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  1. - Top - End - #241
    Barbarian in the Playground
     
    Nebuchadnezzer's Avatar

    Join Date
    Jul 2009

    Default Re: The Second Great War IC

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    Is that another Nat 20 on my 2nd attack? Hot damn.

    Threat roll:
    (1d20+3)[8]
    Damage:
    (1d2)[2] + (1d2)[1] = 3

    Edit: So do I multiply that 3 by 2?
    Last edited by Nebuchadnezzer; 2009-08-22 at 08:42 AM.
    Avatar by Elder Tsofu.

    Quote Originally Posted by Lord Herman View Post
    Is there still a technical reason for the 50-page limit, or is it just a quaint cultural thing to attract tourists?
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  2. - Top - End - #242
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

    Haschel:

    The tall man smirks at you as two of your shurikens graze him.

    "Feeling a little light-headed, are we? It's really too bad I need you alive, in a way."

    He mutters something else under his breath, suddenly stoppping the spinning cudgel aimed right at you. Another flash of light streaks towards you.

    (1d20+8)[9]

  3. - Top - End - #243
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

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    heh. nice.


    Gareth/Nemal - another flash of brilliant white light streaks off the roof, striking the building on the other side of the road, with no apparent damage.

    Haschel - your turn.

  4. - Top - End - #244
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

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    No, you just roll damage twice.

  5. - Top - End - #245
    Ogre in the Playground
     
    zagan's Avatar

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    Jul 2007

    Default Re: The Second Great War IC

    Nemal murmur to Gareth "We need to help him !"
    Without waiting for a response he act and calling on the power of nature, summon a snake next to the assaillant.

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    I sacrifice Shillelagh to cast Summon nature ally I for a small viper next to the bad guy with order to bite him as soon as possible. The spell as a range of 25ft so I might need to move closer. And it's a full round to cast so it might not be immediate.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  6. - Top - End - #246
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

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    The guy is at the peak of the roof, which is 25' from the edge. And the edge is at least 20' off the ground, and you're out in the middle of the street. You could probably summon the viper onto the very edge of the roof and order it to attack from there, but not right next to the guy unless you yourself were up on the roof.

    Let me know what you want to do.

  7. - Top - End - #247
    Ogre in the Playground
     
    zagan's Avatar

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    Jul 2007

    Default Re: The Second Great War IC

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    That far ! In that case He do nothing and just adress Gareth:

    "What can we do ?"

    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  8. - Top - End - #248
    Dwarf in the Playground
     
    EvilClericGuy

    Join Date
    Mar 2009
    Location
    Colorado/California
    Gender
    Male

    Default Re: The Second Great War IC

    Fitz returns to the front door and unlocks it.

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    move silently (1d20+3)[16]
    You will be part of my achievement.

    I survived the Tomb of Horrors! 5/28/09

  9. - Top - End - #249
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

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    ... the front door is already wide open, remember you could see Nemal and Gareth outside on horses.

  10. - Top - End - #250
    Dwarf in the Playground
     
    EvilClericGuy

    Join Date
    Mar 2009
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    Colorado/California
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    Male

    Default Re: The Second Great War IC

    Fitz remembers that the front door is already open and decides to decend into the basement.

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    move silently (1d20+3)[14] I really hope we have not missed the list


    But before going down the steps of the cellar Fitz remembers the illusion magic he detected earlier coming from the first floor. He takes a second look into the dinning room and foyer while casting detect magic. Any illusion aura's he sees he attempts to disbelieve.
    Last edited by Mahtobedis; 2009-08-22 at 01:02 PM.
    You will be part of my achievement.

    I survived the Tomb of Horrors! 5/28/09

  11. - Top - End - #251
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

    Fitz: There is no magic in the foyer or the dining room.

  12. - Top - End - #252
    Dwarf in the Playground
     
    EvilClericGuy

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    Mar 2009
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    Colorado/California
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    Default Re: The Second Great War IC

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    so I guess I'm in the basement now
    You will be part of my achievement.

    I survived the Tomb of Horrors! 5/28/09

  13. - Top - End - #253
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

    Fitz: You come down the stairs into the cellar, you see a shorter hallway, at the end are two doors.

    Garrett is just coming out of what appears to be a wine cellar.

  14. - Top - End - #254
    Dwarf in the Playground
     
    EvilClericGuy

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    Mar 2009
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    Colorado/California
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    Default Re: The Second Great War IC

    Fitz nods a greating to Garrett and walks over to the other door. After listening for a couple of moments to ensure that it is silent beyond the door he opens it. (assuming it actually was silent beyond the door)

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    Move silently and listen.

    Move silently (1d20+3)[22]
    Listen (1d20+3)[4]

    Our of curiosity what happened to those illusion spells I detected at the beginning of all of this?.
    You will be part of my achievement.

    I survived the Tomb of Horrors! 5/28/09

  15. - Top - End - #255
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

    Fitz: You see a hallway about 15' long. At the end is a door, and there are opposing doors halfway down on either side.

  16. - Top - End - #256
    Dwarf in the Playground
     
    EvilClericGuy

    Join Date
    Mar 2009
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    Colorado/California
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    Male

    Default Re: The Second Great War IC

    Fitz moves down and opens up the door on the left, again after listening first to ensure that all is silent.

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    More move silent and listen

    (1d20+3)[5]
    (1d20+3)[16]

    You will be part of my achievement.

    I survived the Tomb of Horrors! 5/28/09

  17. - Top - End - #257
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

    Fitz: You make an incredible racket moving down the hallway, somehow. I'm sure Garrett is wincing.

    You hear nothing through the door, and in the dimly lit room beyond you find a cold-storage room full of food.

  18. - Top - End - #258
    Dwarf in the Playground
     
    EvilClericGuy

    Join Date
    Mar 2009
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    Colorado/California
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    Default Re: The Second Great War IC

    Same procedure for the door opposite this one.

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    (1d20+3)[15] (1d20+3)[17]
    You will be part of my achievement.

    I survived the Tomb of Horrors! 5/28/09

  19. - Top - End - #259
    Ettin in the Playground
     
    MonkGuy

    Join Date
    Feb 2007
    Gender
    Male

    Default Re: The Second Great War IC

    Gareth

    For only a moment, Gareth stands perfectly still, warring within himself over the current situation. On the one hand, he knows that the Order needs to protect itself.. but on the other, as a Paladin, he is expected to uphold the law. Even further, was the mark any actions taken here could leave upon his family honor. With a visible shudder, Gareth thinks to himself, "Doing the right thing is more important than upholding the law of a potentially corrupt city. As to my family name, there is no shame in what I must do, though the Empire would disagree. Ah, but no one said being a Paladin would be easy.."

    Turning to Nemal, he says, "I agree. Unfortunately, I see no easy way to reach the roof, barring the hole there.. and I have no weapons I can use at range. Can you do anything to lend Haschel aid from down here, while I go check on our other friends? We must act quickly, before we draw even more attention to ourselves."


    ((If Nemal can lend them some sort of ranged aid..))
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    Gareth attempts to quick dismount from Flare's back, leaving his steed in the street, since she can't easily enter the house. Rushing forward, he presses into the building, getting his bearings and seeing if he can locate any clue as to where Fitz and Garrett are. If he was able to quick dismount, he will strap his shield to his arm while he does so.

    Quick dismount : (1d20+4)[20]

    ((Move action to enter the house. If that roll beats DC 20, the second move action will be to strap on his shield; Otherwise, it will be taken getting down off of Flare.))


    ((If Nemal CAN'T lend Haschel any sort of aid from street level..))
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    With a nod, Gareth says, "Then let us emulate that spellcaster, and may our weapons be our words." Scouring his mind for any information regarding the man with the cudgel, even just a title or rank, Gareth shouts loudly at him by name/rank/title from the back of Flare, placing all the importance he can behind the power of his voice, attempting to distract him momentarily from the combat.

    Bluff to distract : (1d20+6)[18]

    ((My goal here is to emulate the "create a distraction for hiding" use of Bluff; I've no idea how you'll wish to handle that if Haschel intends to take combat advantage of it, but we'll see how that goes, I suppose.))
    Pokemon friend code : 3067-5701-8746

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  20. - Top - End - #260
    Ogre in the Playground
     
    zagan's Avatar

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    Jul 2007

    Default Re: The Second Great War IC

    Without hesitating Nemal respond. "I will try to distract him with my sling".

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    I also try to dismount as a free action dc 20
    (1d20+6)[11]
    If it work I take my already load sling as a move action and attack the man.
    Attack roll: (1d20+3)[17] (range 50ft it should be enough)
    Damage roll: (1d3+3)[6]
    If I can't dismount as a free action I just dismount and take out my sling.
    Blair will also jump down and stay by my side for now.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  21. - Top - End - #261
    Dwarf in the Playground
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    Mar 2009

    Default Re: The Second Great War IC

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    looks like you were only able to dismount.

    It's not important, but how can you keep a loaded sling?

  22. - Top - End - #262
    Ogre in the Playground
     
    zagan's Avatar

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    Jul 2007

    Default Re: The Second Great War IC

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    Well, I'm not an expert but i believe that sling have a small pounch where you place the bullet so it doesn't fall before you launch it. In theory you could place the bullet before hand and if the sling is properly attached it shouldn't fall. If you want to rule against it i got no problem with it.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  23. - Top - End - #263
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

    Fitz: This room seems to be a storage room. There is a lot of winter type clothing, crates and boxes full of stuff, even a few old rusty swords up on the wall.

  24. - Top - End - #264
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

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    You could be right... it doesn't matter to me either way, it just seemed odd.

  25. - Top - End - #265
    Dwarf in the Playground
     
    EvilClericGuy

    Join Date
    Mar 2009
    Location
    Colorado/California
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    Default Re: The Second Great War IC

    Fitz takes a look around the room.

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    Spot check (1d20+3)[10] Do I see anything that is obviously useful?
    You will be part of my achievement.

    I survived the Tomb of Horrors! 5/28/09

  26. - Top - End - #266
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

    Fitz: Depends on your definition of "useful" ... if you mean useful and out of the ordinary... then no.

  27. - Top - End - #267
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

    Gareth: You are now inside the house. There is a long hallway ahead, a door open to your left into a sitting room it appears. There is a closed door to your right. Above you seems to be a lot of commotion, and below you you can hear someone making a fair racket.

    - Roll a spot check please but no need to wait for the result, just take your next turn -

  28. - Top - End - #268
    Dwarf in the Playground
     
    EvilClericGuy

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    Mar 2009
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    Colorado/California
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    Default Re: The Second Great War IC

    Fitz closes that door and head to the one at the end of the hall. Listens against it for a bit and then opens it.

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    (1d20+3)[21] (1d20+3)[20]
    You will be part of my achievement.

    I survived the Tomb of Horrors! 5/28/09

  29. - Top - End - #269
    Dwarf in the Playground
    Join Date
    Mar 2009

    Default Re: The Second Great War IC

    Fitz: You open the door into a very odd room. On the left side is some kind of enclosed room made entirely of metal. You can't see what is inside, and the door is held shut by a large padlock.

    In the middle is some generic furniture, not at all fancy or comfortable by the looks of it. There are several lanterns glowing throughout this area.

    To the right is an area that appears to be completely empty except for a sparkling golden-white light suspended three feet off the ground.

  30. - Top - End - #270
    Dwarf in the Playground
     
    EvilClericGuy

    Join Date
    Mar 2009
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    Colorado/California
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    Default Re: The Second Great War IC

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    Time to use my last cantrip.


    I detect magic in this room.

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    spellcraft check taking 20 so 26. Another spellcraft check to identify the actual spells again taking 20 for 26.

    If you don't think it is appropriate to take 20 on these checks here are the rolls
    (1d20+6)[12]
    (1d20+6)[12]
    You will be part of my achievement.

    I survived the Tomb of Horrors! 5/28/09

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