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  1. - Top - End - #61
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

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    I was trying to not confuse you, but it seems I did. The green coloring is to mark the squares that the man was talking about. They are part of the wall and perfectly normal, I was just trying to show you the wall that the man was talking about, and what way to follow it.
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  2. - Top - End - #62
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

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    Ah okay. Tudela will still inspect the wall all the same before continuing.

  3. - Top - End - #63
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

    The wall doesn't seem magical and it seems nothing special.
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  4. - Top - End - #64
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

    Continuing forward, presumably behind Xomish if he is also moving forward.
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    Stance: Hawk's Eye
    Move Silently: (1d20+12)[14]
    Hide: (1d20+11)[21]
    Spot: (1d20+10)[17]
    Listen: (1d20+1)[18]

  5. - Top - End - #65
    Bugbear in the Playground
     
    Griffon

    Join Date
    Feb 2011
    Gender
    Male

    Default Re: The Game Begins (Dungeon 2)

    Xomish rushes straight south [50 feet, taking to flight] with reckless abandon.

  6. - Top - End - #66
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

    As Xomish takes off down the hallway, he's hit by a spray of gas about a third of the way down that quickly overtakes he's balance and dexterity.

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    Reflex save vs DC 22 to avoid the spray.
    Fort save vs DC 14 or your nauseated
    Fort save vs DC 17 or - (1d4)[1] Dex
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  7. - Top - End - #67
    Bugbear in the Playground
     
    Griffon

    Join Date
    Feb 2011
    Gender
    Male

    Default Re: The Game Begins (Dungeon 2)

    Fort1 vs 14 (1d20+5)[16]
    Fort2 vs 17 (1d20+5)[18]
    Ref1 vs 22 (1d20+6)[12]

  8. - Top - End - #68
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

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    Xomish is fine and still going, just so you know. Up to you, if you want to continue.
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  9. - Top - End - #69
    Bugbear in the Playground
     
    Griffon

    Join Date
    Feb 2011
    Gender
    Male

    Default Re: The Game Begins (Dungeon 2)

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    Yes, he continues down the hall to [S,23] as high as he can be.

  10. - Top - End - #70
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

    As Xomish comes closer, even above the ground, it's clear that the ground ahead is quite unstable and isn't normal flooring like seen so far. Ahead of the odd unstable ground is a group of four archers.
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  11. - Top - End - #71
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

    Tudela continues behind Xomish, avoiding the trap if at all possible, and stopping before the unstable floor if she notices it.
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    Stance: Hawk's Eye
    Move Silently: (1d20+12)[22]
    Hide: (1d20+11)[29]
    Spot: (1d20+10)[16]
    Listen: (1d20+1)[14]

    If necessary:
    Fort vs 14 (1d20+9)[25]
    Fort vs 17 (1d20+9)[15]
    Ref vs 22 (1d20+8)[26]



  12. - Top - End - #72
    Bugbear in the Playground
     
    Griffon

    Join Date
    Feb 2011
    Gender
    Male

    Default Re: The Game Begins (Dungeon 2)

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    INITIATIVE! (1d20+4)[23]


    Each of the archers finds themselves the target of a deadly hooked spine - those impaled find themselves greatly hindered and weakened by the salvo.

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    4 Attacks, left to right from top-down view

    Attack, (1d20+7)[16], Damage, (1d8+3)[6], Crit Attack, (1d20+7)[13], Crit Damage, (1d8+3)[7],

    Attack, (1d20+7)[13], Damage, (1d8+3)[9], Crit Attack, (1d20+7)[13], Crit Damage, (1d8+3)[10],

    Attack, (1d20+7)[10], Damage, (1d8+3)[5], Crit Attack, (1d20+7)[16], Crit Damage, (1d8+3)[7],

    Attack, (1d20+7)[9], Damage, (1d8+3)[10], Crit Attack, (1d20+7)[13], Crit Damage, (1d8+3)[11]

    Those hit suffer -1AC, -5ft Movement (or half movement speed when flying), ignore DR/Hardness, and suffer a -6 penalty to their total HP.

  13. - Top - End - #73
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

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    Initiative too!
    (1d20+13)[16]
    Tudela is 20-40 feet behind Xomish, right?
    On her turn, Tudela casts Divine Sacrifice and moves if necessary. She's got her bow ready to start shooting next round.

  14. - Top - End - #74
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

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    Should also Knowledge Devotion. Assuming Nature, and will correct if different.

    (1d20+10)[19]

  15. - Top - End - #75
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

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    Sorry guys, I never received notice of this updating. Sorry abou that, and hope your both still around and interesting.




    The four archers are able to avoid the volley of spikes and answer in kind. Three arrows at Xomish and two more at Tudela.
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    Tudela
    Attack 1 (1d20+10)[30] Damage (1d8+4)[11]

    Attack 2 (1d20+10)[15] Damage (1d6)[6] Applied to all mental stats.

    Xomish
    Attack 1 (1d20+10)[12] Damage (1d8+4)[9]

    Attack 2 (1d20+10)[18] Damage (1d20+12)[22]

    Attack 3 (1d20+10)[29] Damage (1d8+4)[9] + (2d6)[8]


    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  16. - Top - End - #76
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

    Critical Confirm Roll

    (1d20+10)[12]
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  17. - Top - End - #77
    Bugbear in the Playground
     
    Griffon

    Join Date
    Feb 2011
    Gender
    Male

    Default Re: The Game Begins (Dungeon 2)

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    Waoh, what kind of arrow deals 1d20+12 damage 0_o


    Barely missing his heart, but with little to stop it in any case, Xomish plummets from the air.

  18. - Top - End - #78
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

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    He got to treat damage as a skill check.
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  19. - Top - End - #79
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

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    Posts anyone?
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  20. - Top - End - #80
    Bugbear in the Playground
     
    Griffon

    Join Date
    Feb 2011
    Gender
    Male

    Default Re: The Game Begins (Dungeon 2)

    [Well, I'm dead. Like dead dead... Xomish lasted less long and did less gooder than I thought :) ]

  21. - Top - End - #81
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

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    Oh. I'm sorry. Would you like to make a new character, or are you leaving the Game?
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  22. - Top - End - #82
    Bugbear in the Playground
     
    Griffon

    Join Date
    Feb 2011
    Gender
    Male

    Default Re: The Game Begins (Dungeon 2)

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    I'll roll something up and pm you when I get it :P We'll see where (s?)he ends up!

  23. - Top - End - #83
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

    Tudela's eyes widen as she watches Xomish drop to the floor.
    She swiftly retaliates against the attack towards her, then casts a spell, conjuring a swirling cloud of abrasive sand to hinder the archers. She then retreats into the narrow hallway to gain some cover.

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    Ack! Good thing that ability damage arrow missed, or Tudela would be a drooling heap of 0 Charisma.
    Immediate Action: Reciprocating Shot against archer that hit Tudela.
    Attack [roll] 1d20+14[/roll]
    Damage: 11. Fort Save DC 15 for half. Heals Tudela 3 damage if it hits.

    Standard and Move:
    Casting Haboob (description below) 20 foot radius (and 20 feet high) centered on archer 1. (Q29)
    Each of the archers take (3d4)[7] damage from abrasive dust. Reflex DC 17 for half. The archers also have total concealment for attacks from and to Tudela.
    Tudela then moves back to S17. (After casting, so they don't know where she moved to)

    HABOOB (Sandstorm 117)
    A thick haze of swirling dust and sand swirls out from the point you designate. The effect obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Unprotected, nonmagical flames are automatically extinguished, and there is a 50% chance that protected flames will be snuffed.
    In addition to obscuring sight, the swirling dust abrades any creature within it or attempting to move through it. Any creature passing through the haze takes 1d4 points of damage per two caster levels (maxi- mum 5d4), with no save allowed. If you conjure haboob so that it appears where creatures are located, each creature takes damage as if passing through the haze. Such creatures take half damage with a successful Reflex save, but if these creatures do not leave the affected area at their next opportunity, they take full damage from the abrading sands (no save) as if they had voluntarily entered the area. Any creature that remains within the affected area for more than 1 round likewise takes damage automatically (no save).
    A moderate wind (11+ mph) dis- perses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds. This spell does not function underwater.
    Reciprocating Shot
    Phoenix Feather (Counter) [Force]
    Level: Crusader 3, Swordsage 3
    Prerequisite: None
    Initiation Action: 1 immediate action
    Range: Weapon range
    Target: Attacking creature
    Duration: Instantaneous
    Saving Throw: Fortitude half

    You may initiate this maneuver immediately after taking damage. When you initiate this maneuver, you immediately make a single attack at your highest attack bonus at the creature that struck you. If you hit, your attack deals an amount of damage equal to your maximum hit points minus your current hit points. If the targeted creature makes a Fortitude save (DC = 5 + Spot ranks + Wisdom modifier), they instead take half that amount.
    Note that I am assuming knowledge nature was correct for the knowledge devotion. Let me know if its not, because that may mean different attack bonuses.

  24. - Top - End - #84
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

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    Accidentally added a space on the attack roll, ruining it.

    Immediate Action: Reciprocating Shot against archer that hit Tudela.
    Attack (1d20+14)[19]
    Damage: 11. Fort Save DC 15 for half. Heals Tudela 3 damage if it hits.

  25. - Top - End - #85
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

    No more arrows are fired, but you have no knowledge if the archers remain in the dust storm or not. But you did see your own arrow hit the enemy archer.
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  26. - Top - End - #86
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

    Tudela looses two arrows into the cloud, then takes a short step backwards.

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    50% miss chance. You can roll for, me. Let me know if you prefer me to do it.
    Full Attack with Rapid Shot, and Take Aim Maneuver
    Attack 1: (1d20+12)[32] 50% miss.
    Damage: (1d8+4)[7] + (2d6)[7]

    Attack 2: (1d20+12)[16] 50% miss.
    Damage: (1d8+4)[7] + (2d6)[5]

    5ft step back.


  27. - Top - End - #87
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

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    Also, any archers still within the cloud or moving through it take (3d4)[11] damage, no save.


  28. - Top - End - #88
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

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    Turn noted, but I'm still not sure if you'd know they were there or not. Also how long does the spell last?
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

  29. - Top - End - #89
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: The Game Begins (Dungeon 2)

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    6 minutes. With the ability to negate the concealment, it would be a very effective method for taking them out, right now its mostly a 'keep them from killing me instantly measure.'

    I guess a listen check to hear them, or hear the arrows hit them?
    (1d20+1)[15]

    Oh also, if an arrow hits, I would know because it would heal me. At least until I've used up that crystal's ability for the day.
    Last edited by begooler; 2012-09-05 at 12:12 PM.

  30. - Top - End - #90
    Ogre in the Playground
    Join Date
    May 2010

    Default Re: The Game Begins (Dungeon 2)

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    Fair enough, you manage to heal once.
    DnD Me
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    Neutral Evil Human Sorcerer/Rogue (1st/1st Level)
    Ability Scores:
    Strength-13
    Dexterity-12
    Constitution-12
    Intelligence-15
    Wisdom-11
    Charisma-13

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