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Thread: E6 Gnorman Playtest Group 2
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2012-06-14, 09:00 AM (ISO 8601)
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- Jun 2010
E6 Gnorman Playtest Group 2
Group 2:
{table=head]Player|Character|Class (archetype)|Race
ZeltArruin|Dur'Dak'A'Thul|Gladiator (Brute)|Orc (Desert)
Lonely Tylenol|Raziel|Zealot (Initiate)|Nephilim (Trumpet)
Black_Zawisza|Zepheniah the Gutless|Blue Mage (Mountebank)|Gnome (Tinker)
Kenji|Vezral Aurelius|Red Mage (Pyromancer)|Nephilim (Sun)[/table]
Yesterday, the terrified townsfolk of Blackbriar informed you that recently, cattle and small children have been disappearing near the Bleak Chasm. You have agreed to investigate, and have discovered what appears to be a small ruined chapel dedicated to some unholy god.
The room you walk into is quite dark, the surroundings barely lit by a few candles. An altar stands on a platform at the center, surrounded by statues of an unknown person.
There appears to be some holes in the left wall, with the largest ones being easily two feet wide, with the bones of some creature nearby.
As you step further, a high pitched squeal resonates through the building, emanating from the biggest hole.
Map
Spoiler
Quick question, do you guys prefer battlemats or open combat?
For future ease
SpoilerInitiative
Dur'Dak'A'Thul [roll]1d20+6[/roll]
Raziel [roll]1d20[/roll]
Zepheniah the Gutless [roll]1d20+2[/roll]
Vezral Aurelius [roll]1d20+1[/roll]
Perception
Dur'Dak'A'Thul [roll]1d20+4[/roll]
Raziel [roll]1d20[/roll]
Zepheniah the Gutless [roll]1d20+4[/roll]
Vezral Aurelius [roll]1d20+2[/roll]
Initiative order
SpoilerChoker 2
Zepheniah
Choker 1
Dur'Dak'A'Thul
Vezral
Raziel
Last edited by Dead_Jester; 2012-06-18 at 08:04 AM.
The Age of Warrior, a ToB expansion.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
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2012-06-14, 04:39 PM (ISO 8601)
- Join Date
- Aug 2010
Re: E6 Gnorman Playtest Group 2
'This won't end well...' Soon as the words trailed into oblivion, a luminous light shone from Vezral as he edged nearer to the source of the squeal; attempting to discern its owner now that the room was better lit.
SpoilerCasting Heavenly Illumination
30ft Bright Light, 60ft Shadowy Illumination from caster.
Perception
(1d20+2)[16]
Scrutinizing into the hole to determine its occupant.
OOC
SpoilerCould've swear I assumed the black and gold ring thingy as holes before rereading the description for the third time and noticed the word 'left'
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2012-06-14, 11:05 PM (ISO 8601)
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- Aug 2010
Re: E6 Gnorman Playtest Group 2
"Son of a bitch!" Zeph reflexively dives for the nearest statue, attempting to hide behind it. After catching his breath, he peers around the figure and gives the room a once-over to determine the threat's location. "What the hell was THAT?"
Spoiler
Initiative
(1d20+2)[19]
Hide
(1d20+10)[12]
Perception
(1d20+3)[21]
OOC
SpoilerI prefer battlemats, but only when I can understand them. I have to admit, I'm having trouble with yours. The four black-and-gold circles are us, right? If so, which of us is which?
Last edited by Black_Zawisza; 2012-06-15 at 12:51 AM.
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2012-06-15, 07:36 AM (ISO 8601)
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Re: E6 Gnorman Playtest Group 2
Brown spot third down on the left is the hole, the black and gold are pillars.
SpoilerInitiative: (1d20+6)[12]
Perception: (1d20+4)[20]
Dur'Dak'A'Thul stalks forward, switching to his morningstar and shield as he glances around quickly to find this squealing beast.~ZA
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2012-06-15, 09:15 AM (ISO 8601)
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- Jun 2010
Re: E6 Gnorman Playtest Group 2
OOC
SpoilerSorry about the confusion, will add descriptive text next time
Your position in this case is pretty much up to you, as you are assumed to have already entered to room
As Vezral peeks into the larger hole, he catches a glance of what appears to be a small naked halfling with disproportionately long arms barreling down the corridor.
Looking around the rest of the room, Dur'Dak'A'Thul and Zepheniah notice another similar creature, perched behind the demon statue. As it notices them, it emits another high pitched screech, and mutters something in an unidentifiable language.
Choker initiative
SpoilerChoker 1 (in the tunnel) (1d20+6)[15]
Choker 2 (on the wall) (1d20+6)[25]
Note that neither of them is currently in range of any of you
EDIT: In this battle, no one has a surprise roundLast edited by Dead_Jester; 2012-06-15 at 11:35 AM.
The Age of Warrior, a ToB expansion.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
-
2012-06-15, 10:58 AM (ISO 8601)
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- Aug 2010
Re: E6 Gnorman Playtest Group 2
Zeph clutches his ears for several seconds as the primal shriek reverberates about the chapel. "Any o' you see more than one? Lure them all to this sanctuary's center - I've got a plan!"
Last edited by Black_Zawisza; 2012-06-15 at 11:56 AM.
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2012-06-15, 02:55 PM (ISO 8601)
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Re: E6 Gnorman Playtest Group 2
SpoilerPerception:
(1d20)[3]
Initiative:
(1d20)[4]
"What was what?" Raziel says, whirling around to face Zeph. Raziel digs a pinky into his ear in an attempt to clear it out before listening in again. "Do you guys see anything?"
Raziel reaches for his weapon, alert and focused, but the last to know on exactly what he should be focusing.Homebrew!
5e: Expanded Inspiration Uses
Spoiler: 3.5/P Stuff. Warning: OLDBase Classes: Blood Mage
Prestige Classes: Trophy Hunter / Spellshatterer
Miscellany: Permanency Support
Resources:
Alchemical Items/Special Materials List / E6 Magic Item List
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2012-06-15, 06:52 PM (ISO 8601)
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- Aug 2010
Re: E6 Gnorman Playtest Group 2
OOC
SpoilerI assume combat will not be updated through maps like Group 1?
As suggested by Zawisza, I think we should gather them in a place first
Vezral backed off immediately lest the creature was alerted of him first. Turning towards the rest, he bellowed, 'If you meant a small halfling with overgrown arm, then yes, there's another one here!' After relaying his found, Vezral hurried for the center as instructed.
SpoilerInitiative Roll
(1d20+1)[8]
Round 1
Move Action
Moving to 3rd square from left, 5th square from top. [Assumed Falchion is drawn]
Standard Action
Total Defense [+4 Dodge to AC]
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2012-06-15, 08:51 PM (ISO 8601)
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- Aug 2010
Re: E6 Gnorman Playtest Group 2
"Ye damned fool! Aside from the carnivorous screeching man-octopus, no, there is absolutely NOTHING to see here!" Zeph shifts position so that he stands perpendicular to the hole and the visible foe, keeping both in his central vision. Gritting his teeth, he awaits the optimal moment to discharge his arcane power. ""I'd get behind me if I were you - anybody in front of me is about to have a real bad day!"
Spoiler
Round 2 (was my first post Round 1, or had combat not started yet?)
Move Action
Move to fourth square from the left, fourth square from the top.
Standard Action
Readied Action: Cast Color Spray as soon as both foes enter the 15 cone range.
Last edited by Black_Zawisza; 2012-06-15 at 09:19 PM.
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2012-06-15, 09:39 PM (ISO 8601)
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- Jun 2010
Re: E6 Gnorman Playtest Group 2
OOC
SpoilerBlack, if you want the best angle to see (and hit) both, I'd recommend you step further back, maybe to the 4th from the top and left
I'll also try to update the map as soon as I can, I am temporarily away from my map making software
Also, the first round of combat begins now, your ready actions are considered to have been made before the start. If any of you have other pre-battle actions, now is the time.
The group prepares itself for the creatures' inevitable attack, and their preparation pays off when the little creatures steps forward with noticeable quickness
EDIT:SpoilerUpdated map, due to limited selection of creatures, Vezral is in red, Raziel is in grey, Dur'Dak'A'Thul is the axe wielding maniac and Zepheniah is the small green thing. The grey things are chokers.
Last edited by Dead_Jester; 2012-06-15 at 10:05 PM.
The Age of Warrior, a ToB expansion.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
-
2012-06-15, 10:07 PM (ISO 8601)
- Join Date
- Aug 2010
Re: E6 Gnorman Playtest Group 2
OOC
SpoilerTo anyone who can't see the map on GiantitP (I can't), just right-click on the icon where the map should be and copy the URL into the address bar.Never mind, I can see it now.
Also, I edited my post before you posted - I moved to the fourth square from top and left.Last edited by Black_Zawisza; 2012-06-15 at 10:11 PM.
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2012-06-15, 11:00 PM (ISO 8601)
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- Aug 2010
Re: E6 Gnorman Playtest Group 2
Noticing the choker behind the statue, Vezral shifted to face it and prepared to intercept whatever assault that may come from it. 'Let's quickly dispatch them and see if there's more within the hole.'
SpoilerRound 1
If the choker is further than 10ft from me by my turn
SpoilerMove Action
5-foot step to 3rd square from left, 4th square from top. [Assumed Falchion is drawn]
Standard Action
Readied Action: Attacking any chokers within 5ft range.
Attack Roll: (1d20+2)[21]
Damage Roll: (2d4+3)[9]
Critical Attack Roll: (1d20+2)[19]
Critical Damage Roll: (2d4+3)[8]
OR if there's any choker within 10ft from me by my turn, ignore the above
SpoilerFull-Round Action
5ft step towards the choker, but steer away from the center in case Zeph casts Color Spray. Standard attack and cast Burning Hands if it's still alive.
Standard Attack
Attack Roll: (1d20+2)[22]
Damage Roll: (2d4+3)[8]
Critical Attack Roll: (1d20+2)[3]
Critical Damage Roll: (2d4+3)[7]
Burning Hands Damage [Cone-shaped Burst (15ft)]: (2d4)[5] [Reflex Save vs DC 13 to halve damage]
As a future reference, do I roll attack separately or roll once and apply for both?
OOC
SpoilerDoes my Total Defense from before still apply or do we assumed everyone starts fresh combat now?
I would suggest Ziwasa to delay your action after me if you want my space
On a separate note, how do we resolve combat order for this playtest? For example, I lose initiative but since the enemy haven't moved yet, I won't know whether they will be within 10ft from me by my turn and hence whether I can do a full-round action on them.
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2012-06-16, 07:11 AM (ISO 8601)
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- Jun 2010
Re: E6 Gnorman Playtest Group 2
OOC
SpoilerYou can declare your actions, including backups if the situation changes. If you don't have a backup, a logical conclusion will be assumed (for example, if you where going to shoot the first choker, and he was dead, it would be assumed you'd fire on the second one, unless otherwise stated), but you are free to modify your actions until they come to pass (your point in the initiative order).
And you don't have to roll separate attacks and damage for both divergent possibilities, although you can if you prefer.
Your total defense is up until the start of your next turn, so counts for any attacks until then.The Age of Warrior, a ToB expansion.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
-
2012-06-16, 08:03 PM (ISO 8601)
- Join Date
- May 2011
Re: E6 Gnorman Playtest Group 2
OOC
SpoilerI just noticed my character sheet is missing 4 skill points, which were clearly meant to go into Concentration to help for the casting of SLAs and Sapphire Nightmare Blade. Can I assume that they are in Concentration until my computer is available to me and I can change it?
Also, I listed my deity as Celestian, but not my domains. They are Protection and Travel, granting me Sanctuary and Longstrider 1/day.
Finally, I didn't notice flaws were available? May I take two for the Devotion feats of my deity?
"Oh," Raziel says flatly as he draws his weapon. "Actually, they look like something I read in a book once," Raziel mused, before continuing, hurriedly, "I, uh, read it for the articles," as he raises his sword to prepare to strike the beast.
OOC (actions)
SpoilerMove to the immediate intersect of Vezral and Zeph if possible, or adjacent to Zeph in a way that does not put me in the way of Burning Hands, although I would prefer to be in front since I act after both discharge their spells. Then, I ready an action to attack when the Choker atop the statue approaches; or, I move up and attack it outright, if it failed the Will save vs. Color Spray.
ATTACK
Attack Roll:
(1d20+4)[5]
Damage:
(2d6+4)[16]
CRITICAL THREAT (19-20 x2)
Attack Roll:
(1d20+4)[22]
Damage:
(2d6+4)[11]Homebrew!
5e: Expanded Inspiration Uses
Spoiler: 3.5/P Stuff. Warning: OLDBase Classes: Blood Mage
Prestige Classes: Trophy Hunter / Spellshatterer
Miscellany: Permanency Support
Resources:
Alchemical Items/Special Materials List / E6 Magic Item List
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2012-06-16, 09:02 PM (ISO 8601)
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- Aug 2010
Re: E6 Gnorman Playtest Group 2
As his companions begin to battle with superior strength and agility, Zepheniah breaks into a wide grin, thoroughly impressed. "Well, scratch that plan - I suppose I'll let you fine fellows perform the heavy lifting...for now!" Zeph begins to engage in a rather silly dance, seeking to bewilder the chokers with its utter inanity.
Spoiler
Casting Distract on both chokers, DC 18
Failed save permits each creature to take a single move or standard action next round (but not both)
Last edited by Black_Zawisza; 2012-06-16 at 09:18 PM.
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2012-06-17, 09:06 AM (ISO 8601)
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Re: E6 Gnorman Playtest Group 2
OOC
SpoilerYes, you can take the devotion domains.
And I'll rule that distract removes one action plus the capability to execute full round actions on chokers, but they keep to ability to use their Quickness ability, so they still get 2 move or standard action per round, instead of 3.
Saves
SpoilerChoker 1 against Color Spray (1d20+3)[12],
against Burning Hand (1d20+4)[13]
against Distract (1d20+3)[18]
Choker 2 against Color Spray (1d20+3)[7],
against Burning Hand (1d20+4)[16]
against Distract (1d20+3)[15]
As the rubbery creatures advance closer to the group to get in range, they get hit by a flurry of spells. Attempting to strike at the trespassing creatures, they nimbly avoid most of the fire, only to be awestruck by the colorful display the soon followed. Unable to cope with so many colors, their tiny minds overload, and they both on the floor, seizures coursing through their bodies. Before they can recover, another angel attempts to strike one down, but the erratic movements of the creature's body make him difficult to hit.
SpoilerIf the creatures aren't stunned by color spray, choker 2 moves to the entrance of the tunnel and attempts to hit the orc with both limbs.
Spoiler1st attack: To Hit (1d20+5)[21]
Damage (1d3+3)[5]
Critical confirmation (1d20+5)[9]
Critical damage (1d3+3)[5]
Grapple on hit (1d20+5)[15]
2nd attack: To Hit (1d20+5)[13]
Damage (1d3+3)[6]
Critical confirmation (1d20+5)[24]
Critical damage (1d3+3)[6]
Grapple on hit (1d20+5)[14]
At the same time, choker 1 jumps down from the statue and, from behind the altar, attempts to grab the little gnome and the burning angel.
Spoiler1st attack: To Hit (1d20+5)[21]
Damage (1d3+3)[6]
Critical confirmation (1d20+5)[6]
Critical damage (1d3+3)[5]
Grapple on hit (1d20+5)[13]
2nd attack (if not Distracted): To Hit (1d20+5)[21]
Damage (1d3+3)[4]
Critical confirmation (1d20+5)[20]
Critical damage (1d3+3)[4]
Grapple on hit (1d20+5)[7]
EDIT: Ah, the joys of Color Spray! New map, both chokers are stunned.
SpoilerLast edited by Dead_Jester; 2012-06-17 at 09:20 AM.
The Age of Warrior, a ToB expansion.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
-
2012-06-17, 10:46 AM (ISO 8601)
- Join Date
- Aug 2010
Re: E6 Gnorman Playtest Group 2
OOC
SpoilerGiven that my Initiative is lower than choker 1 or 2 and one of them is within 10 ft from me, shouldn't I managed to 5 foot step and slash him with my falchion before burning him up? Confirming this since I did get some epic rolls . Combat Panache should allow me to standard attack & cast a spell as a full-round action.
Edit: Either something is wrong with my roll or that's the weirdest roll ever done by me.
As the chokers charged forth towards them, Vezral braced himself for the impact; only to be amused by the confused looks on the creatures. Not wishing to delay their inevitable demise any further, he dashed for the nearest choker while a mystic blue orb was slowly evoked from his fingertip.
SpoilerRound 3
If I'm wrong in the above question
SpoilerFull-Round Action
5ft step to 4th from left, 3rd from above. Standard attack on the choker followed by magic missile to it, or the one near the hole if it's dead.
Standard Attack
Attack Roll: (1d20+2)[4]
Damage Roll: (2d4+3)[5]
Critical Attack Roll: (1d20+2)[6]
Critical Damage Roll: (2d4+3)[7]
Magic Missile: (1d4+1)[2]
If I'm correct and the choker near the statue is (presumably) dead
SpoilerMove Action
Move towards the choker near the hole and attack it. The rolls is taken from the above spoiler.
Standard Attack
Attack Roll: (1d20+2)[4]
Damage Roll: (2d4+3)[5]
Critical Attack Roll: (1d20+2)[6]
Critical Damage Roll: (2d4+3)[7]
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2012-06-17, 01:47 PM (ISO 8601)
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- Aug 2010
Re: E6 Gnorman Playtest Group 2
OOC
SpoilerOh, I automatically abandoned my readied action when my turn came around and hadn't yet cast Color Spray - by RAW I should not have been able to cast it (nor do I really want to, since the fight's getting cleaned up so nicely).
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2012-06-17, 05:16 PM (ISO 8601)
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Re: E6 Gnorman Playtest Group 2
Raziel looks down at his enemy, twitching erratically on the ground, and sighs before looking at his sword. "Er, my sword isn't really meant for stabbing, little guy," Raziel says apologetically, as he puts a foot down on the creature's wrist to hold it down, "So, um, sorry," and then plunges his greatsword toward the creature's heart... But misses entirely, sword clanging loudly against the stone floor.
OOC (actions):
SpoilerFull-round action to coup de grace.
Damage:
(4d6+8)[20]
Fort save = 10+ damage dealt (above) to not die.
EDIT: D'oh! Chokers have 3HD. I still need to roll to hit and damage.
Will be made in the post to follow.Last edited by Lonely Tylenol; 2012-06-17 at 09:13 PM.
Homebrew!
5e: Expanded Inspiration Uses
Spoiler: 3.5/P Stuff. Warning: OLDBase Classes: Blood Mage
Prestige Classes: Trophy Hunter / Spellshatterer
Miscellany: Permanency Support
Resources:
Alchemical Items/Special Materials List / E6 Magic Item List
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2012-06-17, 09:07 PM (ISO 8601)
- Join Date
- May 2011
Re: E6 Gnorman Playtest Group 2
OOC (actions):
SpoilerATTACK
Attack Roll:
(1d20+4)[5]
Damage:
(2d6+4)[11]
CRITICAL THREAT (19-20 x2)
Attack Roll:
(1d20+4)[21]
Damage:
(2d6+4)[15]Homebrew!
5e: Expanded Inspiration Uses
Spoiler: 3.5/P Stuff. Warning: OLDBase Classes: Blood Mage
Prestige Classes: Trophy Hunter / Spellshatterer
Miscellany: Permanency Support
Resources:
Alchemical Items/Special Materials List / E6 Magic Item List
-
2012-06-18, 08:00 AM (ISO 8601)
- Join Date
- Jun 2010
Re: E6 Gnorman Playtest Group 2
OOC
SpoilerI apologize for the confusion on my part; Kenji, you are right about your attack, and Choker 2 very much a choker méchoui).
Black_Zawisza, I had assumed you were maintaining the readied action (silly me!), and you comment about "Scratching that" referred to Kenji's one about dispatching the first one (rather than your own actions).
If those were your intentions, choker 1 is not distracted, Dur takes 5 dmg and needs to make an opposed grapple vs 15. Lonely, you can change your 2nd turn actions, as the circumstances have changed (but your first turn ready action stands, as the choker did not fail the will save, and dies before your action).
Also, Lonely, I just realized your character sheet says Sentinel (Zealot) instead of Zealot (Initiate) as a class.
Modified map before the start of round 3 (still waiting on ZeltArruin's actions, will assume attempt to standard attack if no answer before 19h tonight)
SpoilerLast edited by Dead_Jester; 2012-06-18 at 08:03 AM.
The Age of Warrior, a ToB expansion.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
-
2012-06-18, 12:54 PM (ISO 8601)
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- Jun 2010
- Location
- Virginia
- Gender
Re: E6 Gnorman Playtest Group 2
With his foe now crippled and spasming on the floor, the large orc shrugged and swung his great axe in a mighty arc downwards, towards the thing. The axe smashed into the rubbery flesh of the choker, smashing through bone and sinew with great force.
SpoilerPower Attacking
To hit: (1d20+4)[18]
damage: (1d12+9)[17]Last edited by ZeltArruin; 2012-06-18 at 12:55 PM.
~ZA
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2012-06-18, 03:56 PM (ISO 8601)
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Re: E6 Gnorman Playtest Group 2
OOC:
SpoilerMy actions are the same, except walking up to the other Choker instead. I see no reason to reroll, as the action is the same, so I'll take my natural 1--again--and another useless attack, although it looks like the fight has already been won with the previous blow anyway.
Also, whoop! I'm playing a Sentinel in my other game. Must have gotten my wires crossed. I'll be making all these fixes ASAP (as soon as my new charger comes in and I can access my computer again).Last edited by Lonely Tylenol; 2012-06-18 at 03:57 PM.
Homebrew!
5e: Expanded Inspiration Uses
Spoiler: 3.5/P Stuff. Warning: OLDBase Classes: Blood Mage
Prestige Classes: Trophy Hunter / Spellshatterer
Miscellany: Permanency Support
Resources:
Alchemical Items/Special Materials List / E6 Magic Item List
-
2012-06-19, 04:22 AM (ISO 8601)
- Join Date
- Aug 2010
Re: E6 Gnorman Playtest Group 2
OOC
Spoiler
Assuming they aren't both dead...
Spoiler
Zeph moves to flank the remaining choker. He aims his wrist-mounted crossbow and fires.
Spoiler
Attack: (1d20+2)[20]
Damage: (1d8)[4]
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2012-06-19, 04:52 AM (ISO 8601)
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Re: E6 Gnorman Playtest Group 2
OOC
SpoilerAye, that attack should nailed it. For the sake of simplicity, let's assumed Black Zawisza cast Colorful Spray. We can always do better in the next rounds .
I personally suggest that we write Round # to finalize our action. In case of any alteration, we can cross it out and include the post # which contain our newest action (e.g.Round #[Refer Post #]). Just giving my two cents on the situation .
As a reminder, I will retain my 3rd round action of attacking the remaining choker.
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2012-06-19, 07:40 AM (ISO 8601)
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Re: E6 Gnorman Playtest Group 2
That Choker had 19 health, the first hit almost split it in two
I believe this closes the first segment of this playtest, a second 1st level one will be announced shortly; you are free to modify your characters in the meantime.
EDIT: Encounter #2
As you continue your journey, you come across what appears to be a small ruined wall, blocking the end of the valley. You also notice kobolds on and around the fortification, including a few who appear to be wearing heavier equipment and distinctive livery on their chest armor.
They appear distracted and, using the natural rock outcroppings as cover, you easily get close to them.
Spoiler
K's appear to be normal kobolds, with light armor and spears.
A's are wearing studded leather, and appear to be carrying bucklers as well as crossbows.
The additional area in the top right corner is the ground level for the gateway and the towers.
The boulders give total cover from the kobolds on the ground, and, if directly behind, from those on the wall. The kobolds behind the spikes are in partial cover (+2 AC), and those on the wall are in cover (+4 AC) but can't shoot down without being on top of the walls (no cover).
The crumbled wall on the left creates a climbable slope.
You start behind any large boulder.Last edited by Dead_Jester; 2012-06-19 at 10:43 AM.
The Age of Warrior, a ToB expansion.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
-
2012-06-19, 03:52 PM (ISO 8601)
- Join Date
- Aug 2010
Re: E6 Gnorman Playtest Group 2
Zeph crouches behind the boulder closest to the hole in the wall. Waiting for several minutes, his eyes shift rapidly, attempting to detect any patterns in the movements and facial directions of the sentries.
OOC
SpoilerHave we rested yet after the first encounter?Last edited by Black_Zawisza; 2012-06-19 at 04:11 PM.
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2012-06-19, 07:42 PM (ISO 8601)
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- Jun 2010
Re: E6 Gnorman Playtest Group 2
Yes, assume full rest and healing.
The Age of Warrior, a ToB expansion.
Credits to Ninjaman for old Death Jester avatar.
Homebrew (feel free to PEACH)
Base Classes:
Fighter Fix, The Sublime Matador
Disciplines:
The Endless Play
-
2012-06-20, 08:08 AM (ISO 8601)
- Join Date
- Jun 2010
- Location
- Virginia
- Gender
Re: E6 Gnorman Playtest Group 2
Thul waits behind the third boulder from the left, ready to charge out and storm the gates while the others use a little more tact in their decisions.
SpoilerAs stated, boulder 3.~ZA
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2012-06-20, 04:37 PM (ISO 8601)
- Join Date
- Aug 2010
Re: E6 Gnorman Playtest Group 2
Vezral occasionally surveyed the area from the shadow of the rightmost boulder; accessing the best chance to infiltrate the ruined wall. Realizing that their wait yielded little result, Vezral gestured for the others that he will go first. His mouth fluently whispered a few arcane incantations that he's familiar with before nocking an arrow; awaiting its eventual release on the kobold atop the wall.
SpoilerRound 0
Will assume that this is a surprise round.
Casting Spells
Blade of Blood
Since it did not specifically mentioned that I can't cast it on an arrow's tip, I will leave it on DM's ruling.
True Strike
[+20 insight bonus and bypass concealment miss chance]
Assuming that total cover meant I'm on the same column as K4...
Full-Round Action
5-foot step to 1 square left.
Standard Attack [On A1]
Attack Roll: (1d20+21)[40]
Damage Roll: (1d6)[4] + (1d6)[6] Dependent on DM's ruling on blade of blood
Critical Attack Roll: (1d20+21)[28](2d6)[9]
Critical Damage Roll:
Magic Missile: (1d4+1)[5] [On A1, or K1 if A1 is dead]
If I can't 5-foot step to the left and take full-round action, assumed that Vezral moved towards the right of the boulder and does a standard attack without casting magic missile.