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Post by zipp on Jan 13, 2009 5:45:29 GMT
Can't argue with a 20. Update is a-coming. Get ready for some camping fun, boys and Bonnie.
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Post by zipp on Jan 13, 2009 7:37:24 GMT
Owain told his intentions to Bonnie. Though the ranger had no desire to become the leader of the party, she had more experience than the rest of them when it came to traveling and surviving in the wilderness, so she naturally became the one they all looked to for order in this situation.
Michael said he was unnaccustomed to riding and was sore and exhausted as a result: he wanted to stay and help set up camp. Trenton offered to go with Owain, though, saying he had some knowledge that might be able to help. Together they left.
See your board presently for more details on what you find.
Meanwhile, under Bonnie's supervision, the camp slowly formed. At the end of two hours, a small shelter had been constructed, not perfect, but it provided enough protection from the wet and cold to raise everyone's spirits some. Gregor had even gotten into one of the trees and lashed together a few branches in such a way that water dripped continually in a single spot, providing a good source of water, and a place to refill canteens.
Just as Bonnie was beginning to try to figure out the best way to start a fire, asking around to see if anyone had brought flint and tinder, there was a crashing in the underbrush and two squat creatures emerged into the makeshift camp. They were giaks, brutish minions of the Darklords. For a while, everyone stood stunned, including the two newcomers.
Then weapons were drawn. The two giaks each choose another target, coming at them with vicious charges.
Since the giaks are as surprised as you, I'm not doing a surprise round. In any case, welcome to your first combat! The first thing to do is to know what's happening. In this case, there are two giaks. One has 2 health, the other 3. Each has a a long knife, which gives them +1 damage to all attacks. The weaker one rolls 2 dice in combat, the stronger one rolls 3. Armour is factored into their life.
I spent 6 threat to generate them (2 to create each with a D20 roll, divided by 4, spending one extra to raise one giak's health from 1 to 2, and one extra to increase the second giak's roll to 3).
The weaker one is going for Bonnie. The stronger one is attacking Gregor.
So, how do you fight? Well, the basics are to roll dice equal to your Combat score and arrange them in the order you want to "match" mine. By besting my numbers, you can deal damage.
I suggest you read over the combat rules again, but some basic stuff to keep in mind is that the last number is the "decider" of who wins the combat and deals damage. Also remember the "switch ups" and that you can save numbers for different effects. And finally, if you aren't proficient in the weapon you are using, you lost 4 dice from your pool (you always roll at least one die, though).
Of course, abilities may also be able to affect combat.
As for targets, Bonnie has to fight the weaker one this round, and Gregor the stronger one. Other characters can help them by fighting their targets. When multiple people attack a single target, that target is prone to take damage from all attackers, but can only hurt one of them itself.
If there are any questions, feel free to ask. I've already got my numbers lined up and ready to match, so as soon as everyone's posted, the first round of fighting will begin. Incorporate some description of your actions into your post (I charge the nearest giak, ducking under its blow and stabbing through its weak armour).
If you want to do something other than fight, post your intentions, and we'll work out the mechanics. Bonnie and Gregor have to fight this round, though.
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Post by Gregor on Jan 13, 2009 9:03:41 GMT
Gregor cant help but stiffle a small yelp as the giak come crashing through the trees. Quickly he composes himself and raises his arm into the sky. "Take this, you smelly bastards!!" Lightning Hand on my giak - 1d20=8, 1d20=16, 1d20=1, 1d20=19. In this order - 1, 16, 8, 19. Im not sure but that 1 might ruin everything, but this is first try so..... anyway, crispy Giak anyone???[/color]
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Post by Dirac Sil on Jan 13, 2009 19:22:24 GMT
Meldorac was slow coming to realisation of what was happening, the sounds of crashing and shouts turning from assumed 'teamwork' in camp building in his mind, to sounds of violence. He raced back to the camp, but before he broke free into the area designated for their shelter, he turned to the nearest sturdy tree and grabbed a hopefully sturdy branch, Meldorac's trying to gain some height advantage so he can see better what is going on in a sheltered environment, and get some terrain advantage
Skill rolls to quickly tree climb (1d20=10, 1d20=2, 1d20=5, 1d20=14)
Hmm, a little middling
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Post by zipp on Jan 13, 2009 21:17:00 GMT
Meldorac swung himself into the lower branches of a tree, but soon realized the error of his plan: though he could climb the tree's close branches fairly easily, the forest was tightly packed enough that hoping to get a good vantage point was out of the question. His companions were blocked from his view not only by trees, but by the shelter he had neglected to help construct.
Oh how I wish I had but one more threat token. You'd find a nasty eight legged surprise in your tree.
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Post by Bonnie Sommer on Jan 13, 2009 21:38:09 GMT
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Post by zipp on Jan 13, 2009 21:51:02 GMT
I assumed Michael helped you, as well. That leaves Meldorac as the sole "get out of work free" card carrier.
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Post by zipp on Jan 14, 2009 6:42:50 GMT
All was chaos and confusion in the camp.
Meldorac and Michael were nowhere to be seen, leaving the mage and the border ranger to fight their own battles.
Gregor leapt forward with bolts of electricity flying from his fingertips. Sparks exploded from the giak's metal sword and the creature cried out in agony. Still, giaks are a hardy breed, and even the runts (which these scouts, like all giak scouts, were) do not die easily. The giak came for Gregor with even more ferocity than before.
Okay, here's the breakdown of this fight:
Giak 2: 20 (made up of three numbers, 9+10+1) Gregor: 1, 16, 8, 19
Believe it or not, that 1 saved you. It caused a switch-up, and a 1 always wins a switch up. So you deal one damage (you're not using a weapon, just tier 1 lightning hand, so no bonus). That leaves the giak with 2 life.
Bonnie tried her best to ignore the flare up of sparks and focus on her opponent. The giak charged her, and she darted to the side, letting it's momentum carry it past. As it tried to re-orient itself, she darted in with a quick stab that broke through its armour and pierced its lung.
With a spray of blood, the creature sank to its knees, gasping for breath, dying slowly and painfully.
Here's your breakdown.
Bonnie: 4, 17+2 Giak: 9, 15
In this case, the giak wins the first fight, but you win the last and decisive one, so you get to deal 1 damage +2 (for the shortsword). That kills it.
Okay, give me a second, and I'll post the next attack. Remember, gaining insanity can add dice or let you re-roll dice in your own attacks.
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Post by zipp on Jan 14, 2009 6:52:49 GMT
Heads up, I'm double posting, so see above for the results of last round.
Though he heard the death gasp of his fellow, the giak coming for Gregor did not halt in his advance. He seemed to be bent on skewering the mage as his last act on the face of Magnamund.
Same deal as last time, only now Bonnie is free to help out (or run away).
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Post by Gregor on Jan 14, 2009 9:04:26 GMT
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Post by Bonnie Sommer on Jan 14, 2009 19:45:09 GMT
Query: Can I switch to my bow and fire without losing the round? Is the Giak too close for being able to use the Bow?
If Bonnie can use the Bow and fire this round safely, then she will do so. If she will lose the round or if it is not safe, then she will advance with her shortsword and strike at the Giak.
Let me know the ruling here, and I will make the appropriate rolls.
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Post by zipp on Jan 14, 2009 19:55:39 GMT
I would say it's too close for bow and arrow. Long range attacks are meant for any situation where it would take the enemy more than a round to reach you.
You can attack with a shortsword without fear of retaliation, though (at least this round), because the giak can only target one character a round.
After Bonnie posts, we're still waiting for Meldorac.
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Post by Bonnie Sommer on Jan 14, 2009 20:42:36 GMT
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Post by zipp on Jan 14, 2009 21:20:33 GMT
Well, 1's can be really helpful, as they cause switch ups, and automatically win switch ups. Also, bad numbers can be saved to reverse switch ups when they occur. Finally, you can gain an insanity point at any time to reroll dice or add more dice to your pool. You can also gain 2 insanity points to reverse switch ups.
Of course, combining all the numbers can be an excellent strategy, too... as long as the enemy didn't roll for a switch up themselves.
The general rule with numbers is that the higher the second digit, the better. So 9's and 19's are very good, while 10 and 2 are probably the worst numbers you can roll.
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Post by zipp on Jan 14, 2009 22:16:30 GMT
Before Gregor can summon his lightning again, he feels a searing pain: the giak's knife has cut across his outspread palms. Another slash caught the mage across the chest.
Okay, the line up here is as follows.
The giak: 18, 18 (16 kept in reserve for switch ups) Gregor: 14, 8+7, 17
Without any fuss, the giak beats both your numbers, and deals an extra damage, so that's three damage coming your way. Roll toughness. For each 16 or higher you roll, reduce the damage by one. You can roll extra dice by taking insanity.
Even as the giak sliced into Gregor, Bonnie was coming from behind. She swung into its neck. Her sword caught in its bone and muscles, but it didn't matter. The creature was dead.
Giak: 18, 18, (16 in reserve) Bonnie: 25
Bonnie wins this one with the 25. She only deals one damage, but her shortsword adds +2 to this. I spent one threat to resist damage, but I only resisted one, leaving the giak dead.
Now that battle was over, Michael and Meldorac came out from the shadows of the trees, Meldorac with sword drawn, Michael looking meekly around to see if anyone was wounded.
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