Session 2b: Unlikely Allies

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Rusty Tincanne
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Re: Session 2b: Unlikely Allies

#81 Post by Rusty Tincanne »

Garen and Rand have the torches. Rand is covering Ulrich, Garen is covering Norgrim.

I am a bit confused about my weapon. I had planned to describe using the torch for defend or maneuver actions (not attacking with one for fear of extinguishing it). Does that means he is using it as a weapon?
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Re: Session 2b: Unlikely Allies

#82 Post by C. Steven Ross »

Yeah if you use a torch as a weapon, you don't invoke the -1D penalty for fighting unarmed. So if your hands are full, you have to sort out now if you're going to use the torch as a weapon or if you will be going unarmed.
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Re: Session 2b: Unlikely Allies

#83 Post by Marullus »

Rusty - please stop discussing tactics before the GM has chosen his actions for the conflict. :roll: Nothing there is decided. Lets just go with weapons in-hand and then we'll discuss what to act on.

GM -
We will go with what is in our hands for weapons.
Ulrich: Sword (+1 Defend)
Norgrim: Crossbow
Rand: Mace (no risk to torch)
Garen: Torch

Nobody goes unarmed.

No discussion until the GM has sent his action choices to Rusty via PM. :)
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Re: Session 2b: Unlikely Allies

#84 Post by Rusty Tincanne »

If Garen has a knife, he has no penalty to fight or feint, and the knife gives him a bonus for maneuvering. If he has the torch, he cannot really attack without risking extinguishing it.

Having the backpack and exhausted, I am at -2D for all fighter tests to start, so it makes no sense for me to do anything other than maneuver and defend (uses Will and the torch acts as a weapon, so there is no penalty).

Correct me if I am wrong, but it seems to give us more versatility. But you are the captain, so what you say goes.

Steven pointed out that in a face to face game, we'd not be allowed to go away from the table, so I am left to throw out our option in the open. Don't think it hurts us though since I am trying to give us mobility...[/spoiler]
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Re: Session 2b: Unlikely Allies

#85 Post by Marullus »

Okay. Ulrich took Garen's small sack, leaving Rand with the Torch-and-sack.

GM -
We will go with what is in our hands for weapons.
Ulrich: Sword (+1 Defend)
Norgrim: Crossbow
Rand: Torch
Garen: Knife

That's final, please. I just want us to be able to knock out that four and move forward.
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Re: Session 2b: Unlikely Allies

#86 Post by C. Steven Ross »

OK my actions are sent! Please post your three. You actually don't have to decide who does what until the cards are "flipped", so you can just send out who is doing the first action.
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Re: Session 2b: Unlikely Allies

#87 Post by Marullus »

Okay, gents. Now it is "lets see if we can not get screwed by the GM time!" :)

My proposal is:
1 - Rand - Maneuver (will 5)
2 - Norgrim - Attack (Fighter 4)
3 - Ulrich - Defend (Will 5)

We can either come out with an attack and try to squish this, but again, he might suspect that. So, other option is Maneuver first. Either way, I think we do a Defend after the attack... if the conflict isn't over, we need to get disposition back.

Discuss.
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Re: Session 2b: Unlikely Allies

#88 Post by Rusty Tincanne »

I see no problems with that. It certainly makes sense to have Ulrich do a defend action since his sword offers a +1. Like you, I was thinking it would be good to end this round with a defend, then start with Garen next round, because he can be effective with fight, feint or maneuver when opening next round, which will keep those eels on their... err... fins? Whatever. Stupid eels and their strange anatomy.

I am just not happy about Rand opening the conflict, taking the first bunch of hits and ending up with an illness as a result of our compromise. (But that cleric is too stoic to say anything himself, so he can just deal with it!)
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Re: Session 2b: Unlikely Allies

#89 Post by Enoch »

Makes sense to me too. I have faith in our Conflict Captain!
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Re: Session 2b: Unlikely Allies

#90 Post by Marullus »

"He'll never suspect us of using the same moves TWICE!"said the players!

1 - Rand - Maneuver (will 5)
2 - Norgrim - Attack (Fighter 4)
3 - Ulrich - Defend (Will 5)

Also, hit points are:
Rand 2
Norgrim 2
Ulrich 2
Rand 1

Weapons are:
Ulrich: Sword (+1 Defend)
Norgrim: Crossbow
Rand: Torch
Garen: Knife

Rand, lead us off.
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Re: Session 2b: Unlikely Allies

#91 Post by C. Steven Ross »

I scripted Maneuver - Attack - Attack. Maneuver vs Maneuver is Independent, so we roll and the effects don't interact, so also no skill advancement here.

I'm starting out with the largest eel. It swims forward, rushing in between your legs in the water, tripping you up and catching you off balance so it's smaller kin can move in for the kill.

I've got Nature 2 +2D (help) and +2D for the weapon (lithe body).

[6d6s4] = 2

With just two successes, I get Gain Advantage, giving my next character +2D.

Next you are up with a similar test. These critters are big and fierce, but still considered to be a lesser order or might than you adventurers. That gives you a +1s to tied, successful, and unopposed tests. However, you guys are fighting in chest high water, so I think that should be a factor, negating your might advantage. If Rand is making the test, he's also got a -1s for being exhausted.
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Re: Session 2b: Unlikely Allies

#92 Post by Rusty Tincanne »

Taking cues from his comrades, Rand took a position atop a large stone in the now-submerged passage. This allowed him to cast his light farther and call out vital information to the other three. He tried to minimize his movements so he and the others could see better as he shouted. "Norgrim, from the right!"
5D (will) +3D (helpers) = 8D
[8d6s4] = 6
-1s (exhausted) =5 successes total, so I will split that into:

2s - Gain position: +2D advantage to your next action.
3s - Disarm: Remove one of your opponent’s weapons, a piece of gear or disable a trait for the remainder of the conflict. taking away the next baby eel's sharp teeth
Norgrim is up with a +2D to attack! Go get him, beardy. (And don't forget your +1s for having that handy crossbow. :) )

Also, should that code have been [8d6s4-1]?
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Re: Session 2b: Unlikely Allies

#93 Post by C. Steven Ross »

Ok next up is independent Attacks. Attacks are risky! With the biggest eel knocking through, distracting you guys, and paving the way, the next one comes in for a bite, despite Rand getting everyone to protect their shins against its jaws.

I have Nature 2, +2D Help, +2D gain advantage for 6D. You guys are taking 5 damage, Norgrim first (just as soon as he rolls his own Attack).

[6d6s4] = 5
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Re: Session 2b: Unlikely Allies

#94 Post by C. Steven Ross »

!!! NOTICE !!!

From this Sunday afternoon to late Tuesday night, I will be out on a business trip to the hinterlands and will have limited access to post here. That doesn't mean you should stop posting! Just know that I will likely be pretty late in getting back to you all.

Wednesday and Thursday should be ok.

Then, starting Friday morning (one week from today) through late night Sunday April 19th I will be at a ... kind of like a private gaming convention. It's also in the hinterlands, deep in the mountains, so I won't have much internet access there either.
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Re: Session 2b: Unlikely Allies

#95 Post by Enoch »

Nodding as Rand shouts, Norgrim sights down the stock of his crossbow as the eel closes in. "I see him!" Squinting his left eye, he squeezes the trigger, swaying back a little as the bolt leaps off the string. Working quickly, he hauls back on the string, re-cocking it and fires again.

Fighter 4 + 2D from Maneuver + 3D Helpers:
[1d6] = 4 [1d6] = 2 [1d6] = 6 [1d6] = 3 [1d6] = 4
[1d6] = 6 [1d6] = 6 [1d6] = 2 [1d6] = 4
6 successes on 9 dice! I like you, dice roller! I think I'll keep you. Other than the time you made me fail an Ob1 test with 4 dice you've been very good to me. I also an additional success for a successful test with a crossbow.
7 successes total.
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Re: Session 2b: Unlikely Allies

#96 Post by C. Steven Ross »

Awesome! The bolts wound the eels and they are driven back, retreating in fear down the long, dark hallway to the far right.

Their bites, though, still take their toll. Norgrim takes 5 damage, potentially reduced by his armor.

Roll a d6. On a 4-6, the leather stops a damage.

Then figure out if you want to use your helmet to stop another point. If you do, it is damaged.

Then you take the remainder. Out of the 5 successes I got, Norgrim will be taking 3 minimum to 5 maximum, which knocks him out of the fight (2 HP). The conflict is over, but this will be important for determining compromises.

Then the Conflict Captain determines who takes the remainder. Armor can only be applied once, so you can't throw it on someone else to negate the damage down further.
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Re: Session 2b: Unlikely Allies

#97 Post by Enoch »

I will let my helmet be damaged. With any luck I can repair it with an Armorer check at some point.
Armor test: [1d6] = 2
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Re: Session 2b: Unlikely Allies

#98 Post by C. Steven Ross »

Cool! With 4 damage leftover, Norgrim is knocked out and then one other character will take damage as well. Who will it be, Ulrich the Conflict Captain?
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Re: Session 2b: Unlikely Allies

#99 Post by Rusty Tincanne »

marullus, when allocating that damage, just remember that your cleric only has Health 2. :P if there is a chance of injury, he isn't going to recover.
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Re: Session 2b: Unlikely Allies

#100 Post by Marullus »

Ulrich allows no others to take harm before him and steps bodily into the fray.
(Huzzah defender trait downside!)

He grimly slices the eel from his leg after it laches on.
(Also has his own armor.)
armor [1d6] = 6
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