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Game Thread: At Fuldor's Farm

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#1
berelinde

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The Dalish Curse, continued from "Game Thread: At The Arbor Inn"

 

Plot Post

 

Summary: Vintiver wakes up. After some early-morning shuffling (and a lot of groaning from Etienne), the party sets out for the Fuldor Farm. They arrive to find that someone is already there, and is under attack.

 

Vintiver at Daybreak

 

Daylight filled Vintiver lazily, spilling over the lip of the valley like a slowly rising tide and turning the fog that filled every hollow pink or gold. So subtle was its approach that even the birds slept, leaving the morning unbroken by the roosters' raucous challenges. Only the cows were awake, softly lowing as they waited to be milked. But the new day must come eventually, and one by one, the villagers' doors opened, and they began the anxious task of going door to door to ensure that their neighbors survived the night.

 

Travelers exhausted on the road are not habitually early risers, but Haran Mullin's knock is forceful enough to cut through any amount of sleepy wool. Kesla serves breakfast early, and on griddle cake days, it goes fast.

 

Morning was, perhaps, less gentle to one in the company that filled The Arbor Inn. It takes a stronger constitution than Etienne's to laugh off a bottle of Vintiver Reserve Bin 6. Fortunately, the wine's latest victim had resources of his own, and the swift application of a minor healing spell and a hefty dose of willow bark tea had him more or less back to normal within a quarter hour.

 

{Contrary to first-hand experience, hangovers do little actual damage to the body. Etienne can Heal most of his without expending a full Mana Point. The Target Number (TN) for Heal is 11, and the first roll on his list is 15. Even without his ability modifiers, he succeeds. A successful herbalism roll will cure any residual damage. Hangovers are hardly a rare, mysterious condition. Mage or mundane, people have learned how to treat them. The TN for this test is 9, and his 14 beats it without consulting his character sheet for details. Ordinarily, I'd be inclined to let Chachi roll this one out rather than resorting to her list of die rolls, but I'm assuming that we do want to get this show on the road, so we'll shave off a step or two.}

 

The common room was already half-full when our heroes made their entrance. The locals talked quietly among themselves as they filled up on oatmeal, raisin-studded griddle cakes, and plump, crispy sausages.

 

{Feel free to RP your morning routines and greetings if you like, but eventually, the party will leave the inn. In the interests of keeping the game moving (play-by-post campaigns bog down swiftly if not prodded from time to time), you can combine your morning toilette and leavetaking in one post, and move on to the Fuldor Farm. Just separate the two parts to avoid confusion.}

 

Fuldor's Farm

 

The Fuldors live about three miles from the village, the last farm at the eaves of the Brecilian Forest. Unlike most Vintiver families, they do not support themselves solely through viniculture. Their milk is prized throughout the region as the creamiest, a clear favorite of local cheesemakers. Kesla told you of 8 people on the farm: Edred Fuldor (46), his wife Mirren (45), their four children, Hann, Brella, Borren, and Quint (20, 16, 9, and 4), Hann's wife Faleen (21), their infant Edred (2 weeks), wine-loving farmhand Keltin (27), and farmhand Drull (32).

 

The morning fog clears as you walk, and the wind picks up, suggesting the promise of a clear - and colder - day.

 

You catch your first glimpse of the farm as you crest a ridge overlooking the fields. You make out a large barn and several other buildings of various sizes - typical for the region - but you also notice a large number of crows circling overhead. As you draw closer, you see that they're flapping in agitation, as if they have been driven off their meal by something on the ground. As you draw closer still, you see the cause: a solitary human beset by four large wolves. You estimate the distance to be 30 yards.

 

Spoiler

 

{Your speed is the number of yards you can walk in one round. If you run, you can cover double the distance.

 

Archers: check the range of your weapons (page 42 of the Players' Guide). Crossbows are at short range, but loading your weapon is a major action and you cannot fire until next round. Longbows and shortbows are at long range (-2 to attack) but you can fire this round. Thrown weapons are out of range. Attack = Dexterity(Bows) Test (3d6) + Dexterity Modifier + Bow Focus(+2 if applicable) - Armor Penalty(if applicable). Damage is as listed on page 42. Don't forget to add your Perception Modifier to your damage roll!

 

Mages: check the range of any spells. The range of Arcane Lance is 16 yards. You can move up to half your speed as a minor action, but that will not bring you close enough to attack this round. You will have to close distance. Attack(Arcane Lance) = Magic Test(3d6) + Magic Modifier. Damage = 1d6+Magic Modifier.

 

Dual-Wielding Rogues: You are well outside melee range, and no one present has a speed that can bring them within melee range in one round. You can run forward this round and use Charge as your Major Action next round, moving forward for half your Speed and attacking with a +2 bonus. Assuming an attack using Light Blades, Attack(Light Blades) = Dexterity(Light Blades) Test (3d6) + Dexterity Modifier + Light Blade Focus(+2) + Charge Bonus (+2 if applicable). Please roll separately for each weapon. Damage is as listed on page 42. Don't forget to add Strength to your damage!

 

Warriors: You are well outside melee range, and no one present has a speed that can bring them within melee range in one round. You can run forward this round and use Charge as your Major Action next round, moving forward for half your Speed and attacking with a +2 bonus. Assuming an attack using Heavy Blades, Attack(Heavy Blades) = Strength(Heavy Blades) + Strength Modifier + Heavy Blade Focus(+2) + Charge Bonus (+2 if applicable). Damage is as listed on page 42. Don't forget to add Strength to your damage!

 

Wolves: Defense (the number you have to beat for a successful attack) = 12. Armor Rating (the amount of damage their hide absorbs and the amount you must deduct from your damage rolls) = 3.

 

Please note that Penetrating Damage from spells ignores armor. Oddly enough, missile fire is not considered Penetrating Damage, nor is Arcane Lance. It applies only to spells like Winter's Grasp or Fireball or whatever and to some environmental damage, such as falling from a great height or getting caught in an explosion. Use common sense.

Breathe. This will seem confusing. We will play this first combat encounter completely in the open, with no concealed rolls, and if we post something that's inaccurate, we can go back and revise it. No pressure.}



#2
mysteriouspast

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Morning RP: Rael helped herself to a hearty breakfast, knowing the day would be long. With only friendly faces in the dining area, she occupied herself with some light-hearted chatter with her new traveling companions before they set off. Etienne's greenish pallor drew a commiserating smile from her, but the group was off too quickly for her to engage in any meaningful conversation with him. The brisk morning air was like a tonic to her anxious mind and she found she almost enjoyed the walk to the farm.

 

Combat Action: Ready crossbow and load a bolt.

 

My initiative roll: 3d6 + 4 → [2,4,4,4] = (14) http://invisiblecast...r/view/4559351/



#3
berelinde

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(That's all I do right now, right?)

{Yup.

 

Please, once players are in attack position, if anybody needs help putting together a combat post, send me a PM. I would be happy to help you work out the details.

 

We're entering combat, so I'm going to ask folks to check the thread a little more often than once a week. Check it daily if you can. If you can't, no worries, but if you think that many days will pass at a clip before you can post, please put up a list of attack rolls and damage rolls in the Die Roll thread and suggest some kind of target selection strategy (First choice: anything that is attacking me. Second choice: most wounded opponent. Third choice: Nearest unwounded opponent.) Alternately, you can ask someone else to make your attacks for you (including me, but don't expect riveting action prose).

 

I anticipate that people would prefer to roll their own dice and select their own targets, but RL happens to everyone.}



#4
ChachiBobinks

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Morning RP:

Etienne's morning had gone quite miserably. He didn't wish to rise when he was required to, and the morning was ill met with a crushing headache. A healing spell was cast immediately and prior to him even having the nerve to look at himself in the mirror. The others were well into breakfast by the time he finally made his way to the common room, hands grasping a pilfered mug he had filled with his healing tea. Good sense had encouraged him to forgo his fancy Circle robes - instead he opted for equally lovely trousers (a foreign concept for him, these trousers), stylish boots, and a well-fitted coat. He thought it would discourage the sort of fear he had spread the day prior, as he would no longer look like a formidable mage.

His logic didn't kick in well enough to make him think twice when he strapped a massive staff to his back.

Words were far and few in-between as he ate his breakfast. He avoided looking about the group more than necessary. Once they were off, the chilled air served as his next companion. He indulged in the little things, such as the feeling of fresh air upon his face and the sight of birds.

 

Initiative: 3d6+1=11

Combat Item: Full action will be spent in movement.



#5
berelinde

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Initiative!

 

{I'm already off to a bad start. I forgot all about initiative. That determines combat order. I will need each of you to roll a Dexterity(Initiative) test.

 

The format:

 

Dexterity(Initiative) Test (3d6) + Dexterity Modifier + Initiative Focus(+2 if applicable) - Armor Penalty(if applicable)

 

None of you have the Dexterity(Initiative) focus, so you can ignore that. All of the rogues in the party are wearing light leather armor, so they are exempt from the Armor Penalty. All of the warriors in the party have the Armor Talent, so they may attack without subtracting their armor penalty and only apply it to Speed.}

 

Wolves: 3d6+2 → [6,3,6,2] = (17)

Initiative = Dexterity Test(3d6) + Dexterity(2) + Initiative Focus(0)
 
Beldin: 3d6+3 → [4,1,6,3] = (14)
Initiative = Dexterity Test(3d6)+Dexterity(3)


#6
BFace

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Tessa got an early start so that she could spend her time tucking into a hearty breakfast.  In between bites, she exchanged chatter with her current group of companions. After eating, she went back to the room she’d been sharing with the dwarf woman and strapped on all her hardened leather.  She had a feeling that this was going to be more than just checking on these folks.

~~~~~~~~~~~~~~~~~

 

Initiative roll:

3d6+2 → [5,4,4,2] = (15)

 

Combact Action: Draws bastard sword as she runs full out toward the wolves, Plan to Charge next round.

 

(Got my question answered because berelinde is awesome and edited my post to include weapon things. :D )



#7
berelinde

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{Drawing a weapon is a minor action. Every round, you may take one major action and one minor action. If you were using a shield, that would also be a minor action, so you might have to ready your shield while your run and draw your sword right before you charge. I know. That sounds awkward to me, too, but there's nothing in the rules to forbid it.}



#8
Lorien19

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Laurelin woke up after an hour's sleep,her body still tired and her mind still restless,she had no time to loose however.

She got up took a cold bath to brace herself and got dressed in her outlandish Dalish clothes.

She quickly dried and braided her hair and made her way downstairs to have some breakfast and departed with the rest of the party.
On their way to the Brecilian forest,Laurelin's mood was vastly improving the closer she got to her element,until they caught a glimpse of a small farm and a flock of crows flying overhead,she could feel again that something was wrong,her thoughts were immediately interrupted by the sight of a human beset by four wolves.

Combat action:moves towards the wolves.Plans to change next round

 

Initiative Roll: 3d6+1 → [3,4,4,1] = (12)

 



#9
berelinde

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{Mahumia still has to go, but I'm going to drop this here. The wolves are going to attack before the party can close, anyway.}
 
Summary: The wolves attack Beldin, doing 4 points of damage.
 
Two of the wolves can't seem to get a good angle, but one launches itself at Beldin's chest, knocking him on his arse and going for his throat. The wolf misses his throat, but gets a mouthful of blood, beard, and foul language from Beldin. It nips again, trying for a second shot, but Beldin flails under it, driving his shield up and pushing it away at the last moment.
 
A fourth wolf circles around behind him and tries to hamstring him. His teeth find purchase in the unarmored backs of the human's thighs, but the first wolf's attack pushes him away before it can deliver a crippling bite.
 
"Bring it, you furry bastards!" you hear him taunt as he struggles to his knees. "I can keep this up all day!"
 
3d6+4;1d4 → [5,1,5,4] = (15) HIT, doubles, 5 SP
3d6+4;1d4 → [2] = (2)
3d6+4;1d4 → [4,4,2,4] = (14) MISS
3d6+4;1d4 → [4] = (4)
3d6+4;1d4 → [5,1,3,4] = (13) MISS
3d6+4;1d4 → [4] = (4)
3d6+4;1d4 → [6,3,4,4] = (17) HIT
3d6+4;1d4 → [2] = (2)
Attack(3d6+4) versus Beldin's Defense(15)=10+Dexterity(3)+Shield(2)
Damage(1d4+4)- Beldin's Armor Rating(4)
 
The wolf that got the 5 SP is going to do Lightning Attack for 3 SP and Knock Prone for 2 SP. That's going to knock Beldin over, and he will have to spend his turn getting up and regaining his bearings. The wolves will get +1 to attack him next round.
 
Lightning attack
3d6+4;1d4 → [1,3,6,4] = (14) MISS
3d6+4;1d4 → [1] = (1)
same explanation as previous roll, but no stunt points will be generated this attack.

 

 

 

It's kind of a shame it went down this way, because I rolled Beldin's attack before I rolled the wolves. This is what he would have done, were he not lying on his back with a wolf at his throat.

 

3d6+5; 2d6 → [6,1,6,5] = (18)
3d6+5; 2d6 → [5,6] = (11)
Attack=Strength Test(3d6)+Strength(3)+Axe Focus(2)
Damage=Weapon Damage(2d6)+Strength(3)-Enemy Armor Rating(3)
 
With doubles and a Dragon Die of 6, Beldin would have had 6 stunt points to spend. As he has a multitude of targets, he would have gone for Dual Strike(4 SP), which applies his original attack roll and damage to a second wolf. He would have had 2 more stunt points to spend, so he would Knock Prone one of the wolves, which would have given anyone else attacking that wolf +1 to attack rolls. And the wolf would have been the one on its fuzzy backside, trying to figure out why it had the imprint of Beldin's shield boss embedded in its snout.
 
Oh, well. Better luck next round.


#10
TreeHuggerHannah

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Night/Morning At the Inn

 

Tempest bid Laurelin goodnight. They would be leaving early the next day and she was not inclined to mingle with strangers, so she retired to her room as soon as she had exchanged farewells with the Dalish woman. 

 

After carefully bolting the door behind her, Tempest dropped to her knees in prayer. She implored the Maker's blessing upon her children and her circle. She prayed for the absolution of her sins, and for strength and fortitude for the task ahead. Tempest did not know what the near future held, but she vowed to do her best to follow the example of Andraste and do the Maker's will.

 

As her prayers concluded, Tempest felt weariness beginning to overtake her. She stood, stretched, and undressed for the night. When she was in her shift - her wrists still carefully wrapped in their cloth bindings - she loosely knotted her blue scarf on the bedpost near where she would rest her head.

 

In spite of her tiredness, sleep was, as always, elusive when Tempest crawled between the sheets. When she finally drifted off, the usual demons returned to haunt her. No literal demons whispered in Tempest's sleep tonight - but the metaphorical ghosts of the past continued their nightly assault.

 

Midway through the night Tempest woke, heart pounding and breathing ragged, the sheets twisted around her splayed limbs. Her eyes darted wildly around the unfamiliar room. Tempest was unsure where she was... till she saw the blue scarf on the bedpost. A cue left for herself that she was safe, that she was in the present. She relaxed, and her frantic heartbeat slowed. She focused on her breathing, slow and deep, in and out. It wasn't long before she was asleep again. At least she hadn't woken screaming this time.

 

Tempest was already up and dressed when innkeeper knocked on her door. It was her habit to rise before the sun. The sooner she was on her feet, the less time she would be forced to spend fending off the nightmares that plagued her slumber.

 

She appeared in good spirits when she arrived in the dining room, no worse for the restless night; her nights were always restless, and she was accustomed to it.

 

Tempest was clothed in nondescript traveler's garb, clean but well-worn. Nothing in her manner of dress would call attention to her, let alone identify her as a mage. Her blue scarf was once again looped around her neck. Tempest's staff was simple, the sort that could easily be taken for a mere walking stick. She was far too used to hiding her magic, and this morning was no exception.

 

Breakfast was tasty, and Tempest ate plenty to fortify herself. She enjoyed the brisk walk, the sun shining down and the faint hint of chill in the air. Tempest didn't speak much as they walked, but the silence was companionable.

 

As they approached the farm, though, it became clear all was not well...

 

Combat

 

Initiative: 3d6+1=8

 

When it's her turn, Tempest will spend this round drawing her staff and running toward the fray. Her intention is to heal heal any injured comrades if necessary when her initiative is up and attack if not.

 

Tempest quickly took stock of the wolves, and their victim. The wolves would need to be taken care of before she could see to the injured person, she realized. She took off at a run, moving closer, but Beldin had already reached them. Tempest watched in horror as the creature attacked the warrior and first blood flowed. She continued running toward the battle, ready to intervene with healing or offensive magic of her own...


#11
Mahumia

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Morning:

 

Bartha grumbled when there was a loud knocking on the door "Go away... it's way too early". She yawned and stretched before stepping out of bed. She touched her clothes which were hanging to dry near the fireplace. Still a bit damp... She sighed, but got dressed anyway. At least the clothes were clean... In the main chamber she helped herself to a hearty breakfast before moving onwards with the others.

 

At the farm:

 

When the party neared the farm, the murder of crows got her attention. "What's up with them?" She wonders out loud. Then the party noticed the man who was surrounded by wolves and fighting them off. "Bunch of nughumpers!" She unsheathed her daggers and started to run towards the beasts.

 

Initiative roll:

 


3d6 + 3[6,5,6,3] = (20)


#12
berelinde

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The attack order is (Initiative rolls in parenthesis, Dragon Die decides ties)

 

Bartha(20)

Wolves(17)

Tessa(15)

Beldin(14,4)

Rael(14,2)

Laurelin(12)

Etienne(11)

Tempest(8)

 

As we should post in order, Bartha goes first, then the wolves will go, then Tessa, etc.

 

I said that we were going to do this encounter as an "open hand" with nothing concealed, so here's a screenshot of my combat spreadsheet. Ordinarily, you would never know how much health your opponents have except in general terms, but we're playing this open, so you do.

 

FuldorWolfAttackRound1_zpscc5cb4a8.jpg



#13
Mahumia

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Bartha runs in the direction of the fight, as far as her short legs allow her to go. Between breathes, you can hear her shout angrily: "Back down, you mangy scroundels (sp?)!"

{Bartha uses her turn for sprinting}

#14
berelinde

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Summary: The wolves attack Beldin doing 4 points of damage. He is knocked prone until Round 3.

 

Beldin brings his shield across his body, protecting his neck from the first wolf's attack, but that leaves the rest of his body exposed. The second wolf bites his thigh again, just above the knee this time, and the downed man howls in pain. The third wolf tries for a chunk of calf muscle above the boot and comes away with a bloody muzzle, but no meat. It tries for a second bite, but he rolls protectively onto that side as he struggles to get his legs under him and the wolf can't get a good purchase. The fourth wolf takes advantage of his contortions and seizes his free left arm between its jaws. The vambrace protects him from all but very minor damage, but his arm is knocked out from under him and he's down again.

 

3d6+5; 1d4 → [1,1,4,5] = (11) MISS
3d6+5; 1d4 → [2] = (2)
3d6+5; 1d4 → [6,5,3,5] = (19) HIT
3d6+5; 1d4 → [2] = (2)
3d6+5; 1d4 → [3,3,6,5] = (17) HIT, doubles, 3SP
3d6+5; 1d4 → [1] = (1)
3d6+5; 1d4 → [2,4,4,5] = (15) HIT, doubles, 2SP
3d6+5; 1d4 → [1] = (1)
Attack=(3d6+4)+1(Knock Prone) vs Beldin's Defense(15)
Damage=(1d4+4)-4(Beldin's Armor Rating)
 
Lightning Attack for Wolf 3:
3d6+5; 1d4 → [1,5,2,5] = (13)
3d6+5; 1d4 → [1] = (1)
Lightning Attack, same conditions as last roll, but no SP
 
Tessa is next. I could post Beldin's profanity, but it would probably get me banned, so imagine what you will, and we'll move straight on to Rael.
 


#15
BFace

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With an incoherent shout, Tessa charges forward at the wolf closest to her, swinging her bastard sword almost side armed.

 

3d6+Strength(3)+(2)Charge bonus +(2)heavy sword focus;2d6+1

 

(Link to roll)

 

3d6+7;2d6+1 → [5,6,1,7] = (19)

3d6+7;2d6+1 → [6,6,1] = (13)



#16
berelinde

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Tessa does 13 points damage to Wolf 1.

 

Your attacks are roleplaying, too, so if you wanted to describe the effects of your attack (cut a deep gash in its shoulder, etc), you could (but you don't have to).



#17
mysteriouspast

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Real squinted slightly, scrutinizing the bloody chaos in front of her. Just ahead, Tessa landed a vicious blow to a wolf that was circling the downed human. Rael took aim and fired at a different wolf that looked about to strike its hapless foe.

Her bolt whiz zed through the air and hit its target on its mangy side sending out spouts of blood. Inspired by the hit, In a fluid motion, Rael loaded her crossbow again and fired at the same wolf. The bolt embedded itself deep into the wolf's right haunch and the animal yelped in agony.

(I hope I did this right! Please forgive me as I did this entire thing on my phone...)

3d6 + 3 + 2 → [4,4,3,3,2] = (16) Hit (4sp) reload missle and lightning attack
http://invisiblecast...r/view/4561844/

2d6 + 1 → [4,5,1] = (10)
http://invisiblecast...r/view/4561850/

3d6 + 3 + 2 → [3,4,2,3,2] = (14)
http://invisiblecast...r/view/4561852/

2d6 + 1 → [6,2,1] = (9)
http://invisiblecast...r/view/4561854/

#18
berelinde

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Wolf 1 takes a total of 19 points from that. It's dead, Jim.

 

Three wolves remain.



#19
Lorien19

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Laurelin noticed that the remaining wolves were ganging up on the blonde man,she approached rapidly but steadily,feeling the mana emerging from her body,the tingling feeling sparked out of her fingertips and into the wooden staff.

The air that surrounded her,suddenly became cold an crisp,as she raised her staff ready to strike the animal that viciously seized Beldin's arm.
With each step the white glow of the forming ice,became more and more intense,until she finally released the energy towards the wolf.

 

3d6+3 → [4,3,4,3] = (14) Magic ability test

1d6+3 → [2,3] = (5) Damage

Laurelin successfully casts Winter's Grasp at Wolf 4 for 5 points of damage.
 

The animal yelped in pain at the sudden wave of frost,it's fur now covered in small ice fractals.



#20
ChachiBobinks

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It took Etienne a little longer than the others to realize what was going on, what with so many distractions around them. And once he did, his knee-jerk reaction was to run to the man. However, the closer he got, the more he started to realize that it was a bad idea. First of all, there were wolves. Mabaris, he had seen. Wolves.. not so much. But he noted gigantic teeth and the damage that claws had done to that man. That was enough for him to rethink his plotted course. Once he was a safe distance from Beldin, his running slowed.

 

That's when he got a good look at the bloke.

 

His hand flew to his mouth as warm bile rose. It took him a couple of tries to grasp his staff and swing it around. Noting to himself that it was probably a stupid move, but realizing that there were far too many wolves still attacking for him to heal, Etienne darted behind Tessa. "Don't stab me," he mumbled as his hand pressed against her back. Magic swirled around his fingertips, spreading up her spine and momentarily forming the shimmery outline of wings. 

 

3d6+4 → [5,4,5,4] = (18) (Target = 11) Link

(Tessa gets +1 to strength for encounter)



#21
TreeHuggerHannah

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Even as Tempest sprinted toward the fray, she had an instant of mental hesitation. Her pace didn't slow, but she felt a stab of uncertainty about what she was going to do. If she acted, all her companions - not just the others whose veins flowed with magic as hers did - would know she was a mage. Some might have already guessed. There would be no other reason to take a woman in simple traveling clothes carrying a walking stick along with them on a potential rescue mission. But if she did this, all her cards would be on the table irrevocably, and that scared her.

 

If she did nothing, others might suffer wounds or even die unnecessarily because of her negligence. That thought scared her even more.

 

Tempest stopped, concentrated, and felt her magic flowing down her arm, into her hand, and through her staff as a continuous wave. One wolf had died quickly, and Laurelin seemed to have a good jump on another, so Tempest selected a third wolf as her target. The magic now contained in her staff formed the appearance of a lethal spear point, and Tempest flung it in the direction of the creature.

 

Arcane Lance

Target: Wolf 3

Attack: 3d6+3=16

Damage: 1d6+3=9 - 3 (armor rating) = 6



#22
berelinde

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Plot Post, Round 3

 

The attack order is the same as last time:

 

Bartha (will be in melee range this round)

Wolves (+1 to attack Beldin)

Tessa (Heroic Offense, +1 to attack)

Beldin (may attack this round, assuming he doesn't get knocked down again)

Rael

Laurelin

Etienne

Tempest

 

The wolves are not intelligent enemies. They will continue to attack an easy target unless that target dies or another melee enemy proves a bigger threat. They don't understand ranged combat, so they will assume that the pain came from a closer source. Tessa got Wolf 1's attention last round, but it's dead now and incapable of attacking anyone.

 

Screenshot of Round 2 and Round 3 setup behind spoiler tags so mobile devices don't bleed. (Forgive the uncropped state. I can't do much photo editing at work.)

Spoiler

 

Bartha may attack at will. :)



#23
Mahumia

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Bartha launches herself at wolf who was pulling at Beldins arm. Although the wolf is jumping around, trying to get a good spot for attacking Beldin, she manages to sink her daggers into the wolfs back. Her offhand dagger comes in at a bad angle and gets mostly deflected by the wolfs spine, only creating a superficial slash. She is more lucky with her other dagger though, which sinks the blade about halfway into the wolfs abdomen. Meanwhile she is yelling at the wolves: "Take that, you son of a she-wolf!" 

 

Attack 1

3d6+5 → [1,4,2,5] = (12)

link

 

Attack 2:

3d6+5 → [4,6,2,5] = (17)

link

 

Damage: 

Dagger 1: 3-3 (wolfs armor) = 0 damage

Dagger 2: 7-3 = 4 damage

 

1d6+2;1d6+2 → [1,2] = (3)
1d6+2;1d6+2 → [5,2] = (7)

 

1d6+2=3, 1d6+2=7

(please let me know if my assumption is correct that she does 2 times 1D6+2 damage, as she has two daggers)

 

Edit: thanks for clarification, edited the post. 



#24
berelinde

berelinde
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{I'm going to need a second attack roll. Each dagger has its own attack. I'll hold off on the wolves until you've done your damage.

 

Speaking of damage, the wolves have an Armor Rating of 3, so you have to subtract 3 from your damage. Your first attack, while it hits, does not actually do any damage (which is incredibly frustrating, but you will benefit from that, too). Your second attack, if your attack is successful, it will do 4 points.

 

I will hold off on making the wolfs' attack until I know how your roll worked out, as you may have attracted Wolf 4's attention.}



#25
berelinde

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Summary: Bartha takes 3 points of damage to her hip. The wolves are unable to keep Beldin on the ground and he can attack this round.

 

Two wolves nip at Beldin's thighs, but their teeth slide harmlessly off his armor. He manages to regain his footing and will be able to attack this round. The third wolf, injured by Bartha's attack, turns to challenge a new opponent.

 

Wolf 2(target: Beldin, 15 Defense): 3d6+4;1d4+4 → [1,4,4,4] = (13) MISS

3d6+4;1d4+4 → [2,4] = (6)

Wolf 3(target: Beldin, 15  Defense): 3d6+4;1d4+4 → [3,1,3,4] = (11) MISS

3d6+4;1d4+4 → [2,4] = (6)

Wolf 4(target: Bartha, 13 Defense): 3d6+4;1d4+4 → [2,5,3,4] = (14) HIT to hip (because the wolf is in front of Bartha)

3d6+4;1d4+4 - 3 → [2,4,-3] = (3)

Attack=3d6+5 to beat target Defense (Beldin 15, Bartha 13); Damage=1d4+4-target Armor Rating. Beldin Armor Rating=4; Bartha Armor Rating=3.

http://invisiblecastle.com/roller/view/4565495/

Attack sites:

3d6 → [3,5,4] = (12) right thigh

3d6 → [3,4,2] = (9) left thigh

3d6 → [1,5,5] = (11) hip/buttock

attack sites

 

http://invisiblecast...r/view/4565511/

{Mahumia is free to write out the wolf's attack on Bartha. She may use as much or as little detail as she likes, or skip it entirely. Bramblefae does not have to wait for Mahumia to post before her attack, so Tessa is next.
 
Wolf 2: undamaged, 25hp
Wolf 3: dented, 19hp
Wolf 4: dented, 16hp}