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Nvlutz
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Post by Nvlutz »

RPGguy wrote:Rahg'nuul lowers his head with an odd reverence. "I am Rahg'nuul, worshipper of 'The Deep Lich' and yes, I know of what you speak. I have a tome that undoubtedly connects to you in some way and will bear it further, should you wish, until we can free your bonds. The ghosted elves said your freedom was of grave significance and so I set out for you against difficult odds. I was promised rewards for aiding you but arrived too late it seems, and now I am injured. And so now I beg you for *your* aid in escaping this fortress"

[I reveal my blood-soaked shoulder to Melkior, remaining bowed]

"I know of secret passages out of here...and we must move to the throne room to access them, but I am yours to command and would follow your wisdom in the matter"

Remaining bowed, I take a knee. I reload my crossbow and lay it at Melkior's feet, waiting for his response...
Melkior seems impressed, "Well I'm always glad to have back up, especially back up that's well informed." Melkior, ponders for a second, "Excuse me for asking, but you're a Derro from the deep right? If so you then what we should probably do is get rid of the artillery over there." He indicates behind the column, "Now at the moment I can't cast spells, but If I can touch the crossbowman, it's safe to say he won't be an issue. So here's the plan. You can create the darkness, don't worry these eyes don't use light anymore, so I'll be fine, but our friends over there won't. This should buy me enough time to take out the crossbow. Only thing is make absolutely sure you don't touch me at any point in time, so when you cast the darkness stay put, until I whistle. Then lead away, I'll take care off all the threats I can, but you'll have to be ready to either book it or fight if the orcs start grabbing either nets or torches since at the moment, those are my two weaknesses." Melkior pauses, "Hope you caught all that." He says with a tilt of his head and a smile.
kozeph wrote:I quickly but as silently as I can get away from the door and go for one of the corners in the building and take cover and hide and ready my new crossbow, if only the villigers come out with the little child I hold my fire and wait for them to leave and look for an open window to sneak in, If they spot me I press my fingers against my lip and wave at them for us to talk, if they prove hostile then I fire a bolt at the closest one. If I do not spot an open window then I trail after them in hopes of them heading for the tavern.

move silently 10+3=13
hide 14+3=17
if im not spoted then:
if needed to get on a window (climb 7+3=10)
search 12+2=14

if attacked then
Iniciative 1d20=13 (dont know if I get a bonus)
attack 10+3=13
damage 1d8=5

DM: if I have a bonus due to the circunstanse then please add it
You sneak away quickly and hide at the northern end of the building, just barely getting out of the way as Brutis and the drunk leave the building and begin heading south. While on the northern wall you come across a window that has a wooden shutter that has become slightly warped from the passing seasons. This warping has made it so you can get a small glimpse of the inside of the townhouse. You can't make out much aside from that the little girl is still inside the building. You overhear the rounder man say one last thing before leaving with his daughter, "By the way Lady Farnesse, what happens when your the last one left. Your day is coming..."
A pause and shuffling.
"-let him go... You're walking on thin ice Gepetta. Get out of here before I kill you myself.", says the woman. The man and his daughter leave the building using the western door like the men before them did. You might be able to flag down the man and his daughter at this time... however if you act quickly you could easily sneak around to the eastern side of the building and stab the cultists from behind since they are close to those windows. The slit you are peering though is far to small and awkward to fire your crossbow directly if you wanted to do that, you'll need to open the blinds, and fire in."
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Post by RPGguy »

So here's the plan. You can create the darkness, don't worry these eyes don't use light anymore, so I'll be fine, but our friends over there won't. This should buy me enough time to take out the crossbow. Only thing is make absolutely sure you don't touch me at any point in time, so when you cast the darkness stay put, until I whistle. Then lead away, I'll take care off all the threats I can, but you'll have to be ready to either book it or fight if the orcs start grabbing either nets or torches since at the moment, those are my two weaknesses." Melkior pauses, "Hope you caught all that." He says with a tilt of his head and a smile.
I snatch up my crossbow and throw it around my shoulder by the strap (disarmed). I pull out my dagger once again (armed), look to Melkior and say..."For any nets". [Rahg'nuul begins to cast his innate darkness] "If fire is brought against us, I will focus on that threat while you deal with the rest, should that meet with your approval."[darkness invoked]

"And know that despite my abilities, I sometimes lose myself...to myself. Please do not misinterpret this as betrayal or sudden action against you. If it should happen while I am in your care, I beg for your mercy. If it is not within your power to save us both then know that I prefer death to capture and surely this is a small request to grant from one such as you."

I wait for Melkior's signal and then start making my way towards the other barricade under cover of the shroud. Despite the difficulty of our present situation, I have never felt more sure about the fates of those who would cross us.
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Post by Kentr Wrolfsong »

Oh, okay. I'll use that attack on the guy blocking the door, then.
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Post by kozeph »

I head to the eastern part of the building and look for a better spot and wait for a couple of minutes so the last the last man goes away, after he is gone I find a better spot and wait for one of the cultist to get as close as it can without spoting me and I fire the crossbow (12+3+1=16) (1d8=6) after taking the shot I grab my shortsword(put away the crossbow) and move quickly for the door and get ready for aproach(set action), if they dont come outside then I shout "Come out with your hands up surrender yourselfs, we have you sorrounded, come out quietly and our ithillid masters will be merciful" bluff 12+2=14

DM:I position myself next to the door so im not in range from any range attack that might come from the house I also crouch (and get ready for aproach) hide 11+3=14
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Post by Nvlutz »

kozeph wrote:I head to the eastern part of the building and look for a better spot and wait for a couple of minutes so the last the last man goes away, after he is gone I find a better spot and wait for one of the cultist to get as close as it can without spoting me and I fire the crossbow (12+3+1=16) (1d8=6) after taking the shot I grab my shortsword(put away the crossbow) and move quickly for the door and get ready for aproach(set action), if they dont come outside then I shout "Come out with your hands up surrender yourselfs, we have you sorrounded, come out quietly and our ithillid masters will be merciful" bluff 12+2=14

DM:I position myself next to the door so im not in range from any range attack that might come from the house I also crouch (and get ready for aproach) hide 11+3=14
You go around the eastern side and wait patiently. You fire the bolt out of your crossbow and hit one of the cultists in the back flooring him instantly. You hear cussing from the inside of the townhall, as you sneak back towards the entrance. You declare your false allegiance to the ilithids and to that the woman shrieks "Kill them!". The lights of the townhouse go dim, and you can only hear the sickening pop of bone and the tearing of muscle come from within the building.
Kentr Wrolfsong wrote:Oh, okay. I'll use that attack on the guy blocking the door, then.
You rise up from your crouching position and bring your club up with you in a single motion smashing it against his face. His teeth fly out of his head as he falls over dead. The cult leader continues to try and pull Schroner's limp body through the doorway...

6+0=6
fail

...however the sheer weight of her body seems to be giving him some trouble. Getty then springs into action rushing past you Epee outstreched and ready to spill blood when...

7+1=8
Fail

... A bolt whizzes past him and smashes into the door frame, apparently there is a crossbowman outside of the room as back up. By this point though Getty's body is already in motion and he is already heading towards the cultist blade forward...

d20=9 (honestly I think my dice are cursed)
9+3=12
Hit
1d4+1=2+1=3

The blade lances through the cultists shoulder causing him to drop the pitch fork and moan, "Tuho slhal pay daelry for taht fnied...", as schroner falls to the ground with the pitchfork still in her.

When you go to decide what to do next also roll a d20 for a "mystery roll". I've attached a map of the updated combat scenario.
RPGguy wrote:I snatch up my crossbow and throw it around my shoulder by the strap (disarmed). I pull out my dagger once again (armed), look to Melkior and say..."For any nets". [Rahg'nuul begins to cast his innate darkness] "If fire is brought against us, I will focus on that threat while you deal with the rest, should that meet with your approval."[darkness invoked]

"And know that despite my abilities, I sometimes lose myself...to myself. Please do not misinterpret this as betrayal or sudden action against you. If it should happen while I am in your care, I beg for your mercy. If it is not within your power to save us both then know that I prefer death to capture and surely this is a small request to grant from one such as you."

I wait for Melkior's signal and then start making my way towards the other barricade under cover of the shroud. Despite the difficulty of our present situation, I have never felt more sure about the fates of those who would cross us.
After a few moments in the dark you here the whistle and begin to move out. By the time you make it to the southern barricade (I'm assuming that's the one you want.) the fire has already consumed the bear skin, but the finish on the cabinet has made it too difficult to be set on fire in the conditions of the fortress.
You reach the end of the corridor and by this point and time the Melkior has caught up to you and signals silently with his hand whether or not you wish to go north east or south.
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Post by RPGguy »

After a few moments in the dark you here the whistle and begin to move out. By the time you make it to the southern barricade (I'm assuming that's the one you want.) the fire has already consumed the bear skin, but the finish on the cabinet has made it too difficult to be set on fire in the conditions of the fortress.
You reach the end of the corridor and by this point and time the Melkior has caught up to you and signals silently with his hand whether or not you wish to go north east or south.
I thought he wanted to "take out the artillery" first (behind the north barricade).

[???]

In any event, I point to the NE.
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Post by Nvlutz »

RPGguy wrote:I thought he wanted to "take out the artillery" first (behind the north barricade).

[???]

In any event, I point to the NE.
By this point he has already wiped out the goblins at the northern barricade. so you don't need to worry about the goblin firing at you once you left cover.

As you then travel Northeast you hear the sound of riders coming down the hall just around the corner to the right...
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Post by RPGguy »

Nvlutz wrote:By this point he has already wiped out the goblins at the northern barricade. so you don't need to worry about the goblin firing at you once you left cover.
Acknowledged.
As you then travel Northeast you hear the sound of riders coming down the hall just around the corner to the right...
Within the shroud of darkness, I stand flat with my back against the south-east wall of the corridor and motion towards Melkior for him to do the same. Even pressed against the extreme side of the corridor, the shroud of darkness emanates in 20' radius around me...which means the entirety of the corridor is still engulfed in black.

We wait for the riders to charge into blackness, expecting that they will not anticipate that we are hiding along the extreme edge.

ToDM: please advise whether riders charging past us are subject to attacks of opportunity, both from me and to Melkior's touch attack. Also, if a rider enters the darkness shroud, are my dagger attacks counted as sneaks [2d6]?
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Post by Siberys »

Sorry for the long delay in response (had to work a crap ton this weekend).

I realize that my character doesn't know this but just so *I* have everything clear, Both Khannon and Rahg'nuul are in the goblin/orc fortress with Melkior right now, and no other character right? Just wanting to keep things straight is all...



Anyways-

"Hold on, let me try," I say to the goblins struggling against the door.

Three hard punches to the door-
1d20+4
11+4 = 15

1d20+4
17+4 = 21

1d20+4
9+4 = 13


Damage-
1d6+3
4+3 = 7

1d6+3
6+3 = 9

1d6+3
3+3 = 6


If that opens up enough of an entry way for a goblin to slither through and un-wedge the door, that's good enough for me.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
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Post by kozeph »

"rotten luck" I spat, I open the door and take a quick pick spot check 5+1=6
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Post by Nvlutz »

kozeph wrote:"rotten luck" I spat, I open the door and take a quick pick spot check 5+1=6
The room is dark, as you sneak you head through the door and squint into the pitch black room. By the time you make out the claw going for your face it is too late to get out of the way. The scythed tentacle smacks into the back of your armor...


5+3=8
miss.

And you immediately tumble backwards running even a bit on the wall, rolling over the boney claw as it smashes into the wall. Then before you can get a good look at it, the tentacle retracts back into the blackness of the room...
Siberys wrote:Sorry for the long delay in response (had to work a crap ton this weekend).

I realize that my character doesn't know this but just so *I* have everything clear, Both Khannon and Rahg'nuul are in the goblin/orc fortress with Melkior right now, and no other character right? Just wanting to keep things straight is all...

Anyways-

"Hold on, let me try," I say to the goblins struggling against the door.

Three hard punches to the door-
1d20+4
11+4 = 15

1d20+4
17+4 = 21

1d20+4
9+4 = 13

Damage-
1d6+3
4+3 = 7

1d6+3
6+3 = 9

1d6+3
3+3 = 6

If that opens up enough of an entry way for a goblin to slither through and un-wedge the door, that's good enough for me.
Yep, just the two of you are in the fortress, along with Melkior, goblins and a few orcs.

You tell the goblins to step aside as your perform a triple hit combo, punching with each hand before performing a spinning cobra kick to the door. It has been awhile since you've attack an inanimate object, but the door crumbles much like many of the straw dummies did in your training.
The goblins let out a cheer as they spill out of the room. At the end of the hall you see the three orcs race by on vicious armoured beasts (resembling mix of a boar and a wolf, with black fur), two of them in the front holding a net and the one in the back armed with several javelins... The two orcs with the net race forward as the orc with the javelins reigns in his steed and stays back. There are roughly 90 ft. between you and the mounted orc.

RPGguy wrote:Acknowledged.

Within the shroud of darkness, I stand flat with my back against the south-east wall of the corridor and motion towards Melkior for him to do the same. Even pressed against the extreme side of the corridor, the shroud of darkness emanates in 20' radius around me...which means the entirety of the corridor is still engulfed in black.

We wait for the riders to charge into blackness, expecting that they will not anticipate that we are hiding along the extreme edge.

ToDM: please advise whether riders charging past us are subject to attacks of opportunity, both from me and to Melkior's touch attack. Also, if a rider enters the darkness shroud, are my dagger attacks counted as sneaks [2d6]?
First off, the riders if they move past you are subject to subject to attacks of opportunity. Anytime you catch someone unaware, or in the back it counts as a sneak attack, if the orcs proceed with caution into your darkness then you no longer get the sneak attack bonus unless the attack comes strictly from behind.

Also wargs are not to be confused with worgs. Basically a warg is a baby to juvenile worgs. Because of their smaller more manageable size and the fact that that goblins can speak to worgs, they are often trained to be steeds for orcs and the occasional goblin. Wargs are usually killed off for food or clothing once they become worgs either out of necessity or because they become to vicious and intelligent.

...Then the riders arrive two orcs, one with a hunchback and the other with a fat busted up lower lip. They race in on armoured wargs, which snarl viciously as the skid around the corner and lunge towards the darkness. Between the two orcs they have an outstretched net which they lower as they jump blindly to the darkness...

At this point you and Melkior can make sneaky attacks of opportunity on both the hunch backed orc and his warg, since the two of them are the closest to you. Starting with your attacks.

AC (flatfooted) for warg:15, for Hunchback orc (Flatfooted, mounted):13
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Post by RPGguy »

At this point you and Melkior can make sneaky attacks of opportunity on both the hunch backed orc and his warg, since the two of them are the closest to you. Starting with your attacks.

AC (flatfooted) for warg:15, for Hunchback orc (Flatfooted, mounted):13
Suspecting the riders would charge in, and not anticipate our location at the flank, Rahg'nuul stabs quickly at both the orc and rider as it brushes by:

AoO on Orc Rider: 9 + 1 = 10
Damage: 1d4 + 2d6...(3 + 1) + (2 x 5) = 14

AoO on armored warg: 17 + 1 = 18
Damage: 1d4 + 2d6...(4 + 1) + (2 x 6) = 17

ToDM:Please roll for any AoO/damage made by Melkior

Rahg'nuul then quickly casts 'Daze' (25' radius, DC13), hoping to incapacitate (i.e. stun) the far rider *and/or his mount* so that Melkior can dispatch them promptly and without chase or having to leave the cover of my shroud.
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Post by Siberys »

It has been awhile since you've attack an inanimate object, but the door crumbles much like many of the straw dummies did in your training.
Eh...not true really (remember the building I helped collapse :P ). No worries though.


Anyways...

I start stumbling around, hands up and stuff. I look towards the goblins, specifically at the one that was speaking to me and say, softly but a little louder than a whisper just to keep the orcs from hearing- "Follow my lead."

"Well, I can see I'm beaten. A few goblins I could outrun but in combination with trained riders?

I surrender."

Bluff to the Orcs-
1d20+0
19+0 = 19


I keep my hands up, standing perfectly still to see if this works.


If it does, I wait for the orcs to get closer and as soon as either of them get close enough, I try to push one off their mounts (and if possible, take their place).


Bullrush (If applicable)-
Strength Check:
1d20+3
15+3 = 18



If they don't fall for it, I'm going to hold my action until one of the riders gets close enough, then try a similar bull rush move but just charging at them (making the result 20 instead of 18, and the main difference between the two being catching the orcs off guard during bullrush or getting a bonus from charging with bullrush).
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Post by kozeph »

"I hate tentacles" I cursed again, I look at the shortsword in my hand and then at the hilt of the divine protector "well I looks like you might get some action today" I put away the shortsword and draw my saber "lets see what your made off" I charge into the darkness while shouting "luck be with me!"

I perform a five foot step(avoid attack opportunity) into the buidling and ready myself for the next attack from the squid thing (ready action)

rolls:use the ones that are need it

iniciative: 16
reflex: 13+3=16
attack:10+6=16
damage: 1d6+3= 4+3=7
spot:13+1=14

DM: I where does the +1 from divine protector go? I placed it on the attack roll, does it belong there or in the damage roll? please add the +1 where it belongs incase im wrong.
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Post by RPGguy »

DM: I where does the +1 from divine protector go? I placed it on the attack roll, does it belong there or in the damage roll? please add the +1 where it belongs incase im wrong.
DM can correct me if I'm wrong. 2 things:

1. You just mentioned that you were using a short-sword and hiding the Divine Protector as wielding it in public is a very risky proposition under the terms of this campaign. So you should probably be very clear with DM as to when you are willing to assume that risk by drawing it in battle.

2. The +1 (or +2, or +3 etc...) applies to your 'to hit' roll. Sometimes it also carries over to the damage roll but I can't recall what powers the sabre had unlocked. You should scan back in the thread to that specific event to see what DM unlocked for you. But the +1 applies to the 'to hit' roll first and foremost.

Hope that helps.
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Post by Nvlutz »

Sorry for the lack of updates, I'm super busy this week, I'll definitely try to update at least once a day, if not the usual 2+.
Siberys wrote:Eh...not true really (remember the building I helped collapse :P ). No worries though.

Anyways...

I start stumbling around, hands up and stuff. I look towards the goblins, specifically at the one that was speaking to me and say, softly but a little louder than a whisper just to keep the orcs from hearing- "Follow my lead."

"Well, I can see I'm beaten. A few goblins I could outrun but in combination with trained riders?

I surrender."

Bluff to the Orcs-
1d20+0
19+0 = 19

I keep my hands up, standing perfectly still to see if this works.

If it does, I wait for the orcs to get closer and as soon as either of them get close enough, I try to push one off their mounts (and if possible, take their place).

Bullrush (If applicable)-
Strength Check:
1d20+3
15+3 = 18

If they don't fall for it, I'm going to hold my action until one of the riders gets close enough, then try a similar bull rush move but just charging at them (making the result 20 instead of 18, and the main difference between the two being catching the orcs off guard during bullrush or getting a bonus from charging with bullrush).
Don't forget that you get a +2 strength bonus to your bullrush on a charge putting it at: 20 for bull rush after a charge.

The rider with his warg firmly in control, he turns to face you, grins and triumphantly rides over half of the way (45ft.), and then stops. He sees the old orc lying dead at the end of the other room. "You Bastard!", then he readies himself to hurl his javelin... But he fumbles around too much trying to get a javelin, so you then charge at him at full speed his warg tries to bite your ankles as you fling forward...

Warg attack
D20+5=14+5=19
Damage
1d6+3=4+3=7

You ignore the pain... as your press on just a wee bit further your body slamming into the orc even as the warg tries to pull you down...

Strength check of Bull Rush
20
vs.
13+3=16
Success!

You knock the orc off of his warg, and he falls and hits his head against the stone floor...

Damage
1d6=4
Stun/Knockout chance
1d100=78%

... and smashes the back of his head open dying instantly. His mount however is still ferocious and ready to strike...

Initiative
D20+2 = 3+2=5
kozeph wrote:"I hate tentacles" I cursed again, I look at the shortsword in my hand and then at the hilt of the divine protector "well I looks like you might get some action today" I put away the shortsword and draw my saber "lets see what your made off" I charge into the darkness while shouting "luck be with me!"

I perform a five foot step(avoid attack opportunity) into the buidling and ready myself for the next attack from the squid thing (ready action)

rolls:use the ones that are need it

iniciative: 16
reflex: 13+3=16
attack:10+6=16
damage:1d6+3= 4+3=7
spot:13+1=14

DM: I where does the +1 from divine protector go? I placed it on the attack roll, does it belong there or in the damage roll? please add the +1 where it belongs incase im wrong.
Attack=16
Damage=8

You charge into the dark room and immediately slash out ahead of you hoping to strike the enemy. Your attack hits clean and true on the target, making the beast screech at you to the point that it almost hurts to hear it. The beast, which you still can't see, then moves far away from you as if it jumped, flew or glided back into the darkness as all you can feel is the suction of air around you as the beast finds a new place to strike in the pitch black room. As you wander around the room towards the direction you think your enemy went, bumping into the occasional table or possible stool in the room a sudden slicing sound seems to come from below you...

D20+3=10+3=13

Quickly you jump to avoid the attack and hear what sounds like the splintering of wood to your right as a table or something of similar size crashes to the ground... You then look around unable to make out anything in the shadows and ever aware that somewhere in the abyss the creature is waiting to strike once again.
RPGguy wrote:DM can correct me if I'm wrong. 2 things:

1. You just mentioned that you were using a short-sword and hiding the Divine Protector as wielding it in public is a very risky proposition under the terms of this campaign. So you should probably be very clear with DM as to when you are willing to assume that risk by drawing it in battle.

2. The +1 (or +2, or +3 etc...) applies to your 'to hit' roll. Sometimes it also carries over to the damage roll but I can't recall what powers the sabre had unlocked. You should scan back in the thread to that specific event to see what DM unlocked for you. But the +1 applies to the 'to hit' roll first and foremost.

Hope that helps.
Magic weapons with the +1, +2, ect. modifier have both +1 added to attack rolls and damage rolls. Some magic weapons have extra characteristics like bonus to only attack rolls or damage roll, and perhaps only against certain types of monsters.

One last thing I wish to bring up are masterwork items, these are items that, if a weapon grant only a +1 attack roll and no damage bonus, or in the case of armor reduce the dexterity modifier limitations. So for Half-plate your maximum dexterity bonus is a 0 normally, but masterwork half-plate raises it to +1. The final element of masterwork items, is in the future whenever you do decide to make magic items, you first need to create or already possess a masterwork version of the armour. Anything less than masterwork can't be imbued.
RPGguy wrote:Suspecting the riders would charge in, and not anticipate our location at the flank, Rahg'nuul stabs quickly at both the orc and rider as it brushes by:

AoO on Orc Rider: 9 + 1 = 10
Damage: 1d4 + 2d6...(3 + 1) + (2 x 5) = 14

AoO on armored warg: 17 + 1 = 18
Damage: 1d4 + 2d6...(4 + 1) + (2 x 6) = 17

ToDM:Please roll for any AoO/damage made by Melkior

Rahg'nuul then quickly casts 'Daze' (25' radius, DC13), hoping to incapacitate (i.e. stun) the far rider *and/or his mount* so that Melkior can dispatch them promptly and without chase or having to leave the cover of my shroud.
You quickly lash out at the rider with your dagger trying to plunge it deep into the orc's chest as he rides by, the blade digs through of the armor and almost slips out your hand, quickly you spin the blade in your hand, wrenching it from the orc's gut, so that the blade points downward from your clenched first and stab down on the warg's rind. The blade sinks deep into the back of the wolf kin's hide and the momentum of the lunge makes it so that the foul beast actually tears it's own flesh as it rolls forward. Tossing the deceased rider off of the steed at he other orc haplessly drags him along behind the net behind himself and dropping the net thinking he's snagged Melkior.
Melkior quickly runs towards the orc and tries to lay his twisted fingers on the orc's forearm.

19+5=24
Hit
Damage
1d8+5=8+5=13

Will save (DC 17)
15-2=13
Within a matter of seconds the orc withers away into a mere skeleton with only the faintest hints of cracked and dried flesh streched thinly over the bones, the muscles and organs wither away and turn to dust making the rider a mere husk. The warg without further direction continues to race down the hall and leaps over the final northern barricade where is simply begins circling the room with it's now dead rider still fastened in loosely in the saddle.
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Post by RPGguy »

You quickly lash out at the rider with your dagger trying to plunge it deep into the orc's chest as he rides by, the blade digs through of the armor and almost slips out your hand, quickly you spin the blade in your hand, wrenching it from the orc's gut, so that the blade points downward from your clenched first and stab down on the warg's rind. The blade sinks deep into the back of the wolf kin's hide and the momentum of the lunge makes it so that the foul beast actually tears it's own flesh as it rolls forward. Tossing the deceased rider off of the steed at he other orc haplessly drags him along behind the net behind himself and dropping the net thinking he's snagged Melkior.
Melkior quickly runs towards the orc and tries to lay his twisted fingers on the orc's forearm.
19+5=24
Hit
Damage
1d8+5=8+5=13

Will save (DC 17)
15-2=13
Within a matter of seconds the orc withers away into a mere skeleton with only the faintest hints of cracked and dried flesh streched thinly over the bones, the muscles and organs wither away and turn to dust making the rider a mere husk. The warg without further direction continues to race down the hall and leaps over the final northern barricade where is simply begins circling the room with it's now dead rider still fastened in loosely in the saddle.
I look back and motion towards Melkior...beckoning him without words to stay within the shroud and ignore the remaining warg (i guess Rahg'nuul's stun attack against the warg failed?). I motion with my hand that we should press on around the corridor's turn and start making our way east

ToDMOnce we start traveling east, I want to lead us south at the first right turn we come to. Please reference the map, for the N-S hallway with the dots running down the center. That is the planned route, leading us back towards the throne room.

Rahg'nuul arms his crossbow.
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Post by Nvlutz »

RPGguy wrote:I look back and motion towards Melkior...beckoning him without words to stay within the shroud and ignore the remaining warg (i guess Rahg'nuul's stun attack against the warg failed?). I motion with my hand that we should press on around the corridor's turn and start making our way east

ToDMOnce we start traveling east, I want to lead us south at the first right turn we come to. Please reference the map, for the N-S hallway with the dots running down the center. That is the planned route, leading us back towards the throne room.

Rahg'nuul arms his crossbow.
Sorry about that, I probably should have asked, but you said to use the stun on the primarily rider, and since the warg afterwards left, I assumed that you wouldn't want me to "use up" your ability...

Anyways, I'm just going to wait to see what other players do...
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Post by RPGguy »

Sorry about that, I probably should have asked, but you said to use the stun on the primarily rider, and since the warg afterwards left, I assumed that you wouldn't want me to "use up" your ability...

Anyways, I'm just going to wait to see what other players do...
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No worries at all. The fact that Melkior an i were able to take out 3 of the 4 targets far exceeded my expectations...so I am more than happy to save my Daze attack.

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Post by kozeph »

I slowly and keeping my guard up move up to a corner checking it for the creature, if its not there then I put my back to it, then I activite my weapons ability "detect evil" and try to see if I can spot the creature "anything that likes the dark and has tentacles must be evil" I whisper to myself and scan the room for the beast, cultist and the noble lady.

If I do spot the creature with detect evil then I make my way to it while acting like I was still looking for it and swing at it. If I do not sense it with my ability then I try breaking open a window with the plommel of my weapon and repeat with two other windows(without taking my back from the darkness)

rolls: If detect evil needs a roll feel free to do it. Use the ones you consider to be necesary.

spot:8+1=9
bluff?: 13+2=15
to hit: 12+6=18
damage: 1d6+4=3+4=7
break window: 18+4=21, 11+4=15, 19+4=23

DM: soo I placed the +1 from protector to my hit and damage is that correct? if not then correct it.
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