In reply to Vundra (msg # 39):
Vundra will be hit if he doesn't dodge or draw a weapon and parry. If you check the turn order I posted you'll see that he goes before the scrawler.
I post all bad guy actions first before the players, even though all actions are resolved in card order. This gives the players a small advantage as you see what the bad guys are doing before you post. Sometimes, if you are faster (drew a higher card, like Vundra) then know what the bad guys is doing before you post.
The corridor is still 20' wide. There is a 6' (2yd/m) wide wood path of planks and old rotten pallets running down the middle. The water is only just above your ankles.
Chip use is summarised in Cheat Sheets:
link to a message in this game
quote:
Chips: Chips come in four varieties: White, Red, Blue, and the extra-special Legend. You’ll get some each session, and the Marshall can assign more for good play. You can spend them to modify your rolls, or gain Bounty (experience.)
White: Re-roll one die after the roll. (This is the whole die, not something like the reroll on an exploded die.) This can’t negate a botch. OR gain one Bounty.
Red: Roll a die of the same type and add it to your final roll, but the Marshall gets to draw a chip. OR gain two Bounty.
Blue: Roll a die of the same type and add, and the Marshall gets nothing. OR gain three Bounty.
Legend: Roll a die of the same type and add, just like Blue. OR Gain five bounty OR turn a botch into a regular failure.
Giving Chips Away: If you want to give your chips to another player to help them out, you must pay a chip of the same type or better to do so. You can’t otherwise spend your chips on the behalf of others.
Tony
This message was last edited by the GM at 04:28, Mon 25 Jan 2016.