A Long Way Home - game thread, players only!

:smiley:

I’m going to give Clayton a bit longer to react before rolling dice for round 1. Good luck!

Moftar takes up a strategic position behind whomever is convenient, bravely keeping an armored party member between himself and any possible source of danger no matter how slight. He raises his staff unto the sky, and proclaims loudly, voice echoing throughout the chamber (and breath wafting odiferously ahead of him):

"Demon, Beware! I, Moftar, Chosen one of Sovin the Righteous, Who Is Also Mighty, But Mostly Righteous, am Here to Defeat You and Send You Back From Whence You Came! Sovin, Righteous One, Strengthen my Alllies that I, and also they to a somewhat lesser extent, May Battle Most Mightily in Your Righteous Name!"

Moftar does his best to light the battlefield. With the torch, I mean, but also metaphorically by mystical illumination. He does his best to stay out of the way of anyone with anything pointy or dangerous, and keeps an eye on the tied-up Goblin. He also does his best to scratch himself with the non-burning end of the torch, since the fleas seem unresponsive to his requests to stop biting while his hands are full.

Sorry.

If it doesn’t cost an action, Clayton will inspire the group. “Rally, all of you! Attack the beast!”

He will immediately lead the way slicing and dicing everything that comes at him, stepping ahead of his allies to take charge.

If possible/necessary, I’d like to hold my action to make sure I go after Clayton but before the orc, to ensure I get the inspire bonus on my first round. If the numbers don’t work out that way and holding my action would mean the orc goes before me or my own initiative role flat-out sucks, then I’ll just take my normal turn order.

All of the effects which alter future dice rolls, like Clayton’s inspire, taunting, and some magic effects, will occur at the start of each combat round before any other rolls.

The orc Garn is charging the group, with Clayton and Maxwell protecting the others and blocking Garn’s access through the doorway!

Round 1:

Moftar’s prayer/rant has no apparent effect on Garn, but the light from his torch is invaluable to the others…

Bellowing over Moftar’s insane rambling is Clayton’s booming voice, “Rally, all of you! Attack the beast!” His war cry falls on deaf ears as the orc thunders forward.

Clayton tests his SOCIAL (8) and rolls a 2. This is not enough for the INSPIRE ability to have any effect

As the others speak their piece, Maxwell directs his threat at Garn. “Zine can lick my taint, you pustulant sack of crap! I’ll send you to hell to bugger your grandmother!” Garn howls in fury and raises his axe, even though most of the threat probably went over his head.

Maxwell rolls his SOCIAL (8) twice for this taunt effect, due to active SENTINEL protocols (beep boop). He gets a 2 and a 5. Garn rolls an opposed SOCIAL (6) to resist this effect. He scores a 4, not enough to resist Maxwell’s taunt.

Initiative order - Gerald, Cobar, Garn, Clayton, Maxwell.

Moftar is spending this turn chanting nonsense, eagerly holding his torch high, and smelling foul.

[spoiler] The rolls were as follows. Parenthesis show the WITS value, with the actual roll next to it. All tie breaker results are reflected in the order above.

Garn (8) - 6
Clayton (6) - 6
Maxwell (6) - 5
Cobar (10) - 6
Gerald (10) - 7[/spoiler]

The raging orc smashes into Maxwell with a tremendous crash in front of Gerald, on the other side of the open arched doorway. Gerald steps away from the conflict, to keep a closer eye on the goblin and their flanks. After all, the others surely have Garn under control. What they needed most is someone with brains to look over them, and watch their backs…

There are no reinforcements coming for Garn, though. It looks like the beastly creature is on its own. Gerald can’t help but notice that Garn is spending a lot of effort and attention on Maxwell. Gerald could probably slip a dagger in between the orc’s shoulder blades pretty easily, if he were daring enough.

The first of Cobar’s arrows smashes into Garn, but is turned away by the orc’s chain armor.

Cobar rolls his ACTION (8) twice for his shot, due to the HAWKEYE talent. His results are 8 and 4, for a final result of 8. Garn rolls his ACTION (12) and scores a 9. Modified by weapon (+2) and armor (+3), the final result for Cobar’s attack is 10, and Garn’s defense is 12. The arrow does no damage.

Garn’s mighty axe smashes into Maxwell’s shield, which turns the axe blade aside with a tremendous spark as metal meets metal. The human reels from the attack, but is unharmed. Or is he?

Maxwell feels a darkness inside him, corrupting his mind and body. Garn’s attack has plagued him with an evil sorcery!

[spoiler] Maxwell rolls his ACTION (10) and gets a 7 for his blocking value. The orc rolls his ACTION (12) in an opposed test, and gets a 5. The orc is unable to bypass Maxwell’s defense.

However, Garn’s attacks cast a plague spell upon contact. Even though Garn cannot bypass Maxwell’s block this round, the attack is rolled normally to determine whether contact is made, or the attack misses. Garn rolls his ACTION (12) and gets a 9. Maxwell rolls his ACTION (10) and gets a 5. Contact is made, although no damage occurred.

Maxwell is plagued (1). Each of his dice rolls will suffer (-1) from the result, until the plague is lifted (one hour per plague level). Subsequent attacks from Garn may result in a higher plague level, with higher penalties![/spoiler]

Clayton uses the opportunity to attack the orc from an unexpected angle. His sword cuts the orc across its left flank, drawing a fantastic arc of blood! Garn suffers 2 damage.

[spoiler]Garn rolls his ACTION (12) to determine his block value, and scores a 3. Clayton rolls his ACTION (10) in an opposed roll, and scores a 10. Clayton bypasses the orc’s block value.

For his attack, Clayton rolls his ACTION (10) and scores a 9! Garn rolls his ACTION (12) and scores 7. Clayton’s sword adds +2 damage, and the orc’s armor+shield adds +3 defense, for a total of 11 to 10. Clayton expects to deal 1 total damage, but an unknown effect causes that damage to increase. Clayton deals 2 total damage to Garn.

Could the orc’s demon be betraying him?[/spoiler]

Maxwell staggers backward from the force of the orc’s blow, and the unexpected sorcery. It only takes a moment for him to leap back into the fight, though. His sword lashes out, sailing through the orc’s defense and drawing blood from its shoulder. Maxwell deals 1 total damage to Garn.

[spoiler]Maxwell rolls his ACTION (10) against Garns’ already-established block value of 3. Maxwell scores a 5, bypassing Garn’s block.

For his attack Maxwell rolls his ACTION (10) and scores another 5. Garn rolls his ACTION (12) and scores 3. Maxwell’s sword adds +2, and plague adds -1, for a total attack value of 6. Garn’s armor+shield adds +3 defense, for a total value of 6. Maxwell should have dealt 0 damage, but an unknown effect increases this damage by 1. [/spoiler]

–end round 1–

The party is facing a fierce and dangerous warrior!

Round 2 will be calculated tomorrow at approximately 7pm EST. I will make “continuation rolls” for anyone who wants to continue their actions from last round, for example Cobar’s bow attack, Maxwell’s taunt + attack, etc. Otherwise, post any changes you’d like for next round before tomorrow evening.

Moftar kneels a moment and makes sure the goblin’s limbs are firmly tied together; the last thing we need right now is for it to go get reinforcements.

Standing and turning towards Garn, Moftar screams out: “Foul Fiend of Filth! Dimwitted Denizen of Darkness! Lewd Loather of Light, face the wrath of Sovin the RIGHTEOUS!”

Moftar charges into the near vicinity of the fray, staff held high, and jabs the torch at the orc’s face, certain that even if he fails to harm it, he can at least distract it enough that it might lose a chance to attack someone, or mis-block an attack against itself. He is, of course, careful to do so only when he’s sure he won’t get hurt.

Also, he stinks. I’m not sure if that’s been mentioned yet. :smiley:

Gerald edges a bit further into the room; seeing that the orc’s attention is focused elsewhere, he looks for an opportunity to get in a quick backstab…

Clayton will again yell out an** inspiring** phrase, “His demon betrays him! He is weaker than I expected! Fight on!”

Following that, he will continue attacking, hoping to have continued success.

Cobar keeps pumping arrows into the orc.

Round 2

Clayton may only attempt to Inspire his allies once per combat.

Maxwell taunts the orc again, but his voice falters. Garn can sense Maxwell’s strength fading. “You die now!” the orc says gleefully, lifting his axe for another crushing blow…

[spoiler]Maxwell rolls his SOCIAL (8) twice, and gets a 3, 1. With his plague penalty, his total is 2. Garn rolls his SOCIAL (6), and gets a 3. Garn is NOT forced to attack Maxwell this turn.

However, Garn’s target is randomized, and happens to hit Maxwell. :)[/spoiler]

Attack order - Cobar, Garn, Gerald, Clayton, Maxwell, Moftar

Garn (8), 7
Maxwell (6), 4-1=3
Clayton (6), 4
Cobar (10), 8
Gerald (8), 4
Moftar (8), 2

Cobar readies another arrow and lets it fly at the orc. This time the arrow strikes the orc in its torso, drawing blood but not penetrating deeply. Garn suffers 1 damage from the attack.

Cobar rolls ACTION (8) twice, and gets 6, 4. Total attack value is 6, +2 for his weapon, 8 total. Garn rolls his ACTION (12) and scores a 5. Garn’s total defense value is 5, +3 for armor+shield, 8 total. Cobar should have dealt 0 damage, but an unknown effect causes the damage to increase by 1.

Garn brings his mighty axe down upon Maxwell again. The valiant human stands firm against the orc, but it’s obvious the effort is straining. He probably won’t be able to last much longer against the beast! Maxwell suffers 0 damage, and gains another level of plague.

[spoiler]Maxwell rolls his ACTION (10) -1 for plague, to determine his block value. Maxwell scores a 5, making his block value 4. Garn rolls his ACTION (12) to bypass Maxwell’s block, and scores an 8. Garn’s attack bypasses Maxwell’s block this round.

For his attack, Garn rolls his ACTION (12) and scores a 4. Maxwell rolls his ACTION (10) and scores a 5. Garn’s attack is 4, +2 for his weapon, for a total of 6. Maxwell’s defense is 5, -1 for plague, +3 for armor+shield, for a total of 7. Maxwell’s armor absorbs Garn’s attack. Maxwell’s current plague level is 2, and he will suffer -2 to all dice rolls for 2 hours.[/spoiler]

Gerald sees an opportunity to strike, and leaps at the orc with his dagger drawn. He hesitates at the last moment, though, and the orc senses him. Gerald swipes feebly, hitting nothing, and leaps backward before Garn can retaliate…

Gerald rolls an opposed WITS test against Garn for his backstab attempt. Although he succeeds in this test, his attack fails. Garn rolls a 3 for his block value. Gerald rolls a 4 for his attack, but Garn rolls a 12 for his defense. Garn’s block value is reduced by 1, but Gerald misses completely.

Clayton stabs the orc again, this time tearing a massive gash across the orc’s flank! Garn suffers 4 damage.

Clayton rolls a 5 to bypass Garn’s block value. For his attack, Clayton rolls a 7, and Garn rolls a 3. Clayton’s attack is 7, +2 for his weapon, for a total of 9. Garn’s defense is 3, +3 for his armor+shield, for a total of 6. An unknown effect increases Clayton’s damage by +1, for a total net damage of 4. Garn has suffered a total of 8 damage, and must surely fall soon…

Maxwell attempts to strike boldly at the orc, but his attack is harmlessly deflected away by Garn’s shield. The orc isn’t laughing anymore, though. There’s a desperate, furious determination in his glowing eyes.

Maxwell rolls a 1 to bypass Garn’s block value. His total is -1 after accounting for penalties. He automatically fails his attack.

Moftar finally joins the fight, running at Garn and waving the torch toward his face. All of the combatants step away as the awkward hermit flails about harmlessly. “Foul Fiend of Filth! Dimwitted Denizen of Darkness! Lewd Loather of Light, face the wrath of Sovin the RIGHTEOUS!”

Moftar has failed his attack against Garn, but succeeded in causing a bit of commotion.

Maxwell staggers, his shieldarm drooping as the plague takes further hold. He locks eyes for a moment with Gerald and grunts. Out of breath and fading fast, he can’t do much more than muster a challenging snarl, hoping to keep the orc’s attention away from the flanking noble.

Moftar, humming a nice bit of clarinet music, otherwise continues his previous actions.

Clayton, stunned by his incredible success in battle, continues to attack. He knew he would do well, but is curious if something outside his body is helping him.

Round 3 -

Maxwell, knocked backward by the orc for a second time, again charges forward ferociously, shoving Moftar aside as he snarls in challenge. Garn eagerly accepts, and hacks at the warrior for a third time…

Garn can smell Maxwell’s diminishing strength. Bloodlust has consumed the orc, and it will attack Maxwell regardless of any taunt rolls.

Attack order - Garn, Moftar, Gerald, Cobar, Maxwell, Clayton

Clayton (6) - 2
Cobar (10) - 5
Gerald (10) - 5
Maxwell (6) - 5(-2)=3
Moftar (8) - 8
Garn - (8) - 8

Garn bellows in a mighty voice, a mixture of wrath and pain that makes a terrifying echo across the cavern. Garn’s axe comes crushing down, easily smashing through Maxwell’s brave, but exhausted attempt at defense. The impact knocks Maxwell back again, but this time the human has clearly been badly hurt. A section of his armor has been split along his right side, and a terrible wound is pouring blood from beneath it. Maxwell has suffered 6 damage.

[spoiler]Maxwell rolls a 2 for his blocking value. After taking plague into account, his block value is 0. Garn automatically succeeds in bypassing Maxwell’s block.

For his attack, Garn rolls a 10, and Maxwell rolls a 5. Garn’s weapon adds +2, for 12 total. Maxwell’s plague adds -2, and armor+shield adds +3, for a total defense of 6. Maxwell suffers 6 damage, and has yet another plague level.[/spoiler]

Moftar continues to wave the torch about, doing very little except to cause even more commotion.

Garn cries triumphantly at the devastating damage he caused, and clearly intends to finish Maxwell off with one more crushing attack. Gerald seizes the moment, and leaps upon the ferocious orc, driving his dagger into the monster’s back.

The orc goes rigid, his cry of triumph cut short to an agonized wail. The orc falls forward with Gerald still hanging from its shoulders. As Garn’s chest impacts the stone floor, Gerald removes the blade and thrusts it downward again, this time in the back of the orc’s neck. Garn goes limp as Gerald pulls his dagger out again. The noble Blake is now covered in the orc’s blood, and Garn lies defeated before him.

Garn’s block value is 5. Gerald rolls a very lucky 6, and bypasses Garn’s block. Gerald rolls an opposed WITS test against Garn, and succeeds in backstabbing the orc. Gerald’s attack roll is 4, and Garn’s defense roll is 2. Gerald’s dagger adds +1, for a total of 5. Garn’s armor+shield adds +3, for a total of 5. Gerald would do 0 damage, but an unknown effect increases that to 1 damage. Backstab further increases that damage by 3X, for 3 total damage. During this combat, Garn has now suffered 11 total damage, and is defeated!

Cobar is the first to look back to the bound goblin. But instead of the seeing the creature tied down, he sees the rope in a pile on the floor, and the goblin nowhere to be found…

Garn’s chamber is now open to the group. The goblin’s promise of treasure was true! There is a heavy, ancient stone and metal crafted chest next to the carved throne. Stacked in a corner is a pile of gold, glinting in the torchlight! Spread across a large stone table is an unrolled cloth map, with books weighing down the two ends. Also, the orc’s axe, dropped next to Garn’s lifeless body, seems to sparkle with the promise of power…

However, the crown promised by the goblin is nowhere to be found. Perhaps the creature was mistaken about Garn’s treasures?

Moftar to nobody in particular: “That little piece of fetid hog shit! I even checked… how the hell… where did it… dammit!” Moftar kicks angrily at a nearby stack of gold pieces, scattering them everywhere in rage. “I knew it, I knew we shoulda just…!”

Suddenly, a low moan escapes Maxwell’s otherwise stoic form, reminding Moftar of his wounds. “No time for that now, I suppose. Max. Max! MAXWELL! *Sit *down, son, and let me take a look at that. Ugh, that’s NOT good… ain’t seen a wound that deep in a long, long time. Not sure if I’ll be able… nevermind, I’ll patch ya up good as new, don’t you worry!”

Moftar digs into his pouches with a worried expression, turning his head to keep Maxwell from noticing. Rummaging through his first aid kit, he sets aside what looks like perfectly good bandages and vials of salve, as well as many things less obviously helpful, until he reaches his goal, buried deep in the bottom of his kit… a small bundle of silken bandages with a tiny tube of cream, the whole thing protected in a deep blue velvet wrap and tied with a red satin ribbon. “Been holding on to this one for a while… can’t think of a better time to use it.”

Moftar opens a small flask of whiskey; half of it goes into washing his hands, the other half of it goes into his stomach to calm his nerves.

Moftar uses his special keepsake healing kit to tend Maxwell’s wounds, assuming of course that Maxwell allows this.
Mosier: I would like to use one of my LUCK points to ensure that I heal the maximum possible amount with this attempt.

Moftar, while working, to the rest of the group: “I won’t stop you, (can’t at the moment, actually) but if I were you I’d hold off on touching pretty much anything until I take a look at it. Demons can sometimes put some nasty curses on items in their posession, to trap the unwary thief…”

If he gets a chance, Moftar would also like to give a cursory examination to the various items around the room, looking for obvious signs of curses, traps, or magic. He will make a more thourough check later if he’s too busy tending Maxwell to do so now.

Maxwell takes a step or two towards the treasure and then sinks to both his knees with a groan. He mutters something about equal shares, and then his eyes flutter upwards and his head droops. He falls into semi-awareness, still except for the occasional wheezing cough from the curse of the plagued weapon.

Gerald wipes off the blade of his dagger on what passes for Garn’s ‘clothing’, then walks over to the table to study the map there…but can’t keep himself from repeatedly glancing nervously at the entrance to the chamber.

"Moftar, whatever you need to do, do try to be quick about it. I don’t think we want to spend another second longer here than we have to now…

And we might want to send someone to check on the girl and the horses…I wouldn’t much like her chances against that goblin…"

Is there more than one entrance to this room? If not, guarding it might be our best bet. We can hold out here long enough for Maxwell to recover, then go after the goblin. OR we might be better off running (two days?) to town and finding an inn or something…

Moftar to Gerald: “Workin’ as fast as I can, but he’s hurt pretty bad. Wish Miss Lamp-post were here, could use a hand with these bandages… Nice coup de grâce, by the way; where’d ya learn a trick like that? Heh… kidding, kidding. Anything interesting on the map? (lean to your left a bit, Maxwell) Most of this stuff looks pretty safe, boss, but don’t touch the axe yet and I’d be careful with the chest; classic spot for a trap, ya know.”

to Clayton: “A well-fought battle for you as well, young Blake! Bards will sing songs of the blow you landed against such a fiersome foe! And hopefully drinks will be bought to loosen their tongues to sing, and mine to tell them the tale!” :wink:

to Cobar: “See, this is why arrows are an outside toy.”

When Moftar makes his comment to Cobar, Cobar simply shrugs nonchalantly.

“It’s rather odd that this Orc managed to accumulate this much wealth in only a matter of weeks. My people pretty much cleaned this place out, and there wasn’t much of worth recovered, certainly not anything like this. He could have gotten lucky by ambushing some travelers, but anyone transporting this chest or that amount of coinage is going to be well armed and armored.”

Cobar will begin to investigate the treasures. He won’t directly interact with them, though, until he can be sure there isn’t some curse on them. He’ll concentrate on figuring out their points of origin or manufacture.

He will also examine the map to see if he knows anything about it’s location or the cartographer who made it.