Ches 19 1368 : The Taking of Convoy 123 (Round 2)

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Lurkwood_GM

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Apr 18, 2016, 8:00:20 PM4/18/16
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[Gm Notes]

Time:  early afternoon


[Aspects]

Guards are confused.

Fire Wall: Anyone who passes through will be attacked with Fire +3.

Gelnar:  On Fire (free invocation)

 

[Narrative]

Nymh climbs into the back of the wagon, and quickly spots the crate in question, as it is chained to the wagon in 4 places.  Mumbling a curse to himself, he pulls out a pick, and quickly unlocks one of them.  Outside, the sound of battle continues.


Feathil, adding to the battle sounds,  mutters some arcane words, and a line of fire erupts between the wagon with the prize, and the rest of the caravan.  Goblins close to the fire shriek in fear, and scurry away from the fire.


Gelnar, seeing the fire rise up, figure out that there is something up at the back of the caravan, and rides his horse back in that direction.  He leaps over the wall of fire, though the magical flames catch his clothing, leaving him and the horse smoking.  


Bear fires again at the wizard, who seems to be full of tricks, this time the arrow wounds his other arm, though the wizard seems unfazed by it all.


The attractive woman approaches the wall of fire, and raises her hand, singing a prayer to Selune.  From seemingly nowhere, rain starts to downpour over the wall of fire.  Steam rises from the wall of fire, which flickers, but remains in place.


The goblins continue to harangue the other passenger, most of whom have fled the wagons, and are heading for the water.  

 

[OOC]


[Notes]

Remember when casting spells, there is no “effect” the way we think of it in D&D terms.  Really, what you’re trying to do is create an advantage, which gives you plusses or re-rolls when you succeed.

Greg, you’re out of stress boxes, so you’ll take a consequence or two next time you’re injured.


[Rolls]

Nymh [Thief]  4+2 vs 3 = success.

Feathil [Wall of fire]  +4 evoc +1 = 5 vs 2: Success.  Wall of fire.

Fire vs Gelnar 3 +2 = 5 vs.  2 + 2 = Success +1. [Gelnar used his role to avoid the fire]

Bear [Shoot]  3+1 = 4 vs 0 +2 = 2. 

Talia [Summon]  2-1 vs 4. 

 

[Stats]

Nymh FP : 4

Feathil  FP 4

Feathil. 4 of 14 (no -). 2 Evo maintained, Stress 1, Stress 2.

Gelnar: Stress 1.

Talia 2 of 10 (no -)

 

Ed Boyle

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Apr 18, 2016, 8:18:49 PM4/18/16
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Nymh]

The thief continues to work on the locks.  If the horseman tries to swing at him with his (obviously) mighty thewed arm, he will attempt to dodge to let him swing at one of the licked chains instead.   He will use a point in that endeavor if it comes up.
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Henry Lewis

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Apr 18, 2016, 8:23:14 PM4/18/16
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[OOC]

Ed,  despite the tokens ont he map, I picture the wagons as covered to protect the goods, so it will be hard to notice Nymh unless someone comes into the wagon. 

Nymh also senses that he won't be able to carry this box without help.

Ed Boyle

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Apr 18, 2016, 8:25:15 PM4/18/16
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Ok, wasn't sure.  Will continue to work quickly and quietly then.
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Greg Rushton

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Apr 18, 2016, 8:27:05 PM4/18/16
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The tiefling tries to use his opponent's spell against her. From the
smothering rains, out billows a cloud of fog and smoke to obscure the
area.

Once the fog has arisen, he will move to another location and make it
harder to find him.

OOC:
Transmutation +3? Not sure. Will spend an FP on this or if attacked.
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Henry Lewis

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Apr 18, 2016, 8:44:29 PM4/18/16
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Greg - can you give me a general area as to where you want to go?

Greg Rushton

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Apr 18, 2016, 8:48:18 PM4/18/16
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I'm trying to be thematic so it would be the same area as the fire
and/or rains that the priestess summoned.
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Henry

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Apr 18, 2016, 9:01:11 PM4/18/16
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I may have been uncleAr. I get the fog but once in place where does Feathil want to move to?

Henry
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Greg Rushton

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Apr 18, 2016, 9:03:35 PM4/18/16
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Ah, sorry. I don't remember the map, but somewhere toward the back.
I'm thinking that he is in the woods, and with a fog in the area, it
gives him a chance to get to a different position that is harder for
the guards to find him again.
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Henry Lewis

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Apr 19, 2016, 7:39:22 PM4/19/16
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Greg,


In my overall plan to keep tinkering, I think the use of schools of magic is not helpful.  I did it to sort of keep the D&D feel and have some familiarity.  In practice, though, I think it just slows us down.


So, I would propose instead of the schools, just one skill “Wizard” would be required, thus saving us from having to figure out how to apply schools.  You can re-allocate the other points as you like.  


In each round, you can maintain spells up 2 2X the skill.  So, you could maintain +8 points work of skills.

In each scene, you can spend up to 3X the skill without a penalty.

After 3x, you take 1 pt of stress.  After 5x, you take 2 pts of stress.

In any event, no single spell can be more than your base skill (+4).


The only limit is that your “spells” should be limited to typically arcane spells (ie, no healing, etc).


Ed, as a reminder, you can substitute your thief spells for any other applicable thief skill.  Hiding, sneaking, back stabs, etc.


Greg Rushton

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Apr 20, 2016, 7:09:20 AM4/20/16
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Hi Henry,

I think I can work with that. I think 3x/scene might be low. For
instance, Feathil is already at that point and has no more stress from
combat. I have no idea what other GMs do - haven't looked into it.
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Henry

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Apr 20, 2016, 9:52:52 AM4/20/16
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I tried to make it consistent with the points you have now. We had initially settled on 2x all your points now, which was 14. Assuming you take the skill at a 4, it would be 12 points.

I'll re-look at it and see if I forgot to carry a 1.

Henry
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