Showing posts with label White Box. Show all posts
Showing posts with label White Box. Show all posts

Monday, July 10, 2017

The Wasteland of Gath: The Tin Shack (Brother Adelmo); White Box


Today Brother Adelmo's player (+Gothride Manor) and I enjoyed our third session in the Wasteland of Gath. He had a diplomatic, easy-going approach to the mutant freaks in the shack. The result was that no one died /and/ Adelmo convinced Pa Goren to let him take Dandelion on down the road. Next stop: The Meeting House where the angelic Poppy will let Adelmo decide his fate in the Wasteland.

XPs: 1,000 for the Ring of Protection +1 and 30 xp for placating the mutants = 1,030 xp

Brother Adelmo's Melee Stats 
No. of Attacks: 6 
Hits: 4 
Hit Percentage: 67%
Damage Inflicted: 6, 5, 1, 4 (16) 
Average Damage per Hit: 4 
Kills: 4 
Average Kills per Hit: 1
Initiative Rolls: 7 
Result(s): 5, 4, 0, 2, 4, 0, 4 (19) 
Average Initiative Roll: 2.7 
Turn Attempts: 1
Successful Turn Attempts: 1
Turn Attempt Success Rate: 100%
Damage Sustained: 0
Bind Wounds Opportunities: 1
Hit Points Restored: 4
Average Hit Points Restored: 4

Wednesday, June 28, 2017

The Wasteland of Gath: The Pit (Shank); White Box

Shank the Rogue (played by +Chris C.) left the bus with Kerg the Dwarf in tow. After a time, Kerg had to relieve himself and rushed forward to a massive pothole in the road to do so. Something he saw within alarmed him and he loudly exclaimed, "Jesus Christ!" There came a terrible moaning from the pit and out of it emerged three nightmare creatures.

     Despite the tar on their bodies, their pinkish-gray skin could be seen. They were about 3-4' tall with long, spindly limbs. Their fingers ended in sharp claws where the bone grew through the skin. They had dropping facial features, long floppy ears and a small mouth full of pointed teeth. Shank immediately recognized them as witch spawn, or fleshlings. On the night of a new moon, witches squat in damp holes and lay clutches of eggs. The witches often return at a later date to see how their brood has fared. The strongest are brought back to the witch's lair to serve as guards.

     Several rounds of melee ensued with Shank and Kerg doing their best to keep their distance and to rely upon missile weapons. While the melee raged, Shank encountered saw a lumpy wasteland mutant hiding in a bush. It panicked and run into the desert along a path that paralleled the road. There was no time to pursue as the monsters demanded full attention.

     Eventually the beasts were felled. Afterward, Shank investigated the pit and found it to contain quite a bit of tar. Within the tar were the skeletal remains of various humans and humanoids. He also found a bucket containing severed hands and feet that the mutant had dropped. Was that freak feeding the monsters? Also found was a skull of unusual properties. This one was about 60% bone and 40% smooth aquamarine. Kerg and Shank also investigated the car door and found a bottle of hooch with two belts remaining. The hooch has healing properties and can restore 1d4 hit points. Score!

 XP for Shank: 20 from fleshlings + 225 from treasure = 245 xp

Treasure: Aquamarine encrusted skull worth 175 gp, Healing Hooch worth 50 gp

Shank's Melee Stats 
No. of Attacks: 5
Hits: 2
Hit Percentage: 40%
Damage Inflicted: 7, 4 (11)
Average Damage per Hit: 5.5
Kills: 2
Average Kills per Hit: 1
Initiative Rolls: 6
Result(s): 2, 2, 6, 6, 3, 4
Average Initiative Roll: 3.8
Damage Sustained: 0

Friday, June 23, 2017

The Wasteland of Gath: The Pit (Brother Adelmo); White Box

Brother Adelmo, loyal servant of The Great Imbiber (played by +Gothridge Manor)  left the bus with Kerg the Dwarf in tow. After a time, Kerg had to relieve himself and rushed forward to a massive pothole in the road to do so. Something he saw within alarmed him and he loudly exclaimed, "Jesus Christ!"

     There came a terrible moaning from the pit and out of it emerged three nightmare creatures. Despite the tar on their bodies, their pinkish-gray skin could be seen. They were about 3-4' tall with long, spindly limbs. Their fingers ended in sharp claws where the bone grew through the skin. They had dropping facial features, long floppy ears and a small mouth full of pointed teeth.

     Brother Adelmo was not sure what they were, but he recalled them having something to do with witches. At any rate, an impressive six rounds of melee ensued, with poor Kerg enduring the brunt of the assault. While the melee raged, Brother Adelmo saw a lumpy wasteland mutant sprint out of a bush and run into the desert along a path. There was no time to pursue as the monsters demanded full attention.

     Eventually the beasts were felled. Afterward, Brother Adelmo investigated the pit and found it to contain quite a bit of tar. Within the tar were the skeletal remains of various humans and humanoids. He also found a bucket containing severed hands and feet that the mutant had dropped. Was that freak feeding the monsters?

     Also found was a skull of unusual properties. This one was about 60% bone and 40% smooth aquamarine. Score!

     At this point, Adelmo bound Kerg's wounds. Adelmo thanked Kerg for his loyal service and bravery in battle and gifted him the skull!

XP for Adelmo: 15 from fleshlings + 87 from treasure = 103 xp

Treasure: Aquamarine encrusted skull worth 175 gp (gifted to Kerg)

Brother Adelmo has been very generous toward Kerg so there will be a -2 on the next Loyalty check.

Brother Adelmo's Melee Stats 
No. of Attacks: 6
Hits: 4
Hit Percentage: 67%
Damage Inflicted: 6, 5, 1, 4 (16)
Average Damage per Hit: 4
Kills: 4
Average Kills per Hit: 1
Initiative Rolls: 7
Result(s): 5, 4, 0, 2, 4, 0, 4 (19)
Average Initiative Roll: 2.7
Turn Attempts: 1
Successful Turn Attempts: 1
Turn Attempt Success Rate: 100%
Damage Sustained: 0
Bind Wounds Opportunities: 1
Hit Points Restored: 4
Average Hit Points Restored: 4

Monday, June 19, 2017

The Wasteland of Gath: The Pit (Dorinda); White Box

Dorinda (played by +Matt Jackson) and Kerg left the bus early in the morning and continued down the road. After a time, Kerg had to relieve himself and rushed forward to a massive pothole in the road to do so. As he neared the hole, he shrieked in terror and ran back to Dorinda's side.

     Three nightmare creatures shambled out of the hole, covered in black slime. Despite the goo, their pinkish-gray skin could be seen through the muck. They were about 4' tall with long, spindly limbs. Their fingers ended in sharp claws where the bone grew through the skin. They had dropping facial features, long floppy ears and a small mouth full of pointed teeth.

     Dorinda recognized these as "Fleshlings." They are the terrifying spawn of witches, who lay clutches of eggs in damp places during the full moon.

     Round 1: Dorinda and Kerg lost initiative, but the creatures could not close the distance. Dorinda sought cover behind a car door on the road, while Kerg fired his crossbow. Sadly, he missed.

     Round 2: The creatures pressed the attack after they won initiative. Kerg was grazed with a claw, while Dorinda was more deeply slashed on a natural 20. Kerg and Dorinda returned attacks, but could not do any damage.

     Round 3: Initiative was simultaneous! Dorinda managed to inflict 3 point of damage with her spear, but it was not enough to fell the beast. Kerg again missed. The dice had completely forsaken them! The monstrosities attacked and Dorinda was brought down with ANOTHER 20! Kerg was also laid low with a deep wound.

     Dorinda watched helplessly, her body leaking fluid as Kerg was drug into the pit and torn limb from limb. She eventually lost consciousness and action was paused there.
 
Dori's Melee Stats 
No. of Attacks: 4
Hits: 2
Misses: 2
Hit Percentage: 50%
Damage Inflicted: 4, 3
Average Damage per Hit: 3.5
Kills: 1
Average Kills per Hit: .5
Initiative Rolls: 4
Result(s): 5, 4, 4, 2
Average Initiative Roll: 4.25
Damage Sustained: 5

Sunday, June 18, 2017

The Wasteland of Gath: The Bus (Brother Adelmo); White Box

In today's middle slot Brother Adelmo (Cleric 1) played by Tim of +Gothridge Manor risked life and limb on the desolate highway through Gath. A late-bloomer, Brother Adelmo did not receive a divine revelation from The Great Imbiber until he was 50 years of age. Advanced age or perhaps hard living may account for Adelmo's 7 Strength. For our session we employed White Box by Seattle Hill Games, which appears to be the system of choice for Gath.

     Soon after setting out upon the road, Brother Adelmo found a dwarf named Kerg, sitting at the wheel of a burned out car, banging his head against the steering wheel. The two conversed and Kerg bared his soul, telling Adelmo that he hoped to find either death or redemption on the road to Gath. (Many have speculated whether Gath is a region or an actual location. Perhaps both.)

     After a time, the pair came upon a ruined metal hulk once used as a conveyance by an older, reckless society. "You maniacs! You blew it all up!" They approached with caution as they could hear a rattling of chains coming from the front of the vehicle. They were correct to show caution because two skeletons emerged from the front of the bus, where the engine might once have been. When alive, their names were Donnie Rowe and Ricky Dubose. They were clad in orange jumpsuits and swung their chains and shackles like flails.

     Initiative was rolled and Brother Adelmo won. The cleric knew that those who die in Gath rise as undead if they have not confessed their sins to whatever deity they kneel before. Adelmo rebuked the miserable sinners and they began to flee. Kerg fired his light crossbow at a skeleton, but only managed to knock some bones free.

     Initiative was not required for the second round as the skeletons were in flight mode. Brother Edelmo gave chase and smashed one of the foes to pieces. Kerg fired again and managed to bring the second one down. Victory!

     They searched the area and found a skull with 2 gold ingots embedded within. (In modern day Mozambique, bald men have been ritually killed because witch doctors believe their heads contain gold. Weird.)
   
     A search of the bus followed and within were ten more skeletons, still shackled to their seats. They writhed and jerked, but could not get free. Brother Adelmo recalled a bit of ancient lore about these old metal boxes containing a liquid in steel tanks that was quite flammable. He located such a tank, poked a hole in it, stuffed a rag in the hole, lit it and ran. A great conflagration resulted and the two friends watched in awe.

     With all the skeletons dead - or re-dead - they continued down the road, but not before saying prayers for the skeletal prisoners and conveying their souls into hands of the Great Imbiber.

XP for Brother Adelmo: 60 from slain skeletons + 20 from treasure + 25 for saving souls = 105.

Treasure: 1 gold ingot worth 20 gp

Brother Adelmo split all treasure equally with Kerg so there will be a -1 on the next Loyalty check.

Brother Adelmo's Melee Stats 
No. of Attacks: 1
Hits: 1
Misses: 0
Hit Percentage: 100%
Damage Inflicted: 6
Average Damage per Hit: 6
Kills: 1
Average Kills per Hit: 1
Initiative Rolls: 1
Result(s): 5
Average Initiative Roll: 5
Turn Attempts: 1
Successful Turn Attempts: 1
Turn  Attempt Success Rate: 100%
Damage Sustained: 0

The Wasteland of Gath: The Bus (Shank); White Box

Today Shank the Thief played by +Chris C stepped out on the decaying road through Gath. Plagued by memories of a hard life, the young man figured the wasteland was preferable to his current situation. For our session we employed White Box by Seattle Hill Games.

     Soon after setting out upon the road, Rowan met Kerg, a dwarf of low self-esteem and great lust. Shank and Kerg felt at ease with one another, both understanding that they were equally miserable and without prospects. A pact of mutual non-thievery from one another was agreed. Perhaps there can be honor among thieves?

     After a time, the pair came upon a ruined metal hulk once used as a conveyance by an older, reckless society. "You maniacs! You blew it all up!" They approached with caution as they could hear a rattling of chains coming from the front of the vehicle. They were correct to show caution because two skeletons emerged from the front of the bus, where the engine might once have been. When alive, their names were Donnie Rowe and Ricky Dubose. They were clad in orange jumpsuits and swung their chains and shackles like flails.

Initiative was rolled and the skeletal prisoners won. They shambled forth on rickety legs, but could not close the gap and their turn ended. Shank flung a razor sharp dagger at the lead skeleton but it missed. ("Just a bit outside," for you Bob Uecker fans.) Shank then sprinted across the road to take cover behind a creosote bush. Kerg stood his ground, fired his crossbow and blew a skeleton's head off. Hooray!

     The remaining skeleton won initiative and whipped Kerg with its chain, Kerg cowered and endured a point of damage. Shank rushed forward, got behind the skeleton and shattered it with his short sword. Victory!

     They searched the area and found a skull with 2 gold ingots embedded within. (In modern day Mozambique, bald men have been ritually killed because witch doctors believe their heads contain gold. Let that be a warning to all of you.) A search of the bus followed and within were ten more skeletons, still shackled to their seats. They writhed and jerked, but could not get free. Kerg and Shank ignored them for the moment and instead went to the front of the bus where two skeletons lie unmoving.

     These two were clad in brown clothing. Upon the skeletons the intrepid explorers found two gold wedding bands and two pairs of handcuffs with keys. Turning their attention back to the skeletons, they decided to start a fire. They stuffed dried tumbleweeds and dried wood inside, doused it with oil and let the whole thing go up in flames.

     With all the skeletons dead - or re-dead - they continued down the road. Two rogues against the world!

 XP for Shank: 60 from slain skeletons + 40 from treasure = 100.

Treasure: 1 gold ingot worth 20 gp and 1 gold ring also worth 20 gp.

Shank split all treasure equally with Kerg so there will be a -1 on the next Loyalty check.

Shank's Melee Stats
No. of Attacks: 2
Hits: 1
Misses: 1
Hit Percentage: 50%
Damage Inflicted: 7
Average Damage per Hit: 7
Kills: 1
Average Kills per Hit: .5
Initiative Rolls: 2
Result(s): 2,2
Average Initiative Roll: 2
Damage Sustained: 0

Friday, June 16, 2017

The Wasteland of Gath; The Bus (Dorinda); White Box

Dorinda, a halfling thief played by talented cartographer +mattjackson, was first to set out upon the road through the blasted wasteland of Gath. We employed the White Box rules from Seattle Hill Games. With Dorinda was Kerg, a disgraced lecher purged from his ancestral home of Ashabenford. The two rogues hit it off immediately, pledging not steal from one another.

     Soon, the pair came upon a ruined metal hulk once used as a conveyance by an older, reckless society. "You maniacs! You blew it all up!" They approached with caution as they could hear a rattling of chains coming from the front of the vehicle.

    They were correct to show caution because two skeletons emerged from the front of the bus. When alive, their names were Donnie Rowe and Ricky Dubose. They were clad in orange jumpsuits and swung their chains and shackles like flails. Dori won initiative. Kerg fired his light crossbow and immediately slew a skeleton. He rolled a 20, so I ruled that the skeleton's chain entangled the other skeleton, resulting in a -2 penalty to AC and to hit rolls.

     Dori rushed forward and smashed the remaining skeleton, rolling a 14 to hit and inflicting 4 points of damage. It shattered!

     They searched the area and found a skull with 2 gold ingots embedded within. (In modern day Mozambique, bald men have been ritually killed because witch doctors believe their heads contain gold. LINK) A search of the bus followed and within were ten more skeletons, still shackeled to their seats. They writhed and jerked, but could not get free. Dori climbed atop the bus while Kerh provided cover. With her spear she smashed them to pieces. On the bodies of two guards the rogues found two gold wedding bands worth 20 gp each.

     The skeletons were spread out on the road, Dori taking the extra step of arranging them in an enigmatic pattern designed to instill fear and wonder. As they fell asleep looking at the stars (they decided to camp in the bus) Kerg mused, "This is the beginning of a wonderful friendship."

XP for Dori: 60 from slain skeletons + 40 from treasure = 100.
Treasure: 1 gold ingot worth 20 gp and 1 gold ring also worth 20 gp.

Dorinda split treasure equally with Kerg and she is female, so the next Loyalty check will be at +2.

Dori's Melee Stats
No. of Attacks: 1
Hits: 1
Misses: 0
Hit Percentage: 100%
Damage Inflicted: 4
Average Damage per Hit: 4
Kills: 1
Average Kills per Hit: 1
Initiative Rolls: 1
Result(s): 5
Average Initiative Roll: 5
Damage Sustained: 0