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  1. - Top - End - #61
    Orc in the Playground
     
    Forsaken's Avatar

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    Default Re: (3.5 OOC) End of Fate

    Quote Originally Posted by Darius Vibrtrar View Post
    Double checking, only a.couple people can hear the ghosts?

    Porky too thick to hear ghosts?
    only ekkerhardt due to his perk. some spells might be able to do the same thing but for the rest of the party currently they just hear eerie silence
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  2. - Top - End - #62
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    NinjaGuy

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    Default Re: (3.5 OOC) End of Fate

    Does Cyndred hear anything? I assumed not, but thought I would check.

  3. - Top - End - #63
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    Default Re: (3.5 OOC) End of Fate

    Quote Originally Posted by RaiKirah View Post
    Does Cyndred hear anything? I assumed not, but thought I would check.
    Nope just silence. A bit of OOC undead creepies dont have anything alive next to them so silence is pretty common lol. Nice transition and use of perk though lol enjoyed seeing it or reading it in this case
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  4. - Top - End - #64
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    NinjaGuy

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    Default Re: (3.5 OOC) End of Fate

    Quote Originally Posted by Forsaken View Post
    Nope just silence. A bit of OOC undead creepies dont have anything alive next to them so silence is pretty common lol. Nice transition and use of perk though lol enjoyed seeing it or reading it in this case
    Thanks! It's a very cool perk and I'm excited to play with it!

  5. - Top - End - #65
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    DeTess's Avatar

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    Default Re: (3.5 OOC) End of Fate

    I'll be shifting back and forth a bit, so rolls to do so quickly.

    (1d20+12)[20]
    (1d6)[1] (time in rounds on failure)
    (1d20+12)[14]
    (1d6)[3] (time in rounds on failure)
    (1d20+12)[18]
    (1d6)[3] (time in rounds on failure)
    Jasnah avatar by Zea Mays

  6. - Top - End - #66
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    Default Re: (3.5 OOC) End of Fate

    Quote Originally Posted by DeTess View Post
    I'll be shifting back and forth a bit, so rolls to do so quickly.

    (1d20+14)[26]
    (1d20+14)[16] (time in rounds on failure)
    (1d20+14)[33]
    [roll3] (time in rounds on failure)
    [roll4]
    [roll5] (time in rounds on failure)
    oof I hope your lucky

    (1d20+14)[26]
    (1d20+14)[16]
    (1d20+14)[33]

    less 5 from each roll

    Nice only two get the jump on you
    Last edited by Forsaken; 2024-02-22 at 06:29 AM.
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  7. - Top - End - #67
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    Default Re: (3.5 OOC) End of Fate

    First one is luckly missing an arm

    (1d20+9)[28]
    (1d6+9)[11]

    Second one is not
    (1d20+14)[32]
    (1d6+9)[15]
    (1d20+9)[16]
    (1d6+9)[15]



    edit: oh damn oh damn oh damn


    edit 2.0 forgot invisbility grants you a +20 to hide while moving never mind *sweat face(
    Last edited by Forsaken; 2024-02-22 at 06:23 AM.
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  8. - Top - End - #68
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    Default Re: (3.5 OOC) End of Fate

    New ic up :smallredface

    edit

    roughly 15 bodies lay redead on the ground inside. if you guys inspect them you can tell they were warped with some kind of undead magic. As normal undead don't get reannimated stronger then how they were alive.
    Last edited by Forsaken; 2024-02-22 at 06:45 AM.
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  9. - Top - End - #69
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    Default Re: (3.5 OOC) End of Fate

    Right, should have mentioned invis more prominently, but it was situational enough I didn't want to include it in the roll.

    (1d20+12)[17]
    (1d6)[5]

    Rolling for transforming back once I reach the rest again.
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  10. - Top - End - #70
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    Default Re: (3.5 OOC) End of Fate

    Quote Originally Posted by DeTess View Post
    Right, should have mentioned invis more prominently, but it was situational enough I didn't want to include it in the roll.

    [roll0]
    [roll1]

    Rolling for transforming back once I reach the rest again.
    Thats all good. Yea the cave is dark enough for you to have been invisible otherwise it would have been bad lol
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  11. - Top - End - #71
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    Default Re: (3.5 OOC) End of Fate

    Ah the ghosts meant the captain was the blademaster. He has a perk related to the sword and it makes his strikes pretty dang powerful. These ghosts don't know that he is the captain so they called him either swordsman or blade master. My bad for any confusion
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  12. - Top - End - #72
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    Default Re: (3.5 OOC) End of Fate

    Yeah, that was my assumption. I meant Eria said, “the captain probably came through in a hurry and didn’t finish the job," which would imply he wasn’t around. Contradicts the ghosts’ talking as though he were still fighting, so there’s a bit of confusion; perhaps he fell in battle a few moments ago; no clue yet.

  13. - Top - End - #73
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    Default Re: (3.5 OOC) End of Fate

    Quote Originally Posted by Dakrsidder View Post
    Yeah, that was my assumption. I meant Eria said, “the captain probably came through in a hurry and didn’t finish the job," which would imply he wasn’t around. Contradicts the ghosts’ talking as though he were still fighting, so there’s a bit of confusion; perhaps he fell in battle a few moments ago; no clue yet.
    Ah gotcha. You can probably pick up enough to tell he is still fighting. But not the group of things he cut down while tracking his daughter.

    edit if you guys wanna through down with the three undead thingies feel free. Just be careful lol. This world is a bit dangerous and your going to be fighting something a bit harder than what would be normal in this world. But they are heavily wounded so you got a chance. I think by now you guys kinda get how scary this place can be.
    Last edited by Forsaken; 2024-02-22 at 01:36 PM.
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  14. - Top - End - #74
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    Default Re: (3.5 OOC) End of Fate

    I don't think I spotted any other branches to the path, did I? If so, we would need to get past one way or another, and stealth probably won't work for everyone.
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  15. - Top - End - #75
    Barbarian in the Playground
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    Default Re: (3.5 OOC) End of Fate

    As in the three ahead, aren't the three the spirits were referring to? They said there were only three left; wasn't mentions of injured undead left over, so I assumed those were the remaining three going to have to edit my post if I misunderstood, and the captain is somewhere further in.

    I assume we're going to engage with the undead; can always run away if they end up being too much anyway; more dangerous means more xp
    Last edited by Dakrsidder; 2024-02-22 at 01:50 PM.

  16. - Top - End - #76
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    Default Re: (3.5 OOC) End of Fate

    Assuming we are (am about to turn in for the night so will probably miss the fight's start if we do), I want to do a quick reshuffling of my maneuvers again.

    Prepared maneuvers:
    burning blade
    shadow jaunt
    mountain hammer
    Counter charge
    shadow blade technique

    and I'd enter the island of blades stance prior to entering the fight.
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  17. - Top - End - #77
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    Default Re: (3.5 OOC) End of Fate

    I say FIGHT!! (Sorry for the lag in my end; that my free and waking hours align so poorly with everyone else in the thread helps with roleplaying B.'s Unreactive flaw immensely.)

  18. - Top - End - #78
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    Default Re: (3.5 OOC) End of Fate

    Quote Originally Posted by DeTess View Post
    I don't think I spotted any other branches to the path, did I? If so, we would need to get past one way or another, and stealth probably won't work for everyone.
    A straight path so far. You can try stealth but your right. Not everyone will probably be able to make it. That said you could always try luring them lol. They are injured lowering their abilities by a good chunk

    Quote Originally Posted by Dakrsidder View Post
    As in the three ahead, aren't the three the spirits were referring to? They said there were only three left; wasn't mentions of injured undead left over, so I assumed those were the remaining three going to have to edit my post if I misunderstood, and the captain is somewhere further in.

    I assume we're going to engage with the undead; can always run away if they end up being too much anyway; more dangerous means more xp
    Yep those are the three left that the ghosts are mentioning and the capi tan! further inside.

    Yea more danger equals better rewards but also means higher chance of dying lol
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  19. - Top - End - #79
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    OrcBarbarianGuy

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    Default Re: (3.5 OOC) End of Fate

    Already, roll initiative? Roll attack? Swing my sword!!!?
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  20. - Top - End - #80
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    NinjaGuy

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    Default Re: (3.5 OOC) End of Fate

    Let's do this - Cyndred is going to just run at the encounter. He has impulse control issues, particularly when it comes to fighting :P

  21. - Top - End - #81
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    Default Re: (3.5 OOC) End of Fate

    lol seems the barbarian was the first to charge xD

    Init roll enemy (1d20+4)[15] luckily they arent the fastest and injuries make them a bit harder to move. If you beat there init you get to go first anyone below react after they go. Then after they go its a free for all.

    Good luck


    edit cyndred vs undead round 1! lol

    edit edit so many ninjas with my one post. lol but yep time for combat. buhahaha. I hope nobody gets dropped to quickly. I recommend doing 2 to 1 tactics.
    Last edited by Forsaken; 2024-02-22 at 03:51 PM.
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  22. - Top - End - #82
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    OrcBarbarianGuy

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    Default Re: (3.5 OOC) End of Fate

    Barbarians charge forward!
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  23. - Top - End - #83
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    Default Re: (3.5 OOC) End of Fate

    lol roll initiative dc is 15 to beat to go first. If you beat it post your combat round
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  24. - Top - End - #84
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    OrcBarbarianGuy

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    Default Re: (3.5 OOC) End of Fate

    (1d20+4)[10] for initative noooooo.

    Porky slow
    Last edited by Darius Vibrtrar; 2024-02-22 at 03:54 PM.
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  25. - Top - End - #85
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    Default Re: (3.5 OOC) End of Fate

    Quote Originally Posted by Darius Vibrtrar View Post
    [roll0] for initative noooooo.

    Porky slow
    Ah whelp after cyndred rolls that would be first round then we should have normal combat it might be better this way but then again they are pretty tough
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  26. - Top - End - #86
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    Default Re: (3.5 OOC) End of Fate

    initiative: (1d20+5)[13]
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  27. - Top - End - #87
    Barbarian in the Playground
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    Default Re: (3.5 OOC) End of Fate

    Huh well then the edit wasn’t accurate either, but it’s past that now, so whatever won’t bother editing

    Btw at the point where initiative is rolled about what distance would the party be from the undead? Also, about what distance would the undead be from each other? Oh and about how wide is the tunnel

    (1d20+9)[19]
    Last edited by Dakrsidder; 2024-02-22 at 04:21 PM.

  28. - Top - End - #88
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    Default Re: (3.5 OOC) End of Fate

    Quote Originally Posted by Dakrsidder View Post
    Huh well then the edit wasn’t accurate either, but it’s past that now, so whatever won’t bother editing

    Btw at the point where initiative is rolled about what distance would the party be from the undead? Also, about what distance would the undead be from each other? Oh and about how wide is the tunnel

    [roll0]
    Tunnel opens up a bit two undead are closer to each other. The two standing ones. The crawling one is by itself a bit closer to the entrance. Something like
    ------xxxxx-----
    xxxxxxOxxx-----
    xxxxxxxxOxxxxx
    xxOxxxxxxxxxxx
    ---------xxxx------


    x's are 5ft o's are the enemies. I dont have access to any good map makers yet sorry.
    Last edited by Forsaken; 2024-02-22 at 04:39 PM.
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  29. - Top - End - #89
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    NinjaGuy

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    Default Re: (3.5 OOC) End of Fate

    Initiative: (1d20+5)[22]

    And activating Rage! (on my turn)

  30. - Top - End - #90
    Barbarian in the Playground
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    Default Re: (3.5 OOC) End of Fate

    Not a issue good enough for me, although just to be certain, the standing undead aren’t adjacent to each other right? Also can I chuck the vials as splash weapons? If not, I’ll just use grease even if it’ll probably only apply to one

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