Author Topic: Dungeons and Dragons Game  (Read 102622 times)

Kampkraft

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Reply #15 on: March 31, 2010, 07:56:45 PM
Looking on as the whole group seemed to prepare for an unknown fight, he too readied a spell just in case.


Dice Rolls
  • March 31, 2010, 07:56:45 PM: Initiative Check
    1d20+4 => 1d20 [10] (10) + 4 = 14
  • March 31, 2010, 07:56:45 PM: Perception Check
    1d20+4 => 1d20 [6] (6) + 4 = 10


Jonas

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Reply #16 on: April 01, 2010, 02:21:18 PM
Legatus is able to identify the tracks as those belonging to kobolds, a type of small reptilian humanoid native to the region.

As Ssiran and Rynvoor follow the tracks off the paths, they come around the side of a boulder and find a kobold watching the road with a spear ready. It turns at the sound of your approach and lets out a startled shriek, "Keee! Prey hasss come behind!". 

The kobold's fellows from the boulder up ahead turn and ready their own weapons. It appears you have a fight on your hands.



The black line is the "border". The black dots are enemies. The big gray ones are rocks. The path is in orange and the red square with a 1 is where Rssiran and Rynvoor are, the 2 square is where everyone else starts from. Roll initiative and declare your first action.

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Reply #17 on: April 01, 2010, 03:47:03 PM
Not sure if you want a single action, or a whole round, so here's a whole rounds worth of actions:  Move, Standard, and minor.

First, initiative:  +1

Next, I'll move to engage the nearest kobold that I can get to without charging.  My move speed is 6, even in heavy armor, so I shouldn't have too much trouble, there.  If I've got enough move to do so without provoking any opportunity attacks, I'd like to move so as to allow my allies to flank my target.

Then I'll use Valiant Strike (One of my at-will attacks) to attack him.  +8 vs. AC.  (+7 base, +1 per adjacent enemy.  I'm guessing he's the only adjacent one).

If that hits, it'll deal 1d8 +4 damage.

Then I'll use my minor action to mark a target with my Divine Challenge.  No roll necessary for that, just means they've got my Divine Sanction/Super mark on them.   If my target didn't die, he's the one I'll be marking.  If he does die, I'll mark the next closest enemy (assuming there's still another one within 5 squares).
  
Hmm...I can't think of any other actions I need to take, and I'm out of actions for this round, so that's it, for now.

Give no quarter.  Let none survive.

Dice Rolls
  • April 01, 2010, 03:47:03 PM: Initiative
    1d20+1 => 1d20 [4] (4) + 1 = 5
  • April 01, 2010, 03:47:03 PM: Attack Roll (Valiant Strike)
    1d20+8 => 1d20 [17] (17) + 8 = 25
  • April 01, 2010, 03:47:03 PM: Damage Roll (Valiant Strike)
    1d8+4 => 1d8 [6] (6) + 4 = 10


Digital Vulpine

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Reply #18 on: April 01, 2010, 04:19:56 PM
I hear the commotion, stand up and say to the others near me,
"Hostiles behind the two rocks to the northeast.  I'm flanking southeast, Naito should try to get behind them, while Aleph assists the fighters."

I then move diagonally one unit southeast, and one unit east.  If I have a line of sight on Kobold 2 or 3 (counting from the west) I kneel and fire my musket (+5 vs AC, 2d8+3 damage, range 15/30), with Kobold 3 taking priority.  

If I am unable to establish a line of sight from that position, I move two units diagonally southeast from there and two units south.  I check for line of sight again, and if I have it I take the shot with the same target priority.

« Last Edit: April 01, 2010, 04:22:34 PM by Digital Vulpine »

Dice Rolls
  • April 01, 2010, 04:19:56 PM: Initiative
    1d20+3 => 1d20 [16] (16) + 3 = 19
  • April 01, 2010, 04:19:56 PM: If LoS=true; Attack Roll vs AC
    1d20+5 => 1d20 [7] (7) + 5 = 12
  • April 01, 2010, 04:22:34 PM: If Los=true and hit=true; Damage Roll musket
    2d8+3 => 2d8 [2,5] (7) + 3 = 10
"Old soldiers never die, they just fade away for a little while..."


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Reply #19 on: April 01, 2010, 05:38:59 PM
"Don't hesitate to do what must be done."

First off, initiative bonus is +4

Assuming I move before him, I move to the lower space directly next to the bolder and next to the (currently) second Kobold (counting from west to east) and make and make a sneak attack (+2d6+STR Modifier) using Torturous Strike (2[W] + DEX Modifier + STR Modifier). If the afore mentioned kobold moves before me, then replace Tortuous Strike with Riposte Strike.

Dice Rolls
  • April 01, 2010, 05:38:59 PM: Intiative
    1d20+4 => 1d20 [5] (5) + 4 = 9
  • April 01, 2010, 05:38:59 PM: Attack (Either)
    1d20+7 => 1d20 [1] (1) + 7 = 8
  • April 01, 2010, 05:38:59 PM: Tortuous Strike Damage (See Post)
    2d8+6 => 2d8 [4,5] (9) + 6 = 15
  • April 01, 2010, 05:38:59 PM: Ripost Strike Damage (See Post) (Initial)
    1d8+4 => 1d8 [4] (4) + 4 = 8
  • April 01, 2010, 05:38:59 PM: Ripost Strike Attack (See Post) (Interrupt)
    1d20+5 => 1d20 [7] (7) + 5 = 12
  • April 01, 2010, 05:38:59 PM: Ripost Strike Damage (see Post) (Interrupt)
    1d8+2 => 1d8 [3] (3) + 2 = 5
  • April 01, 2010, 05:38:59 PM: Sneak Attack (If Applies)
    2d6+2 => 2d6 [6,3] (9) + 2 = 11
Geary: That means you get a companion for four levels, then it gets an upgrade.
Draykin: A very PAINFUL upgrade.
* Digital_Vulpine eeps, since the rules don't specify that I'm exempt from the psychic link that Wizards have with their familiars. o_o;
Geary: GET YOUR PET DRUNK.


William Swiftfoot

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Reply #20 on: April 01, 2010, 08:08:35 PM
(Sorry if Im complicating things off the top, but I wanted to try this: Initiative is +1. Unless someone reaches close range with me before hand, I will move E-E-E-E-NE and: )

Sizing up the enemy Krim starting chanting in various musical tones. The words are heard as he reaches the end "and thus I smite thee! KAKA!". The sound of thunder rumbles accross the ground as a powerful blast of sound and air flies at the furthest Kobold (Thunder's Calling. In addition to damage if successful, hes pulled two squares twoards the party and an ally who can shoot him gets a free shot(being I don't know who is where on the map, Ill just let it be who can and is closist at the point).
« Last Edit: April 01, 2010, 09:03:11 PM by Kenku »

Dice Rolls
  • April 01, 2010, 08:08:35 PM: Initative
    1d20+1 => 1d20 [9] (9) + 1 = 10
  • April 01, 2010, 08:08:35 PM: Thunder's Calling! Vs Fort
    1d20+4 => 1d20 [8] (8) + 4 = 12
  • April 01, 2010, 08:08:35 PM: Thunder Damage if Successful
    1d8+4 => 1d8 [1] (1) + 4 = 5


Kampkraft

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Reply #21 on: April 01, 2010, 08:17:54 PM
(Already rolled init, so gonna move to the left of Num 1 start pos (AKA taking cover by the rock) and readying action to cast Ray of Frost on the first enemy to appear in range and is in line of sight).

Dashing towards the nearest boulder, Andrei took cover and waited for one of the enemies that could pop up to show themselves.



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Reply #22 on: April 02, 2010, 01:20:34 AM
Aleph closed his eyes, and at the same time he whispered something to his Spirit companion. After a couple of seconds, the spirit agreed happily, as it ghostly hovered towards to the battle.

Watch over them for a bit, "Stry", He smiled calmly.

(Stryder will move 5 squares north and 1 to the right, in an attempt to give an area of support, and it will cast "Watcher's Strike" which adds a +1 bonus to Attack rolls and a +5 bonus to Perception checks to any ally while adjancent to itself. Also,forgot to add a roll for initiative, I am sorry TwT)
« Last Edit: April 02, 2010, 10:39:50 AM by Aleph »

Dice Rolls
  • April 02, 2010, 01:20:34 AM: Watcher's Strike plus +3 Wis. Modifier
    1d8+3 => 1d8 [2] (2) + 3 = 5
  • April 02, 2010, 10:39:50 AM: Initiative
    1d20+0 => 1d20 [9] (9) + 0 = 9


Tvorsk

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Reply #23 on: April 02, 2010, 10:39:25 AM
((I apologize for not posting last night; unfortunately, Dad had a rage moment, no idea why, and I had to choose between hitting the powerstrip or having my poor computer receive 9001d8 blunt damage. {:())

((Initiative: +6))

Oh, squid!
"Gah... why am I doing this, again?" I think sourly.

If one of the nearby kobolds is still alive, I walk to it (preferably to a position that won't block LoS for anyone else) and execute an at-will Reaping Strike. If I miss, it still deals a Lousy One Point of damage*.

If there's none alive in walk range anymore, I run in direction of the further ones, even if I can't reach it. If I did, I execute same attack as above with -5 penalty to the attack roll.

((I hope it makes any sense...))

EDIT: * Well, unless they're Kobold Minions, I guess...
« Last Edit: April 02, 2010, 11:46:53 AM by Tvorsk »

Dice Rolls
  • April 02, 2010, 10:39:25 AM: Initiative roll
    1d20+6 => 1d20 [6] (6) + 6 = 12
  • April 02, 2010, 10:39:25 AM: Reaping Strike: Attack
    1d20+6 => 1d20 [2] (2) + 6 = 8
  • April 02, 2010, 10:39:25 AM: Reaping Strike: Damage
    1d10+4 => 1d10 [5] (5) + 4 = 9
Thanks for reading,
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Draykin: And blast it, what is the world coming to when one cannot find a decent metal remix/cover of the Imperial March?


Jonas

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Reply #24 on: April 03, 2010, 09:51:59 AM
((well blarg, I just realized that I forgot to bring my notes with me when I came home for the easter weekend =( real sorry everyone, but you'll have to wait for monday before I can continue this D: ))

"Technically speaking, phoenixes are actually pretty flammable." --Donnie


Jonas

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Reply #25 on: April 05, 2010, 02:30:58 PM
Legatus: You swiftly move into position before raising your musket and firing. Unfortunately, in your haste to fire at the kobold you failed to steady your aim. The bullet streaks over its target, mere inches from its head.

Rynvoor: Skirting around to avoid giving an attack opportunity, you move to the side of the closest kobold before making a slam with your hammer. Your inexperience in fighting is shown as your lunge leaves a clear opening for the kobold minion to dodge, and you strike nothing but cold rock.

Krim: As you move you scan the area for the perfect target to pull into range of your allies and spot a lone kobold huddling behind a boulder roughly 20 feet away and fire a thunderous burst of sound. Though the force of your strike pulls the minion out of its cover, the effort is unnecessary as it keels over dead, with blood leaking from its ears.

Enemy Movement: One of the stronger-looking kobolds lets out a terrible shriek as its companion falls, and it immediately rounds on Krim. Loading an incendiary pellet into its sling, the kobold whirls it around and fires at the Kenku, his Draconic shrieking following the bullet as it collides with its targets. Krim buckles a bit at the impact but recovers, though he now has to contend with the light flames licking at his feathers. (Krim takes 4 damage and suffers 2 ongoing fire damage until he makes a save) Cackling gleefully, the slinger dashes away behind one of the far boulders for cover.

Naito: Having to make due now that your intended target has run out of range, you run over to the minion Ryn has cornered against the boulder and attack it with a riposting strike. However, Ryn’s attempted attack has sharpened the creature’s attention, and it turns and launches itself to safety well before your blades land.

Enemy Movement: The kobold Ryn and Naito are facing strikes at the Raki with his spear, but the rogue’s reflexes allow him to nimbly sidestep the attack. Not wanting to press its luck, the kobold shifts out of the way and scurries to safety by the boulder his fellows are gathering around. With their ally out of the line of fire, the two other minions cackle and chirp as they rear back and launch javelins at Ryn and Naito. Though their reflexes are strong at close range, it seems the pair have less luck when fired upon from afar, as the two javelins each graze their mark. (Ryn and Naito each take 4 damage)

Ssiran: With no kobolds left within your range, you move alongside Legatus and Krim to provide some physical support to your frailer group mates. As you near them, you see two more kobolds readying themselves behind a boulder to the south. Determined to disrupt their plans in whatever way you can, you raise your holy symbol and deliver your Divine Challenge upon the closest. ((Divine Sanction cannot be independently applied; it’s an aftereffect of certain attacks. Divine Challenge is the one you can do independently. Oh, and the marked enemy will have a small red dot on it))

Aleph: Unfortunately, by the time Stryder reaches Ryn and Naito the kobolds have already fled to the eastern boulder. Without an enemy target, Stryder takes a vigilant stance, eager to help your friends in some new way. ((Also, red dot is Stryder when he isn’t with you))

Enemy Movements: From the south come two new kobolds who had been hiding behind another boulder until Ssiran discovered them. Skittering around the rock, the two raise their shields in front of them and charge towards Ssiran. Though their movements suggest more combat skill than their fellows, these two kobolds still lack the expertise needed to get their swords past the Catfolk’s parries.

« Last Edit: April 05, 2010, 02:36:35 PM by Jonas »

"Technically speaking, phoenixes are actually pretty flammable." --Donnie


Tvorsk

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Reply #26 on: April 05, 2010, 04:46:27 PM
Schlag!, I scowl.
Not only I missed, these little d'nars managed to score hits on me, the Raki, and our bard.

I walk NE, then E-E-E. If there's a kobold minion adjacent (SE) to this square, I attack him using Sure Strike. If not, I walk one step more to get the slinger in reach (to the SE), and use Reaping Strike. ((Not that the 1 point of miss damage would do much to him.))

Dice Rolls
  • April 05, 2010, 04:46:27 PM: Sure Strike attack
    1d20+6+2 => 1d20 [11] (11) + 6 + 2 = 19
  • April 05, 2010, 04:46:27 PM: Sure Strike damage
    1d10+1 => 1d10 [5] (5) + 1 = 6
  • April 05, 2010, 04:46:27 PM: Reaping Strike attack
    1d20+6 => 1d20 [1] (1) + 6 = 7
  • April 05, 2010, 04:46:27 PM: Reaping Strike damage
    1d10+4 => 1d10 [3] (3) + 4 = 7
Thanks for reading,
-- Tvorsk

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Draykin: And blast it, what is the world coming to when one cannot find a decent metal remix/cover of the Imperial March?


Digital Vulpine

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Reply #27 on: April 05, 2010, 04:48:51 PM
"Blast!"

My ears flatten against my skull as I mentally rebuke myself for taking such a clumsy shot.  Suddenly, I see the two new kobolds break out from where they were hiding, and they are running right up to me!  My tail bristles when Krim is hit by the flaming pellet, and I move west one unit, three units north, units east, and yell to Ryn,

"Get that slinger, I'll clear the path!"

I drop my musket, draw a dagger, and use Careful Attack to throw it at the kobold that is 5 units due east of Ryn (the northern one of the pair). (at-will, +8 vs AC, 1d4)

Dice Rolls
  • April 05, 2010, 04:48:51 PM: Careful Strike, 3 (weapon proficiency)+DEX+2=8
    1d20+8 => 1d20 [7] (7) + 8 = 15
  • April 05, 2010, 04:48:51 PM: Damage roll
    1d4 => 1d4 [3] (3) = 3
"Old soldiers never die, they just fade away for a little while..."


Dragyn

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Reply #28 on: April 05, 2010, 05:54:46 PM
Hmm...alright, I think I know what I wanna' do.

IF both of the kobolds next to me are still alive, and haven't moved away, I will hit the one I have marked with Enfeebling Strike (At-Will, +6 vs AC), this will (if it hits) give him a -2 to his attack rolls, on top of the -2 for attacking someone who isn't me.  The Divine Challenge will persist, since I've engaged him.

If only one of them is still alive, I'll do the same thing, but I'll mark him first if he's not already marked.  (Divine Challenge).

If neither of them are still alive, then I'll walk to the nearest surviving kobold, if they're in range, and use
Valiant Strike (At-Will, +7 +1/adjacent enemy vs AC) to hit them, and lay the Divine Challenge on a different one if available, or the same one if not.

If none are in walking distance, I'll move to line up and then charge.  (Basic Attack +1 to hit,  for +8 vs AC), then Challenge the nearest one, if I can.


"Fight me!  ME!  I'm right here, Cowards..."Ssiran glowers at the kobolds, an eerily haunted grin spreading across his face. 

Dice Rolls
  • April 05, 2010, 05:54:46 PM: Enfeebling Strike, vs AC
    1d20+6 => 1d20 [6] (6) + 6 = 12
  • April 05, 2010, 05:54:46 PM: Valiant Strike (also add +1/adjacent enemy)
    1d20+7 => 1d20 [17] (17) + 7 = 24
  • April 05, 2010, 05:54:46 PM: Charge!!!
    1d20+8 => 1d20 [2] (2) + 8 = 10


Geary

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Reply #29 on: April 05, 2010, 07:47:12 PM
"Hehe, is that all you've got? I've been dealt worse from a rat."
Raito moved his left paw out of his sleeve, swapped weapons with his right paw, and aimed for second before throwing the dagger at a Kabold, the dagger moving in a near-perfect trajectory and moving straight instead of spinning.

Assuming I move before my, I target the Kabold Minion due east of me and throw a dagger at him while using Sky Flourish (1[W]+DEX+CHA), and, if the attack hits, move as far east as I can without engaging a minion.

Dice Rolls
  • April 05, 2010, 07:47:12 PM: Attack
    1d20+1 => 1d20 [14] (14) + 1 = 15
  • April 05, 2010, 07:47:12 PM: Damage
    1d4+6 => 1d4 [3] (3) + 6 = 9
Geary: That means you get a companion for four levels, then it gets an upgrade.
Draykin: A very PAINFUL upgrade.
* Digital_Vulpine eeps, since the rules don't specify that I'm exempt from the psychic link that Wizards have with their familiars. o_o;
Geary: GET YOUR PET DRUNK.