: Activates with Spirit
              • Slow Regeneration
              • Unearthly Form: Immune to diseases and poison, and they have no biological needs
              • Warrior of Light: All celestials have the Champion Edge (+2 Damage/Tough vs Darkness/Flame)
              • Weakness: +3 Damage from Black Iron and Blood Steel


            The lantern bearer follows Krozog out the door and watches his back. He looks around the battlefield to see if there is anyone who has been wounded and may need aid in this battle against Darkness.

            OOC Comments
            Essentially, the Lantern Bearer starts the scene one pace/square behind Krozog and he is on hold. Should there be any enemies in melee range of Krozog after his turn ends, the Lantern Bearer will move behind Krozog and attack the most wounded/shaken skeleton (using the reach from his pole to stay out of adjacency).

            If there are no skeletons in range of Krozog by the end of the round, the lantern bearer will move to and attack a nearby skeleton with Reach before retreating back behind Krozog with the remainder of its pace. He wont attack if he wouldn't have enough pace to get back behind Krozog.

            He also makes a notice roll to see if any of the PCs need to be healed. If there are no enemies to attack in either of the above scenarios, thats all he does.

            Surveying the Battlefield
            Notice: 1d8+2 = 9 (7)
            Wild: 1d6+2 = 5 (3)


            Defending Krozog
            If there's a target to attack:
            Fighting: 1d6 (4)
            Wild: 1d6 (2)

            Damage, if successful: 1d4 (2) + 1d4 (1) +2 Champion =
            Raise, if needed: 1d6 (4)

            _________________
            Krozog, Paladin of Light
            Krozog, Ogre Paladin
            Pace: 7; Parry: 8(2); Toughness: Post #10: 9 (+2 vs Supernatural Evil); Normal: 12(3, -4 Coverage) +2 Ranged
            Combat-Relevant Edges & Abilities:
              Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
              Big Target: Attackers gain +1 to attack rolls made against Ogres.
              Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
              Reach: Ogres have Reach 1
              Size +2: Ogres are Size+2
              Thermal Vision: Ogres have the Infravision Monstrous Ability
            Wounds: 0/3; Fatigue: 0/2; Essence: 7/10
            Bennies: 2/3
            Adventure Cards
            • Blessings of Zavonis: Play this card to gain +4" to pace, run as a free action and add +2" to any jumps. This effect last three rounds. Alternatly this card can be used to reduce damage from falling by half.


            Tue May 08, 2018 1:16 pm
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            Fear 4 - Success
            Spirit 1d6 (5)
            Wild 1d6 (2)
            -1 Fatigue


            Rope Swing 6
            Agility 1d10 (7)
            Wild 1d6 (4)
            -1 Fatigue


            Smarts Trick 7
            Adventure Card - Face Off: Play this card to gain +4 on any one Intimidation or Taunt roll, which becomes a free action for the turn, or play this card to gain +4 Charisma for a single roll.
            GM Fiat: Can be Smarts Trick instead of Taunt
            Smarts 1d6+3 = 7 (4)
            Wild 1d6+3 = 7 (4)
            -1 fatigue, net +3


            The presence of the dwarven lich is disturbing - both because he is a servitor of darkness, and a dwarf. Even more disturbing is the bevvy of sailors between him and the enemy. Aronan furrows his brow and looks for a way to position himself to keep the sailors safe, it is not right that should bear the brunt of these creatures of blackness." Grabbing a nearby rope from the rigging the jungle dweller swings over top of the sailors heads and lands neatly in front of a triad of skeletons. Looking over their shoulder he grimaces - the lich has disappeared - but that may yet be to Aronan's advantage. Pointing to the now vacant spot he tries to distract the skeletons, "Look! You lord has abandoned you."

            As they turn away Aronan sweeps the lot of the with his staff, hoping to shatter their bones and send them to eternal rest.

            Fighting (Rapid Attack) 1, 11, 1 Damage: 6, 11, 6
            Hoping the smarts trick was a success to reduce their parry by 2
            Fighting 1d10 (3)
            Fighting 1d10 (3)
            Fighting 1d10 (6)
            Wild 1d6 (4)

            Benny
            Fighting 1d10 (2)
            Fighting 1d10 (10)
            Ace 1d10 (5)
            Fighting 1d10 (5)
            Wild 1d6 (5)

            5, 15, 5

            Damage 2d6 (2, 4)
            Damage 2d6 (3, 6) Ace 1d6 (2)
            Damage 2d6 (2, 4)

            _________________
            Aronan
            Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

            Golden Benny: 1
            Benny's: 3


            Tue May 08, 2018 5:16 pm
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            The closest of the skeletons were able to understand the words and momentarily turn to protect their master leaving four of them off guard shaken from the distraction.
            Taking advantage of the opening Aronan's blows manage to fell one of the skeletons as it collapses into random bones.

            1d4 (1)

            _________________
            Shaping Worlds Together
            The 99's Game Master Bennies 3
              +8 Players
              +2 Sidekicks
              -1 Extra Effort for Mind Control
              -1 Shabbat Soak roll (failed)
              -4 Mind Melter tickling the players with no real effect.
              -1 Soak Collision damage for clone

            Shaintar Game Master Bennies 7/7


              Tue May 08, 2018 6:47 pm
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              Notice 1 Crit Fail
              Notice 1d4 (1)
              Wild 1d6 (1)


              ***

              Angis stared at the lich. “Ah, bluidy ‘ell. Wot self-respectin’ dwarf gaes an’ liches ‘imself?” he shouted. “An’ then gets on a bluidy boat!”

              The others unloaded on the lich and skeletons, but the lich burst into flame and disappeared.

              “Bluidy hells.”

              Angis picked up his crossbow and aimed at one of the skeletons on Lyssenia’s end of the ship. They were likely going to need her healing powers later.

              Unfortunately, Angis wasn’t used to the rocking of the ship, and it sent his shot wide.

              ***

              Actions
              Move: None
              Action: Shoot 10-7
              Shooting 0
              Fatigue -1
              Shooting 1d8-1 = 2 (3)
              Wild 1d6-1 = 2 (3)
              Forgot Unstable Platform -2


              Conditions
              Armor 4 vs. Magic; +4 to resist Magic
              -1 Fatigue for 3 days (Day 2)
              Crossbow bolts: 19
              Bennies: 7/3 +1 Golden Benny
              Adventure Card
              • Spirit of the Ancestors: Play this card to gain +2 on Vigor rolls for the rest of the scene; if played by a Dwarf, your Vigor Dice goes up by one as well for the scene.

              _________________
              Angis Ironheart
              Angis Ironheart, Dwarven Warrior
              Parry: 8, Toughness: Melee 11 (3)/Ranged 13 (5)
              Crossbow Ammo: 20
              Combat Edges:
                Heart of Stone (Improved Arcane Resistance): 4 Armor vs. Magic; +4 to resist Magic
                Improved Nerves of Steel: Ignore 2 points of Wound modifiers
                Bennies: 5/3 + 1 Golden Bennie
                Adventure Cards:
                • Spirit of the Ancestors: Play this card to gain +2 on Vigor rolls for the rest of the scene; if played by a Dwarf, your Vigor Dice goes up by one as well for the scene.
              Edit Signature
              All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


              Wed May 09, 2018 1:07 am
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              The sailors were expecting the skeletons to attack. Those near the side readied their weapons waiting to attack the skeletons as they attempted to board

              Agility - interrupt
              OOC Comments
              1d6 (1)
              1d6 (3)
              1d6 (1)
              1d6 (3)
              1d6 (3)
              1d6 (4)
              1d6 (3)
              1d6 (5)
              1d6 (2)
              1d6 (3)


              Fighting
              OOC Comments
              1d6 (1)
              1d6 (4)
              1d6 (3)
              1d6 (3)
              1d6 (6) 1d6 (2) Total 8
              1d6 (3)
              1d6 (3)
              1d6 (1)
              1d6 (6) 1d6 (4) total 10
              1d6 (6) 1d6 (6) 1d6 (1) Total 13


              Those further back opened fire on the skeletons determined to thin their numbers before the inevitable boarding action
              Shooting
              OOC Comments
              1d6 (1)
              1d6 (4)
              1d6 (5)
              1d6 (5)
              1d6 (6) 1d6 (5) total 9
              1d6 (6) 1d6 (5) total 9
              1d6 (1)
              1d6 (6) 1d6 (3) total 7
              1d6 (5)
              1d6 (3)


              damage
              OOC Comments
              2d6 (4, 4)
              2d6 (5, 1)
              2d6 (3, 6) 1d6 (1) total 10
              2d6 (6, 4) 1d6 (1) total 11
              2d6 (1, 1)
              2d6 (1, 5)
              2d6 (1, 5)
              2d6 (1, 1)
              2d6 (6, 5) 1d6 (3) total 14
              2d6 (2, 5)


              Sat May 12, 2018 1:21 am
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              Knowledge Magic 6 Success
              Knowledge Magic: 1d8 (6)
              Wild: 1d6 (6)


              Spellcasting 1 hit with Raise: 11 dmg
              3 bolts(1PPE after raise on casting)
              Sorcery: 1d10 (1) =-1
              Sorcery: 1d10 (4) = 1
              Sorcery: 1d10 (10) Ace: 1d10 (3) =10 Damage: 3d6 (1, 5, 5) =11
              Wild: 1d6 (4) = 1


              Weaving her spell getting ready to fire the boat hits a small swell and Laura stumbles mid casting sending 2 bolts to the side of the ship. The other struck a skeleton rocking it with the blast. As Laura steadies herself she looks up at the skeleton and gasps "Oh my."
              She then shouted out to her companions "His magic is not right! He is using flame and darkness as one! His casting will make him disappear and much faster! It may be critical to hit him before he vanishes!"

              _________________
              Laura Reis
              Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
              Skills: Fighting d6, Investigation d6, Knowledge (Dark Creatures) d4, Knowledge (Flame Creatures) d4, Knowledge (Magic) d8, Lockpicking d6, Notice d6, Sorcery d10, Stealth d6, Streetwise d6, Throwing d4
              Charisma: -; Pace: 6; Parry: 6; Toughness: 6 (2)
              Edges: Education, Epic Destiny, Fast Learner, Sorcerer
              Powers: Bolt, Boost Trait, Deflection, Cantrips
              Bennies: 2/3

              ESSENCE:  10/10
              ACTIVE EFFECTS: None


              Last edited by Laura Reis on Sat May 12, 2018 9:22 am, edited 1 time in total.



              Sat May 12, 2018 8:52 am
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              OOC Comments
              I will rule the archers chose to shoot the skeletons that already looked dazed, this will increase the number killed.

              In addition Laura's shaken will apply to the last shaken skeleton.

              _________________
              Shaping Worlds Together
              The 99's Game Master Bennies 3
                +8 Players
                +2 Sidekicks
                -1 Extra Effort for Mind Control
                -1 Shabbat Soak roll (failed)
                -4 Mind Melter tickling the players with no real effect.
                -1 Soak Collision damage for clone

              Shaintar Game Master Bennies 7/7


                Sat May 12, 2018 9:13 am
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                Location: Buffalo, NY
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                OOC Comments
                Notice 1d6 (3)
                Wild 1d6 (1)


                Seeing his companions head into the breach, Tieronar sighs and launches himself after Krozog and Aronan, ready to protect their flank.

                He braces himself (defense for one turn).

                "It's going to take days to the get this smell out of my fur."

                _________________
                Charisma: -2; Pace: 8; Parry: 6 (8/9), -1 TO BE HIT (Skein of the Ages) , Toughness: 6 (9) Bennies: 3+3+1/3 +2+1
                + 1 Golden Benny


                Sun May 13, 2018 6:45 pm
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                Six Skeleton's Trying to Cross
                These roll will be applied in order top to bottom of the sailors rolls.
                Agility 1d8 (6)

                Agility 1d8 (7)

                Agility 1d8 (2)

                Agility 1d8 (4)

                Agility 1d8 (6)

                Agility 1d8 (7)

                .


                Six of the monstrous Skeletons leap across the decking, somehow landing behind the men intending to interrupt them. The horrific sounds of their clattering bones is enough to chill the sailors who where supposed to stop such maneuvers as the creatures swung their blades.
                One of the sailors is cut down from the unexpected attack, as a second sailor is slashed across his chest with a stinging wound.

                Six Skeleton's Attacking Sailors
                These roll will be applied in order top to bottom of the sailors rolls.
                Fighting 1d6 (5)
                  Damage 2d6 (5, 4)

                Fighting 1d6 (1)

                Fighting 1d6 (2)

                Fighting 1d6 (6) Ace 1d6+6 = 11 (5)
                  Damage 3d6 (6, 6, 4)

                Fighting 1d6 (4)

                Fighting 1d6 (4)

                .


                Not to be held off for long the sailors turn and spin slashing at the skeletons killing one of them and stunning a second.

                Charging in those of the adventurers who took the route of bravery find they are the first attacked by the skeletons.

                Three on Krozog, two hits, Takes 16 Damage
                Gang up +2
                Fighting 1d8+2 = 8 (6)
                  Damage 2d6 (1, 2)

                Fighting 1d8+2 = 8 (6)
                  Damage 2d6 (6, 5)
                    Ace 1d6+11 = 16 (5)

                Fighting 1d8+2 = 5 (3)

                .

                Two on Tieranon, all miss due to Defensive Maneuver adding +2 Parry
                Gang up +1
                Fighting 1d8+1 = 9 (8)

                Fighting 1d8+1 = 4 (3)


                .

                Three on Aranon, two hits because of Rapid Attack
                Gang up +2
                Fighting 1d8+2 = 8 (6)
                  Damage 2d6 (3, 3)

                Fighting 1d8+2 = 8 (6)
                  Damage 2d6 (1, 3)

                Fighting 1d8+2 = 4 (2)

                .







                TURN 02 IS UP: Daynar and The Captain Go First

                Current Map
                .
                Attachment:
                Pirates versus skeletons turn 02.JPG
                Pirates versus skeletons turn 02.JPG [ 136.42 KiB | Viewed 148 times ]

                _________________
                Shaping Worlds Together
                The 99's Game Master Bennies 3
                  +8 Players
                  +2 Sidekicks
                  -1 Extra Effort for Mind Control
                  -1 Shabbat Soak roll (failed)
                  -4 Mind Melter tickling the players with no real effect.
                  -1 Soak Collision damage for clone

                Shaintar Game Master Bennies 7/7


                  Sun May 13, 2018 8:03 pm
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                  Captain Hunt moved to the railing of the upper foredeck and looked down on the skeletons on his ship as they battled his crew.

                  “Get off my ship, you foul things!” he cried, extending his hand and blasting the nearest three with eldritch magic.

                  Bolt 6, 5, 5
                  Sorcery 1d8 (6)
                  Sorcery 1d8 (2)
                  Sorcery 1d8 (5)
                  Wild 1d6 (5)


                  Damage 6, 11, 9
                  2d6 (4, 2)
                  2d6 (6, 3) Ace 1d6+9 = 11 (2)
                  2d6 (5, 4)


                  OOC Comments
                  So the skeleton north of Angis and the skeleton northwest of the Lantern Bearer are Shaken.

                  _________________
                  Angis Ironheart
                  Angis Ironheart, Dwarven Warrior
                  Parry: 8, Toughness: Melee 11 (3)/Ranged 13 (5)
                  Crossbow Ammo: 20
                  Combat Edges:
                    Heart of Stone (Improved Arcane Resistance): 4 Armor vs. Magic; +4 to resist Magic
                    Improved Nerves of Steel: Ignore 2 points of Wound modifiers
                    Bennies: 5/3 + 1 Golden Bennie
                    Adventure Cards:
                    • Spirit of the Ancestors: Play this card to gain +2 on Vigor rolls for the rest of the scene; if played by a Dwarf, your Vigor Dice goes up by one as well for the scene.
                  Edit Signature
                  All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


                  Sun May 13, 2018 11:37 pm
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                  Joined: Sun Oct 15, 2017 7:42 am
                  Posts: 80
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                  Laura Reis wrote:
                  Weaving her spell getting ready to fire the boat hits a small swell and Laura stumbles mid casting sending 2 bolts to the side of the ship. The other struck a skeleton rocking it with the blast. As Laura steadies herself she looks up at the skeleton and gasps "Oh my."
                  She then shouted out to her companions "His magic is not right! He is using flame and darkness as one! His casting will make him disappear and much faster! It may be critical to hit him before he vanishes!"


                  If it were not for her Eldakar heritage, it is doubtful Lysennia could have heard Laura's cry over the din of battle.
                  "Darkness and flame? Is that even possible? What does she mean disappear?"

                  She turns to scan the deck of the black ship searching out the enemy magician, opening her perceptions to try and divine the purpose of his mystical workings.

                  Knowledge Magic
                  Knowledge Magic = 1d8 (6), Wild Die = 1d6 (6), Ace = 1d6 (3) (+2 Eldakar Bonus?) Total = 9 (11?)


                  Notes
                  Currently on pause pending initiative.

                  _________________
                  Let creatures of Flame beware my wrath. . .
                  Novice Eldakar Druid (16xp)
                  Parry: 7 (2), (+1 from bracers, +1 from staff)
                  Toughness: 5, (+1 from Tanzanite pendant)
                  Power Points Remaining: 3/10
                  Bennies: 0/3
                  Fatigue: 0
                  Wounds: 0

                  Adventure Card: Focus - Play this card to gain +4 on any single oppossed roll. Or if the character is an Adept the bonus is +6.


                  Mon May 14, 2018 5:54 am
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                  Posts: 80
                  Location: Buffalo, NY
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                  Seeing the Sailors moving to surround those on our ship, Danyar moves to the railing and concentrates on the enemy ship and notices the Ogre being flanked.

                  Raising his bow, he fires at the back of the Skeleton

                  Shooting
                  Shooting 1d8+1 = 7 (6)
                  Wild 1d6 (2)
                  -2 for pitching deck, +2 for joker, +1 for bow. Total of +1.
                  Damage 2d6+2 = 12 (4, 6)
                  Damage Explosion 1d6 (4)


                  Hitting the Skeleton and dropping him, Danyar yells across:

                  "KROZOG, I HAVE YOUR FLANK"

                  _________________
                  Danyar
                  Parry 7
                  Toughness 6/9
                  Bennies 3/3
                  Gold Bennies1/1


                  Mon May 14, 2018 7:02 am
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                  Posts: 35
                  Location: Texas
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                  Soak Roll
                  Vigor: 1d8 (3)
                  Wild: 1d6 (6)
                  Aced: 1d6 (4)
                  Soak Roll = 10


                  "Krozog beat the Darkness out of you!" Krozog roars as the skeletons close in around him and his allies. Confident in his training and Archanon's protection he thinks, "Not too many skehl..leh? Bone walkers. Krozog smash them good."

                  Krozog meets the first skeleton head-on and catches its blow on his shield. It glances off his shield towards his body, but he is able lean away from the blow and only suffers a small scratch.

                  Two more skeletons close in on Krozog while he's dealing with the first, but he only notices one of them initially. As he is avoiding the first strike, he bats the second strike away with his flail. Then Krozog notices the final skeleton coming in with a perfectly timed strike. "Oh, no! Krozog not stop that!" He thinks while grimacing in preparation for the blow.

                  Just before Krozog is struck, he sees a pole dart in and knock the blade off course! The Lantern Bearer ducks back behind Krozog and giggles, "He-he, be careful Krozog. Archanon would be sad if you got hurt!"

                  "Arr-kah-non need Krozog to stop Darkness. Krozog be careful. Real fight much harder than practice!" Krozog considers as he thanks the Lantern Bearer, "Krozog OK. Thank you, little Light boy!"

                  With three foes before him, Krozog relaxes and remembers his battle-training. He focuses not on one foe but instead tracks each of them to the best of his ability.

                  _________________
                  Krozog, Paladin of Light
                  Krozog, Ogre Paladin
                  Pace: 7; Parry: 8(2); Toughness: Post #10: 9 (+2 vs Supernatural Evil); Normal: 12(3, -4 Coverage) +2 Ranged
                  Combat-Relevant Edges & Abilities:
                    Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
                    Big Target: Attackers gain +1 to attack rolls made against Ogres.
                    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
                    Reach: Ogres have Reach 1
                    Size +2: Ogres are Size+2
                    Thermal Vision: Ogres have the Infravision Monstrous Ability
                  Wounds: 0/3; Fatigue: 0/2; Essence: 7/10
                  Bennies: 2/3
                  Adventure Cards
                  • Blessings of Zavonis: Play this card to gain +4" to pace, run as a free action and add +2" to any jumps. This effect last three rounds. Alternatly this card can be used to reduce damage from falling by half.


                  Last edited by Krozog on Mon May 14, 2018 5:43 pm, edited 11 times in total.



                  Mon May 14, 2018 3:36 pm
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                  Posts: 1793
                  Location: Black Company
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                  The skeletons suddenly break away from the sailors, turning and chopping open the grating they start jumping down into the cargo hold. As the deck cleared of so many undead leaving few atop. They take the opportunity to attack the heroes brave enough to have engaged them.

                  Sailor's Disengagement attacks, killed 1, Bradon, and Angis also get a free attack
                  Fighting 1d6 (4)
                  Fighting 1d6 (3)
                  Fighting 1d6 (3)
                  Fighting 1d6 (5)
                  Fighting 1d6 (1)
                  Fighting 1d6 (5)
                  Fighting 1d6 (4)
                  Fighting 1d6 (1)
                  Fighting 1d6 (4)
                  Fighting 1d6 (6) + Ace 1d6+6 = 12 (6) Game Master Fiat, Skeleton died

                  Skeleton Spirit roll to recover from shaken
                  Spirit 1d4+2 = 5 (3)
                  Spirit 1d4+2 = 5 (3)

                  Skeleton's Attacks on Krozog, Results 1 Wound + 1 Benny for honesty
                  +1 For Size, +2 for Gang up
                  Fighting 1d8+3 = 11 (8) Ace 1d8+11 = 12 (1) Raise
                    Damage 3d6 (4, 5, 1)

                  Fighting 1d8+3 = 10 (7)
                    Damage 2d6 (1, 6) Ace 1d6+7 = 8 (1)

                  Fighting 1d8+3 = 10 (7)
                    Damage 2d6 (6, 5) Ace 1d6+11 = 15 (4)

                  Skeleton's Attacks on Tieranor Results Shaken
                  Parry +2 from defense maneuver, Attacks +1 for gang up
                  Fighting 1d8+1 = 8 (7) Miss

                  Fighting 1d8+1 = 9 (8) Ace 1d8+9 = 15 (6)
                    Damage 2d6 (2, 5)

                  Skeleton's Attacks on Aronan, results 1 Wound
                  Parry -2 from Rapid attack, +2 from Gang up
                  Fighting 1d8+2 = 10 (8) Ace 1d8+10 = 16 (6) Raise
                    Damage 3d6 (3, 6, 3) Ace 1d6+12 = 14 (2)


                  Fighting 1d8+2 = 6 (4) Miss

                  Fighting 1d8+2 = 4 (2) Miss


                  Finally from bellow deck the sounds of chapping and hacking can be heard.

                  Time to breach deck 4 turns
                  Time Required 2d4-1 = 4 (4, 1)


                  A voice rings out from the deck of the black ship. But the words where of such an arcane nature it could not be understood. Having an wholly unnatural sound and cadence the words become painful to hear. Then as the words conclude without warning a green and red flame flickers to life exploding in the middle of the ship covering the whole of the deck affecting the undead and sailors alike as if neither life mattered.


                  Cone of flame: Daynar, Lysennia, Bradon, Lantern Bearer, all roll Agility versus 13 to evade (no roll for Angis) or take 13 damage
                  Necromancy 1d12+2 = 13 (11)
                  Wild 1d6+2 = 8 (6) + Ace 1d6+8 = 10 (2)

                  Damage 2d10 (4, 9)

                  Affected Targets
                  Attachment:
                  Fire Cone turn 02.JPG
                  Fire Cone turn 02.JPG [ 47.21 KiB | Viewed 103 times ]


                  Sailor Agility to Dodge, 1 Sailor evades
                  Agility 1d6 (2)
                  Agility 1d6 (6)
                  Agility 1d6 (5)
                  Agility 1d6 (6) + Ace 1d6+6 = 12 (6) Ace Aced 1d6+12 = 15 (3)
                  Agility 1d6 (4)


                  Updated Map: Angis no longer is safely bound to the Mast
                  Attachment:
                  Pirates versus skeletons bottom of turn 02.JPG
                  Pirates versus skeletons bottom of turn 02.JPG [ 189.6 KiB | Viewed 103 times ]

                  _________________
                  Shaping Worlds Together
                  The 99's Game Master Bennies 3
                    +8 Players
                    +2 Sidekicks
                    -1 Extra Effort for Mind Control
                    -1 Shabbat Soak roll (failed)
                    -4 Mind Melter tickling the players with no real effect.
                    -1 Soak Collision damage for clone

                  Shaintar Game Master Bennies 7/7


                    Mon May 14, 2018 6:58 pm
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                    Joined: Fri Mar 02, 2018 9:44 am
                    Posts: 19
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                    As she sees the lich come on the boat using her senses she reaches out seeing him come up just shy of herself. Well here is hoping he thinks I am unworthy. Slowly she sneaks up behind unfurling her cloak and gets ready to hold it around the lich hoping to make it much easier for her companions whom are unable to see it.
                    As she attempts to throw the cloak over the lich he suddenly turns. Startled she misses wrapping the cloak around him and stumbles a bit backward fearful for what comes next.

                    OOC Comments
                    Fighting: 1d6 (2)
                    Wild: 1d6 (3)

                    Benny to reroll
                    Fighting: 1d6 (2)
                    Wild: 1d6 (4)

                    Second reroll benny:
                    Fighting: 1d6 (3)
                    Wild: 1d6 (2)

                    Third reroll benny because I really want this to work.
                    Fighting: 1d6 (3)
                    Wild: 1d6 (1)

                    _________________
                    Laura Reis
                    Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
                    Skills: Fighting d6, Investigation d6, Knowledge (Dark Creatures) d4, Knowledge (Flame Creatures) d4, Knowledge (Magic) d8, Lockpicking d6, Notice d6, Sorcery d10, Stealth d6, Streetwise d6, Throwing d4
                    Charisma: -; Pace: 6; Parry: 6; Toughness: 6 (2)
                    Edges: Education, Epic Destiny, Fast Learner, Sorcerer
                    Powers: Bolt, Boost Trait, Deflection, Cantrips
                    Bennies: 2/3

                    ESSENCE:  10/10
                    ACTIVE EFFECTS: None


                    Mon May 14, 2018 8:21 pm
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                    Joined: Tue Oct 17, 2017 2:09 pm
                    Posts: 69
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                    OOC Comments
                    Notice 1d6 (1)
                    wild dice 1d6 (4)


                    Disengagement Fighting
                    1d8 (8) 1d8 (8) 1d8 (7)
                    1d6 (1)

                    damage 2d6 (1, 1) raise 1d6 (4)


                    Agility roll
                    1d8 (5)
                    1d6 (5)

                    benny to soak if needed for 1 wound
                    1d6 (2)
                    1d6 (2)
                    benny for reroll
                    1d6 (1)
                    1d6 (5)


                    Bradon's saber bounced off the bones of a skeleton as it walked past him.

                    "we can't let them scuttle the ship"
                    Bradon stepped forward and dropped down into the hold.

                    He struck at the nearest one with his saber and dirk, easily getting past its defences, but not managing to achieve any notable damage to the foul creature. At least if it was attacking him, then it wasn't attacking the ship.

                    OOC Comments
                    Not sure if this counts as movement and attack or a weird form of charge
                    Agility if needed
                    1d8 (3)
                    1d6 (2)

                    Saber
                    1d8 (4)
                    1d6 (6)
                    damage 2d6 (1, 3)

                    parrying dirk
                    1d8 (2)
                    1d6 (3)
                    damage 1d6 (1) 1d4 (3)


                    Tue May 15, 2018 4:18 am
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                    Location: Texas
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                    Soak Roll & General Notice
                    Vigor: 1d8 (3)
                    Wild: 1d6 (6)

                    Notice: 1d6+2 = 3 (1) (+2 Smell, -2 to see past 5")
                    Wild: 1d6+2 = 6 (4) (+2 Smell, but -2 to see past 5")

                    Lantern Bearer's Agility & Shaken roll.
                    Agility: 1d6 (2)
                    Spirit: 1d8+2 = 3 (1)


                    The skeletons continue harassing Krozog and keeping him on his toes. "Urgh! Real fight hard!" he thinks as he avoids and blocks their blows. Unfortunately, one of the skeletons catches his shield arm with a blow, leaving an opening for another skeleton to stab Krozog.

                    Then the Lantern Bearer shouts, "Krozog, Jump backwards!"

                    Krozog immediately hops back a step as he feels a sword tip from another skeleton graze his neck.

                    Startled, Krozog roars, "RAAAAAAH!" as he realizes how close he came to a serious injury.

                    Unfortunately, the Lantern Bearer is too distracted from watching Krozog's back to notice the gout of flame shooting towards him! The Lantern Bearer doesn't have enough time to sidestep the flames and is caught within the fringes of the blast.

                    As the Lantern Bearer is busy patting the flames out on his clothing and recovering his composure, he whispers urgently to Krozog, "Krozog! Remember your training as a Priest. Feel the flow of the magic and see it. Your allies need you. Find the Lich and stop him before he and his foul skeletons sink the ship!"



                    Accidental dice roll
                    1d6 (1)




                    Krozog's Detect Arcana + Knowledge (Magic)
                    Spirit: 1d8 (8)
                    Ace: 1d8+8 = 9 (1)
                    Wild: 1d6 (2)

                    Also throwing in a Sense Darkness/Flame roll for the Lantern Bearer.
                    Spirit: 1d8 (1)

                    I'm not sure if Knowledge (Magic) in this instance is an action. If it is, Krozog doesn't do it.
                    Knowledge (Magic): 1d4 (2)
                    Wild: 1d6 (6)
                    Raise 1d6+6 = 7 (1)


                    Krozog recalls the words of the priests that trained him as best he can. "Feel world. Feel magic. See Magic!"

                    As he does so, Krozog calms his mind and slows his breathing; his vision shifts slightly and allows him to see magic. He can already tell that there is nothing noticeably unusual about the skeletons. He turns a sword aside with his shield and looks towards where the flames came from. Krozog spots the Lich standing on the deck, the flames freshly fading away and thinks to himself "Ahh-bom-ehh-neh-shun! Arr-kah-non not like this. This very big, bad Darkness!" Krozog knows that creature before him is evil incarnate and as deadly as it is evil. Krozog readies himself for the coming battle.

                    Krozog urgently whispers to the Lantern Bearer, "There, little Light Boy!"

                    He nods towards where the Lich is standing and asks the Lantern Bearer, "Help Krozog bash Lich good!"

                    Krozog and the Lantern Bearer fend off skeletal attacks as best they can as they rush towards the Lich. More fleet of foot than Krozog, the Lantern Bearer approaches roughly where Krozog indicated that the lich is. He is still dazed by the fire and unaware of where to strike, however, so he waits for Krozog to strike the first blow.

                    Krozog follows hot on the Lantern Bearer's heels. He lashes out with his first attack against the Lich and shouts at the top of his lungs, "For Arr-kah-non!"

                    Fighting the Lich
                    Fighting: 1d8+2 = 9 (7) (-2 Deflection, +2 Gang up, +2 Champion)
                    Wild: 1d6+2 = 4 (2)

                    Damage: 1d8 (2) + 1d6+2 = 6 (4)

                    _________________
                    Krozog, Paladin of Light
                    Krozog, Ogre Paladin
                    Pace: 7; Parry: 8(2); Toughness: Post #10: 9 (+2 vs Supernatural Evil); Normal: 12(3, -4 Coverage) +2 Ranged
                    Combat-Relevant Edges & Abilities:
                      Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
                      Big Target: Attackers gain +1 to attack rolls made against Ogres.
                      Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
                      Reach: Ogres have Reach 1
                      Size +2: Ogres are Size+2
                      Thermal Vision: Ogres have the Infravision Monstrous Ability
                    Wounds: 0/3; Fatigue: 0/2; Essence: 7/10
                    Bennies: 2/3
                    Adventure Cards
                    • Blessings of Zavonis: Play this card to gain +4" to pace, run as a free action and add +2" to any jumps. This effect last three rounds. Alternatly this card can be used to reduce damage from falling by half.


                    Last edited by Krozog on Wed May 16, 2018 2:09 pm, edited 1 time in total.



                    Wed May 16, 2018 12:47 am
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                    Vigor to Unshake 5-2=3 Failure (benny)
                    Vigor 1d6 (3)
                    Wild 1d6 (5)


                    Surrounded by skeletons and one the enemy ship, Aronan is unaware of what's happening on the opposite deck. He sets himself to dealing with the mob of undeath around him. If he can break free of them perhaps he can find a way to scuttle the death ship. Swirling and whirling he tries to fend of the enemy while fighting his way through the mob toward the middle of the ship.

                    Fighting 10-2=8, Damage 6
                    Fighting 1d10 (3)
                    Wild 1d6 (6)
                    Ace 1d6 (4)

                    Damage 2d6 (1, 5)


                    (Attacking skeleton directly in front of me, then moving away from the crowd toward the opposite side of the ship)

                    _________________
                    Aronan
                    Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

                    Golden Benny: 1
                    Benny's: 3


                    Wed May 16, 2018 3:50 am
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                    Joined: Sun Oct 15, 2017 7:42 am
                    Posts: 80
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                    RFT wrote:
                    The skeletons suddenly break away from the sailors, turning and chopping open the grating they start jumping down into the cargo hold. As the deck cleared of so many undead leaving few atop. They take the opportunity to attack the heroes brave enough to have engaged them.

                    Finally from bellow deck the sounds of chapping and hacking can be heard.

                    Time to breach deck 4 turns
                    Time Required Original post: 2d4-1 = 4 (4, 1)



                    "Angis", shouts Lysennia moving to jump down from the forecastle.
                    "We need to stop those skeletons before they sink us. Untie that damned rope and help Bradon before we're all at the bottom of the sea."

                    RFT wrote:
                    A voice rings out from the deck of the black ship. But the words where of such an arcane nature it could not be understood. Having an wholly unnatural sound and cadence the words become painful to hear. Then as the words conclude without warning a green and red flame flickers to life exploding in the middle of the ship covering the whole of the deck affecting the undead and sailors alike as if neither life mattered.


                    Evasion
                    Agility = 1d8 (7), Wild = 1d6 (4)

                    Golden Benny to negate all damage


                    Lysennia gets a brief split second warning as the dwarf casts his spell, throwing herself to one side she feels the heat wash over her, but thankfully avoided the brunt of the blast.

                    "This must stop", she thinks to herself seeing friend and foe alike bathed in the indiscriminate flames from the necromancer. She picks herself up and strides up the deck, face like thunder.

                    "This is an abomination and I will not suffer it to continue any longer. Your foul magics pollute the essence of all that lives. By my pledge to follow the path of life, to honour the ascended and defend those most in need, I pronounce your miserable existence forfeit. May Landra grant me the strength to end this now."

                    Lysennia starts to glow faintly, becoming brighter with each step she takes. A rich golden light it suffuses her being until finally she gestures with her staff toward the Necromancer, willing her life force to negate the vile creature of darkness.

                    Spellcasting
                    Channelling = 1d8 (7), Wild = 1d6 (5), Extra Effort = 1d6 (3)
                    Total = 10 (-2 Unstable Platform) = 8 Hit with a Raise!
                    Lysennia Casts a 3d6 Soulfire bolt, +1d6 for a raise, -1d6 and +2pp for Soulfire (Ignore all armour)
                    Damage = 3d6 (1, 2, 2)
                    (Dammit benny for damage reroll) = 3d6 (1, 5, 5)
                    (Might as well spend the last one) = 3d6 (5, 6, 3), Ace = 1d6 (6), Ace = 1d6 (1)

                    (Due to an earlier error i believed Lysennia got a raise on casting but had missed the -2 modifier for Deflection, hence third damage dice is ignored)

                    Damage Total = 18! vs Toughness 9 (Hit and two raises)

                    The bolt of pure life energy lashes out at the necromancer striking him squarely in the chest.
                    Lysennia slumps to her knees breathing hard, feeling drained by the effort to marshal so much of her core being into one attack.

                    _________________
                    Let creatures of Flame beware my wrath. . .
                    Novice Eldakar Druid (16xp)
                    Parry: 7 (2), (+1 from bracers, +1 from staff)
                    Toughness: 5, (+1 from Tanzanite pendant)
                    Power Points Remaining: 3/10
                    Bennies: 0/3
                    Fatigue: 0
                    Wounds: 0

                    Adventure Card: Focus - Play this card to gain +4 on any single oppossed roll. Or if the character is an Adept the bonus is +6.


                    Wed May 16, 2018 4:31 am
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