WHFRP: Through the Drakwald
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- Turret
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Re: WHFRP: Through the Drakwald
Roll(1d100)+0:
74,+0
Total:74
Plus my Ag of 32 for 106! Yay, I shall be able to cower in fear *rapidly*!
74,+0
Total:74
Plus my Ag of 32 for 106! Yay, I shall be able to cower in fear *rapidly*!
Re: WHFRP: Through the Drakwald
D10 Joose, not a D100. 

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- Turret
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Re: WHFRP: Through the Drakwald
Whups! I blame this raging cold, my brain tubes are full of bogeys.
Roll(1d10)+32:
10,+32
Total:42
More reasonable.
Roll(1d10)+32:
10,+32
Total:42
More reasonable.
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- Site Owner
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Re: WHFRP: Through the Drakwald
My Agility is 50.
I can roll if you like, (to compare with NPCs I guess):
Roll(1d10)+50:
3,+50
Total:53
I can roll if you like, (to compare with NPCs I guess):
Roll(1d10)+50:
3,+50
Total:53
Re: WHFRP: Through the Drakwald
Okay, all the mutants together for the sake of convenience. The order of combat then:
Alice (53)
Larandar (49)
Ulrich (42)
Mutants (41)
The soldiers and priest are warily hanging back, the townsfolk desperately fleeing. Ulrich is closest, then Larandar has the soldiers and priest between him and the mutants, and Alice has squeezed into the crowd.
FJ, are you doing anything? If not, over to Buzz.
Alice (53)
Larandar (49)
Ulrich (42)
Mutants (41)
The soldiers and priest are warily hanging back, the townsfolk desperately fleeing. Ulrich is closest, then Larandar has the soldiers and priest between him and the mutants, and Alice has squeezed into the crowd.
FJ, are you doing anything? If not, over to Buzz.
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Re: WHFRP: Through the Drakwald
If I can get a sling shot off at them, I will.
I don't know how much moving I'll need to do to get a clear line of sight, so that might be the other half action. If I can see them straight, I'll try an aimed shot.
I don't know how much moving I'll need to do to get a clear line of sight, so that might be the other half action. If I can see them straight, I'll try an aimed shot.
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- Weighted Storage Cube
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Re: WHFRP: Through the Drakwald
Well, Larandar is going to stay where he is, get ready and see what happens.
So, half action to draw his sword the other half action to make a defensive stance.
So, half action to draw his sword the other half action to make a defensive stance.
Re: WHFRP: Through the Drakwald
FJ: I'd say a half action to move to the edge of the crowd, but you can get a shot off. This puts you near Larandar, although you're still fairly concealed among the mass of people. Make your BS test to hit, -20 because the muties are running. If you hit, roll a D10+3 for damage. Interestingly slings are actually pretty good weapons - as effective as a shortbow and a fraction of the carry weight, with free ammo.
Buzz, a turn is 10 seconds so they might make contact with you if they go right for you, but there are other targets too.
Joose, unless you're waiting for the effects of FJ's attack, by all means continue to your actions to keep things moving along.
Buzz, a turn is 10 seconds so they might make contact with you if they go right for you, but there are other targets too.
Joose, unless you're waiting for the effects of FJ's attack, by all means continue to your actions to keep things moving along.
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- Turret
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Re: WHFRP: Through the Drakwald
Im going to ready my sword, like a brave warrior!
And then back off a bit, so im not sticking out so much.
And then back off a bit, so im not sticking out so much.
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Re: WHFRP: Through the Drakwald
I dunno if I'm aiming for a specific one, but the three-eyed one's third eye is likely too tempting a target for Alice to resist.
BS=52 -20 (running) = 32
Roll(1d100)+0:
93,+0
Total:93
oops
BS=52 -20 (running) = 32
Roll(1d100)+0:
93,+0
Total:93
oops
Alice wrote:I'll get you next time, three-eyes!
Re: WHFRP: Through the Drakwald
The mutants charge to make contact. The first two crash into the nervous looking (and poorly armed) soldiers, one charges Ulrich, and the last goes for a panicky, unarmed townswoman. They engage, swinging their clubs inexpertly, and those of you versed in a fight avoid them without much trouble. The poor townswoman on the other hand takes a heavy blow to the head, knocking her to the ground with a sickening crunch and leaving her screaming in terror. Round 2. I'll add in the other combatants now.
Alice (53)
Larandar (49)
Ulrich (42)
Mutants (41)
Soldiers (37)
Priest (36)
Alice (53)
Larandar (49)
Ulrich (42)
Mutants (41)
Soldiers (37)
Priest (36)
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- Turret
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Re: WHFRP: Through the Drakwald
Have at thee, mutant! I'm going to try and stick my sword in him a bit.
Roll(1d100)+0:
59,+0
Total:59
Well. My WS is 29, so I'm guessing that's a fail.
Roll(1d100)+0:
59,+0
Total:59
Well. My WS is 29, so I'm guessing that's a fail.
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- Weighted Storage Cube
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Re: WHFRP: Through the Drakwald
The pair of muties tangling with the soliders are just in front of me, right? Or are they far enough away to require me to use a half action on movement?
Re: WHFRP: Through the Drakwald
Joose: Yep, that's a fail.
Buzz: You'd need a half action to cross the ten feet or so.
Buzz: You'd need a half action to cross the ten feet or so.
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Re: WHFRP: Through the Drakwald
Round 2, does that mean I get to try again?
BS:52
Roll(1d100)+0:
94,+0
Total:94
Well, I guess it doesn't matter.
BS:52
Roll(1d100)+0:
94,+0
Total:94
Well, I guess it doesn't matter.
Alice wrote:Flippin' 'eck. I couldn't hit an aurochs' bum with a lute today!
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- Weighted Storage Cube
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Re: WHFRP: Through the Drakwald
Hmm, Pantsu, would I be able to do a charge attack or are the soldiers in the way?
Re: WHFRP: Through the Drakwald
They're milling about a little, standing off and swinging at each other. There's plenty of room to pile in there.
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- Weighted Storage Cube
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Re: WHFRP: Through the Drakwald
Well, in that case I'mma chargin'!
Roll(1d100) + 0:
79,0
Total:79
Ah. Whoops.
WS: 28 + 10% for Charge = Target of 38.Larandar wrote:Feel the wrath of Khaine!
Roll(1d100) + 0:
79,0
Total:79
Ah. Whoops.
Re: WHFRP: Through the Drakwald
This is certainly something of an inexpert combat. The spare mutant turns from the injured woman and makes for the priest, charging but swinging his club just as ineffectively as his comrades. One bellows as he barely stops a lethal knife blow from one of the soldiers, taking a deep slash to his forearm instead.
Round three. FJ, all gribblies are now in melee, putting you at a -20 to hit them.
Round three. FJ, all gribblies are now in melee, putting you at a -20 to hit them.
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Re: WHFRP: Through the Drakwald
Okays, I'll try an aimed shot then:
BS: 52 - 20 + 10 = 42
Roll(1d100)+0:
16,+0
Total:16
Hah! Finally.
Roll(1d10)+3:
2,+3
Total:5
BS: 52 - 20 + 10 = 42
Roll(1d100)+0:
16,+0
Total:16
Hah! Finally.
Roll(1d10)+3:
2,+3
Total:5
Alice wrote:In your face, privvy breath!