What does the party do? If you have any opening session moves let me know using a OoC Tag. Que the dramatic music!
Remnant Session 1: Tickings out of the Blue
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What does the party do? If you have any opening session moves let me know using a OoC Tag. Que the dramatic music!
Legends of Heroes Past
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
What should I be on the lookout for?
What here is useful or valuable to me?
Rolls
Discern Realities - (2d6+2)
(45) + 2 = 11
Legends of Heroes Past
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Yea! Thats why you are here, show them beetles what a good time is!
Rolls
Arcane Art: +1d4 to dmg - (2d6+2)
(13) + 2 = 6
Rolls
Discern Realities - (1d20-1)
(15) - 1 = 14
Oops! With the correct dice this time! - (2d6-1)
(12) - 1 = 2
Arcane Bladework - (2d6+2)
(46) + 2 = 12
Elaborate technique - (2d6+1)
(54) + 1 = 10
Damage + Elaborate - (2d8)
(62) = 8
The man seems to snap out of his daze as a smaller beetle dives up towards his face and he wrestles with it, "Well for starters I guess don't die." he advises but you're unsure if he means you or him as he pulls a curved sword and takes to trying to hack at his attacker as it clicks and moves around.
Rolls
Music Lover Beetle - (1d4+2)
(3) + 2 = 5
Rolls
Parley - (2d6)
(54) = 9
A man adjusts glasses and looks to Augustin and the others, the shield user cries out for assistance, a man in robes holds some item in his hand mutter prayer, four men in armor hunker around Augustin and the rest, Two people with bows mutter about hoping it doesn't come down to brawling.
Rolls
Call to arms - (2d4+1)
(44) + 1 = 9
profession list - (9d7)
(215556654) = 39
Maximo slashes through the battlefield and towards a target that looks to be larger beetle from a blind spot. His eyes tear at the sudden wind blown at him as his blade strikes it's target to reveal it to be a man covered in smaller beetles. He looks at Maximaino in shock and down at the blade in his side and stumbles down to the ground clutching his wound. The smaller ones and the blue mist give Maximaino thoughts of caution since attacking those he could protect seems like an evil tactic to use him against his own.
Hunnnuk Hunnuk hoowoooo
Rolls
+1d4 foward to dmg - (2d6+2)
(45) + 2 = 11
"I think you made it mad!" someone offers, others confirm saying yep and definitely.
Rolls
Damage - (1d6+1)
(2) + 1 = 3
in the best british accent Dunwick could muster Rally ho! and all that! Push them buggers back
Rolls
Arcane arts (aid) - (2d6+2)
(54) + 2 = 11
Rolls
Arcane Bladework - (2d6+2)
(43) + 2 = 9
Damage - (1d8)
(5) = 5
Bonus damage from Dunwick - (1d4)
(4) = 4
Torrential damage - (1d8)
(5) = 5
Your attack creates a maelstrom of sparks as your weapon finds purchase on the monster's scale or shell causing a flurry of sparks as you don't let up pressing the attack. The screeching sound of mental on metal subsides as you feel it lurch forward trying to grab onto you with sub limbs of some sort during the attack that look more like scythes than arms one would think of when mentioning such things. for a second before Maximiano continues his onslaught no fully noticing his wound until he's stopped his attack and pauses to gauge the beast.
Rolls
Scythelike appendage attack damage - (1d10+1)
(5) + 1 = 6
this turn should be a +2 to the paladin
Rolls
Damage - (1d6+1)
(5) + 1 = 6
The war party lets out a cheer although you feel it's a little early for celebration but you seem to have emboldened them as they move off to find others in trouble and attempt to deal with things.
Ra Ra Re! Kick them in their ... knee?
Rolls
Arcane Art (+1d4 foward) -> Maximo - (2d6+2)
(25) + 2 = 9
Rolls
Arcane Bladework - (2d6+2)
(44) + 2 = 10
Base Damage + bonus from Dunwick - (1d8, 1d4)
1d8 : (2) = 2
1d4 : (3) = 3
HP healed - (1d4)
(1) = 1
Rolls
Attack, to hit - (2d6+1)
(14) + 1 = 6
Rolls
Attack! - (2d6+1, 1d8+2)
2d6+1 : (46) + 1 = 11
1d8+2 : (3) + 2 = 5
Maximiano deftly strikes his target again a mandable snapping a breath away from his face missing.
Augustin assists someone and rushes a smaller creature, the warparty turns into the peanut gallery offering up information on his blind spot as he attacks the creature and almost misses before he counters.
Rolls
Dunwick's pursuer damage in addition +1 from pierce if you have armor - (1d4+1)
(1) + 1 = 2
Augustin's Counter damage in addition +1 from pierce if you have armor - (1d4+1)
(4) + 1 = 5
Rolls
Damage - (1d6)
(3) = 3
Rolls
Attack, to hit - (2d6+1)
(56) + 1 = 12
Damage, if applicable - (1d6)
(4) = 4
Rolls
Arcane Bladework - (2d6+2)
(32) + 2 = 7
Damage - (1d8)
(7) = 7
Rolls
Damage on Max - (1d10+1)
(8) + 1 = 9
Rolls
Torrential damage - (1d8)
(6) = 6
--edit for the arcane roll
Rolls
Heals -> Agustin - (1d8)
(3) = 3
Arcane Arts -> healing - (2d6+2)
(31) + 2 = 6
Also still need a roll for the arcane verse to see what happened.
Rolls
Beetle Bite - (1d4+2)
(4) + 2 = 6
Rolls
Attack, to hit - (2d6+1)
(63) + 1 = 10
Damage, if applicable - (1d6+1)
(1) + 1 = 2
"It's shell if thick boy, if you don't hit it hard enough you'll just tire yourself out." the Caravan leader states from his formation on the other side of the monster trying to contain it's movement for their next offensive formation.
When you stand in defense of a person, item, or location under attack, roll+Con. On a 10+, hold 3. On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
Redirect an attack from the thing you defend to yourself
Halve the attack’s effect or damage
Open up the attacker to an ally giving that ally +1 forward against the attacker
Deal damage to the attacker equal to your level
Defending something means standing nearby and focusing on preventing attacks against that thing or stopping anyone from getting near it. When you’re no longer nearby or you stop devoting your attention to incoming attacks then you lose any hold you might have had.
You can only spend hold when someone makes an attack on you or the thing you’re defending. The choices you can make depend on the attacker and the type of attack. In particular, you can’t deal damage to an attacker who you can’t reach with your weapon.
An attack is any action you can interfere with that has harmful effects. Swords and arrows are attacks, of course, but so are spells, grabs, and charges.
If the attack doesn’t deal damage then halving it means the attacker gets some of what they want but not all of it. It’s up to you and the GM to work out what that means depending on the circumstances. If you’re defending the Gem Eye of Oro-Uht and an orc tries to grab it from its pedestal then half effect might mean that the gem gets knocked to the floor but the orc doesn’t get his hands on it, yet. Or maybe the orc gets a hold of it but so do you—now you’re both fighting over it, tooth and nail. If you and the GM can’t agree on a halved effect you can’t choose that option.
Defending yourself is certainly an option. It amounts to giving up on making attacks and just trying to keep yourself safe.
Jabes might remember the minute you attack you lose holds from a successful defend and the option to redirect damage if you're defending someone else so keep this in mind.
Rolls
Defend - (2d6+2)
(15) + 2 = 8
Redirect an attack from the thing you defend to yourself
Halve the attack’s effect or damage
Open up the attacker to an ally giving that ally +1 forward against the attacker
Deal damage to the attacker equal to your level
Rolls
Arcane Bladework - (2d6+2)
(65) + 2 = 13
Damage - (1d8)
(7) = 7
HP healed - (1d4)
(3) = 3
Rolls
Arcane Bladework - (2d6+2)
(44) + 2 = 10
Damage - (1d8)
(6) = 6
HP healed - (1d4)
(4) = 4
Exp: 2
base dmg: d6
Ammo: 3/3
Rolls
Arkane arts check && heal(self) - (2d6+2, 1d8)
2d6+2 : (34) + 2 = 9
1d8 : (4) = 4
Rolls
ankle biter damage (pierce 1) - (1d4+1)
(3) + 1 = 4
Redirect an attack from the thing you defend to yourself
Halve the attack’s effect or damage
Open up the attacker to an ally giving that ally +1 forward against the attacker
Deal damage to the attacker equal to your level
Rolls
Attack, to hit - (2d6+1)
(14) + 1 = 6
New round anyone can attack. Even Augustin again.
Rolls
Damage (Pierce 1) - (1d4+1)
(1) + 1 = 2
Rolls
Arcane Bladework - (2d6+2)
(21) + 2 = 5
Rolls
Big bug attack - (1d10+1)
(5) + 1 = 6
Rolls
Attack, to hit - (2d6+1)
(46) + 1 = 11
Damage - (1d6+1)
(5) + 1 = 6
Rolls
Attack! - (2d6+1, 1d8+2)
2d6+1 : (15) + 1 = 7
1d8+2 : (4) + 2 = 6
Rolls
Hurled Shard - (1d8+1)
(8) + 1 = 9
Rolls
Arkane arts -> healing -> agustin - (2d6+2, 1d8)
2d6+2 : (34) + 2 = 9
1d8 : (5) = 5
Rolls
Beetle attack (Pierce 1) - (1d4+1)
(2) + 1 = 3
Rolls
Arcane Bladework - (2d6+2)
(66) + 2 = 14
Damage - (1d8)
(4) = 4
HP healed - (1d4)
(2) = 2
Rolls
Attack, to hit - (2d6+1)
(31) + 1 = 5
Damage, if applicable - (1d6+1)
(4) + 1 = 5
CaveJohnson and Moofs are up if they want to try something otherwise next round.
@Phil Also the negative status tags go away when one makes camp (one per use of making camp)
Rolls
Hunter's Bow - (2d6+1, 1d8+2)
2d6+1 : (31) + 1 = 5
1d8+2 : (2) + 2 = 4
Rolls
Shell Shard Damage - (1d8+1)
(6) + 1 = 7
Ow!, that more painful then what i read abouts.
Rolls
Shortbow - (2d6+1)
(22) + 1 = 5
Gorsh now that feels a bit better.
Rolls
Arkane arts ---> Heal(self) - (2d6+2, 1d8)
2d6+2 : (52) + 2 = 9
1d8 : (4) = 4
Rolls
Damage on Dunwick (Pierce 1 if wearing armor) - (1d4+2)
(3) + 2 = 5
Damage on Max - (1d10+1)
(10) + 1 = 11
Parrying Dagger (hand, +1 armor, 1 weight)