Play By Post D&D
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Arvall Marsharness.
lowers his blade "I guess your better than the other madmen that inhabit this town, at least you dont seem hostile...yet" helps the cleric up "you still have no name human. Grab your things in return for your freedom you will take me to this town tavern I have someone to find, as for your captors some dead and I managed to kill two of the cultists, the rest of the town is having a parade in the battlefield that happened last night at the central plaza between your people and a group of gypsies" gives room for the cleric to pass and grab his things "as for what brings me here, im just passing through as soon as I pay a debt im leaving, no place in particular in mind"
rpgguy: roger Ill send you a pm with arvall highlights in a jiffy
lowers his blade "I guess your better than the other madmen that inhabit this town, at least you dont seem hostile...yet" helps the cleric up "you still have no name human. Grab your things in return for your freedom you will take me to this town tavern I have someone to find, as for your captors some dead and I managed to kill two of the cultists, the rest of the town is having a parade in the battlefield that happened last night at the central plaza between your people and a group of gypsies" gives room for the cleric to pass and grab his things "as for what brings me here, im just passing through as soon as I pay a debt im leaving, no place in particular in mind"
rpgguy: roger Ill send you a pm with arvall highlights in a jiffy
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
[starts re-equipping]kozeph wrote:Arvall Marsharness.
lowers his blade "I guess your better than the other madmen that inhabit this town, at least you dont seem hostile...yet" helps the cleric up "you still have no name human. Grab your things in return for your freedom you will take me to this town tavern I have someone to find, as for your captors some dead and I managed to kill two of the cultists, the rest of the town is having a parade in the battlefield that happened last night at the central plaza between your people and a group of gypsies" gives room for the cleric to pass and grab his things "as for what brings me here, im just passing through as soon as I pay a debt im leaving, no place in particular in mind"
rpgguy: roger Ill send you a pm with arvall highlights in a jiffy
"I will pay my debt to you and guide you, although, you should know that I have a long history with these people and am likely to draw more unwanted attention than assistance. It is likely that I will be hunted the moment I leave this building. I do not fear the hunt, and am ready to flatten many skulls but I feel compelled to warn you. In doing so, I have already repaid in small part my debt".
"I am Cernd-ar. And these wicked lands are my task".
Spokesman for the Play with Cernd Foundation.
Author of such notable threads as 'Chicken in the Fridge'
Author of such notable threads as 'Chicken in the Fridge'
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Arvall marsharness
"At least youll point me in the right direction and if I encounter more of those cultists a helping hand is most welcome" waits for cernd ar to be ready and to lead the way "Im Arvall Marsharness".
(I keep behind him and ready to spring at him should he betray me)
"At least youll point me in the right direction and if I encounter more of those cultists a helping hand is most welcome" waits for cernd ar to be ready and to lead the way "Im Arvall Marsharness".
(I keep behind him and ready to spring at him should he betray me)
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
Jarrackt
Nah, you only need to make a concentration check for trying to do anything that requires a lot of attention such as reading a book, trying to see if something is a forgery, sensing a politician's motives, reading sign language or doing guard duty. If you need to do a concentration check for keeping your attention for something say, listening to someone ramble on about a local legend I'll tell you to make a roll. Actually, in general I'll tell you when to make a concentration roll.
You begin bouncing about as you run southward grabbing the ogre's attention and when the beast starts heading towards you you see the orc and Frederick sneak out from between the building and head towards the ogre from behind...
Roll initiative now.
Ps.Intimidate was the proper skill.
Brauer Drudoc
You get over top of the stone orb and magically rain acid down upon it from above, but the acid seems to only melt a small portion of the stone, you'll need alot more acid to crack this puppy.
Rahg'nuul
Thanks for the diagram.
You set your plan into motion, being careful not to accidentally trigger the trap when moving the chest from it's intended location, the you wedge yourself against the wall and push...
Strength Check
6+1=7
17+1=18
...After 10 minutes you've moved the statue enough to wedge the chest in and you push again.
Strength Check
9+1=10
5+8=13
8+1=9
14+1=15
... You push and strain for a solid 20 minutes until eventually you manage to push the chest and statue towards the wall the statue tumbles down... smashes through the first wall, activating mid-fall the axe out stretches and cleaves through the second wall creating a massive opening!
You are jubilant and are about to let out a cheer when suddenly... The rumbling. Your heart sinks...
Khannon
After your latest turn of unfortunate events you took the time out to rest in the middle of the room and meditate hoping to become enlightened on what to do next in order to defeat the challenge of the shifting labyrinth. That is when your answer comes smashing through the eastern wall. A crumbled statue appears to have smashed through the brick work destroying both the wall and much of the statue itself.
You spring to your feet and prepare to fight off whatever comes through the wall next, your grim determination masking the pain wracking your entire body.
While waiting for a response the sudden shifting of the room almost throws you off your guard...
Rahg'nuul and Khannon
Rahg'nuul goes over to the newly created opening and looks at Khannon and waves. Thankfully this new shifting in the dungeon hasn't begun separating the rooms that the two of you are in. But on the western end of the room you seen the room beyond a broken wall is shifting away and replaced by a metal wall, you point at it unable to utter any sort of sensicle sentence in time on an "uuuuuuhhhh?".
Khannon looks behind him just in time to see the room get replaced with a metal wall, but unable to do anything about it...
Updated map.
Arvall & Cernd-ar
Once the two of you are ready you head out. With Cernd-ar leading the Arvall north-east towards the tavern, taking all the small roads in between the houses and avoiding the main roads unless necessary. Double so as the sun begins to rise across the city.
The two of you come across a trio of people talking, one being a hulking figure with a dinky crossbow, one being very lanky individual and the final person with frizzled hair which they keep scratching at frantically like they have fleas.
"So the ceremony is tonight right", says the frizzled one.
"Yes, I have the medallion of the false god 'Hextor'" Says the lanky one, which makes Cernd-ar bite his lip in anger. The Lanky individual pulls out a gold medallion, that looks like the one you have.
"S**t! I have that one too!" curses the frizzled one.
"I have the medallion of the dragon whore, Tiamat."
"Why do they make us carry around these pendants, and why can't we have more than one?" Complain the frizzled one.
"It prevents intruders from entering the holy grounds whenever there isn't a ceremony." The lanky one replies.
"Builds community too." Says the larger man.
"Okay, fine, but... but... Let's say 6 individuals with the medalions all with different medallions wanted to break the tradition, it wouldn't stop them. Now don't get me wrong I wouldn't want to break tradition, but it's just such an elaborate system and it can still be cracked by heathenous insiders." The frizzled one argues.
"Not so," The lanky one counters, "Of us regular townsfolk we only have 5 of the medallions, the final sixth medallion is only carried by a good portion of the priests only."
"Aaah, so I guess I better befriend one of them as well before midnight or I'll miss out on the ritual.", The frizzled one says.
"Wouldn't want to do that.", the mountainous man declares with a smirk.
"By the way what are the priests up to?" The lanky man inquires in an uninterested tone.
"There was a hunt last night, I shot down a gnome interloper", the giant motions to his crossbow, "There was another woman, larger than I, a true beauty at that. Shame that she died as well. However, we salvaged one of the outsiders for the ritual tonight. Her friends will become the anointed ones until the ritual is complete."
"Guardians until death, this sounds like a truly promising ritual for tonight." the lanky man sighs.
"Well, I best be off, Good luck finding other medallion holders." The frizzled one says as he begins to walk away.
"Same to you friend". The giants bellows with a laugh as he waves him away...
If you want I'll let you act now, or I can continue on if you wish to stay hidden.
Nah, you only need to make a concentration check for trying to do anything that requires a lot of attention such as reading a book, trying to see if something is a forgery, sensing a politician's motives, reading sign language or doing guard duty. If you need to do a concentration check for keeping your attention for something say, listening to someone ramble on about a local legend I'll tell you to make a roll. Actually, in general I'll tell you when to make a concentration roll.
You begin bouncing about as you run southward grabbing the ogre's attention and when the beast starts heading towards you you see the orc and Frederick sneak out from between the building and head towards the ogre from behind...
Roll initiative now.
Ps.Intimidate was the proper skill.
Brauer Drudoc
You get over top of the stone orb and magically rain acid down upon it from above, but the acid seems to only melt a small portion of the stone, you'll need alot more acid to crack this puppy.
Rahg'nuul
Thanks for the diagram.
You set your plan into motion, being careful not to accidentally trigger the trap when moving the chest from it's intended location, the you wedge yourself against the wall and push...
Strength Check
6+1=7
17+1=18
...After 10 minutes you've moved the statue enough to wedge the chest in and you push again.
Strength Check
9+1=10
5+8=13
8+1=9
14+1=15
... You push and strain for a solid 20 minutes until eventually you manage to push the chest and statue towards the wall the statue tumbles down... smashes through the first wall, activating mid-fall the axe out stretches and cleaves through the second wall creating a massive opening!
You are jubilant and are about to let out a cheer when suddenly... The rumbling. Your heart sinks...
Khannon
After your latest turn of unfortunate events you took the time out to rest in the middle of the room and meditate hoping to become enlightened on what to do next in order to defeat the challenge of the shifting labyrinth. That is when your answer comes smashing through the eastern wall. A crumbled statue appears to have smashed through the brick work destroying both the wall and much of the statue itself.
You spring to your feet and prepare to fight off whatever comes through the wall next, your grim determination masking the pain wracking your entire body.
While waiting for a response the sudden shifting of the room almost throws you off your guard...
Rahg'nuul and Khannon
Rahg'nuul goes over to the newly created opening and looks at Khannon and waves. Thankfully this new shifting in the dungeon hasn't begun separating the rooms that the two of you are in. But on the western end of the room you seen the room beyond a broken wall is shifting away and replaced by a metal wall, you point at it unable to utter any sort of sensicle sentence in time on an "uuuuuuhhhh?".
Khannon looks behind him just in time to see the room get replaced with a metal wall, but unable to do anything about it...
Updated map.
Arvall & Cernd-ar
Once the two of you are ready you head out. With Cernd-ar leading the Arvall north-east towards the tavern, taking all the small roads in between the houses and avoiding the main roads unless necessary. Double so as the sun begins to rise across the city.
The two of you come across a trio of people talking, one being a hulking figure with a dinky crossbow, one being very lanky individual and the final person with frizzled hair which they keep scratching at frantically like they have fleas.
"So the ceremony is tonight right", says the frizzled one.
"Yes, I have the medallion of the false god 'Hextor'" Says the lanky one, which makes Cernd-ar bite his lip in anger. The Lanky individual pulls out a gold medallion, that looks like the one you have.
"S**t! I have that one too!" curses the frizzled one.
"I have the medallion of the dragon whore, Tiamat."
"Why do they make us carry around these pendants, and why can't we have more than one?" Complain the frizzled one.
"It prevents intruders from entering the holy grounds whenever there isn't a ceremony." The lanky one replies.
"Builds community too." Says the larger man.
"Okay, fine, but... but... Let's say 6 individuals with the medalions all with different medallions wanted to break the tradition, it wouldn't stop them. Now don't get me wrong I wouldn't want to break tradition, but it's just such an elaborate system and it can still be cracked by heathenous insiders." The frizzled one argues.
"Not so," The lanky one counters, "Of us regular townsfolk we only have 5 of the medallions, the final sixth medallion is only carried by a good portion of the priests only."
"Aaah, so I guess I better befriend one of them as well before midnight or I'll miss out on the ritual.", The frizzled one says.
"Wouldn't want to do that.", the mountainous man declares with a smirk.
"By the way what are the priests up to?" The lanky man inquires in an uninterested tone.
"There was a hunt last night, I shot down a gnome interloper", the giant motions to his crossbow, "There was another woman, larger than I, a true beauty at that. Shame that she died as well. However, we salvaged one of the outsiders for the ritual tonight. Her friends will become the anointed ones until the ritual is complete."
"Guardians until death, this sounds like a truly promising ritual for tonight." the lanky man sighs.
"Well, I best be off, Good luck finding other medallion holders." The frizzled one says as he begins to walk away.
"Same to you friend". The giants bellows with a laugh as he waves him away...
If you want I'll let you act now, or I can continue on if you wish to stay hidden.
- Shaggypichu
- Posts: 155
- Joined: Thu Apr 15, 2010 11:45 pm
- Location: Aguanga
- Contact:
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Arval Marsharness
"Figures... Sorry priest but that trio isnt going no where" I grab My crossbow and kneel down taking aim at the hulky lad and take a shot (its all one fluid motion no time for Cernd ar to voice his opinion), then I take my short sword.
13+6+2(kneeling)=21 (if I get a circunstace bonus please add it)
1d8+4=3+4=8 (since its a critical I add) 8x2=16
after the shot
iniciative 15+4=19
Brauer Drudoc
out of game: can I see the top of the mitrhil?
if so then I grab the sphere and put it in my pack "A trick of magic my dear spectators" (sleight of hand 14+1=15 to cast Prestidigitation and create a replica of the mithril speher) "And here it is" I show the mithril cheap copy. hopefuly it passes for the real thing in the eyes of the others
if I can not spot the mithril
I use "Light" plus "dancing lights" (from my special abilities) and then I use ghost sound (again special abilites) to create the roar of thunder, using them in conjuntion.
light covers the sphere, dacing light covers my body and the area around me and with the roar of thunder I take a swing with my walking stick to crack open the limestone.
note: after casting light I make arcane giberish and scream before releasing the sound of thunder. bluff 1d20=12
1d20=17
1d4=3
"Figures... Sorry priest but that trio isnt going no where" I grab My crossbow and kneel down taking aim at the hulky lad and take a shot (its all one fluid motion no time for Cernd ar to voice his opinion), then I take my short sword.
13+6+2(kneeling)=21 (if I get a circunstace bonus please add it)
1d8+4=3+4=8 (since its a critical I add) 8x2=16
after the shot
iniciative 15+4=19
Brauer Drudoc
out of game: can I see the top of the mitrhil?
if so then I grab the sphere and put it in my pack "A trick of magic my dear spectators" (sleight of hand 14+1=15 to cast Prestidigitation and create a replica of the mithril speher) "And here it is" I show the mithril cheap copy. hopefuly it passes for the real thing in the eyes of the others
if I can not spot the mithril
I use "Light" plus "dancing lights" (from my special abilities) and then I use ghost sound (again special abilites) to create the roar of thunder, using them in conjuntion.
light covers the sphere, dacing light covers my body and the area around me and with the roar of thunder I take a swing with my walking stick to crack open the limestone.
note: after casting light I make arcane giberish and scream before releasing the sound of thunder. bluff 1d20=12
1d20=17
1d4=3
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
"Khannon, stay there!"Rahg'nuul and Khannon
Rahg'nuul goes over to the newly created opening and looks at Khannon and waves. Thankfully this new shifting in the dungeon hasn't begun separating the rooms that the two of you are in. But on the western end of the room you seen the room beyond a broken wall is shifting away and replaced by a metal wall, you point at it unable to utter any sort of sensicle sentence in time on an "uuuuuuhhhh?".
Khannon looks behind him just in time to see the room get replaced with a metal wall, but unable to do anything about it...
Updated map.
(jumps into room with Khannon).
"I feared we might not meet up again. This place is cruel.
(tries to catch breath)
"We should stay in this room and wait for the exit to shift back into place. We know the entrance we found brought us to this chamber first and so, it can lead us back out...I hope. Besides, it looks as though you are hurt and could use the wait to regain some strength."
(removes right glove)
"Khannon, look....I found this ring within a heavily trapped, ornate chest. I know not if it is the artifact Melkior tasked us to recover. I have studied it but get no sense of it. It might be naught but just a plain ring, but I am not prepared to go delving further within this shifting death trap.
(puts glove back on)
"You are in no shape to try conquering this place either. Let us flee. If this ring is not the prize, then so be it. We will report the failure. Agree?"
Spokesman for the Play with Cernd Foundation.
Author of such notable threads as 'Chicken in the Fridge'
Author of such notable threads as 'Chicken in the Fridge'
Tokozeph: that roll is not a critical, unfortunately. Critical is determined by the d20 roll. In your case, that was 13. You can't modify a d20 non-crit into a crit roll with modifiers.Arval Marsharness
"Figures... Sorry priest but that trio isnt going no where" I grab My crossbow and kneel down taking aim at the hulky lad and take a shot (its all one fluid motion no time for Cernd ar to voice his opinion), then I take my short sword.
13+6+2(kneeling)=21 (if I get a circunstace bonus please add it)
1d8+4=3+4=8 (since its a critical I add) 8x2=16
after the shot
iniciative 15+4=19
(in game: Cernd-ar)
Cernd-ar is somewhat shocked at Arvall's impetuousness, but instinctively reaches for his holy flail (his deity's favored weapon), raises his shield and moves into place in front of Arvall...to block any retributive shots.
"So you would have me pay my debt sooner rather than later it seems. Fine, these heretics deserve the final justice for their blasphemy!!!"
Initiative: 16 + 2 (DEX) + 4 (Improved Initiative) = 22
Spokesman for the Play with Cernd Foundation.
Author of such notable threads as 'Chicken in the Fridge'
Author of such notable threads as 'Chicken in the Fridge'
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
I examine the ring-
Appraise (Looking at craft quality, not price)-
1d20+3
17+3 = 20
Examining it, do I find it to be exceptionally well crafted, or fairly ordinary? Do I find blemishes or anything?
Appraise (Looking at craft quality, not price)-
1d20+3
17+3 = 20
Examining it, do I find it to be exceptionally well crafted, or fairly ordinary? Do I find blemishes or anything?
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Sorry about the lack of update, the internet at the new place sucks and tends to kick out at random intervals.
Jarrackt
Jarrackt=15
Ogre=19-1=18
Frederick=18+1=19
Orc=13
Battle map won't be necessary for this one. Hopefully.
Frederick let's out a battle cry and charges the ogre from behind catching the beast off gaurd.
Charge gives Frederick +2 attack and -2 AC for this round
8+2=10
Vs
Ac 16
Frederick's Guisarme even with the added boost can't strike through the ogre's thick hide! Frederick curses his luck as the Ogre turns around and goes in to swing with it's club at Frederick.
14+8=22
vs
AC 13
2d8+7
4+1+7=12
Frederick tries to block off the incoming attack but the ogre's sheer brute strength smashes through his shield and crushes him into the ground, Frederick's personalized armor and sheer will to live being the only things preventing him from dying... just barely...
Arvall & Cernd-ar
Just a quick note but RPGguy already mentioned it, you only gain criticals based on the d20 roll. For most weapons that means you need to roll a 20 before any/all bonuses and penalties. There are weapons and feats that can increase the "Threat range" of your critical, for example your saber & crossbow both have a 19-20 crit range. Then certain weapons like a battle-axe do x3 damage on criticals.
One last note though, only true criticals (rolls of a 20) never miss. So it is possible, although the set up is rare, to roll a critical (19 with a crossbow let's say) but still miss if the enemy's AC is high enough.
You can get the +2 bonus to attack for bracing, but you will need to spend part of your next turn getting up.
Finally, when you make a surprise attack it's assumed that the surprise attackers go first. You can also determine the order your party goes in, assuming everyone in the party is prepared for the surprise attack (in this case Cernd-ar was not). You only need to roll initiative if the surprise attackers can't agree on who should go first, or don't care.
The large man gets hit square in the temple by your bolt and crashes against the wall of the building he was near, then slumps down as blood spurts out from the side of his head. The Lanky man curses as he pulls out a dagger he had hidden behind him, and the frizzleman looks confused being without a weapon.
Arvall=First
Cernd ar=22
Lanky Warrior=17
Frizzled Fighter=15
Cern-ar's turn.
Brauer Drudoc
You look at the top of the stone orb and notice that yo are still a ways a away from the centre, and thus can't even see the orb.
You cast your dancing lights and create the sound of thunder as you whack the orb with your cane. You notice Walter's interest peak as you cast the set of spells, bringing him leaning forward. Unfortunately the whack of your cane doesn't appear to even scratch the stone but instead sets the sphere in motion as it rolls off the stage and comes to a thud against the mess hall floor bringing obvious displeasure to the captain.
"Well, I guess that's it then...", Says the high elf with a raised brow. Then the judges begin scoring:
Each category is worth 5 points, in order success, speed, style, spell usage
Soloman:0-2-2-3
Waltur: 0-1-3-5
Rilo-Kar:0-0-2-3
Ariel: 1-2-3-3
Quarion:0-0-2-3
Final score: 6/20
You are then led by the giant padded beastman to the booth, inside the booth there is only a stool. You sit on the stool and have earmuffs placed on your head. Then the blinds are closed.
So apparently the first challenge wasn't your strongest, hopefully as the tournament progresses you'll outwit Cid and make a powerful comeback.
Listen 10+3=13
You try with all your might to figure out how Cid is solving this situation. But are surprised by how much noise the muffs prevent. Well, you figure Cid couldn't be fairing any better than you did, but then the challenge is finished. The curtain opens and you wonder how much time has passed but it seemed quick.
Cid's score was 12/20
Cid holds the mithril orb triumphantly before the crowd the orb cracked in two.
"The next challenge, will be a head to head challenge between the two contestants, it will be taking place outside on the deck. So unfortunately, this is the only part of the test that will be done with only the judges to bear witness."
The giant beastman leads the two of you towards the deck, the fresh air of the midnight breeze being thick in the air. You notice that Ariel stills seems quiet distraught from being a judge...
Sense Motive: 15+1=16
...Although it might go deeper than being a judge. You make note to mention it later, especially since you know her name now. You notice that Soloman also seems quiet proud of himself, but you can't tell why. Maybe he orchestrated this whole magic test to prove a point, but you're not quiet sure what.
"The next test is to capture the ever burning ruby at the top of the mast." Says the high elf pointing to the top of the mast. At the top there is a ruby imbedded above the furrowed sail in the crow's nest (ship anatomy, not actual crow's nest). The ruby is imbedded into the wood of the top of the mast right before the smallest little flag that flickers in the wind. The ruby has had a continual light spell cast on it and it glows bright red in the night sky. You take this time to notice the various ropes and netted grids of rope that allow regular crew members move among the sails. You wonder how that will figure into your plan.
The High elf continues, "Whoever gets the ruby in their hands first and places it in my hand wins. You are allowed to use whatever spells you wish to hinder your opponent as long as they are not malicious or lethal in nature. You may use familiars to help you retrieve the ruby but you must be the one who places it in my hand in the end. 20 points for being the only one to touch the ruby and return it, 15 points to be the one who returns it, 10 points for being the one who captures it but can't return it, and finally 5 points if you touched the ruby at some point, but didn't retrieve it or deliver it at the end.
Now play nice. 3....2....1.... Go!"
Rahg'nuul & Khannon
Assuming Rahg'nuul allows Khannon to examine the ring.
You find the ring to be of superb quality and quiet some craftmanship has been put into it. However compared to the "Fist of Kord", the craftmanship is much less.
Jarrackt
Jarrackt=15
Ogre=19-1=18
Frederick=18+1=19
Orc=13
Battle map won't be necessary for this one. Hopefully.
Frederick let's out a battle cry and charges the ogre from behind catching the beast off gaurd.
Charge gives Frederick +2 attack and -2 AC for this round
8+2=10
Vs
Ac 16
Frederick's Guisarme even with the added boost can't strike through the ogre's thick hide! Frederick curses his luck as the Ogre turns around and goes in to swing with it's club at Frederick.
14+8=22
vs
AC 13
2d8+7
4+1+7=12
Frederick tries to block off the incoming attack but the ogre's sheer brute strength smashes through his shield and crushes him into the ground, Frederick's personalized armor and sheer will to live being the only things preventing him from dying... just barely...
Arvall & Cernd-ar
Just a quick note but RPGguy already mentioned it, you only gain criticals based on the d20 roll. For most weapons that means you need to roll a 20 before any/all bonuses and penalties. There are weapons and feats that can increase the "Threat range" of your critical, for example your saber & crossbow both have a 19-20 crit range. Then certain weapons like a battle-axe do x3 damage on criticals.
One last note though, only true criticals (rolls of a 20) never miss. So it is possible, although the set up is rare, to roll a critical (19 with a crossbow let's say) but still miss if the enemy's AC is high enough.
You can get the +2 bonus to attack for bracing, but you will need to spend part of your next turn getting up.
Finally, when you make a surprise attack it's assumed that the surprise attackers go first. You can also determine the order your party goes in, assuming everyone in the party is prepared for the surprise attack (in this case Cernd-ar was not). You only need to roll initiative if the surprise attackers can't agree on who should go first, or don't care.
The large man gets hit square in the temple by your bolt and crashes against the wall of the building he was near, then slumps down as blood spurts out from the side of his head. The Lanky man curses as he pulls out a dagger he had hidden behind him, and the frizzleman looks confused being without a weapon.
Arvall=First
Cernd ar=22
Lanky Warrior=17
Frizzled Fighter=15
Cern-ar's turn.
Brauer Drudoc
You look at the top of the stone orb and notice that yo are still a ways a away from the centre, and thus can't even see the orb.
You cast your dancing lights and create the sound of thunder as you whack the orb with your cane. You notice Walter's interest peak as you cast the set of spells, bringing him leaning forward. Unfortunately the whack of your cane doesn't appear to even scratch the stone but instead sets the sphere in motion as it rolls off the stage and comes to a thud against the mess hall floor bringing obvious displeasure to the captain.
"Well, I guess that's it then...", Says the high elf with a raised brow. Then the judges begin scoring:
Each category is worth 5 points, in order success, speed, style, spell usage
Soloman:0-2-2-3
Waltur: 0-1-3-5
Rilo-Kar:0-0-2-3
Ariel: 1-2-3-3
Quarion:0-0-2-3
Final score: 6/20
You are then led by the giant padded beastman to the booth, inside the booth there is only a stool. You sit on the stool and have earmuffs placed on your head. Then the blinds are closed.
So apparently the first challenge wasn't your strongest, hopefully as the tournament progresses you'll outwit Cid and make a powerful comeback.
Listen 10+3=13
You try with all your might to figure out how Cid is solving this situation. But are surprised by how much noise the muffs prevent. Well, you figure Cid couldn't be fairing any better than you did, but then the challenge is finished. The curtain opens and you wonder how much time has passed but it seemed quick.
Cid's score was 12/20
Cid holds the mithril orb triumphantly before the crowd the orb cracked in two.
"The next challenge, will be a head to head challenge between the two contestants, it will be taking place outside on the deck. So unfortunately, this is the only part of the test that will be done with only the judges to bear witness."
The giant beastman leads the two of you towards the deck, the fresh air of the midnight breeze being thick in the air. You notice that Ariel stills seems quiet distraught from being a judge...
Sense Motive: 15+1=16
...Although it might go deeper than being a judge. You make note to mention it later, especially since you know her name now. You notice that Soloman also seems quiet proud of himself, but you can't tell why. Maybe he orchestrated this whole magic test to prove a point, but you're not quiet sure what.
"The next test is to capture the ever burning ruby at the top of the mast." Says the high elf pointing to the top of the mast. At the top there is a ruby imbedded above the furrowed sail in the crow's nest (ship anatomy, not actual crow's nest). The ruby is imbedded into the wood of the top of the mast right before the smallest little flag that flickers in the wind. The ruby has had a continual light spell cast on it and it glows bright red in the night sky. You take this time to notice the various ropes and netted grids of rope that allow regular crew members move among the sails. You wonder how that will figure into your plan.
The High elf continues, "Whoever gets the ruby in their hands first and places it in my hand wins. You are allowed to use whatever spells you wish to hinder your opponent as long as they are not malicious or lethal in nature. You may use familiars to help you retrieve the ruby but you must be the one who places it in my hand in the end. 20 points for being the only one to touch the ruby and return it, 15 points to be the one who returns it, 10 points for being the one who captures it but can't return it, and finally 5 points if you touched the ruby at some point, but didn't retrieve it or deliver it at the end.
Now play nice. 3....2....1.... Go!"
Rahg'nuul & Khannon
Assuming Rahg'nuul allows Khannon to examine the ring.
You find the ring to be of superb quality and quiet some craftmanship has been put into it. However compared to the "Fist of Kord", the craftmanship is much less.
- Siberys
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Hehe, two minds think alike Nvlutz. My last post was an appraise check for examining the ring.
"I highly doubt this ring is the artifact, but it could come in handy if it's at least magical, depending on what it is.
You keep it for now. I agree that a swift retreat in order, and lets destroy as much as we can around the entrance. Now that we know how to get in and what will happen, we can come back a little more prepared to get in and leave any other potential artifact thieves a little more stranded. That statue in the entrance for example, I think we should try and dislodge it entirely."
"I highly doubt this ring is the artifact, but it could come in handy if it's at least magical, depending on what it is.
You keep it for now. I agree that a swift retreat in order, and lets destroy as much as we can around the entrance. Now that we know how to get in and what will happen, we can come back a little more prepared to get in and leave any other potential artifact thieves a little more stranded. That statue in the entrance for example, I think we should try and dislodge it entirely."
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
"hmmm, i have an idea...of course, we need to escape this chamber first"[Ragh'nuul starts drawing a rough diagram in the dust of the floor for Khannon's review and waits for his response]I agree that a swift retreat in order, and lets destroy as much as we can around the entrance. Now that we know how to get in and what will happen, we can come back a little more prepared to get in and leave any other potential artifact thieves a little more stranded. That statue in the entrance for example, I think we should try and dislodge it entirely."
File attached
Spokesman for the Play with Cernd Foundation.
Author of such notable threads as 'Chicken in the Fridge'
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- kozeph
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DM: noted
Arvall marsharness
take care of the armed one!
Brauer Drudoc
I quickly cast "grease" right where Cid is standing then rush to the ropes to climb "Brim stall Cid if he gets up" (If Cid calls Bygwin for aid the brim will stall him jump in his face or get in his trausers or what ever Brim thinks of
)
I climb up halfway through I use "Prestidigitation" and try to logged off the ruby with a telekinetic and bring it to my hand (a ruby should weight less than a pound) the go back down(if I cant dislogged the ruby then I climb all the way up)
Use rope 14+1=15
Climb 19-2=17 (YES!)
if im cought in the grease spell area here is my reflex save 13+3=16 and balance 15+1=16
Arvall marsharness
take care of the armed one!
Brauer Drudoc
I quickly cast "grease" right where Cid is standing then rush to the ropes to climb "Brim stall Cid if he gets up" (If Cid calls Bygwin for aid the brim will stall him jump in his face or get in his trausers or what ever Brim thinks of
I climb up halfway through I use "Prestidigitation" and try to logged off the ruby with a telekinetic and bring it to my hand (a ruby should weight less than a pound) the go back down(if I cant dislogged the ruby then I climb all the way up)
Use rope 14+1=15
Climb 19-2=17 (YES!)
if im cought in the grease spell area here is my reflex save 13+3=16 and balance 15+1=16
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
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"Sounds good in theory, lets hope it works.
For now...I'm afraid I have no idea where we are at the moment with the shifting rooms. Though, once we get back to the staircase, should be easy, right?"
For now...I'm afraid I have no idea where we are at the moment with the shifting rooms. Though, once we get back to the staircase, should be easy, right?"
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
In the absence of a battlemap...here goes:The large man gets hit square in the temple by your bolt and crashes against the wall of the building he was near, then slumps down as blood spurts out from the side of his head. The Lanky man curses as he pulls out a dagger he had hidden behind him, and the frizzleman looks confused being without a weapon.
Arvall=First
Cernd ar=22
Lanky Warrior=17
Frizzled Fighter=15
Cern-ar's turn.
Cernd-ar pronounces his sentence to the lanky man: "I condemn YOU to death for the words 'false god'!" Cernd-ar moves to within range and brings his flail down upon the man's skull
Smite Attack: 5 + 1 (attack bonus for deity weapon) + 2 (STR) + 4 (Smite) = 12
Damage (1d8): 4 + 2 (STR) + 1 (Smite bonus damage for LVL 1 character) = 7
ToDM:Cernd-ar has AC of 18 with his scale/DEX/shield
Spokesman for the Play with Cernd Foundation.
Author of such notable threads as 'Chicken in the Fridge'
Author of such notable threads as 'Chicken in the Fridge'
Brauer Drudoc
You are not allowed to use brim throughtout the 5 trials, on the flip side Byggvir can't come to Cid's aid either.
You carefully cast grease underneath Cid and run off towards the ruby.
Reflex 5+0=5
Cid falls to the ground, robe and all and has to crawl his way out of the greased area. This gives you ample time to climb up the netted ropes with blinding speed As you get almost near the top up the ropes, you see that Cid hasn't even begun moving at all after picking himself up. Instead he smiles. Waves. Then pulls out two wands.
Use magic device=10+8=18
He waves one of them and the ropes around you come to life and begin binding you to the netted path!
Use magic device=18+8=26
Then materializing in front of him from the next wand emerges a creature starting with the bones, rapidly forming muscle, then flesh. The beast is half-eagle Half-horse. He then mounts the creature and begins flying towards the ruby...
Arvall & Cernd-ar
Battlemap won't be necessary...
Cerndar's Flail strikes true smashing the lower jaw of the villager clean off from the rest of his head, he then falls over screaming before swallowing his own dangling tongue in shock and choking to death.
The frizzled haired man, decides to boot it out of there while shouting for help. You are somewhat surprised at the speed the man can run at.
Cerndar has to make a successful attack of opportunity, because by the time Arvall sneaks out from out of the corner the running man will be out of his range.
You are not allowed to use brim throughtout the 5 trials, on the flip side Byggvir can't come to Cid's aid either.
You carefully cast grease underneath Cid and run off towards the ruby.
Reflex 5+0=5
Cid falls to the ground, robe and all and has to crawl his way out of the greased area. This gives you ample time to climb up the netted ropes with blinding speed As you get almost near the top up the ropes, you see that Cid hasn't even begun moving at all after picking himself up. Instead he smiles. Waves. Then pulls out two wands.
Use magic device=10+8=18
He waves one of them and the ropes around you come to life and begin binding you to the netted path!
Use magic device=18+8=26
Then materializing in front of him from the next wand emerges a creature starting with the bones, rapidly forming muscle, then flesh. The beast is half-eagle Half-horse. He then mounts the creature and begins flying towards the ruby...
Arvall & Cernd-ar
Battlemap won't be necessary...
Cerndar's Flail strikes true smashing the lower jaw of the villager clean off from the rest of his head, he then falls over screaming before swallowing his own dangling tongue in shock and choking to death.
The frizzled haired man, decides to boot it out of there while shouting for help. You are somewhat surprised at the speed the man can run at.
Cerndar has to make a successful attack of opportunity, because by the time Arvall sneaks out from out of the corner the running man will be out of his range.
"silence from you!"Cerndar has to make a successful attack of opportunity, because by the time Arvall sneaks out from out of the corner the running man will be out of his range.
AoO: 12 + 1 + 2 = 15
damage(1d8): 2 + 2 = 4
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- kozeph
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Brauer Drudoc
any ways back to the game
"That is just mean Cid" I curse at cid and his flying mount while wigling my fist.
I use Prestidigitation to disloge the ruby and let it drop to the deck of the ship
EDIT(got a more dramatic and better Idea)
"That is just mean Cid" I curse at cid and his flying mount while wigling my fist.
I use Prestidigitation to disloge the ruby pull it into myself if the ruby reaches me quickly enough I jump down and try to fall on top of cid and his mount hopefuly my added weight can make us crush down
could have fooled meYou may use familiars to help you retrieve the ruby but you must be the one who places it in my hand in the end
any ways back to the game
"That is just mean Cid" I curse at cid and his flying mount while wigling my fist.
I use Prestidigitation to disloge the ruby and let it drop to the deck of the ship
EDIT(got a more dramatic and better Idea)
"That is just mean Cid" I curse at cid and his flying mount while wigling my fist.
I use Prestidigitation to disloge the ruby pull it into myself if the ruby reaches me quickly enough I jump down and try to fall on top of cid and his mount hopefuly my added weight can make us crush down
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
Khannon & Rhag'nuul
You wait for a little over an hour and the rooms finally shift back into a position that allows you to up the stairs and back to the central room you began in. Khannon climbs up the back of the statue and tries to get it dislodged...
Strength take 20 I'm assuming.
...but the statue seems to be firmly lodged into the ground. Regardless of your efforts and the amount of time spent the statue seems to be stuck into the ground firmly.
Arvall & Cernd-ar
Cernd-ar springs into action behind the retreating cult follower and lodges his flail into his back snapping the spine in two and knocking the wind out of his cries... Cernd-ar looks back at Arvall and the two wonder what they should do before heading back towards the Tavern, that is, if there is still something to be gained from going to the tavern...
Jarrackt
Actually the way attacks and dodging works is that,
You have a base attack bonus depending on your class and level.
For a first level knight that's +1
Next, you have weapon proficiency (Rapier), that gives you a +1 when attacking with a rapier.
Now, since you are fighting with a regular melee weapon you add your strength modifier, +0, however when and if you take the weapon finesse feat you can change the modifier used for certain weapons (like rapier) to be Dexterity Giving you another +2.
So currently you get +2 to rolls, but not because of dexterity.
Also while on the note attack rolls get bonuses like so in general:
Melee weapon: Strength
Ranged Weapon: Dexterity
Thrown weapon: Strength
If you hit damage is based on the weapon, and if it's a melee weapon you add your strength to damage and attack bonus, finesse feat or not.
When being attacked the enemy tries to attack you based on AC (armor class),
For you 10 (base)+1(small size),+1 (Natural armor:Scales)+4 (scale mail)+1 (light Steel shield)+ 2 (Dexterity Bonus)=19
Important number is 19, This makes you an armoured tank.
2 last notes: First off, there are two major types of attacks you should know for now. The first is the regular attack, pretty much you can move and attack with your weapon. Then there's the charge, You need 10 ft between you to do so, it gives you +2 for your attack, but you suffer -2 AC. Charges also let you cover twice as much ground as you normally could but you need a clear, direct, path.
You said you wanted to do a charge, but I wasn't sure if you knew the difference. Also with the charge you still wouldn't have hit and you'd suffer a penalty. You of course mention the charge before the strike, so for this
time around I'll act like it was a normal attack, it's to your benefit.
Finally, I'm not going to tell you how to play the character, but I want to bring up an important note. You have "Knight's Code", this is the only downside to being a knight. Basically, you don't get the bonuses of sneak attacks, unless you choose to sacrifice a knight's challenge (very useful against enemies) like other characters do, however against the ogre it's still good to flank from multiple directions so the ogre can't do any "Swooping attacks" or something similar. Also it helps give the bonus to your teammates even if you don't get it. So if you wonder why other characters get +2 on sneak attacks while you generally don't that's why.
All that said:
11
vs
16
You fling yourself at the ogre and stab at the ogre's back only to find your attack has no effect. Next the Orc raises up his Great axe and makes a reckless charge at the ogre.
12+4+2=18
vs
16 Hit!
d12+4=14!
The Orc's axe strikes deep into the ogre's club hands spraying blood everywhere, the ogre refuses to drop his weapon though. By this time Frederick has managed to recover enough to try and fight off the ogre, kneeling down Frederick goes to stab the beast in the heart bracing his pole-arm into the ground.
2+5+2=9
vs
16 miss
Despite having the perfect opportunity to strike Frederick is too badly beaten to fight back. It is at this time that the ogre swings down his club at Frederick to finish him off...
13+8=21
vs
15
2d8+7=7+7=14
...You see Frederick vanish beyond the Ogre's club strike. When the ogre raises his club once more, the club is covered in blood and Frederick lies in a broken heap...
Your turn once more.
Brauer Drudoc
Sorry about the "familiars", that was definitely my bad I had meant to put down "summoned monsters". That was definitely my bad.
To set your plan in motion you can take one of two action lists:
Action list A
First, you cast the spell while bound: Concentration Check
Second, you then wiggle free in time to catch the ruby: Escape artist Check
Third, you launch yourself at Cid and his mount (+2 to attack bonus since to pull off this tactic you'll catch Cid completely off guard.)
Action list B
First, you wiggle yourself free:Escape artist Check
Second, now unbound you can cast your spell without a concentration check
Finally, you launch yourself at Cid, however by this time Cid will be somewhat ready to react. No attack bonus.
Let me know what list you choose and make your rolls.
You wait for a little over an hour and the rooms finally shift back into a position that allows you to up the stairs and back to the central room you began in. Khannon climbs up the back of the statue and tries to get it dislodged...
Strength take 20 I'm assuming.
...but the statue seems to be firmly lodged into the ground. Regardless of your efforts and the amount of time spent the statue seems to be stuck into the ground firmly.
Arvall & Cernd-ar
Cernd-ar springs into action behind the retreating cult follower and lodges his flail into his back snapping the spine in two and knocking the wind out of his cries... Cernd-ar looks back at Arvall and the two wonder what they should do before heading back towards the Tavern, that is, if there is still something to be gained from going to the tavern...
Jarrackt
Actually the way attacks and dodging works is that,
You have a base attack bonus depending on your class and level.
For a first level knight that's +1
Next, you have weapon proficiency (Rapier), that gives you a +1 when attacking with a rapier.
Now, since you are fighting with a regular melee weapon you add your strength modifier, +0, however when and if you take the weapon finesse feat you can change the modifier used for certain weapons (like rapier) to be Dexterity Giving you another +2.
So currently you get +2 to rolls, but not because of dexterity.
Also while on the note attack rolls get bonuses like so in general:
Melee weapon: Strength
Ranged Weapon: Dexterity
Thrown weapon: Strength
If you hit damage is based on the weapon, and if it's a melee weapon you add your strength to damage and attack bonus, finesse feat or not.
When being attacked the enemy tries to attack you based on AC (armor class),
For you 10 (base)+1(small size),+1 (Natural armor:Scales)+4 (scale mail)+1 (light Steel shield)+ 2 (Dexterity Bonus)=19
Important number is 19, This makes you an armoured tank.
2 last notes: First off, there are two major types of attacks you should know for now. The first is the regular attack, pretty much you can move and attack with your weapon. Then there's the charge, You need 10 ft between you to do so, it gives you +2 for your attack, but you suffer -2 AC. Charges also let you cover twice as much ground as you normally could but you need a clear, direct, path.
You said you wanted to do a charge, but I wasn't sure if you knew the difference. Also with the charge you still wouldn't have hit and you'd suffer a penalty. You of course mention the charge before the strike, so for this
time around I'll act like it was a normal attack, it's to your benefit.
Finally, I'm not going to tell you how to play the character, but I want to bring up an important note. You have "Knight's Code", this is the only downside to being a knight. Basically, you don't get the bonuses of sneak attacks, unless you choose to sacrifice a knight's challenge (very useful against enemies) like other characters do, however against the ogre it's still good to flank from multiple directions so the ogre can't do any "Swooping attacks" or something similar. Also it helps give the bonus to your teammates even if you don't get it. So if you wonder why other characters get +2 on sneak attacks while you generally don't that's why.
All that said:
11
vs
16
You fling yourself at the ogre and stab at the ogre's back only to find your attack has no effect. Next the Orc raises up his Great axe and makes a reckless charge at the ogre.
12+4+2=18
vs
16 Hit!
d12+4=14!
The Orc's axe strikes deep into the ogre's club hands spraying blood everywhere, the ogre refuses to drop his weapon though. By this time Frederick has managed to recover enough to try and fight off the ogre, kneeling down Frederick goes to stab the beast in the heart bracing his pole-arm into the ground.
2+5+2=9
vs
16 miss
Despite having the perfect opportunity to strike Frederick is too badly beaten to fight back. It is at this time that the ogre swings down his club at Frederick to finish him off...
13+8=21
vs
15
2d8+7=7+7=14
...You see Frederick vanish beyond the Ogre's club strike. When the ogre raises his club once more, the club is covered in blood and Frederick lies in a broken heap...
Your turn once more.
Brauer Drudoc
Sorry about the "familiars", that was definitely my bad I had meant to put down "summoned monsters". That was definitely my bad.
To set your plan in motion you can take one of two action lists:
Action list A
First, you cast the spell while bound: Concentration Check
Second, you then wiggle free in time to catch the ruby: Escape artist Check
Third, you launch yourself at Cid and his mount (+2 to attack bonus since to pull off this tactic you'll catch Cid completely off guard.)
Action list B
First, you wiggle yourself free:Escape artist Check
Second, now unbound you can cast your spell without a concentration check
Finally, you launch yourself at Cid, however by this time Cid will be somewhat ready to react. No attack bonus.
Let me know what list you choose and make your rolls.