Author Topic: Dungeons and Dragons Game  (Read 102613 times)

Tvorsk

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Reply #105 on: May 12, 2010, 10:08:45 AM
I hum as the cat's taking the lead again.
"Hmm... if I'll go with him, we'll have a strong force at the front... but what in case of an ambush from some other side? Blast, these things are never a problem when you're alone...", I think.
I pull out a coin, mutter "So, heads for the heads, tails for the tails...", and flip it.
As I catch it back, I see it's heads-up.
"Well, whatever happens, we should have enough time to run wherever we'll have to...", I say to myself as I take place right behind Ssiran.
« Last Edit: May 12, 2010, 10:10:45 AM by Tvorsk »

Dice Rolls
  • May 12, 2010, 10:08:45 AM: Coin flip
    1d2 => 1d2 [1] (1) = 1
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 #106 on: May 12, 2010, 02:30:31 PM
I take up a position just in front of the bard, walking with my musket resting against my shoulder.  I take a look around to get a feel for the surroundings, taking note of major terrain features and keeping an eye out for signs of another ambush.

"I better stay on my toes, those bandits may have had friends..."

Dice Rolls
  • May 12, 2010, 02:30:31 PM: Perception check
    1d20+7 => 1d20 [8] (8) + 7 = 15
"Old soldiers never die, they just fade away for a little while..."


Kampkraft

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Reply #107 on: May 12, 2010, 07:12:00 PM
((I'll stay near the back))

Staying in the back, the human simply stays quiet but listening for anything that may sneak up on them.

Dice Rolls
  • May 12, 2010, 07:12:00 PM: Perception
    1d20+4 => 1d20 [16] (16) + 4 = 20


Geary

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Reply #108 on: May 12, 2010, 07:29:21 PM
Naito noticed the human was lagging behind somewhat. Hm... it would be best to be in front of him, being picked off first is not something I want to go through... The raccoon took his place directly in front of the wizard, but to the side just enough that if anything attacked the wizard, he could easily make his attack without endangering his party member. The rogue began looking around cautiously, keeping his hood covering his head to make it appear as if he were a mere child rather than a trained assassin.

Dice Rolls
  • May 12, 2010, 07:29:21 PM: Perception
    1d20+7 => 1d20 [20] (20) + 7 = 27
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.


Jonas

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Reply #109 on: May 13, 2010, 03:23:03 PM
As the road bends a sudden war cry is heard from all sides. Your vigilance, while noteworthy, is broken and hindered by the foliage and boulders scattering the landscape, stopping you from seeing the kobold ambush you have just walked into. Reptilian creatures come from all sides and brandish spears and swords, eager for your blood.

SURPRISE ROUND:

From both sides of the road charge three kobolds wearing the same armor as the dragonshields you encountered previously. Screaming wildly and brandishing swords, they narrow in on Sir Fraythick and slash madly. Though surprised, the paladin has kept enough of his focus to block the most severe of the blows, but it costs him a cut across the leg for six damage. As Fraythick recovers, his gaze is drawn to the kobold that wounded him (Frathick has been marked by the Dragonshield with a red dot).

From around a boulder darts a kobold carrying a sharp spear. Dashing forward it lunges at Andrei, who is too slow to get out of the way. The wizard is slashed for five damage before leaping away with a sinister cackle.

As you struggle to respond to the ambush, from the south comes a kobold in blood red armor with what looks like a dragon skull on its face. With a deep breath it spurts a gout of acid towards your southernmost allies. Krim, Legatus, and Andrei lack the fortitude to endure the searing breath weapon, and the acid burns them for thirteen damage.

Blood is beginning to ooze from Andrei's wounds.

Roll initiative and declare your first action.


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


Tvorsk

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Reply #110 on: May 13, 2010, 04:22:12 PM
"Ambush!", I scream the obvious. "Hold on!"
If the dragonshield at (C4-8) or any other monster is still right next to me, I swing my weapon at him. If not, whichever's closest.

Dice Rolls
  • May 13, 2010, 04:22:12 PM: Initiative
    1d20+6 => 1d20 [18] (18) + 6 = 24
  • May 13, 2010, 04:22:12 PM: To hit
    1d20+6 => 1d20 [2] (2) + 6 = 8
  • May 13, 2010, 04:22:12 PM: Damage
    1d10+4 => 1d10 [1] (1) + 4 = 5
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 #111 on: May 13, 2010, 04:24:33 PM
I clench my teeth, curse under my breath, and sight my musket on the Kobold to the south (D3-3).  The pain from the acid is excruciating, and I doubt I could survive another hit like that.  Better take care of this one before he strikes again.

"Hold the line to the front!  People in the back target that damn acid-breather, we can't keep taking hits like that, and we're going to need some healing in a hurry!"

Not wanting to be left out in the open, I use Nimble Strike to shift SW to D3-9, fire at the D3-3 kobold, then move to D2-6 to use the rock as cover.

If the target has moved to where I would not be able to see it from D3-9, I check to see if I can hit it before shifting.  If that is the case, I fire first, then shift as before and move to C1-9.  If I cannot hit in either case, then I don't attack and move to D5-4.

Dice Rolls
  • May 13, 2010, 04:24:33 PM: Initiative
    1d20+3 => 1d20 [14] (14) + 3 = 17
  • May 13, 2010, 04:24:33 PM: Nimble Strike vs AC
    1d20+5 => 1d20 [10] (10) + 5 = 15
  • May 13, 2010, 04:24:33 PM: Nimble Strike damage
    2d8+3 => 2d8 [1,3] (4) + 3 = 7
"Old soldiers never die, they just fade away for a little while..."


Jonas

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Reply #112 on: May 13, 2010, 04:30:31 PM
((I almost forgot. You can leap over a boulder with an Athletics check))

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


Dragyn

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Reply #113 on: May 13, 2010, 06:39:29 PM
((Those of you who are injured, especially bloodied, I strongly recommend you use your second wind.  Encounter power, uses one of your healing surges, but heals you your surge value, and boosts all defense by +2 for one turn.))

((Not important right now, Jonas, but I want to ask for later:  how are we working immediate interrupt powers?  By rights, I should be able to say I interrupted that hit using Feline Reflexes, and it never hit me.  I don't want to right now (since it's an encounter power, and I want to save it), but I thought we should clear this up for later.))

Ssiran faces the Dragonshields.  "Fine.  I'll take you all on.  ALL OF YOU."   That said, he strikes at the one who marked him.
(Valorous Smite.  +6 vs AC.  If it hits, all enemies within 3 squares of me are marked.  It also does 2d8+3 damage to my target.)

The blow made, hit or fail, he looks over his shoulder at the acid spitter.  "I'm coming for you."
(Divine challenge on the spitter.  This is the one my feat applies to, so if he doesn't attack me, he'll take 3+3+4 radiant damage, for a total of 10 points of radiant damage.)

EDIT:  ((To clarify, if he attacks anyone EXCEPT me, he'll take radiant damage.  If he doesn't attack anyone, he'll still be OK.))
« Last Edit: May 13, 2010, 06:42:22 PM by Dragyn »

Dice Rolls
  • May 13, 2010, 06:39:29 PM: Initiative
    1d20+1 => 1d20 [18] (18) + 1 = 19
  • May 13, 2010, 06:39:29 PM: Valorous Smite (to hit)
    1d20+6 => 1d20 [4] (4) + 6 = 10
  • May 13, 2010, 06:39:29 PM: Valorous Smite (Damage)
    2d8+3 => 2d8 [7,4] (11) + 3 = 14


Kampkraft

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Reply #114 on: May 13, 2010, 06:54:29 PM
Cussing, Andrei pulls out a small orb from his backpack.  A magic aura surrounds him, partially mending his wounds as well as providing a temporary abjuration effect. Humming a song that sounds familiar to a lullaby, he casts the spell at where the Kobold with the dragon's helmet was have to come from.

((Spend an action point, use second wind, cast sleep centered on D4-2, pull out my implement)).
« Last Edit: May 13, 2010, 07:21:18 PM by Kampkraft »

Dice Rolls
  • May 13, 2010, 06:54:29 PM: Int vs Will.
    1d20+5 => 1d20 [6] (6) + 5 = 11


Geary

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Reply #115 on: May 13, 2010, 07:25:36 PM
The raki, although showing no outward reaction to the sudden attack, was disturbed that the gas the so heavily injured his teammates came just inches from his nose. "Well then, the highest priority wasn't too hard to locate."

Assuming I move before the Wyrmpriest, I move to D4-4 and make a Tortuous Strike (2[W]+DEX+STR) attack him. If he moves, then I'll move appropriately to make the attack on him. If I cannot make a melee attack against him due to him moving out of range, I move to attack the Skirmisher with Sky Flourish.

Dice Rolls
  • May 13, 2010, 07:25:36 PM: Initiative
    1d20+4 => 1d20 [17] (17) + 4 = 21
  • May 13, 2010, 07:25:36 PM: Attack (Either)
    1d20+7 => 1d20 [19] (19) + 7 = 26
  • May 13, 2010, 07:25:36 PM: Tortuous Strike Damage
    2d8+6 => 2d8 [8,3] (11) + 6 = 17
  • May 13, 2010, 07:25:36 PM: Sky Flourish Damage
    1d8+6 => 1d8 [2] (2) + 6 = 8
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.


Jonas

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Reply #116 on: May 14, 2010, 06:51:08 PM
((Ok, here's how Immediate Interrupts will work. If you wish to use one, declare it in bold at the start of your post, then go through with your turn. I'll retcon/edit its occurence into the enemy's turn.))

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


alephgon

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Reply #117 on: May 14, 2010, 08:39:49 PM
((Okay, I am back! x3 I will try to at least post some activity when my turn arrives 'w' Thanks Jonas for the autopilot,lol))

Still resilient despite the surprising ambush, Aleph calmly looks toward the battle and asks to Stryder to use (spell) on (user) to give a helping hand.

Go my Stry... they are having a pinch right now, you know what to do.

The spirit just nodded as it moves 3 squares to the west and 1 north, and then Aleph uses Healing Spirit on Ssiran,hoping if Stryder can also heal other allies around.
« Last Edit: May 16, 2010, 07:14:40 PM by Aleph »

Dice Rolls
  • May 14, 2010, 08:39:49 PM: Healing Spirit (Encounter)
    1d6 => 1d6 [6] (6) = 6
  • May 16, 2010, 07:14:40 PM: Initiative roll
    1d20 => 1d20 [18] (18) = 18


Kampkraft

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Reply #118 on: May 15, 2010, 01:19:01 AM
((Forgot my initiative)).

Dice Rolls
  • May 15, 2010, 01:19:01 AM: Initiative
    1d20+4 => 1d20 [7] (7) + 4 = 11


William Swiftfoot

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Reply #119 on: May 17, 2010, 08:43:20 PM
Krim coughs a little, rather his feathers rather ruffled by the acid(bloodied as well). Turning twoards the Wyrmpriest he decides to set up some revenge. With a saditistic grin he aims his wand and lets out a loud cackling caw. The sound of thunder rides along is, threating to toss the wyrmpriest in the direction of the bigger boulder.

Krim them turns to Andrei and starts saying some kind words, Andrei's wounds healing in the process.

(Thunder's Calling the Wyrmpriest. If successful, slide him into D4-5. If he has been adjacented by then D3-4, or another open space. Andrei get the extra shot. Then Majestic word Andrei for Surge+5 hp)

Dice Rolls
  • May 17, 2010, 08:43:20 PM: Initative
    1d20+1 => 1d20 [14] (14) + 1 = 15
  • May 17, 2010, 08:43:20 PM: Thunder's Calling Vs Fort
    1d20+5 => 1d20 [3] (3) + 5 = 8
  • May 17, 2010, 08:43:20 PM: Calling Damage
    1d8+5 => 1d8 [6] (6) + 5 = 11