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Beneath the Invisible Tower

Started by Abyssal Maw, March 05, 2009, 10:06:38 AM

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Drohem

Quote from: Abyssal Maw;288751OOC: That sounds fine, I think it should stack in your favor. I was going by the character sheet you posted which erroneously lists "11" as your AC. The one attack that hit you so far was a 25. Can you edit it?

Cool.  Sheet edited.

Quote from: Abyssal Maw;288751The uninjured skeleton is the one that hit and marked you.

Yup, that's exactly what I needed to know in order to choose which power to use in the 2nd round.  

Fargrim will use his daily power Knee Breaker and attack the uninjured skeleton that marked him with it.  He will shift, or move (and possibly give up an AO) so that he is opposite Stralor and can get Combat Advantage with the attack.

See below:[/I]

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Fargrim doesn't realize he's been injured.  The adrenaline rush has hit him and his sole focus is downing his enemies quickly by raining furious and powerful blows upon them relentlessly.

Fargrim moves slightly so that he and Stralor can harass the skeleton from it's flanks.  Fargrim swings low, aiming to cut the skeleton's legs out from under him in one fell swoop.

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OOC- Fargrim's Knee Breaker attack roll hit AC 19, and does 24 points of damage.   The skeleton is slowed (save ends).

CavScout

If any of the creatures are about to flank Fargrim, I will use a minor action to mark them with "Divine Challeenge" and move to attack them with Holy Strike.

Attack: 1d20+6 → [6,6] = (12)

If I manage to hit the marked one: 1d8+3+3 → [2,3,3] = (8)

If I don't have one to mark, or can't get to it to attack, I will attack any the comes within melee insetad. Same rolls as above but damage would be less 3, so 5.
"Who\'s the more foolish: The fool, or the fool who follows him?" -Obi-Wan

Playing: Heavy Gear TRPG, COD: World at War PC, Left4Dead PC, Fable 2 X360

Reading: Fighter Wing Just Read: The Orc King: Transitions, Book I Read Recently: An Army at Dawn

Abyssal Maw

#62
(Reposting the initiative Order)
  • Ridcully
  • Rotting Dwarven Skeletons
  • Fargrim
  • Armored Skeleton Warriors
  • Stralor
  • Shroom

Shroom collects himself and takes cover behind the husk of a tea tree-- he begins firing magic missiles at the closest combatants, trying to maneuver himself closer to the group of skeletons huddled behind the wall. His first missile fizzles in his hands.

(OOC: This was to explain the missed attack roll - natural 1- that Shroom would have taken place last round)

Fargrim shifts around the uninjured skeleton and swings his axe, which cleanly shears the skeleton's lower limb completely off. The figure is undaunted though, and fights on with frenzied supernatural strength.

Now each of the skeletons has squared off individually against Stralor and Fargrim, coordinating a practiced dwarven warhammer assault... but with minimal effect.

Stralor maintains his flank, looking out for any attempts at circling Fargrim.. but the  leg-sheared skeleton is unable to move very far. Stralor makes a sweeping cut against the other skeleton, who steps back briefly, and their weapons crash together. For a moment, Stralor's eyes lock with the blackened empty holes in the dwarven skull he faces and a silent challenge is issued.

Suddenly a silvery streak of light crashes into the back of the Skeleton Stralor is facing, which causes it to stagger and turn around. Shroom's magic missile hit! Shroom ducks back behind the cover of the tree and begins preparing a second one.

Ridcully launches a third sling bullet, which flies wide. he pockets the sling and draws his dagger. Thinking quickly, he plots out a way to slip through the shadows between the trees in the orchard so that he can backstab one of the skeletons in a flank.

Just then, the three rotting skeletons behind the wall pop up and fire another volley of crossbow bolts at Fargrim and Stralor, who are each hit once.

Fargrim lashes out quickly and follows up with two chops from his double axe on the now-flanked legless skeleton. One of them connects and splinters bone and fragments of chainmail in all directions. But the skeleton fights on.

The two armored skeletons try to coordinate another warhammer assault, although both are obviously nearly destroyed. Nonetheless, they fall back on reliable dwarven tactics.. and both land a pair of coordinated hammer blows on Stralor and Fargrim.. each attack connecting solidly.

Fargrim and Stralor are both bloodied. Ridcully is preparing to move out.. Shroom is picking his targets carefully...

=====OOC, let's look at damage taken real quick.

in the first round, Stralor took 3 damage, Fargrim took 10
in this post Stralor took another 3 and Fargrim took another 3 from warhammer hits
then Stralor and Fargrim each get hit by bolts from the rotting skeletons, so 3 more damage each.
Then Stralor is hit for 8 more, and Fargrim hit for 6 more.

Total: Stralor is down 17. He's bloodied. Fargrim is down 22. He's also bloodied. Don't forget second wind!

====================OOC Section!====================

One skeleton is now down to 14 hp left. the other is still at 45.
The other three remain behind the crumbling stone wall, still firing crossbow bolts at Fargrim and Stralor who are easiest to hit.

Shroom came in a bit late but we'll say his first attack was on last round (which was a miss) and he'll also get to attack this round again.

Fargrim's shifted around to the uninjured skeleton, and his Knee Breaker attack roll hit AC 19, and did 24 points of damage against it. (Fargrim is flanking with Stralor now). The skeleton is slowed (save ends). I'm going to say that it actually removed the skeletons legs (and it now has to drag itself forward). Since it's undead, it isn't otherwise affected other than the slow.

One skeleton is down to 14hp, and the other is down to 21. Both are "bloodied".

The two armored skeletons attack Stralor (rolling a 20 and hitting) and Fargrim (rolling a 23 and hitting). 1d20+10=20, 1d20+10=23. Both attacks hit, and both do 3 damage.
1d8+2=3, 1d8+2=3

Stralor misses, but marks his opponent nonetheless.

Shrooms 2nd magic missile hits (Magical Attack Rolls 1d20+3=22)  and does 8 damage.

So now the skeleton Stralor faces is down to 6hp, and the other is still at 21.

Ridcully's sling attack was a 6, missing. Ridcully draws his dagger and he's going to sneak up and attack whichever skellton is still living next round with a backstab.

The three rotting skeletons fire another volley of crossbow bolts- 2 shots at Stralor, and 1 at Fargrim. 1d20+6=17, 1d20+6=26, 1d20+6=20One each seems to hit both Stralor and Fargrim. They each take 3 damage.

Fargrim didn't post any follow on strategy so I am going to pick a dual strike for him on the flanked opponent. He's +7/+7 (two attacks) to dispatch the now-legless skeleton. Let's get through this battle! 1d20+7=23, 1d20+7=13. One attack hits for 8 damage (
    1d10=8)

So now the skeleton Stralor faces is down to 6hp, and the one Fargrim has flanked is at 13.

The armored skeletons attack again, one each on Stralor (1st roll) and Fargrim (2nd roll) 1d20+10=21, 1d20+10=19. Both solid hits. Stralor takes 8 and Fargrim takes 6 damage.
1d8+2=8, 1d8+2=6


-----------------------
The armored skeletons normally have HP 45; Bloodied 22
AC 18; Fortitude 15, Reflex 16, Will 15. The unarmored ones are minions, but are nonetheless +6 to hit AC, and do 3 damage on a hit.[/QUOTE]
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CavScout

OCC: Wanting to buy a cleric!
****
Stralor will making a Holy Strike attack against the marked target.
1d20+6 → [4,6] = (10)

If he would have hit, it would have been 1d8+3+3 → [5,3,3] = (11) .

For a follow-up, if Fargrim is hit again this round, if I am still within range of him I will use Lay of Hands on him. If he isn't hit, or I can't reach him, I will use Bolstering Strike on my marked target.

1d20+6 → [16,6] = (22) , damage if it hits: 1d8+3 → [6,3] = (9) . This will grant me temporary hit points equal to my Wis [17].
"Who\'s the more foolish: The fool, or the fool who follows him?" -Obi-Wan

Playing: Heavy Gear TRPG, COD: World at War PC, Left4Dead PC, Fable 2 X360

Reading: Fighter Wing Just Read: The Orc King: Transitions, Book I Read Recently: An Army at Dawn

Abyssal Maw

We'll wait for Fargrim to post again, so we can get a full round of action done..
Download Secret Santicore! (10MB). I painted the cover :)

Drohem

#65
Still flanking the legless rotting skeleton, Fargrim launches into a series of fast and furious strikes ending in a powerful and decisive stroke.

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OOC- Fargrim attacks the encounter Bell Ringer power and hit FORT 16 for 15 damage.


Quote from: Abyssal Maw;289130Fargrim didn't post any follow on strategy so I am going to pick a dual strike for him on the flanked opponent. He's +7/+7 (two attacks) to dispatch the now-legless skeleton. Let's get through this battle! 1d20+7=23, 1d20+7=13. One attack hits for 8 damage (
    1d10=8)

Please add 4 more damage to that hit :):
  • +2 Dwarven Weapon Training
  • +2 Tempest

Also, his normal attack bonus is +6:
  • +3 STR
  • +2 Prof
  • +1 Tempest

I'm going to write-up my own sheet and post so that you'll have the correct numbers and breakdowns.  I'll post it later today. :)

Just assume Fargrim would be making at-will Duel Strike attacks in the future when in doubt like you did here.[/I]

==========================================================

Abyssal Maw

Quote from: Drohem;289171Still flanking the legless rotting skeleton, Fargrim launches into a series of fast and furious strikes ending in a powerful and decisive stroke.

==========================================================

OOC- Fargrim attacks the encounter Bell Ringer power and hit FORT 16 for 15 damage.

I will add the 4 damage, but a slight correction! The Bell Ringer only does damage equal to your con modifier. It's main effect is to leave an opponent dazed (which gives everyone combat advantage, you are now Ridcully's best friend). My girlfriends Great Weapon fighter uses this one too. You can of course, follow it up with an action point and a second chop...

I'm getting ready to complete this battle... Have to get lunch first.

OOC: to any Lurkers: still room if you'd like to join!
Download Secret Santicore! (10MB). I painted the cover :)

Sigmund

Seeing his new friends being hurt, Ridcully enters the battle with renewed energy.

OOC: Ridcully will enter melee opening with Sly Lunge, then use Piercing Strikes.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Drohem

Quote from: Abyssal Maw;289177I will add the 4 damage, but a slight correction! The Bell Ringer only does damage equal to your con modifier. It's main effect is to leave an opponent dazed (which gives everyone combat advantage, you are now Ridcully's best friend).

:o
hehehe.... See what happens when you try to think before coffee?  :)

Well, I was trying to put the skeleton down with a powerful hit, but giving Ridcully the set up is just a fine as I'm sure if he connects he'll probably take the skeleton down, or put it on its last legs (ooh!  unintentional pun!).

Drohem

OOC- ooh!  I forgot about my Dwarven Resilience ability.  So, this round, as a minor action, Fargrim will take his Second Wind and heal back 7 hit points.

Abyssal Maw

#70
Reposting initiative, (and starting with Fargrim)
  • Ridcully
  • Rotting Dwarven Skeletons
  • Fargrim
  • Armored Skeleton Warriors
  • Stralor
  • Shroom

Fargrim spins his axe sideways and makes an overhead swing that crunches the legless skeleton's helmet down over it's bony skull.

The crunch-helmeted legless skeleton fumbles around, swinging wildly..while the other one faces off against Stralor.. Once again these two dwarves hit with their attacks, although the first one is obviously now berserk.

You watch horrified as the skeleton's wild hammer swing connects with Fargrim's midsection with a sickening thud. Fargrim goes down...

Stralor suddenly finds himself badly wounded and facing both skeletons.  He backs up, and reaches down to touch Fargrim...

Fargrim's eyes flicker open. He is laying prone. His axe is nearby.

Stralor then stands and swings at his marked opponent, trying to force it back from Fargrim's prone figure. He misses, and then surges forward to make a second bolstering strike* with shatters the first armored skeleton into pieces.

The legless skeleton skitters forward like a horrible insect, dragging itself through the blighted soil towards Fargrim, ready to land a death blow when Shroom's second missile catches it in the back. The skeleton goes limp and collapses on top of Fargrim.

Fargrim shoves the pile of bones off of him.

Shroom starts maneuvering through the trees, to get a better angle on the rotting skeletons who are still taking cover behind the wall.

Ridcully however, has spent this time trying to maneuver up to get an attack on the armored skeletons. He suddenly switches targets and runs for the wall, where he lands with a sly lunge on one of the crossbow-wielding skeletons. It collapses into a pile of bones.

The two remaining rotting skeletons each pick up a dirt-caked warhammer of it's own and attack Ridcully.. sliding to either side of the brave little halfling and hammering him mercilessly. One of the hammers glances off Ridcully's shoulder.


There are two rotting skeletons left. They are minions... but they are still dangerous.
-----HP Recap---------
hit points recap:
Fargrim is at  7 hit points
Stralor is  3 hp and 3 temp hp. (so 6): He is also down 1 healing surge.
Ridcully is at 19
Shroom is at 23
------------OOC---------------
Fargrim hits with Bell Ringer! It does 3 damage, but we will also add in the extra 4 from last round where I miscalculated... The skeleton is left at 6 hit points and dazed (it only gets one action, which it chooses to attack with).  

Both skeletons are now at 6 hit points.

The skeletons both hit, with the crunched one attacking Fargrim...
1d20+10=29, 1d20+10=21. Damage is 10 for Fargrim, and 3 for Stralor. Fargrim goes down! 1d8+2=10, 1d8+2=3. Fargrim.. shoulda used second wind! It's a minor action for dwarves...

Fargrim is at -1.
Stralor is now down 20 (from 25)

Stralor uses Lay on hands (minor action) and spends a surge, and Fargrim is back up to 7. Fargrim, I would advise you also take a second wind at some point...!

Stralor  attacks his marked opponent and misses with a 10, (but since you posted the bolstering strike idea too..)I went ahead and had you spend an action point and bolstering strike as you mentioned, in the same round. 1d20 6=22 hits for 9 damage. This destroys the marked skeleton, and gives Stralor back 3 temp hit points.

Shroom's last magic missile hits the final armored skeleton, Magical Attack Rolls (1d20+3=22), doing 7 damage and killing it.

Ridcully drops onto the closest skeleton with his dagger, and kills it. (using his second attack here- these are minions) 1d20,1d20,1d20,1d20=[6], [9], [17], [6] (keep in mind that you are +7 to all of these; that's +4 for dex, and +3 for dagger)

The two remaining rotting skeletons drop their crossbows, pick up warhammers, and flank Ridcully, where one of them hits him (and one barely misses. 1d20+6=15, 1d20+6=19

Ridcully uses his halfling second chance since this is the end of the encounter on the one that hit with the 19. Unfortunately, it still hit. He takes 4 damage.  1d20 6=16
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CavScout

OCC: What's left in melee of myself and Fargrim? Or is the only things left the two on Ridcully?
"Who\'s the more foolish: The fool, or the fool who follows him?" -Obi-Wan

Playing: Heavy Gear TRPG, COD: World at War PC, Left4Dead PC, Fable 2 X360

Reading: Fighter Wing Just Read: The Orc King: Transitions, Book I Read Recently: An Army at Dawn

DeadUematsu

Shroom jumps out from behind his cover and moves towards the skeletons with a frantic burst of agility.

(Assuming he can reach the skeletons and catch them in his spell's AoE) His hands visibly charged with electricity and crackling with thunder, the eldarin thrusts them forth, invoking a shrieking "Eep!" as waves of power extend from thier tips.

Thunderwave Attack Rolls, Vs. Fort (1d20+3=14, 1d20+3=10)

Thunder Wave Damage; It Also Pushes Them Back 3 Squares (If The Attack Hits) (1d6+3=5)

(If he cannot reach them) He shoots forth another magic missile as he manuevers into position.

Magic Missile Attack Roll (1d20+3=8)

Magic Missile Damage Roll (2d4+3=8)
 

Abyssal Maw

Quote from: CavScout;289228OCC: What's left in melee of myself and Fargrim? Or is the only things left the two on Ridcully?

The two armored skeletons you were battling are both dead. The only thing left are the two rotting skeletons on Ridcully. They are flanking him, and just on the far side of a section of low wall. You can jump over the wall (or run around it) or fire over it (-2 cover)
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Abyssal Maw

And I just now noted Fargrim was using his dwarven resilience. So now he is up to 14 hit points. Still bloodied, but feeling much better.
Download Secret Santicore! (10MB). I painted the cover :)