Powderhorn Posted April 23 Author Clone Share Posted April 23 Second ping for @Primeval Stasis and @Bobcloclimar. Will push ahead tomorrow after work. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted April 23 Clone Share Posted April 23 Sorry, had some family stuff come up in the past week. Post is up. Provided Otto can put his target down, I think next turn we should focus on the leader. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Primeval Stasis Posted April 23 Clone Share Posted April 23 I should be able to post tomorrow during my commute. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Tecumseh Posted April 24 Clone Share Posted April 24 Tip of the cap to the bandit who rolled a Nat 20. Can't be mad about that. What weapon is he using? Does it bypass Otto's grand plate? Quote Grand plate is so finely-jointed that a weapon must either be very large or very armor-piercing to harm the wearer; they’re immune to non-magical melee or thrown weapons unless the weapon is two-handed, has a Shock rating of AC 16 or more, or the wearer is currently grappled by someone as per the rules on page 43. This tight protection comes at the cost of the thick plating found in great armor or conventional plate. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Powderhorn Posted April 24 Author Clone Share Posted April 24 Just a club in this case, though without looking at the rules for a natural 20, I'm surprised there's no allowances for that. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Tecumseh Posted April 24 Clone Share Posted April 24 The only specific rule about d20 die results in WWN is that a Nat 1 always misses and a Nat 20 always hits (p. 59). There aren't any critical hits, although they are a reasonably common house rule. Some people do max damage, or roll damage twice and take the better result, or have the hit apply some sort of status effect (like to AC, or knocked prone, or disarmed), etc. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Powderhorn Posted April 24 Author Clone Share Posted April 24 Yeah, I kinda figured there was nothing ancillary about 20s beyond always hitting, but wanted to look it up when I got time. Sounds like you already did :) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Powderhorn Posted April 30 Author Clone Share Posted April 30 @another aka - I believe you already committed effort for the day for Mind Over Matter to heal 1d6 earlier in the scene? I believe you may need to be externally stabilized, but if I'm misreading something, feel free to correct me. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
another aka Posted April 30 Clone Share Posted April 30 Yes, I had, but I do not require external stabilisation: Xan has 2 points of Effort per Art, and I'm now committing her second point of available Effort for Thought Noble Arts for the day. Xan won't have access to Effort from that pool until she "has had a good night's rest". The previous use of Effort to fuel Thought Noble Arts (i.e., to read surface thoughts) remained committed only so long as the power was active. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Powderhorn Posted April 30 Author Clone Share Posted April 30 Got it, thanks! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Tecumseh Posted May 2 Clone Share Posted May 2 I think we're waiting on some healing from Eabha. @Primeval Stasis ping In the meantime, should we sort through any loot and interrogate the unconscious bandit? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
another aka Posted Friday at 01:14 PM Clone Share Posted Friday at 01:14 PM Sounds good Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Primeval Stasis Posted Saturday at 07:48 AM Clone Share Posted Saturday at 07:48 AM Sorry all. Rough week. Hopefully I did what was needed. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Bobcloclimar Posted Sunday at 03:21 PM Clone Share Posted Sunday at 03:21 PM I'm guessing two dozen is probably an overstatement, but at the same time, an hour up a deer path that the wagons can't follow isn't something we can do unless we're willing to abandon our charges. I suppose that, come light, Toktok could have the bandit show him where the path starts and mark it for later - we can hand the bandit over to the next militia patrol and tell them where the alleged camp is. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ikul Posted Sunday at 03:23 PM Clone Share Posted Sunday at 03:23 PM I would expect that, in about two hours, there's going to be roughly a score of bandits around us who are going to be much smarter about attacking us. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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