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slap me and kiss me
Apr 1, 2008

You best protect ya neck

Bells of War: A Let Thrones Beware Playtest

Introduction
Given the paucity of Man's presence in the Deep Wood, it was only natural that cataclysm which was his undoing sent the peoples of Ceyenus hurrying for shelter under its foreboding canopy. Though it was the Fey who Man first ripped from forests centuries ago, the flood of refugees encompassed all those who were close enough to reach the massive trunks of the Wood before the lands of Man were completely consumed by the conflagration that brought low his kingdom. Insectoid, Formian, Ipotane, and Fey, all released from the domineering hand of Man, found themselves alone in an isolated and primeval land. While freed, their civilizations and cultures had been lain to waste, and all found themselves facing the daunting prospect of forging a new destiny in a strange and unfamiliar place.

Spirits buoyed by their freedom, the refugees set about claiming the Deep Wood. Sprawling settlements were established, open to all those that desired to make a home for themselves. It was not an easy life; food, tools, and comfort were in short supply, but compared to the atrocities that came before, it was good living. Sadly, hope of a tranquil existence was short-lived. While there was little internecine violence between the refugees, they soon discovered that Man had avoided the Wood with good reason. The Deep Wood, remote and isolated, had never been cultivated by the Fey, and in their absence, darker, more insidious forces had taken hold. The presence which lurked behind the trees fed off the Cataclysm, and its hunger was to be insatiable.

Absent the threat of Man, the refugees had given scant thought to protection, and the communities which they had founded were largely indefensible. When the Deep Wood first was inundated by fog, they thought little of it, even when the concealing vapour lingered, refusing to dissipate for weeks at a time. Wild animals were blamed for the first disappearances, as was getting lost in the mist, but as the vanishings increased in both number and frequency, it became clear that something more insidious was at work.

The first walls were erected shortly after the fifteenth year, a too-late response to the realization of the true threat. In what is known as the First Reaping, Watcher’s Redoubt, a 300-person farming community saw its population cut by a third in a single night. Thatched roofs staved in and doors shattered, the town saw its populace reduced by a third in a single night of carnage and bloodshed. It was only then that the true nature of the Deep Wood was realized. With haste, the survivors constructed rudimentary defences; wooden palisades, shallow trenches, and rickety towers went up across the hamlets and villages of the Deep Wood.

In time, a connection was made between the attacks and the thick, rolling fog that blanketed the forest; when the fog receded, so too did the savage slaughter of anyone who dared venture into the trees abate. When the fog poured back from between the trees, it meant almost certain doom for anyone unlucky enough to remain outside the relative safety of the refuge villages. The times without fog, the longest of which occurred like clockwork at the end of each season, came to be known as the Passage. During these respites, merchants and peddlers took to plying their trade between the refuge villages, performing a vital service at tremendous personal risk. As years churned by, trade between the villages increased, and the Passage gradually took on shades of ritual. The scourge of bandits has grown in recent years, and merchants have begun to band together in caravans for safety.

Chapter One: Comin' to a fork in the road, which way to go?


It has been three and a half days since your caravan departed from the Gate of Thorns at the behest of the Baronet. Three and a half long, stressful days. The reason for the caravan's departure before the Passage is known only to Xcvrrvy, captain of the guard. Rumour and speculation abounds; guards and peddlers alike whisper that the Baronet has entrusted Xcvrrvy with a secret treasure, but no-one can guess at why it is being brought to the small village of Chael Hollow.

Twilight has fallen and with it, the beginning of the Passage. Moods amongst your fellows have lightened considerably, especially as only five of their number vanished during the journey. The caravan has stopped for the evening, and camp has slowly been established. The two wagons have been parked at an angle, providing a rickety line of defence that shields the tents pitched between them. A crescent of torches casts a dim light to the treeline, giving those who nervously watch the shadows some degree of comfort. Xcvrrvy has taken four soldiers out on patrol. With her gone, the camp has relaxed.

You lucky few have been exempted from the night's guard rotation, and are free to spend the evening as you please.

Fire up a post with your character sheet and a brief introduction. When the last of you has posted, it's time for bed, and we'll get this show on the road.

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slap me and kiss me
Apr 1, 2008

You best protect ya neck
Reserved for errata

Influences
04-30-17 - Research - +1 Force Score - Swap one die with the GM in a non-combat challenge.

Combat Powers
05-30-17 - Effect fires automatically on successful engagement; secondary comparison not required.

Rogue Class Feature
05-30-17 - When you have Edge while attacking an adversary using a light melee weapon, your attack gains the Penetration property (meaning that your foe cannot use Resistance to negate HP damage caused by this attack).

Game Discord | Recruit Thread | SA Game Thread

slap me and kiss me fucked around with this message at 15:40 on May 30, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck


The evening passes without event, and gradually the camp quiets for the night. You settle in, slowly drifting off to sleep. Unexpectedly, it is a deep and restful.

You dream. You dream of the great festival that marks the coming of the Summer Passage in the Gate of Thorns. Giant bonfires, pagentry, and the beautiful music of traveling bards, spinning such stories. You dream of the happy chatter of frolicking children, the hustle and bustle of the great open-air markets, the elated chatter of people as they trade with the peddlers before the caravans depart with the dawn. You dream of the Baronet come down from his spire, a crazed rictus grin splayed across his lips.

You dream of screams.

You wake.

You wake to the boot of Xcvrrvy catching you in the stomach.

"Get up, wake up!" Her frenetic voices booms in your head, blasting you from your slumber. All around you, the forest is aflame. The camp is in chaos, and the sound of a struggle most fierce echoes from the tree-line.

"You three. Bandits upon us. Many of us slain." Pointing to a huddle of cowering peddlers, she commands, "Get these to Chael Hollow." There is no room, nor time, for debate. Xcvrrvy turns from you, her sword glinting in the firelight, and charges back into the fray. Her sacrifice buys you precious moments.

You gather your possessions and the three of you plunge into the trees, pushing the four peddlers to move quickly, desperately seeking to escape the slaughter.


We begin the playtest with a group non-combat challenge. You must navigate safely to Chael Hollow, you must keep the peddlers motivated and with you, and you must keep ahead of the bandits, who will surely pursue you once they have finished with your camp.

As you are reacting to a situation rather than proactively taking action, the GM takes the first move. All three are Easy challenges, which means that you have two rounds in which to reduce the challenge from 1 health to 0.

  • Navigate the forest (Knowledge). Health: 1. Duration: 2.
  • Motivate the peddlers (Social). Health: 1. Duration: 2.
  • Keep ahead of the bandits (Physical). Health: 1. Duration: 2.

The Challenge Type (knowledge, social, physical) stipulates which attributes you may use in this challenge (knowledge - wit, social - presence, physical - strength/fortitude/response). You may decide amongst yourselves who attemps to overcome each obstacle, or you can just claim one as you come online and see this message.

When you're ready, find me on Discord and we'll play through a round, and then you can post the results here.

P.S. I've made an errata update concerning Research Influences - Change here

slap me and kiss me
Apr 1, 2008

You best protect ya neck


Challenge Breakdown:

Round One:

In the first round, the PCs are reacting to a situation, meaning that they respond to GM-placed Obstacles.

In the first round, Autumn tackled the Knowledge Obstacle that loomed large with a total Force Score of 13 (2d6+2).

She attempted to counter with a Always Have a Contingency, a Skill Counter power, but even with an assist from Endral, only managed a total Force Score of 8 (2d6+3)

Endral took on the Presence Obstacle, but opted to spend the first round helping Autumn.

Hearth confronted the Physical Obstacle, which opened the engagement with a hefty Force Score of 11 (2d6+2). He countered with the Tenacious versatile power, racking up a meaty Force Score of 13 (2d6+3), a higher score than any of the follow-up wrinkles could match.

== Round summary ==
Knowledge Challenge - Full Health
Presence Challenge - Full Health - skipped
Presence Challenge - 0 Health - Challenge Defeated

Round Two:

In the second round, the roles are reversed - the PCs open with Skill Attack powers, and the GM responds.

Autumn begins with Trading Fortune, and musters a Force Score of 4 (2d6+1). This is sadly bested by a Force Score of 6 (2d6+1) on the GM's side, and she does not have a Skill Interrupt that would pull her score above that 8.

Endral, using her turn to resolve her own challenge this time, makes use of her When A Plan Comes Together Skill Attack, managing a solid 12 (2d6+4). The challenge can muster a measly Force Score of 8 (2d6+3), and Endral Triumphs.

== Round summary ==
Knowledge Challenge - Full Health
Presence Challenge - 0 Health - Challenge Defeated
Presence Challenge - 0 Health - Challenge Defeated

You have successfully completed the group challenge, albeit at a cost. Autumn suffers one point of Reserve damage, and only three of the four peddlers survive the journey.
Successfully overcoming two of three challenges means a partial victory for our heroes, and they press on.

The next scenario will be posted tomorrow, as I'm battling a wicked cold.

slap me and kiss me
Apr 1, 2008

You best protect ya neck
The peddlers are eager to escape, and under Endral's exhortions, quickly board the wagon. They hunker down, willing the flimsy wooden siding of the cargo box to protect them from the bandits that press over closer. As the last of them boards, Autumn cracks a whip, and the wagon jolts forward, eliciting shouts from the brigands as they notice. Several rush to stop you, but Xcvrrvy appears from within the melee, interposing herself to buy you the valuable seconds you need to make good on your escape.

Your flight is a punishing one. The wagon careens through the forest as the horses drive forward, undergrowth crackling under hooves and heavy wheels. Several times you worry that you will be overtaken, but each time, Hearth's skillful manipulation of the terrain buys just enough time to elude pursuit. The only true setback occurs when the wagon rushes too quickly under a low-hanging tree. A branch crashes against the wagon box, knocking one of the peddlers over the side and slightly injuring Autumn.

At last, the horses tire and the wagon slows. Your pursuers have been eluded.

Ahead, between you and Chael Hollow in the distance, you can see the smouldering remains of a campfire. Instructing the peddlers to stay with the wagon, you creep forward to investigate.

Too late, you realize that you have stumbled across the a patrol of brigands.




You have entered combat with a bandit patrol. Neither party is surprised.

The three of you are alone; you may place yourselves in the box bounded by spaces A5:C12.

Map Features*:

Terrain:
The rock formations provide cover and block line of site to those behind them

Hazards:
The bushes (e.g. squares such as H1) are razorgrass. This is difficult terrain which halves movement speed. You may elect to move at full speed, but will suffer one damage for your troubles.



Roll for Initiative!

orokos posted:

http://orokos.com/roll/514776
Initiative: Minion, Mauraders, Knife, Sargent
Results 2d6+0: 7 [2d6=3, 4]
2d6+2: 11 [2d6=5, 4]
2d6+0: 5 [2d6=4, 1]
2d6+4: 13 [2d6=4, 5]

Initiative order

Bandit Sargent


Bandit Maurader x2


Bandit Hatchet x2


Bandit Knife

* Rules for cover and difficult terrain are on page 18 of the GM guide

slap me and kiss me fucked around with this message at 03:03 on May 9, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Upon seeing your group, a large Brigand Sargent, obviously in charge of the group, takes off with a shout, rushing away from you. His cry alerts two burly ruffians, who lope toward you, weapons drawn and sneers plastered across their faces. It's obvious that they don't hold the three of you in high esteem, thinking you easy marks.





Combat Block posted:

:o:Sargent
Init: 13
FS: 7
Position: V5 - off board (*)
Actions: Move, Pass

:o:Marauder A
Init: 11
FS: 10
Position: F5
Actions: Move, Pass

:o:Marauder B
Init: 11
FS: 10
Position: F8
Actions: Move, Pass

:hist101: Autumn Somerset
Init: 9
FS: 12

Endral Goldshadow
Init: 7
FS: 10

Hatchet A
Hatchet B

Init: 7
FS: 10

Hearth Stonewall
Init: 6
FS: 5
Knife
Init: 5
FS: 10


Orokos posted:

Combat 001 - Round 1 - Adversary Force Scores: Sargent; Maurader; Hatchet; Knife
Results 2d6: 7 [2d6=1, 6]
2d6: 10 [2d6=5, 5]
2d6: 10 [2d6=4, 6]
2d6: 10 [2d6=6, 4]

Slap Me and Kiss Me's Guide to the Denizens of the Deep Wood: The Brigand

Brigand
Few in the Deep Wood are more reviled than Brigands. Their predatory raids upon travelers hurrying between refuge villages during the Passage mean that only those rich enough to hire protection are assured of a safe journey.
Brigand activity disrupts trade, depriving the denizens of the Deep Wood of badly needed tools and medicines, inflicting an artificial scarcity upon already deprived peoples. Though there are many bands active within the Deep Wood, they are generally unaffiliated, and fierce fighting is the typical outcome when two groups encounter each other on the gloomy paths.

Habitat
At the time of the Passage, Brigands depart from their unassuming lives in the refuge villages and make their way into the Deep Wood. There, far from the homes where they would be recognized, they reunite with their vicious comrades-in-arms and wage a terrible war upon the travelers who brave the forest. As the Passage draws to a close, Brigand groups dissolve, members heading home to enjoy ill-gotten gains and sell the spoils at exorbitant prices.

Tactic (All Brigands): Strike and Fade

Strategy (When Brigand is the most numerous adversary type): Encirclement

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Shrieking cries echo through the rocky path as the two Brigand Hatchets make their move. One charges directly toward Endral, blade at the ready, while the other charges through the rocks, emerging from the south.

Hatchet (B) attacks with Endral with a Tentative Strike, Force + 0 = 10 (succeeds).
Endral counters with Drive Them Before Us, Force + P + 3 = 17 (succeeds). Hatchet (B) takes 1 damage and dies pathetically. Endral grants Knockback 1 to one ally's next engagement.



Hatchet B:
Action One: Position: L2 - G8
Action Two: Engage Endral

Hatchet A:
Action One: Position: K8 - L13
Action Two: Position L13 - F11

Combat Block posted:

:o:Sargent
Init: 13
FS: 7
Position: V5 - off board (*)
Actions: Move, Pass

:o:Marauder A
Init: 11
FS: 10
Position: F5
Actions: Move, Pass

:o:Marauder B
Init: 11
FS: 10
Position: F8
Actions: Move, Pass

:o:Autumn Somerset
Init: 9
FS: 12

:o:Endral Goldshadow
Init: 7
FS: 10

:o:Hatchet A
Init: 7
FS: 10
Position: F11

:ghost:Hatchet B

:hist101: Hearth Stonewall
Init: 6
FS: 5

Knife
Init: 5
FS: 10

slap me and kiss me fucked around with this message at 22:54 on May 16, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck


From back by the campfire, a swift figure emerges, rushing toward you. The Knife stops short and hurls a wicked looking blade towards Autumn. The Hurtling Blade, Force + 3 = 13.
Nimbly dodging the hurled blade, Autumn lunges in with her rapier drawn. Using a basic combat maneuver, Force Score: 12 + 4 + 0 = 16. (Succeeds)

Because Autumn was being attacked at range and countered with a melee power, she inflicts no damage

Knife:
Action One: Position: N2 - J5
Action Two: Engage Autumn


Combat Block posted:

:o:Sargent
Init: 13
FS: 7
Position: V5 - off board (*)
Actions: Move, Pass

:o:Marauder A
Init: 11
FS: 10
Position: F5
Actions: Move, Pass

:o:Marauder B
Init: 11
FS: 10
Position: F8
Actions: Move, Pass

:o:Autumn Somerset
Init: 9
FS: 12

:o:Endral Goldshadow
Init: 7
FS: 10

:o:Hatchet A
Init: 7
FS: 10
Position: F11

:ghost:Hatchet B

:o:Hearth Stonewall
Init: 6
FS: 5

:o:Knife
Init: 5
FS: 10


A New Round Begins

It's time for beginning of round housekeeping!

Each player now rolls for a new Force Score, replacing their roll from last round.

Orokos posted:

http://orokos.com/roll/517066
Description Combat 001 - Round 2 - Adversary Force Scores: Sargent; Maurader; Hatchet; Knife
Results 2d6: 5 [2d6=4, 1]
2d6: 4 [2d6=1, 3]
2d6: 4 [2d6=1, 3]
2d6: 12 [2d6=6, 6]

Once that's done, we have to handle power management.

At the start of this combat round, all of you (but Hearth) find yourselves with a bunch of exhausted powers. These used powers can't be used until they're refreshed.

At the beginning of a round, you randomly refresh one used power.

PLUS, any exhausted power with the renew keyword is automatically restored (that's the Basic Combat Maneuver).

To manage this effectively, when you post your new Force Score, also include the die roll for refreshing an exhausted power.


Autumn
1. Jarring Hook
-. Basic Combat Maneuver (autorefresh)
-----------------------
Jarring Hook refreshes at it is the only exhausted power


Endral
1. By My Advantage
2. BInteruppt 1
3. Drive Them Before Us
-. Basic Combat Maneuver (autorefresh)
-----------------------
Use a d3 to determine which power is refreshed



slap me and kiss me fucked around with this message at 01:55 on May 18, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Endral rolls a Force Score of 9, and rolls a 2 to refresh BInterrupt 1

Round Two Begins!

The Marauders grin evil grins, and put their knowledge of brutal violence to use, slide around Endral. Approaching from the sides serves to distract their prey.

Marauder B goes first. Moving to E9.

Marauder A is Flanking! Marauder A gains an Edge! Force Score increases from 4 (1,3) to 6 (2,4)!
Marauder B is Flanking! Marauder A gains an Edge! Force Score increases from 4 (1,3) to 6 (2,4)!

Marauder B attacks Endral with Forceful Blow. Force Score 6 + 4 = 10. (waiting)



Combat Block posted:

:o:Sargent
Init: 13
FS: 5
Actions: Pass, Pass

:hist101:Marauder A
Init: 11
FS: 46
Actions:

:hist101:Marauder B
Init: 11
FS: 46
Actions: Move (E9), Engage

Autumn Somerset
Init: 9
FS: 8

Endral Goldshadow
Init: 7
FS: 9

Hatchet A
Init: 7
FS: 4
Actions: ?

:ghost:Hatchet B

Hearth Stonewall
Init: 6
FS: 5

Knife
Init: 5
FS: 12
Actions: ?

slap me and kiss me fucked around with this message at 04:51 on May 19, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Previously, on Bells of War...

Marauder B attacks Endral with Forceful Blow. Force Score 6 + 4 = 10.
Endral does not counter, and suffers 1 point of damage.

Marauder B employs the Brigand Tactic: Strike and Fade!

slap me and kiss me's guide to Brigands posted:

Tactic (All Brigands): Strike and Fade
Move after successful engagement.

Marauder B moves to D9. This triggers a Reprisal from Endral, and the Marauder suffers 1 damage.

Marauder A is no longer Flanking. Marauder A loses Edge and has a new Force Score of 4.
Marauder A attacks Endral with Cutting Spike. Force Score 4 + 2 = 6.
Endral counters with Basic Combat Maneouver. Force Score 9 + 4 + 0 = 13. (success!) Marauder A takes 1 damage.

Marauder A glances at his wound, and snarling, redoubles the attack!
Marauder A attacks Endral with Forceful Blow. Force Score 4 + 4 = 8. (Success!) Endral suffers 1 damage.

Marauder A uses Strike and Fade to move to C8. This triggers a Reprisal from Endral, and the Marauder suffers 1 damage.



Combat Block posted:

:o:Sargent
Init: 13
FS: 5
Actions: Pass, Pass

:o:Marauder A
Init: 11
FS: 4
Actions: Engage (Endral), Engage (Endral), Tactic: Move C8

:o:Marauder B
Init: 11
FS: 4
Actions: Move (E9), Engage (Endral), Tactic: Move D9

:hist101:Autumn Somerset
Init: 9
FS: 8

Endral Goldshadow
Init: 7
FS: 9

Hatchet A
Init: 7
FS: 4
Actions: ?

:ghost:Hatchet B

Hearth Stonewall
Init: 6
FS: 5

Knife
Init: 5
FS: 12
Actions: ?





Autumn is up!

slap me and kiss me fucked around with this message at 21:17 on May 19, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
The Marauder lurches heavily, stumbling backward, but manages to keep his footing. He looks near death.

Endral is up!

Combat Block posted:

:o:Sargent
Init: 13
FS: 5
Actions: Pass, Pass

:o:Marauder A
Init: 11
FS: 4
Actions: Engage (Endral), Engage (Endral), Tactic: Move C8

:o:Marauder B
Init: 11
FS: 4
Actions: Move (E9), Engage (Endral), Tactic: Move D9

:o:Autumn Somerset
Init: 9
FS: 8

:hist101:Endral Goldshadow
Init: 7
FS: 9

Hatchet A
Init: 7
FS: 4
Actions: ?

:ghost:Hatchet B

Hearth Stonewall
Init: 6
FS: 5

Knife
Init: 5
FS: 12
Actions: ?

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Hatchet (A) attacks with Hearth with a Tentative Strike, Force + 0 = 6.
Hearth counters with Barrier of Steel, having a Force Score of 5 + 3 = 8.

The Hatchet is incapable of defeating this counterattack, and takes 2 damage. He crumples to the forest floor, bleeding heavily.

Combat Block posted:

:o:Sargent
Init: 13
FS: 5
Actions: Pass, Pass

:o:Marauder A
Init: 11
FS: 4
Actions: Engage (Endral), Engage (Endral), Tactic: Move C8

:o:Marauder B
Init: 11
FS: 4
Actions: Move (E9), Engage (Endral), Tactic: Move D9

:o:Autumn Somerset
Init: 9
FS: 8

:o:Endral Goldshadow
Init: 7
FS: 9

:ghost:Hatchet A
Init: 7
FS: 4
Actions: Move (D11), Engage (Hearth)

:ghost:Hatchet B

:hist101:Hearth Stonewall
Init: 6
FS: 5

Knife
Init: 5
FS: 12
Actions: ?




Hearth is up!

slap me and kiss me
Apr 1, 2008

You best protect ya neck
The Knife, brandishes a brace on cruel-looking blades. She flings them toward Autumn, attacking with Hurtling Blade, Force + 3 = 15.
Autumn counters with Tcounter1, having a Force Score of 8 + 4 + 3 = 15.

As this is a tie, both combatants inflict damage and apply effects - Autumn's power allows her to make a free Basic Combat Maneuver, which she employs to attack Marauder A with a Force Score of 8 + 4 + 0 = 12.

The Marauder is unable muster a counter, to a score this high and suffers 1 point of damage.
Marauder A dies!

The Knife scowls at your success, withdrawing a canister from under the folds of her cloak. She lobs it toward Autumn, attacking with Burning Canister. Force Score 12 + 3 = 15.
Autumn doesn't counter, and suffers 1 damage.



Round Three Begins

Post your new force scores, (and don't forget to refresh BCM and one random power)

Description Combat 001 - Round 3 - Adversary Force Scores: Sargent; Marauder; Knife
Results 2d6: 6 [2d6=2, 4]
2d6: 10 [2d6=6, 4]
2d6: 10 [2d6=4, 6]
http://orokos.com/roll/520090


Combat Block posted:

:hist101:Sargent
Init: 13
FS: 6
Actions:

Marauder B
Init: 11
FS: 10
Actions:

Autumn Somerset
Init: 9
FS: ?

Endral Goldshadow
Init: 7
FS: ?

Hearth Stonewall
Init: 6
FS: ?

Knife
Init: 5
FS: 10
Actions:

slap me and kiss me fucked around with this message at 20:16 on May 27, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
You hear the snap and crack of dried branches behind the skirmish, and moments later the Sargent bursts from the brush.

slap me and kiss me's guide to brigands posted:

Strategy (All Brigands): Encirclement
In the Deep Wood, adversaries who move off of one side of the map may reappear on the opposite side after one round has elapsed.

Surveying the field of battle, he lets loose a war cry and rushes to engage!
The Sargent moves to F7.

Sargent attacks Endral with Probing Feint! Force Score 6 + 4 = 10.
Endral counters with Basic Combat Maneuver, Force Score 9 + 4 + 0 = 13.
The Sargent roars in anger, slamming his blade down in a Ruinous Smash, Force Score 6 + 7 = 13.

The Sargent takes 1 HP, Endral takes 2 HP.

Marauder B hauls himself off the ground.

Marauder B sensing an opportunity, attacks Endral with Forceful Blow, Force Score 10 + 4 = 14.
Endral eats the attack, suffering an additional 1HP.

Autumn is up!

Combat Block posted:

:o:Sargent
Init: 13
FS: 6
Actions: Strategy: Encirclement: Move U4-A8, Move F7, Engage (Endral)

:o:Marauder B
Init: 11
FS: 10
Actions: Stand, Engage (Endral)

:hist101:Autumn Somerset
Init: 9
FS: ?

Endral Goldshadow
Init: 7
FS: ?

Hearth Stonewall
Init: 6
FS: ?

Knife
Init: 5
FS: 10
Actions:


slap me and kiss me fucked around with this message at 14:35 on May 31, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Posting Endral's turn for expediency

Endral unleashes a furious retaliation against the Sargent, employing By My Example. Force Score 9 + 4 + 1 = 14.
The Sargent, having exhausted applicable powers, is unable to respond, and suffers 1 damage.

Endral, using the power's effect, grants Advantage to Hearth on the beginning of the next turn.

Capitalizing on the opening, Endral draws on Echtroi ancestry, summoning a cloud of shadow centred on space I3.

Endral attacks again, this time using Basic Combat Maneuver. Force Score 9 + 4 = 13.
The Sargent suffers an additional point of damage, and is wrenched from his position by a swarm of shadow, reappearing in space I3.

As flanking is no longer possible, Marauder B loses his Edge against Endral.

[image to come]


BCM, Shadows Take You, and By My Example are exhausted.
Hearth is up!

slap me and kiss me
Apr 1, 2008

You best protect ya neck
The Knife hustles up toward Autumn, ending at space E5.

She then throws a knife, FS 10 + 3 = 13.
Autumn counters with Rogue Fcounter2 , FS 7 + 4 + 2 = 13.

Autumn suffers one damage and the Knife is moved to F6.

End of turn is here.


Combat Block posted:

:hist101:Sargent
Init: 13
FS: 5
Actions:

Autumn Somerset
Init: 9
FS: ?

Endral Goldshadow
Init: 7
FS: ?

Hearth Stonewall
Init: 6
FS: ?

Knife
Init: -
FS: -
Actions: Morale broken. Fled.


Force Scores posted:

http://orokos.com/roll/521556
Description Combat 001 - Round 3 - Adversary Force Scores: Sargent; Knife
Results 2d6: 5 [2d6=4, 1]
2d6: 8 [2d6=4, 4]

Morale Test posted:

http://orokos.com/roll/521557
Description Combat 001 - Round 3 - Morale Test: Sargent; Knife
Results 2d6+5: 12 [2d6=6, 1]
2d6+3: 9 [2d6=2, 4]

The Knife has failed her morale test, and consequently has abandoned the battlefield. Only the Sargent remains!

slap me and kiss me fucked around with this message at 05:45 on Jun 3, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
The Sargent angrily charges, forcing his way through the razorgrass, leaving him covered with a multitude of oozing cuts.
Sargent moves to E6. Sargent suffers one damage!

The Sargent attacks Autumn with Gutting Slice, FS 5 + 4 = 9.
Autumn counters with Rogue TCounter1, FS 2 + 4 + 3 = 9.

The Sargent interrupts her attack with Ruinous Smash, FS 5 + 7 = 12.
Autumn suffers 2 damage.

Autumn is up!


Combat Block posted:

:o:Sargent
Init: 13
FS: 5
Actions: Move (E6), Engage (Autumn)

:hist101:Autumn Somerset
Init: 9
FS: ?

Endral Goldshadow
Init: 7
FS: ?

Hearth Stonewall
Init: 6
FS: ?

Knife
Init: -
FS: -
Actions: Morale broken. Fled.


[image to come]

slap me and kiss me fucked around with this message at 18:32 on Jun 5, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
With Hearth's tremendous blow, the Sargent slumps to the ground, defeated.

Combat has finished!

- Refresh all exhausted powers
- Reset your resistance
- Top up HP from Reserve

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Here rests an interlude, where everyone gets to update their characters to the Playtest 005 rules

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Your inspection of the campground reveals two captured prisoners, an Insectoid and a Fey.


Welcome Plutonis and Relentless

slap me and kiss me
Apr 1, 2008

You best protect ya neck


Captives rescued, you and your new comrades press on to the village, captured Sargent in tow. It is not longer before the precarious palisade, timbers pitted and rotting, appears amongst the trees. You have arrived at the refuge village of Chael Hollow, scant few survivors of a once-mighty caravan.

Detail resolves as you draw nearer. Between the foreboding trees you can make out a few stone buildings that tower over the wall. Their construction brings you hope; only a talented Formian could shape the stone this far from the stonemasons and supplies of the gate of Thrones.

Your hopes for comfortable quarters recede with each passing moment. The stone is not new, nor is it sturdy. Large cracks traverse the buildings, resembling the shattering of an egg. Moss and vines run wild across the damaged walls, and not one of the structures has an intact roof.

You are greeted at the gate by Xvkr'll, the Burgomeister, and several nervous members of the town militia, each outfitted with little more than stout hats and sharpened spears. Movement above catches your eye, and as you cast your gaze upward, you spy several more militia perched atop the palisade.

Xvkr'll's voice echoes through your minds as the Insectoid addresses the lot of you.
“Declare yourselves, strangers. How have you come to us so soon after the opening of the Passage?”

slap me and kiss me fucked around with this message at 03:56 on Jun 13, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Xvkr'll regards the lot of you with an unblinking gaze. Seconds tick past, and the anxious guards fidget nervously.

Finally, the Insectoid stands aside, waving back the militia.

"I have never known one from the Undertree Hive to lie, and you do not bear the markings of the Brigands which plague our place. You are welcome, guests."

The palisade's dilapidated gate swings wide, and you are granted entry to Chael Hollow.

To characterize the village before you as ramshackle would be generous. Xvkr'll leads you inside, and points to one of the few buildings that appears to be in good repair.

"You may rest there. I would speak to you tonight about your arrival."

slap me and kiss me
Apr 1, 2008

You best protect ya neck
blah blah blah, a bunch of stuff happens


Artist Credit: Mike Schley -http://www.mikeschley.com/

You're all in the kitchen when you hear the noise. The soft clank of metal on metal, the hushed footsteps, and the heavy breathing of anxious soldiers.

You're about to be attacked by person or persons unknown.

Let me know where in the Kitchen you'd like to start. I'll also need a Tier Die roll from each of you for the first round. Desperation is currently Composed.

We're using the Initiative Stack mechanic from 005, so discuss amongst yourselves how you'd like to proceed with your bid.

slap me and kiss me
Apr 1, 2008

You best protect ya neck
They're outside, and close. You can hear them. Too organized to be the brigands you fought earlier.

"Come out!" you hear them cry, "Come out and talk, we don't want to have to hurt you."

Peering through the roughly hewed timbers of the cottage, you can see weapons drawn and muscles tensed, ready for battle.

You know their words to be lies.

Slap Me and Kiss Me's Guide to the Denizens of the Deep Wood: Militia

Protection in the Deep Wood falls to the unorganized, undisciplined militias that each refuge village is able to independently muster. There is neither common training regimen nor leadership, and each community does the best that it is able to manage. Militias are generally rowdy, poorly trained, and boisterous. They can be as corrupt and dangerous as the brigands and criminals they purport to stand against.

Belonging to a militia imparts status and prestige; though the typical militia is no larger than two dozen individuals, there is no shortage of volunteers who are eager to prove their mettle and reap the rewards of service. Answering to the local Burgomeister, it is not uncommon for a militia to be employed to further personal power rather than defend the village.

Habitat
A militia is mustered within a refuge village, and it is rare that one ventures far afield.

Tactic (All Militia): Form the line
???

Strategy (When Militia is the most numerous adversary type): Redouble
???



Map Features*:
They're at the windows!
A combatant may move through any window as though it was difficult terrain.
Combatants adjacent to a window or door may attack adversaries on the other side.


Desperation is Composed: Gaining Edge provides +1 to Tier Dice rolls.

Orokos posted:

http://orokos.com/roll/528789
Description Comat 002 - Round 01 - Footguard; Halberdier; Archers
Results 2d6: 5 [2d6=3, 2]
2d6: 7 [2d6=5, 2]
2d6: 5 [2d6=3, 2]

Initiative
  • :hist101: Hearth
  • Archer
  • Autumn
  • Archer
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard x4

slap me and kiss me
Apr 1, 2008

You best protect ya neck



Archer A moves to I10, and unleashes a volley of arrows through the window, targeting Hearth and Azil with a Force Score of 5+2 = 7.

Hearth counters with Barrier of Steel. Force Score 7.
Using the Shieldwall Competency, Hearth rerolls the Tier Dice. New score is 7 (http://orokos.com/roll/529003), but any engagement using this Force Score deals zero damage.
New total Force Score is 10, which defeats the Archer.

Barrier of Steel's effect (if used in response to AoE, all behind me are unaffected) means that Azil does not need to defend against the Archer's attack, despite being initially targeted.

Initiative
  • :o: Hearth
  • :o: Archer
  • :hist101:Autumn
  • Archer
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard x4

slap me and kiss me fucked around with this message at 21:08 on Jun 26, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Archer B jumps through the front window, sending glass shards exploding across the floor, moving from G12 to K7.

Archer B unleashes an Archer Volley to pepper Zone 1 around G6 with missiles. Hearth and Azil are attacked, Force Score 5 + 2 = 7...



Initiative
  • :o: Hearth
  • :o: Archer A
  • :o:Autumn
  • :hist101: Archer B
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard x4

slap me and kiss me
Apr 1, 2008

You best protect ya neck
The footguard falls to the ground, writhing in agony. He'll not bother you again.


An updated map.

Initiative
  • :o: Hearth
  • :o: Archer A
  • :o:Autumn
  • :o:Archer B (prone)
  • :o:Azil Azran
  • :hist101: Endral
  • Ryzzxx
  • Halberdier
  • Footguard x4

slap me and kiss me
Apr 1, 2008

You best protect ya neck
The footguard, surprised by the ferocity of the unexpected attack, brings his weapon to bear too late, and Endral's assault knocks him to the floor in a bleeding heap.



Initiative
  • :o: Hearth
  • :o: Archer A
  • :o:Autumn
  • :o:Archer B (prone)
  • :o:Azil Azran
  • :o:Endral
  • :hist101: Ryzzxx
  • Halberdier
  • Footguard x4

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Reeling from the mighty blows of Ryzzxx, the Halberdier momentarily falters, but quickly composes himself and renews the attack.

Halberdier uses Halberd Thrust against Ryzzxx, Force Score 7 + 2 = 9.

Ryzzxx counters with Righteous Saviour, Force Score 10. The Halberdier doesn't have a valid interrupt and suffers two damage.

The Halberdier attacks again, using Halberd Rush, Force Score 7 + 2 = 9. Ryzzxx doesn't have any more defence, taking the hit, suffering one damage, and is knocked back to B8.

The Footguard in F9 moves to E8 and attacks Endral with Nervous Prod, FS = 3.

Endral counters with Tenacious HeroismBCM, for a total Force Score of 12.



Desperation

Composed: Gaining Edge provides +1 to Tier Dice rolls.

Initiative
  • :o: Hearth
  • :o: Archer A
  • :o:Autumn
  • :o:Archer B (prone)
  • :o:Azil Azran
  • :o:Endral
  • :o:Ryzzxx
  • :hist101: Halberdier
  • Footguard x1


Round Two Begins

Orokos posted:

http://orokos.com/roll/531374
Description Combat 002 - Round 02 - Halberdier; Archers
Results 2d6: 6 [2d6=2, 4]
2d6: 7 [2d6=3, 4]

Desperation

Anxious: Gaining Edge provides +2 to Tier Dice rolls.

Initiative
  • :hist101: Hearth
  • Archer A
  • Autumn
  • Archer B (prone)
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard


Hearth is up!

slap me and kiss me fucked around with this message at 17:19 on Jul 6, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Archer A moves to F3 and launches an Archer Volley on A7. Desperation kicks this up to Zone 2, so it effects both Autumn and Ryzzxx. Force Score = 7 + 2 = 9.

Autumn uses her Stealthy Escape counter, FS = 9. She takes one damage, and scoots back to space A8.

Ryzzxx uses Righteous Saviour, a counter with an immediate effect that lets the Myrmeke move his speed before engaging. Force Score of 11 + 1 (power) + 2 (roll bonus) = 14.

Archer A is unable to interrupt the counter and suffers the damage. Additionally, Archer A is stunned until the end of its next turn, as per the power's effect.




Desperation

Anxious: Gaining Edge provides +2 to Tier Dice rolls.





Autumn is up now

Initiative
  • :o:Hearth
  • :o:Archer A (stunned)
  • :hist101:Autumn
  • Archer B (prone)
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard

slap me and kiss me fucked around with this message at 14:49 on Jul 7, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Autumn handily dispatches the Halberdier, and deals a devastating strike to Archer A, who staggers under the blows.

Archer B uses an action to stand, and then attacks Hearth with Archer Melee. FS = 7.

Hearth counters with Tenacious Heroism, FS = 8 + 2 = 10. Archer B suffers one damage!

Azil is up!



Desperation

Anxious: Gaining Edge provides +2 to Tier Dice rolls.

Initiative
  • :o:Hearth
  • :o:Archer A (stunned)
  • :o:Autumn
  • :o:Archer B
  • :hist101: Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard

slap me and kiss me fucked around with this message at 00:57 on Jul 10, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Archer B is unable to defend himself against Azil's sorceries, and suffers one damage.

Endral is up!



Desperation

Anxious: Gaining Edge provides +2 to Tier Dice rolls.

Initiative
  • :o:Hearth
  • :o:Archer A (stunned)
  • :o:Autumn
  • :o:Archer B
  • :o:Azil Azran
  • :hist101: Endral
  • Ryzzxx
  • Halberdier
  • Footguard

slap me and kiss me fucked around with this message at 15:22 on Jul 12, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Archer A dies messily.

Ryzzxx is up!




Desperation

Anxious: Gaining Edge provides +2 to Tier Dice rolls.

Initiative
  • :o:Hearth
  • Archer A
  • :o:Autumn
  • :o:Archer B
  • :o:Azil Azran
  • :o:Endral
  • :hist101: Ryzzxx
  • Halberdier
  • Footguard

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slap me and kiss me
Apr 1, 2008

You best protect ya neck
The last of the militia is dead, slain by Ryzzxx.

Some time later, a bewildered looking Xvkr'll the Burgomeister appears, surrounded by a cadre of ill-prepared militia behind him.

After a heated discussion and a few tense moments almost in resulting in violence, you are able to ascertain that Xvkr'll wasn't behind the attack against you.

The Burgomeister encourages you to investigate and find out what was behind the attack against you, and promises to do what he can to help you.

Your party receives +1 Contact Influence

What I need from each of you to set the next scene is a person/place/thing that you'll investigate.

Relentless has bowed out, thanks for the help, Relentless!

  • Locked thread