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Post by houndle on Nov 22, 2022 12:19:36 GMT -5
Will Darness Things start to happen quickly. Too quickly for Will to understand.
"Planning? I might as well be talking to myself," he mutters. "Nice umlaut, Klarrrrchur."
Still not recovered to his best form, Will plunges into battle.
Asuwil. WillDarness rolls 7d6 = 6 +2 +6 +3 +5 +2 +1 = 25
Vorpal Sword WillDarness rolls 6d6 = 5 +1 +6 +3 +1 +5 = 21
No implode / explode Personal adds 25
TOTAL 71
Will strives to emulate his hero, aiming to cripple his nearest foe by severing a limb Based on a SR plus Strength, is that right?
WillDarness rolls 2d6+21 = 6 +6 + 21 = 33 DARO WillDarness rolls 2d6+33 = 1 +3 + 33 = 37
"I think I'm getting the hang of this!"
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Post by nialldubh on Nov 22, 2022 12:39:01 GMT -5
Klarrrrchur Deathaxe:
“I cannie believe we will draw every Ghoul to the 'old, but let's destroy this lot first. Two ways in is wrong. Secure roof-hatch. Kill this swarm and move through the ship like a ravisher should do it!”
OOC: Yes STR. Good strike...
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mosker
4th Level Troll
Posts: 300
Member is Online
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Post by mosker on Nov 22, 2022 16:35:06 GMT -5
Klarrrrchur Deathaxe:“Üdhaav do your worst!” I smile sardonically: "If--no, now whenwe survive, I owe you a story." "While I can... Take That You Fiend!" Actions 1. As declared, cast TTYF at the ghoul. OOC: 15 pts of damage. WIZ is now 6.
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Post by gringnr on Nov 22, 2022 20:28:16 GMT -5
Akki
Akki takes the offered shield with a smile. "Thank you!" he says, returning the bow somewhat awkwardly, owing to his lankiness. As events unfold, he listens and agrees with the dwarf's plans. It is plain to see this one has seen many battles. "I will defer to the obvious experience and wisdom of this group, who've seen things topside. But, we'd best make up our minds soon, comrades, or we'll likely lose the option!"
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apn
5th Level Troll
Posts: 524
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Post by apn on Nov 23, 2022 2:56:13 GMT -5
Whilst the Sailors stand in dread at what is to come, the Delvers ready their weapons (and their spell).Barricading the door seems like and option doomed to failure. The Ghouls have hacked through the door already down one panel and by necessity its not exactly thick, sturdy and heavy. If a crew member were to break into the hold and steal something there were few (if any) places to hide on a ship and they'd face justice. Rough justice on a Pirate ship! If the Ghouls broke the door down the people int he hold would face wave after wave of danger - far better to stand on the shore, beat your chest and say "Come at me! I am ready and this...?" holding a weapon up "This is death!" Of course the waves would crash over and you'd end up feeling silly but the analogy is good when facing a horde of Ghouls... Klarrrrchur holds the torch away from his face and casts what light he can that runs down this narrow corridor along the length of this ship level. Finding rope (there seems to be a fair bit of in in coils or piles though much is tangled) is easy and a brave sailor climbs to the top of the steps avoiding the tarred up box and loops it through several slats in the roof hatch. That in turn is tied around heavy barrels and crates. It will hold so long as the structure of the hatch does... OOC as promised a skilled artists impression of the hold and the surroundings.

The big square area with the circles (masts) and triangle (steps going up two levels to the deck). The delvers are in here along with barrels, boxes, rolls, bundles, crates and piles of stuff. The hatch gets opened at the top and the stuff gets chucked in for the most part.
Please take careful note of the exquisite details and embellishments on the picture, it took a long time to compose, layout, draft and paint. No, ships are normally not this square. A better picture to come at some point. Maybe. Heck, it couldn't be much worse.
NEXT post will be the combat thread. gringnr I'll roll Akkis' dice (unless you get to it first) and tell you what manner of Ghoul wave you face. The Ghouls are scrambling, jumping, climbing, reaching berserker types with little in the way of tactics other than to touch an enemy. Touch=paralysis!
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Post by nialldubh on Nov 23, 2022 6:45:33 GMT -5
Klarrrrchur Deathaxe:“Find more torches ya scallywags,” the Dwarf hurls his frustrations at the cowering crew. “Save yer hides, they fear fire as any creature may. At least keep them off ya and bring more torches over here and extra light fa that lantern. Avast ya dogs fa yer fears and be at them, har, har!” Actions:Actions of Dwarf... Trap Ghouls one at at time and hack them to bits! Har, har!
www.flickr.com/photos/nialldubh/52518832539/in/dateposted-public/
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apn
5th Level Troll
Posts: 524
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Post by apn on Nov 23, 2022 9:05:29 GMT -5
OOC updated map thanks nialldubh

Barking orders Klarrrrchur turns. He waits, calm and weapons in hand. Fire on board a ship in a hold full of oil barrels and sail sheets might not be best but that would be a moot point if they were overrun and their bodies devoured! Fire in that case would be the best option! OOC Here we go. The Ghouls have little in the way of tactics and two tumble in through the door heedless of tactics or fear. Their objective is to paralyse their foes with just a touch!
Klarrrrchur fends off and now Will with Swordsman can do his part too!
For GM record:
Ghoul 100MR (with special abilities triggered by multiples of the same number besides the usual ex/implode. You guys probably know what Ghouls do...) Two of same number=nothing Three of same number=target makes a L1SR on Con. Fail means they start to become paralysed reducing all physical stats by the numbers on the dice (so three 4s means -4) till the end of the fight. Four of same number=target makes a L2SR on Con. Fail means they start to become paralysed reducing all physical stats by the numbers on the dice (so four 4s means -4) till the end of the fight. Five of same number=target makes a L3SR on Con. Fail means they start to become paralysed reducing all physical stats by the numbers on the dice (so five 4s means -4) till the end of the fight. Six or more of same number= L4SR vs Con or target paralysed! They keel over and are frozen in place until the fight ends! The paralysed target can attempt a L4SR vs Con every round. Success means the paralysis wears off.
1s and 6s not counted (they explode and implode as usual)
K Deathaxe 169 (73 swordsman passes 11 SR I think...?) W Darness 71 (not bad without his magic. Will is on 1 Wiz at the moment. Add +3 from Swordsman to Wills total passes L5SR with a total of 40. 15 Vorpal.) Udhaav 15 TTYF magic damage on a target Akki apn rolls 4d6+6 = 4 +4 +6 +6 + 6=26 two explode plus apn rolls 2d6 = 4 +5=9 total 35. Pretty good for a single weapon!
Delvers 290 Total
Two Ghouls (MR100+ special effects) 21D6+100 apn rolls 21d6+100 = 2 +4 +4 +3 +6 +1 +6 +1 +3 +1 +5 +4 +1 +4 +3 +2 +5 +4 +6 +4 +4 + 100=173 less 1 explode apn rolls 1d6 = 5 total 168
Both Will and Klarrrrchur EASILY counteract the Ghouls grasping reach with their swords and both earn AP (28AP for Klarrrrchur total 99AP and Will earns 76 including his +20% for his cracking roll total 181AP).
Vorpal comes up with (holds breath) apn rolls 2d6 = 5 +3=8 extra damage (23 Vorpal on Ghoul #1)
Difference is 130 Ghoul #1 takes 15 TTYF (down to 85MR) and 23 Vorpal (down to 62MR) and takes 46 damage from the blows (down to 16MR) Ghoul #2 takes 46 and is down to 54MR
Ghouls now 21D6 and 70MR (+35 adds #1 has 16MR #2 has 54MR)The battle is joined! Will and Klarrrrchur hack, slash, smash and stab with Akki proving both skillful and useful with his own weapon. Udhaav fills the room with smoke, lights and noise! Fwwwwwwooooooosh! Bang! Sizzle!Klarrrrchur does most of the heavy lifting but Will pitches in. Every time a questing hand reaches towards a delver it is swatted or fended away! One of the Ghoul staggers, pouring black ichor from many wounds and half scorched! The other doesn't get away with several wounds and the Delvers see more Ghouls wanting to push in from behind, the corridor seemingly teeming with them! The Delvers let two in and have at it. They don't gain a single step and indeed are pushed back against the open doorway, fighting not for a meal now but for their very (un)lives! OOC Round 1 went well.
Delvers well on top. Round 2 is next... GO! Those swordsman checks really did for the Ghouls but a fumble on that check will see one or more of you paralysed! We are operating the luck reroll system in the house rules.
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Post by nialldubh on Nov 23, 2022 9:44:44 GMT -5
Klarrrrchur Deathaxe:“GWAARRRR,” roars the Dwarf. The feel of the heavy weighted mace in his hand cracking bone and lacerating with the Dhesiri blade fills the Dwarf with joy. “Hold the 'old door, do not let one of the blighters in. Fill the doorway with their corpses. Har, HAR! Actions:Actions of Dwarf...Nialldubh rolls 21d6+71 = 6 +2 +1 +6 +3 +6 +4 +6 +3 +6 +3 +3 +4 +4 +6 +4 +5 +6 +5 +1 +4 + 71 = 159 (two 1s, seven 6s). Explode: 5d6 = 5 +6 +3 +3 +6 = 23 Yar...Total: 182. Self-Defence: Nialldubh rolls 2d6+66 = 3 +2 + 66 = 71. (Yip, holding breath in ye 'old)... OOC: Scratching for every point, had marked in +69 adds, but in fact +71. Corrected this round, but... 
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Post by houndle on Nov 23, 2022 11:44:28 GMT -5
Will Darness Encouraged by the early success, and the form shown by new friends, Will bores in again.
"Just like old times, eh Klarrrrchur! Desperate odds, nowhere to run and that spell sizzlin' past the lug holes! Ha!"
Once again Will seeks to use his swords like something more than a blunt instrument, fending off the hands that are groping for him and searching for weak points to exploit.
Asuwil WillDarness rolls 7d6 = 4 +6 +6 +3 +6 +3 +1 = 29
Vorpal Sword WillDarness rolls 6d6 = 1 +2 +2 +4 +1 +6 = 16
One explodes WillDarness rolls 1d6 = 3
Personal adds 25 TOTAL 73
Swordsman WillDarness rolls 2d6+21 = 6 +4 + 21 = 31
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mosker
4th Level Troll
Posts: 300
Member is Online
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Post by mosker on Nov 24, 2022 13:59:38 GMT -5
Udhaav
I smile. "Felt better than perhaps it should. Want more, but prudence...besides I got this!"
Action 1. Dives into the battle with new steel dagger. [OOC: Newcomers with gifts. Thanks!]
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apn
5th Level Troll
Posts: 524
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Post by apn on Nov 24, 2022 14:45:34 GMT -5
The Ghouls, reeling from a spirited defence of the hold, have little sense of self preservation.
They know that all it needs is a touch and they are turning the tide of a battle with a brush of the hand that can paralyse the living flesh of their prey!
Instead they meet steel. No magic this time - Udhaav saves his spell and swings the dagger. It feels unfamiliar in his hand and his efforts result in a shallow cut - but every little helps!
OOC apn: Udhaav with the dagger (in the kitchen with Professor Plum) 2d6+3 apn rolls 2d6+3 = 1 +4 + 3=8 apn: less 1 implode apn rolls 1d6 = 1 Total 7
Akki attacks! Well, he tries to but so many fighting tend to get in each others way! apn: Akki 4d6+6 apn rolls 4d6+6 = 1 +4 +1 +5 + 6=17 apn: less 1 implode apn rolls 1d6 = 5 apn: and another apn rolls 1d6 = 6 Total 6
K Deathaxe 182 (L11SR on Swordsman passed) W Darness 73 (9 Vorpal. L3SR on Swordsman) Udhaav 7 Akki 6
Total 268
Ghouls (21D6 + MR70 with a 16/54 MR split (35 adds)) apn rolls 21d6+70 = 4 +2 +1 +5 +3 +2 +3 +2 +1 +3 +3 +5 +5 +6 +5 +2 +1 +5 +2 +1 +2 + 35=98 less 3 implode apn rolls 3d6 = 1 +6 +6=13 Total 88
Both Ghouls are smashed from their feet and turned into black/grey/blue mince. (Dead)
Klarrrrchur attacks with his customary aplomb, smashing, slashing and cutting. One of the Ghouls goes down with a wicked swing that crashes its rib cage in spraying innards across the floor. It raises feebly on one arm from the floor and its head vanishes in a black spray as the mace follows the sword swing!
Will darts in, slicing, dicing, looking good. The other Ghoul howls in frustration as it can't lay a hand on anyone. That's because both hands are severed with the sweep of a blade and the newcomers Akki and Udhaav plunge their daggers into the creature! With a kick the body falls back and the delvers take a breath.
There are more waiting in the doorway, ready to attack! They charge!
OOC I will give you a 20% 'Bravery' AP bonus to take 3 Ghouls on. Or you can play it safe by positioning to take two on. Your call.
Will earned 36AP from the Swordsman Klarrrrchur earns 20AP. Total for the Ghouls to be added at the end.
At the moment:
Two Ghouls at 150AP each
So, take on two... or Three Ghouls?
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Post by houndle on Nov 24, 2022 15:12:33 GMT -5
Will Darness "Careful!" barks Will . "Plenty of these things to go round, no need to be greedy! Slow and steady wins the race, as the hairy tortoise said! Let's not bite off more than we can chew."
Uncharacteristically Will advocates the cautious approach. But if the consensus dictates otherwise he'll give it his best.
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Post by nialldubh on Nov 24, 2022 16:40:02 GMT -5
Klarrrrchur Deathaxe:The Dwarf laughs at Will's words. But stops short, the rage building as he ponders Master Firdle whereabouts and the now departed Glarpy, and also the dead Slyclaw. Though in a haze of Dwarven glory, Klarrrrchur is still systematic, kill the Ghouls with ease keep as few in the door way as possible. If he had his way, it would only be one that would get through. Actions:Actions of Dwarf... Warrior Wall around door and crush a few enemies as we can. Guess that be two at a time! OOC: You got two daggers now mosker, ya can do more harm to yerself that way. 
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apn
5th Level Troll
Posts: 524
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Post by apn on Nov 24, 2022 17:31:01 GMT -5
OOC I'll assume as 50% of the group prefers the safe option we'll go with that.
With the option to play it safe and restrict the movement into the room the Delvers form a tight ring of steel.
The Ghouls in the darkness of the corridor are revealed by the rocking lantern in the hold. Horrific things they snarl, hiss, crouch and prepare to spring! Pirates they were, now they are worse. Their base instincts are magnified, corrupted, made 'more' evil.
When living they lived dark lives, their souls steeped in the blood of innocents. Now they devour the flesh of the living, destined to walk or crawl across the earth in search of tender warm flesh to tear at!
Foulness they be, and to the ground they deserve to go - forever!
Two rush forwards into the small area and lunge at the Delvers!
OOC Two it is. I think you could have handled three but I see the wisdom in not taking chances especially if the dice go nuts...
Round 2. Go!
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Post by houndle on Nov 25, 2022 1:11:54 GMT -5
Will Darness Will snorts in relief at a moment of sanity amid the chaos of battle. At the same time he cannot help wondering, has he turned his face away from a chance of immortal glory?
The thought is gone in a moment. Hair flying like a pennant in defiance of his enemies he surges forward again, his weapons seeking the ghouls' vitals.
Asuwil WillDarness rolls 7d6 = 4 +2 +3 +4 +5 +4 +3 = 25
Vorpal Sword WillDarness rolls 6d6 = 1 +2 +1 +5 +4 +1 = 14
Three implode WillDarness rolls 3d6 = 4 +5 +2 = 11
Personal adds 25 TOTAL 53
Swordsman WillDarness rolls 2d6+21 = 5 +5 + 21 = 31 WillDarness: Daro WillDarness rolls 2d6+31 = 4 +6 + 31 = 41
Will sacrifices strength for precision. Only time will tell if he has done the right thing.
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