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  1. - Top - End - #181
    Bugbear in the Playground
     
    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    ((Hunh!?! I do not understand your funny talking. Are we continuing through the shack walls, or do we pause to collect the fallen dvergr?))
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  2. - Top - End - #182
    Dwarf in the Playground
     
    Zombie

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    Default Re: Warglory, Liberators II

    Twitch goes to collect more of the wounded.

  3. - Top - End - #183
    Titan in the Playground
     
    MindFlayer

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    Default Re: Warglory, Liberators II

    Frenis stares at the bright light at the end of the tunnel. Hmmm... Thats really pretty. I wonder if I should go see what it is? Wait... this is a tunnel... And there's a light at the end of it... That... That means...

    OH MY GOSH, THERE'S A TRAIN HEADING TOWARDS ME!! AAAAHH!!!!
    Anemoia: Nostalgia for a time you've never known.

  4. - Top - End - #184
    Barbarian in the Playground
     
    String's Avatar

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    Default Re: Warglory, Liberators II

    Tyrson followed after his section, shaking the pain away after thanking Doc profusely. "We get home, drinks are on me, Doc."awareness - (1d20+8)[27]
    -Currently Playing-
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    Roan Arathane, Level 4 Human Resourceful Warlord and
    Devis, Level 4 Half-elf Bard in Dame Morbid's Tournament
    Margan Flintfist, Level 1 Dwarven Fighter in Therinn Adventures


    -Old Homebrew Projects-
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    Project Leader: Deity's Order (Currently Stalled)
    Contributer: Avatar d20 (Currently Struggling Back from Dead)
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  5. - Top - End - #185
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((2nd section look pretty confused. That's ok, because i woke up this morning and realised i forgot the smoke cloud.

    NOW! lets clear it up. You were at the alley ambush, busted through shack walls heading right (east). I had been asking Stinky how far he'd planned on going but no longer care, it's not important. You go far enough. Thus when you emerge facing the creek you're about 20-30 yards east of where you were ambushed, and i assumed you'd ford the creek.

    Now i was asking an awareness check as you crossed it, but i'm changing that by assuming the smoke at least somewhat conceals you from the sniper who's picking off 1st section. So skip the awareness check. I'll let you reach the north side of the creek thus getting closer to the enemy for free. You're comming up on their flank if you enter the shacks here and look for a north door in the shacks you enter (there will be one). At that point, you'll need awareness checks.

    Alternately you can just NOT cross the creek, sitting on your hands while the docs have a go at saving Speazy. Who by the way need about 5 heal checks for the turns you've spent.))


    Back with 1st section...

    Snake does the brave thing. Nothing like running onto ground where another has fallen, knowing full well the enemy is liable to do the same to you. Three pegs does the only thing he can do... he leans out and watches for the flash. Crack, echoes across the afternoon sky. Wet crunch, snap, Snake crashes to the ground. "Gotcha you bastard..." snarls Three Pegs and fires once in reply.

    Next thing Snake knows he's looking at Herbwest's ugly face. Three Pegs and Poet dragged both him and Fingers inside, now nearly everyone's trying to help Herbwest. "Need the stretcher, sa..." says Three Pegs as an aside to Poet. He means call the stretcher bearer (Doc) - who if he can't fix 'em will drag 'em to someone who can.
    Last edited by Shirocco; 2008-11-17 at 03:11 PM.

  6. - Top - End - #186
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry


    Grabbing a rifleman, Poetry sends him off towards 2nd section. "Keep low and stay under cover, and get the Doc over here." Turning to the rest of thwe section, he continues. "We'll hold here till the stretcher-bearer can arive and tend to Snake. Keep your eyes peeled, and check for snipers."

  7. - Top - End - #187
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Heads up: I'm going to be gone for about a week from tomorrow. Please don't autokill Doc.

    Doc Turtlemurdered

    The Doc continued to bandage as fast as he could.

    Heal - (1d20+13)[18]
    Heal - (1d20+13)[25]
    Heal - (1d20+13)[27]
    Heal - (1d20+13)[25]
    Heal - (1d20+13)[26]

  8. - Top - End - #188
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip gestures for 2nd to cross the stream and move into the shacks. If they worked quickly, the Houten could be mopped up by the time the meds got Speasy back on his feet, and then they could go cover the road...

    ((Awareness (1d20+9=25)))
    I am not crazy! I prefer "reality impaired".

  9. - Top - End - #189
    Dwarf in the Playground
     
    SolithKnightGuy

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    Default Re: Warglory, Liberators II

    "Aye, if I'm ta die today, let it be looking at a mug a sight prettier than you.." Snake jokes, Trying painfully not to move.

    "How bad is the damage? Did we get the bugger?"

  10. - Top - End - #190
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    Platoon chart
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    (First name is section leader)
    Command:
    Slip
    Curly (2ic)
    Speak-Easy (Radio) - Critically wounded
    Doc (Stretcher) -3mel, -2aware

    First:
    Poetry
    Frenis (Sharp) -5 melee, -1shotdie
    Snake (Rifle) -1mel
    Crash (gren)
    Herbwest (1st Aider)
    Rifleman #1 (Fingers) - Critically wounded
    Rifleman #2 (3 Pegs)

    Second:
    Stinky -2mel
    Tyrson (Sharp) -3mel, -1shotdie, -2aware
    Twitch (Rifle)
    Ramble (LMG)
    Fragranstein (1st Aider)
    Rifleman #3 (Tiny)
    Rifleman #4 (Jinks)

    Third:
    Hooky
    Lifter (LMG)
    Bang (Gren)
    Ripper (1st Aider)
    x3 Riflemen

    1st Section formation
    Spoiler
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    Section marching order:

    Poetry on Point
    Snake
    Frenis
    Crash
    Rifleman #1
    Herbwest
    Rifleman #2


    2nd section formation
    Spoiler
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    Standard Wedge formation (basic diagram below for open area movement)

    ___________(point - Twitch)___________
    ----------Tiny-------------Ramble-------
    ------Tyrson------Stinky-------Jinks------
    ----------------1st Aid (Reddy)----------

    Files for long tight areas
    --------Twitch
    Tiny----------
    --------Ramble
    Tyrson--------
    --------Stinky
    Reddy--------
    --------Jinks

    Battle Buddy pairs for Clearing the shanty town
    Tyrson & Jinks
    Twitch & Tiny
    Ramble & Jinks
    Stinky & Reddy




    ((No worries Ping, thanks for the notice.))

    It's as 2nd section cross the stream and enter the shacks that 3rd section shows up... they're all covered in dirt and one or two are limping but everyone's accounted for. Naturally the blunder into the same ambush as 2nd section but with the smoke still hanging in the air they're only subjected to blindfire, Tiny makes contact with Doc.

    Meanwhile 2nd move into the shacks. They can hear LMG fire as they enter a weaving warren of alleys behind the creek shingles, stumbling over beggars and starving kids hiding here and there, some slinking away from the area as quick as they can. Heading north 2nd section come upon a where LMG fire echoes from the left, looks like it'll link up with the alley you saw the ambushers in. With the racket that LMG's making it should be easy to sneak up, there were 2 more riflemen some 100m north of them last you saw.


    Doc works quick on Speak-Ezy. He's near halfway done wrapping bandages when he realises Speazy's stopped breathing... heck, his heart's stopped too! Things get interesting. He's forced to inject stimulants directly into the man's heart, bringing Speazy around with a cough and a roar. Speazy hasn't felt pain like this since training, boy-o was that a memory and a half! Doc gets Fragrenstein to hold him steady. "Sit still, we got you!"


    Poet finds Three-Pegs is the only rifleman in a fit state so he heads off cursing under his breath. "Stuipid, stuipid me... open my big mouth..." he mutters and sets off to find Doc. Herbwest has finished on Frenis, he moves on to Fingers only to find the poor fellow is one foot in the grave already. Looking at Snake he sees who has the better chances, leaving Crash to try bandaging Fingers he starts on Snake.

    "Yeah, think so. But don't give up hope - ya might still get to knife him by my guess - don' tell Three Pegs i said it but he's a bloody bad shot."

    *Frenis, check platoon status for your wounds.
    Last edited by Shirocco; 2008-11-18 at 06:18 AM.

  11. - Top - End - #191
    Titan in the Playground
     
    MindFlayer

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    Default Re: Warglory, Liberators II

    Frenis slowly sits up, and growls: "WHAT THE !@&# HAPPPENED?"

    Awareness: (1d20+15)[29]
    Anemoia: Nostalgia for a time you've never known.

  12. - Top - End - #192
    Bugbear in the Playground
     
    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Stinky

    Stinky looks around and glances at Slip I'll take two this way and you take the other two a bit north to then hit them?

    If he agrees Stinky points at Twitch and Ramble, C'mon and heads to the left.

    Awareness [roll]1d20+3[[/roll]
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  13. - Top - End - #193
    Bugbear in the Playground
     
    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Awareness try number 2 (1d20+3)[23]
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  14. - Top - End - #194
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip gestures for somebody to check the alley, and, if clear, to sneak down it.

    ((Stealth (1d20+9=16)))
    I am not crazy! I prefer "reality impaired".

  15. - Top - End - #195
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    Platoon chart
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    (First name is section leader)
    Command:
    Slip
    Curly (2ic)
    Speak-Easy (Radio) - Critically wounded
    Doc (Stretcher) -3mel, -2aware

    First:
    Poetry
    Frenis (Sharp) -5 melee, -1shotdie
    Snake (Rifle) -1mel
    Crash (gren)
    Herbwest (1st Aider)
    Rifleman #1 (Fingers) - Critically wounded
    Rifleman #2 (3 Pegs)

    Second:
    Stinky -2mel
    Tyrson (Sharp) -3mel, -1shotdie, -2aware
    Twitch (Rifle)
    Ramble (LMG)
    Fragranstein (1st Aider)
    Rifleman #3 (Tiny)
    Rifleman #4 (Jinks)

    Third:
    Hooky
    Lifter (LMG)
    Bang (Gren)
    Ripper (1st Aider)
    x3 Riflemen

    1st Section formation
    Spoiler
    Show

    Section marching order:

    Poetry on Point
    Snake
    Frenis
    Crash
    Rifleman #1
    Herbwest
    Rifleman #2


    2nd section formation
    Spoiler
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    Standard Wedge formation (basic diagram below for open area movement)

    ___________(point - Twitch)___________
    ----------Tiny-------------Ramble-------
    ------Tyrson------Stinky-------Jinks------
    ----------------1st Aid (Reddy)----------

    Files for long tight areas
    --------Twitch
    Tiny----------
    --------Ramble
    Tyrson--------
    --------Stinky
    Reddy--------
    --------Jinks

    Battle Buddy pairs for Clearing the shanty town
    Tyrson & Jinks
    Twitch & Tiny
    Ramble & Jinks
    Stinky & Reddy



    Doc and Fragranstein are working furiously to keep Speak-ezy alive when Three-Pegs shows up and tells them about 1st section. Doc curses. At least 3rd section has arrived. Hooky walks in then and Doc waves him after 2nd section but commandeers a couple riflemen as Fragranstein ties off the bandages. "You two, take this man that way *pointing upstream* to company ambulance then come back and head that way *pointing north* to catch up with your section. Careful with him!" says Doc. The pair grunt, make jokes at Speazy's expense and when it's clear he can't walk they pick him up in a carry. It probably hurts like hell but Speazy blacks out before long. Meanwhile, Fragrantstein heads forward toward his section and Doc is lead by Three Pegs toward 1st.


    Back at 2nd, Jinks is just silly enough to volunteer for Slip's point duty. He readies a trenchgun and looks down the left alley. Seeing nothing he stalks down the alley... and sees something 2nd floor in the ambush alley ahead. Not before it sees him though, a shot's fired that bangs off his armour and his trench gun bellows in reply. "Movement ahead left sa!" shouts Jinks, dropping to a crouch.

    Stink leads the rest of 2nd north, no contact yet.

  16. - Top - End - #196
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Jinks, left side, go! Ya guys, move up through tha shacks-I'll be along shortly, peering around the corner to give Jinks coverign fire if he needs it.
    I am not crazy! I prefer "reality impaired".

  17. - Top - End - #197
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    Platoon chart
    Spoiler
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    (First name is section leader)
    Command:
    Slip
    Curly (2ic)
    Speak-Easy (Radio) - Critically wounded
    Doc (Stretcher) -3mel, -2aware

    First:
    Poetry
    Frenis (Sharp) -5 melee, -1shotdie
    Snake (Rifle) -4mel, -1shotdie
    Crash (gren)
    Herbwest (1st Aider)
    Rifleman #1 (Fingers) - Critically wounded
    Rifleman #2 (3 Pegs)

    Second:
    Stinky -2mel
    Tyrson (Sharp) -3mel, -1shotdie, -2aware
    Twitch (Rifle)
    Ramble (LMG)
    Fragranstein (1st Aider)
    Rifleman #3 (Tiny)
    Rifleman #4 (Jinks)

    Third:
    Hooky
    Lifter (LMG)
    Bang (Gren)
    Ripper (1st Aider)
    x3 Riflemen

    1st Section formation
    Spoiler
    Show

    Section marching order:

    Poetry on Point
    Snake
    Frenis
    Crash
    Rifleman #1
    Herbwest
    Rifleman #2


    2nd section formation
    Spoiler
    Show

    Standard Wedge formation (basic diagram below for open area movement)

    ___________(point - Twitch)___________
    ----------Tiny-------------Ramble-------
    ------Tyrson------Stinky-------Jinks------
    ----------------1st Aid (Reddy)----------

    Files for long tight areas
    --------Twitch
    Tiny----------
    --------Ramble
    Tyrson--------
    --------Stinky
    Reddy--------
    --------Jinks

    Battle Buddy pairs for Clearing the shanty town
    Tyrson & Jinks
    Twitch & Tiny
    Ramble & Jinks
    Stinky & Reddy



    ((Ah, heck. Didn't catch what Greyen typed the first time! Jinks is in the wrong place. Hell with that i'm saying he went straight ahead (north) not left but he did shoot someone. Stinky can handle left as he said he would.))

    Not 20 yards north of the intersection a grenade bounces off tin wall to land right in front of Jinks. He swears and kicks it away before shouldering his way through the wall of the shack to his left. You hear a shotgun blast, shouting, a scuffle.

    Meanwhile Stinky leads left and promptly nears a where his alley meets the ambush alley. Very switched on today, Stinky's in front when he sees the carbineer up in a 2nd floor window on his right. He saw him first and will be able to shoot first or shift back to be hard against the right wall (out of LOS, thus maybe not detected yet). On his left he can see the pile of rubble with 4 men useing it as cover against the position you were ambushed at, one has an LMG the rest are rifles. Those four are unaware of him. The LMG is still laying suppressive fire at your old position.


    Poet is finally greeted by Doc as Three Pegs leads him back. Doc promptly gets Herbwest to tie off the bandages half done on Snake as Doc injects Blood Thickener, then does some good 1st aid. He takes one look at Fingers. "He's gonna have to be carried out. You," says Doc pointing at Crash "...grab the other end of this. We're moving him now." finishes Doc as he unfolds his stretcher. 2nd section is good to move, while Snake is at -4 melee, -1shotdie.

  18. - Top - End - #198
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry


    "Alrighrt lads, lets move up. Watch for snipers. We are going to go through the shacks."

    Using his axe, Poetry clears a path through the shacks as he leads his unit towards command and the other section. His intent is to travel under concealment by cutting through the flimsy dwellings and staying out of the open streets.

  19. - Top - End - #199
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    MindFlayer

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    Default Re: Warglory, Liberators II

    Frenis staggers to his feet, raises his rifle, and nods to Poetry. "Right o'! Lead the way, Sir..."


    Spoiler
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    Awareness: (1d20+15)[27]
    Stealth: (1d20+15)[16]

    Didn't I have an ability to sense Snipers or something like that? I'll have to go back and check... I don't want to get caught off guard again. >.>
    Anemoia: Nostalgia for a time you've never known.

  20. - Top - End - #200
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    You mean this?
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    Bloodhound (You gain +5 on Awareness and can Track, taking rerolls when seeking out a sniper or locating the source of enemy fire. Also gives +5 on Stealth checks. Killing an enemy quietly requires only one stealth check, not 2.)


    ...sorry, you were his first target. I rolled a die on that and he thought you were the section lead. Once i finished laughing i posted the writeup.

  21. - Top - End - #201
    Titan in the Playground
     
    MindFlayer

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    Default Re: Warglory, Liberators II

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    Where did I get shot, anyway?

    So basically, if I'm doing an Awareness check to find a sniper or other sort of shooter, I can reroll it if I fail? Is there any other sort of roll I can do, like: "Think Like a Sniper" to think of where one might try to hide, or "Mark of the Sniper" to think who might be the most tempting target out of our group or where a target zone might be set up?

    I could probably think of a few more screwy ideas.
    Anemoia: Nostalgia for a time you've never known.

  22. - Top - End - #202
    Bugbear in the Playground
     
    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Stinky

    Pointing at the caribeener to the rifleman with him, he points Ramble at the nest while tossing a SF Frag into its center.

    Spoiler
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    SF Frag Grenade (1d20+7)[12]

    SF Hand - 2 frag, 1 incendiary,
    Rifle -3 frag, 2 shaped.
    Last edited by Greyen; 2008-11-19 at 01:29 AM.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  23. - Top - End - #203
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    SolithKnightGuy

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    Default Re: Warglory, Liberators II

    "I'm going to enjoy sticking it to that houten bastard.." As he slowly makes his way to his feet, Snake checks his rifle for any damage or cleaning.

  24. - Top - End - #204
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip rushes inside the shack and starts smashing through walls up towards Jinks, bayonet ready for anybody standing in his way.
    I am not crazy! I prefer "reality impaired".

  25. - Top - End - #205
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((Dragging Twitch))

    While Stinky is giving orders the carbineer looks his way... Twitch promptly takes aim as the man shouts warning, fires... the blighter ducked before he could shoot! Stinky tosses his SF grenade as ramble comes forward, the men in the nest all turn about and open fire. Stinky's armour bangs shots away twice before the SF grenade blows them apart... then a Houten gas can sails out the window toward Stinky & his lads.

    Slip hears a final shout of pain, there's a moment's pause and Jinks emerges from the shack he shoulder charged into, wiping blood from a trenchknife. "Clear, sa!"


    Meanwhile Poet makes good time plowing through the shacks. He comes across a terrified family who back away shouting in fear. There's gunfire straight ahead through one more shack... then the loud thud of a grenade blast.

  26. - Top - End - #206
    Titan in the Playground
     
    MindFlayer

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    Default Re: Warglory, Liberators II

    ((Whats the callsign to see if somebody is on our team? Maybe we should yell it out, to see if the shooters near us are allies? Although, methinks the boom means we're right behind the Houten MG that just got 'naded...))

    Frenis follows along, paying mind to the family in the hut. There could be a chance of them pulling weapons out, especially with the luck he'd been having today...

    Spoiler
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    Awareness: (1d20+15)[23]

    Is there a roll I can make to spot a weapon or something? Lemme take a crack at it, just in case...

    Spot Weapon: (1d20)[11] to see if one of the family members might have a weapon or something
    Sense Motive: (1d20)[9] to sense that one of them might be about to attack or something
    Anemoia: Nostalgia for a time you've never known.

  27. - Top - End - #207
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((As stated earlier....

    Challenge is "Cloud", correct reply is "Dust"

    Water is under a foot deep,

    awareness will do for keeping an eye on the civvies))

  28. - Top - End - #208
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip directs the team to advance through the shacks towards the ambush alley-using the alleys themsleves was clearly not working very well for him today.
    I am not crazy! I prefer "reality impaired".

  29. - Top - End - #209
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry



    Readying himself for action if the gunfire was coming from the enemy, Poetry called out "Cloud!"

  30. - Top - End - #210
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    Stinky, Twitch and the others with them hear Poet's challenge.

    Slip is a bit short handed, but Jinks cheerfully barges his way into a shack again as 3rd section come into sight behind them.

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