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[DnD 4E PbP] The Gladiators TA - uri, vinciri, verberari, ferroque necari
Posts
51ckle!
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
As the guard drops and the halberd makes a loud sound on the ground the Warforged glows with power.
And i mark HG1 again with Nature's wrath - Free action
Damage - 1d10+5: 8
TL;DR Version
Killed H1 with shield healed for 9 i am at 25/47 atm
HG1 is marked again - And i hit him for 8 damage he is currently at 23/47 i have +1 AC.
Question:
Edited added a second minor.
Standard, Move, Minor
Standard, Minor, Minor
Move, Move, Minor
Minor, Minor, Minor
I can't remember if there are any other variations.
Odunn!
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Save vs Daze: 1d20 15 Success!!
Guh... ranged attacker, who needs to reload, dazed, melee standard (soldier?) adjacent... guhhhh....
Death!
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Canderus' attack left him wide open to strikes of retaliation, but even so the damage is minimal compared to what it could have been. 51ckle manages to deflect one bolt as another puts a dent in him, while the mage's magic missiles are easily avoided with a simple duck. Odunn is able to evade enough of the halberd coming down on him to only take the beating of the flat side, rather than suffer the razor edge.
They seem to think that Rubjo is unconcious despite his voicing a healing word for Dakketh, who starts to come around as the guard next to him and the mage are distracted by his allies.
Actions:
H4 - Move C4 - MISS Odunn - 8 dmg
H6 - Move E6 - MISS 51ckle - 10 dmg
HG1 - HIT Canderus - 7 dmg
HG2 - HIT Odunn - 4 dmg
HG4 - HIT 51ckle - 6 dmg
M - MISS 51ckle
Init:
51ckle
Rubjo
Odunn
Guards
Canderus
I changed the init order to what it's supposed to be, rather than the mess I made this past round.
Map:
There are two rooftops in this map, you can climb up to them from the vendors or up the sides using windows. DC15 to climb the vendor cart to the top, DC20 to climb the wall. The rooftops are difficult terrain and are considered 10' high.
The front of the vendors are difficult terrain, but not the back area. The fountain is also considered difficult terrain. People are currently here, and you can use them to as full cover, but they will scatter if threatened. Moving through a crowd is difficult terrain.
Stats:
Odunn (hippofant) - HP 12/27 - AC 15 - F 13 - R 16 - W 19 [+2 def usont]
Dakketh (tzeentchling) - HP 12/30 - AC 17 - F 15 - R 17 - W 17
Rubjo (Zombie Hero) - HP 8/30 - AC 21 - F 16 - R 17 - W 16 [prone - dazed]
51ckle (PepiPopa) - HP 19/47 - AC 20 - F 17 - R 15 - W 15 [+1 AC ueont] [+2 Will ueoe] [allies gain CA against adj to 51ckle enemies]
H3 - HP 1 - AC 18 - F 16 - R 15 - W 14
H4 - HP 1 - AC 18 - F 16 - R 15 - W 14
H6 - HP 1 - AC 18 - F 16 - R 15 - W 14
HG1 - HP 23 - AC 18 - F 16 - R 16 - W 14 [marked: 51ckle]
HG2 - HP 21 - AC 18 - F 16 - R 16 - W 14
HG4 - HP 47 - AC 18 - F 16 - R 16 - W 14
M - HP 35 - AC 17 - F 13 - R 14 - W 15
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Standard: Masterful Spiral vs HG4, M, H6: 3#1d20+7 vs Reflex:
HG4: 13+2 = 15 - miss by 1!
M: 26 - hit!
H6: 14 - miss by 1! twice! ugh.
Damage: 3d8+5 24 to the Mage, 12 to HG4. Missed attacks never damage minions.
My range with melee touch attacks increases to 2.
Free: Centered Flurry of Blows, on HG4. He takes 6 damage and is slid off the roof to H4. I believe that's fall damage?
Minor: Draw healing potion.
Summary: Dakketh 12/30 HP, 4/8 HS used, 0 AP. In a Daily Stance. Will use Iron Mind if attacked and hit to gain +2 to all defenses as an immediate interrupt.
Mage: 24 damage
HG4: 18 damage, slid off roof to H4 - fall damage? save to avoid fall?
51ckle!
Damage - 1d10+5: 7 [1d10=2]
51ckle absorbs the blows and dodges the magic and looks around. He strikes at HG1 with a cackle.
Damage - 1d10+5: 11 damage +5 ongoing
Minor action - Healing potion
Heal myself 10 points -1 surge. 12 left.
Rubjo!
Odunn\Canderus!
3ds FC: 3282-2248-0453
Sorry, I keep forgetting that Tzeentch plays Canderus right now.
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Standard: Biting Swarm vs AC on H3: 1d20+11 18 Hit! H3 dies.
Minor: Reload
Also who's the newly fallen enemy? HG1 is still alive, no?
Canderus!
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Seeing the guard dangling from the rooftop, Canderus swings his axe at him in a murderus [sic] rage. His axe cleaves through the guard's armor, drawing blood.
1d20+11 27 vs AC - hit! 1d12+1d6+6 13 damage. HG4 at 22 HP and bloodied. I also roll like crap on d12s apparently.
Man, I totally didn't notice Vanguard weapons have the property of +1d8 damage on a charge, and it's not factored in to his Orokos sheet since he didn't equip it. That definitely would have changed last turn a bit.
No move or minor, I think.
Rubjo!
Saving Throw vs. Dazed: 1d20 1 FAILS!
Guards!
3ds FC: 3282-2248-0453
The guards begin to swing their halberds in a fury, at first missing 51ckle and Odunn with their sharp edges, but the third finds purchase in Canderus' hide, blood spilling out and staining the ground.
The mage now focuses onto Dakketh, clutching his chest but reaching out with his hand. Suddenly a bolt of magical energy leaps from the mage and strikes Dakketh in the face, almost knocking him off the roof and nearly knocking him out!
Rubjo feels the world come into focus, seeing the guards numbers dwindling and his friends fighting fiercely, he is inspired to get up and join the battle once again!
Actions:
HG2 - MISS 51ckle
H4 - MISS Odunn
H6 - Move E5 - HIT Canderus - 11 dmg
M - HIT Dakketh - 10 dmg
Rubjo shakes off his daze and stands to his feet!
Init:
51ckle
Odunn
Rubjo
Guards
Canderus
Map:
There are two rooftops in this map, you can climb up to them from the vendors or up the sides using windows. DC15 to climb the vendor cart to the top, DC20 to climb the wall. The rooftops are difficult terrain and are considered 10' high.
The front of the vendors are difficult terrain, but not the back area. The fountain is also considered difficult terrain. People are currently here, and you can use them to as full cover, but they will scatter if threatened. Moving through a crowd is difficult terrain.
Stats:
Odunn (hippofant) - HP 12/27 - AC 15 - F 13 - R 16 - W 19
Dakketh (tzeentchling) - HP 2/30 - AC 17 - F 15 - R 17 - W 17 [Iron Mind +2 def]
Rubjo (Zombie Hero) - HP 8/30 - AC 21 - F 16 - R 17 - W 16
51ckle (PepiPopa) - HP 29/47 - AC 20 - F 17 - R 15 - W 15 [+2 Will ueoe] [allies gain CA against adj to 51ckle enemies]
H4 - HP 1 - AC 18 - F 16 - R 15 - W 14
H6 - HP 1 - AC 18 - F 16 - R 15 - W 14
HG2 - HP 21 - AC 18 - F 16 - R 16 - W 14
HG4 - HP 10 - AC 18 - F 16 - R 16 - W 14 [marked: 51ckle] [Prone]
M - HP 11 - AC 17 - F 13 - R 14 - W 15
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Canderus rushes the guard in front of him, tossing his horns to throw the man off balance before striking, but his blade catches only air.
1d20+9 12 vs AC - miss! Would have killed him too on a hit.
No move or minor.
Dakketh barely manages to hold on to consciousness as the mage's blast hits him. With a grimace on his face, he slips towards the mage. Forgoing his usual acrobatics, he settles for a straight jab at the mage's face. The mage drops to his knees, swaying crazily. Like a certain soccer player, Dakketh sends the mage off the other edge of the roof with a vicious boot to the chest, hearing a sickening crunch when the mage's body hits the ground. Suddenly aware that he's a wide-open target in the open, Dakketh drops prone on the side of the roof away from the other guards and their crossbows.
Standard: Crane's Wings vs M:
1d20+7 14 vs Fort - hit! 1d10+5 10 damage puts him at 1 HP.
Free: CFoB, M takes 6 damage and dies.
Minor: Drop prone! +2 to all defenses against ranged attacks against me. Assuming they can see me on the far side of the roof.
51ckle!
ODUNN !
Minor: Reload
Move: Does a little jig.
He who is perpetually dazed!
Standard: MBA on H6
Melee Basic Attack vs AC: 1d20+6 26 1d8+3 11 HIT! H6 dies.
Goblin Tactics: Directly away from whatever melee attacker.
Guards!
3ds FC: 3282-2248-0453
Actions:
HG4 - Stand - HIT 51ckle - 15 dmg - knocked prone
Init:
51ckle
Odunn
Rubjo
Guards
Canderus
Map:
There are two rooftops in this map, you can climb up to them from the vendors or up the sides using windows. DC15 to climb the vendor cart to the top, DC20 to climb the wall. The rooftops are difficult terrain and are considered 10' high.
The front of the vendors are difficult terrain, but not the back area. The fountain is also considered difficult terrain. People are currently here, and you can use them to as full cover, but they will scatter if threatened. Moving through a crowd is difficult terrain.
Stats:
Odunn (hippofant) - HP 12/27 - AC 15 - F 13 - R 16 - W 19
Dakketh (tzeentchling) - HP 2/30 - AC 17 - F 15 - R 17 - W 17 [prone]
Rubjo (Zombie Hero) - HP 8/30 - AC 21 - F 16 - R 17 - W 16
51ckle (PepiPopa) - HP 14/47 - AC 20 - F 17 - R 15 - W 15 [Prone][+2 Will ueoe] [allies gain CA against adj to 51ckle enemies]
HG2 - HP 21 - AC 18 - F 16 - R 16 - W 14
HG4 - HP 10 - AC 18 - F 16 - R 16 - W 14 [marked: 51ckle]
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
1d20+11 30 vs AC - hit! 1d12+6+1d6 13 damage, HG4 dies.
Move: C4
Dakketh, breathing heavily, rolls over and surveys the battlefield. Seeing only one guard left, he draws a shuriken and flings it at the guard. It bounces off his faceguard and draws a line of blood across one cheek.
Minor: Draw shuriken.
Standard: Ranged Basic Attack vs HG2:
1d20+10 19 vs AC - hit! 1d4+5 6 damage to HG2.
51ckle!
Move action - Stand up
Free action - Mark HG2
ODUNN!
Spider Spirits vs AC against HG2: 1d20+11 26 Hit!
Rubjo!
His eyes then roll back into his head as it hits the ground, the cylinder rolling out of his hands.
That's when you feel the ground rumble. Just slightly, the ground shook. Then it shakes again. It shakes steadily in rhythm, each beat getting stronger until you start to hear what sounds like heavy footsteps. It isn't long before you see a large warforged soldier appear at the other end of the square. It comes to a stop and looks at the group as it slowly pulls a large scimitar from it's sheath. It points the scimitar towards the group and bellows a mighty mechanical shout!
Init:
Warforged Savage
Map:
There are two rooftops in this map, you can climb up to them from the vendors or up the sides using windows. DC15 to climb the vendor cart to the top, DC20 to climb the wall. The rooftops are difficult terrain and are considered 10' high.
The front of the vendors are difficult terrain, but not the back area. The fountain is also considered difficult terrain. People are currently here, and you can use them to as full cover, but they will scatter if threatened. Moving through a crowd is difficult terrain.
Stats:
Odunn (hippofant) - HP 12/27 - AC 15 - F 13 - R 16 - W 19
Dakketh (tzeentchling) - HP 2/30 - AC 17 - F 15 - R 17 - W 17
Rubjo (Zombie Hero) - HP 8/30 - AC 21 - F 16 - R 17 - W 16
51ckle (PepiPopa) - HP 14/47 - AC 20 - F 17 - R 15 - W 15
Warforged Savage - HP 98/98 - AC 20 - F 21 - R 18 - W 19
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Spending 3 Surges: Back to 30/30. (2 surges left)
3ds FC: 3282-2248-0453
10 surges left.
Init - 1d20+4: 16
I have no problem with waiting for your thing Zombie if we beat his initiative - +3 to attack seems pretty good.
Oh and do we get another action point?
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Spending 2 surges bringing me to 24/27, 5 surges left
Also, oops, didn't notice tzeentchling's "2nd" attack.
Initiative: 1d20+2+2 23
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Init:
Warforged Savage
Dakketh
51ckel
Odunn
Rubjo
Map:
There are two rooftops in this map, you can climb up to them from the vendors or up the sides using windows. DC15 to climb the vendor cart to the top, DC20 to climb the wall. The rooftops are difficult terrain and are considered 10' high.
The front of the vendors are difficult terrain, but not the back area. The fountain is also considered difficult terrain. People are currently here, and you can use them to as full cover, but they will scatter if threatened. Moving through a crowd is difficult terrain.
Stats:
Odunn (hippofant) - HP 24/27 - AC 15 - F 13 - R 16 - W 19
Dakketh (tzeentchling) - HP 23/30 - AC 17 - F 15 - R 17 - W 17
Rubjo (Zombie Hero) - HP 30/30 - AC 21 - F 16 - R 17 - W 16
51ckle (PepiPopa) - HP 47/47 - AC 20 - F 17 - R 15 - W 15
Warforged Savage - HP 98/98 - AC 20 - F 21 - R 18 - W 19
I'm using a new color system for health:
3/4 - Full: Lime
1/2 - 3/4: Yellow
1/4 - 1/2: Orange
0 - 1/4: Red
Since surges are 1/4 value, this will help easily identify where your allies health is for heals or whatever. Rather than the red bloodied system I used before. So Orange and Red are both bloodied.
Backloggery XBox Live 3DS: 1805-2274-4550 (Jonathan)
Seeing a mighty foe before him, Canderus's spirits rise. Here was a true test of his might! Circling around to its rear, Canderus sees a weak spot. Pressing in, his greataxe severs one of the cables from the warforged's legs, spraying hot oil everywhere. It's not the blood Canderus seeks, but it will have to do.
Standard: Pressing Strike. Shift to B8 before the attack.
Pressing Strike vs WFS:
1d20+9 29 Crit! Warforged Savage takes 1d12+6 18 + crit damage: 1d8 5 for 23 damage!
Rubjo is now set up for flanking against the beast, to help Lead the Attack go off. I suggest after the Warforged goes we all delay until Rubjo unless he moves out of flanking.