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Jakob For most of the trip back, the only thing Jakob can think of is how he's never leaving home ever again. Turns out that the world outside still sucks, just as much as it did when he wasn't a knight. And fancy titles can't protect you from disease. But seeing the sickness everywhere around him as they reached Taalagad made him wonder if this was actually it, he was going to die and be tossed aside like he never mattered. No, he just barely caught the disease, there's probably still time if he can find an actual doctor. Too bad they're probably all in the main city right now, serving those who can afford them. Hohenloe's gone, so the original plan inside is out, but there has to be a way into the city still, especially for a knight! And, uh, his friends, of course. Probably would be a bad idea to abandon them. Making a common knowledge check, got a 3. Hooray for desperation! Int is 44, so with the -10 that's 3 degrees of success, I think. Edit: Also, I spent my 200 xp on +5 WS and learning how to use cavalry weapons, which seems important for a knight to know. Astus fucked around with this message at 00:01 on Jan 16, 2016 |
# ? Jan 15, 2016 23:53 |
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# ? Apr 25, 2024 14:16 |
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Cavendish Locke, V.I. Cavendish took a break from coughing into a cloth. "This does not bode well. I was hoping to find a discrete physician or apothecary, but it seems that things have gone poorly since we left. I do not think this is a cold I can simply drink away. First things first, though, we should see if the Magistrate or his clerks will honor our agreement; money will make things go more smoothly. I suggest we all go together, there is strength in numbers, both in war and in contract negotiation." Spending 100 xp on Charm, and 100 xp on WS, editing char sheet
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# ? Jan 16, 2016 03:45 |
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Johann "I should meet with the Magistrate anyway. Where's the Entry Office? By Wizard's Way, you said?" Johann asks conversationally. Of course he takes the free drink he was offered, despite having nothing really to do with the previous job. He's not going to linger at the tavern any longer than needed, waiting by the door for the others to finish and head over to try to get into the city. +5 wp and +5 ws
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# ? Jan 17, 2016 17:21 |
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Olivid Ole Olivid sits at the bar and snatches a free drink like the semi-employed academic he is. "Are there survivors, or are we going to be attracting even more rats with endless piles of bodies?" Rats. Barely waiting for a reply, Olivid stands up slowly and edges over to the door where Johann stands, drink trembling in his hand. He leans against the wall next to him and lowers his voice "Mr Witchhunter. A plague of rats. What did you say those strange footprints looked like?" academic knowledge (engineering), speak language (khazalid)
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# ? Jan 17, 2016 17:51 |
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Johann "Man-sized rats, or men with rat-like feet. Some mutants, perhaps. Or beastmen. They come in all kinds," Johann answers Olivid, watching the scholar with a level look. "I suggest you be careful about who you speak with about them, else we raise this plagued city to an even bigger panic. The knowledge of mutants dashing about would likely only make it worse."
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# ? Jan 17, 2016 18:27 |
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Olivid Ole Do they... associate with their "natural" forms? Perhaps it would be better if we switched languages. Do you speak Classical?" Olivid switches to the dry tongue of ancient texts, "I do not know how prevalent such a language is among the local underclasses, but I would think few could understand it when spoken."
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# ? Jan 17, 2016 18:47 |
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Johann "I was Temple trained," Johann responds fluently, switching to the older tongue. "I unfortunately don't know what they may be doing. Some sorceries allow communication with animals. If they are witches then it's an even more severe issue." He reaches into his coat and pulls out some cloth, unfolding it to show Olivid. "I took some of that powder that was left on the scene. Just in case. Maybe the college wizard will know what it is."
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# ? Jan 17, 2016 19:05 |
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Ironfoot I slapped Johann heartily on the back, one rough and tough defender of his people to another. "Come hunter and join us at the bar. If you keep lingering back from this group someone might think you are, how do you human's say, oh yes, 'shy'. The Magistrate's men will still be there after a drink or four. Surely your magistrate is not so foolish as to fail to keep his half of a promise to a Dwarf. Even if he is, every Dwarf knows that when the going gets tough, the tough get going underground. I have heard there are tunnels beneath the wall we can take if we must." Let's go talk to the magistrate's men. I updated my linked sheet to show my modified stats and the infection's progress. Experience from refugees 0/200 Specialist Weapon Group (Flail) Ride +10%
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# ? Jan 17, 2016 19:15 |
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Snorri Emptying his tankard in one go, Snorri wipes some errant foam from his beard and lets out a respectable belch. "If that magistrate doesn't let us into the city, I'll convince him, don't worry. Barkeep, another one for the road!" he says, slamming the empty tankard onto the counter. "We've wasted enough time here, let's be on our way," he adds, getting down from the stool. Taking Toughness and a Wound.
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# ? Jan 17, 2016 23:17 |
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Jakob recalls that there is an apothecary not too far off the road leading to the magistrate's office, run by an herbalist by the name of Gotthard Widenhoft; the man is a devout follower of Shallaya and has dedicated his life to the healing arts, but is a bit too intelligent for the likes of normal folks. The Halfling recalls having been sent to fetch a draught to reduce a fever from the man some time ago by his masters, and he remembers Gotthard's shop being cluttered and in disarray to his eyes; Mr. Widenhoft himself had no trouble navigating it, and made the draught with speed and ease, before handing it off with clipped sentences and little interest in the fee being given him. Jakob believes the shop shouldn't be too far past the magistrate's office, which seems to be the place the group has decided is their first stop. Leaving their fee for any additional drinks, the party heads out into the streets and heads towards the office near the Wizard's Way. As they move along the streets, the adventurers see the massive gate of the Wizard's Way in the distance, closed with many men atop the battlements above it. Locke hears a cry to his right, looking down an alleyway and seeing a peasant boy who is moving with quick desperation and dragging a bucket of water behind him. A mangy, grey-furred beast is in pursuit of him, and as the investigator watches, knocks the boy off his feet. He cries out again for help, trying to shove the creature off of him. Locke feels like he has a clear shot on the creature with his pistol, and the boy is only a handful of paces away; it would not be difficult to save the child from being mauled by some small but vicious dog. Decide if you help the boy or not; anyone can save him, and the attack will be an automatic success. Make a perception test at +0 if you do help the boy.
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# ? Jan 17, 2016 23:57 |
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Snorri The giant slayer is quick to react. Shoving the elf out of the way, Snorri lets loose a cry as he draws his greataxe and charges at the creature. The axehead forms a glinting arc in the darkness of the alley as it swings toward the beast's head, splitting its skull clean in two. The top half of the beast's head spins through the air before hitting the alley wall with a wet smack, sticking for a moment before falling to the ground. The rest of the creature twitches for a moment before toppling onto the frightened boy. Perception @ 7: 1d100 78 MaliciousOnion fucked around with this message at 00:39 on Jan 18, 2016 |
# ? Jan 18, 2016 00:05 |
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Olivid Ole "Huh?" Olivid looks round, away from the boarded up shop he'd been eyeing. Perception vs 89: 1d100 91
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# ? Jan 18, 2016 00:25 |
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Bernhart of the Western Wind The priest replies to Johann's mention of communication with animals "It is not just a domain of the sorcerous arts that one may speak to the animals. The gifts of Taal allow the more talented among our order to speak to the natural creatures both domestic and wild. I admit my talent to do so has come and gone in the past, perhaps Taal and Rhya will have blessed me for my duty to our people and allow me to channel their power better." --- At the wizard's gate Bernhart has just enough time to speak a blessing to Snorri as he charges the beast. --- Buying Magic +2 with my experience. With my newfound magic power I'm going to channel and imbue Snorri with Bear's Strength. Channeling test vs 53 -5[plague]: 51 fails Casting Bears Paw on Snorri: 6, 5, 8 = 19 vs 15 PASS Snorri has +20 strength for 1 minute Perception check 97 vs ahhhahaha no. DeathSandwich fucked around with this message at 00:35 on Jan 18, 2016 |
# ? Jan 18, 2016 00:32 |
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Old Man Wiprecht "I dont seem to remember the City rats ever growing THAT large. Unless of course they've been fed with steady diet of 'corpses dumped in the sewers'" Perception vs 58: 1d100 27 Yea, this is what we needed, the crazy old hermit being the only one with actual working eyes.
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# ? Jan 18, 2016 00:45 |
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Johann Johann trudges over to see what his Perception: 40 vs 58
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# ? Jan 18, 2016 01:18 |
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Ironfoot Snorri the Slayer was past me and racing to save some fool human child before I knew what was happening. He was in such a hurry to kill something that even mounted I couldn't catch up to him. I leapt off my sturdy stead and dragged the fool human out from under the slowly cooling corpse. Help child perception test vs 48: 1d100 90 nope.
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# ? Jan 18, 2016 01:30 |
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Cavendish Locke, V.I. As Cavendish drew his pistol, he saw the slayer charge past him to rescue the kid. Cavendish held his fire, not wanting to shoot a co-worker in the back. Accidentally, at least. As he stood there, pistol cocked, he looked around, after all, wild dogs usually travelled in packs. However, a sudden coughing fit left him doubled up, gasping for breath. "We done here? Fair maiden rescued?" Perception: 1d100 97 v. 83
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# ? Jan 18, 2016 02:55 |
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Aelphas/The Watchman Aelphas is in such dire straights upon reaching the city that he can't even bring himself to drink the ale offered him; the thought of downing anything just makes his stomach queezy. The once jovial elf is quiet. His thoughts are deep in contemplation. He wanted to get back home. To get out of this miserable place and back to business. However, seeing the death, and suffering his own sickness, he actually understands the quarantine. He doesn't want his home overrun with this sickness, where it might get at his sister, or his fellow Night Watch. Sitting at the bar staring at his drink, he makes the decision not to go back into the city until he and those in his traveling group are well again. He sure would not be the one to break the quarantine and bring this illness into the city. As they make their way to the magistrate's office, Aelphas is quick to react when the boy is attacked, again, his bones chilled by the damnable fever. He would have helped the boy had he felt better; even if a human, Aelphas was once a poor child like that, and would never hold their station against them. He does make his way over to the mess, though keeps his distance lest the boy catch whatever he had. However, the distance, and the sickness, leave the elf unable to discern anything out of the ordinary. Perception on dog, TN of 72: 1d100 99 Int +5 and cha +5 taken.
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# ? Jan 18, 2016 04:29 |
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Snorri "It's about time my axe got some use," Snorri says, glaring down at the still corpse, "although that was far too easy, and far too quick." Any chance Snorri or Ironfoot would know it's a Skaven, what with us being dwarfs?
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# ? Jan 18, 2016 04:32 |
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Snorri looks down at the creature he has killed, seeing it is, in fact, a rat almost the size of a small dog. The others look on in awe, and it is only Wiprecht and Johann that notice the swarm of red eyes glowing at them from the rooftops above. The rats swarm down, screeching and hissing, leaving only the witch hunter and wizard capable of reacting quickly. Three of the rats hit the ground while others continue down the sides of the buildings nearby. The first of the rats, seeing the Halfling and thinking it is a child, scurries towards him rapidly, hissing as it lunges the final bit of distance. It slams into the knight's armored chest like an excited dog and frantically flails its claws at his face, teeth gnashing as it tries to bite; fortunately for the Halfling, the rat's claws and teeth can't get through the metal, and it doesn't seem like it's figured out where the holes are in his armor as of yet. Another rat leaps from its vantage point on top of a trash can at Snorri's body, but the dwarf is able to bat the creature away before it can get its teeth or nails into him. Finally, the third and final rat lunges towards the witch hunter, sinking its teeth into his ankle, the creature's sharp fangs piercing through his boot and pants leg and drawing blood. The rest of the rats continue to swarm down the side of the building, but Johann has time to react before more reach the ground. Wiprecht stands, either stunned or amused at the vast quantities of rats trying to eat the eyes from his allies. Ambush! Johann and Wiprecht are the only ones to see the rats through their perception checks. Remember, everyone BUT Johann and Olivid are testing at -5% on ALL skill tests, with Jakob and Aelphas at -15% on their toughness. The first two rats miss by a wide margin, but the third hits, and deals 10 damage before toughness or armor to Johann's right leg. Roll your initiative, save for Johann and Wiprecht; everyone will get a chance to act after Wiprecht. Here is the initiative, as well as the stats for the rats so you can determine if you killed one: INITIATIVE Giant Rat 14 Giant Rat 14 Johann - 13 Giant Rat 12 Giant Rat 12 Giant Rat 12 Giant Rat 11 Giant Rat 11 Giant Rat 10 Giant Rat 9 Giant Rat 8 Giant Rat 8 Giant Rat 7 Giant Rat 7 Wiprecht - 6 Giant Rats: Armor 0, TB 3, 7 Wounds
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# ? Jan 18, 2016 05:15 |
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Ironfoot init: 1d10+23 33 pre:WS | BS | S | T | Ag | Int | WP | Fel 69 | 36 | 42 | 50 | 23 | 38 | 41 | 34 A W M FP Armor 4 17/17 3 5/5 5 Weapon: Spear 1d10+5 -10% to enemy dodge chance Lance 1d10+6, fast, Impact, tiring, cavalry Skills: Dodge Blow+10% (38) Parry+10(shield) (84?) Talents: Grudge-born Fury +5% WS vs Orcs, Goblins, and Hobgoblins Strike Mighty Blow Strike to Stun Strike to Injure +1 to critical value
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# ? Jan 18, 2016 06:14 |
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Oh no, it's 1d10+Agility Bonus, not the entirety of your agility. So for you it's 1d10+2, which, with your ten, gives you 12. Which is a really good drat roll.
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# ? Jan 18, 2016 06:29 |
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Bernhart of the Western Wind Init: 4 + 3 agility bonus = 7 I'll get my combat statblock made tomorrow.
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# ? Jan 18, 2016 06:31 |
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Johann Just like the city. "Get off!" Johann yells at the rat, shaking his leg to dislodge it from his leg and toss it to the ground. "Always hated big cities," he gripes, grabbing his axe and shield and hacking away. Killed 2 rats, another down to 1 W Swift attack vs 61 - 87, 52, 44, 9 3 hits - 9, 10, and 14. code:
IPlayVideoGames fucked around with this message at 09:29 on Jan 18, 2016 |
# ? Jan 18, 2016 09:26 |
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Snorri "Now that's more like it!" Snorri cheers, a look of joy on his face. He wades into the fray of oversized rats, heedless of his own personal safety. His first target is the rodent that thought it a good idea to attack him. Initiative: 1d10+3 11 Swift attack @ 64: 1d100 19 Greataxe damage: 3#2d10k1+5 13 15 8 Ulric's Fury @ 64: 1d100 79 So that's 10, 12 and 5 damage. Not sure if I can split hits between rats. pre:| WS | BS | S | T | AG | IN | WP | FE | | 69 | 28 | 43 | 54 | 31 | 19 | 44 | 25 | Attacks: 3 Wounds: 18/18 Armour: 4 Movement: 3 Fate: 5/5 Dodge Blow: 51 Disarm - May attempt to disarm opponent instead of inflicting damage. If you win an Opposed Ag Test, opponent is disarmed. Grudge-borne Fury - +5% to WS when attacking Orcs, Goblins, and Hobgoblins. Quick Draw - Can use the ready action as a free action once per round. Resistance to Magic - +10% on WP Tests to resist magic. Stout-hearted - +10% on Fear and Terror Tests, and on WPr Tests to resist Intimidate. Street Fighting - Make unarmed attacks with +10% to Weapon Skill. +1 damage with unarmed attacks. Strike Mighty Blow - +1 damage with melee weapons. Strike to Injure - +1 to Critical Hit values. Flail Flail 1d10+6 Impact, Tiring Great Weapon Two-handed 1d10+5 Impact, Slow Knuckle-duster Ordinary 1d10+2 Pummelling Buckler Parrying 1d10+1 Balanced, Defensive, Pummelling
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# ? Jan 18, 2016 09:58 |
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Cavendish Locke, V.I. As Cavendish recovered from his coughing fit, he suddenly noticed the pack of dogs amongst them, biting and tearing. His pistol already drawn, he took aim at one and fired. On my turn, aim & shoot. If one has attacked me, I'll shoot that one, otherwise, I will try to pick off one bothering one of the other gentlemen. Looks like 6+4=10 damage. Initiative!: 1d10 3 + 5 = 8 Rat shooting: 1d100 10 v. 57 Rat damage: 2#1d10 6 3 code:
sullat fucked around with this message at 10:59 on Jan 18, 2016 |
# ? Jan 18, 2016 10:42 |
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Olivid Ole "What the hell?" Olivid pulls out his long knife, closer to a machete really, more commonly used for hacking through undergrowth to clear old signposts when exploring ruined settlements. He swings wildly and miraculously connects with a squeaking blur. "I suddenly wish I'd not pawned my longbow to buy these boots." Initiative: 1d10+6 7 Hit a rat, vs 31: 1d100 3 Hurt a rat, hand weapon: 1d10+3 5 pre:| WS | BS | S | T | AG | IN | WP | FE | | 31 | 49 | 37 | 41 | 63 | 69 | 42 | 46 | Attacks: 1 Wounds: 15/15 Armour: 0 TB: 4 Movement: 5 Fate: 3/3 Machete (hand weapon) 1d10+3
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# ? Jan 18, 2016 12:37 |
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Monion, remember you still have +20 strength from my blessing if you haven't counted it. Not sure it is going to make any difference if we are going to be killing these outright on hit.
DeathSandwich fucked around with this message at 14:20 on Jan 18, 2016 |
# ? Jan 18, 2016 13:34 |
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Bernhart of the Western Wind The priest stands completely dumbfounded at the rats spilling over the nearby roofs. He readies his weapon and tries to mount a counterattack. --- I guess my actions depend on the situation when I'm up in init. If no rats are in melee with me then half action ready Longbow half action snapshot. If I'm in melee then if we can assume I have the quarterstaff out as my walking stick then I'll do a swift attack as I try to give rats the stick. Not rolling either attack until I know what it is I'm doing, unless Dyne just wants to roll it when he knows what's up. pre:| WS | BS | S | T | AG | IN | WP | FE | | 43 | 42 | 29 | 41 | 42 | 36 | 53 | 46 | Attacks: 2 Wounds: 19/19 Armour: 1 Movement: 5 Fate: 5/5 Dodge Blow: 22 Parry Blow 53 Armored Caster Petty Magic (divine) Strike to Injure Rapid Reload Quarterstaff Two Handed 1d10-2 Defensive Pummeling Longbow Ranged 1d10+3 Armor Piercing
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# ? Jan 18, 2016 14:52 |
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Old Man Wiprecht "Whats this, are all the Rat catchers on strike? Wiprecht exclaims as he rolls up his sleeves. "Going to have to go talk some sense into them after we finish with this lot." He wets his finger in his mouth and uses it to feel the 'winds' of magick. After being sure which way they're blowing he begins to cast the same spell that brought the ogre down. Puffs of smoke appear around him and from them black daggers fly out, hitting the rats squarely in their bodies. pre:| WS | BS | S | T | AG | IN | WP | FE | | 36 | 27 | 34 | 45 | 31 | 58 | 45 | 37 | | A | W | SB | TB | M | MAG | IP | FP | | 1 | 17 | 3 | 4 | 4 | 6 | 0 | 5 | Armor: Breastplate, Body 4, Wizardry. Aethyric Attunement - +10 to Channeling & Magical Sense Dark Magic - May opt for +1d10 (and drop lowest) for magic. Extra die counts for Tzeentch. Fast Hands - +20% to WS when casting touch spells Mighty Missile - +1 Dam to Magic Missiles Quarter Staff Ordinary SB–2 Defensive, Pummelling Magic Marble that can contain a spell. Takes a day to recharge, 3 Ammo (1/2 Of Wiprecht's MAG). Half-action to cast. Shadowknives at rats TN 22: 5#1d10+6 12 10 13 11 11 hosed up the Syntax here but its 33, Pass,1 Double. Shadowknives damage to rats: 6#1d10+4 5 11 13 5 12 14 Damage ignores non-magical armor. Spending a single knife per rat, unless Dyne allows me to game the system and spend the 2x 5dam ones on a single rat. Would require Wiprecht to know in advance how much damage each knife does. Ulric's Fury Confirmation vs 45 (WP Test): 1d100 90 Yeah, no. Sormus fucked around with this message at 19:08 on Jan 18, 2016 |
# ? Jan 18, 2016 15:16 |
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DeathSandwich posted:Monion, remember you still have +20 strength from my blessing if you haven't counted it. Not sure it is going to make any difference if we are going to be killing these outright on hit. You won't, because Snorri's first kill was narrative, unless you have a strength bonus of 6. Which Snorri does now. Also, it isn't explicitly stated in the core rulebook because why would anything be clearly defined in a Warhammer core rulebook but Swift Attack is intended to be separate attack actions, rather than a single, 'one hit per X DoS' thing. But if we want to do it that way, that's fine. It'll be one hit per 2 DoS up to your maximum number of attacks, just like Swift Attack/Semi-Automatic in 40k games. But melee attacks CAN be spread out, so that part is ALSO fine. I'll resolve the first round of combat later on today; I'll need another action out of Johann, and I'll roll initiative for anyone that hasn't.
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# ? Jan 18, 2016 16:15 |
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John Dyne posted:You won't, because Snorri's first kill was narrative, unless you have a strength bonus of 6. Which Snorri does now. Well, I mean yeah, I wasn't thinking about the narrative kill, moreso the combat that is going to happen afterward. Bear's strength lasts a minute so Snorri should be MurderStrong for long enough to matter.
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# ? Jan 18, 2016 16:58 |
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Johann Johann is somewhat less than pleased at the idea of soiling his clothes with rat viscera of all things, but there we have it. He keeps hacking away with his bloody axe. Swift attacking again: 1, 94, 25, 32 vs 66 Damage: 15, 8, 8 I don't know what's alive anymore. code:
IPlayVideoGames fucked around with this message at 20:12 on Jan 18, 2016 |
# ? Jan 18, 2016 17:41 |
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Ironfoot "Can you fool humans not do anything right? Saving you lot from ambushes is turning into a full time job!" Having pulled the human child out from under one rat, I felt a certain responsibility for him and so stood guard over the fool human civilian; my spear held at the ready. Not sure how to represent this mechanically but a half action to delay until a skaven gets close and then a half action to attack is the closest I found so here's a roll. defend human child: 1d100 44 1d10+4 14 2 degrees of success and max damage, not rolling Ulric's fury because I think that's enough to turn the first rat foolish enough to come after the civilian into a shishkabob. pre:WS | BS | S | T | Ag | Int | WP | Fel 69 | 36 | 42 | 50 | 23 | 38 | 41 | 34 A W M FP Armor 4 17/17 3 5/5 5 Weapon: Spear 1d10+4 -10% to enemy dodge chance Lance 1d10+5, fast, Impact, tiring, cavalry Skills: Dodge Blow+10% (38) Parry+10(shield) (84?) Talents: Grudge-born Fury +5% WS vs Orcs, Goblins, and Hobgoblins Strike Mighty Blow Strike to Stun Strike to Injure +1 to critical value
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# ? Jan 18, 2016 18:00 |
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Johann brings his axe in a low arc, splitting the rat's skull with ease and sending its body tumbling away from him. He goes to strike another rat down, but finds they have all scurried away from him while his axe is swinging, instead focusing on other members of the group. Eleven of the monstrous rats hurl themselves through the air, with each adventurer having to fend off at least one of the foul creatures, and for the most part, they either are slapped away or cannot get a good angle on their bite or their teeth. Snorri, however, is one of the few who are actually wounded by the rats. After having batted the other rat out of midair, the dwarf finds he has left himself open, and another rat scurries up his back, lashing around to his front and raking its claws across his face, drawing wells of blood. The dwarf grabs the rat and throws it down to the ground, and the creature squeaks and rights itself, baring its teeth, ready to strike again. Nearby, the warrior priest feels one of the rats land on his shoulder from above, and feels fangs dig deep into the meat on his cheek, tearing a small strip of flesh away as he reflexively bashes the creature to the ground. Wiprecht, as he readies his spell, feels a sharp, horrible pain as one of the rats leaps up and sinks its fangs into the tender flesh of his left hand, striking bone and holding fast. The creature tosses its head, trying to cause as much damase as it can, before the wizard is able to free himself from the rat's jaws. Behind him, Locke suffers a similar fate, but with a rate digging its fangs into his wrist. Aelphas is the final victim of the rats, snatching one of the creatures mid-leap, but still getting his chest clawed up by the critter's claws. The wizard, bringing his arms about him in a strange pattern, pulling the grey wind Ulgu to him and weaving its essence into a spell, speaking aloud an incantation. A drop of his blood simmers and turns to smoke, mixing in with the magical essence he gathers, and after a moment of concentration the wizard sweeps his arm out, smoky black daggers manifesting from the mists and impaling four of the rats, the blades turning to wisps of smoke as they die. Two of the rats, those in front of Snorri, survive the blow, and turn towards the wizard, hissing. For a moment, all seems normal for Wiprecht, but he suddenly cries out as the winds of magic howl around him, drawn to his blood; the wind flies straight through his face, and the wizard covers his eyes as he feels them burn. A moment later, Wiprecht opens his eyes, which have turned a dark grey, and now swirl with unnatural darkness. He has been marked, yet again, by Ulgu, and after a moment, his stomach roars and he promptly voids his bowels noisily, messily, and in a manner that seems to attract the rats further. Five rats out of eleven hit. Snorri - 9 damage to the head Bernhart - 12 damage to the head Wiprecht - 13 damage RIGHTEOUS FURY does not confirm to the left arm Locke - 10 damage to the right arm Aelphas - 6 damage to the body All damage is before armor and TB. Johann hits and kills one rat; the others are out of range. Sormus hits and kills four rats. 5/14 rats have been killed in total. Wiprecht gains the Disturbing Eyes arcane mark, gaining +5% to Intimidation. He also suffers Intestinal Rebellion, and just straight up shits himself. Jury is out if anyone will believe him when he blames it on the magic. INITIATIVE + QUEUED ACTIONS Aelphas 16 Jakob 15 Giant Rat 14 Giant Rat 14 Johann 13 - Possibly hits 3 rats for lethal damage (Engaged with 2) Ironfoot 12 - Deals lethal damage to a rat Giant Rat 12 Giant Rat 12 Giant Rat 11 Giant Rat 11 Snorri 11 - Possibly hits 3 rats with lethal damage. (Engaged with 2) Giant Rat 10 Giant Rat 9 Giant Rat 8 Locke 8 - Shoots a rat and kills it Giant Rat 7 Bernhart 7 - Olivid 7 - Hits a rat for 5 damage. Wiprecht - 6 John Dyne fucked around with this message at 19:40 on Jan 18, 2016 |
# ? Jan 18, 2016 19:33 |
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Jakob "Why must everything continue to get worse?! Someone get this thing off me!" Yes, Jakob is a knight, and he probably should be leading the attack against the overgrown rats, but gently caress it, he's sick and just wants this day to finally be over. Instead of attacking, the halfling uses his shield to form a wall between him and the rat and hopes it loses interest when it realizes it can't pierce his armor. Or until someone else kills it, which would be nice. In the meantime, Jakob continues to cough up his lungs and think of all the nice food he used to eat inside the city. Was going to roll initiative, but it seems Dyne rolled it for me. Using my entire turn to enter a defensive stance, so all melee attacks against me suffer -20% to hit.
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# ? Jan 18, 2016 21:18 |
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Aelphas/The Watchman Aelphas cannot believe his luck as the damned rat jumps at him. Aelphas isn't the armored combatant some of his allies are, even less so with his health the way it is. His only option is to try and keep himself alive until one can come to his aid. Using a half action to do guarded attack, so +10 to my dodge. hit that rat doge TN of 31: 1d100 5 damage that rat doge: 1d10+3 6 Don't kill the rat this round. pre:WS | BS | S | T | Ag | Int | WP 41 | 52 | 31 | 33 | 69 | 52 | 41 A W FP Armor 2 12/16 3/3 1 Weapon: sword (hand weapon) 1d10+3 hand crossbow 1d10+2 range 8/16 rld: full Skills: Dodge (69) Talents: Street fighting specialist weapon group (long bow)
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# ? Jan 19, 2016 03:41 |
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Bernhart of the Western Wind The priest shouts out in pain as he tries to shake off the rat beast. He lashes out with his staff to try and protect himself from any further maulings. --- Guarded attacks against the rat bastard that bit me. Two attacks at -10 WS for Guarded: 4, 25 vs 28 2 hits. First attack: 10 damage Second attack: 4 damage Righteous fury confirmation 8 CONFIRMED Extra damage: +7 Total damage done: 4, 17 pre:| WS | BS | S | T | AG | IN | WP | FE | | 43 | 42 | 29 | 41 | 42 | 36 | 53 | 46 | Attacks: 2 Wounds: 11/19 Armour: 1 Movement: 5 Fate: 5/5 Dodge Blow: 22 Parry Blow 53 Armored Caster Petty Magic (divine) Strike to Injure Rapid Reload Quarterstaff Two Handed 1d10-2 Defensive Pummeling Longbow Ranged 1d10+3 Armor Piercing
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# ? Jan 19, 2016 05:27 |
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Aelphas' swing does more damage than he expected, hearing the crack of bone in the rat's body as the blade catches on what would be the creature's ribs. Meanwhile, Jakob keeps the rats at bay with his shield, feeling several of them swarming over him but still unable to get through his armor. Johann hews his way through the rats surrounding him, cleaving them in twain and scattering them across the alley. The rats, apparently realizing the advantage has been lost as more than half of their number lie dead in the alley, turn tail and scurry away, fleeing into whatever cracks and crevices they can find or scaling towards the roofs again. Locke and Bernhart take out two more of the fleeing creatures with their missile weaponry, the pistol shot causing the rat to all but explode and the arrow pinning the squirming, dying beast to the wall; slowly. things quiet down until only the crying of the peasant boy can be heard. Ironfoot, having moved to protect the boy during the melee, helps the lad to his feet, and the boy gives him a gap-toothed smile and thanks the dwarf profusely, letting him know his name is Janko. He absolutely insists that the heroes meet his mother, saying that she most definitely would want to meet heroes like them. He takes the dwarf's hand gingerly, continuing to beam at the knight with excitement and pride, and tugs on his arm to lead the dwarven knight and his entourage to his tiny home. While hesitant, due to the pressing need to get into the city, Olivid is able to find the boy's address and discovers it is, in fact, on the way to the magistrate's office. Following the boy and keeping an eye on the alleys and the rooftops, the trip is refreshingly short, as the boy lives only about a block away. During the entire time, he refuses to let go of Ironfoot's hand, and keeps going on about how wonderful his mother is in a Kislevite accent, and how she's been so tired lately so he's done all he can to help with her chores, and how he's such a big boy for doing it; the boy seems absolutely charmed by the burly knight who is barely taller than he is. Before long, the boy has the group standing in front of a small hovel, which none of them could say even resembles a house; the little shack was hastily built of two walls, using the outer wall of the adjacent building as the final wall. The roof is patchy and sagging, and it's doubtful the home gives any protection whatsoever. Curled up on the ground, still as can be, lays the boy's mother, her skin stretched against her skull and her eyes wrenched shut, with crud around the eyelids and at her nose; Ironfoot is the first to notice the dried blood at her chin, and the little boy lets go of the dwarf's hand to try to shake the woman awake. "Ma! These guys saved me! Wake up, ma!" The boy seems energetic and excited at the prospect of introducing his mother to the men who saved him, but he is oblivious to an unfortunate fact that is obvious to all that view her: the woman is dead, and likely has been for hours, if not longer. Janko gives a nervous smile to Ironfoot. "Sorry, ma's been sick; she's hard to wake up some mornings! Ma, come on!" He continues to shake the woman's shoulder. Looking down the alley, Jakob can see the front of the magistrate's office not more than 20 yards away. At least they're almost there.
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# ? Jan 21, 2016 17:09 |
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# ? Apr 25, 2024 14:16 |
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Ironfoot "Fool human." I grumbled into my thick beard all the way to the little tike's home. My grumbling almost hid my smile. *** I put my hand on the boy's shoulder to steady him and rasped out: "Your mother is dead; Janko. Let her lie in peace fool boy." The boy should not stay here on his own though. A frail human like him wouldn't last until sunrise on his own with rat packs hunting around. "I need a squire though. How would you like to travel with us as my assistant? Your mom would be proud of you becoming a squire."
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# ? Jan 21, 2016 21:35 |