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1  Community / Play-by-Post / Re: Agents of Moonvale [1-1] Racing the Sunrise. on: June 25, 2015, 09:10:32 PM
Vindariel cursed: "These nutta Guuta sucking Otuuk Fe`Saign!" They were to late. And with their luck whatever was just trying to run away had probably stolen the hidden goods.
He decided in an instant to follow them and - if possible - to disable them quickly.
"Hiaa. I've seen something, I'll catch up with you!"

Vindariel veers off, trying to follow in the direction of the darting red shapes below the treeline. Darting and weaving below, he has difficulty determining how many separate shapes he's following. As he swoops closer, a pair of small white spheres are hurled into the air from below [Reflex Save 12 = Failed -- do you want to add an Action Die to this?]

"Trust the Elf to leave." thought Corva instinctively as the wing beats of the magical summons lessened overhead. Randt's cry however provided focus, and she quickly scanned the surrounded caravaneers. She tapped Wentras on the shoulder as he pulled the horse up, just as The Rook's charged forward.
"We need to get in there, to help them." Wentras looked, then signaled with a closed fist jerking outward in the direction of a few goblins that formed part of the encircling group.
She nodded, in understanding and both slid from the saddle, Corva drawing her sword and then the ox-shouldered Wentras barreled forward with Corva following close behind.

(click to show/hide)
(I'm presuming you mean the survivors defending Wagon 3)

Wentras barrels through the unsuspecting Goblins, launching one airborn into the river. Wentras and Corva join the embattled circle around the wagon, the sudden reinforcements giving the wagon a moment's reprieve.

The Rook
“The low bridge. A sensible, if unimaginative place for an ambush,” he muttered, heeling his steed's flanks to follow the others. That smoke was either a signal that the attack was about to begin or the evidence of its violence – either way, there was no time for a more circumspect approach. They would have to rely on steel and spells. As they rounded the last bend and beheld the battlefield already baptised in blood, the Rook quickly surveyed the scene.

“Rally the survivors!” he called, leaning forward and spurring the horse hard. They charged forward, but the rented beast was no warhorse, and when it drew close to the circle of beast-men around the lead wagon it reared up, lashing out with its hooves at one of the goblins in a panic.

OOC: Moving forward and making a mount kick attack against one of the brigands. D20 (9) + 5 = 14. D8 (4) + 1 = 4 lethal damage if hit. Fair chance the horse will break, so next round the Rook'll dismount.

The nuanced differences between a warhorse and a Rent-A-Nag notwithstanding, iron-clad hooves tend to make an impact on goblin skulls, both metaphorically and, in this case, literally.
Unfortunately, the horse is very aware that this is not a place she wants to remain -- and it takes a skillful swift dismount to keep the Rook from being dumped unceremoniously from the saddle as the horse bolts away from the bridge.


Janek scanned the field as his companions charged forward. "Hold them here, I'll rally the others!" he shouted as he wheeled his horse around and headed north.

(click to show/hide)

Ok, it'll take you a turn to ride Eastward and find a place narrow enough to leap or ford across the river (looking at that picture, it looks a good deal wider than 30') and next turn you'll spend riding back to the bridge.

You could try to ride over the bridge -- you'd probably be fine unless a minotaur gets in your way.
2  Community / Play-by-Post / Re: Agents of Moonvale [1-1] Racing the Sunrise. on: June 24, 2015, 08:43:39 AM
The Agents of Moonvale - The Ambush at the Bridge

As Lord Janek, Corva, and the Rook round the bend on their lathered horses they see the later stages of an ambush unfolding in nearly textbook fashion.

(click to show/hide)

The ambush was well set, the guards lazy, the caravan undermanned -- a score of human bodies already litter the ground but a half-dozen guards and a handful of club-swinging drovers stand encircling 1 of the wagons in the caravan, trying to hold at bay a mixed group of gnolls, goblins, and orcs.  

On the other side of the bridge, what you would presume to be the rear guard of the caravan has been cut off by a gaggle of ragged goblins flanking a quartet of muscled axe-wielding minotaurs and after losing several of their number to the axes have broken and are fleeing back up the road to the north.



(Crossroads, main road continues south, side paths spider outward from the bridge -- PCs are approaching along the road from the south)

Wagon 1 - In flames, blocking the road south. Bodies, mostly human, are scattered close to the wagons start here. The people on the wagons had almost no warning before the ambush was sprung. One horse is dead, the second is struggling frantically to break free from the harness, the wagon, and the weight of its dead mate.

Wagon 2 - This wagon was overrun, most of its defenders either falling in the initial wave or retreating to defend the 3rd wagon, the horses cut down

Wagon 3 - The remaining humans are defending this wagon

Wagon 4 - Being looted by goblins who lagged behind the press of the battle.

Wagon 5 (pictured) - Abandoned by the bridge, horses killed by arrows.

Bridge
Minotaurs and goblins

Caravan Rear Guard (Morale - Broken and fleeing)
(North)


Vindariel - (Notice check=Successful) As you fly overhead on your winged horse, you see multiple flashes of red darting below the tree cover moving away from the bridge. With your companions heading along the road to the bridge, they will never see or be able to investigate the red shapes flowing away from the site of the ambush. You must choose to either follow the shapes to investigate further or continue on to help your companions.

3  Community / Play-by-Post / Re: Agents of Moonvale [1-1] Racing the Sunrise. on: June 23, 2015, 07:33:20 AM
(I will advance the turn this evening. Presuming no one else has any additional prep actions, I'm assuming Vindariel is coming "over the top" and the rest are following Janek)
4  Community / Play-by-Post / Re: Agents of Moonvale [1-1] Racing the Sunrise. on: June 21, 2015, 06:30:41 PM
"I'll be damned. They really wait at the lower bridges. Go on my friends, I have to prepare myself."
With that he stopped his foaming horse and brought his wand out:
"Venite equus aeris!"

A sudden gust of wind started and soon a little vortex made of dust and debris formed. When it subsided a large winged horse had appeared. Without hesitation, Vindariel changed steeds and got up into the air.

1d20+18=24]
Spellcasting check: [url=http://invisiblecastle.com/roller/view/4820646/]1d20+18=24

Nature's Ally

Mount I (Large Animal Any — 36 XP): Str 14, Dex 10, Con 12, Int 2, Wis 10, Cha 8; SZ L (1×2, Reach 1); 40 ft. flight;
Init 4+0
Atk 3+2
Def 15
Res 4 (Ref/Will) 5(Fort)
Health 3+1
Comp —;
Skills:
Athletics 10+2
Notice 8+0
Sense Motive 6+0
Qualities: Superior traveler I
Attacks/Weapons: Kick or Slam or Talon I (dmg 1d8+2 lethal; threat 20)

[/url]

I take it you're going to approach via the air?
5  Products / Fantasy Craft / Re: FantasyCraft Siege minigame -- Interest? on: June 21, 2015, 11:11:37 AM
Daily Siege BattleSCRUM

Most of any siege is preparation and waiting

Battle Task List (list of all tasks, in priority order of which are being pursued)
Daily Labor pools (Generated by # of units assigned to various tasks -- units assigned to most Tasks gain Fatigue, Resting units usually lose fatigue.)

Each Day of a Siege battle is handled as essentially a 1 day Sprint of labor, with each side assigning available units to various Battle Engineering tasks. Tasks completed often produce benefits that are available to be used the next day

A "Release" is essentially when one side (usually the attacker) decides to make an assault on the opposing siege camp, cuing the process of opposing Strategy and Battle checks until the battle is won in 1 or more fronts. Generally the GM should preplan the timeline for the NPC side and keep that secret then handle walking the players through the decisions for their side without thinking about the pre-planned timeline (if the GM controls the attackers, plan a timeline for when the attackers plan to Release (attack using their available resources) before the players ever arrive for the game. If the GM controls the Defenders, the PCs are likely to be the ones to decide when the preparations are complete/sufficient to Release/Attack.
6  Products / Fantasy Craft / Re: FantasyCraft Siege minigame -- Interest? on: June 21, 2015, 10:29:15 AM
Battle Engineering Task Types (incomplete, to be updated)

On Watch (Units actively maintaining a watch )

Reserve  (Units not assigned to a task are  in Reserve -- any kind of emergency reinforcements or rapid reaction force will be drawn from the Reserve -- if you don't have resources in reserve, you'll have to pull them away from something else)

Resting (Units standing down/healing until ordered otherwise. Resources suffering from adverse conditions can benefit from Rest)

Build (including Dig/Craft) - Units assigned to Build a battlefield object
  • (Dig) Earthworks/sapper tunnels
  • Craft Weapons/Armor
  • Build Siege Ladders
  • Build Siege Tower
  • Build Battering Ram
  • Build Temporary Bridge
  • Build Wooden Barriers/Archer Blinds
  • Build Ballista/Catapult/Trebuchet

Resupply (Front)

Sortie
  • Scout the Battlefield
  • Sneak into Enemy Camp
  • Raid Enemy Supplies
7  Products / Fantasy Craft / Re: FantasyCraft Siege minigame -- Interest? on: June 21, 2015, 10:19:24 AM
Getting a moment to catch up on hobbies, so I'm going to try and hash some  of this out.

I thought Morg's adaptation of the L5R battle system was a great idea, so I set out to build onto and out from that model whenever possible. What my addition essentially does is add a Step 0, where the overall strategic Commanders of each side (rather than Leaders at a given front) set their respective battle plans based on what they know.

And when I started thinking of adding the Siege components, I thought the decisions about what to put resources towards


Summary of Battle Check

Pre-Battle Engineering and Maneuvering -- many battles are won before the first blow is struck -- Sieges get their own minigame that occurs here, along with any PC side missions to add/subtract knowledge for the commanders of either side.

Once a Battle is joined (also triggered by the Siege minigame's "Release" task), each Commander tests their Strategies against their opponent.
(Step 0) Battle Strategy Checks - The Commanders make opposed Battle Strategy (Tactics, Int) checks, with each Commander applying modifiers to his Battle Strategy check according to his knowledge in the following categories:
Knowledge of the Opponent,
  • None (-10): “We know not what hell comes this way”
  • Poor (-4): "You know only what the rumors tell you, and cannot for sure tell fact from fiction"
  • Basic (+0): "Your foe is well known to your people"
  • Good (+4): "You have studied the opposition for years"
  • Excellent (+10): "You have studied every move of the opposing commander's career"
Knowledge of Own Army,
  • None (-10): You barely know who they are, let alone how they follow orders
  • Poor (-4): You've watched them drill but haven't seen them fight
  • Basic (+0): They've tasted blood under your command
  • Good (+4): You've led this army across a long campaign
  • Excellent (+10): “We few, we band of brothers...”
Knowledge of the Battleground
  • None (-10): “We know nothing of this alien land”
  • Poor (-4): You've read the reports of travelers
  • Basic (+0): You passed through this region once a few years ago
  • Good (+4): You spent summers nearby as a child
  • Excellent (+10): You know this part of your homeland like the back of your hand

The winner of the opposed Battle Strategy check gives a Strategy bonus to his Army's Battlefield checks for that battle equal to +1 plus an additional +1 per 4 by which he wins the check. This roll is an abstraction for forcing an enemy into an unfavorable position, acquiring intelligence about an enemy's plans and movements, and other methods of setting the battlefield in a general's favor.

Morg's Battle Check
1.   Commanders declare Leader (Special Character) who will roll for their side this round
2.   Defending Commander or Leader declares any “battlefield” or “opposed roll” trick he will be using with the current check, then the attacking commander or leader may do the same.
3.   Leaders make opposed rolls (Tactics ranks + lowest attribute modifier + battlefield modifiers)
4.   The highest roll wins the round, earning a success for that commander. In the event of an exact tie, neither character gains a success.
5.   To win a battle, a commander must accumulate a number of successes equal (or greater than) the current Force of the opposing army or the opposing commander’s starting action dice, whichever is higher.
8  Community / Play-by-Post / Re: Agents of Moonvale [1-1] Racing the Sunrise. on: June 21, 2015, 09:58:25 AM
Racing the Sunrise -- A Light in the Pre-dawn

Janek's, his habit's sleeves rolled up and his hood blown back by the wind, contemplated their options while the horse barreled along after Vindariel. Recalling the many maps he had studied along with his own experience on the road, he tried to discern the most likely place for the bandits to spring their trap.

(click to show/hide)

Did we steal and/or borrow horses for this because I didn't buy one to start?
Where are we in relation to the caravan? Are we trying to catch up from behind them, coming from their front or coming from their flank?
Through the magic of handwavium, one of you had a servant standing by with hired horses (Rent-A-Nag) following getting the information from your contacts at the Old Bridge Inn.
The Caravan is coming down the coastal road from Bridgeford, the southernmost city of Westmark, to Moonvale. There are two rivers crossed by bridge between Bridgeford and the Old Bridge Inn -- the Upper and Lower bridges.
The Agents of Moonvale got their information from gamblers at the Old Bridge Inn -- the unofficial landmark in the foothills below the holy mountain of Aksha-Rei and a common place for travelers to stay the night when coming or going north of Moonvale.


 
“Perhaps, but you must admit this is well and truly detached,” the Rook replied to the elf dryly. “I am quite sure. One of the brigands has spent the prospective bounty from this crime at the gaming tables already, and his creditors gladly sold him out to my listeners. I have known honourable thieves, but gamblers? Rarely. I agree that dealing with these blackguards past moonrise would be less than ideal, but if we fail to warn the caravan surprise will prove to be a darker cloak than any night.”

OOC: Knowledge check 15 + 7 = 22 to see if his sources provided any further intel on the brigands.
Knowledge Check Results
5 - These caravans are the result of trade caravans between Moonvale and Westmark -- the two nations are rivals and valuable trade partners at the same time.
10 - Moonvale has been quietly investing in refreshing and updating the outer defenses, securing its ability to control the central land-based trade crossroads between Westmark further north up the coast, the Elven Woods, and the mercantile independent baronies to the south.
15 - Usually the Order of St Nicos ensures the safety of travelers and trade around Bridgeford, but for the last 2 moons much of their strength has been diverted to the pursuit of roving sea-going raiders, the Norsa, raiding the Westmark coast, leaving the manpower left to protect the coastal road south stretched thin.
20 - Your sources tell you the lower bridge has gone sparsely patrolled for several weeks -- an opportunity for a well informed brigand to wait for the right target.

(click to show/hide)

Something caught her eye, a wisp of smoke beyond the nearest hillock - a campfire perhaps or the start of something more sinster? "Gentlemen", she interrupted, "it would appear we are travelling in the right direction" her hand now pointed towards the drifting haze.

Following her gaze, you can see higher up in the mountains a column of smoke on the predawn sky -- no cookfire smokes like that, that's a signal for something, and you'd wager nothing nice -- your suspicions only confirmed further as in the closer distance, the sound of surprise and sudden combat fill the air.

The lower bridge is not far ahead -- and if you were to spring an ambush on a caravan, you could hardly ask for a better spot if you time it right.

Next Steps
You're 1 "turn" away from the Lower Bridge, where you suspect the ambush has been sprung.  How would you like to approach? Are there any actions you want to take, or just ride straight along the road?
9  Community / Play-by-Post / Re: PBP - FantasyCraft - Agents of Moonvale [OOC / Discussion] on: June 21, 2015, 06:42:22 AM
Sorry, Life intervened and I couldn't get back to these boards much to get this going this week. Will get the ball rolling today.
10  Community / Play-by-Post / Agents of Moonvale [1-1] Racing the Sunrise. on: June 12, 2015, 08:38:12 AM
The Agents of Moonvale

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Background: Moonvale is a diverse city-state on the bay of moons at the foot of Aksha-Rei, the holy mountain. Moonvale is allied to the elven kingdom to the East, and at an uneasy peace with the expansionist human Principality of Westmark further north along the coast. Port Kir is ostensibly a 'Free City' at the bottom of the coast, on the spit of habitable land not swallowed up by Black Marsh - in reality, much of Port Kir does the dirty work for the Baron of Morov. The Barony of Morov is an oppressive plantation-state -- that Moonvale is deeply in debt to.

As the Scene Opens... our Heroes are racing along (on horseback or other mode of quick transport as character options make available) -- you are racing to arrive in time to warn an approaching caravan (with vital goods hidden away) of brigands lying in wait. If this caravan is lost, Moonvale will have to default on a sizable loan from the Baron of Morov with payment due with the new moon.
11  Products / Fantasy Craft / Re: FantasyCraft Siege minigame -- Interest? on: June 11, 2015, 08:46:55 PM
Haven't forgotten about this, just have a lot going on, will get to it probably this weekend.

Basic idea came from a bs session over beer (like you do) and a joke about applying Agile software development methods to siege warfare. "You have to treat each teammember as a knowledgewarrior, and let them fight their own battles. SiegeMaster vs ScrumMaster
Then I realized that was the perfect way to run a major battle/siege, with priority assignment done by how you assign your resources.

It's essentially a build-on to Morg's Mass Battle Rules
12  Community / Play-by-Post / Re: PBP - FantasyCraft - Agents of Moonvale on: June 11, 2015, 03:42:16 PM
Ok, I'm going to need a day or two to get the big launch together, stay tuned.
13  Community / Play-by-Post / Re: PBP - FantasyCraft - Agents of Moonvale on: June 11, 2015, 03:02:58 PM
Ok, so we have
Ares - Lord Vindariel Ahnvaegyrah Elf Mage 6
jameswllorimer - Corva Assassin 5/ Gallant 1
Dirigible  Randt Vholane, The Rook Explorer 1 / Emissary 5
Bill Whitmore - Lord Janek of House Bergeron Priest 6

14  Community / Play-by-Post / Re: PBP - FantasyCraft - Agents of Moonvale on: June 09, 2015, 06:06:44 AM
BTW, no elven strumpets. 4/5ths of the elven population has been wiped out in 100 years.
15  Community / Play-by-Post / Re: PBP - FantasyCraft - Agents of Moonvale on: June 08, 2015, 08:41:00 PM
Almost done with my character. Just need to write up his background and details of his numerous contacts.

you can just briefly summarize the contact and detail them out when you use them
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