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> OOC- Shadow's Dawn: Diving into the past
Seth
post Sep 19 2011, 02:54 PM
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OK Harpax's are very unpleasant. The cables are running out at the moment, but shortly they will stop, and there will be a big jolt.

Can you make
  • An air sailing roll to minimise the jolt
  • A leadership roll to inform the men to brace themselves.
  • A general athletics roll (6 die) for the crew members


When the jolt happens you will be 100 meters away.

Once that happens the Snake's Fury will begin winching you in (IMG:style_emoticons/default/ork.gif) . Already crazed looking marines are waiting to launch themselves onto the Storm Swift. The winches move at 3 meters per second, so you have a while to exchange missile fire.

The rate of fire of the cannons is (for a good crew with magical assistance) 1 shot every two minutes, so you won't have another broadside. (Side note: that was the rate of fire around 1800, it was a lot slower in the age of cannons and canvas),
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sabs
post Sep 19 2011, 03:57 PM
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Marduk wants to take a second to try and understand WTF is going on.

Logic(5) + Spellcasting (4) + spellfocus (3) + talisman (1) = 13d6: 5 3 4 2 3 5 1 6 6 6 2 6 6 (7) hits.
Force 9 Analyze Magic
Drain: 5
Drain: 12d6: 5 4 3 5 6 5 5 6 4 4 2 1 (6) hits no drain

Assensing:
Intuition(3)+Assensing(6)= 9d6 5 1 5 5 6 6 4 6 2 (6) hits (wow nice roll)
magic theory:
Logic(5) + Magic Theory(6) + Great Ritual (4) + Analytics(3)=18d6 3 1 2 4 6 6 6 1 1 3 5 3 2 4 6 2 5 6 (7) hits.


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Seth
post Sep 19 2011, 04:04 PM
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Useful question.
  • Firstly two people are messing with you big time. Loads of dream manipulation to put obstacles in your path. Probably Harliquin and Ysrthgarthe (except I can never spell its name). Harliquin probably wants to stop you because he (or at least his projection in the dream) thinks you are puppets of Ysrthgarthe (like Boris was and Dannrhil is).
  • Secondly. Here the magic holding up the roof is collapsing and the glass is flying down. The elementals are fighting: the spirits of man are summoned by Ysrthgarthe, and the air elementals by Harliquin.
  • Thirdly. Something is chasing you. That happens a lot in dreams/nightmares. Its probably bad for you if it catches up with you.

To get across the safest approach is probably to go up and over. The glass is most deadly near the air elements, and near the ground where it has fallen. Up high you are a long way from the air elementals, and the glass hasn't gathered up all that horrible kinetic energy.

With a question like that I cannot be sure I have answered it...so feel free to ask again
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Alyena
post Sep 20 2011, 08:37 AM
Post #1204


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@Sephiroth/Alyena

QUOTE
Perception to spot the jester heads. The more perception successes, the less initiative you need to react before the heads are upon you.
Initiative, and the heads go on (14 - successes on the perception) .
If you go before the heads, tell me what you are doing: levitate just works, jumping needs 3 successes, other responses are possible.


Le's hope this goes a little better for me now I'm spirit buffed!

Perception aided by rank 7 spirit = 14 dice gives 6 successes
Initiative 16 + 8 successes = 24

Have had enough of this staircase so will use Shatter spell on the nearest door and burn a Dream point to get through the illusions etc

10 successes capped to 9

Drain of 3, 4 successes so no drain!



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pbangarth
post Sep 20 2011, 02:35 PM
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I just noticed my earlier post about clearing the hallway seems to be out of sequence with the Hall scene Seth posted. Sorry.
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sabs
post Sep 20 2011, 03:07 PM
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Seth, I forget, what do I need to do to dump analyze truth, and load levitate?
spellcasting: 13d6: 1 4 1 3 3 6 3 6 3 5 5 4 3 (4) hits.
Force 6 levitate:
Threshold of 1. 18m/turn (I am not a speedy flier)
DV:4
Drain: 5 4 2 6 3 3 3 3 4 3 2 4 6 (3) hits
1 stun (ouch)
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Seth
post Sep 20 2011, 05:29 PM
Post #1207


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@Sabs,
I couldn't quite parse that last request.

I don't think you need to be a speedy flier though: The antechamber is about 50 meters high and 100 meters across (you can see why it needed magic to hold the glass up).

@Pbangarth
NP

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sabs
post Sep 20 2011, 05:58 PM
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Levitate isn't in my spell matrix. I want to drop analyze truth, and put levitate in it's place. But I totally forget how you said to do that.
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Seth
post Sep 20 2011, 06:02 PM
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This might help: http://forums.dumpshock.com/index.php?show...p;#entry1090317

It's a complex action to put a spell into a matrix. It costs nothing to "take one out".
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sabs
post Sep 20 2011, 06:11 PM
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Just wanted to make sure there was no die rolling (IMG:style_emoticons/default/smile.gif) There wasn't. So now I am a floating Marduk!

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sabs
post Sep 20 2011, 07:54 PM
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You know, "Do you serve the snake" is a horrible question, given that we are all in some kind of Servitude to Queen Alechia (IMG:style_emoticons/default/smile.gif)
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Seth
post Sep 20 2011, 08:00 PM
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Gosh that is subtle... Ah well good thing you aren't being asked!
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Sephiroth
post Sep 23 2011, 11:15 PM
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So I seem to have dropped off the face of the earth recently, or at least Dumpshock. Sorry about that. Looks like I have some catching up to do.

QUOTE (sabs @ Sep 20 2011, 02:54 PM) *
You know, "Do you serve the snake" is a horrible question, given that we are all in some kind of Servitude to Queen Alechia (IMG:style_emoticons/default/smile.gif)

Aye, indeed.



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Aria
post Sep 24 2011, 02:12 PM
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QUOTE (Seth @ Sep 19 2011, 03:54 PM) *
OK Harpax's are very unpleasant. The cables are running out at the moment, but shortly they will stop, and there will be a big jolt.

Can you make
  • An air sailing roll to minimise the jolt
  • A leadership roll to inform the men to brace themselves.
  • A general athletics roll (6 die) for the crew members


When the jolt happens you will be 100 meters away.

Once that happens the Snake's Fury will begin winching you in (IMG:style_emoticons/default/ork.gif) . Already crazed looking marines are waiting to launch themselves onto the Storm Swift. The winches move at 3 meters per second, so you have a while to exchange missile fire.

The rate of fire of the cannons is (for a good crew with magical assistance) 1 shot every two minutes, so you won't have another broadside. (Side note: that was the rate of fire around 1800, it was a lot slower in the age of cannons and canvas),

IC sometime next week but I thought I'd try and get the rolls in...

Air sail 16D = 6 hits (assuming repair crew have done their stuff by now? Still 6 hits if they haven't...)
Leadership 12D = 1 hit - Edge reroll (now would be a bad time to loose half the crew!) = 4 more hits = 5
I think I might have used 2 dream edge now but can't for the life of me remember what the other was for (IMG:style_emoticons/default/nyahnyah.gif)

Crew athletics = 1 hit (hmmm, hope leadership worked)...

I round of stern chasers 2x8D = 3 hits and 5 hits (IMG:style_emoticons/default/ork.gif)

Now I just need to think about what to do about the winches (IMG:style_emoticons/default/frown.gif)
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Aria
post Sep 27 2011, 12:11 PM
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Hoping I'm not about to let the Storm Swift crash (IMG:style_emoticons/default/nyahnyah.gif)

In order of priority:
  • Ryl will climb the ropes back to the Snake's Fury and burn through them near the ship - with some gouts of fire in their direction for good measure. Should allow her to swing back to the Swift as she probably can't fly as fast as she's going?!?
  • Whip around and use momentum to swing the Fury into the path of a twister (might be risky?!? Is it possible?)
  • Failing that turn hard to port and fire the battery at the ship (once Ryl is out of the way)


Any thoughts on my suicidal tendancies?!?
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pbangarth
post Sep 27 2011, 12:16 PM
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Gee, Aria, you guys are having all the fun!
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Aria
post Sep 27 2011, 12:19 PM
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QUOTE (pbangarth @ Sep 27 2011, 01:16 PM) *
Gee, Aria, you guys are having all the fun!

Gotta love a bit of swash and buckle (IMG:style_emoticons/default/biggrin.gif)
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Seth
post Sep 28 2011, 08:26 AM
Post #1218


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@Marduk/Mandala
Choices:
  • Go explore the chamber of two axes (you can just IC getting to the door, sneaking past the elementals, which is a double height set of double doors, and open them).
  • Go help Alyena and Fearghas
  • Go help Ryl
  • Go help Boris and Immortal Li (although I'd rather leave that as "NPCs battle it out for your amusement")


@Alyena/Fearghas
The head will fade away.
Your combat position:
You can see 20 guards, 100m away doing 'oh my god its all going wrong' technical stuff, but you suspect within a couple of rounds they will organise as one of them has clearly seen your door.
You know from the initial brief that one of them is the commander Argbod Delaram who is a duelist, and Tirbodh Jamshid is a knife fighter/nethermancer.

Neither side are surprised, you can have a free round to do what you want.
  • To identify Argbod Delaram requires a perception roll of 2 successes
  • To identify Tirbodh Jamshid requires a perception roll of 4 successes
  • Perception modifiers of -2 apply because of the bad weather, and -2 because of range.


@Aria
I've hopefully answered most of your stuff in the IC post.

Your idea for using the twister is very amusing, and if you can make an opposed Air Sailing roll with 2 more successes than your opponent, that might work. If he wins...in the twister you go. I'll roll for him if you try and do this. Good time to spend edge/dream points!

A load of fire arrows come winging your way: treat as suppressing fire with 4 successes, base 6P AP 2. Can you roll for the crew as well. They (and you) have +2 to avoid the arrows as a consequence of the raging wind.

Feathered drake initiative: 13
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Aria
post Sep 28 2011, 12:03 PM
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QUOTE (Seth @ Sep 28 2011, 09:26 AM) *
@Aria
I've hopefully answered most of your stuff in the IC post.

Your idea for using the twister is very amusing, and if you can make an opposed Air Sailing roll with 2 more successes than your opponent, that might work. If he wins...in the twister you go. I'll roll for him if you try and do this. Good time to spend edge/dream points!

A load of fire arrows come winging your way: treat as suppressing fire with 4 successes, base 6P AP 2. Can you roll for the crew as well. They (and you) have +2 to avoid the arrows as a consequence of the raging wind.

Feathered drake initiative: 13


Can I just check: Tkath's air sailing skill is 10D +2 handling +1 auto success? I think that's what I rolled before?!?

And a worthy opponenet for Ryl (IMG:style_emoticons/default/ork.gif) Let's ROCK!!!

Ryl's initiative 15D + 8hits = 23! 3 passes

Avoiding fire arrows
Ryl: Reaction +2 = 11D = 5 hits, dodge
Crew: Reaction +2 = 5D (?) = 2 hits...some get skewered I guess DAMN THEM!!!
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Seth
post Sep 28 2011, 12:40 PM
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My son is playing a medieval game in which he is the lord of the manor. He has introduced pensions for his troops and pays a pension to their widows for while once/if they die. He says "Damm them for dying" a lot too...

If you can have the IC of three of your crew getting skewered by fire arrows (one dead, two injured) when you do your next post that would be great.

You have initiative Ryl (by quite a lot...), pretty obviously Quetzalli is a little distracted at the moment, what with the Fire cannons and all.

We'll call this round1.
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pbangarth
post Sep 28 2011, 01:04 PM
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Hey, sabs.

While I, personally, would love to explore rooms in a magical castle, and such exploration might make the second phase of our job easier, our task set to us was to take the position above the hall and hold it so the ship can land. It appears to be on its way. We appear to be there, and with magic can help our friends and allies from there. I think we should stay put and snipe at the forces holding them up. (And probably deal with whatever comes to block the landing.)

What do you think?
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sabs
post Sep 28 2011, 01:15 PM
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I think that's an excellent idea. I'm not really married to the idea of exploring the rooms (IMG:style_emoticons/default/smile.gif)
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Seth
post Sep 28 2011, 01:35 PM
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I guess then that we are back in sync.

Initiatives so far:

Ryl: 23
Quetzalli: 13
Alyena:
Fearghas:
Marduk: 7
Mandala: 13
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pbangarth
post Sep 28 2011, 02:35 PM
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Initiative for Mandala:

12 dice ==> 1 HIT!! ==> Init 13

Well, it's a pretty storm, and Mandala likes the view.

[ Spoiler ]
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sabs
post Sep 28 2011, 02:50 PM
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Initiative: 6+ (1 1 3 6 4 2) 1 Hit. ==> Init 7

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