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[DnD 4E] A Point of Light - Act IV: The New World
Posts
2011 PAX Warmachine/Hordes Champion
Perception check!: 1d20+12 16
Perception: 1d20+12 20
2011 PAX Warmachine/Hordes Champion
Perception: 1d20+13 26
Zithra Melitch in Star Wars: An Empire's End
Jellica in In the Shadow of Zeus
"Maybe it is our new friends tribe that is in trouble. Come, friends! We must go to them!"
IKRPG: Chains of Corvis - Phelan Rathburn (Human Ranger/Spy)
2011 PAX Warmachine/Hordes Champion
Besides, she felt much better, and a bit of revenge on the Dragonborn for her humiliation during the duel with the captain sounded appealing just then. Grabbing her maul, she stood and looked to the goblin "Unless you object ..."
2011 PAX Warmachine/Hordes Champion
Zithra Melitch in Star Wars: An Empire's End
Jellica in In the Shadow of Zeus
Zithra Melitch in Star Wars: An Empire's End
Jellica in In the Shadow of Zeus
IKRPG: Chains of Corvis - Phelan Rathburn (Human Ranger/Spy)
2011 PAX Warmachine/Hordes Champion
This is my friend, Natty 1, bringing me back down to size.
Zithra Melitch in Star Wars: An Empire's End
Jellica in In the Shadow of Zeus
Your party moves into the woods, sneaking forward as quietly as possible towards the disturbance. The young Goblin joins you, though he makes sure his two companions stay behind in the safety of the cavern first.
The ground is slick with leaves and morning dew, and the thick overgrown branches reach out and grab at your clothing and gear. You get closer and closer and the sound gets clearer and clearer; shouting, banging metal, raised angry voices screaming at eachother. You soon find yourselves hiding in shrubbery at the edge of a sharp dip in a hill overlooking a small clearing where the drama is unfolding below. You push yourselves ever so slightly forward, and with the gentlest of motions you clear away leaves to see what is happening.
There are three groups below you, and none seem particularly pleased with one another. There is a patrol of Dragonborn, what looks like a Captain and a half dozen of the Guardsmen, looking dingy and tired but otherwise fine. Their spears are all pointed forward, levelled at the second group, a pack of Goblinoids wearing dyed green and brown camouflaged leather armor and wielding an assortment of clubs and nets and javelins and short swords. There's a pair of heavily-muscled Bugbears, a trio of Hobgoblins (two with hardened armor and swords, the third wearing what looks like shamanistic totems and robes), and a trio of Goblins with a collection of tools and knives and javelins. The Hobgoblin in robes is red-faced and screaming at the Captain of the Dragonborn, and all their men are waving around their arms as intimidatingly as possible. Throughout these exchanges, both sides from time to time casually gesture towards the third group: A half dozen escaped prisoners, apparently recaptured, bound hand and foot and lashed together to a nearby tree. With their thick accents and frantic gestures it's not exactly easy to follow their conversation, but as far as you can tell you're seeing the breakdown of a business transaction where the Dragonborn seem less than willing to pay for prisoners that they've already paid for once and the Goblinoids seem rather upset at the sudden increase in the number of Dragonborn patrols in their territory.
You all begin to shrink back into the foliage to caucus on your discovery, but as you all shift your weight on the hill, the ground gives way beneath you in a quick and dirty mudslide. Messat, Aurora, and Vashtak all dive face-first unceremoniously down the hill and land a few paces away from the Shaman and Captain who have both stopped mid-sentence to glare in shock at these interlopers. Unamorra briefly loses her footing as well in the landslide and falls halfway down the slope, though she does retain her footing and is still standing as the warriors gape at you. Kardak, ever the ninja, remains completely undiscovered at the top of the hill along with your new friend, who has gone absolutely rigid with shock.
No one is making a move right now. Both commanders are trying to divide their attention and readiness between you and the other group. The tension is thick, and waiting for something to happen...
In the Extremely likely chance this will turn into a fight, I'll get a map up shortly. But hey, maybe they'll see reason
2011 PAX Warmachine/Hordes Champion
"Hail. What seems to be the trouble here? I could hear the commotion from leagues away. I'm sure this can be resolved without any bloodshed."
Diplomacy = 12
IKRPG: Chains of Corvis - Phelan Rathburn (Human Ranger/Spy)
Both leaders of their respective packs look at Vashtak with shock and confusion, but the Dragonborn Captain's eyes narrow with recognition, "You are the Traitors! You broke these Prisoners out! The Shaman demands your heads!" He growls, and his men move their spears towards you. At the same time, the head of the Goblin hunters turns back towards the Captain of the Dragonborn, shouting, "Our Land, our Prey! Back off!"
Then, things begin to happen very quickly. Dragonborn and Bugbear engage, Goblins move to let loose their javelins at you and at the Dragonborn, and the Guardsmen attempt to encircle everyone and contain all the fighters at once. The situation is about to get very, very messy.
Roll Initiative.
Still working on map, will have up soon.
2011 PAX Warmachine/Hordes Champion
Initiative: 1d20+5 19
"Well, I tried...Have at thee!!"
Initative = 10
IKRPG: Chains of Corvis - Phelan Rathburn (Human Ranger/Spy)
Initiative: 1d20+5 9
Map:
2011 PAX Warmachine/Hordes Champion
2011 PAX Warmachine/Hordes Champion
INITIATIVE:
UP - Kardak, Messat
NEXT - Goblins
ON DECK - Aurora, Vashtak, Unamorra(?)
IN THE HOLE - Dragonborn
Map:
Stats:
Dragonborn Guardsman1: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman2: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman3: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman4: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman5: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman6: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman7: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Hobgoblin Warcaster: HP 72/72, AC 20, Fortitude 17, Reflex 16, Will 17
Hobgoblin Soldier 1: HP 58/58, AC 20 (22 if adjacent to another Hobgoblin), Fortitude 19, Reflex 17, Will 17
Hobgoblin Soldier 2: HP 58/58, AC 20 (22 if adjacent to another Hobgoblin), Fortitude 19, Reflex 17, Will 17
Bugbear Soldier 1: HP 96/96, AC 18, Fortitude 17, Reflex 15, Will 14
Bugbear Soldier 2: HP 96/96, AC 18, Fortitude 17, Reflex 15, Will 14
Goblins: Minions, AC 18, Fortitude 15, Reflex 17, Will 16, Shift Away 1 Square if Missed with a Melee Attack
Sir Vashtak of Pelor, Dragonborn Paladin: HP 51/51, AC 23, Fort 19, Reflex 17, Will 18, Resist 5 Poison, 7/11 Surges, 1 AP, Prone
Kardak, Kobold Avenger of Ioun: HP 45/45, AC 22, Fort 15, Reflex 17, Will 18, 6/8 Surges, 1 AP
Aurora, Longtooth Shifter Warden: HP 56/56, AC 20, Fort 19, Reflex 13, Will 17, 1/9 Surges, 1 AP, Prone
Unammora, Deva Invoker of Pelor: HP 39/39, AC 20, Fort 15, Reflex 19, Will 19, 7/7 Surges, 1 AP
Messat Falstoy, Human Warlord: HP 42/42, AC 19, Fort 19, Reflex 15, Will 17, 3/7 Surges, 1 AP, Prone
2011 PAX Warmachine/Hordes Champion
Also, I go with Kardak and Messat: Initiative: 1d20+2 19
Zithra Melitch in Star Wars: An Empire's End
Jellica in In the Shadow of Zeus
Sounds good
EDIT: Wow, this forum is all kinds of unstable... Expect a new thread sooner rather than later, probably mid-fight.
2011 PAX Warmachine/Hordes Champion
One question while we're waiting for the others to go- did Aurora and co not have time to stand while we talked with the groups to try and not get them to attack? We still seem to be prone, and I wanted to make sure that was correct.
Astral Wind vs Fortitude at N16: 2#1d20+10 19 23 1d6+7 8 and if they end their turns adjacent to an ally, they take 5 more radiant damage.
Stats:
Dragonborn Guardsman1: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman2: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman3: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman4: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman5: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman6: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Dragonborn Guardsman7: HP 35/35, AC 19, Fortitude 18, Reflex 17, Will 17, Resist 5 Fire
Hobgoblin Warcaster: HP 64/72, AC 20, Fortitude 17, Reflex 16, Will 17
Hobgoblin Soldier 1: HP 58/58, AC 20 (22 if adjacent to another Hobgoblin), Fortitude 19, Reflex 17, Will 17
Hobgoblin Soldier 2: HP 58/58, AC 20 (22 if adjacent to another Hobgoblin), Fortitude 19, Reflex 17, Will 17
Bugbear Soldier 1: HP 96/96, AC 18, Fortitude 17, Reflex 15, Will 14
Bugbear Soldier 2: HP 96/96, AC 18, Fortitude 17, Reflex 15, Will 14
Goblins: Minions, AC 18, Fortitude 15, Reflex 17, Will 16, Shift Away 1 Square if Missed with a Melee Attack
Sir Vashtak of Pelor, Dragonborn Paladin: HP 51/51, AC 23, Fort 19, Reflex 17, Will 18, Resist 5 Poison, 7/11 Surges, 1 AP, Prone
Kardak, Kobold Avenger of Ioun: HP 45/45, AC 22, Fort 15, Reflex 17, Will 18, 6/8 Surges, 1 AP
Aurora, Longtooth Shifter Warden: HP 56/56, AC 20, Fort 19, Reflex 13, Will 17, 1/9 Surges, 1 AP, Prone
Unammora, Deva Invoker of Pelor: HP 39/39, AC 20, Fort 15, Reflex 19, Will 19, 7/7 Surges, 1 AP
Messat Falstoy, Human Warlord: HP 42/42, AC 19, Fort 19, Reflex 15, Will 17, 3/7 Surges, 1 AP, Prone
Zithra Melitch in Star Wars: An Empire's End
Jellica in In the Shadow of Zeus
2011 PAX Warmachine/Hordes Champion
Messat takes the time to stand and close, but can't quite get within brutalizing distance. So he turns to the goblinoids and bugbears. "I'll give some shiny gold to whoever can hit this dragonborn in front of me the hardest! I'll even let you go first!"
Stand and double move to L17, minor to Diplomatize the nearest hobgoblins and bugbears with 25.
Susan: do you want me to take my turn, or do you want to resolve Messat's "diplomacy"? Also, when I do take my turn, since I was the only Stealthed person, do I get CA on the first guy I attack, since they don't see me yet?
Huh, responsive Forum. Who knew? Though all my bookmarks seem broken again...
Kardak, you can try and get a read on the Goblins with an Insight check as to their actions (Free Action), hold your action to see what they do, or go ahead and take a turn where yes you would get a +5 bonus for ranged stuff/CA if you charge in and stab.
Insight 20:
2011 PAX Warmachine/Hordes Champion