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Posted: Thu Apr 08, 2010 10:07 pm
by Siberys
Init-
1d20+6
12+6 = 18

Posted: Fri Apr 09, 2010 8:45 am
by kozeph
Iniciative: 1d20+1= 14

Posted: Fri Apr 09, 2010 8:22 pm
by Nvlutz
First off I want to apologize for the lack of updates work at school and work is really getting heavy now, so I might not update as much as I normally do.

Also setting up the 2 battle maps was a bugger, but trust me, you'll all need them since placement is important. Both maps use 10 ft = 1 square
RPGguy wrote:Reflex Save: 19 + 4 = 23

Initiative Roll: 10 + 2 = 12
Siberys wrote:Init-
1d20+6
12+6 = 18
...A giant black hound jutting flames from it's mouth pounces on the floating Melkior and the two of them tumble into a column smashing into it and breaking some of the mortar coating. Rahg'null managed to tumble out of the way quick enough to avoid getting caught up in the savage assault. Before either of you can register what is occurring exactly you hear the malicious laughter of a large armour clad being on the throne. His hollow cheers echo and fill the hall as he arises from the throne, his crimson cape draping behind him.
He then picks up a massive spiked ball and change and bellows, "This is the end of this little event I'm afraid. This childishness has gone on too long and I grow weary of your presence." The glowing eyes say... "I will crush you all into pulp and force feed your remains to my soldiers."
Meanwhile, Melkior is still struggling with the hound. "Don't worry about me, either escape Grigg or defeat him...." A gout of flame leaves the dog's mouth and burns his leather bindings, "But beware, he is no regular orc."


Initiative
Hell Hound: d20+5= 19+5 =24
Grigg: d20=1
Melkior: 9+1=10

The hellhound continues to rend Melkior's arm as he lies limp against the column.
16+5=21
1d8+1 (normal damage) + 1d6 (fire)
6+1=7 (Normal) +4 (Fire)
Damage reduction 25 (Non-magic)
4 (Fire)
While the beast's foul fangs do nothing against the wizard, the gouts of flames that erupt from the beast's belly begin to melt and char Melkior...

Battle Map 4 is for you guys, Khannon's turn followed by Rhag'null.
kozeph wrote:Iniciative: 1d20+1= 14
Initiative
Maid:18+0=18,(tie) 10 +0 =10
Elf:12+8=20
Doom Guard 1:14+4=18,(tie) 5+4=9
Doom Guard 2:3+4=7

The old elf, now cussing, runs over to the study door and slams it shut and locks it. Meanwhile, the maid immediately hides herself behind the bed.
The front door then swings open and a doom guard slowly marches towards you while saying "You are trespassing citizen, get on the ground. You have 5 seconds to comply." Then the doom guard begins counting slowly.


Your turn, use battle map 5 to help you with surroundings.

Reinforcement arrival time
???: (20 - d20+0) /2= (20-12)/2=8/2= 4 turns

Posted: Fri Apr 09, 2010 8:29 pm
by RPGguy
DM, you forgot to attach the applicable battle maps.

Posted: Fri Apr 09, 2010 8:31 pm
by Siberys
"Hmph, I'd love to take this orc on but I highly doubt I'd survive with these wounds. I suggest we get the hell out of here before we all die."

Posted: Fri Apr 09, 2010 8:58 pm
by Nvlutz
RPGguy wrote:DM, you forgot to attach the applicable battle maps.
Thanks. For some reason, even after attaching them, the reply didn't include them.

Posted: Fri Apr 09, 2010 9:22 pm
by RPGguy
"Hmph, I'd love to take this orc on but I highly doubt I'd survive with these wounds. I suggest we get the hell out of here before we all die."
Does this mean that Khannon's turn has been taken? He defers any action by taking this stance? If so, Rahg'nuul spends his turn as follows:

(Free Action) Yells to Khannon..."if we can kill the hound then I'm sure Grigg poses no mortal threat to Melkior. Aid me!"

(Move Action) Ragh'nuul uses full range of movement (20 feet) and moves 1 square SW, and then another square W which puts him in perfect position to backstab the hound who is fully engaged in tearing at Melkior.

(Standard Action) Ragh'nuul draws his dagger and strikes hard at the beast's vitals...

Attack: 16 + 1 = 17
Damage: 1d4 + 1 = 5
Sneak Damage (if DM permits): 2d6 = 1/5 = 6
[total damage = 11]

EDIT: I just realized that I should have made a ranged sneak instead as I could have avoided moving adjacent to the beast *and* applied a higher DEX modifier (+2). Not to mention that a crossbow bolt does double damage (1d8) to a dagger attack so d'oh! I will stay committed to what I've done though, mainly because I don't want to re-roll my attack roll.

Posted: Fri Apr 09, 2010 9:40 pm
by Siberys
Speaking is a free action.

If I can, I'll charge in against the hellhound as well, flanking if available-
Charge + Stunning Fist-
1d20+6
6+6 = 12

Probably missed, and therefore the SF is wasted.
If not...
Damage-
1d6+3
6+3 = 9

Posted: Fri Apr 09, 2010 9:44 pm
by kozeph
I retreat really really fast upstairs(for this turn) use the option that fits the turn of events better

option 1: next turn I cast "grease" at the stairs and next turn I cast"scorching ray" (this is if the stairs are made of wood) hoping that the stairs burn up giving me a chance to look for the documents, then I try casting "acid splash" on the lock of the study room that I first encountered if it opens I hastely look for any worthwhile document (search: 16+1=17) and retreat via the vines

option 2: If the stairs are not made of wood or flameble material. I retreat via the vines: (climb 12+1=13)

DEX roll if needed 1d20+1=14+1=15

Posted: Fri Apr 09, 2010 10:43 pm
by Nvlutz
RPGguy wrote:Does this mean that Khannon's turn has been taken? He defers any action by taking this stance? If so, Rahg'nuul spends his turn as follows:

(Free Action) Yells to Khannon..."if we can kill the hound then I'm sure Grigg poses no mortal threat to Melkior. Aid me!"

(Move Action) Ragh'nuul uses full range of movement (20 feet) and moves 1 square SW, and then another square W which puts him in perfect position to backstab the hound who is fully engaged in tearing at Melkior.

(Standard Action) Ragh'nuul draws his dagger and strikes hard at the beast's vitals...

Attack: 16 + 1 = 17
Damage: 1d4 + 1 = 5
Sneak Damage (if DM permits): 2d6 = 1/5 = 6
[total damage = 11]

EDIT: I just realized that I should have made a ranged sneak instead as I could have avoided moving adjacent to the beast *and* applied a higher DEX modifier (+2). Not to mention that a crossbow bolt does double damage (1d8) to a dagger attack so d'oh! I will stay committed to what I've done though, mainly because I don't want to re-roll my attack roll.
Siberys wrote:Speaking is a free action.

If I can, I'll charge in against the hellhound as well, flanking if available-
Charge + Stunning Fist-
1d20+6
6+6 = 12

Probably missed, and therefore the SF is wasted.
If not...
Damage-
1d6+3
6+3 = 9
Rahg'null, charges in behind the hell hound and stabs with all his might at the hellhound's rear. The blade slices easily through the foul fiend's hide and red spurts of blood flow forth and get soaked up in the hellhound's black fur coat. The beast whimpers for a moment long enough for it to let loose of it's grip on Melkior.
Khannon then jumps into the fray with a blinding punch however the beast see him and slides out of the way, it rears up and begins growling.
Melkior seeing the opportunity decided to strike...


20+5=25 (seriously, how awesome is that?)

(1d8+5)x2=(2+5)x2=14

Will save
2+4=6

With his charred Skeletal hand Melkior outstretches his arm with lightning speed, his bony fingers like a serrated edge digging deep into the hellhound's gut, flames burst forth only to be countered by raw negative energy being emitted by Melkior's own aura. Then in one swift motion he pulls his hand out and hold the beast's heart in his hand as the creature disintegrates into nothing more than a pile of bones it's entire innards turning into a puff of noxious purple fumes.
Seeing the hellhound dispatched so easily and having lost his ace in the hole Grigg, looks down on your group "Very well, it seems that I have been out matched this time. But I will live on and you shall rue the day that I have had to postpone this battle."
Grigg, having wound up the massive spiked orb a the end of the spiked chain, suddenly swings it with all his might at the 2 columns in front of him, crushing them completely. The roof creaks and Grigg retreats to the secret passage behind him as the rest of the columns begin to collapse in suit, one after another. Within a few dusty seconds the ceiling has collapsed in creating a giant hill of debris between where the three of you are and the throne lay.

kozeph wrote:I retreat really really fast upstairs(for this turn) use the option that fits the turn of events better

option 1: next turn I cast "grease" at the stairs and next turn I cast "scorching ray" (this is if the stairs are made of wood) hoping that the stairs burn up giving me a chance to look for the documents, then I try casting "acid splash" on the lock of the study room that I first encountered if it opens I hastely look for any worthwhile document (search: 16+1=17) and retreat via the vines

option 2: If the stairs are not made of wood or flameble material. I retreat via the vines: (climb 12+1=13)

DEX roll if needed 1d20+1=14+1=15
Option 1 it is...

You begin a full on sprint towards the stairs as the doom guards make a slow pursuit behind you. You look back once just long enough to see that only one of them is following you, the other is busy trying break open the door to the study with his shield.
You turn your vision back ahead of you, quick enough to notice the Doom Warrior reinforcement arriving from the glass door to the hedge maze. You bolt it up the stairs, just as the iron warrior's great sword swings down and smashes into the stairs.
You get at the top of the stairs and cast the "grease" spell on the stairs and then set the stairs aflame with a "scorching ray", you see the doom warrior try to clumsily climb the greased stairs his feet carefully placing on each step before eventually deciding to use it's great sword as a crutch to offer support by slamming it into the stairs.
You Immediately run towards the first elaborate door you came across when you entered the house and cast "acid splash" on the lock... but it remains jammed, however the door is weakened. You take a quick around the corridor towards the stairs and see that the Doom Warrior has made it up the stairs easily passing through the flames unscathed... however by the time the less resourceful doom guard gets near the top the stairs collapse in a resounding smash.
Smoke fills the top half of the entire floor.

Posted: Fri Apr 09, 2010 11:21 pm
by RPGguy
Rahg'null, charges in behind the hell hound and stabs with all his might at the hellhound's rear. The blade slices easily through the foul fiend's hide and red spurts of blood flow forth and get soaked up in the hellhound's black fur coat. The beast whimpers for a moment long enough for it to let loose of it's grip on Melkior.
Khannon then jumps into the fray with a blinding punch however the beast see him and slides out of the way, it rears up and begins growling.
Melkior seeing the opportunity decided to strike...

20+5=25 (seriously, how awesome is that?)

(1d8+5)x2=(2+5)x2=14

Will save
2+4=6

With his charred Skeletal hand Melkior outstretches his arm with lightning speed, his bony fingers like a serrated edge digging deep into the hellhound's gut, flames burst forth only to be countered by raw negative energy being emitted by Melkior's own aura. Then in one swift motion he pulls his hand out and hold the beast's heart in his hand as the creature disintegrates into nothing more than a pile of bones it's entire innards turning into a puff of noxious purple fumes.
Seeing the hellhound dispatched so easily and having lost his ace in the hole Grigg, looks down on your group "Very well, it seems that I have been out matched this time. But I will live on and you shall rue the day that I have had to postpone this battle."
Grigg, having wound up the massive spiked orb a the end of the spiked chain, suddenly swings it with all his might at the 2 columns in front of him, crushing them completely. The roof creaks and Grigg retreats to the secret passage behind him as the rest of the columns begin to collapse in suit, one after another. Within a few dusty seconds the ceiling has collapsed in creating a giant hill of debris between where the three of you are and the throne lay.
ToDM + Siberys: Ok, that was cool as hell. I got a total rush from that. :laugh:

[Rahg'nuul kneels to access his pack to retrieve the map once again, scans it quickly and then puts it away again]

"There is but one path now and that is through the main gate, which is not far from us"

[points west down the hallway]

"Unless either of you have another thought, I would urge us that way with all haste."

[invokes 'Darkness' once again]

"I recommend that Melkior and I lead the way within my shroud, with you Melkior in front by a few paces. Khannon, you can follow behind the cloud by a safe distance, if your honor will allow it"

[arms/loads crossbow...waits for responses]

Posted: Sat Apr 10, 2010 1:59 pm
by kozeph
I force the door with my walking stick (please do the roll im not at my place and dont remember the damage a club does)

option one: if the door opens I cast Summon Undead III (for 1d3 large skeletons)behind the doom guard, for them to buy me time and hopefuly defeat the construct while I search for the decuments(use my previous roll) the depending on the situation I retreat using the window I came in or one that has a walking edge and finaly use the vines to escape.

option 2:if the door does not open I retreat using any window with an edge and climb down the vines(use the climb roll I had earlier)

DM: I dont know if I should roll for how many skeletons I get, just in case I rolled and got 2 if you are the one that has to roll then do so.

Posted: Sat Apr 10, 2010 3:01 pm
by Nvlutz
RPGguy wrote:ToDM + Siberys: Ok, that was cool as hell. I got a total rush from that. :laugh:

[Rahg'nuul kneels to access his pack to retrieve the map once again, scans it quickly and then puts it away again]

"There is but one path now and that is through the main gate, which is not far from us"

[points west down the hallway]

"Unless either of you have another thought, I would urge us that way with all haste."

[invokes 'Darkness' once again]

"I recommend that Melkior and I lead the way within my shroud, with you Melkior in front by a few paces. Khannon, you can follow behind the cloud by a safe distance, if your honor will allow it"

[arms/loads crossbow...waits for responses]
Melkior nods in response then looks at Khannon.
kozeph wrote:I force the door with my walking stick (please do the roll im not at my place and dont remember the damage a club does)

option one: if the door opens I cast Summon Undead III (for 1d3 large skeletons)behind the doom guard, for them to buy me time and hopefuly defeat the construct while I search for the decuments(use my previous roll) the depending on the situation I retreat using the window I came in or one that has a walking edge and finaly use the vines to escape.

option 2:if the door does not open I retreat using any window with an edge and climb down the vines(use the climb roll I had earlier)

DM: I dont know if I should roll for how many skeletons I get, just in case I rolled and got 2 if you are the one that has to roll then do so.
For future reference, the club does 1d6 damage.

You begin smashing at the door with your walking stick just enough from Brim to be able to slide the lock open. The door swings open, but you hear the doom warrior closing in on you so you quickly cast "Summon Undead" and toss three raven bones on the ground which in explode in a slam of green energy, when the dust rises two large skeletons stand inside the building ready to attack the doom warrior.

Also for future reference you roll to determine how many skeletons, zombies, ect you get. Also you can tell them exactly who or how to attack, if not then they will simply fight to the best of their abilities.

You and brim, enter the room. It's an elaborate bedroom, with a large grand master bed draped in green with a series of 4 pillars at the corners of the bed holding up a canopy with green drapes around the bed. Also in the room there is a nightstand beside the bed and across from the bed there is a fireplace, much more elaborate than the one downstairs but with the back end connected to it, thus allowing for a single chimney. Above the fireplace there is a head of an adolescent green dragon. On the other side of the room from you there is another door. There are 2 cabinets and an open closet with a line up of robes in a variety of greens ranging from dark emeralds to nauseating snot hues.
Outside the battle rages...


Initiative:
Doom Warrior:8+0=8
Large Skeleton 1:12+7=19
Large Skeleton 2:15+7=22

The two skeletons slam into the doom warrior with a combined shoulder check.

Large Skeleton 1:13+8=21
1d6+6=4+6=10
Large Skeleton 2:1+8=9

The two skeletons charge forward, one of the skeletons manages a solid blow denting in a good chunk of the doom warrior, the doom warrior still greased from the stairs slams it's blade into the floor boards to prevent it from sliding back or falling on it back. One of the skeletons that attempted to charge at the doom warrior tripped over the doom warrior's planted sword, then slipped on some of the grease trailing behind the doom guard and smashes through the window behind him plummeting from the second storey window shattering once it reached the cobblestone below.
The doom guard having regained it's balance begins it's counter attack. It pulls the sword from the floor and prepares for a horizontal swing, to trap the skeleton between the wall and his large blade...


12+3=15

2d6=4+5=9
Damage reduction 5, (against non-bludgeoning attacks)
4 damage.

...The doom guard hits the skeleton smashing it into the wall and catching part of the blade through the wall... right into the room you are in! By this point your limited knowledge of the spell fades and the skeletons dissipate, their bones crack, if they hadn't already, and turn into dust piling on the floor or flying through the low winds of Mordheim's streets.
During this time you have been overturning the entire room and you found a finely crafted elfwood wand, a grey journal labelled "Grimoire 13", and various bits of emerald laden jewelry from the cabinets you overturned.

Posted: Sat Apr 10, 2010 3:23 pm
by Siberys
I follow without issue.

Posted: Sat Apr 10, 2010 5:27 pm
by Nvlutz
Siberys wrote:I follow without issue.
The party proceeds onward. Going down the pathways and head towards the portcullis. When you arrive to your surprise the goblin guard that is normally at the gate is gone, and the gate is open. Sitting by the gate opening is a goblin with a worn backpack stuffed with various tools and the like. This goblin seems to have done fairly well for himself, or chosen only the best clothes to wear. He is a bald goblin with a yellow coat and pants, all lined with black trim and he has curled black shoes to match.
He sees the black area of anti-light approaching and waves with one hand while opening his backpack haste fully with the other.
"Hey! Over here!", the goblin cheers, as he pulls out a shiny metal arm with attached gauntlet from the bag and waves it around.
"The Fist of Kord!", say Melkior with a mixture of relief and disbelief.
The goblin begins to walk over hesitantly to the black shadow but is really confused to the exact location of the group as he limply holds onto the limb.
"Can I join this company? I've been hoping to see the outside world and this seems like the best opportunity I'll ever get."

Posted: Sat Apr 10, 2010 5:44 pm
by RPGguy
The goblin begins to walk over hesitantly to the black shadow but is really confused to the exact location of the group as he limply holds onto the limb.
"Can I join this company? I've been hoping to see the outside world and this seems like the best opportunity I'll ever get."
[Ragh'nuul does not dispel the shroud just yet, sensing a trap]

(speaking goblin) "stay where you are and quiet yourself!"

[scans around the immediate area, looking for the presence of others, while keeping my crossbow aimed at the goblin]

ToMelkior (speaking common): "if you wish to approach the creature in order retrieve your artifact, then I will wait here. I worry that arrows unseen may be seeking targets out there"

ToDM Nicolas, is it still night time?

Posted: Sat Apr 10, 2010 6:42 pm
by Nvlutz
RPGguy wrote:[Ragh'nuul does not dispel the shroud just yet, sensing a trap]

(speaking goblin) "stay where you are and quiet yourself!"

[scans around the immediate area, looking for the presence of others, while keeping my crossbow aimed at the goblin]

ToMelkior (speaking common): "if you wish to approach the creature in order retrieve your artifact, then I will wait here. I worry that arrows unseen may be seeking targets out there"

ToDM Nicolas, is it still night time?
While both of your characters have indeed done quiet a bit the passage of time is actually quiet slow, this was a fairly quick succession of events.

It is still night time but the moon has begun retreating beyond the mountains, the first breaking of dawn will be in roughly an hour's time. You look a the goblin from the illumination of the torch light scattered everywhere in and around the fortress.
Melkior, begins floating towards the goblin, eyes glowing with a light blue flame. He takes the arm from the now trembling goblin being sure not to make physical contact with him.
"I, uhh... I... Drew a map for some shining people I met in the forest a few days ago, since they said that they needed my help, and I assumed that you guys are the ones they sent." The goblin clears his throat, "Honestly, I just wanted to get back at the Orcs and the goblins they have working for them, but after seeing you guys literally wipe out almost everything and send even Grigg running I figured that this would be the best time if ever to leave this dreaded place."

Posted: Sat Apr 10, 2010 6:58 pm
by kozeph
Brauer Drudoc

I use my knowledge of the arcane to quickly identefy the wand(arcane knowledge: 18+8=26)

then I rush to the windows to see if there is a edge that I can walk on. if there is one I get there and try to escape through the vines.

if there is no way out and if the golem is still outside I hide next to the door(hide 14+1=15) once the doom guard enters I push him down and try to take off the helmet with a bash on the head.
to hit: 18+0-3=15
damage:1d6-3=2 plus a 75% to knock its helm off
to trip: 1d20= 16

If the doom guard is already inside, I bait the construct(keeping out of his range but baiting the construct to attack me(bluff 15+1=16) while brim goes behind the golem and tries to climb on top of it and disloge its helm.

EDIT: I made a mistake I thought I had -3 but I have a-2 for STR checks here are the proper rolls
to hit: 18+0-2=16
damage:1d6-2=3 plus a 75% to knock its helm off

Posted: Sat Apr 10, 2010 9:30 pm
by RPGguy
"I, uhh... I... Drew a map for some shining people I met in the forest a few days ago, since they said that they needed my help, and I assumed that you guys are the ones they sent." The goblin clears his throat, "Honestly, I just wanted to get back at the Orcs and the goblins they have working for them, but after seeing you guys literally wipe out almost everything and send even Grigg running I figured that this would be the best time if ever to leave this dreaded place."
[dispels 'Darkness']

"His map was true".

[lowers crossbow]

"What is your name? And do you know of refuge nearby? I have wounds to tend and need to escape the approaching dawn. And there is much I would like to ask of all of you."

[turns to Melkior]

"It would seem you have both your freedom and your artifact for now. What is your will? Are you to leave us now? There is still the matter of my payment"

[turns to Khannon]

"And this one most certainly has questions as well, so let us make some decisions and move on them right away"

Posted: Sun Apr 11, 2010 9:21 am
by Nvlutz
kozeph wrote:Brauer Drudoc

I use my knowledge of the arcane to quickly identefy the wand(arcane knowledge: 18+8=26)

then I rush to the windows to see if there is a edge that I can walk on. if there is one I get there and try to escape through the vines.

if there is no way out and if the golem is still outside I hide next to the door(hide 14+1=15) once the doom guard enters I push him down and try to take off the helmet with a bash on the head.
to hit: 18+0-3=15
damage:1d6-3=2 plus a 75% to knock its helm off
to trip: 1d20= 16

If the doom guard is already inside, I bait the construct(keeping out of his range but baiting the construct to attack me(bluff 15+1=16) while brim goes behind the golem and tries to climb on top of it and disloge its helm.

EDIT: I made a mistake I thought I had -3 but I have a-2 for STR checks here are the proper rolls
to hit: 18+0-2=16
damage:1d6-2=3 plus a 75% to knock its helm off
You quickly identify the wand as a "Wand of magic missle" (lvl.3), you hear the doom warrior stumbling over near you and without a window in the room to run to you hide behind the door frame and wait for the automation to lumber in.
With a quick smash you wallop the doom warrior behind the head hoping to knock off it's helmet...

d100=65%
Success!
You smack the back of the warrior's head with all your might and the helmet flies off, making the doom warrior fall limply on the ground.
RPGguy wrote:[dispels 'Darkness']

"His map was true".

[lowers crossbow]

"What is your name? And do you know of refuge nearby? I have wounds to tend and need to escape the approaching dawn. And there is much I would like to ask of all of you."

[turns to Melkior]

"It would seem you have both your freedom and your artifact for now. What is your will? Are you to leave us now? There is still the matter of my payment"

[turns to Khannon]

"And this one most certainly has questions as well, so let us make some decisions and move on them right away"
"The name's Azhag the artisan!" The goblin proclaims boldly chin up and arms to his side, "As for refuge... um... never really left the fortress all that often. I know of Mootschmidt nearby, but that's about it."
Melkior looks at the party, "Well, I have a few ideas." Melkior rips off a band of leather floating from the base of his skirt. "We'll head towards a forest, perhaps that one." He says pointing to the forest near the base of the mountain.


Ragh'null will recognize this as the forest he was teleported to.

"If you go there, the outsiders will be able to find you and transport you far away from this area before the inquisition shows up.", says Melkior, "You will be able to get whatever reward they had offered before hand. You can use this leather band as proof of my safe escape.", He says to Rahg'null, "As for Khannon, once I have my spell book and a good night's rest I'll begin using my divining magic to discover the truth behind the attack on the monastery and those responsible."

"However, I must part for now, the inquisition will be arriving in about 2 days and they can trace magic, they'll be more interested in hunting me down than anything else, so I can lead them away before leaving them in a cold dead end. The question that remains is what to do with the artifact... It hasn't shown any interest in the three of you, well yet anyways. If you choose to carry it, it may come into play if you find a person that resonates with it properly, in the meantime though it'll be a minor beacon that will attract the forces of darkness to your location at all times."
Melkior pauses, "The other option is I take the "Fist of Kord" with me for the moment along with my spell book and then you can both go with the outsiders to rest up and plan your next course of action."