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16:02, 29th March 2024 (GMT+0)

Chapter 14.3.2 The Ambush.

Posted by The StrayFor group 0
John Smith
player, 304 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Thu 16 Aug 2012
at 22:03
  • msg #34

Re: Chapter 14.3.2 The Ambush

OOC: Looks like we're safe forever.
The Stray
GM, 1967 posts
The Marshal
'round these parts
Fri 17 Aug 2012
at 00:19
  • msg #35

Re: Chapter 14.3.2 The Ambush

((OOC: Evans is safe, at least. The rest of you? Will get attacked, unless Evans does something clever with his ability to attack with no penalty.))
The Amazing Evans
NPC, 274 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Fri 17 Aug 2012
at 06:48
  • msg #36

Re: Chapter 14.3.2 The Ambush

As Adrian is stumbling past Evans, the marshal raises the nozzle of his strange device. He pulls the trigger, and a jet of liquid shoots out of the nozzle. As it passes the tiny flame at the nozzle's tip, the liquid bursts into flames that smell of burning whiskey and flour paste. The stream of burning gunk hits the indians in the lead, and they scream in agony as the fire eingulfs them. Two of them keel over on the spot, while two more drop and try to put their burning clothes out.

"Well! It works!" Evans grins, obviously pleased with himself, then runs as the remaining Comanche shove past their burning kin and give chase.

The trio make it out to the street with the pack of Indians right on their tail. Arrows fly thick and free...apparently they don't want to alert too many of the defenders yet, or they'd use their rifles. One of the arrows catches John in the leg! He stumbles, and looks up in time to see a huge brave, naked to the waist and decked out in red war paint, bring his rifle to bear. The Indian gives him a gap-toothed grin as he takes aim. John realizes that this Indian is the only one who is in full living color.

((OOC: Evans gets an attack at no penalty, so he'll spend it shooting his flamethrower at the advancing pack of Comanche. He'll catch 4 of them in the blast if successful.

23:18, Today: The Amazing Evans rolled 2,11 using d8,d6, rerolling max with rolls of 2,(6+5)11. Fuego! Hit and Raise. He centers the area exactly where he wants it, and does an extra d6 of damage as well!

He rolls damage separately for each target and gets: 31(!),24(!!), 11, and 15. Nice. That will take down 2 of the Comanche, and 2 more will be Shaken (One gets 1 Fatigue, one gets 2 Fatigue...they don't take Wounds, but Magic attacks can fatigue them and knock them out).

That still leaves eight Comanche untouched, so Evans books it like he stole something.

The Comanche that remain can't attack Evans, so they split their attacks between Adrian and John. These are group checks, representing arrows. Because they went on King, they have no range penalty.

Attack Vs. Adrian: 23:30, Today: Comanche Raiders rolled 3,2 using d6,d6, rerolling max with rolls of 3,2. Arrows! Miss!

Attack Vs. John: 23:31, Today: Comanche Raiders rolled 3,4 using d6,d6, rerolling max with rolls of 3,4. Arrows! Hit!
Damage: 8. John is Shaken, and unless he successfully Unshakes on his action, he'll suffer a -2 on his Agility roll next turn.

Speaking of rolls, the Shaken Comanche attempt to Unshake. I roll separately for each of the two who are currently Shaken, since they have different fatigue levels. I roll 6,-1. One remains Shaken.

Agility rolls for next round's card:
Unshaken: 1,3. NO CARD!
Shaken: 2. NO CARD!))


Up Next: John Smith and Itza-Chu (both have the same Cards, but John needs to see if he unshakes. If he does, he can make an attack at Long Range (-4) if he wishes.)
John Smith
player, 305 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Sat 18 Aug 2012
at 09:53
  • msg #37

Re: Chapter 14.3.2 The Ambush

John stumbled and glance down at where the arrow struck him, it was a graze that caused more pain than damage. Deciding to retaliate, John turned and smiled, almost softly, at the brave. He was holding up a river stone which he placed oddly between his fingers and thumb and flicked it at Itza-Chu at deadly speed. His accuracy was nothing to laugh at, unfortunately the stone likely did little to no real damage. But it was a warning that he was not without capability at range.

John Smith rolled 7,2 using d8,d6, rerolling max with rolls of 7,2. Spirit Role to remove Shaken Status.
John Smith rolled 7,-3,4 using d8-4,d6-4,2d6, rerolling max with rolls of (8+3)11,1,1,3. 1pt Bolt.

Itza-Chu
NPC, 47 posts
Sadistic Apache
P8 (9) T7 (9) W0F0 Cha -3
Sat 18 Aug 2012
at 18:27
  • msg #38

Re: Chapter 14.3.2 The Ambush

The Indian didn't even seem to feel the stone. But it HAS gotten his attention. The brave shoots at John! The rifle barks, and a lantern hanging from a nearby eave shatters...wide shot. The Indian curses and continues his pursuit.

"Run, Paleface! Run if you think'em it saves you! Charging Bear is faster than any horse!"

((OOC: Itza-chu fires at John. he's at Long Range from only having a 9. 11:19, Today: Itza-Chu rolled -3,1 using d8-4,d6-4, rerolling max with rolls of 1,5. Shooting! Not even close.

11:21, Today: Itza-Chu rolled 17,4 using d8+2,d6+2, rerolling max with rolls of (8+7)15,2. Agility. Yikes. That's 4 Cards for Itza-chu next round!

Card for next round: QH, 2S, 10S, 2C))


John, Roll Agility to see how many cards you get. Adrian, you're up. You have the last card in the round, so you don't get any attacks, but you can still take any other action (or just run for a +2 bonus to your Agility roll for the next round)
Adrian Vega
player, 419 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Sat 18 Aug 2012
at 19:31
  • msg #39

Re: Chapter 14.3.2 The Ambush

Adrian briefly caught a fleeting glimpse of what Evans had been able to do, and saw John holding a rock. He seemed to recall the Marshal mentioning something about the man accelerating rocks to incredible speeds. A neat trick, he thought but he kept running hoping to make it far.



OOC:
I'm just going to keep running as well. It looks like my best hit is a 10. (If that +2 applies to the wild die too, that makes a 12)

14:29, Today: Adrian Vega rolled 5,10 using d6+2,d6, rerolling max with rolls of 3,(6+4)10.

The Stray
GM, 1970 posts
The Marshal
'round these parts
Sat 18 Aug 2012
at 19:40
  • msg #40

Re: Chapter 14.3.2 The Ambush

((OOC: Bonuses and penalties apply to both your Trait die and the Wild die, so that's a success and 2 raises, which means you get to draw 4 cards (3 for the successes, 1 for the Adventure Card John dropped).))
Adrian Vega
player, 420 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Sat 18 Aug 2012
at 21:06
  • msg #41

Re: Chapter 14.3.2 The Ambush

OOC:
Next round:

16:05, Today: Adrian Vega drew the 4 cards: 10D, 6H, JC, 7D using the Deadlands system. cards.

John Smith
player, 306 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Sun 19 Aug 2012
at 22:15
  • msg #42

Re: Chapter 14.3.2 The Ambush

OOC:

Luck eludes me.
John Smith rolled 5,3 using d8,d6, rerolling max with rolls of 5,3. Agility.
John Smith drew the 2 cards: 5S, 8C using the Deadlands system.

The Stray
GM, 1972 posts
The Marshal
'round these parts
Mon 20 Aug 2012
at 03:33
  • msg #43

Re: Chapter 14.3.2 The Ambush

Some mood music

Turn Order:
Evans: AH (may attack anyone, no penalty)
Itza-chu: QH (may attack Adrian or john, -2 Penalty)
Adrian: JC (may attack the Comanche raiders, -2 penalty)
John: 8C (May Attack the Comanche raiders)
Comanches: no cards this round, so no actions. They suffer a -2 penalty on their Agility rolls as they fall behind.


((OOC: Comanche Raiders: 20:31, Today: Comanche Raiders rolled 1,8 using d8-2,d6-2, rerolling max with rolls of 3,(6+4)10. Agility. they have a penalty and still get two cards. Alrighty. Comanche cards for next round are: 4H, 3S)
The Amazing Evans
NPC, 275 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Mon 20 Aug 2012
at 04:05
  • msg #44

Re: Chapter 14.3.2 The Ambush

The rest of the Indians are falling behind as the trio race, but the half-naked psycho brave with red painted eyes and the psychotic grin is keeping pace.

Evans turns and blasts another jet at the oncoming Indians. The phsycho in the lead attmetps to dodge into an alleyway, but the blast catches him full on and sends him staggering back.

The Indian burns, but strangely, he's not screaming...he's laughing. And as the flames clear, you can see why...the charred flesh is beginning to smooth over into scar tissue as you watch!

It's still enough to send the indian staggering back, and the rest of the Comanche behind him as slow to keep pace. The Grad Bull is just ahead...almost there...

((OOC: Evans takes another shot with his Burst flamethrower: 20:36, Today: The Amazing Evans rolled 4,3 using d8,d6. Burst! That's a hit where he placed it

This time, however, Itza-chu is expecting the attack, so he gets a chance to dive out of the way. This is an Agility-2 check. 20:41, Today: Itza-Chu rolled 1,0 using d8-2,d6-2. Dive for cover! not today. Itza-chu gets the full blast to the face.

Damage: 20:42, Today: The Amazing Evans rolled 16 using 2d10. Damage. Shaken and 2 wounds for Itza-chu, who has no chips left and so can't soak. There's a chance his pants catch on fire: You rolled 2 using 1d6 ((2)). Nope. Would have been funny, though...that would be the second time today all his clothes burned off.

Evans rolls Agility for Cards: The Amazing Evans rolled 5,5 using d6,d6. Agility. Cards: KH, 4S. His luck with cards continues.

Itza-chu starts his turn shaken, but he gets a Regeneration roll to lower his wounds.
Itza-Chu rolled 5,-1 using d8-2,d6-2. Regeneration. That reduces his wounds to 1. He attempts to Unshake: 20:49, Today: Itza-Chu rolled 0,2 using d8-1,d6-1. unshake. nope. he can still limp along, but he's losing ground fast.

Itza-chu rolls Agility for Cards 9-2 penalty for stating the round shaken, plus wounds): Itza-Chu rolled -1,1 using d8-3,d6-3. NO CARDS.))

Up next: Adrian Vega! You can make an attack against the Comanche at -2, or just run for a +2 bonus to your agility check for next round's cards
Adrian Vega
player, 422 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Tue 21 Aug 2012
at 00:55
  • msg #45

Re: Chapter 14.3.2 The Ambush

Adrian still didn't feel that the distance warranted him diverting attention from his escape towards any manner of action. Just a little further and he could line up a good shot...just a little further.



OOC:
18:53, Today: Adrian Vega rolled 7,7 using d6+2,d6+2, rerolling max with rolls of 5,5. Agility.
18:54, Today: Adrian Vega drew the 2 cards: 6S, KH using the Deadlands system.

John Smith
player, 307 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Wed 22 Aug 2012
at 08:04
  • msg #46

Re: Chapter 14.3.2 The Ambush

John finds himself lagging a little behind and decides to push forward running full tilt onward. He thought, briefly, about calling out a warning to the town, but thought better of it. If the gunshots didn't bring people running first, a warning would just have them bringing guns to a fight against an enemy that was supposedly immune.


John Smith rolled 5,3 using d8,d6, rerolling max with rolls of <b>5
,3. Agility.
John Smith drew the 2 cards: 2D, JC using the Deadlands system. Chase Cards.  </b>
This message was last edited by the player at 08:43, Fri 24 Aug 2012.
The Stray
GM, 1978 posts
The Marshal
'round these parts
Wed 22 Aug 2012
at 17:12
  • msg #47

Re: Chapter 14.3.2 The Ambush

((OOC: John, see my PM))
The Stray
GM, 1992 posts
The Marshal
'round these parts
Fri 24 Aug 2012
at 06:13
  • msg #48

Re: Chapter 14.3.2 The Ambush

OOC: Waiting for John to revise his action in light of the rules issues I mentioned. when he does so, I'll move this thread along.
Comanche Raiders
NPC, 43 posts
Angry Indians
P7 T6 (8) F0 Extra
Fri 24 Aug 2012
at 09:15
  • msg #49

Re: Chapter 14.3.2 The Ambush

The lader falls behind as the pain of his burns forces him to rest, but the rest of his grey-skinned fellows are catching up. Still, the barricades with the Dust adders are right ahead, and the glow of the lights and the glint of rifles is a welcome sight.

Less welcome is this: "Mind the wire!" Gus shouts.

"Careful!" Evans says as they close in on the barricades. "They've booby-trapped the street! Step lightly...but fast!"

((OOC: The Comanche got no cards last time. Let's see if they do better this time around.

Comanche Raiders rolled 5,1 using d8,d6, rerolling max with rolls of 5,1. Agility. Yup

Card: 7S.))


So this is the last leg of the chase. don't draw any more cards...but there's an added complication. The Dust Adders spiked this area with barbed wire covered in fifth hidden in the mud to slow down calvary charges. Trouble is, the wire is just as dangerous to you folk as it is the Comanche behind you. Make an Agility check at -2 to avoid being knocked Prone, Shaken and suffering a level of Fatigue.

On the bright side, you both can attack all the Comanches (including Itza-chu) at no penalty. Or you can concentrate on your footwork to cancel out the Agility penalty.


Turn Order:
Adrian: KH
Evans: KH
John: JC (normally Clubs indicate a complication, but you've already got one to deal with, so I'm not going to pile any more on)
Comanche Raiders: 7S
Itza-chu: NO CARD!

This message was last edited by the player at 09:18, Fri 24 Aug 2012.
Adrian Vega
player, 427 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W3R2B1
Fri 24 Aug 2012
at 16:09
  • msg #50

Re: Chapter 14.3.2 The Ambush

Adrian was getting tired of running. Not physically tired. He felt stronger and more vigorous than he had before in his life. But it seemed that the better thing to do was to at least get a chance to stand and fight. He turned over his shoulder and held his gun up towards the Comanches that followed him. He didn't intend to shoot them with a bullet though.

"Time for some plus plus witchery, fuckers," he growled to himself before focusing a volley of spiritual force through his gun, wrestling those otherworldly powers and forcing them to give him a favor.


OOC:
Spending 3 power points to cast three bolts. Spellcasting, as per my last botch, is down to d6 for 24 hours. Rolled Spellcasting thrice, only one of them getting a wild die. Results, I believe are as follows:

Two successful attacks (5 & 6)
Damage of 5 and 6 respectively, oddly enough

11:06, Today: Adrian Vega rolled 5,6 using 2d6,2d6, rerolling max with rolls of 2,3,3,3. Damage.
11:02, Today: Adrian Vega rolled 1,5,2,4 using d6,d6,d6,d6, rerolling max with rolls of 1,5,2,4. Spellcasting x 3 + Wild die for the 3rd.

John Smith
player, 308 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Sun 26 Aug 2012
at 02:30
  • msg #51

Re: Chapter 14.3.2 The Ambush

John looks up at the warning and nimbly makes his way across the booby trapped field and behind the barricade. Once there he pulls out a stone and launches it at Itza Chu putting a little extra power into the shot hoping to make it count.

2 point bolt at Itza Chu, if either Evans or Adrian take him out, direct said bolt at some random Comanche, the one that shot John, 'cause he's generous and returns favors.
John Smith rolled 2,3,20 using d8,d6,3d6, rerolling max with rolls of 2,3,2,(6+6+2)14,4. 2 point Bolt.
John Smith rolled 2,2 using d8,d6, rerolling max with rolls of 2,2. White chip reroll.
John Smith rolled 4 using 1d6, rerolling max with rolls of 4. Blue Chip adding D6.
To sum up, that would be a hit of 7 for 20 damage.
John Smith rolled 4,8 using d8-2,d6-2, rerolling max with rolls of 6,(6+4)10. Agility. Success with a raise! Not sure if that does anything for me...

The Amazing Evans
NPC, 276 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Sun 26 Aug 2012
at 07:16
  • msg #52

Re: Chapter 14.3.2 The Ambush

Adrian pulls his mind into the Hunting Grounds, drawing power from the spirit realms.


The barrel of his gun sparked as the ghostly bullets spat out. He grinned as they struck the Comanche...one of them tumbled over. however, neither of the ones he struck looked overly injured by the assault. And then...


The migraine slammed him like a sock-wrapped brick to the side of his skull, and a curl of dark blood oozed out his nose as he fought to maintain control. Through the pain, he could hear shouting.

John's stone sizzled through the air, striking the psychotic Apache square between the eyes and pitching him off his feet.

He's still a moment, then begins to twitch. One hand reaches up to his face, grabs the stone, and yanks it free. The Apache yowls as he works the bloody thing out from between his eyes, but that should have been a lethal shot. Yet the Indian is still twitching on the ground. He's down for the moment, but John has the sneaking suspicion he won't remain that way.

Evans turns, and notices Adrian reeling from the effects of the backfire. he rushes over to Adrian's side, the nozzel of his flamethrowing weapon held ready. "Adrian!? Can you hear me? Are you all right?"

((OOC: Adrian: Two hits, but a 1 on one of your Spellcasting rolls. That's a Backfire, no matter what else you rolled. Since you weren't Dealing with the Devil, it will leave you Shaken instead of a full Backlash, but that still leaves you unable to complete your move unless you spend a Chip to get rid of it. However, see Evans' action.

The Comanche raiders have Toughness 6 when not being hit with Bullets. The 5 damage won't do anything, but the 6 leaves one of the Comanche Shaken. That's 2 shaken and 2 downed out of the original dozen, leaving 8 left.

John: Itza-chu started the round Shaken and with 1 Wound. 20 damage vs his 7 toughness is 3 Wounds, so he'll be incapacitated if he doesn't soak. He spends a chip for the attempt: Itza-Chu rolled 0,10 using d8-1,d6-1, rerolling max with rolls of 1,(6+5)11. Soak! That's a success and raise, so he soaks 2 Wounds. Not good enough to get around the third wound, so Itza-chu is Shaken with 2 Wounds and no action except Regeneration. He's fallen so far behind now that he'll be out of the fight for a while.

The Raise on the agility roll makes you look cool dodging the razor wire trap, but doesn't do anything for you.

Evans turns and heads back to Adrian's side. He's going to hold his action. If you choose not to spend a chip to Unshake, he plans to carry the stricken huckster.))


Waiting on Adrian!
Adrian Vega
player, 432 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W3R2B1
Mon 27 Aug 2012
at 14:52
  • msg #53

Re: Chapter 14.3.2 The Ambush

It took Adrian a moment to recall exactly where he was and what was going on. His vision was blurry, and his ears seemed to be ringing as if he'd been struck a powerful blow. He shook his head, closed his eyes and everything seemed to clear. He heard again what the Marshal was saying. "Yeah, I'm good. Right as well-water."

OOC:

Spirit: 10

09:47, Today: Adrian Vega rolled 2,10 using d12,d6, rerolling max with rolls of 2,(6+4)10. Spirit test to recover from Shaken.

The Amazing Evans
NPC, 277 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 28 Aug 2012
at 06:25
  • msg #54

Re: Chapter 14.3.2 The Ambush

"Well, we should get you to the barricades." Evans says, and helps Adrian up onto his shoulder. The two men struggle toward the barricades as the Comanche bear down on them, but though Evans' help keeps Adrian from stumbling into the booby traps, he himself is not so lucky.

As the Comanche war party whoops and hollers behind then, Evans gets his feet tangled in a hidden wire...and pitches forward, tangled in the spiked metal mess.

He's not alone...the wire does an excellent job of tripping up the Comanches behind them, and most of the runners go down in a heap...

((OOC: Actually, since you're still technically on your action, the unshake requires a chip. No roll necessary, though...you just spend the chip to auto-unshake. You also still need to roll Agility to get through the wires without being tripped up.

Evans will spend his action aiding Adrian through the wires, negating the -2 penalty for that would otherwise apply. he still has to make his own Agility check, though.

23:07, Today: The Amazing Evans rolled 1,0 using d6-2,d6-2, rerolling max with rolls of 3,2. Agility. Spending a White Chip for a reroll
The Amazing Evans rolled 2,2 using d6-2,d6-2, rerolling max with rolls of 4,4. white chip.  I'll toss in a Red chip, see if I can't beat that...
The Amazing Evans rolled 1 using 1d6, rerolling max with rolls of 1. red chip. @_@ That's all of Evans' chips. I could spend from from the Extras pool, but it looks like fate wants him to fall...

Evans is now Prone, Shaken, and has 1 Fatigue as the Comanche run up.

Speaking of which, I'm going to split the 8 Comanche running toward the barricades into 2 groups of 4 for the Agility check.

Group 1: Comanche Raiders rolled 1,2 using d8-2,d6-2, rerolling max with rolls of 3,4. Agility Checks (group 1). That will leave them Prone and Shaken (they won't suffer Fatigue from the mundane damage)

Group 2: Comanche Raiders rolled 1,-1 using d8-2,d6-2, rerolling max with rolls of 3,1. Agility Checks (group 2). [facepalm] This will leave the group ALSO Prone and Shaken))


Draw Cards for initiative. We're out of the chase and now in Combat. I'm giving control of the Dust Adders on the rooftops to you guys...there are 6 Dust Adders in this part of Blackthorn, as well as Gus Shaw (who is a Wild Card).
Adrian Vega
player, 433 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W2R2B1
Tue 28 Aug 2012
at 13:53
  • msg #55

Re: Chapter 14.3.2 The Ambush

With the help of Marshal Evans, even in Adrian's unsteady state he managed to triumph over the tangle of wires, though he despaired to see that the lawman's aid to Adrian had come at expense to himself. He stopped to see if the Marshal was still tangled up, prepared to carry the man if need be. He wasn't going to leave Evans behind for the Comanche, no matter what.


OOC:
White chip deducted
Agility: 9
Initiative: 4S

The Stray
GM, 2003 posts
The Marshal
'round these parts
Tue 28 Aug 2012
at 17:22
  • msg #56

Re: Chapter 14.3.2 The Ambush

If you're going to stop to help Evans, this will put you outside the barricades as the fight begins. I'll be posting up a new thread today once I've got the combat map ready...expect it some time this evening.
Adrian Vega
player, 434 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W2R2B1
Tue 28 Aug 2012
at 17:26
  • msg #57

Re: Chapter 14.3.2 The Ambush

OOC:
He's Loyal, Heroic, and Overconfident. There's no way he leaves Evans behind, even if it puts him outside the barricades.

The Stray
GM, 2006 posts
The Marshal
'round these parts
Wed 29 Aug 2012
at 03:37
  • msg #58

Re: Chapter 14.3.2 The Ambush

Hidden behind a building, "Charging Bear" gasps as his flesh knits over the last of the burns.

"Wella wella wella." He mutters to himself as he hears his warriors spring their trap. That was no good. But The Harbinger had told him of another way. A way he could bring misery to the town.

The graveyards had wards, the Harbinger had told him. Wards to keep him out. if Itza-chu Could break those wards, the Harbinger could raise an army of the town's very own dead, force them to fight the corpses of their loved ones.

They'd found a way to hurt his supposedly immortal warriors. They might even figure out a way to break his Totem's grip on his soul and kill him. Itza-chu didn't care for that. No, better to make sure they won a different way...a way that could cause a feast of terror to energize Mirror Serpent.

He grinned as he planned his route, and hoped The Harbinger would be able to succeed where his own plans had failed.

There would be blood. By the gallons. Itza-chu couldn't wait.

((OOC: It'za-chu's only action before the fight starts is to attempt to Regenerate. Itza-Chu rolled 1,9 using d8-2,d6-2, rerolling max with rolls of 3,(6+5)11. Regeneration. That will heal both his current wounds, and leave him unshaken as well. He's going to go make some trouble...))

This thread is now closed. Resume posting on the Chapter 15.2 thread.
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