Dark Side of Loridian

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Oct 4, 2022 7:25 pm
I *tic* recommend that we start *tic* with the closest and *tic* work our way out."
Oct 5, 2022 4:40 pm
OOC:
It occurs to me that I should have probably told you that each hexes represents vast areas of land which will take 1 or more hours to cross depending on the terrain type. Changing height/climbing ridges (the dark lines with has marks), will also add to travel time. So it would be important to know what path you're planning on taking as the journey to the north-western wreckage could take as little as 11 hours or as long as 19 hours depending on what hexes you cross...
Oct 6, 2022 12:16 pm
OOC:
At 8 hexes and 1 contour line, it's still the closest one.
https://dl.dropbox.com/s/p31ohsutc87ky63/First_leg.png
Oct 7, 2022 4:19 pm
Kelvin agrees to Corbin's path. "Let's get on it then. We've got weeks of searching ahead of us. And before we get started, if any of you are the kind that sing when they're hiking, I just might shoot you before the day is through."
Oct 8, 2022 12:41 am
OOC:
And that's the 11 hours route... Well, maybe more like 9 and a half hours now that I think about it... Anyways...
Everyone agrees that this seems to be the most logical route, so you make your journey through a vast wasteland area. In the distance, you spot what seems to be gigantic fungal forests. You think that maybe you can explore those later, if you have the time... You approach the first cliff you'll need to scale on your journey when...

You hear some strange stuttering howl in the distance. It is soon answered by more, more distant howls. This continues for a moment, with the howls getting progressively closer. Eventually you spot them, coming from behind some large rocks, 8 quadruped creatures running towards you, their face a mess of tentacles, a line of luminescent spots runs along their spines, and their tail, a spread of colorful feathers. They stop some distance away from you, carefully encircling you to make sure there's no escape, prowling closer, growling occasionally. With your backs practically to a sheer cliff, looks like you're going to have to fight that one out!

Feel free to give me your initiative rolls while I work on the counters and battlemap.

Rolls

Rolling for something... - (2d10)

(34) = 7

Rolling for something else... feel free to ignore... - (1d10+5)

(3) + 5 = 8

"Cthulhu's guard dogs" initiative - (1d10, 1d10)

1d10 : (4) = 4

1d10 : (7) = 7

Oct 8, 2022 1:56 am
Kelvin unlimbers his autorifle. "This doesn't look good. Why aren't they scared of us?"

Rolls

Initiative - (2d10H1)

(31) = 3

Oct 8, 2022 2:41 pm
Corbin draws his Blastpistol, "No idea, maybe they think they're the apex."

Rolls

Initiative - (3d10H1)

(1096) = 10

Oct 11, 2022 7:46 pm
K'Tesk levels her blast pistol at the nearest of the "dogs".

Rolls

Initiative - (2d10H1)

(78) = 8

Oct 15, 2022 4:23 pm
"Why am I not even slightly surprised?" says Mesec as he takes out his autorifle.

Rolls

Initiative - (2d10h1)

(55) = 5

Oct 15, 2022 9:36 pm
Alright, here is the battlemap, you can place your counters on it (I'm assuming the little cubby is probably going to be a popular defensive position). Once this is done, I'll start the fight proper.

Do not forget to roll your next round's initiative after you posted your action(s) to avoid slowing posting down too much. Also do not forget that in this game you can take multiple actions if you want (as many as you want if you feel particularly daring), but do not forget that your resistance checks (mainly dodge) will also suffer rom your multiple actions penalty. And speaking of multiple actions, do not forget to track your penalty...

If you are on a mobile and have trouble placing/moving your counter or have any questions, do not hesitate to ask.

kalajel sent a note to kalajel
Oct 16, 2022 6:23 pm
Corbin fires his Blastpistol and moves for cover.

Rolls

CRD+Mrk (70-10=60) - (d100)

(52) = 52

Damage (if hit) - (2d10)

(56) = 11

Initiative - (3d10H1)

(978) = 9

Oct 16, 2022 7:05 pm
I am unable to move my token (my permission is set to view only). K'Tesk will also fire and move to find cover where her back is to a wall.

Rolls

CRD+Mark (75-20=55) - (1d100)

(43) = 43

Damage on a hit - (2d10)

(106) = 16

Initiative - (2d10H1)

(1010) = 10

Oct 16, 2022 7:19 pm
WhtKnt says:
I am unable to move my token (my permission is set to view only).
Oh, sorry about that. Should be fixed now.
Oct 16, 2022 7:23 pm
Calm and determined, Mesec pulled the trigger of his autorifle twice - targeting the nearest creature in his line of sight before falling back and taking cover behind a big boulder.
OOC:
samesies with marker movability got the notification as I'm typing this. Been a while, hope I got the rolls right.https://i.imgur.com/afO13ji.png

Rolls

Autorifle (burst): 45% - Attack1 - (d100)

(3) = 3

Autorifle (burst): 45% - Damage1 - (6d10)

(12101044) = 31

Autorifle (burst): 25% - Attack2 (ma-20) - (d100)

(72) = 72

Autorifle (burst): 25% - Damage2 - (6d10)

(2644710) = 33

Next round initiative - (2d10h1)

(44) = 4

Oct 16, 2022 7:23 pm
OOC:
Works for me now :)
Oct 16, 2022 7:27 pm
OOC:
fuck me sideways, I lost the marker... Sorry Kal - I'll stick to screenshots. Also, I've noticed that the distance in the book is in metric but the grid is imperial? I'm confused 🤣
Last edited October 16, 2022 7:29 pm
Oct 16, 2022 7:46 pm
OOC:
Alright, I put another Mesec marker. Geez man, how do you keep doing that?
First round of combat.

Initiative
10 Corbin
8 K'tesk
7 Cthuluh's guard dogs.
5 Mesec
3 Kelvin

Battlemap

Okay, let's start with the actions in order. First Corbin shoots at one of the "hounds". Since they don't exactly know what firearms are, it won't dodge and will take the full 11 points of damage with a yelp of pain.

Then K'Tesk will shoot disadvantaged, but since 43 is the worst result she could get, she still hit. I assume you're focussing fire so the same target as Corbin who will dodge this time having felt the sting of your weapons... It fails and is hit for another 16 points of damage, killing it...

It is then those creatures' turn. They will approach, the group. Sadly Mesec seems to be up front before moving so four will attack him. One will reach Kelvin, and two will reach K'Tesk. So one attack succeeds on Kelvin. 3 attacks succeed on Mesec (taht 100 is actually a 00, a critical hit!), and 1 hit succeeds on K'Tesk. You can perform your dodges now, keeping in mind your Muktiple Action Penalties (speaking of which, all of those hounds are at -20 M-A penalty now).
OOC:
Hint for making your rolls, note them under that form: Reason for the roll (you can do your math here if you want): (total)%.
This will help my codes kick-in, and make the rolls much more visually engaging.

Edit: Oh, forgot to roll the creature's initiative for next round...
kalajel sent a note to kalajel

Rolls

Secret Roll - (1d100)

(92) = 92

Secret Roll - (1d100, 1d10)

1d100 : (2) = 2

1d10 : (2) = 2

Secret Roll - (1d100, 1d10)

1d100 : (100) = 100

1d10 : (3) = 3

Secret Roll - (1d100, 1d10)

1d100 : (73) = 73

1d10 : (2) = 2

Secret Roll - (1d100, 1d10)

1d100 : (86) = 86

1d10 : (3) = 3

Secret Roll - (1d100, 1d10)

1d100 : (69) = 69

1d10 : (9) = 9

Secret Roll - (1d100, 1d10)

1d100 : (81) = 81

1d10 : (2) = 2

Secret Roll - (1d100, 1d10)

1d100 : (15) = 15

1d10 : (8) = 8

Scavlooper's initiative - (2d10h1)

(56) = 6

Oct 19, 2022 10:37 pm
OOC:
Okay, I edited the battlemap link. Let see if that helps.
Oct 25, 2022 1:37 pm
OOC:
https://media.tenor.com/4gNl4Vkm0wMAAAAM/dodge-the-matrix.gif

Rolls

Dodge - AGL: 45% - (d100)

(100) = 100

Dodge 2 (MA-20) AGL: 25% - (d100)

(28) = 28

Dodge 3 (MA -40) AGL: 5% - (d100)

(36) = 36

Oct 25, 2022 2:23 pm
Mesec will have succeeded on his first dodge, avoiding the critical damage of the first scavlooper, however, he is hit by the remaining 2 for 9 and 8 points of damage (17 total). As the tentacles hits him, Mesec can feel something stings him, and his body becomes somewhat numb ( 2 successful attacks, so your MOV is temporarily reduced by 2).

However, payback is going to be a bitch as Mesec's first fire still hits (a result of 03 is below the 5% threshold for automatic success). However, that second burst will be a miss.
OOC:
How does Mesec spreads the damage of his first burst? Also, can you still move to where you wanted to move with your MOV reduced by 2?
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