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Beneath the Invisible Tower

Started by Abyssal Maw, March 05, 2009, 10:06:38 AM

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Abyssal Maw

Fargrim, you are sure that these 5 constitute almost half of the reanimated "Defenders of Copperpot Hold"... defeating and reburying them will put their spirits to rest, and honor their families. Allowing them to exist in their undead state is an insult not only to them, but to the pride of Copperpot Hold itself! (and all dwarves)

Rotting Dwarven Skeletons Initiative:
1d20 +3=19

(OOC- Fargrim's Initiative check = 13)

Dwarven Skeleton Warriors Initiative: 1d20+6=7
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CavScout

"Who\'s the more foolish: The fool, or the fool who follows him?" -Obi-Wan

Playing: Heavy Gear TRPG, COD: World at War PC, Left4Dead PC, Fable 2 X360

Reading: Fighter Wing Just Read: The Orc King: Transitions, Book I Read Recently: An Army at Dawn

Sigmund

#47
http://invisiblecastle.com/roller/view/1975666/

20+4=24 initiative

Ridcully quickly sizes up the situation and whips a dagger from his arm sheath and flings it at the crossbow bearing skeleton,

OOC: Depending on range he will just draw and fling (using the Piercing Strike power) or move up while drawing and fling. His preference would be to just throw and remain safely behind the dwarf :)

PS: Sorry for mangling my name in the roller.... my wireless keyboard apparently needs batteries.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Abyssal Maw

This is kinda the part I've been waiting to test out.

Ok, so the initiative order so far is
  • Ridcully
  • Rotting Dwarven Skeletons
  • Fargrim
  • Armored Skeleton Warriors
  • Stralor
  • and Shroom (didn't post in time, so I put him at the end).

What I need you to do is almost exactly how Sigmund/Ridcully posted:
Quote from: Sigmund"OOC: Depending on range he will just draw and fling (using the Piercing Strike power) or move up while drawing and fling. His preference would be to just throw and remain safely behind the dwarf "

So an example character might do something like...

"Dirze the rogue uses his sling and peppers the skeletons with a series of disheartening strikes.  If one of the skeletons gets too close, he drops the sling, draws his short sword and uses a tortuous strike. If he can flank with the dwarf, he will!

And then somewhere list the attack rolls like so:

Disheartening Strikes: 1d20+6=15, 1d20+6=8
Damage: 1d6+3=4 (if the 15 hit..).

I'm not going to be especially secretive with the monster ACs and hit point totals just so you can tell what is going on.
Download Secret Santicore! (10MB). I painted the cover :)

Drohem

Fargrim yells the Copperpot Clan battle cry and charges into the midst of rotting dwarven skeleton swinging his double-axe in efficient and powerful strokes.

==================================

(OOC- Fargrim's charge basic attack hit AC 23 and did 12 points of damage)

CavScout

Stralor draws his sword and readies his shield and follows the dwarf into battle.

OCC: I'll watch for any skellies that try to flank him and move to intercept them if possible.
"Who\'s the more foolish: The fool, or the fool who follows him?" -Obi-Wan

Playing: Heavy Gear TRPG, COD: World at War PC, Left4Dead PC, Fable 2 X360

Reading: Fighter Wing Just Read: The Orc King: Transitions, Book I Read Recently: An Army at Dawn

Abyssal Maw

Quote from: CavScout;288666Stralor draws his sword and readies his shield and follows the dwarf into battle.

OCC: I'll watch for any skellies that try to flank him and move to intercept them if possible.

You can post attack rolls (and say what your attacks are) if you like!
Download Secret Santicore! (10MB). I painted the cover :)

CavScout

Quote from: Abyssal Maw;288696You can post attack rolls (and say what your attacks are) if you like!

OCC: Ok, here goes from memory since I didn't lug my char sheet to work.

Attack: 1d20+6 → [12,6] = (18)  
Damage (if needed): 1d8+3 → [6,3] = (9)
"Who\'s the more foolish: The fool, or the fool who follows him?" -Obi-Wan

Playing: Heavy Gear TRPG, COD: World at War PC, Left4Dead PC, Fable 2 X360

Reading: Fighter Wing Just Read: The Orc King: Transitions, Book I Read Recently: An Army at Dawn

Abyssal Maw

(OOC: I'm going to go ahead and roll for Ridcully...Stralor, next time post some attack rolls!  I'll roll for you making a basic attack, this time.. This is our first combat so we are all learning how to do this via post, myself included)

Ridcully squints his eye and then fishes in his belt pouch for a sling bullet. He loads his sling, and then whirls around and lets loose; the whirring bullet nailing one of the armored skeletons hard enough to knock it's helmet off. He fishes in his belt pouch for a second bullet as the skeleton reaches down and puts it's helmet back on, unsteadily.

The dwarf skeletons surge forward- the two armored ones move with preternatural (and un-dwarf-like) speed, crossing the orchard. The rotting skeletons each produce a rusted crossbow and take up positions behind the low wall, firing at Fargrim and Stralor.

A crossbow bolt nicks Stralor and crumbles to dust afterwards (Stralor takes 3 damage).

Fargrim bellows and charges forward, clashing with the injured skeleton in the middle of the grove.. his axe crashes down on the skeleton with a splintering crack of dry bones, and leaves the bony abomination wobbling... but not destroyed.

The two warhammer-wielding skeletons both attack Fargrim as a team, and one of them lands a glancing blow against Fargrim's midsection.

Stralor follows Fargrim into battle a moment behind Fargrim's courageous charge.. and manages to make a sideways hack at the injured skelton. He keeps them from flanking the dwarf in any case.

Shroom has not yet acted! We will assume he is deciding what to do until he gives me some direction...

Ridcully launches another sling bullet at the injured skeleton...but it bounces off the battered shield it still carries.

The three rotting skeletons behind the wall pop up and fire another volley of crossbow bolts, exactly as they did when they held this pass against the orcs. This time, one of them hit's Fargrim for another 3 damage.


... please let me know your tactics for continuing this battle!


====================OOC Section!====================

Ridcully rolls a natural 20...! 1d20+8=28

Since he is first in initiative, Ridcully also gets to maximize his sneak attack damage. And he has backstabber as a feat so that's 26. (16+6+4)

One skeleton (the one Ridcully hit) is "bloodied" with 18 hp left. the other is still at 45.

The three rotting skeletons move behind the crumbling wall, and fire crossbow bolts  at Stralor (twice) and Fargrim (once).

1d20+6=10, 1d20+6=22, 1d20+6=8. One of the bolts hits Stralor for 3 damage.

The armored skeletons both close with Fargrim (AC: 17) and attack with their warhammers: 1d20+10=14, 1d20+10=20. One of them hits, doing 1d8+2=7 (7) damage. Fargrim is marked until the end of the uninjured skeletons next turn (he'll take a -2 to attacks if he switches targets).

Stralor makes a basic attack (please post more detail next time, or use the roller!) and hits (1d20+5=22), doing
4 damage. (1d8+3=4)

One skeleton is now down to 14 hp left. the other is still at 45.

Ridcully uses a second Sly flourish but misses. 1d20+6=15

The rotting skeletons behind the wall fire another volley of bolts. This time, two are aimed at Fargrim (one hits), and another at Stralor, which ricochets off of his shield (he's AC 20).  1d20+6=10, 1d20+6=25, 1d20+6=17


-----------------------
The armored skeletons normally have HP 45; Bloodied 22
AC 18; Fortitude 15, Reflex 16, Will 15. The unarmored ones are minions, but are nonetheless +6 to hit AC, and do 3 damage on a hit.
Download Secret Santicore! (10MB). I painted the cover :)

Abyssal Maw

Quote from: CavScout;288698OCC: Ok, here goes from memory since I didn't lug my char sheet to work.

Attack: 1d20+6 → [12,6] = (18)  
Damage (if needed): 1d8+3 → [6,3] = (9)


Your character sheet is right here! :)
http://www.therpgsite.com/showpost.php?p=287254&postcount=14 The 18 does hit, by the way. I will use that for your next attack.
Download Secret Santicore! (10MB). I painted the cover :)

Drohem

OOC- Fargrim marked the skeleton he hit.  Which skeleton marked Fargrim, the injured one or the non-injured one?  

Maybe we could number the opponents and list their current hit points at the end of each round, or something to that effect?

Also, I would like your ruling on Fargrim's AC.  As far as I understand the rules, his AC should be 18.  Here's the breakdown:

+6 = chainmail
+1 = Two-Weapon Defense
+1 = Defensive weapon (Adventurer's Vault, p. 8)

Now, from my comprehension of the rules, the Two-Weapon Defense feat bonus should stack with the defensive weapon bonus, but maybe I'm projecting 3e rules onto 4e.  What do you think?


BTW, I'm not trying to negate the hit that Fargrim took.  I just want to hammer it out for future reference.

Sigmund

Ridcully Continues to use Sly Flourish after breaking out his sling and bullets, until his companions move into melee range at which point he will use acrobatics combined with artful dodger to position himself to gain combat advantage against whichever foe Fargrim attacks while keeping himself from being flanked if possible.

Next several rolls for d20: http://invisiblecastle.com/roller/view/1976816/ (they suck)

Possible Dagger damage rolls: http://invisiblecastle.com/roller/view/1976820/

Possible Sling damage rolls: http://invisiblecastle.com/roller/view/1976823/

Possible Sneak Attack rolls: http://invisiblecastle.com/roller/view/1976822/
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Abyssal Maw

Quote from: Drohem;288716OOC- Fargrim marked the skeleton he hit.  Which skeleton marked Fargrim, the injured one or the non-injured one?  

Maybe we could number the opponents and list their current hit points at the end of each round, or something to that effect?

Also, I would like your ruling on Fargrim's AC.  As far as I understand the rules, his AC should be 18.  Here's the breakdown:

+6 = chainmail
+1 = Two-Weapon Defense
+1 = Defensive weapon (Adventurer's Vault, p. 8)

Now, from my comprehension of the rules, the Two-Weapon Defense feat bonus should stack with the defensive weapon bonus, but maybe I'm projecting 3e rules onto 4e.  What do you think?


BTW, I'm not trying to negate the hit that Fargrim took.  I just want to hammer it out for future reference.

OOC: That sounds fine, I think it should stack in your favor. I was going by the character sheet you posted which erroneously lists "11" as your AC. The one attack that hit you so far was a 25. Can you edit it?

The uninjured skeleton is the one that hit and marked you.
Download Secret Santicore! (10MB). I painted the cover :)

Abyssal Maw

Quote from: Sigmund;288746Ridcully Continues to use Sly Flourish after breaking out his sling and bullets, until his companions move into melee range at which point he will use acrobatics combined with artful dodger to position himself to gain combat advantage against whichever foe Fargrim attacks while keeping himself from being flanked if possible.

Next several rolls for d20: http://invisiblecastle.com/roller/view/1976816/ (they suck)

Possible Dagger damage rolls: http://invisiblecastle.com/roller/view/1976820/

Possible Sling damage rolls: http://invisiblecastle.com/roller/view/1976823/

Possible Sneak Attack rolls: http://invisiblecastle.com/roller/view/1976822/

This is a good idea! I likehow you worked out several strategies. Thanks!

I'm going to wait a while for Shroom to do something...
Download Secret Santicore! (10MB). I painted the cover :)

DeadUematsu