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Thread: Machines of War

  1. - Top - End - #481
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    Default Re: Machines of War

    Spot check
    (1d20+7)[20]
    And get my longbow ready.

  2. - Top - End - #482
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    Default Re: Machines of War

    Also, here is the link to the new campaign.
    HTML Code:
    http://www.giantitp.com/forums/showthread.php?p=12587115#post12587115

  3. - Top - End - #483
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    Default Re: Machines of War

    You can barely make out the outline of a large figure crouching in the brush just at the top of the ledge. It's about twenty feet above the forest floor, and still about a hundred yards from where you stand. To get there you would have to circle around and approach from the north or south.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  4. - Top - End - #484
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    Default Re: Machines of War

    Attempt to circle around from the North and avoid being heard, and especially seen.
    Spoiler
    Show
    Move silently
    (1d20+9)[24]
    hide
    (1d20+14)[32]
    Move silently
    (1d20+9)[27]
    hide
    (1d20+14)[24]
    Move silently
    (1d20+9)[21]
    hide
    (1d20+14)[26]

  5. - Top - End - #485
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    Default Re: Machines of War

    DM only
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    nothing to see here


    When you make it to the same level, you are able to approach unseen from the north. The large half orc from Woolshire is crouched in the bushes across a clearing that is maybe twenty feet across. His campfire smolders under a tree beside a dirty bedroll to your left.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  6. - Top - End - #486
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    Default Re: Machines of War

    Jaster is tired of this other party and decides it is time to whittle them down a little. Sneak attack with the long bow.
    attack
    (1d20+7)[21]
    damage
    [roll]1d8+2d6+1[/roll]
    If the orc survives and surrenders, Jaster might get what info he can, then end his life.

  7. - Top - End - #487
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    Default Re: Machines of War

    try this again
    damage
    (1d8+1)[3]
    sneak damage
    (2d6)[8]

  8. - Top - End - #488
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    Default Re: Machines of War

    Your arrow sticks, and the half orc roars in surprise. He turns to you and for the first time you get a good look at him. He is nearly seven feet of rippling muscle covered in armor. A massive shield is supported in his left hand, and in his right is a bloodstained ax with hair and bits of gore still stuck to the head.

    Roll initiative.

    init - (1d20+2)[6]
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
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  9. - Top - End - #489
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    Default Re: Machines of War

    Initiative
    having trouble
    [roll]1d20+4[/roll]=17

  10. - Top - End - #490
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    Default Re: Machines of War

    Now Jaster briefly wonders if it would be possible to kick the half orc off the cliff, but decides that is a better escape plan for him than offensive strategy. Since he won initiative, shoot the orc again.
    attack
    (1d20+7)[13]
    damage
    (1d8+1)[5]

  11. - Top - End - #491
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    Default Re: Machines of War

    Your arrow pings harmlessly off his steel shield. He rushes you, snarling and bringing his ax down with a fierce swipe.

    attack - (1d20+12)[32]
    damage - (1d8+5)[7]
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  12. - Top - End - #492
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    Default Re: Machines of War

    crit confirm - (1d20+12)[28]
    damage - (2d8+10)[16]
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  13. - Top - End - #493
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    Default Re: Machines of War

    get out the shortsword and dagger, and hope that he goes down quickly or stops hitting me.
    attack
    (1d20+5)[17]
    damage
    (1d6)[1]
    attack
    (1d20+4)[15]
    damage
    (1d4)[4]

  14. - Top - End - #494
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    Default Re: Machines of War

    Even getting past his shield, your attacks fail to pierce his armor. He presses his advantage, flailing madly with his ax.

    attack - (1d20+10)[13]
    [roll=damage]18+5[/roll]

    the attack missed, so I won't bother re-rolling damage.
    Last edited by madtinker; 2012-01-25 at 12:10 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  15. - Top - End - #495
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    Default Re: Machines of War

    Right now I figure I have a 25% chance of hitting him, against a 50% of Him hitting me. A dramatic exit is probably in order. Take a running jump off the overhang and hope his AoO misses. The new plan is to set him on fire.

  16. - Top - End - #496
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    Default Re: Machines of War

    AoO (1d20+10)[17], damage (1d8+5)[13]. His swing goes wide, and as you sail off the cliff you hear "Gort no forget you elf! You regret you born!"
    Last edited by madtinker; 2012-01-25 at 03:27 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  17. - Top - End - #497
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    Default Re: Machines of War

    Drink a healing potion and get an alchemists fire in my hand. Taunting: What? Is Gort too big of a pantywaist to chase the little elf?

  18. - Top - End - #498
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    Default Re: Machines of War

    You've really got his goat, and his already poor syntax degenerates further. "Gort crush elf!" He takes a running leap off the cliff, effectively charging on a leap attack.

    jump - (1d20+10)[12] DC 15
    if jump is successful, take nonlethal - (1d6)[3], add (1d6)[3] lethal damage if unsuccessful. Also, he doesn't get the +2 charging bonus if he doesn't land the jump, so subtract two from his attack.

    attack - (1d20+14)[19]
    damage - (1d8+7)[14]
    Last edited by madtinker; 2012-01-25 at 09:03 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  19. - Top - End - #499
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    Default Re: Machines of War

    Ring of Feather Fall, best investment ever.
    Back up 5 feet (avoids the splash) and throw the alchemists fire straight at the orc.
    ranged touch attack bypasses armor and shields
    (1d20+6)[24]

  20. - Top - End - #500
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    Default Re: Machines of War

    fire damage - (1d6)[2]

    His torso and arms a flaming inferno, the crazed half orc bears down on you with a vengeance. attack - (1d20+12)[32], damage - (1d8+7)[12].
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  21. - Top - End - #501
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    Normally, this would be a critical threat, but since he's on fire he's too distracted to take full advantage of it.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  22. - Top - End - #502
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    Default Re: Machines of War

    Jaster decides to withdraw, meaning use the withdraw action and run away, then circle back to get his bow, or wait until Grog either tires and passes out, our Jaster has drunk enough healing potions to fight him. So withdraw to maximum (60 ft).

  23. - Top - End - #503
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    Default Re: Machines of War

    Gort gives chase, tromping through the brush like a crazed animal.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  24. - Top - End - #504
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    Default Re: Machines of War

    do I have to stop to rink my healing potions, or can I run away and drink them over my next three turns? Also, he should have taken another
    (1d6)[1]
    of fire damage.

  25. - Top - End - #505
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    Withdrawing is a full round action, drinking a potion is a standard action, so you would have to stop to drink your potion and probably he would just hammer you. You are running through a forest though, let me just remind you. Fire damage noted.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  26. - Top - End - #506
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    Default Re: Machines of War

    Just keep running toward the fort, until he gets there and the soldiers kill him, or he stops chasing me. If I can find a really big cliff with a way out, jump off of it. Shame I had to leave my long bow behind. I can get it later, maybe.

  27. - Top - End - #507
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    Default Re: Machines of War

    After about half a minute Gort ceases his pursuit, but you can't tell why.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
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  28. - Top - End - #508
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    Default Re: Machines of War

    First, chug the three healing potions I have. Second, how far from the fort am I?

  29. - Top - End - #509
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    Default Re: Machines of War

    You're a couple miles away, and night is falling.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  30. - Top - End - #510
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    Default Re: Machines of War

    Quietly back track and see if I can find Gort. So try to track myself backwards. Do not be so eager to attack this time.
    move silently
    (1d20+9)[14]
    hide
    (1d20+14)[24]
    survival
    (1d20+5)[6]

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