10 A Black Ship Spotted

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Ndreare
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10 A Black Ship Spotted

Post by Ndreare »

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 [dice]0[/dice] = 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.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Tieronar
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Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
Notice[dice]0[/dice]Wild[dice]1[/dice]

Vigor[dice]2[/dice]
Wild[dice]3[/dice]

Bennie
[dice]4[/dice]
[dice]5[/dice]
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:[dice]6[/dice]
Wild:[dice]7[/dice]

-1 = 4

Right:[dice]8[/dice]
Wild:[dice]9[/dice]

-1 = 2

1 Success: Two Crew members Saved.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***
Vigor 6
-4 difficulty, -1 Fatigue, +1 ranger’s clothing
Vigor [dice]3[/dice]
Wild [dice]2[/dice]
Ace [dice]4[/dice]
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 [dice]5[/dice]
Wild [dice]6[/dice]
Benny to reroll
Fighting [dice]7[/dice]
Wild [dice]8[/dice]
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Bradon
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Re: 10 A Black Ship Spotted

Post by Bradon »

Notice [dice]7[/dice]
wild dice [dice]8[/dice]

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
[dice]0[/dice]
[dice]1[/dice] ace [dice]9[/dice]
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
[dice]2[/dice]
[dice]3[/dice]
benny for reroll

[dice]4[/dice] ace [dice]6[/dice]
wild dice [dice]5[/dice]
OOC Comments
really must create my signature item. Perhaps we find it onboard the enemy ship
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Lysennia Moonsinger
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Re: 10 A Black Ship Spotted

Post by Lysennia Moonsinger »

Vigor Check
Vigor = [dice]0[/dice], Wild = [dice]1[/dice], Benny (Extra Effort) [dice]7[/dice], 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 = [dice]2[/dice], Wild = [dice]3[/dice], Ace = [dice]6[/dice], Ace = [dice]9[/dice], -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 = [dice]4[/dice], Wild = [dice]5[/dice], Benny (Extra Effort) = [dice]8[/dice], +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.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Danyar
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Re: 10 A Black Ship Spotted

Post by Danyar »

Vigor
Vigor[dice]0[/dice]
Wild[dice]1[/dice]
Ace[dice]4[/dice]
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[dice]2[/dice]
Wild[dice]3[/dice]
Ace[dice]5[/dice]
Danyar will be saving 2 lives with his preperations.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Laura Reis
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Re: 10 A Black Ship Spotted

Post by Laura Reis »

Fatigue
Fatigue -1
Vigor:[dice]0[/dice]
Wild: [dice]1[/dice]
Knowledge & Notice
Still Fatigued -1
Knowledge Dark Creatures: [dice]2[/dice]
Wild: [dice]3[/dice]
Notice: [dice]4[/dice]
Wild: [dice]5[/dice]
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: [dice]6[/dice]
Wild: [dice]7[/dice]
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: 1/3

ESSENCE:  7/10
ACTIVE EFFECTS: None
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Aronan
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Re: 10 A Black Ship Spotted

Post by Aronan »

Vigor Failed, 1 level of Fatigue
Vigor [dice]0[/dice]
Wild [dice]1[/dice]
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 [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

Murdered Sailors [dice]0[/dice]

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.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
Savage Siri
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Re: 10 A Black Ship Spotted

Post by Ndreare »

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


Crossover Battle Map 01.jpg
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Bradon
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Re: 10 A Black Ship Spotted

Post by Bradon »

Notice 3
OOC Comments
[dice]0[/dice]
wild dice [dice]1[/dice]
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 [dice]2[/dice]
[dice]3[/dice] ace [dice]4[/dice] ace 2[dice]5[/dice]


Parry: 9 (3); Toughness: 8(3)
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Posts: 123
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Re: 10 A Black Ship Spotted

Post by Danyar »

notice
Notice[dice]0[/dice]
Wild[dice]1[/dice]
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[dice]2[/dice]
Wild[dice]3[/dice]
Extra_Effort
Extra[dice]4[/dice]
Damage
Damage[dice]6[/dice]
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 Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Bradon
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Re: 10 A Black Ship Spotted

Post by Bradon »

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
[dice]0[/dice]
[dice]1[/dice]
Benny for extra effort [dice]4[/dice]
Summoning his aetheric energies, he sends a powerful bolt across at the Lich.

sorcery
OOC Comments
[dice]2[/dice]
wild dice [dice]3[/dice]
2 PP 8/10 remaining

[dice]5[/dice]
benny for reroll
[dice]6[/dice]
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Re: 10 A Black Ship Spotted

Post by Lysennia Moonsinger »

"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 = [dice]0[/dice], Bolt 2 = [dice]1[/dice], Bolt 3 = [dice]2[/dice], Wild = [dice]3[/dice]

Damage
Skeleton 1 (Bolt 1 (6) + 2 for Joker -2 Unstable platform) = 6, Damage = [dice]4[/dice] + 2, Ace = [dice]9[/dice]
Skeleton 2 (Bolt 2 (6) + 2 for Joker -2 Unstable platform) = 6, Damage = [dice]5[/dice] + 2
Benny, Damage = [dice]7[/dice] +2
Skeleton 3 (Bolt 3 (7) + 2 for Joker -2 unstable platform) = 7, Damage = [dice]6[/dice] + 2
Benny, Damage = [dice]8[/dice] + 2, Ace = [dice]10[/dice], Ace = [dice]12[/dice], Ace2 = [dice]11[/dice]

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.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Re: 10 A Black Ship Spotted

Post by Ndreare »

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 [dice]0[/dice]
Strength Wild [dice]1[/dice]

Spell Being Used (Combination of Two Spells, raise on Knowledge magic to identify spell)
Necromancy [dice]2[/dice] + Extra Effort [dice]4[/dice]
Necromancy Wild [dice]3[/dice]


*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.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 10 A Black Ship Spotted

Post by Ndreare »

Mysterious
1/2 bennies on reroll of critical failure
[dice]0[/dice]
[dice]1[/dice] + Ace [dice]2[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 10 A Black Ship Spotted

Post by Krozog »

Seasickness
Vigor: [dice]0[/dice]
Wild: [dice]1[/dice]
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: [dice]2[/dice] + Ace: [dice]12[/dice] = 14
Wild: [dice]3[/dice]


Damage, if successful: [dice]4[/dice] + [dice]5[/dice] +2 Champion = 7
Raise, if needed: [dice]6[/dice]

Benny to reroll Damage:
[dice]13[/dice] + [dice]14[/dice] +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: [dice]15[/dice]
Wild: [dice]16[/dice]
Defending Krozog
If there's a target to attack:
Fighting: [dice]7[/dice]
Wild: [dice]8[/dice]

Damage, if successful: [dice]9[/dice] + [dice]10[/dice] +2 Champion =
Raise, if needed: [dice]11[/dice]
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
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Re: 10 A Black Ship Spotted

Post by Aronan »

Fear 4 - Success
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
-1 Fatigue
Rope Swing 6
Agility [dice]2[/dice]
Wild [dice]3[/dice]
-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 [dice]6[/dice]
Wild [dice]7[/dice]
-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 [dice]4[/dice]
Fighting [dice]5[/dice]
Fighting [dice]8[/dice]
Wild [dice]9[/dice]

Benny
Fighting [dice]10[/dice]
Fighting [dice]11[/dice]
Ace [dice]14[/dice]
Fighting [dice]12[/dice]
Wild [dice]13[/dice]

5, 15, 5

Damage [dice]15[/dice]
Damage [dice]16[/dice] Ace [dice]18[/dice]
Damage [dice]17[/dice]
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

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.

[dice]0[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 1 Crit Fail
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

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 [dice]2[/dice]
Wild [dice]3[/dice]
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.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Bradon
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Re: 10 A Black Ship Spotted

Post by Bradon »

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
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
[dice]3[/dice]
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice]
[dice]7[/dice]
[dice]8[/dice]
[dice]9[/dice]
Fighting
OOC Comments
[dice]10[/dice]
[dice]11[/dice]
[dice]12[/dice]
[dice]13[/dice]
[dice]14[/dice] [dice]40[/dice] Total 8
[dice]15[/dice]
[dice]16[/dice]
[dice]17[/dice]
[dice]18[/dice] [dice]41[/dice] total 10
[dice]19[/dice] [dice]42[/dice] [dice]49[/dice] Total 13
Those further back opened fire on the skeletons determined to thin their numbers before the inevitable boarding action
Shooting
OOC Comments
[dice]20[/dice]
[dice]21[/dice]
[dice]22[/dice]
[dice]23[/dice]
[dice]24[/dice] [dice]43[/dice] total 9
[dice]25[/dice] [dice]44[/dice] total 9
[dice]26[/dice]
[dice]27[/dice] [dice]45[/dice] total 7
[dice]28[/dice]
[dice]29[/dice]
damage
OOC Comments
[dice]30[/dice]
[dice]31[/dice]
[dice]32[/dice] [dice]46[/dice] total 10
[dice]33[/dice] [dice]47[/dice] total 11
[dice]34[/dice]
[dice]35[/dice]
[dice]36[/dice]
[dice]37[/dice]
[dice]38[/dice] [dice]48[/dice] total 14
[dice]39[/dice]
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Laura Reis
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Re: 10 A Black Ship Spotted

Post by Laura Reis »

Knowledge Magic 6 Success
Knowledge Magic: [dice]0[/dice]
Wild: [dice]1[/dice]
Spellcasting 1 hit with Raise: 11 dmg
3 bolts(1PPE after raise on casting)
Sorcery:[dice]2[/dice] =-1
Sorcery:[dice]3[/dice] = 1
Sorcery:[dice]4[/dice] Ace: [dice]6[/dice] =10 Damage: [dice]7[/dice] =11
Wild: [dice]5[/dice] = 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!"
Last edited by Laura Reis on Sat May 12, 2018 9:22 am, edited 1 time in total.
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: 1/3

ESSENCE:  7/10
ACTIVE EFFECTS: None
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

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.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Tieronar
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Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
Notice[dice]0[/dice]
Wild[dice]1[/dice]
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: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

Six Skeleton's Trying to Cross
These roll will be applied in order top to bottom of the sailors rolls.
Agility [dice]0[/dice]

Agility [dice]1[/dice]

Agility [dice]2[/dice]

Agility [dice]3[/dice]

Agility [dice]4[/dice]

Agility [dice]5[/dice]

.
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 [dice]6[/dice]
  • Damage [dice]13[/dice]
Fighting [dice]7[/dice]

Fighting [dice]8[/dice]

Fighting [dice]9[/dice] Ace [dice]12[/dice]
  • Damage [dice]14[/dice]
Fighting [dice]10[/dice]

Fighting [dice]11[/dice]

.
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 [dice]15[/dice]
  • Damage [dice]23[/dice]
Fighting [dice]16[/dice]
  • Damage [dice]24[/dice]
    • Ace [dice]27[/dice]
Fighting [dice]17[/dice]

.
Two on Tieranon, all miss due to Defensive Maneuver adding +2 Parry
Gang up +1
Fighting [dice]18[/dice]

Fighting [dice]19[/dice]


.
Three on Aranon, two hits because of Rapid Attack
Gang up +2
Fighting [dice]20[/dice]
  • Damage [dice]25[/dice]
Fighting [dice]21[/dice]
  • Damage [dice]26[/dice]
Fighting [dice]22[/dice]

.


TURN 02 IS UP: Daynar and The Captain Go First

Current Map
.
Pirates versus skeletons turn 02.JPG
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

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 [dice]0[/dice]
Sorcery [dice]1[/dice]
Sorcery [dice]2[/dice]
Wild [dice]3[/dice]
Damage 6, 11, 9
[dice]4[/dice]
[dice]5[/dice] Ace [dice]7[/dice]
[dice]6[/dice]
OOC Comments
So the skeleton north of Angis and the skeleton northwest of the Lantern Bearer are Shaken.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Lysennia Moonsinger
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Re: 10 A Black Ship Spotted

Post by Lysennia Moonsinger »

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 = [dice]0[/dice], Wild Die = [dice]1[/dice], Ace = [dice]2[/dice] (+2 Eldakar Bonus?) Total = 9 (11?)
Notes
Currently on pause pending initiative.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Re: 10 A Black Ship Spotted

Post by Danyar »

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[dice]0[/dice]
Wild[dice]1[/dice]
-2 for pitching deck, +2 for joker, +1 for bow. Total of +1.
Damage[dice]2[/dice]
Damage Explosion[dice]3[/dice]
Hitting the Skeleton and dropping him, Danyar yells across:

"KROZOG, I HAVE YOUR FLANK"
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Krozog
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Re: 10 A Black Ship Spotted

Post by Krozog »

Soak Roll
Vigor: [dice]0[/dice]
Wild: [dice]1[/dice]
Aced: [dice]2[/dice]
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.
Last edited by Krozog on Mon May 14, 2018 5:43 pm, edited 11 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
Adventure Cards
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

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 [dice]0[/dice]
Fighting [dice]1[/dice]
Fighting [dice]2[/dice]
Fighting [dice]3[/dice]
Fighting [dice]4[/dice]
Fighting [dice]5[/dice]
Fighting [dice]6[/dice]
Fighting [dice]7[/dice]
Fighting [dice]8[/dice]
Fighting [dice]9[/dice] + Ace [dice]10[/dice] Game Master Fiat, Skeleton died
Skeleton Spirit roll to recover from shaken
Spirit [dice]11[/dice]
Spirit [dice]12[/dice]
Skeleton's Attacks on Krozog, Results 1 Wound + 1 Benny for honesty
+1 For Size, +2 for Gang up
Fighting [dice]13[/dice] Ace [dice]21[/dice] Raise
  • Damage [dice]26[/dice]
Fighting [dice]14[/dice]
  • Damage [dice]22[/dice] Ace [dice]27[/dice]
Fighting [dice]15[/dice]
  • Damage [dice]23[/dice] Ace [dice]28[/dice]
Skeleton's Attacks on Tieranor Results Shaken
Parry +2 from defense maneuver, Attacks +1 for gang up
Fighting [dice]16[/dice] Miss

Fighting [dice]17[/dice] Ace [dice]24[/dice]
  • Damage [dice]29[/dice]
Skeleton's Attacks on Aronan, results 1 Wound
Parry -2 from Rapid attack, +2 from Gang up
Fighting [dice]18[/dice] Ace [dice]25[/dice] Raise
  • Damage [dice]30[/dice] Ace [dice]31[/dice]

Fighting [dice]19[/dice] Miss

Fighting [dice]20[/dice] Miss
Finally from bellow deck the sounds of chapping and hacking can be heard.
Time to breach deck 4 turns
Time Required [dice]32[/dice]
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 [dice]33[/dice]
Wild [dice]34[/dice] + Ace [dice]36[/dice]

Damage [dice]35[/dice]

Affected Targets
Fire Cone turn 02.JPG
Sailor Agility to Dodge, 1 Sailor evades
Agility [dice]37[/dice]
Agility [dice]38[/dice]
Agility [dice]39[/dice]
Agility [dice]40[/dice] + Ace [dice]42[/dice] Ace Aced [dice]43[/dice]
Agility [dice]41[/dice]
Updated Map: Angis no longer is safely bound to the Mast
Pirates versus skeletons bottom of turn 02.JPG
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Laura Reis
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Re: 10 A Black Ship Spotted

Post by Laura Reis »

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: [dice]0[/dice]
Wild: [dice]1[/dice]

Benny to reroll
Fighting: [dice]2[/dice]
Wild: [dice]3[/dice]

Second reroll benny:
Fighting: [dice]4[/dice]
Wild: [dice]5[/dice]

Third reroll benny because I really want this to work.
Fighting:[dice]6[/dice]
Wild: [dice]7[/dice]
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: 1/3

ESSENCE:  7/10
ACTIVE EFFECTS: None
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Bradon
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Posts: 102
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Re: 10 A Black Ship Spotted

Post by Bradon »

OOC Comments
Notice [dice]0[/dice]
wild dice [dice]1[/dice]


Disengagement Fighting
[dice]2[/dice] [dice]13[/dice] [dice]19[/dice]
[dice]3[/dice]

damage [dice]4[/dice] raise [dice]14[/dice]


Agility roll
[dice]5[/dice]
[dice]6[/dice]

benny to soak if needed for 1 wound
[dice]7[/dice]
[dice]8[/dice]
benny for reroll
[dice]21[/dice]
[dice]22[/dice]
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
[dice]9[/dice]
[dice]20[/dice]

Saber
[dice]15[/dice]
[dice]16[/dice]
damage [dice]10[/dice]

parrying dirk
[dice]17[/dice]
[dice]18[/dice]
damage [dice]11[/dice] [dice]12[/dice]
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Krozog
Posts: 153
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Location: Texas

Re: 10 A Black Ship Spotted

Post by Krozog »

Soak Roll & General Notice
Vigor: [dice]0[/dice]
Wild: [dice]1[/dice]

Notice: [dice]2[/dice] (+2 Smell, -2 to see past 5")
Wild: [dice]3[/dice] (+2 Smell, but -2 to see past 5")
Lantern Bearer's Agility & Shaken roll.
Agility: [dice]4[/dice]
Spirit: [dice]6[/dice]
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
[dice]5[/dice]

Krozog's Detect Arcana + Knowledge (Magic)
Spirit: [dice]7[/dice]
Ace: [dice]9[/dice]
Wild: [dice]8[/dice]

Also throwing in a Sense Darkness/Flame roll for the Lantern Bearer.
Spirit: [dice]13[/dice]

I'm not sure if Knowledge (Magic) in this instance is an action. If it is, Krozog doesn't do it.
Knowledge (Magic): [dice]10[/dice]
Wild: [dice]11[/dice]
Raise [dice]12[/dice]
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: [dice]14[/dice] (-2 Deflection, +2 Gang up, +2 Champion)
Wild: [dice]15[/dice]

Damage: [dice]16[/dice] + [dice]17[/dice]
Last edited by Krozog on Wed May 16, 2018 2:09 pm, edited 1 time in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
Adventure Cards
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Aronan
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Re: 10 A Black Ship Spotted

Post by Aronan »

Vigor to Unshake
Vigor [dice]3[/dice]
Wild [dice]4[/dice]
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
Fighting [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]2[/dice]

Damage [dice]5[/dice]
(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
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Lysennia Moonsinger
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Re: 10 A Black Ship Spotted

Post by Lysennia Moonsinger »

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 [dice]35625:32[/dice]
"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 = [dice]0[/dice], Wild = [dice]1[/dice]

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 = [dice]2[/dice], Wild = [dice]3[/dice], Extra Effort = [dice]4[/dice]
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 = [dice]5[/dice]
(Dammit benny for damage reroll) = [dice]6[/dice]
(Might as well spend the last one) = [dice]7[/dice], Ace = [dice]8[/dice], Ace = [dice]9[/dice]

(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.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Tieronar
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Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
I assume gangup bonuses apply for adjacent allies?

Attack two skeletons. The one between himself and Aronan (+1 Gangup) and the one between Arnonan and Krozog (+2 Gangup)

#1
Punch [dice]0[/dice]
Wild [dice]1[/dice]

Benny That

[dice]4[/dice]
[dice]5[/dice]

#2
Kick [dice]2[/dice]
Wild [dice]3[/dice]

Damage [dice]6[/dice]
Disturbed by the undead, Tier flails about to no avail.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 15
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Ace [dice]5[/dice]
Ace [dice]6[/dice]
Wild [dice]1[/dice]
***

As the skeletons disengaged, Angis yanked up his axe and swung it at one of the retreating skeletons.
Fighting OA 1
Fatigue -1
Fighting [dice]2[/dice]
Wild [dice]3[/dice]
Angis’ blow went wide, however, the axe embedding in the mast he was tied to, forcing him to yank it out.

And then the world burst into flame! Angis, tied to the mast as he was, couldn’t dodge out of the way, taking the full brunt of the blast.

“Me beard!” Angis cried, standing there blinking, his beard smoking, the ends singed, though otherwise as unhurt as the rest of him. He looked down at the nonexistent ropes that had held him to the mast. “Ah! Me ropes!”

"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."

“Bah! There ain’t nae rope anymore, elf!” Angis yelled back. “But I’ll no’ be gaein’ doon wi’ the ship! Ye make it sae I can see tha’ damn lich when I get back up! He needs t’ meet me axe!” He grabbed up his shield and attached it to his arm, lumbering to the hatch and jumping below after Bradon. He lashed out with his axe at the nearest skeleton.
Fighting 9 Raise
-1 Fatigue, -2 MAP
Fighting [dice]7[/dice]
Wild [dice]8[/dice]
Ace [dice]9[/dice]
Damage 13 AP 1 Killed 1 skeleton
[dice]10[/dice]+[dice]11[/dice]+[dice]12[/dice]
***
Actions
Move: Into the hold.
Action: Equip shield, attack
Conditions
Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Armor 5 vs. Magic; +5 to resist Magic
Unstable Platform -2 (ranged)
-1 Fatigue for 3 days (Day 2)
Crossbow bolts: 19 (Loaded: 2/3)
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.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

Laura
Spending 3 bennies with no effect is frustrating. Please take one Benny reimbursement as a pitty benny.
Bradon
Thanks for rolling the disengagement for me.
Two of the skeletons down in the hatch take swings at you. Suffering -2 for MAP, and gaining +1 Gang up
Fighting [dice]0[/dice] = = = Damage if hit [dice]1[/dice] if raise [dice]2[/dice]
Fighting [dice]3[/dice] = = = Damage if hit [dice]4[/dice] if raise [dice]5[/dice]

.
Krozog
Withdrawing From Close Combat (page 87)
Skeleton 1 on Krozog [dice]6[/dice] = = = Damage if hit [dice]7[/dice] if raise [dice]8[/dice]
Skeleton 2 on Krozog [dice]9[/dice] = = = Damage if hit [dice]10[/dice] if raise [dice]11[/dice]
Skeleton 3 on Krozog [dice]12[/dice] = = = Damage if hit [dice]13[/dice] if raise [dice]14[/dice]
Skeleton 4 on Krozog [dice]15[/dice] = = = Damage if hit [dice]16[/dice] if raise [dice]17[/dice]

Skeleton 1 on Lantern Bearer [dice]18[/dice] = = = Damage if hit [dice]19[/dice] if raise [dice]20[/dice]

Your Lantern Bearer senses Both Flame and Darkness even on a 1, as no roll was needed.

.
Lysennia
Trappings must be assigned when the power is selected. So you need to specify on your character sheet that he uses Soul Blast for his 3d6 attack. It cannot be sometimes yes and other times no.
Vigor roll to soak 2 wounds
Vigor [dice]21[/dice]
Wild Die [dice]22[/dice] +See bellow for Ace BOTH WOUNDS SOAKED - I GUESS LIMIT TO 50 ROLLS PER POST

.
Aronan
Two of the Skeletons come running after you relentlessly seeking to add you to their workforce
Fighting [dice]23[/dice] = = = Damage if hit [dice]24[/dice] if raise [dice]25[/dice]
Fighting [dice]26[/dice] = = = Damage if hit [dice]27[/dice] if raise [dice]28[/dice]

.
Tieronan
The three skeletons engaging you continue their efforts to destroy you, repositioning themselves around you.
Fighting [dice]29[/dice] = = = Damage if hit [dice]30[/dice] if raise [dice]31[/dice]
Fighting [dice]32[/dice] = = = Damage if hit [dice]33[/dice] if raise [dice]34[/dice]
Fighting [dice]35[/dice] = = = Damage if hit [dice]36[/dice] if raise [dice]37[/dice]

.
Angis
Two of the skeletons down in the hatch take swings at you. Suffering -2 for MAP, and gaining +1 Gang up
Fighting [dice]38[/dice] = = = Damage if hit [dice]39[/dice] if raise [dice]40[/dice]
Fighting [dice]41[/dice] = = = Damage if hit [dice]42[/dice] if raise [dice]43[/dice]

.
Everyone
Skeletons killing Sailors.
Fighting [dice]44[/dice] = = = Damage if hit [dice]45[/dice] if raise [dice]46[/dice]
Fighting [dice]47[/dice] = = = Damage if hit [dice]48[/dice] if raise [dice]49[/dice]

SEE NEXT POST FOR REMAINING TWO ATTACKS
I GUESS LIMIT TO 50 ROLLS PER POST.



.
Bradon jumps down and lands lightly on the cargo deck seeing the skeletons have already chopped a good size hole in it and do not seem to be stopping to fight him. Instead they fight with only one arm, while the other maintains the work they were assigned. Angis however is able to come down and chop one of the skeletons in half from behind slowing their work.

As Laura’s fury of blows come towards the Lich, he almost ignores her, seeing her as little threat. The disdain in his voice is tangible when he mocks. “What kind of a fool mage choses melee when the the very aether can be bent to their will?” As Krozog and the Lantern Bearer move away from the skeletons they do not hesitate to take advantage. Striking out at the ogre and his guardian. The ogre ignoring the attacks makes it quickly to the Lich and with a mighty blow finds the lich’s armor to much to penetrate as his blows glance off.

To their combined frustration Aronan and Tieronar find the skeletons they are fighting are to well defended with either blade or armor for their attacks to have been effective.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
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Location: Skagit County, Washington
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Re: 10 A Black Ship Spotted

Post by Ndreare »

So I broke the dice roller with too many rolls. The following are the unfinished rolls
OOC Comments
Lich Soak [dice]0[/dice]

Ace on to hit Angis [dice]1[/dice]
Damage explode on same hit [dice]2[/dice]

Remaining two skeletons on sailors
Fighting [dice]3[/dice] = = = Damage if hit [dice]4[/dice] if raise [dice]5[/dice]
Fighting [dice]6[/dice] = = = Damage if hit [dice]7[/dice] if raise [dice]8[/dice]


.

TURN 03 - ALL PLAYERS MAY GO, THE BAD GUYS WILL GO ON WEDNESDAY NIGHT OR THURSDAY

PS: Joker's Wild all players gain +1 Benny.



Things take a turn for the better as you see the skeletons are only able to kill a few sailors with their efforts and little harm come to the party.

Pirate Battle 03.JPG

For our two new players, you can move and edit your own tokens at the following link.
Join Roll20.net
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
BENNIES: 1 or 4 USED
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)
BENNIES: 1 or 2 USED
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
* Invisibility Active all attacks -4 unless you can see him somehow
* Armor spell active adding +2 to Armor.
PS: Do not forget if you guys do not act for the NPC's I will have them on full defense.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Laura Reis
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Re: 10 A Black Ship Spotted

Post by Laura Reis »

Boost Krozog Strength = 14
Casting Boost Trait on Krozog's Strength
Sorcery: [dice]0[/dice] Ace: [dice]2[/dice]
Wild: [dice]1[/dice]
14 reduces cost by 2 from Wizard and Book

He thinks I am nothing. Maybe the big guy can give him something to think about.
Quickly flipping to the page in her books she begins her next incantation. "I am just a distraction. Say hello to my little friend!" As she finishes the sentence she imbues the ogre with even more strength than his frame had before.
Last edited by Laura Reis on Mon May 21, 2018 8:56 pm, edited 1 time in total.
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: 1/3

ESSENCE:  7/10
ACTIVE EFFECTS: None
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Danyar
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Joined: Sun Oct 15, 2017 9:20 am
Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Danyar »

The Ogre ran and left Tieronan surrounded, not happening.

Danyar raises his bow and fires at the skeleton on Tieronan's right flank.
Shooting
Shooting[dice]0[/dice]
Wild[dice]1[/dice]
Explosion[dice]3[/dice]
Damage[dice]2[/dice]
Bennie_DMG[dice]4[/dice]
The arrow flies straight and true however, was unable to affect the creature.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Krozog
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Location: Texas

Re: 10 A Black Ship Spotted

Post by Krozog »

General Notice & Shaken rolls
Krozog:
Notice: [dice]0[/dice] (-2 further than 5", +2 smell)
Wild: [dice]1[/dice] (-2 further than 5", +2 smell)
Ace: [dice]6[/dice] (-2 further than 5". +2 smell)
Ace: [dice]8[/dice] (-2 further than 5". +2 smell)

Spirit: [dice]2[/dice]
Wild: [dice]3[/dice]
Unshaken

Lantern Bearer
Notice: [dice]4[/dice]


Spirit: [dice]5[/dice]
Unshaken
Notice Ace: [dice]7[/dice]
(Whoops)
Krozog and the Lantern Bearer rushed towards the Lich with little regard for the skeletons in their way, and Krozog's distraction nearly cost him dearly. Fortunately, the ever-present Lantern Bearer dutifully parried the decisive strike coming towards Krozog. The Lantern Bearer himself wasn't spared the attentions of the skeletons either, but the one skeleton who got near enough to the Lantern Bearer to harm him found itself unable to do so. As the skeleton's sword approached the unaware Lantern Bearer, a brilliantly blazing white light engulfed the Lantern Bearer, forcing the skeleton to back off.

Laura Reis wrote:
He thinks I am nothing. Maybe the big guy can give him something to think about.
Quickly flipping to the page in her books she begins her next incantation. "I am just a distraction. Say hello to my little friend!" As she finishes the sentence she imbues the ogre with even more strength than his frame had before.
"RAAAAAH! Krozog STRONG!" Krozog cries. He looks over to Laura and shouts, "Thank you, little human! Krozog bash Lich GOOD now!

He motions the Lantern Bearer towards the Cabin while telling him, "Little Light boy, Krozog need Momma's sword! Hurry!"

"Ill get it for you, Krozog, but promise me you'll be careful, okay?" the Lantern Bearer replies as he rushes off to get the sword.

Krozog grunts in the affirmative as the Lantern Bearer rushes off, and he focuses his attention firmly upon the Lich. As Krozog faces the lich, he is overcome with a boiling rage that threatens to consume his thoughts. "Good boat men dead. Darkness everywhere. Lich did this. Lich bad. Darkness bad. Krozog hate Dark Lich. KROZOG SMASH LICH!"

Lantern Bearer's Agility + Running
Agility: [dice]10[/dice]
Extra Effort: [dice]11[/dice]
Ace: [dice]12[/dice]
Running: [dice]9[/dice] Pace
The lantern bearer flies towards Krozog's cabin with as much haste his quick-footed Celestial form allows. He quickly spots "Momma's Sword." It is a massive and crudely made black blade that could not be missed in this tiny room. No normal man could wield a weapon of this size, but fortunately, Krozog is not a man. The Lantern Bearer struggles with the sword for the briefest moment before deciding to drag it. He scurries back to Krozog's side just before the massive Ogre brings the flail down with all of his magically-enhanced strength.

Krozog, emboldened by his rage and the strength granted to him by Laura, brings his Flail down upon the Lich with all of his might, shouting. "Krozog stop you, Lich! Arr-kah-non and Krozog hate Lich! DARKNESS BAD!"
Fighting and Damage
Fighting: [dice]13[/dice] - 2 = 7 (+2 Wild, +2 Gangup, -2 Deflection, -2 MAP)
Wild: [dice]14[/dice] - 2 = 3(+2 Wild, +2 Gangup -2 Deflection, -2 MAP)

Damage: [dice]15[/dice] + [dice]16[/dice] + 4 = 12

I goofed again. I added Champion to Fighting and Damage. No hit, but the damage wouldn't have even shaken anyhow.


Krozog attempts to bash the Lich with a mighty blow, but he swings wide and misses completely. Being unable to hit the Lich, or even able to damage it when he does connect with a blow, Krozog calls to Archanon out of desperation, "Arr-kah-non! Lich too strong. Krozog need help. Please, Arr-kah-non. These good people. Help Krozog help good people!"

He looks at the Lantern Bearer and sees the Celestial still struggling with the weight of the massive blade and thinks, "Krozog bash Lich good with Momma's sword if Arr-kah-non helps."

Krozog drops his flail and reaches out to the sword with his hand and calls out to Archanon once more, "Arr-kah-non, bless Momma's sword with power. Krozog do rest!"

As Krozog hand touches the sword, the blade alights with a piercingly bright, white light. It shines so brightly that it should be impossibly painful for Krozog look at, but it is instead relaxing. Krozog knows Archanon is here, Archanon has heard his prayers and Archanon will aid him in this battle against the Darkness.
Faith roll
Dropping a benny to use Priestly-GM-Fiat Smite
Faith: [dice]17[/dice] (+2 to from EP, -2 MAP)

Holy Light Smite: +2 Damage; 3/3 Rounds (No sustaining)
Wild Attack: Parry -2 Until Next Turn!
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
Adventure Cards
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Aronan
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Re: 10 A Black Ship Spotted

Post by Aronan »

Fighting (-2 MaP) = 5, 16 Damage
Fighting [dice]0[/dice]
Wild [dice]1[/dice]
Damage [dice]2[/dice] (hell yeah!)
Ace [dice]5[/dice]
With two skeletons hot on his heels and a complicated task to complete, Aronan attempts to slow their pursuit. Turning first to the one on the forecastle with him he lets loose with a massive power strike from his ironwood staff, attempting to separate bone from marrow. The blow is slow but still manages to land, hitting with a thunderous "crack".
Push (Opposed Strength, -2 MaP) = 15
Strength [dice]3[/dice]
Wild [dice]4[/dice]
Ace [dice]6[/dice]
Ace [dice]7[/dice]
Turning quickly, the nimble islander levels a round house monkey kick at the skeleton atop the stairs attempting to knock the thing down the steps and buy a little bit of breathing room. The kick is solid and lands squarely. Hopefully it is enough to send the skeleton hurtling down the stairs.

If he were closer to the rail I could have kicked him overboard. Aronan thinks in the heat of the moment. Saving that for later, as the creature will no doubt return. Aronan heads for the anchor, looking for the release mechanism.
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Angis grinned at Bradon beside him. “Two down. Four t’ gae.” He raised his axe to smash the skeleton in front of him.
Fighting 5
-1 Fatigue, +1 dwarven axe, +1 gang up
Fighting [dice]2[/dice]
Wild [dice]3[/dice]
Damage 25 AP 1
[dice]4[/dice]+[dice]5[/dice]
Ace [dice]6[/dice]
***

“Get that lich off my boat!” Captain Hunt roared. “Your boys have those skellies below deck?” he asked Lyssenia. He’d heard the chopping. That could be ominous, if they all sank to Illiana’s Locker.

Hunt raised his hand, sending blasts of arcane power at the nearest skeleton.
Bolt 7, 4, 4
Sorcery [dice]7[/dice]
Sorcery [dice]8[/dice]
Sorcery [dice]9[/dice]
Wild [dice]10[/dice]
Damage 36
[dice]11[/dice]
Aces [dice]12[/dice]
Ace [dice]13[/dice]
***

The remaining sailors swarmed the skeletons still on deck.
Attacks on northernmost skeleton 7, 6, 6, 8, 5
Gang up +4
Fighting [dice]14[/dice]
Fighting [dice]15[/dice]
Fighting [dice]16[/dice]
Fighting [dice]17[/dice]
Fighting [dice]18[/dice]
Damage 15, 6, 10, 8, 4
[dice]19[/dice] Ace [dice]24[/dice]
[dice]20[/dice]
[dice]21[/dice]
[dice]22[/dice]
[dice]23[/dice]
They shattered it with their cutlasses.

More sailors attack.
Attack on center skeleton 13, 7, 7, 9, 6
Gang up +4
Fighting [dice]25[/dice] Ace [dice]30[/dice]
Fighting [dice]26[/dice]
Fighting [dice]27[/dice]
Fighting [dice]28[/dice]
Fighting [dice]29[/dice]
Damage 10, 2, 4, 12, 2
[dice]31[/dice]
[dice]32[/dice]
[dice]33[/dice]
[dice]34[/dice]
[dice]35[/dice]
The sailors cut down a second skeleton.

The third skeleton got surrounded by sailors swinging their heavy cutlasses.
Attack on last skeleton 5, 5, 8, 9, 7
Gang up +4
Fighting [dice]36[/dice]
Fighting [dice]37[/dice]
Fighting [dice]38[/dice]
Fighting [dice]39[/dice]
Fighting [dice]40[/dice]
Damage 20, 8, 5, 19, 10
[dice]41[/dice] Ace [dice]46[/dice] Ace [dice]48[/dice]
[dice]42[/dice]
[dice]43[/dice]
[dice]44[/dice] Ace [dice]47[/dice] Ace [dice]49[/dice]
[dice]45[/dice]
This skeleton, too, was mercilessly cut down.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

OOC Comments
I think I might have exceeded the allowed rolls, so continuing here.
Up on the rear deck, the two sailors, wanting to somehow help, slashed at the air to try and hit the lich.
Notice 17, 0
-4 Invisibility
[dice]0[/dice] Ace [dice]2[/dice] Ace [dice]3[/dice] Ace [dice]4[/dice]
[dice]1[/dice]
Only one of them seemed to spot the invisible dwarf.
Fighting 10 Raise
Gang up? +3, -2 Deflection
[dice]5[/dice] Ace [dice]6[/dice]
Damage 11
[dice]7[/dice]
That sailor landed a solid strike on the invisible dwarf, but the creature seemed to take the blow handily.

***
Actions
Move: Step up to next.
Action: Attack
Conditions
Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Armor 5 vs. Magic; +5 to resist Magic
Unstable Platform -2 (ranged)
-1 Fatigue for 3 days (Day 2)
Crossbow bolts: 19 (Loaded: 2/3)
Bennies: 8/3 +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.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Bradon
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Re: 10 A Black Ship Spotted

Post by Bradon »

Notice [dice]0[/dice]
Wild dice [dice]1[/dice]

“Always nice to feel wanted,” he smirked as the skeletons ignored him
Having problems hurting them. If I remove their weapons, then they have to retrieve them instead of destroying the hull, whilst Angis smashes them to pieces. He caught one of their weapons and twisted to try and remove it from their grasp, whilst stabbing at it with the dirk.

Disarm with the sabre - Fighting 17
OOC Comments
[dice]2[/dice] [dice]8[/dice] ace again [dice]10[/dice]
[dice]3[/dice] [dice]9[/dice]
Attack with the dirk Fighting 7 damage 6
OOC Comments
[dice]4[/dice]
[dice]5[/dice]
[dice]6[/dice] [dice]7[/dice]
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Tieronar
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Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
Remember Tier is -1 to be hit.

Wild Attack

Left [dice]0[/dice] If Ace [dice]1[/dice]

Wild [dice]2[/dice] If Ace [dice]3[/dice]

If hit [dice]4[/dice] If Ace [dice]5[/dice]

Right [dice]6[/dice] If Ace [dice]7[/dice]

Wild [dice]8[/dice] If Ace [dice]9[/dice]

If Hit [dice]10[/dice] If Ace [dice]11[/dice]
Tieronar's innate fear of the undead begins to overwhelm him. The Brinchie lashes out blindly, barely connecting with one of his opponents and shaking the restless walker for a moment.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Lysennia Moonsinger
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Re: 10 A Black Ship Spotted

Post by Lysennia Moonsinger »

The battle was finely balanced, but difficult to predict, the skeletons may still overwhelm them, the Lich as yet remained 'alive' and very dangerous.

Drawing out the lantern recently gifted to her, she whispered a quiet prayer to the ascended and hoped that its power was as efficacious against the forces of darkness as she had been promised.

"Spirits of darkness flee before the light of life. Begone from this place and trouble the living no more".
Channeling
Not sure if it's necessary to successfully channel, but if it is. . .
Channeling = [dice]0[/dice], Wild = [dice]1[/dice], Ace = [dice]2[/dice], Total = 8

Lantern Damage = 5 (Roll from another player), Benny = [dice]3[/dice]
She focused her will on the lamp and invoked its power, a bright warming glow bathed the deck around her, raising the spirits of those nearby, whilst inflicting grievous injuries on the animated dead where it struck them.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Ndreare
Savage Siri
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Re: 10 A Black Ship Spotted

Post by Ndreare »

Skeleton Fear Checks
OOC Comments
1 Spirit [dice]0[/dice] Panicked [dice]10[/dice] inches away
2 Spirit [dice]1[/dice] Panicked [dice]11[/dice] inches away
3 Spirit [dice]2[/dice] Panicked [dice]12[/dice] inches away
4 Spirit [dice]3[/dice] Unimpressed
5 Spirit [dice]4[/dice] Unimpressed
6 Spirit [dice]5[/dice] Panicked [dice]13[/dice] inches away
7 Spirit [dice]6[/dice] Unimpressed
8 Spirit [dice]7[/dice] Panicked [dice]14[/dice] inches away
9 Spirit [dice]8[/dice] Panicked [dice]15[/dice] inches away
0 Spirit [dice]9[/dice] Panicked [dice]16[/dice] inches away
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

The few skeletons that survive the sailors onslaught shatter or flee as a brilliant and beautiful light fills the decks. The many efforts of the teams suddenly lighten as even the skeletons bellow decks begin running away clawing at the walls of the hull to escape.
Angis & Bradon
You may each take a free attack on the panicked skeletons as they disengage to run away from the light.
They are shaken at the time they run, so a shaken result will kill them.
Seeing his precious servants sent fleeing Barmorden is angered and annoyed. "You will soon join then you fey spawned husk." Suddenly a sense of motion can be felt by Laura as she knows he is moving somehow, or somewhere. Her arcane sight showing her his efforts to move to her south and his staff raising as another powers spell is prepared in it. When suddenly a blast of burning acid races out from the staff as he sweeps it side to side the danger to everyone is made real.
Laura & Karzog
He is still engaged so no free attack.
Lysennia, Krozog, and Lantern Bearer are in are of effect.
ACID CONE - Agility 11 to evade or 19 Damage/24 if missed by 4 or more, those within the lantern's effect gain +1 versus both Agility and Damage
Spellcasting [dice]0[/dice]
Wild Die [dice]1[/dice]

Second Benny to reroll
Spellcasting [dice]2[/dice]
Wild Die [dice]3[/dice] + Ace [dice]4[/dice]

Damage [dice]5[/dice] + Ace [dice]16[/dice]

If Miss by 4 [dice]6[/dice]

Corrosion Damage: If damaged roll a d6 for your weapon and a d6 for your armor. On a fail they are damaged.
OOC Comments
Corrosion: If the subject with an acidic
Trapping is touched the victim must make
a Vigor roll or suffer Fatigue (the equivalent
of Bumps and Bruises). If the ability is a
damaging attack that results in a Shaken or
higher result, roll a d6. On a 6, any material
the acid hit is ruined (armor loses a point of
protection instead).
.
As the Acid sprays out more than hald a dozen of them are caught in the blast and fall to the ground screaming as the very flesh of their bones is melted off. Only one sailor was lucky enough to get out of the way in time.
Sailors Dodging
Sailor Agility [dice]7[/dice]
Sailor Agility [dice]8[/dice]
Sailor Agility [dice]9[/dice]
Sailor Agility [dice]10[/dice]

Sailor Agility [dice]11[/dice]
Sailor Agility [dice]12[/dice]
Sailor Agility [dice]13[/dice]
Sailor Agility [dice]14[/dice] + Ace [dice]15[/dice]


UPDATED MAP AND INITIATIVE
Players Who Go First: Aronan, & Lyss
Daynor and Bradon have jokers so they may go whenever.
OOC Comments
Pirates versus skeletons turn 03.JPG
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Danyar
Posts: 123
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Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Danyar »

Now with most of the Skeletons eliminated and the Evil Dwarf engaged near the aft end of the ship, I can jump over to the other ship and look for prisoners or a way of defeating this evil being.
Notice
Notice[dice]0[/dice]
Wild[dice]1[/dice]
Grabbing the rail with my free hand, I jump the short distance to the other ship
Agility
Agility_check[dice]2[/dice]
Wild[dice]3[/dice]
Landing on the other ship, I raise up my bow and fire at the last visible skeleton
Shooting
Shooting[dice]4[/dice]
Wild[dice]5[/dice]
-2 for pitching deck, +2 for joker, +1 for bow. Total of +1
Aimed at the Shaken skeleton on the enemy ship
Damage[dice]6[/dice]
Unlike last time, this shot not only flies straight and true but, also takes the skeleton out.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 1 Crit fail
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Angis grinned as the skeletons started to panic and flee, leaving themselves open to his axe.
Fighting 9 Raise
-1 Fatigue, +1 dwarven axe, +1 gang up
Fighting [dice]2[/dice]
Wild [dice]3[/dice]
Damage 10 AP 1 Kill
[dice]4[/dice]+[dice]5[/dice]+[dice]6[/dice]
This sent more skeleton bones scattering across the deck as Angis shattered it.
Actions
Move:
Action: Free attack on fleeing skeleton
Conditions
Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Armor 5 vs. Magic; +5 to resist Magic
Unstable Platform -2 (ranged)
-1 Fatigue for 3 days (Day 2)
Crossbow bolts: 19 (Loaded: 2/3)
Bennies: 10/3 +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.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Krozog
Posts: 153
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Location: Texas

Re: 10 A Black Ship Spotted

Post by Krozog »

Notice + Dodge + Soak
Krozog
Notice: [dice]0[/dice] (Smell)
Wild: [dice]1[/dice] (Smell)

Agility: [dice]2[/dice]
Wild: [dice]3[/dice]
Benny 1 for Extra Effort
EE: [dice]6[/dice]
Benny 2 for Reroll
Agility: [dice]7[/dice]
Wild: [dice]8[/dice]
EE: [dice]9[/dice]
Benny 3 for Soak
Vigor: [dice]10[/dice]
Wild: [dice]11[/dice]
Vigor Ace: [dice]12[/dice]

Lantern Bearer
Notice: [dice]4[/dice]
Agility [dice]5[/dice]
Ogre Sword: [dice]13[/dice]
Not used to the magics of Darkness, Krozog eyes the Lich warily as he raises his staff, but the quick-witted Lantern Bearer caught the telltale signs of dark magic instantly.

"Krozog, look out!" the Lantern Bearer cries as he drops the Ogre Sword and jumps in front of Krozog.

Krozog ducks to the side immediately after the Lantern Bearer warns him. As the full brunt of the acid strikes the Lantern Bearer, it destroys his form completely, sending him back to the Cellestial Halls. As he fades from existence, a burst of white Light explodes from where the Lantern Bearer was previously standing.

The light is extremely discomforting for the Lich, and he falters just slightly enough for Krozog to avoid being hit with any of the acid.

As the light fades, Krozog does not see the Lantern Bearer anywhere. It takes him a second to realize that it has been destroyed, but when he realizes what has happened his mind is lost to an unfathomably deep rage focused on the Lich.

"NOOO! Little Light Boy, No! GRAAAAAAW! Lich! Krozog SMASH you!" Krozog bellows at the Lich.
Last edited by Krozog on Mon May 28, 2018 10:55 am, edited 2 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
Adventure Cards
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Bradon
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Re: 10 A Black Ship Spotted

Post by Bradon »

Notice 10
OOC Comments
[dice]0[/dice] ace [dice]5[/dice]
[dice]1[/dice]
Bradon half heartedly swipes at a skeleton he disarmed, cutting it down

Fighting 4 damage 8
OOC Comments
Presuming I am hitting the one I disarmed, which should be a hit with the Joker
[dice]2[/dice]+2
[dice]3[/dice]
[dice]4[/dice]+2
"Quick, upstairs," he shouts to Angis, leaping up onto some of the cargo, clambering up the boxes like stairs and throwing himself up through the gap onto the deck, rolling across the deck and coming out with his weapons ready.
OOC Comments
[dice]6[/dice]
[dice]7[/dice]
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Lysennia Moonsinger
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Re: 10 A Black Ship Spotted

Post by Lysennia Moonsinger »

Evasion Roll
Agility = [dice]0[/dice], Wild Dice = [dice]1[/dice], Ace= [dice]2[/dice] +1 (Lantern) = 12
Deftly Lysennia dives forward, tucks and rolls beneath the sprayed acid cone, coming to her feet in a crouch. Glancing back momentarily she hears the screams of the sailors as the skin is flayed form their bodies, dissolved by the foul sorcery. Torn, she wanted to go back, try and save the men, but if she did that, she'd just be putting herself and the rest of her comrades in the line of more foul magic. Gritting her teeth she ignored the wailing from behind her, she would have to hope the men were still alive to help once the danger was over. She grasped the lantern in her left hand and advanced up the steps toward the lich.

"You do well to remember my heritage foul one. My people walked this land long before you and your kind. We shall abide here when your taint has been completely expunged from existence. You are an aberration, a mistake, a cancer, and must be dealt with swiftly and decisively."

"That's it, keep looking at me, focus on me, all you anger, all your bile, forget the others, there's just me", she thought to herself as she taunted the lich. She was under no illusion of being able to take him out alone, but hopefully somebody else would come up with a bright idea while she distracted him. Too many people were getting hurt.
Magic and Stuff
Channeling = [dice]3[/dice], Wild Die = [dice]4[/dice], Ace1= [dice]5[/dice], Ace2 = [dice]6[/dice], Extra Effort = [dice]7[/dice]
Damn, was hoping to get 12 to get a raise. Such are the dice ;)
Water Bolt Damage = [dice]8[/dice], What the hell, easy come, easy go. . . Benny = [dice]10[/dice], Ace = [dice]11[/dice], Total= 17 (AP 2)
Lantern Damage = [dice]9[/dice] (no armour)
She was tiring rapidly and she knew it, but she was damned if she was going to show him any weakness. She snapped her staff toward him firing a bolt of pure elemental water, hoping to drive him back and off the ship.

"I only wish that you would have longer to rue the day that you decided to attack this ship, for I doubt not that this day will be your last".
Last edited by Lysennia Moonsinger on Tue May 29, 2018 2:33 am, edited 1 time in total.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Tieronar
Posts: 176
Joined: Mon Oct 16, 2017 8:21 am
Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
Notice [dice]4[/dice]
Wild[dice]5[/dice]

Move is Pace 8.


Wild Attack (+2) + Gangup (+2) +Deflection (-2) = +2
Left Paw[dice]0[/dice]
Wild[dice]1[/dice]

Right Paw[dice]2[/dice]
Wild[dice]3[/dice]

Absolutely unsurprised. By my count, that's 22 out of the last 27 rolls that have been at 50% of the die or less. 10 of the last 27 are 1's. Not worth Bennying with a Toughness of 15, especially with all the 1's and 2's the computer gives us, so Tier will just be there for the Gangup and save his bennies for the inevitable Soak rolls.

Tier's Parry is now 7 but he is still -1 to be hit.
Tier sees the skeletons flee and he gives a sigh of relief. At least now the horrible undead were gone and they could get back to...

Then he hears the screaming of the sailors.

With a more mournful sigh, the Brinchie turns around to see the dead sailors. As anger clouds his vision, the young feline spots his allies fighting the image of a dwarf. Not noticing that his foe may also be a fearful undead, Tier launches himself at the spellcaster.

Screaming a battle roar that sounds much more fearful to Tieronar than it does to those who can actually hear it, the Brinchie ungracefully flails at the Lich, nearly knocking himself over in the process.

As he does his best to face the restless mage, Tier reconsiders how much he truly enjoys ships.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Ndreare
Savage Siri
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Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 10 A Black Ship Spotted

Post by Ndreare »

Lich soaks wound
GM Benny to Soak 1 Wound
Vigor [dice]0[/dice]
Wild [dice]1[/dice]
The last of the skeletons are destroyed but the battle is not won as looking at the fey creature yelling at him Barmorden laughs. “Foolish fey, you wish to taunt me, to press my limits?” Then turning his head to the Ogre he says. “Ogre, defend me and kill that woman.” The voice sinks deep into his bones as Krozog hears the words they begin echoing in his mind, a dark aura of flickering black flames begin coming from the ogre as all who witnessed the spell begin to feel fear at the dread power the lich has over life and death.
Krozof Spirit versus Puppet of 16 or your must turn and all out attack Lysennia, all other players and sailors within 6” hear his voice and must roll Fear checks
Quickness allows ignoring -2 in Multiple Action Penalty
Puppett
Spellcasting [dice]2[/dice] + Extra Effort because you are a champion [dice]6[/dice]
Wild [dice]3[/dice]

.
As the power sinks into the bones of all those near the Lich he swings his staff with skill unexpected for a wizard attempting to brain Laura.
Laura Struck for 9 damage
Quickness allows ignoring -2 in Multiple Action Penalty. All out attack +2/+2
Fighting [dice]4[/dice]
Wild [dice]5[/dice]

Benny to reroll
Fighting [dice]7[/dice]
Wild [dice]8[/dice]

Damage [dice]9[/dice] (silly me it was Str + d4, my loss)

Benny to reroll Damage
Damage [dice]10[/dice] + [dice]11[/dice]
.
As Laura staggers from the blow the Lich moves away from his enemies Jumping over the edge of the ship, his claws can clearly be heard grabbing the side of the ship.





Updated Map: Angis and Bradon can be considered just west of the stairs to the forecastle as they came up the cargo stairs.
The remainder of players may go.
Updated Map
Pirates versus skeletons turn 03.2.jpg
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Laura Reis
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Joined: Fri Mar 02, 2018 9:44 am

Re: 10 A Black Ship Spotted

Post by Laura Reis »

Benny to Remove Shaken
Spirit to Unshake:[dice]0[/dice]
Wild: [dice]1[/dice]
Spending Benny.
Fear, another benny
Spirit: [dice]2[/dice]
Wild: [dice]3[/dice]
Benny for EE:[dice]4[/dice]
Shaking off the fear and the blow from the lich, Laura runs over to the side of the boat she follows to the aft end finally catching his position. Upon noticing him she screams at him. "Didn't your mother teach you not to hit a lady!" As her words finish she releases a blast of arcane energy directed at the lich.
Blasting 16 dmg
Large Bolt: 3d6 PP Cost 1 (Book and Wizard)
Sorcery:[dice]5[/dice]
Wild: [dice]6[/dice]
Another Benny because screw this guy.
Reroll Sorcery: [dice]7[/dice]
Wild: [dice]8[/dice]
Another for EE per Rob's Suggestion: [dice]11[/dice]
Damage: [dice]9[/dice]
Benny Damage because I cannot roll:
[dice]10[/dice]
Extra from Raise: [dice]12[/dice]
GM Edit: He was sighted at the end of the ship 1" from the south east corner climbing about halfway to the water. (Aft and starboard for those who prefer.)
Last edited by Laura Reis on Mon May 28, 2018 5:42 pm, edited 1 time in total.
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: 1/3

ESSENCE:  7/10
ACTIVE EFFECTS: None
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Ndreare
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Location: Skagit County, Washington
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Re: 10 A Black Ship Spotted

Post by Ndreare »

Smarts
Smarts roll for maintained spells versus a 16
Smarts [dice]0[/dice]
Wild Die [dice]1[/dice]

Benny to reroll
Smarts [dice]2[/dice]
Wild Die [dice]3[/dice]

another Benny to reroll
Smarts [dice]4[/dice]
Wild Die [dice]5[/dice] Ace [dice]6[/dice]
As the powerful blast of arcane energy strikes the Lich he clutches desperately to the side of the ship screaming incoherently at Laura. Suddenly he becomes visible as several of the spells around him colapse.
12 (saving last two bennies for Soak rolls if needed)
He no longer has Quickness, Invisibility, or Deflection.
Prevent Break Out
Spellcasting [dice]7[/dice]
Wild [dice]8[/dice]

.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Krozog
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Location: Texas

Re: 10 A Black Ship Spotted

Post by Krozog »

Notice, Puppet Resistance, Agility, Strength, Fear Resistance and Running
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]

Spirit: [dice]2[/dice]
Wild: [dice]3[/dice]
Ace [dice]4[/dice]

Spirit: [dice]5[/dice]
Wild: [dice]6[/dice]

Agility: [dice]7[/dice]
Wild: [dice]8[/dice]

Strength: [dice]9[/dice]
Ace: [dice]13[/dice]
Wild: [dice]10[/dice]

Spirit: [dice]11[/dice]
Spirit [dice]12[/dice]

Fear Table: [dice]14[/dice]

Running: [dice]15[/dice]
Post narrated here.
Last edited by Krozog on Wed May 30, 2018 2:37 pm, edited 9 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
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Laura Reis
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Re: 10 A Black Ship Spotted

Post by Laura Reis »

Seeing the Lich flounder a bit as he tries to climb and maintain spells cause Laura to smile albeit just a bit. "He's over here"

GM Edit: He was sighted at the end of the ship 1" from the south east corner climbing about halfway to the water. (Aft and starboard for those who prefer.)
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: 1/3

ESSENCE:  7/10
ACTIVE EFFECTS: None
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Tieronar
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Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
Time to play my adventure card on that wound the Lich just soaked:

15 = I Don't Think So Play this card after the GM spends a benny; The effect of the benny is canceled. If played with a benny, the GM may spend no more bennies on that particular roll or effect..

Notice[dice]0[/dice]
Wild[dice]1[/dice]

Fear[dice]2[/dice]
Wild[dice]3[/dice]

Full Defense this turn, moving in front of Krozog.
Seeing the blurry image steel itself against the elf's magic, Tier kicks out at the space where he believes the Undead's legs to be, momentarily distracting the monster.

"I...I don't think so," the Brinchie stammers, suddenly realizing that he is facing a deathless creature far worse than any which had plagued his family in the past.

As the Lich flees,
OOC Comments
do we get a free attack?
Tieronar sees his companion lurch about under the command of the Lich.

"Go finish that thing!" he shouts, moving towards Krozog, "I'll try to keep our friend from killing any of us."
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Angis ran up the stairs after Bradon. He heard the words of the lich just before the creature leapt over the rail.

“No you don’t, you lumbering ox!” Angis growled. He gave Krozog an intimidating glare as he rushed for the ogre to defend Lysennia, lowering his shield and bashing it into the ogre, trying to shove him into and over the rail and remove the threat to Lysennia.
OOC Comments
Assuming Angis beats Krozog. If not, he’ll still do this, but move to wherever he is able in order to.
As they slammed together, the shield flashed with magical energy. Krozog felt an overwhelming sense of fear settle on him.
Krozog
You need to make a Fear check at -2
“Run, ye lumberin’ brute!” Angis growled.

***
Fear 4 Success
I’m assuming that being below decks, Angis doesn’t have to make the fear check? (out of range/effect). If he does, then:
Intestinal Fortitude, -1 Fatigue
Vigor [dice]2[/dice]
Wild [dice]3[/dice]
Spend Golden Benny to reroll a crit fail
Vigor [dice]4[/dice]
Wild [dice]5[/dice]
Another Benny to reroll
Vigor [dice]18[/dice]
Wild [dice]19[/dice]
Hold and Interrupt
Okay, so this is a little complex. Angis is going to HOLD and interrupt Krozog’s turn. He will rush to the bottom of the stairs (if Krozog goes that way; if he goes down the other stairs, he will post up to the southeast of Lyssenia, or wherever will get him in the way of Krozog.
Agility to beat Krozog 7
-1 Fatigue
Agility [dice]6[/dice]
Wild [dice]7[/dice]
Benny for Extra Effort [dice]8[/dice]
Opposed Strength roll to shield bash 7
+2 for moving more than 3”, -1 Fatigue
Strength [dice]9[/dice]
Wild [dice]10[/dice]
Extra Effort [dice]11[/dice] - mis-added this; should be +6
Damage 10 or 14 or 18
+3 large shield
Strength [dice]12[/dice]
Possible damage if he hits the railing [dice]13[/dice] + [dice]14[/dice] if a Raise on the Push roll.
Activate Fear 5 Success
-1 Fatigue
Intimidation [dice]15[/dice]
Wild [dice]16[/dice]
Extra Effort [dice]17[/dice]
***
Actions
Move:
Action:
Conditions
Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Armor 5 vs. Magic; +5 to resist Magic
Unstable Platform -2 (ranged)
-1 Fatigue for 3 days (Day 2)
Crossbow bolts: 19 (Loaded: 2/3)
Bennies: 6/3
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.
Last edited by Angis Ironheart on Tue May 29, 2018 4:55 am, edited 12 times in total.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

“Is he dead?” Captain Hunt called to Laura. “Defend the elf!” he called to his men. “And kill the lich!”

Captain Hunt raced down the stairs and cast a spell, touching Lysennia. A shimmering field of magical energy surrounded her, protecting her.

The soldiers began to move to obey the captain’s orders, several moving to form up around Lysennia, others moving toward Laura to find the lich. Seeing the lich, they pulled out their bows to fire, but only one managed to hit the lich, but the arrow only tangled in the dwarf’s magical robes.

***
Cast Armor 7 Success; Lys gets +2 Armor
Sorcery [dice]0[/dice]
Wild [dice]1[/dice]
Three bows against lich 3, 2, 4
Shooting [dice]2[/dice]
Shooting [dice]3[/dice]
Shooting [dice]4[/dice]
Damage 7
[dice]5[/dice]
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

Lich roll versus fear
OOC Comments
Spellcasting d12+2 no bonus from staff while super climbing
Spellcasting [dice]0[/dice]
Wild [dice]1[/dice]
So much movement: Updated Map
OOC Comments
Middle turn 03.JPG
@Krozag: Only about 2' high the railing is not high enough for you to take damage from, it will only trip you and let you go over onto the other ship.

GM Edit: Tieronar is adjacent to the aft mass of the caravel.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Krozog
Posts: 153
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Location: Texas

Re: 10 A Black Ship Spotted

Post by Krozog »

Krozog wrote:
Notice, Puppet Resistance, Agility, Strength, Fear Resistance and Running
Notice: [dice]36410:0[/dice]
Wild: [dice]36410:1[/dice]

Spirit: [dice]36410:2[/dice]
Wild: [dice]36410:3[/dice]
Ace [dice]36410:4[/dice]

Spirit: [dice]36410:5[/dice]
Wild: [dice]36410:6[/dice]

Agility: [dice]36410:7[/dice]
Wild: [dice]36410:8[/dice]

Strength: [dice]36410:9[/dice]
Ace: [dice]36410:13[/dice]
Wild: [dice]36410:10[/dice]

Spirit: [dice]36410:11[/dice]
Spirit [dice]36410:12[/dice]

Fear Table: [dice]36410:14[/dice]

Running: [dice]36410:15[/dice]
After dodging the Acid, Krozog comes back up into a stable stance at the same time as Lysennia is taunting the Lich. He reaches for his mother's Ogre Sword but falters when he see's that it has been eaten away by the Acid which banished the Lantern bearer. Little is left of it save the hilt, and tears well up in Krozog's eyes, threatening to flow over as he realizes his only remaining memento of his mother has been destroyed.
RFT wrote:The last of the skeletons are destroyed but the battle is not won as looking at the fey creature yelling at him Barmorden laughs. “Foolish fey, you wish to taunt me, to press my limits?” Then turning his head to the Ogre he says. “Ogre, defend me and kill that woman.” The voice sinks deep into his bones as Krozog hears the words they begin echoing in his mind, a dark aura of flickering black flames begin coming from the ogre as all who witnessed the spell begin to feel fear at the dread power the lich has over life and death.
The moment's hesitation is enough for the Lich to use his foul magic to block Krozog's mind from his body, and Krozog pauses mid-reach before jerkily standing up and turning towards the Elf. Without warning, Krozog charges Lysennia; hundreds of pounds of ogre muscle hurtle toward the elf and her protectors!

"Nooo! Krozog not want to hurt pretty elf lady! Arr-kah-non, help Krozog! Krozog not stop! Krozog body moving by itself! Arr-kah-non!" Krozog desperately calls out to the Ascended, within his mind, but there is seemingly no answer. It's as if the Darkness magic is hampering his connection to the Light and Archanon. Krozog's rage at the loss of the Light Bearer begins to wane, but it is replaced by a frantic anxiety step by step as he approaches Lysennia. He is mortified by the thought of harming the nice elf, but just before he reaches the first sailor, Angis charges forward in an attempt to stop Krozog.
Angis Ironheart wrote: Angis ran up the stairs after Bradon. He heard the words of the lich just before the creature leaped over the rail.

“No you don’t, you lumbering ox!” Angis growled. He gave Krozog an intimidating glare as he rushed for the ogre to defend Lysennia, lowering his shield and bashing it into the ogre, trying to shove him into and over the rail and remove the threat to Lysennia.

As they slammed together, the shield flashed with magical energy. Krozog felt an overwhelming sense of fear settle on him.
The dwarf attempts to use his shield to bash Krozog off course, but the attack was far too weak against the might of the enormous, charging ogre. Fortunately for Angis and Lysennia, the dwarf's shield contains a powerful magical enchantment which can cast fear into the heart of even the darkest creatures. The magic of the shield is powerful enough to cut through the Lich's Dark magic, and Krozog's fear temporarily overpowers the magic controlling his body.
Angis Ironheart wrote:“Run, ye lumberin’ brute!” Angis growled.
Krozog is far too deep within his mind to hear Angis, however, and the ogre turns away from Angis and Lysennia and runs towards the enemy ship. The fear forces him to recall seemingly real, painful memories which seem to be radiating from where Angis was standing before he attempted to stop Krozog. In his mind, all Krozog sees are hordes of childer bearing down upon his mother and his child self.

His mother fights with an enormous sword, and she swings it masterfully. Every movement separates body from limb. Every strike spells death to another childer. There are always so many more, however, and they are coming closer and closer towards Krozog and his Mother. If they don't run, the childer will catch up and overwhelm them. Krozog's mother calls out to him and tells him they must run away. She tells him if they run away from the childer Horde and board the boat, they can escape!

Krozog, terrified out of his mind, races full speed onto the other boat and doesn't stop until he is near Aronan's position on the enemy's ship.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
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Aronan
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Re: 10 A Black Ship Spotted

Post by Aronan »

Strength
Strength [dice]0[/dice]
Wild [dice]1[/dice]
Suddenly alone on the deck of the black ship, Aronan grins as he weighs the anchor. As it drops into the sea he quickly runs to the rail and leaps back to his own ship. Hitting the deck he tucks into a roll a d comes up in a fighting stance, as behind him the black ship begins to slow and separate, "We must defeat the lich, for he has no means of escape except our corpses!"
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Re: 10 A Black Ship Spotted

Post by Ndreare »

As the anchor drops the ships suddenly and quickly begins pulling away from the each other. Within moments the distance is enough to be a risky jump.


As the battles tide turns the Lich turns his mind towards trying to figure out what the most profitable method of success would be. Climbing under the water the Lich disappears bellow deck.

Pirates versus skeletons turn 04.JPG
Time to complete Non-Combat action (rip open hull) [dice]0[/dice]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Bradon
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Re: 10 A Black Ship Spotted

Post by Bradon »

notice 4
OOC Comments
[dice]0[/dice]
wild dice [dice]1[/dice]
"Dammit, they can't control that ship by themselves."

Bradon rushes forward and cuts one of the ropes for the sails. Using his forward momentum, he leaps onto the edge of the ship and pushes off, swinging over to the other ship.

Agility roll 7
OOC Comments
[dice]2[/dice]
[dice]3[/dice] ace [dice]4[/dice]
I am so taking acrobat next time I get an advance
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

Suddenly the loud creaking and snapping sound of heavy lumber can be heard from the cargo deck hull as the ships begins slowly listing port.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Tieronar
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Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
Notice[dice]0[/dice]
Wild[dice]1[/dice]
Tier rolls his eyes in exasperation as Krozog leaps onto the other ship.

"Well, that didn't work," the Brinchie says, rushing to the edge of the boat before leaping over to the other ship.

"Aronan! Let's go. One of these ships is going to sink and I think we should all be together."
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Aronan
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Re: 10 A Black Ship Spotted

Post by Aronan »

Tieronar wrote:"Aronan! Let's go. One of these ships is going to sink and I think we should all be together."
"Very well, if we must send the death merchant to the bottom, a ship is a small price to pay. Yet we should ensure he has no servants in undeath, abandon the crew as well."

Preparing to leap back to the other ship Aronan yells to all the sailors and Captain while pointing toward the black ship, "Leave him to die alone. Go to the other ship! Does anyone need assistance?"
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Krozog
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Re: 10 A Black Ship Spotted

Post by Krozog »

Notice, Shaken, Jumping, Shield Bash & Damage
Notice [dice]0[/dice] (Smell)
Wild [dice]1[/dice] (Smell)

Unshaken
Spirit [dice]2[/dice] + Ace: [dice]6[/dice]
Wild [dice]3[/dice]

Jumping
Strength [dice]4[/dice]
Wild [dice]5[/dice]
Adventure Card - Blessing of Zavonis gm fiat: Krozog's heroic leap gets him onto the other boat, barely.

Running [dice]7[/dice]

Shield Bash
Strength [dice]8[/dice] -2 (Running) = 7
Wild die [dice]9[/dice]
Damage [dice]10[/dice] +2 (Running, Medium Shield) = 11
Krozog's mind calms as he reaches the Lich's boat, but as the fear fades the Lich's orders take hold of him once more. Krozog fights against the shackles that his body has become, pulling him closer and closer to Lysennia. No matter how hard he struggles, however, his body will not respond.

He runs full speed towards the other boat, but the distance is too great and Krozog panics as his body flings itself forward. His foot touches down just barely on top of the railing before continuing to charge at the elf. As he draws near, Krozog realizes that there is nothing to stop him from hurting her this time! His eyes well up with tears and he wails within his mind, "NOOO! Krozog not want to hurt pretty elf lady! Arr-kah-non! HELP KROZOG!"

Krozog brings his shield in towards his body when he closes in on Lysennia and backhands swings it at her with all his might. The tears begin streaming down his blank face as he swings the shield at her.
Last edited by Krozog on Thu Jun 07, 2018 3:20 pm, edited 5 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
Adventure Cards
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Danyar
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Re: 10 A Black Ship Spotted

Post by Danyar »

Notice
Notice[dice]0[/dice]
Wild[dice]1[/dice]
Bennie[dice]2[/dice]
Having eliminated the last visible enemy on the ship, I glance over to our ship and see the battle well in our hands. While drawing my sword, I head to the nearest hatch leading into the ship and begin looking for more prisoners, adversaries or important papers.
Comment
My primary focus will be any prisoners. After that comes important papers and lastly, any new adversaries. Papers I will quickly look for are maps, ship log, lists of ships taken or locations of pirate bases. In that order. If there isn't much time, I will just grab all easily accessible papers.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Lysennia Moonsinger
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Re: 10 A Black Ship Spotted

Post by Lysennia Moonsinger »

Krozog wrote: He runs full speed towards the other boat, but the distance is too great and Krozog panics as his body flings itself forward. His foot touches down just barely on top of the railing before continuing to charge at the elf. As he draws near, Krozog realizes that there is nothing to stop him from hurting her this time! His eyes well up with tears and he wails within his mind, "NOOO! Krozog not want to hurt pretty elf lady! Arr-kah-non! HELP KROZOG!"

Krozog brings his shield in towards his body when he closes in on Lysennia and backhands swings it at her with all his might. The tears begin streaming down his blank face as he swings the shield at her.
With a startled cry Lysennia flies backward like a rag doll her body bouncing on the edge of the hatch before she falls into the hold below. She lands with a splash in the water that is starting to pour in through the hole in the hull.
Resolve Damage
Take 1 wound (Damage = 11, Tou= 5 (1) + 2 Armor Spell)
Unshake, Spirit = [dice]0[/dice], Wild Die = [dice]1[/dice]
Lysennia starts to push herself to her feet, crying out as pain lances through her wrist. Gingerly she probes it and decides there is nothing broken. A bad sprain perhaps, she muses climbing to her feet.

The noise of tearing wood is much worse down here and the water is swirling around Lysennia's knees ask she searches for a way back up on to the deck.
Looking for A Way Up
Notice = [dice]2[/dice], Wild Die = [dice]3[/dice], Ace = [dice]4[/dice] +2 Racial = 13
Her eyes light on a rope snaking up through the hatch above. Taking hold of the rope she starts climbing, but her wrist isn't able to support her weight and she falls into the rising water once again.

"HELP!", she yells, hoping there is still someone on the deck able to hear her.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Laura Reis
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Re: 10 A Black Ship Spotted

Post by Laura Reis »

OOC Comments
Agility: [dice]0[/dice] Ace: [dice]2[/dice] 2nd Ace: [dice]3[/dice]
Wild: [dice]1[/dice]
Seeing the others abandon ship Laura does her best to join them. She grabs a nearby rope and swings to the other side as effortlessly as leaping a small stream.
"Are we even sure his ship isn't floating by some foul magics?"
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: 1/3

ESSENCE:  7/10
ACTIVE EFFECTS: None
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Tieronar
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Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
Notice
[dice]0[/dice]
[dice]1[/dice]

Explosion [dice]4[/dice]
Explosion Again [dice]5[/dice] Total 13!

(Well, it looks like the Fumble Streak is over. On an unnecessary Notice Check, but that's still better than nothing :) )

Nimbleness Agility Roll
[dice]2[/dice]
[dice]3[/dice]
Total 7
Hearing the scream, Tier turns in time to see Lysennia fall into the hold.

"Grandmother's Balls!" the Brinchie snarls under his breath, realizing that things have just gotten much worse.

"Aroden! I think Lysennia is down. And our Big Boy is still acting a bit Lich-y."

With another, very audible sigh, the young feline runs back towards the hatch, keeping a careful eye on the Ogre. As he nears the mast and opening in the deck, Tieronar grabs one of the loose ropes and launches himself down into the hold.

"This is exactly the sort of thing Uncle Hrashee warned me about doing!"
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

As the sound of the tearing hull reaches the deck, Captain Hunt yells to his crew, “Abandon ship! Over to the other!”

The sailors follow orders, and leap across the growing gap. Captain Hunt looks to Angis.

“I’ve got t’ get th’elf,” Angis said, glaring at Krozog.

Hunt nodded and leaped over himself. Then he cast a spell.
Phantasms 5
Spending 6 Essence to fool all 5 senses
Sorcery [dice]2[/dice]
Wild [dice]3[/dice]
Beside Captain Hunt appeared Lysennia, hale and whole.

“Hey, ogre! Looking for something?” Captain Hunt called to get Krozog’s attention focused on the phantasm of the elven druid.

Seeing Tieronar leap down the hatch after Lysennia, Angis was torn. It was clear this ship was going down, but he didn’t want to abandon the elf. But the brinchie seemed to have her covered.

Angis moved over to the side of the ship and stared down at the growing water between the two ships.

“Dranak’s brass balls,” Angis muttered, hefting up his kit. He managed to leap across with the help of the sailors and clutch onto the rail.

***
Actions
Move: Over to other ship
Action: Captain Hunt casts Phantasm
Conditions
Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Armor 5 vs. Magic; +5 to resist Magic
Unstable Platform -2 (ranged)
-1 Fatigue for 3 days (Day 2)
Crossbow bolts: 19 (Loaded: 2/3)
Shield Essence: 2/4
Bennies: 6/3
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.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Bradon
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Re: 10 A Black Ship Spotted

Post by Bradon »

Rolls carried

Bradon rushes up the steps to the wheel and grapples with it so to try and prevent it getting too far away from the other ship so that the others can jump aboard.

Not leaving them behind he thought to himself as he forced the wheel to begin turning the ship. Hopefully get it to the other side

Boating 9
OOC Comments
[dice]0[/dice] ace [dice]2[/dice] [dice]3[/dice]
[dice]1[/dice]
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

The tearing from below decks is sounding even worse. From Lysennia and Tieronar’s location it the joceleing of the wood sounds like the whole ship is coming apart. It is hard to believe he is only removing half a plank at a time. Whatever is happening under there, they know being on this ship when it sinks will be bad. Getting to the other ship is now critical as the list is such that the boats doom is irreversible.

Looking across the decking the large ogre can see the target of his desire taunting him from the other side of the black ship. How she escaped over there he is unsure, but he knows what he must do.

As the archer goes to search for prisoners or others on the Black Ships he finds assorted gear and equipment organized neatly in the fore of the ship combined with very large piles of very organized boxes of skeletons. Each skeleton having been cleaned and packed to fit nicely in a box about 1' cubed, with glass faces so every skull can be seen by walking the isles. Their fiery eyes watching as you go by.

Bradon's efforts seem to be paying off as the ship begins to move in a more controlled manor. While the response is not instant, he can tell it is affecting the ship, the way he needs it to. However no single man can pilot a ship of this size and the anchor will need pulled back up if he wants to be able to maneuver effectively.
Instructions and Questions
For the characters still on the Wild Treader
Make an Agility roll (now at -2) of fall in the water.

For those on the black ship.
Danyar make a Nausea check.

Everyone else: What are you doing to help the others get on this ship, or to help Bradon control it?
OOC Comments
Notice
[dice]0[/dice]
[dice]1[/dice]
OOC Comments
Pirates versus skeletons turn 05.JPG
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Aronan
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Re: 10 A Black Ship Spotted

Post by Aronan »

Seeing Bradon wrestling for control of the ship, Aronan moves to help out. Firstly, he attempts to weigh the anchor that he plunged into the ocean only moments before. Unfortunately, it is a lot heavier coming up than going down. It seems the spirits like things to fall but not to fly too close to their celestial home. As he pushes he tries to rally any remaining sailors to help, "This is our ship now, let's get her underway before that undead creature figures out what has happened!"
Strength 3
Strength [dice]0[/dice]
Wild [dice]1[/dice]
Boating 5
Boating [dice]2[/dice]
Wild [dice]3[/dice]
Once the anchor is up the Korindian takes to the rigging to help unfurl the sails and to keep any eye on their old ship, in case the lich uses some foul magic to save himself from a watery prison. The thought of the servant of death residing at the bottom of the see for all eternity causes a slight grin to cross his face. A fitting situation indeed.
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

“Up the anchor!” Captain Hunt yelled, moving toward the wheel once more, maintaining his phantasm of Lysennia to lure the ogre back onto the Black Ship.

Angis rushed up the stairs, seeing Aronen struggling with the anchor. He grasped the chain winch and threw his back into it.
Strength 7
Strength [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
The crew moved around the ship, jumping to their familiar duties. One waited by the rail, throwing a rope over to the Wild Treader so that Lysennia and Tieronar would have a way over when they came out of the hold.

***
Actions
Conditions
Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Armor 5 vs. Magic; +5 to resist Magic
Unstable Platform -2 (ranged)
-1 Fatigue for 3 days (Day 2)
Crossbow bolts: 19 (Loaded: 2/3)
Shield Essence: 2/4
Bennies: 6/3 + 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.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Laura Reis
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Re: 10 A Black Ship Spotted

Post by Laura Reis »

Not knowing much about boating other than reading about it, Laura does her best to stay out of the way. Upon noticing the boxes of bones she does her best to toss them individually overboard so she does not have to feel the eyes on her.
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: 1/3

ESSENCE:  7/10
ACTIVE EFFECTS: None
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Danyar
Posts: 123
Joined: Sun Oct 15, 2017 9:20 am
Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Danyar »

Nausea
Nausea[dice]0[/dice]
Wild[dice]1[/dice]
Ace[dice]2[/dice]
Double_Ace[dice]3[/dice]
Walking through the equipment and storage boxes, I notice small crates with skulls facing out. Looks like whoever did this put windows in the crates so the dead could watch....So the dead could watch? These have to go. I start grabbing these mini-crates and throwing them overboard before we get ambushed.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Bradon
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Re: 10 A Black Ship Spotted

Post by Bradon »

notice 2
OOC Comments
[dice]0[/dice]
[dice]1[/dice]
Bradon maintained control of the ship and as then the anchor was released, tried not go out of range of the rope.

Any assistance would be greatly appreciated. he calls out

boating 9
OOC Comments
[dice]2[/dice]
[dice]3[/dice]

last benny to reroll
[dice]4[/dice] ace [dice]6[/dice] [dice]7[/dice]
[dice]5[/dice]
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Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 10 A Black Ship Spotted

Post by Ndreare »

Danyar
Danyar wrote:
OOC Comments
Nausea[dice]37389:0[/dice]
Wild[dice]37389:1[/dice]
Ace[dice]37389:2[/dice]
Double_Ace[dice]37389:3[/dice]
Walking through the equipment and storage boxes, I notice small crates with skulls facing out. Looks like whoever did this put windows in the crates so the dead could watch....So the dead could watch? These have to go. I start grabbing these mini-crates and throwing them overboard before we get ambushed.

The boxes are surprisingly light. The contents weighing only 20-25 lbs (10-12 kg for our metric players) and boxes themselves only about 8 lbs. However the size and bulk makes such that only 1 box may be readily run up deck to be tossed overboard at a time and then returning (about 15 seconds a trip if scooting). However with an agility roll you could carry 2 at a time without dropping them.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Danyar
Posts: 123
Joined: Sun Oct 15, 2017 9:20 am
Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Danyar »

Agility
Agility[dice]0[/dice]
Wild[dice]1[/dice]
"These seem pretty light, I think I can carry two at a time" I start carrying two at a time and get rid of them as fast as possible. Balancing them as I go, I make my up and down the stairs from storage to rail. Each time I toss both at the same time and turn around and repeat again. I won't have these come after us again.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Krozog
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Location: Texas

Re: 10 A Black Ship Spotted

Post by Krozog »

Notice (General), Agility, Notice (Phantasm)
Notice: [dice]0[/dice] (+2 Smell)
Wild: [dice]1[/dice] + 2 = 6

Agility to avoid falling into the water
Agility: [dice]2[/dice]
Wild: [dice]3[/dice]

Notice Phantasm
Notice: [dice]4[/dice] (-2 for More than 5" away; No +2 for smell because caster spent PPE to make it smell right)
Wild: [dice]5[/dice]
Angis Ironheart wrote:Beside Captain Hunt appeared Lysennia, hale and whole.

“Hey, ogre! Looking for something?” Captain Hunt called to get Krozog’s attention focused on the phantasm of the elven druid.
Krozog looks over to the captain with tears streaming down his face and snot running out of his nose. He is shocked to see Lysennia on the enemy ship safe and secure; however, Krozog's brief moment of relief at seeing her unharmed quickly reverts to dismay as his body jerks forward towards the elf once more.

His body approaches the railing once more, and Krozog begs Archanon within his mind, "Krozog not want to hurt Elf, Arr-kah-non! Stop Krozog. Make Krozog fall in water! Save pretty elf."

Krozog's body jumps the gap between the two ships and lands safely despite his own wishes. Krozog's body turns towards the phantasm and charges it, attempting to shield bash Lysennia's image.
Shieldbash
Strength: [dice]6[/dice] (+2 Running at least 3")
Wild: [dice]7[/dice]

Damage: [dice]8[/dice] (+2 Medium Shield)
Raise if applicable: [dice]9[/dice]
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
Adventure Cards
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Tieronar
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Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
Notice[dice]0[/dice]
Wild[dice]1[/dice]

Got some Splody Dice[dice]4[/dice]
Wild Splody[dice]5[/dice]

Total 8


Strength[dice]2[/dice]
Wild[dice]3[/dice]
Landing safely, Tieronar searches for Lysennia. Seeing the elf favoring her crippled foot, the Brinchie runs over and squats next to the wizardess.

"That looks...not great," he says, showing her his lopsided grin, trying to keep the mood light. "Probably not going to do well dancing at the ball for at least a week."

Not seeing the elf rise on her own, Tier scoops her in his arms and stands up.

"Normally, I would be in favor of just lying here and resting, but in a few minutes, here is going to be about 50 Fathoms down. So...," he grunts with effort as if lifting the fae woman is more difficult than it is, "I think we should be going."

Tieronar quickly makes his way towards the stairs back to the main deck.
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 8
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
***

As Krozog slams into Lysennia, he feels the impact.

And then she bursts in a mist of essence.

“Flame an’ Darkness! Grab the damn rope an’ get across!” Angis yelled to Lysennia and Tieronar, tying the rope off to the rail. “We’ll pull ye in. An’ someone put doon tha’ damn ogre!”
Pulling in Lys and Tier 8
Strength [dice]2[/dice]
Wild [dice]3[/dice]
***
Actions
Conditions
Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Armor 5 vs. Magic; +5 to resist Magic
Unstable Platform -2 (ranged)
-1 Fatigue for 3 days (Day 2)
Crossbow bolts: 19 (Loaded: 2/3)
Shield Essence: 2/4
Bennies: 6/3 + 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.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

The last two heroes make it to the new black ship as the Wild treader continues sinking. Captain Hunt can be seen his eyes red looking at his lady as it goes down. However not all is as well as it could be. Shortly after the ships pull apart the Lich comes climbing to the top of the sinking ship and seeing the sailors having gone over to the black ship stares. For some reason however he chooses not to attack.
Instead he simply watches for a few moments as if thinking. Then suddenly he begins bruning with a black and green flame easily recognized as the powers of darkness, the flames growing and swelling around him, consuming not only him, but much of the boat near him. Then a giant bone tentacle nearly 50’ long lashes out, followed by another, then another still. When his transformation is complete the necromancer appears to be a 80’ long kraken made of bony segments instead of flesh. Then gathering the the bodies of the fallen and the bones of his skeletons that came with him he piles them on the sinking ship together and jumps under the water not to be seen.

OOC Comments
the spell on the ogre collapsed
Combat is officially over, do what you will, working as a team if you want to help unload the boxes of skeletons it can be done in about an hour.
Please all players include a notice roll on your next post.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Lysennia Moonsinger
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Re: 10 A Black Ship Spotted

Post by Lysennia Moonsinger »

Tieronar wrote:
OOC Comments
Notice[dice]37472:0[/dice]
Wild[dice]37472:1[/dice]

Got some Splody Dice[dice]37472:4[/dice]
Wild Splody[dice]37472:5[/dice]

Total 8


Strength[dice]37472:2[/dice]
Wild[dice]37472:3[/dice]
Landing safely, Tieronar searches for Lysennia. Seeing the elf favoring her crippled foot, the Brinchie runs over and squats next to the wizardess.

"That looks...not great," he says, showing her his lopsided grin, trying to keep the mood light. "Probably not going to do well dancing at the ball for at least a week."

Not seeing the elf rise on her own, Tier scoops her in his arms and stands up.

"Normally, I would be in favor of just lying here and resting, but in a few minutes, here is going to be about 50 Fathoms down. So...," he grunts with effort as if lifting the fae woman is more difficult than it is, "I think we should be going."

Tieronar quickly makes his way towards the stairs back to the main deck.
Lysennia protests briefly about being manhandled by the Brinchie.
"I'm quite capable of walking thank you ver. . .", but then she is cut off as she is swept up into his arms. She can feel the nervous tension in the young man's body and realises he has a need to do this. She resolves to let him handle the situation his way, let him have his moment.

"Seems to be becoming a habit, having to be rescued", she says holding on tighter to make it easier to carry her. "Let's get out of here" she suggests, burying her face in the Brinchie's shoulder, the soft fur at his neck tickling her cheek. "Though I hope you can swim, feels like the boat is about to go down".
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Lysennia Moonsinger
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Re: 10 A Black Ship Spotted

Post by Lysennia Moonsinger »

RFT wrote:The last two heroes make it to the new black ship as the Wild treader continues sinking. Captain Hunt can be seen his eyes red looking at his lady as it goes down. However not all is as well as it could be. Shortly after the ships pull apart the Lich comes climbing to the top of the sinking ship and seeing the sailors having gone over to the black ship stares. For some reason however he chooses not to attack.
Instead he simply watches for a few moments as if thinking. Then suddenly he begins bruning with a black and green flame easily recognized as the powers of darkness, the flames growing and swelling around him, consuming not only him, but much of the boat near him. Then a giant bone tentacle nearly 50’ long lashes out, followed by another, then another still. When his transformation is complete the necromancer appears to be a 80’ long kraken made of bony segments instead of flesh. Then gathering the the bodies of the fallen and the bones of his skeletons that came with him he piles them on the sinking ship together and jumps under the water not to be seen.

OOC Comments
the spell on the ogre collapsed
Combat is officially over, do what you will, working as a team if you want to help unload the boxes of skeletons it can be done in about an hour.
Please all players include a notice roll on your next post.
Notice
Notice = [dice]0[/dice], Wild die = [dice]1[/dice]+2 (racial), Total = 6
Safely on the other ship Lysennia wriggles free of Tieronar's grip and watches the lich's transformation over the side of the ship. It is both entrancing and appalling to see such a flagrant display of power so close.
"Perhaps the powers of darkness are stronger after all", she thinks then guiltily stuffs the thought back down in the back of her mind. "I cant' think that way, we have to be strong, fight the darkness no matter how strong. It must not prevail".
She tries to put aside the vision which has just unfolded, yet the thought of the bone kraken sitting out under the serene sea had shaken her. "No doubt the lich will continue to attack ships in the area once he has replenished his crew. Something will need to be done about that, and soon", she mused to herself. Though she shuddered inwardly at how close they had come to being lost today.

She starts looking at her wrist. "Could be worse I suppose", she tears off a little cloth from a damaged sail awaiting repair on the deck, and uses it to help immobilise the joint, pulling the knots tight with her teeth.
Healing Attempt
I'm assuming my healing kit went down with the ship :(
Healing = [dice]2[/dice], Wild Die = [dice]3[/dice] Ace = [dice]4[/dice] +2 (Healer) -1 (wounded) -1 (target wounds) Total = 7 Heal one wound
She heads to the rear of the ship and Captain Hunt.

"Captain, thank you for you aid, without it I fear I may have fallen on this day. I owe you a debt and I shall not forget it when the time comes to repay it. In the meantime, are you or any of your crew injured? I would be happy to tend the injured, if we can set aside somewhere to do so".
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***
OOC Comments
Huh. Yeah. We probably lost our gear/packs. Darn. Need to delete them from my sheet.
Once Lysennia and Tieronar were safely across, Angis retrieved his rope, but cursed his luck at losing his pack.

“Ye okay, elf?” Angis asked, watching Lysennia wrap her wrist. She seemed fine.

Angis turned to help the others toss the bones overboard.

“We need t’ search this ship f’r supplies,” Angis said. “We’ve nae food, an’ worse, nae water. ‘ow many more days t’ port, Cap’n?”

This was bad. They had survived the lich, perhaps only to starve or dehydrate to death. Slowly.

***
Actions
Conditions
Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Armor 5 vs. Magic; +5 to resist Magic
Unstable Platform -2 (ranged)
-1 Fatigue for 3 days (Day 2)
Crossbow bolts: 19 (Loaded: 2/3)
Shield Essence: 2/4
Bennies: 6/3 + 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.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: 10 A Black Ship Spotted

Post by Ndreare »

While exploring the ship the heroes are unable to find and food or clean water. In the area of the fore castle is a laboratory area set up for skinning humanoids and removing the muscle and viscera. However even that was tossed into a slough leading to the water as waste.

The more you are in the ship the greater the horror as every nook and cranny is used with only efficiency of evil in mind. The overall feeling causes stress on everyone aboard.

On the less morbid side of the exploration you do find a small arsenal of weapons and gear stored in the aft castle. The collection is diverse and plentiful as if collecting from every hero slain on his journey.
OOC Comments
This collection also contains all of the Patreon Patron items due to the players.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Krozog
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Location: Texas

Re: 10 A Black Ship Spotted

Post by Krozog »

Notice
Notice: [dice]0[/dice] (+2 for smell, -2 to sight if further than 5")
Wild: [dice]1[/dice]
Ace: [dice]2[/dice]
As Krozog slams into the apparition of Lysennia, it fades and his body looses its footing and tumbles forward to the deck. His body begins to stand up when the ship sails too far away from the Wild Treader for the Lich to maintain its mind controlling magic.

Once more in control of himself, Krozog falls back onto his rear and looks at Lysennia, sobbing and says, "Krozog so sorry pretty elf lady! Krozog not want to hurt you! Krozog b...b..." He blows his snotty nose on hits shirt sleeve before continuing, "Krozog beg Arr-kah-non to help! Krozog even beg to fall into the water!"

Then he notices that his mother's sword is gone forever, and his sobs devolve into indecipherable wailing.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    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: 5/10
Bennies: 0/3
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Angis Ironheart
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Re: 10 A Black Ship Spotted

Post by Angis Ironheart »

Notice #
Notice [dice]0[/dice]
Wild [dice]1[/dice]
***

Angis sighed and rolled his eyes at the sobbing ogre. He walked over and put a hand on the behemoth’s large shoulder.

“Nae real ‘arm done, lad,” he told Krozog. “Nae use t’ shed tears o’er it. Dae better next time. Noo up an’ ‘elp us gae through this storage. Found some nice loot.”

Angis found some kind of good luck talisman that he slipped over his neck. “I’ve no’ found any food ‘r water yet. We may need t’ be on the lookout f’r land soon t’ resupply. We cuild prob’ly boil some seawater f’r drinkin’ if we make a fire. An’ we shuild think aboot cleansin’ this ship, if ‘tis possible, o’ the evil taint.”

***
Actions
Conditions
Parry: 8; Toughness: Melee 12 (3)/Ranged 14 (5)
Armor 5 vs. Magic; +5 to resist Magic
Unstable Platform -2 (ranged)
-1 Fatigue for 3 days (Day 2)
Crossbow bolts: 19 (Loaded: 2/3)
Shield Essence: 2/4
Bennies: 6/3 + 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.
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Ndreare
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Re: 10 A Black Ship Spotted

Post by Ndreare »

As the heroes are walking around and working it is noted that everywhere the light of Lysennia's lantern had touched weakened the ship in those areas to the point that Angis's foot even goes through a deck plating. With this revelation some of the casters chose to look at the ship for its magical qualities. Turning around to examine the ship with their arcane sight the casters can see the entire thing is held together, kept from rotting at the floor of the ocean through necromancy.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Tieronar
Posts: 176
Joined: Mon Oct 16, 2017 8:21 am
Location: Buffalo, NY

Re: 10 A Black Ship Spotted

Post by Tieronar »

OOC Comments
Notice[dice]0[/dice]
[dice]1[/dice]
As he struggles to get Lysennia onto the other ship, Tieronar lets out an exaggerated groan as she shifts her weight.

"OOF! We don't have time to argue about this. Next time, you can carry me out. I guarantee that I'll get just as injured in the future."

And I'll probably be a lighter burden, he mutters under his breath as he lurches across the deck, trying not to drop the elf.

Once on the other ship, and despite her wriggling, Tieronar manages to set Lysennia down so that she places her weight first on the undamaged leg.

The Brinchie bends over and, blushing (the tip of his nose and ears get very red) he lets out several long breaths.

"Well...huff...that was absolutely no fun. Who did we lose?"

Straightening up, Tier sees the Lich's transformation. He stands, eyes wide and mouth agape, as the necromancer becomes an undead Kraken.

"Uhhhhhhhhhhhhhhhhhhhhh. What in the hells is that?"
Charisma: -2; Pace: 8; Parry: 7 (9/10), -1 TO BE HIT (Skein of the Ages), Opponents at -2 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny
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Aronan
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Posts: 78
Joined: Mon Oct 16, 2017 8:10 pm

Re: 10 A Black Ship Spotted

Post by Aronan »

Notice
Notice [dice]0[/dice]
Wild [dice]1[/dice]
The sight of the lich-turned-karken causes Aronan to pause. He stands on the deck of the black ship dumbfounded. They defeated the necromancer, but at what cost? To make matters worse, the whole ship itself was made from dark magic and death. Sighing heavily he tries to find words that will shake him from his dismay. Unfortunately, nothing seems to come. Sighing heavily the Korindian tries to keep himself busy with crewing the ship, he would need to contribute more with the loss of the sailors.

"I fear this victory has come at great cost to us all, this ship may be valuable to some but it must be destroyed once we reach land. Two ships lost will be more than this captain can bear no doubt."
Aronan
Charisma: -2; Pace: 6; Parry: 9; Toughness: 7 (2)

Golden Benny: 1
Benny's: 3
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