Friday, January 8, 2010

COMBAT 1





As Clovis fires, the shortest of the riggers sees the danger. He attempts to signal his friends, but only one, naked to the waist, heeds his alert. The rest are caught in a brilliant flash of light, and double over in confusion and pain. Jay stands atop the gangplank, weapon at the ready. He makes out Gardner and Blendin, not too far away, approaching the vessel at a quick walk. He also sees 3 trade council soldiers pointing at the Swoose.

Gardner and Blendin see the flash while still some distance from the ship. A group of four riggers are between them and the boat, but are facing the other direction towards the Swoose. They begin running toward the Swoose with a battle cry.


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OOC: COMBAT
Here are the starting positions and turn order for this combat. You can use my EXCELLENT map (WHICH IS NOT TO SCALE BY ANY MEASURE) to give you the gist of things. Initiative cards are in order, top to bottom.

King, Hearts. Action Taken.
RIGGERS, HALF-SQUAD 22” from Swoose gangplank, toward behemoth gate (2 on the map).

A human in a leather jerkin, wielding a wooden club.
A cat-like wildling with no visible weapon
A golden drakin, carrying a golden shortsword.
A bald human, swinging a rope with a pulley on the end.

Blendin, King, Diamonds. 75” from Swoose Gangplank toward behemoth gate.

Jay, Jack, Spades. Top of Swoose gangplank.
These Trade council soldiers also act on your turn.

TRADE COUNCIL SOLDIERS – 30” from Swoose gangplank, toward glimmerwing gate. Under the control of the players as NPC assistants.
Martog, Orc swordsmen, d6 fighting, toughness 5
Kline, Human with polearm, d6 fighting, toughness 4
Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6

Clovis, Jack, Clubs. Aboard swoose, 4” from gangplank.

Seven, Spades.
RIGGER SQUAD, by the looted cargo 10” from Swoose gangplank (1 on the map).
A short human, holding an unlit torch.
A fat human, with an unlit bottle, Blinded.
A lanky Orc with a crowbar, Blinded.
A dark-skinned human with an unlit bottle, Blinded.
A female human, with a lit torch, Blinded.
A shirtless human with a wooden mallet.

Gardner and Fang, Three, Hearts. 75” from Swoose gangplank, toward Behemoth Gate.

Here’s how it’s gone down so far. Clovis’ prep for the attack went unnoticed by the riggers (collective notice roll: 2) so he got “the drop” on them (+4 to attack roll). He uses blinding flash, and with roll + modifiers, a raise. Avoidance rolls were rolled individually, with the results shown above. The other half-squad is aware of your presence and moving to assist their comrades, as are the trade council soldiers, who are ready to assist your “defense” of the vessel. Jay will control these soldiers. I’ve given basic stats for them, but you may want them to do something that’s not listed. Let me know and I can make the roll if needed (they all add a d6 as a run die, for instance, if you want to move them closer. For simplicity, they will move as a unit.

87 comments:

  1. feel free to post in any order, although I'll resolve top to bottom, unless you're Gardner. you should wait to post your action (which we all know is run towards danger) until after I post the rigger npcs.

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  2. Clovis glances at the bellowing riggers charging toward the Swoose, still safely distant, then back to the two unblinded riggers closer in. The short rigger looks as vicious as a weasel, and the big one with the hammer would be dangerous under any circumstances. He considers that it might be prudent to shoot the little one before he can try to set the Swoose afire. Nevertheless, Clovis is reluctant to start the bloodshed, and fires a second dazzling flare at the humans on the pile of loot. (Shooting 5)

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  3. (OOC for clarity: Clovis is trying to blind the unblinded riggers in squad 1.)

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  4. The Trade Council Soldiers begin moving, then running towards the riggers (Run 1).
    ----------
    Jay keeps alert for any threats against the Swoose.
    ----------
    Holding Jay's action for either:
    1. A rigger enters the immediate area of the gangplank (i.e. melee range).
    2. A rigger appears to be making a ranged attack on the Swoose.
    Agility 11

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  5. OOC: What are jay's actions in the event of 1 and 2?

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  6. 1: Fighting 1... 2: Shooting 3...
    Gonna go put these dice up and get some different ones...

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  7. (OOC: Holy crap, I'll say! 4 dice and nothing above a 3? You did roll your wild dice, right?)

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  8. I've decided to hate blogger as it has erased everything I had written!

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  9. Blendin will check his back [notice:5]. If he appears to be clear, he will make movement as necessary to get within Medium range, or as close as he can to the group of four riggers. If Blendin reaches at least long range, he will take a shot. [shooting: 3]. If the shot is ignored, Blendin will reload; if they turn to run toward him, Blendin will draw his knife.

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  10. Blendin looks over his shoulder, and sees a group of riggers behind him and the captain on the gangway. He decides they are not an immediate threat, and begins running to the ship clutching the box carefully to his chest.

    Jay holds his position, watching the gangway carefully for signs of danger.

    The Trade Council soldiers begin to close on the Swoose at a trot.

    Clovis’ second shot lands among the riggers. Those already blinded take the brunt of the next flash as well. The short human covers his face and appears unfazed, but the unshirted fellow is not as lucky.

    The blinded riggers stumble aimlessly. The short human screams a rallying cry, and moves a few feet toward the gangplank. Jay moves to intercept, but is too late (Opposed Ag: 11 vs. 12). The short human lights and flings his torch over Tooly’s shoulder. It lands on the ship nearby, still aflame, but without starting a larger fire yet. Jay’s arm twitches, and a thorn smashes deep into the planks at the rigger’s feet.

    Gardner and Fang begin running for the gangplank, catching up to the shorter Blendin, who indicates the crowd behind them.

    ---------
    OOC:Blendin, explanation of your action follows:

    You wanted a notice check; a good plan, but also an action. You see a crowd of riggers about 30” behind you. After movement, they are 41” away – an inch is roughly 2 meters. This may be the crowd from the Behemoth gate, gathering on the causeway. You estimate more than ten. You also wanted to close distance to attempt a shot. You could run (which adds a d6 to your pace) or walk, at 5” pace. Starting distance was 75”-22”=53” from Rigger Group 2, so even a dead run of 6 on 1d6 is outside of long weapon range. Therefore, you’d run to close the gap. This induces a -2 “multiple action” penalty to all other actions this round, but the -2 to your notice roll isn’t enough to miss seeing a crowd of people.

    If you get into long range while running next round, you take the multiple action -2 for running plus the long range penalty (cumulative of a -6). In addition, you still hold the box in a firm grip (your words), and cannot shoot with your hands full. Putting the box in your pack is possible, but requires an action, which is an automatic success if walking, but requires an agility test while running. Failure drops the box. You also have to ready your musket, an automatic action, but an action all the same, and one that would induce a -2 if you wanted to shoot in the same round. Therefore, if you were at long range and put away the box, ran, readied and shot all in the same round, which is possible, you take a -6 on your Ag test and a -10 on the shot (same -6, plus a -4 for range). Neat!

    I realize you don’t have the rules in front of you, so I’m detailing here to help make combat rules available to everyone. This is our first combat with the system (for everyone) and I thought this was an awesome example.

    I apologize to JWW for taking his round 1 action – I figured “close on the enemy” since that was Blendin’s action. He is out of contact briefly, and I took the initiative. Won’t become a regular “thing”. If you want to do something different, we’ll retcon away. Otherwise, Round 1 complete.

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  11. COMBAT, Round 2. New initiative order. Everyone go ahead and take their actions at their leisure. Blendin, if you want to wait to see what the Rigger Group 2 does before taking your action, that’s fine (but they are going to run toward their comrades in Rigger Group 1 unless something happens to them first).

    Jay. Top of Swoose gangplank. Ace, Hearts.
    Trade council soldiers also act on your turn.

    TRADE COUNCIL SOLDIERS – 23” from Swoose gangplank, toward glimmerwing gate. Under the control of the players as NPC assistants.
    Martog, Orc swordsmen, d6 fighting, toughness 5
    Kline, Human with polearm, d6 fighting, toughness 4
    Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6

    Gardner and Fang (Both 64” from plank, by hilarious coincidence). Queen, Diamonds.

    Clovis. Aboard swoose, 5” from gangplank, 2” from burning torch. Jack, Diamonds.


    Five, Diamonds. RIGGERS, HALF-SQUAD 22” from Swoose gangplank, toward behemoth gate (2 on the map).

    A human in a leather jerkin, wielding a wooden club.
    A cat-like wildling who has drawn a sling.
    A golden drakin, carrying a golden shortsword.
    A bald human, swinging a rope with a pulley on the end.

    Blendin, Three, Spades. 64” from Swoose Gangplank (also by hilarious coincidence)

    Three, Diamonds. RIGGER SQUAD, by the looted cargo 10” from Swoose gangplank (1 on the map) unless noted.
    A short human, not armed, 7” from gangplank.
    A fat human, with an unlit bottle, Blinded.
    A lanky Orc with a crowbar, Blinded.
    A dark-skinned human with an unlit bottle, Blinded.
    A female human, with a lit torch, Blinded.
    A shirtless human with a wooden mallet, Blinded.

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  12. The Trade Council Soldiers continue running towards the riggers (Run 3).
    ----------
    Jay charges the short Rigger (Wild Attack, Fighting 10).

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  13. Clovis isn't too worried about the torch. Unless the Swoose's cargo is piles of oily rags or open-topped barrels of gunpowder, he figures he's got time to deal with it. He fires into the milling, blinded riggers yet again, hoping to keep them harmless until Jay or the Council troops can deal with them (Shooting 5).

    (OOC: If the short guy is still in the flash radius, great. If not, Clovis is more concerned with keeping the rest of the riggers blinded. Maybe the woman with the lit torch will set someone's hair on fire by accident.

    As an aside, I'm getting suspicious of this D&D Dice Roller http://www.wizards.com/dnd/dice/dice.htm. I've gotten a 1 on one of my dice EVERY ROLL so far. Guess as long as it's only one of them, I shouldn't complain.)

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  14. Gardner and Fang run toward the Swoose [Gardner run die 1", Fang 4"], Gardner takes a closer look at the half squad of Riggers up ahead [Notice: 3 including multiple action penalty] while he ponders his next move and motions with his hand to hold fire toward Blendin.
    ------------------
    ooc: Gardner is trying to see if by chance he recognizes one of the riggers up ahead, or if he can identify the leader of that group. Admittedly both difficult tasks given their backs being turned.

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  15. Jay charges down the gangway, his sword low to his right. As he approaches the unarmed man, the short fellow raises his arms in a futile attempt to defend himself. Jay’s menacing blow is lightning fast, striking underneath the ribcage on a savage arc that lifts the human off his feet, depositing him on the ground a few feet away. He doesn’t move [damage: 18, 3 wounds worth. Geez, poor little feller. I burned a bennie trying to save him, even.].

    The captain and his hound continue their run to the vessel, holding his hand out to deter Blendin from more bloodshed. He cannot be sure, but there aren’t many drakin among the riggers. It’s possible that the one in front of him is Tobias, one of the shift bosses at the glimmerwing gate. He and Gardner hadn’t always seen eye to eye, but he was a reasonable man at most times.

    Tooly’s next shot lands among the riggers, who are still in disarray. Most are moving to stumble and scatter, but the woman has dropped prone behind some of the crate, her firebrand falling among the pile of goods, which begins to burn. She covers her face, and avoids most of the blast.

    The small group of riggers run toward their friends who are being savaged by elves and blinded by dwarves in front of them.

    ---------

    COMBAT, Round 2 Thus Far. Blendin and Rigger Group 1 actions remain.

    Jay. 6” from Swoose gangplank. ACTION TAKEN.
    Trade council soldiers also act on your turn.

    TRADE COUNCIL SOLDIERS – 14” from Swoose gangplank, toward glimmerwing gate. Under the control of the players as NPC assistants.
    Martog, Orc swordsmen, d6 fighting, toughness 5
    Kline, Human with polearm, d6 fighting, toughness 4
    Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6

    Gardner and Fang (57” and 52“ from plank, respectively). ACTION TAKEN.

    Clovis. Aboard swoose, 5” from gangplank, 2” from burning torch. ACTION TAKEN.

    RIGGERS, HALF-SQUAD, 14” from Swoose gangplank, toward behemoth gate (2 on the map). ACTION TAKEN.

    A human in a leather jerkin, wielding a wooden club.
    A cat-like wildling who has drawn a sling.
    A golden drakin, carrying a golden shortsword.
    A bald human, swinging a rope with a pulley on the end.

    Blendin, Three, Spades. 64” from Swoose.

    Three, Diamonds. RIGGER SQUAD, by the looted cargo 10” from Swoose gangplank (1 on the map) unless noted.
    **DOWN** A short human, not armed, 7” from gangplank.
    A fat human, with an unlit bottle, Blinded.
    A lanky Orc with a crowbar, Blinded.
    A dark-skinned human with an unlit bottle, Blinded.
    A female human, unarmed, Blinded (until end of this round).
    A shirtless human with a wooden mallet, Blinded.

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  16. Blendin Runs foward [run = 4"], but continues to hold his fire upon seeing Gardner motion.

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  17. Blendin moves forward as fast as his short leathery legs will carry him, and longs for the day when his could simply lounge on a branch.

    The riggers near the burning cargo begin to scatter in random directions, but are slowed by their lack of sight. The female stays prone behind the cargo. The fat human and the shirtless man both wander towards their friends coming to their aid, while the lanky orc has stumbled quite close to the Trade Council soldiers.

    The burning torch on deck continues to smolder, igniting some nearby loose rope.
    ---------

    COMBAT, Round 2 complete. Looted cargo has begun to burn – a small fire. The torch on deck also catches a small bundle of rope on fire [rolled sixes for both of those – wasn’t expecting them to both go up in the same round]. For reference, fire grows in intensity on a successful fire roll, normally a 6 on 1d6, but if there are things that burn more easily, such as a flammable pile of looted alcohol, this roll will be “easier”.

    Clovis, re: you rolling ones, remember that if your Shooting Die rolls a 1 while using this device, it malfunctions regardless of the wild die. The blinding effect goes off on you (small burst template). An AG test can avoid the flash effect as per usual, and then a successful repair roll and 2d6 hours to work on it. Don’t worry about retconning if you missed a malfunction earlier, just remember to check in the future.

    New turn order for Round 3, follows.

    JOKER (+2 to basically everything. act at any time, including automatic interruption). Clovis. Aboard swoose, 5” from gangplank, 2” from torch fire.

    Ace, Clubs. Gardner and Fang (57” and 52“ from plank, respectively).

    Ten, Spades. RIGGER SQUAD, by the looted cargo. (1 on the map) as noted.
    **DOWN** A short human, not armed, 7” from gangplank.
    A fat human, with an unlit bottle, Blinded, 12” from gangplank, toward Behemoth Gate.
    A lanky Orc with a crowbar, Blinded 13” toward glimmerwing gate.
    A dark-skinned human with an unlit bottle, Blinded 13” toward “right” on the map.
    A female human, unarmed, prone behind burning cargo 10” from gangplank.
    A shirtless human with a wooden mallet, Blinded, 12” from gangplank toward Behemoth Gate.

    Nine, Spades. RIGGERS, HALF-SQUAD, 14” from Swoose gangplank, toward behemoth gate (2 on the map).

    A human in a leather jerkin, wielding a wooden club.
    A cat-like wildling who has drawn a sling.
    A golden drakin, carrying a golden shortsword.
    A bald human, swinging a rope with a pulley on the end.

    Six, Hearts. Jay. 6” from Swoose gangplank.
    Trade council soldiers also act on your turn. If you want them to move independently at this point, go for it.

    TRADE COUNCIL SOLDIERS – 14” from Swoose gangplank, toward glimmerwing gate. Under the control of the players as NPC assistants.
    Martog, Orc swordsmen, d6 fighting, toughness 5
    Kline, Human with polearm, d6 fighting, toughness 4
    Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6

    Six, Clubs. Blendin. 55” from Swoose.

    Initiative deck reshuffled.

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  18. Blendin is going to watch Gardner to decide what to do. If Gardner continues forward, so will Blendin [run(1d6") = 5"]. If Gardner remains where he is, Blendin will work his way back to Gardner.

    ------------------------
    Blendin doesn't like the idea of leaving his captain behind, unless it is necessary to save the ship and Gardner gives the go ahead.

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  19. Clovis senses the fire spreading behind him and curses, swinging his flare cannon toward the charging riggers and snapping off a shot hastily, hoping to avoid blinding the Council troops closing in (Shooting 13). Without waiting to see the result of his shot, he whirls and scoops up the pile of burning rope and torch and pitches it overboard into the Void (Agility 4).

    (OOC: +2 Joker bonus and -2 multi-action penalties cancel out.)

    (OOC: re: re: rolling ones: Oh...I thought it was a 1 on my Shooting ROLL (the best of the two dice) rather than the shooting DIE. I'll remember that.)

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  20. Gardner slows to a walk and brings Fang to heel (move both to 51). He beckons to Blendin to fall in and says softly, "keep your musket ready but don't fire unless they do first, and don't waste ammunition on bad shots." Gardner draws and readies his pistol and starts thinking through how he wants to proceed.

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  21. Was going to wait for BR to post the Riggers' actions first, but it's getting a bit late, and I do rather like the current pace... If any of these actions are inappropriate given placement of characters, we'll work something out.
    --------
    Jay kicks the fallen rigger's elbow for good measure (Fighting 9, Called Shot (dominant arm),). "Let's see you torch more ships with that arm."
    He then takes steps forward between the upcoming group of Riggers and the Swoose.
    --------
    As Kline approaches blowing his whistle ("tweet-tweet, tweeeet"), he attempts to trip the dark-skinned human (Fighting 2). Freym closes in on the lanky Orc and attempts to bean him (Fighting 2), while Martog moves up to the human with the mallet and attempts to push him down (Fighting 3).
    --------
    And the dice were not with the TCSs...

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  22. Clovis’ shot lands among the running riggers with a familiar flash. The flare explodes inches from the face of the bald man, who reached up to try and stop the flare. Instead, it goes off between his hands, and moments later he is on the ground, grabbing his face. All the others nearby are unaffected by the flare round due to his ‘sacrifice’. Clovis turns and throws the burning rope and torch overboard.

    Gardner and Fang begin to walk together, and he draws his pistol. The riggers in front of him appear to be at the ready, but facing the other way.

    The riggers near the burning cargo are still having difficulty seeing more than rough shapes. The human female stands, and moves away from both Jay and the burning cargo towards here comrades. It appears she has noticed both Blendin and the captain, and points in their direction, although the others make no move against the new threat.

    The wildling steps forward and looses a stone at Tooly. it whizzes by harmlessly.

    The drakin and leathered human both move to attack Jay at a run. The human’s club makes a hollow thwock against Jay’s chest, but his thick armored flesh protects him. The drakin’s blow goes wide, and misses Jay entirely.

    JAY’S RESPONSE, SEE BELOW.

    The Trade Council soldiers move deftly among the blinded men, using swift blows to attempt to subdue them. The blows are wild, and fail to connect, and Kline whistles for assistance.

    Blendin falls into step with the captain.

    The looted cargo continues to burn, but does not spread.
    ---------

    COMBAT, Round 3 complete. Crazy rolls on the flare – only the one guy got hit (rolled a snake eyes), even though there were 6 targets in the strike zone. The others had some sick rolls, including one with a d4 ag that rolled a 13. Looted cargo continues to burn. Jay, you can continue with your response from before, or if you wish, do something different based on the odd turn of events with the flare gun – if it is the same attack at a different target, feel free to use the original roll.

    New turn order for Round 4.

    JOKER (YES, AGAIN.). Clovis. Aboard swoose, 5” from gangplank, 2” from flash cannon.

    King, Clubs. Blendin, . 51” from Swoose.
    If you want to have put the box in your backpack and drawn your musket to be consistent with the captains’ orders, I’ve made an ag roll for you, you didn’t drop it. Up to you of course.

    Four, Spades. Gardner and Fang (51”from plank).

    Four, Hearts. Jay. 6” from Swoose gangplank.
    Trade council soldiers also act on your turn. If you want them to move independently at this point, go for it.

    TRADE COUNCIL SOLDIERS – Under the control of the players as NPC assistants.
    Martog, Orc swordsmen, d6 fighting, toughness 5, 13” Glimmerwing Gate side.
    Kline, Human with polearm, d6 fighting, toughness 4, 12” to right.
    Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6, 13” Glimmerwing Gate side.

    Four, Clubs. RIGGER SQUAD, by the looted cargo. (1 on the map) as noted.
    **DOWN** A short human, not armed, 7” from gangplank.
    A fat human, with an unlit bottle, 12” from gangplank, toward Behemoth Gate.
    A lanky Orc with a crowbar 13” toward glimmerwing gate.
    A dark-skinned human with an unlit bottle, 13” toward “right” on the map.
    A female human, unarmed, 12” from gangplank by wildling.
    A shirtless human with a wooden mallet, 12” from gangplank toward Behemoth Gate.

    Two, Spades. RIGGERS, HALF-SQUAD, 14” from Swoose gangplank, toward behemoth gate (2 on the map).

    A human in a leather jerkin, wielding a wooden club, 6” from plank by Jay.
    A cat-like wildling who has an unloaded sling, 12” from gangplank, Behemoth gate direction.
    A golden drakin, carrying a golden shortsword, 7” from plank by Jay.
    **DOWN** A bald human, swinging a rope with a pulley on the end [snake eyes on the ag roll, I’ll say he took the brunt of it and is going to need awhile to recover], 14” from plank.

    reshuffling initiative deck.

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  23. TIME-WARP
    As Jay regains his posture from dodging the drakin's flailing attacks, he lands his sword on the leathered human (Fighting 9).
    -------
    Jay quickly spins back around from his blow on the human to slice into the drakin (Fighting 11).
    -------
    The Trade Council Soldiers continue their previous attacks:
    Kline (Fighting 10), ("tweet-tweet, tweeeet")
    Freym (Fighting 2)
    Martog (Fighting 3)

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  24. Gardner and Fang walk forward, levels his pistol at the Drakin with a sword (for show more than aim) and he speaks, making his voice as loud and rough as he can. Fang bares his teeth and snarls beside him.

    "Alright, Tobias you lousy excuse for a rigger, time to give it up. Looks like you're as bad at rioting as you are at lifting cargo--your lines are all a mess and you've picked up more weight than you can carry this time. Looting and burning Magnus Greenbottom's favorite ship? You must be stupider than I thought. I was a better rigger as a boy on these docks than most of these lazy louts you think deserve more money.

    We've got you surrounded with firearms and deck guns, my dog's already had a taste of raw flesh this morning, and believe me you all would be dead if my man weren't showing mercy with that deck gun. Even if any of you get out of here alive I will make it my personal mission for the rest of my years to make sure that Magnus or anyone that does business with him never hires any of you or anyone you know ever again.

    Now I bet the Trade Council doesn't really have the time or the space to confine you idiots right now, so I imagine if you all scram to somewhere else and start drinking that alcohol instead of using it to burn ships this problem will all go away and I can devote my time to something productive instead babysitting a bunch of drunken lubbers."

    --------------
    OOC: If that takes multiple rounds to say I'll continue to walk forward while saying it unless the riggers look like they're going to turn and attack Blendin and I. I want to time my speech with Blendin readying his musket if he's going to, if he's taking some other action I'll just go ahead and do it. Gardner Intimidate [d8(2), d6 (4), rerolling the d8 with a Bennie, d8(8+5) = Total 15 (w/ +2 Charisma) plus any situational modifiers], Fang Intimidate [d8 (4) = Total 4].

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  25. As Blendin slows to meet up with the captain, he places the box carefully in his bag and shifts his musket, aiming for the closest rigger, but holding fire, waiting for the Captain's word.

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  26. Blendin continues to keep pace with the Captain, while aiming.

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  27. Things are getting messy, it seems, as Clovis turns back from saving the ship and seeing Jay battling two riggers, these actually armed. He spies the slinger who'd sent a stone whizzing past him standing openly on the walkway with Gardner and Blendin approaching from behind while the Council troops swing wildly amidst the stunned looters. Here on the poopdeck of the Swoose, he's safe from anything short of another slingstone, and can see everything. His rage at the destruction has given way to a thrill of heady power. He unslings his musket and readies the first round, waiting on developments.

    -----------

    (OOC: Taking full advantage of the joker. Probably going to shoot, but exactly what is uncertain. Joker +2 and multi-action -2 for readying the gun and firing same turn cancel out, if I understand correctly. For narrative purposes, I had Clovis ready his gun, but I'll retcon that if something unexpected happens. Otherwise, I'll likely be "interrupting" someone with a musket ball via retcon.)

    (OOC 2: Out of curiosity, did you count the -2 penalty to the Ag rolls for the raise on my shooting roll? The double raise, actually. If not, don't bother to retcon, since I probably missed a failure earlier myself in all those ones I was rolling. If so...wow. Also, does a double-raise give -4 to the Ag rolls or just the -2? I'm unclear on multiple raises in general.)

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  28. OOC: I did take the AG-2 into account. multiple raises only apply to damage rolls, I'm afraid.

    That said, it was the craziest ass set of rolls I've ever had. Everyone except for the guy with a d8 exploded. re-dunk-ulous.

    I'll update the post in a few and then you can retcon away. I'll let you interrupt whatever you want, and then update with the result of said interruption.

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  29. The leathered human’s left arm crunches, and he collapses with a yelp. Jay’s swing opens a pressure cut from the drakins chest. [Tobias is shaken, mediocre damage roll].

    Kline crushes the darkskinned human with the flat of his polearm. The orcs are clumsy and afraid, and miss.

    Blendin has leveled his musket, and walks with the captain and his rumbling warhound. The captain’s voice reaches Jay and Clovis’ ears, presumably the riggers as well. He gets as far as “we have you surrounded…”

    The drakin backs from Jay, clearly afraid, near the cargo with his weapon on the defensive. Tobias turns his head to bellow in a cracking voice, “Look behind you, old man! We’re burning more than just Greenbottom’s tiny ship. And you’re the one who is surrounded!” As you all look beyond your tiny skirmish, you see that Madness has enveloped the Shipyard. A large group of riggers is swarming off Concordia, an independent cargo frigate captained by Marcin Ljuba. She is beginning to burn in earnest. Beyond, a number of other ships are spewing smoke, and the causeway near the dragon gate appears to be aflame. The massive sails of a Council ship are on the horizon, making its way toward the dock, but it will be at least half an hour before it arrives to land its troops.

    The human woman is running from the intersection now, arms flailing but hands empty, toward Gardner and Blendin. She is screaming for assistance.

    The scattered riggers move toward the glimmerwing gate and the two orcish soldiers. The fat man throws his unlit bottle, which smacks Martog in the face. His nose appears to be broken, and he roars with pain. Their other attacks miss.

    The catlike wildling holds his ground, and loads another stone in his sling.

    Kline’s whistle appears to have been heard – but not by other soldiers. A group of ten riggers are exiting out the glimmerwing gate, improvised weapons at the ready.

    The fire among the loot pile continues to burn, but hasn’t spread.

    ---------

    COMBAT, Round 4 complete except for the retcon - blendin feel free to act, I will update with rigger actions after, as well as resolve the retcon. Don’t be too hard on Kline – the round 5 riggers were planned.

    Round Five, new opponents entering the field. 60”, at glimmerwing gate, 10 men strong. We’ll call this Rigger Group 3. Another “Group” of riggers aboard Concordia, approximately 20 men, Rigger Group 4, 100” toward the behemoth gate. They don’t seem to have noticed your little scuffle amid the confusion – yet – and won’t enter the turn order.

    New turn order for Round 5.

    Queen, Hearts. Blendin, . 46” from Swoose.

    Ten, Hearts. RIGGERS, HALF-SQUAD 2.
    A cat-like wildling who has reloaded its sling, 12” from plank, Behemoth gate direction.
    **SHAKEN** Tobias, carrying a golden shortsword, 6” from plank by Jay.

    Ten, Diamonds. RIGGER SQUAD 3, by the Glimmerwing Gate, 60” away. Ten men strong.

    Nine, Spades. Gardner and Fang (46”from plank).

    Five, Hearts. Jay. 6” from Swoose plank.
    Trade council soldiers also act on your turn.

    TRADE COUNCIL SOLDIERS – Under the control of the players as NPC assistants.
    **SHAKEN** Martog, Orc swordsmen, d6 fighting, toughness 5, 13” Glimmerwing Gate side.
    Kline, Human with polearm, d6 fighting, toughness 4, 12” to right.
    Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6, 13” Glimmerwing Gate side.

    Two, Hearts. RIGGER SQUAD, by the looted cargo. (1 on the map) as noted.
    A female human, unarmed, 20” from plank toward behemoth gate.
    A fat human, unarmed, 13”, toward Glimmerwing Gate.
    A lanky Orc with a crowbar 13” toward glimmerwing gate.
    A shirtless human with a wooden mallet, 13” toward glimmerwing Gate.

    Two, Clubs. Clovis. Aboard swoose, 5” from plank, 2” from flash cannon.

    Out of the Fight
    **DOWN** A short human, 7” from plank.
    **DOWN** A bald human, 14” from plank.
    **DOWN**A human in a leather jerkin, 6” from plank.
    **DOWN** A dark-skinned human, 13” toward “right”.

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  30. Blendin begins to realize how much he needs a new musket, with a MUCH longer range of fire. "What are your orders, Captain?"

    --------------------
    Hold action for Gardner's Orders.

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  31. RETCON:
    Clovis sees the fat human about the throw his flask, and shoots him through the back (Shooting 7, damage 13). Cocking his musket again, he hears the drakin's bluster and sees the new riggers coming. He bellows "All aboard, boys! Time to leave!"

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  32. OOC: Looks like I'll be waiting a while to act again. Law of averages, eh?

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  33. ooc: okay then, that's sufficient to down the man with the bottle prior to his throw, as per interrupt rules. As a result, Martog isn't shaken. You'll need to reload this (fifth) round, Tooly, but because of the nature of your musket, you can fire on the same turn at a standard multiple action penalty. The cat wildling slings his stone at Clovis, and misses, Tobias holds his ground, and takes a defensive stance. Rigger Squad 3 begins charging to help their brothers in combat, closing to 52" from the gangplank.

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  34. "Let's just shoot all the bastards between us and the ship."

    Gardner and Fang begin running towards the Swoose again. In Orcish he command Fang to go after the cat-like wildling. "Fang loves to play with cats. I hope you have a few lives left," he yells at the wildling while brandishing his pistol and charging.

    -------------
    OOC: Run rolls [4 Fang, 2 Gardner]. Intimidate rolls [-1 Fang, 5 Gardner].

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  35. Martog, anger rising, takes a hard swing at the topless Rigger (Fighting 9).
    Freym takes another swing at the Orc carjacker (Fighting 3).
    Kline moves past the loot pile and takes a swing at Tobias (Fighting 5).
    --------
    Jay moves around Tobias to close in on the wildling. He takes a swing (Fighting 16, -2 multiple action), calls out to his allies, "Hurry up and get the boat ready! I don't want to spend all day fighting these inbred mules," then takes a shot at the woman calling for help (Shooting 6, Bennie 15, -2 multiple action).

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  36. Blendin bursts forward, making up for lost time. [run = 11]

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  37. Clovis watches Freym miss her orcish target--again--as he's cocking his gun and mutters something about goblins doing all the fighting. He fires hastily at the orc with the crowbar and misses, feeling mildly embarrassed and glad no one heard his snide remark. (Shooting 3)

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  38. (OOC: Can Clovis cock his gun and aim in the same turn?)

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  39. The wildling hisses in defiance at Gardner and his hound (I swear this game’s mechanics are absurd sometimes, he just rolled a 14 on a d4 spirit roll to contest that intimidate), but the woman is visibly shaken by the threat.

    Blendin’s Action (which I assume is run. If you decide to attack, we’ll work something out in the familiar retcon fashion.)

    Freym misses her attack and Kline’s blow is easily deflected by Tobias. Martog slashes down the shirtless man with his bone sword(wounded and down) .

    Jay moves deftly, striking down the wildling who has turned his attention to his at Gardner(two wounds, down) . His other wrist snaps out and a thorn a handspan long pierces the woman’s throat. She drops with a gurgle. (three wounds, down)

    The orc, fearful as his companions drop all around him, turns and tries to back away from the soldiers. Martog and Freym take a swing at him. Martog’s blow lands, and the lanky orc stumbles(shaken). He doesn’t even flinch at Clovis’ wild shot.

    The loot pile continues to burn without change.

    The riggers behind you still haven’t noticed you.

    The riggers near the glimmerwing gate continue their charge, and Tobias shakes off his injuries.

    ---------

    COMBAT, Round 5 will be complete following Blendin’s action. Blendin, you may act immediately after Gardner, if it’s relevant.

    Slippery slope, but I’d say that as long as you don’t move, you can cock and aim in the same turn. However, no actions that require rolls can happen with aiming, as per the full round aim stipulation.

    Turn order for Round 6.

    ACTION TAKEN. Jack, Clubs. RIGGER SQUAD 3, by the Glimmerwing Gate, 41” away. Ten men strong.

    ACTION TAKEN. Ten, Spades. Tobias, carrying a golden shortsword, 6” from plank.

    Seven, Hearts. Blendin, . 46” (minus x, probably) from Swoose.

    Five, Spades. Jay. 12” from Swoose plank toward Behemoth Gate.
    Trade council soldiers also act on your turn.

    TRADE COUNCIL SOLDIERS – Under the control of the players as NPC assistants.
    Martog, Orc swordsmen, d6 fighting, toughness 5, 13” Glimmerwing Gate side.
    Kline, Human with polearm, d6 fighting, toughness 4, 12” to right.
    Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6, 13” Glimmerwing Gate side.

    Five, Clubs. Gardner and Fang (38 and 34”from plank, respectively).

    Five, Diamonds. **SHAKEN**Lanky Orc with crowbar, 19” toward glimmerwing gate.

    Two, Diamonds (how’s that for balance). Clovis. Aboard swoose, 5” from plank, 2” from flash cannon.

    OUT OF FIGHT
    **DOWN** A short human, 7” from plank.
    **DOWN** A bald human, 14” from plank.
    **DOWN**A human in a leather jerkin, 6” from plank.
    **DOWN** A dark-skinned human, 13” toward “right”.
    **DOWN** A fat human, 13”, toward Glimmerwing Gate.
    **DOWN**A shirtless human, 13” toward glimmerwing Gate.
    **DOWN**A cat-like wildling, 12” toward Behemoth gate.
    **DOWN**A female human, 20” toward Behemoth gate.

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  40. I think you missed Blendin's action. It was a small post:

    Legal-Right said...
    Blendin bursts forward, making up for lost time. [run = 11]

    JANUARY 12, 2010 8:33 PM

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  41. That I did. Blendin is now at 35" from the plank. Continue round 6.

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  42. Jay is going to charge back at Tobias (Fighting 9, Wild Attack).
    -------
    Kline also strikes at Tobias (Fighting 9),
    while both Martog and Freym take a swing at the orc (Fighting 5 and 19, respectively).
    --------
    That new d6 is working out. Was going to say the d8 not so much, but now Freym just double raised...

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  43. Blendin begins to wonder what good it is to be a sniper without a weapon that can shoot long distances. "Snipers don't run!" [run= 3]

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  44. ooc:Jay hits with raise, damage sufficient for 1 wound. Kline also hits, adding 2 wounds. Tobias is not down, but is shaken with 3 wounds (13 on his incap roll). he drops his sword.

    Both Martog and Freym hit the shaken orc, damage sufficient to drop him.

    Blending moves to 27" from plank.

    Since there are no viable enemies within range, and tobias can't get rid of his shaken for at least three rounds based on my rolls, I'm going to compress rounds a tad. Everyone can take 3 turns worth of actions. Gardner and Clovis will get an extra fourth action in this compressed time to account for the fact they have not yet acted in this round.

    The loot pile fire does not spread for the next 3 rounds.

    The charging riggers in group 3 are at 41" this round, and then 34", 24", 15" from the plank (clovis, you can assume they are X-5" inches from you on the poopdeck. blendin, its a bit more complex depending on your current position, but assuming you are running to board the ship at the same time they are, range modifiers are probably long, medium, medium.)

    At the end of this compressed time period the group of riggers from the concordia will take note of you.

    The ship has 2 tie offs, one bow and one aft, to the pier. An Ag roll to remove them, or cutting damage to the ropes of at least 4 (or bludgeoning/shooting damage of 8 to the posts) will set the ship free. Once the ship is floating, shots from it to the dock are at -2 for moving platform.

    Post your actions, and I'll resolve them to start round 10.

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  45. Clovis figures Jay and the Council troops have things handled for now. Slinging his musket, he steps over to the flare cannon and powers it on, bellowing to the Council troops, "You boys best get aboard with us! Bring the crowbar!"

    Realizing he'd best not untie the mooring rope until everyone is on board, lest the ship drift and the boarding ramp fall away, he then takes careful aim at the charging riggers. He waits until they're at the perfect range, just before the intersection where they could possibly spread out. With a faint smile, he presses the trigger.

    ----------

    OOC:
    Round 6: Sling musket, walk to flare gun.
    Round 7: Ready flare gun (Weird Science: 4).
    Round 8: Aim.
    Round 9: Fire flare gun at riggers 15" away (Bennie, Shooting 6+2=8).

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  46. Gardner and Fang hoof it toward the plank. Gardner draws his dagger with his other hand (round 1). He waves his gun and shouts at the approaching riggers. "First one of you to touch my ship gets thrown into the void." (round 2 - Intimidate 7) "Or maybe I'll just feed you to my dog." (round 3 - Intimidate 10) Fang snarls at the riggers as he runs alongside. (Intimidate 3, 1, 2)



    --------
    OOC: Run totals for Gardner: 9, 7, 7 ending at 15. Fang 9, 10, 10 but he's going to slow down and stay with me at 15 since I'm not doing so hot on the running. Looks like we're going to get cut off. It looks to me like we're 5" west of the loot pile and Rigger Group 3 is 5" south. Is that correct?

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  47. Blendin makes a hard run for the plank, griping his musket at his side. [3 rounds of Run = 7, 4, 5]. Blendin is finally in range of shooting the oncoming riggers, but decides he could get off some better shots if he is able to get still closer.

    -----------------------
    ooc: This should put Blendin 11" from the plank, and after a bit of math, 18" diagonal Rigger group 3. If I were to take a shot from here, it would be a long shot of 36 meters, correct? What is the penalty for a shot at this range?

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  48. OOC: re: Blendin range:
    Standard musket has ranges 10/20/40 (in inches), so 18" would be medium range, -2 to hit.

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  49. OOC: okay. I thought the 10/20/40 was in meters. Thanks for the info.

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  50. ooc:Alright, couple notes. Gardner had an extra turn of running for round 6 (4 turns total). Looks to me like at the end of round nine, you should be 1” from the plank (I rolled a 3 for ya).

    Blendin has a different but similar issue. Looking at your rolls, which I assume are just a 1d6, I notice 2 things. First, the way running works you get your pace + 1d6. This 1d6 does not explode, because I don’t want to have situations where someone runs 25” in 6 seconds. So, based on your rolls of 6, 4, and 5, you’d have moved 30”, or in layman’s terms, be on the boat. You can therefore fire from the deck of the boat to the fellows, who are still in medium range, and no Pythagoras required (thank all that is holy). Remember you still need to power the ship with your cargo, too, so that’s another consideration. Bacty is correct on the ranges, for future reference.

    Based on these issues, I’ll let you guys verify your actions (if you’re happy with my interpretation, just say so) and then I’ll do a turn order update later today). Clovis, I see nothing here that’d require your attention, but Jay, your emailed response could modify slightly I imagine.

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  51. ooc: Well, for the sake of clarification, do I roll a wild die when rolling for run? And from now on, a run = 6" [my pace]+ the roll of 1d6?

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  52. Jay takes another swing to put Tobias down (Fighting 3, Bennie 18).
    He then picks up Tobias's sword, has a short and yet humorous dialog with Kline about the ethics of such action when a new group of Riggers is charging down the ally.
    After this Jay approaches the first fallen Rigger and breaks his elbow(s).

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  53. ooc:good question blendin. I sent a query to the offical forums, but my read is no, you don't get a wild die for running. If I hear differently, I'll let you know. Update for round 10 to follow shortly.

    ReplyDelete
  54. A few moments respite from battle allows you to take measure of the situation. Ten riggers lay bleeding or dead by your hands. The shipyards are aflame in various locations. Half the ships you can see are belching smoke. Riggers are everywhere, and a green banner flies over the behemoth gate. You see more than a few men pushed or falling into nothingness. The Swoose is still tied, front and back, and her envelope is deflated. She can fly like this, but it will be difficult, slow going.

    Freym, Martog and Kline all stand line abreast a few feet in front of Gardner, weapons at the ready. They look nervous. Kline says, “You’re a soldier, Martog, I don’t give a damn if your father’s father was a pirate. Let the elf loot the dead if he wants, but don’t help the dwarf!” Martog smiles and says, “Crowbar pay for our ride off this wooden tomb!” Freym looks to Gardner, hoping that her mate is correct.

    Jay, for his part, seems quite pleased with his new sword, even if it is made from inferior materials. Tobias does not appear to need it any longer.

    From his position at the bottom of the gangplank, Gardner sees the approaching throng. He shouts his threats, and more than a few of them look stricken with fear. If it is the bodies, the fires, or his words, he is not certain. They are still too close for his liking, by half. Then Tooly fires, and a brilliant flash explodes around them. Having not seen the cannon used, most of them are caught by surprise. The indicator dial on the flare cannon drifts into the redzone, and a hiss of steam exits a check valve.

    Blendin rests his musket atop the port rail, midships. He short height pays off at moments like this. ooc: you’ll have a +1 to hit if you fire this coming turn, blendin.

    A few of the riggers continue at a stumbling pace. Those that are not terrified or blind (or both) charge forward to meet the Trade Council soldiers. The feisty man throws a wild punch at kline, which grazes his jaw. This distracts him long enough for the nine-fingered man in a butcher’s apron to chop him from the other side. His blade bites deep into his shoulder, and Kline crumples to the ground. The crafty looking fellow swings at Martog, but misses.

    ---------

    COMBAT. That double intimidate was far more effective than I expected – and coupled with the blind is pretty awesome.

    Poor Kline, bad break on that one. He’d been so lucky so far.

    Round 10. Back to real time.

    ACTION TAKEN. King, Hearts. Rigger Group 4, 20 men, 82” toward Behemoth Gate.

    ACTION TAKEN. Queen, Spades. RIGGER SQUAD 3.
    An ugly human, with a wooden spear. Blinded. 12” from plank.
    A tattooed lady with a belaying pin. +2 for Gardner. Blinded. 12” from plank.
    A fiesty human unarmed. 4” from plank
    A blonde woman with a silver knife. Shaken. Blinded. 12” from plank.
    A pale human with bone staff. Blinded. 12” from plank.
    A nine-fingered human with a bronze meat cleaver. 5” from plank.
    A scarred glowborn with a hook. Blinded. 12” from plank.
    A barrel-chested orc unarmed. +2 for Gardner. Blinded. 12” from plank.
    A young human with a broken board. Shaken. Blinded. 12” from plank.
    A crafty human with a cudgel. +2 for Gardner. 4” from plank.

    Jack, Diamonds. Gardner and Fang, 1”from plank.

    Eight, Spades. Blendin, Swoose, midship.

    Six, Clubs. Jay. 2” from plank.
    Trade council soldiers also act on your turn.

    TRADE COUNCIL SOLDIERS – Under the control of the players as NPC assistants.
    Martog, Orc swordsmen, d6 fighting, toughness 5, 4” from plank.
    **DOWN** Kline, Human with polearm, d6 fighting, toughness 4, 4” from plank.
    Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6, 4” from plank.

    Three, Spades. Clovis. Aboard Swoose, 5” from plank, at flash cannon (out of charges).

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  55. Angry that his new prize is going to get bloody, and willing to take that anger out on those whose blood is going to be spilled, Jay jumps into the fray. He first swings at 9-fingers (Fighting 6, Multiple Action), then swings at Crafty with golden blade (Fighting 5, MAP, Offhand).
    --------
    It's been a while since he's wielded two weapons...
    Huh, cool: Combat Survival Guide
    Conversion Data (i.e. Edge descriptions)

    --------
    The two TC Orcs take swings at the respective closest assailants (Martog Fighting 9) (Freym Fighting 5)

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  56. Blendin calls down to Gardner, "Should I inflate this bad boy?"

    -----------------------------------
    ooc: Depending upon Gardner's response:
    Gardner says, yes: Blendin will take make a multi-action at -2 (Shoot the feisty human [-1] and get my shiny box into the envelope).

    Gardner says, no: Blendin will take his time and shoot the feisty human [+1]

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  57. Gardner bellows in common, "everybody aboard," then in Orcish to the trade council soldiers, "drag your friend aboard, we'll drop you somewhere safe." He levels his pistol and takes a clean shot at the crafty human. Fang lunges at the feisty unarmed human. Gardner then walks up the plank and takes up a position to cover the retreat with his pistol.

    -------------------------
    OOC: Shooting roll is 12 (aced + intimidate bonus). Fang's Fighting roll is 7.

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  58. ooc: With Gardner on board, if he says to inflate the envelope, Blendin will secure my musket and head straight that way, without taking a shot.

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  59. ooc:

    Gardner's shot hits with a raise. Does a thoroughly average 10 damage, which is shaken, 1 wound. Crafty Human is DOWN.

    Fang's fighting attack is successful with a raise. He does 7 damage, which is shaken.

    I'll need blendin's action before I continue. I trust it'll be a good one.

    Also, are Jay's action rolls the dice only, or have you also included the modifiers? In fact, at some point we should standardize this so I don't miss things, probably always give me the raw, and if you want to remind me of relevant modifiers (which is extremely helpful, btw) maybe do it this way: "Rolled a 11. -2 MAP, +2 Intimidate bonus, +2 Wild Attack." (which would mean you think your total is a 13, unless you are unaware of some other modifier that I remember).

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  60. ooc: one more question. Are Fang and the TCSs going to attempt a retreat toward the ship after their attacks? Are they going to try and bring along Kline/Kline's body (yay for not knowing if he's dead or not!).

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  61. Upon giving it a moments thought, Blendin secures his musket and quickly makes his way into the ships envelope. He pulls out his newly obtained box and opens the lid.

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  62. I wasn't sure if you could move, attack, move in this system or not. If so then Fang will follow me up the plank after he attacks.

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  63. ooc:Move,attack,move is perfectly legal. In fact, move, attack, move, attack (with another weapon), move is legal.

    Gardner reaches the top of the gangplank and moves to the port rail. Fang is on the plank following his attack.

    Blendin disappears inside the envelope. Wonder what's gonna happen to him - I guess we'll find out in a bit.

    Jay's attacks both miss. Freym swings at the shaken man, before grabbing hold of kline's collar and dragging him back (fighting, str multiple action, move 6" up the plank, move 3" with str failure). Fighting attack hits, 1 wound. Str roll succeeds, moving onto ship. Martog attacks the Butcher, and then disengages to head up the ramp. Fighting attack hits, just enough damage. The butcher is shaken, and he is able to disengage up the ramp. This action taken at Jay's direction via email.

    Does Jay also wish to move back toward the ship? In theory, all actions (and moves) should be determined before rolling, so if you were thinking to not move to avoid disengagement attacks (or because Jay wants more blood after missing), I'd prefer that you don't retcon it now. If however you just forgot, go for it.

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  64. Clovis figures it's time to leave, with the flare gun empty and so many riggers baying for blood--if Jay and the Council troops can get their butts on board. The blinded riggers are too far away to catch them if they hurry. He unties the aft mooring rope (Ag 5), but leaves it wrapped one turn around the post and stands on the end to keep the boat from drifting. Seeing Gardner moving aft with an empty pistol, he says, "You wanna get us loose for'ard, Skipper?"

    -------------

    (OOC: Can Tooly see/shoot over the railing if he kneels behind it for cover? Probably not important now, but might be later.)

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  65. ooc: the railing provides light cover (-1 to hit). if you kneel, it would give you a -2 total, due to smaller cross-section and the rail. Your AG roll succeeds.

    I'll do an update when I get home tonight. I don't have my initiative cards with me here, and don't want to start a new deck - you should be getting close to some Jokers by now.

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  66. Inside the envelope, Blendin finds himself surrounded in swirls of dark yellow paint. He cannot decipher their meaning, but can see the patterns of a language evident. On the floor of the envelope, between the two central ribs, a rough circle has been inscribed, with designs that make his head spin. As he opens the box, a wall of air pushes him out of the envelope. He still holds the empty box in his hands. As he flies through the air, he sees the piece of bone shatter to dust. For a moment, he thinks he sees a woman’s face shimmering in the dust, smiling at him. The envelope seals itself behind him, and the fibers fuse together. He is unharmed by the surprisingly soft landing and lands on the deck on his back (Ag roll 4. -6 penalty). The envelope lifts off its braces, and fills above your heads. The ropes creak, but hold the ship fast to the dock. The Swoose is ready to sail.

    Kline is laying unconscious or dead on the deck. Jay is still off the ship, and Fang on the gangplank. Everyone else is aboard.

    The loot fire continues to burn, but has not spread.

    ---------

    COMBAT. Round 10 Complete.

    Starting Round 11.

    Ace, Clubs. Jay. 4” from plank.
    Trade council soldiers also act on your turn.

    TRADE COUNCIL SOLDIERS – Under the control of the players as NPC assistants.
    Martog, Orc swordsmen, d6 fighting, toughness 5. On Swoose.
    **DOWN** Kline, Human, d6 fighting, toughness 4. On Swoose 1” from plank.
    Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6. On Swoose 1” from plank.

    ACTION TAKEN. King, Diamonds. Rigger Group 4, 20 men, 75” toward Behemoth Gate.

    Nine, Hearts. RIGGER SQUAD 3.
    An ugly human, with a wooden spear. 12” from plank.
    A tattooed lady with a belaying pin. 12” from plank.
    A fiesty human unarmed. 4” from plank. Shaken, 1 wound.
    A blonde woman with a silver knife. 12” from plank. Shaken.
    A pale human with bone staff. 12” from plank.
    A nine-fingered human with a bronze meat cleaver. 5” from plank. Shaken.
    A scarred glowborn with a hook. 12” from plank.
    A barrel-chested orc unarmed. 12” from plank.
    A young human with a broken board. 12” from plank. Shaken.
    **DOWN* A crafty human with a cudgel. 4” from plank.

    Nine, Diamonds. Clovis. Aboard Swoose, 5” from plank, at flash cannon (out of charges).

    Seven, Spades. Blendin, Swoose, prone, 3” from plank.

    Three, Hearts. Gardner and Fang, (On Swoose 2” from plank and on plank, respectively).

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  67. Jay takes a takes a swing at Nine-Fingers (Fighting 10, MAP) and another at Fiesty (Fighting 3, MAP, Offhand).
    --------
    If Nine-Fingers goes down then Jay will shift back to 3" from the plank. If not he'll stay put.
    --------
    The Martog and Freym will hold their positions unless given an order or an Rigger attempts to board.

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  68. "Awesome!" Blendin yells as he gets himself up off his butt. Blendin retrieves his musket and takes a shot at the Feisty Human. [Shooting: 9(-2 MultiAction)=7]

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  69. ooc: Jay hits nine-fingers. Damage roll 10, 1 wound. Nine-fingers spends a personal bennie to soak. Removes the wound, is no longer shaken. Jay will remain in current location, as per post. His other attack misses.

    Feisty recovers from shaken, still wounded. Blonde is still shaken, and does not move. Youngster is also still shaken, does not move. Feisty attacks Jay, misses. Ugly charges forward at a run, and attacks Jay, misses. Tattooed tries to close at a run and is too slow. Pale fellow runs at Jay, attacks, misses. Nine-Fingers attacks, hits with a raise. Damage 14, Jay is shaken and has 1 wound. He will move to disengage (you may take your free attack), and walk to the bottom of the plank. The glowborn runs and attacks, misses barely. The orc runs forward and attacks with a haymaker punch, and misses miserably. (assume those at 3” are between Jay and the plank, you can push by if needed though, the 4” ones are even with you, or adjacent on the far side of plank.) I might suggest that you use that last bennie of yours to soak.

    Blendin fires his shot, hits Feisty. Does 9 damage, which is a shaken and a wound.

    Round 11 actions thus far:

    ACTION TAKEN. Jay. 4” from plank.
    Trade council soldiers also act on your turn. At Jay’s request, these will be transferred to someone else’s command next round. If you want them, just say so, otherwise the dice decide.

    TRADE COUNCIL SOLDIERS – Under the control of the players as NPC assistants.
    HOLDING Martog, Orc swordsmen, d6 fighting, toughness 5. On Swoose.
    **DOWN** Kline, Human, d6 fighting, toughness 4. On Swoose 1” from plank.
    HOLDING Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6. On Swoose 1” from plank.

    ACTION TAKEN. King, Diamonds. Rigger Group 4, 20 men, 75” toward Behemoth Gate.

    ACTION TAKEN. Nine, Hearts. RIGGER SQUAD 3.
    An ugly human, with a wooden spear. 3” from plank.
    A tattooed lady with a belaying pin. 5” from plank.
    A fiesty human unarmed. 4” from plank. Shaken, 2 wounds.
    A blonde woman with a silver knife. 12” from plank. Shaken.
    A pale human with bone staff. 3” from plank.
    A nine-fingered human with a bronze meat cleaver. 1” from plank (pending jay not killing him on his free attack).
    A scarred glowborn with a hook. 4” from plank.
    A barrel-chested orc unarmed. 4” from plank.
    A young human with a broken board. 12” from plank. Shaken.
    **DOWN* A crafty human with a cudgel. 4” from plank.

    Nine, Diamonds. Clovis. Aboard Swoose, 5” from plank.

    ACTION TAKEN. Seven, Spades. Blendin, Swoose, 3” from plank.

    Three, Hearts. Gardner and Fang, (On Swoose 2” from plank and on plank, respectively).

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  70. Use Benny to soak (Vigor 11)
    Jay makes a quick stab at the rigger who tries to pass (Fighting 14)

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  71. ooc: that's the spirit! Hit Nine-fingers with a raise. 15 damage, shaken and 2 wounds. He will use his other bennie to try and stave off the hurting with a soak roll. I will spend my next to last bennie to give him a reroll on the vigor roll, but he still gets only a 7, removing 1 wound. Remains shaken, 1 wound. Revert position to 2" from plank.

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  72. ooc: oh, and in case it wasn't clear, your wound and shaken state is gone, Jay.

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  73. Clovis is either cursing pr praying loudly, listing what seems to be various body parts made of a variety of metals. Still standing on the rope holding the stern tethered, he unslings his rifle with a twirl like a quarterstaff, cocks, and fires in a single fluid motion. The ball draws a spurt of blood from the durable, cleaver-wielding rigger.

    -----------

    (OOC: The D6 did NOT like Nine-Fingers. Shooting 6+6+3-2=13. Damage (assuming extra d6 for a raise) 6+4+6+3=19.)

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  74. OOC: Or would 13 be 2 raises? If so, add another 2 damage.

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  75. ooc: no such thing as 2 raises on a trait test - at least from a mechanical point of view. multiple raises on damage, however, are quite the rage apparently. For reference, that's a damage roll with not one, not two, but 3 raises (4 wounds) Welcome to the world of hurt, Mr. Meat Cleaver. Vigor Roll is a failure. Meat cleaver is bleeding out.

    The musket ball hits him low on his chest, and spins him around before collapsing in a heap. The blood is pooling rapidly.

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  76. OOC: Can you hold actions into the next turn? If so, what happens if you do? Do you lose your next turn's action?

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  77. Fang moves up the plank and stands ready at the top, snarling at the ugly human (Intimidate 6). Gardner moves over to the boat tie on the front of the ship, tucks his pistol in his belt and shouts at the ugly human, "Don't even think about it" (Intimidate 12 = 6+4+2 Wild die ace + charisma). He says to the Trade Council soldiers, "once Jay gets on board lift that plank will ya."

    ---------------
    OOC: Do we need to untie the ropes or can we cut them? and what kind of action difference will that make?

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  78. ooc: when you go "on hold" you can act at any time after that. You do not have to declare what you are holding for, you are just on hold (it probably helps me if you give me an idea though so that we avoid huge retcons, but mechanically I'd rather change history than force you guys to act in a certain way). If you wish to interrupt an enemy (the typical reason for a hold) then you do an opposed agility test against the guy who you are trying to interrupt. This begins your action, so even if you lose, you go immediately afterward. The benefit of holding into the next round is that you are not dealt a card, and therefore may act anywhere in the turn order (except to interrupt a joker, which will always go first). you do not retain your action from the last round, but you can do the usual multiple action things at the usual penalties.

    As for the ropes, you can untie, or cut them (they have toughness 4) or break the posts they are tied to with a bullet or a bludgeoning attack (they have a toughness of 8). untie would be an agility roll, cutting the rope would be probably a fighting roll (small target penalty might apply, but then again, so will the inanimate object bonus) although I could imagine shooting the rope too (that is probably harder). The post could be destroyed with a fighting roll, or maybe even pulled out of its bracket with a strength roll (but if it can hold the ship in a storm, you better look like the governator if you wanna try that).

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  79. ooc: the ugly fellow is shaken. Both Fang and Gardner have a +2 on their next action against him.

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  80. Three of them stand menacingly close to Jay in a loose arc, weapons ready. The orc says, “Ye ain’t leavin this dock alive, elf!”; Gardner, the two Trade Council soldiers and Fang can understand his orcish tongue. Jay is reasonably sure he has the gist of it.

    The loot pile flares up, and the flames are now dangerously close to the crate of strong alcohol.

    ---------
    ooc: Round 11 complete.

    Beginning Round 12.

    Ace, Hearts. Clovis. Aboard Swoose, 5” from plank, toward aft.

    Jack, Spades. Blendin, Swoose, 3” from plank, toward aft.

    Ten, Clubs. Jay. 4” from plank.

    Nine, Clubs. RIGGER SQUAD 3.
    **SHAKEN** An ugly human, with a wooden spear. 3” from plank. +2 for gardner and Fang.
    A tattooed lady with a belaying pin. 5” from plank.
    **SHAKEN, 2 WOUNDS** A fiesty human unarmed. 4” from plank.
    **SHAKEN** A blonde woman with a silver knife. 12” from plank.
    A pale human with bone staff. 3” from plank.
    **INCAP, BLEEDING OUT** A nine-fingered human with a bronze meat cleaver. 1” from plank.
    A scarred glowborn with a hook. 4” from plank.
    A barrel-chested orc unarmed. 4” from plank.
    **SHAKEN** A young human with a broken board. 12” from plank.
    **DOWN* A crafty human with a cudgel. 4” from plank.

    ACTION TAKEN. Seven, Clubs. Rigger Group 4, 20 men, 68” toward Behemoth Gate. slooooowwww runners.

    Four, Hearts. Gardner and Fang, (On Swoose 2” from plank to bow and on plank, respectively).
    The Dice have determined that the TCS act with gardner (although they are on hold, so they can act whenever if needed. I assume they will defend the plank if someone other than Jay attempts to board.

    TRADE COUNCIL SOLDIERS – Under the control of the players as NPC assistants.
    HOLDING Martog, Orc swordsmen, d6 fighting, toughness 5. On Swoose.
    **DOWN** Kline, Human, d6 fighting, toughness 4. On Swoose 1” from plank.
    HOLDING Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6. On Swoose 1” from plank.

    In case it comes up, I’ve envisioned the Swoose gondola as being ~9” long (18 meters) and 3-4” wide. The bow tie off is 2” from the plank.

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  81. Blendin reloads and takes an easy shot at Ugly.
    [Shooting: 8 (-2 MultiAction)= 6]

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  82. Blendin's shot tears a ragged hole throw the ugly man. He is still quite ugly, but also collapses.
    ----------
    Hit, 20!!! damage. alot of wounds. he is DOWN.

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  83. Clovis blinks momentarily at the result of his shot, then cocks his musket and fires again, this time at the scarred glowborn with the wicked-looking hook. "Glowing Molten BLOOD!" he curses/prays as he pulls the trigger shakily. Despite a un-marksmanly jerk of the trigger, the ball hits its target.

    --------------

    (OOC: Shooting 7-2=5 (2 bennies), Damage 7+5=12. Took BOTH my remaining bennies to get a shooting roll over 3. The D6 has forsaken me. Jay better be grateful.)

    (OOC Part 2: How does the ship pull out of dock? Do we have to pole it, or is there, like, a throttle?)

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  84. The musketball knocks the glowborn off his feet. Jay takes a quick glace at the two attackers remaining within range, then does a spinning flourish of his blade (agility trick). The Orc and pale man both jump back, terrified of the carnage the elf has left in his wake. Jay saunters over to board the ship.

    The woman with the belaying pin tries to rally her comrades with a scream. They are not rallied. She runs and drops her weapon.

    --------
    ooc: Jay's action sent via email. Rolls a 16 on his agility roll, they both rolled 1s.

    Glowborn is down. Pale is shaken. Orc is shaken. No one recovers shaken. 9-Fingers stabilizes, has an injury.

    Current state of affairs:
    ACTION TAKEN. Clovis. Aboard Swoose, 5” from plank, toward aft.

    ACTION TAKEN. Blendin, Swoose, 3” from plank, toward aft.

    ACTION TAKEN. Jay. Swoose, 1” from plank.

    ACTION TAKEN. RIGGER SQUAD 3.

    **DOWN** An ugly human, with a wooden spear. 3” from plank. +2 for gardner and Fang.
    A tattooed lady with a belaying pin. 13” from plank, toward Glimmerwing Gate.
    **DOWN** A fiesty human unarmed. 4” from plank.
    **SHAKEN** A blonde woman with a silver knife. 12” from plank.
    **SHAKEN** A pale human with bone staff. 3” from plank.
    **INCAP, Injury - Busted** A nine-fingered human with a bronze meat cleaver. 1” from plank.
    **DOWN** A scarred glowborn with a hook. 4” from plank.
    **SHAKEN** A barrel-chested orc unarmed. 4” from plank.
    **SHAKEN** A young human with a broken board. 12” from plank.
    **DOWN** A crafty human with a cudgel. 4” from plank.

    ACTION TAKEN. Seven, Clubs. Rigger Group 4, 20 men, 68” toward Behemoth Gate. slooooowwww runners.

    Four, Hearts. Gardner and Fang, (On Swoose 2” from plank to bow and on plank, respectively).
    The Dice have determined that the TCS act with gardner (although they are on hold, so they can act whenever if needed. I assume they will defend the plank if someone other than Jay attempts to board.

    TRADE COUNCIL SOLDIERS – Under the control of the players as NPC assistants.
    HOLDING Martog, Orc swordsmen, d6 fighting, toughness 5. On Swoose.
    **DOWN** Kline, Human, d6 fighting, toughness 4. On Swoose 1” from plank.
    HOLDING Freym, Orcish clubber, and Martog’s Mate, d8 fighting, toughness 6. On Swoose 1” from plank.

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  85. ooc: as far as how the ship gets out of dock, at this point you are being tied down, in effect. Your new "engine" is revved up and ready to go, although Blendin may be the only one who has an idea of that in game (gardner may from previous experience and his backstory) - I'll let you guys determine how familiar you are with wind elementals.

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  86. Gardner starts to untie the front rope. "Pull up that plank and someone get the other rope! Lets get her away before the dock explodes."
    ---------------
    OOC: Agility roll 6. One (or both if necessary) of the TC soldiers will pull up the plank. If only one is needed the other one will run to the back and try to untie the ship there. If Gardner finishes untying the front rope he'll walk back toward the helm.

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