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[13th Age WM]Hunt for the Missing Hunters! Adventure Thread

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    discriderdiscrider Registered User regular
    edited March 2017
    discrider wrote: »
    The half-orc took 0 damage from my fumble despite the smite and my stats are too low there
    I don't believe that 13th Age does fumbles unless the GM wants it to but I'm bad at keeping track of them so I don't.
    Okay.
    I'm not sure, but I went looking for them in the rule book and found a bit where it said that fumbles didn't even do damage on miss effects.

    It looks to be the standard rule, and then GM discretion is to whether it then does additional stuff like sword dropping, hurting yourself, etc.

    But if you want fumbles to do damage (i.e just be 1s) that's fine too.

    discrider on
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    discriderdiscrider Registered User regular
    I'm also rather happy if the smite failed utterly at this specific particular time.
    Wall guard paladin who derives his power from his belief in keeping people safe, loses his power from attacking someone else's wall :rotate:

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    discriderdiscrider Registered User regular
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    QuantumTurkQuantumTurk Registered User regular
    Mort is going to desperately send his voice against the fellow with the staff. Only room in this town/forest for so much magic.

    geth roll 1d10+4 to hit with battle chant (with adventure talent)

    geth roll 1d6 for sonic damage

    then on an even roll one of my un-engaged allies may move as free action, OR disengage (hint, get them!)

    And muggs is going to attack the same, for skeletal minion dog:

    geth roll 1d20+6 for vs AC for doggie attack

    geth roll 1d6 for doggie damage

    Assuming this all goes off, I see a mort strumming his lute faster and faster, into a frenzy towards the fellow with the staff while muggs bounds silently through the brush for the same person's throat.

    to hit with battle chant (with adventure talent):
    1d10+4 7 [1d10=3]
    sonic damage:
    1d6 3 [1d6=3]
    vs AC for doggie attack:
    1d20+6 19 [1d20=13]
    doggie damage:
    1d6 1 [1d6=1]

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    QuantumTurkQuantumTurk Registered User regular
    ...shit

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    discriderdiscrider Registered User regular
    ...shit

    Um...
    1d10+4 to hit with the chant?
    Should you be rolling 1d20+4?

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    QuantumTurkQuantumTurk Registered User regular
    Whoops, must have misread something
    geth roll 1d20+4 for battle chanting

    battle chanting:
    1d20+4 19 [1d20=15]

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    tinwhiskerstinwhiskers Registered User regular
    Also don't you get your charisma added to the damage?

    6ylyzxlir2dz.png
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    QuantumTurkQuantumTurk Registered User regular
    I'm so spoiled by DW at this point. If so, that's another +3 or +4 if its mod+lvl

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    Mort's song brings forth a crash of thunder down on the gnome, throwing him back just a bit. He started to open his mouth to curse the deathsinger but suddenly could only scream as Muggs leaped at him from the darkness and grabbed on to his arm. The wizard shook the undead hound as much as he could until he finally threw him off of him.

    @Hellbore Then we start round one!
    Combat Order- Escalation Die 0
    Exiled 1 (Dwarf) (25)- 8 Damage
    Exiled 2 (Half-Orc) (17)- 8 Damage
    Bud (16) 30/30 HP
    Guile (12) 28/28 HP
    Mort (9) 19/19 HP
    Zariya (8) 27/27 HP
    Exiled 3 (Gnome) (8)- 7 Damage

    PC Stats
    Bud 30 HP 15 AC 16 PD 13 MD
    Zariya 27 HP 20 AC 12 PD 14 MD
    Guile 28 HP 20 AC 13 PD 15 MD
    Mort 19 HP 12 AC 11 PD 13 MD

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    HellboreHellbore A bad, bad man Registered User regular
    Zariya burst out of the brush she was hiding in, sword raised and charges the Half-Orc Exile aiming a large overhead swinging before bringing her shield back up

    Geth roll 1d20+5 for melee vs AC

    Geth roll 1d8+4 for potential damage

    melee vs AC:
    1d20+5 14 [1d20=9]
    potential damage:
    1d8+4 9 [1d8=5]

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    Zariya's sword, much like Guile's, bounces off the Half-Orc's strong armor, causing the brute to give a wide smile that showed his tusk clearly. "I've had wisp stings that hurt more than that!"

    Meanwhile, the Dwarf has recovered from Bud's sucker punch. "That was a low blow, Havener!" he yells as he attempts to cut down Bud with his axe.
    Geth roll 1d20+5 vs. Bud's AC
    5 damage if hit.

    The Half-Orc laughs as he gets his club out and looks down at Guile. "Let me show you how we handle pest out here in the Wilds!" and takes a massive swing at the guardsmen.
    Geth roll 1d20+5 vs. Guile
    4 Damage if hit. If the attack is a natural Even hit or miss, the next attack will deal +6 Damage next turn...

    @tinwhiskers
    Combat Order- Escalation Die 1
    Exiled 1 (Dwarf) (25)- 8 Damage- Engaged with Bud
    Exiled 2 (Half-Orc) (17)- 9 Damage -Engaged with Guile and Zariya
    Bud (16) 30/30 HP- Engaged with Dwarf
    Guile (12) 28/28 HP- Engaged with Half-Orc
    Mort (9) 19/19 HP
    -Muggs 14/14 HP- Engaged with Gnome
    Zariya (8) 27/27 HP- Engaged with Half-Orc
    Exiled 3 (Gnome) (8)- 7 Damage

    PC Stats
    Bud 30 HP 15 AC 16 PD 13 MD
    Zariya 27 HP 20 AC 12 PD 14 MD
    Guile 28 HP 20 AC 13 PD 15 MD
    Mort 19 HP 12 AC 11 PD 13 MD

    vs. Bud's AC:
    1d20+5 9 [1d20=4]
    vs. Guile:
    1d20+5 15 [1d20=10]

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    tinwhiskerstinwhiskers Registered User regular
    edited April 2017
    Bud sidesteps the dwarf's clumsy swing, and spits bile smelling of rot and whiskey into his face following the spray of liquid with strong left hook. The poisonous spittle lingers on the dwarf.



    Bud's AC increases by 2(17) until his next turn because he used a flow attack. The dwarf has 5 ongoing poison damage, because it was a natural even hit

    @discrider

    Geth Roll 1d20+6 vs PD for second certain toxin against the dwarf.
    Geth roll 1d8+4 for damage

    second certain toxin against the dwarf:
    1d20+6 22 [1d20=16]
    damage:
    1d8+4 7 [1d8=3]

    tinwhiskers on
    6ylyzxlir2dz.png
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    discriderdiscrider Registered User regular
    Guile, still reeling a bit from the power retreating, catches the Orc's swing with his shield.
    "A fine swing, but perhaps it leaves you a bit open?"
    Geth roll 1d20+5 to hit
    Geth roll 1d8+3 for damage

    to hit:
    1d20+5 21 [1d20=16]
    damage:
    1d8+3 5 [1d8=2]

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    discriderdiscrider Registered User regular
    Geth roll 1d3 for command points

    And the orc now suffers -4 to hit anyone but me and -4 to disengage

    command points:
    1d3 3 [1d3=3]

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    discriderdiscrider Registered User regular
    edited April 2017
    "I suspect we got off on quite the wrong foot.", Guile quips, hammering his pommel into the half-orc's side.
    "My name's Guile, and we wish the return of your prisoners." Guile follows through with an elbow to the bent orc's jawline.
    "As much as I detest breaching your wall, we will do so if need be." Guile allows the half-orc to regain his balance.
    "But perhaps we can establish some sort of accord?"
    Guile steps around the half-orc, opening him up to Zariya's attacks.

    @QuantumTurk

    @Hellbore If you hit next turn, I'll spend my 4 Command points to give you +3 damage to your attack on the half-orc.
    Or really, anyone who attacks the half-orc for that matter I guess. Zariya just seems to be in place to do it.


    discrider on
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    QuantumTurkQuantumTurk Registered User regular
    Mort is casting his eyes around, having never been in a fight quite like this before. But seeing that things are at least for the moment ok, continues to focus on the gnome, letting rip another sick solo while glaring daggers at him while muggs chomps on down.

    Geth roll 1d20+4 for attack with Battle Chant

    Geth Roll 1d6+4 for damage with battle chant

    Geth roll 1d20+6 for muggs chomp

    Geth roll 1d6 for doggie damage

    And if my chant attack roll is even I can trigger "Move it!" to let someone disengage if they want. OR someone not engaged could move as a free action. Muggs is going to harass this gnome untill re-death I think, so feel free to grab it and narrate what you do.

    attack with Battle Chant:
    1d20+4 22 [1d20=18]
    damage with battle chant:
    1d6+4 10 [1d6=6]
    muggs chomp:
    1d20+6 26 [1d20=20]
    doggie damage:
    1d6 4 [1d6=4]

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    QuantumTurkQuantumTurk Registered User regular
    Mort is absolutely working out some of his conflicting feelings on spellcasters as inherently evil slavers vs kind of being one now, via something like this:
    https://www.youtube.com/watch?v=MLxlZv4cSjI

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    discriderdiscrider Registered User regular
    edited April 2017
    ... accidentally posted.

    Do you have a list of your flexible attacks QuantumTurk?
    I'm assuming "Move it" is one of them, but you don't need to choose which flexible attack you want to use until after the d20 roll if you want.

    discrider on
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    QuantumTurkQuantumTurk Registered User regular
    edited April 2017
    It's the only one I have for now (though I'll double check that later)

    Quick edit: Confirmed, spell slots are kinda super premium being a dual caster. Free moves/into out of combat sounded like it would nearly always be good though. Well, at least a free chance to TRY and disengage when you need too.

    Also so it's here somewhere, Skeledog Stats: HP:14, AC: 17, PD: 15, MD: 11, +6 to hit

    QuantumTurk on
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    discriderdiscrider Registered User regular
    @Hellbore 's turn.

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    HellboreHellbore A bad, bad man Registered User regular
    As the half-orc turned his attention away, Zariya took the opportunity presented and thrust her sword, out seeking a weakpoint in the armour.

    "Hey, eyes here, Exile!"

    Geth, roll 1d20+5 for vs half-orc AC
    Geth roll 1d8+4 for potential damage (+3 from Guile)

    vs half-orc AC:
    1d20+5 7 [1d20=2]
    potential damage (+3 from Guile):
    1d8+4 7 [1d8=3]

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    edited April 2017
    Guile and Zariya continue to strike at the Half-Orc. Guile's attack cuts across his foe's chest, but doesn't seem to slow him down much. Zariya tries to take advantage of the flank, only to have her sword brushed away with the bandit's armored forearm. "You want to make a deal? Deal with this!" The bandit yells as he swings club in wide arcs to hit both Guile and Zariya.

    The Gnome tries to shake off Muggs strike it and his allies with a cosmic light show, of strange colors to blind and bewilder the attackers from town.

    The dwarf spits out some of the rotten poison Bud spit into his face. "Gods be Damned! The hell was that!?!" The dwarf swings with his axe, hoping to cut Bud down.

    Jumping around for continuity sake, but attacks still happen in order.
    Wild Swing- When the Escalation Die is even, Half-Orc may hit all targets engaged with you.
    Geth roll 1d20+5 vs. Guile's AC
    Geth roll 1d20+1 vs. Zariya's AC
    10 Damage if hit (4 natural and 6 because of last round's ability.)

    Color Spray (1d4 targets, rolling for everyone but I'll say who gets hit in the edit)
    Edit: Attack only hits Mort and Muggs
    Geth roll 1d4 for targets (mostly Mort and Muggs)
    Geth roll 1d20+4 vs. Mort's MD
    Geth roll 1d20+4 vs. Mugg's MD
    Geth roll 1d20+4 vs. Guile's MD
    Geth roll 1d20+4 vs. Bud's MD
    Geth roll 1d20+4 vs. Zariya's MD
    8 Damage if hit.

    Geth roll 1d20 to save against poison
    Geth roll 1d20+5 vs. Bud's AC
    5 damage if hit.

    @tinwhiskers
    Combat Order- Escalation Die 2
    Exiled 1 (Dwarf) (25)- 15 Damage- Engaged with Bud
    Exiled 2 (Half-Orc) (17)- 14 Damage- -4 to hit anyone but Guile and -4 to disengage -Engaged with Guile and Zariya
    Bud (16) 25/30 HP- Engaged with Dwarf
    Guile (12) 18/28 HP- Engaged with Half-Orc
    Mort (9) 8/19 HP
    -Muggs 6/14 HP- Engaged with Gnome
    Zariya (8) 27/27 HP- Engaged with Half-Orc
    Exiled 3 (Gnome) (8)- 25 Damage Staggered- Engaged with Muggs

    PC Stats
    Bud 30 HP 15 AC 16 PD 13 MD
    Zariya 27 HP 20 AC 12 PD 14 MD
    Guile 28 HP 20 AC 13 PD 15 MD
    Mort 19 HP 12 AC 11 PD 13 MD

    vs. Guile's AC:
    1d20+5 23 [1d20=18]
    vs. Zariya's AC:
    1d20+1 7 [1d20=6]
    targets (mostly Mort and Muggs):
    1d4 2 [1d4=2]
    vs. Mort's MD:
    1d20+4 15 [1d20=11]
    vs. Mugg's MD:
    1d20+4 11 [1d20=7]
    vs. Guile's MD:
    1d20+4 21 [1d20=17]
    vs. Bud's MD:
    1d20+4 6 [1d20=2]
    vs. Zariya's MD:
    1d20+4 13 [1d20=9]
    to save against poison:
    1d20 11 [1d20=11]
    vs. Bud's AC:
    1d20+5 24 [1d20=19]

    Grunt's Ghosts on
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    tinwhiskerstinwhiskers Registered User regular
    edited April 2017
    Bud manages to spin away from the dwarf's chop, turning what could have been a deep gash into a light cut.half damage The backhand blow he directs at the dwarf sails high, but he follows it with a heavy kick at the dwarfs ribs.

    If I can hit either the gnome or the half orc as the 2nd target for Twin Panther Claw, I will. I'd prefer to hit the gnome if I have the choice of the two

    Then pivots throwing his opposite foot back towards the gnome.half damage if the 17 misses

    Bud's AC is now 18, since he completed a finishing move. Also @Grunt's Ghosts the dwarf should still take the 5 damage from the poison(20 dmg total), before he makes the save
    Geth roll 1d20 for spinning willow style

    Geth Roll 1d20+7 vs AC Flurry at Dwarf
    Geth Roll 1d6+4 damage for Flurry at Dwarf

    Geth Roll 1d20+7 vs AC Twin Panther Claw at Dwarf
    Geth Roll 1d20+7 vs AC Twin Panther Claw at Gnome

    Geth roll 1d10+4 for Twin Panther Claw Damage Dwarf
    Geth roll 1d10+4 for Twin Panther Claw Damage Gnome


    @discrider

    spinning willow style:
    1d20 11 [1d20=11]
    vs AC Flurry at Dwarf:
    1d20+7 12 [1d20=5]
    Flurry at Dwarf:
    1d6+4 7 [1d6=3]
    vs AC Twin Panther Claw at Dwarf:
    1d20+7 21 [1d20=14]
    vs AC Twin Panther Claw at Gnome:
    1d20+7 17 [1d20=10]
    Twin Panther Claw Damage Dwarf:
    1d10+4 14 [1d10=10]
    Twin Panther Claw Damage Gnome:
    1d10+4 6 [1d10=2]

    tinwhiskers on
    6ylyzxlir2dz.png
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    discriderdiscrider Registered User regular
    I should point out that the Paladin's challenge I have on the Orc only causes -4 to hit if he doesn't attack me on his turn. If he does attack me, and then attacks Zuriya, then he attacks as normal.

    Also how many interrupts can I do per turn rotation?

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    I believe it's just one per round.

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    edited April 2017
    Also, noted on the Dwarf taking 5 poison damage. He was staggered then. Also, melee and close-quarter attacks seem to be two different things, with close quarters being a range for spells.

    Bud's first strike against the Dwarf is easily parried away, but when the cowboy monk goes into a crazy whirlwind of spin kicks, the dwarf isn't prepared and is quickly knocked out. Bud's spinning continues as he lands a blow on the gnome, leaving the wizard barely standing.

    @discrider
    Combat Order- Escalation Die 2
    Exiled 1 (Dwarf) (25)- Knocked Out
    Exiled 2 (Half-Orc) (17)- 14 Damage- -4 to hit anyone but Guile and -4 to disengage -Engaged with Guile and Zariya
    Bud (16) 25/30 HP- Engaged with Gnome
    Guile (12) 18/28 HP- Engaged with Half-Orc
    Mort (9) 8/19 HP
    -Muggs 6/14 HP- Engaged with Gnome
    Zariya (8) 27/27 HP- Engaged with Half-Orc
    Exiled 3 (Gnome) (8)- 31 Damage Staggered- Engaged with Muggs and Bud

    PC Stats
    Bud 30 HP 15 AC 16 PD 13 MD
    Zariya 27 HP 20 AC 12 PD 14 MD
    Guile 28 HP 20 AC 13 PD 15 MD
    Mort 19 HP 12 AC 11 PD 13 MD

    Grunt's Ghosts on
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    discriderdiscrider Registered User regular
    "Yield Orc", Guile spits, bouncing back after the half-orcs' wild swing.
    "Your pals are almost down for the count, you're outnumbered, and we're just barely getting started!"

    If Mort is near me @QuantumTurk during his turn, then he can rally as a free action, or if you don't use that, then Zariya can be set up again.
    Would prefer you didn't go down though.

    Geth roll 1d20+6 to hit
    Geth roll 1d8+3 for damage

    to hit:
    1d20+6 23 [1d20=17]
    damage:
    1d8+3 5 [1d8=2]

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    discriderdiscrider Registered User regular
    Geth roll 1d3+4 for current command points

    current command points:
    1d3+4 7 [1d3=3]

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    I thought you spent those 4 command points when you gave Zariya +3 Damage?

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    discriderdiscrider Registered User regular
    edited April 2017
    I thought you spent those 4 command points when you gave Zariya +3 Damage?

    Zariya missed, so I couldn't use the interrupt or spend the command points.
    That interrupt can only be triggered when an ally hits.
    I mean technically I could say I have 6 now, as I'll be using one to give @QuantumTurk a free action rally to make sure he doesn't drop. But that's also sort of dependent on Zariya wanting the free action rally on her turn.

    discrider on
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    discriderdiscrider Registered User regular
    edited April 2017
    @QuantumTurk your turn

    discrider on
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    HellboreHellbore A bad, bad man Registered User regular
    edited April 2017
    As a heads up, I'm going on vacation for three weeks on Monday. I don't expect to be cut off, but my might be slower to catch up.

    Hellbore on
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    Grunt's GhostsGrunt's Ghosts Registered User regular
    @Hellbore Since it's been a few days and @QuantumTurk hasn't responded, go ahead and make your move and we can come back to him when he comes back.

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    discriderdiscrider Registered User regular
    Not sure if we want to auto-heal Mort with his free rally @Grunt's Ghosts then?
    Otherwise it's the other side's turn immediately after Zariya...

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    Grunt's GhostsGrunt's Ghosts Registered User regular
    Yeah, on my phone but go ahead and roll his if I don't get the chance to.

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    HellboreHellbore A bad, bad man Registered User regular
    edited April 2017
    Delfecting the Half-Orc's strike off her shield, Zariya reset her stance, as she'd been trained, and again went for the overhead chop. This time, though, she channeled all of her focus not the blade, calling on whatever powers still existed.

    "Here's my counter-offer."

    Geth, roll 1d20+9 for Smite Evil

    Geth, roll 1d8+16 for damage (half on miss)

    Smite Evil:
    1d20+9 25 [1d20=16]
    damage, half:
    1d8+16 21 [1d8=5]

    Hellbore on
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    discriderdiscrider Registered User regular
    edited April 2017
    ...
    If Mort's going to just stand there until the next round at least, he can use his action to rally, and I can give +3 damage to Zariya instead.

    Otherwise if we're going to make him attack I'd be using the free rally interrupt instead.

    +3 damage to Zariya's attack.
    Geth roll 1d8 for Mort's recovery.
    +2 for me to hit next turn.
    6 command points left.

    Mort's recovery:
    1d8 6 [1d8=6]

    discrider on
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    QuantumTurkQuantumTurk Registered User regular
    Sorry bout that. Life was a thing. If i'm understanding recovery right, I can use that, and then go about my buisness (which saved ya'll from a randomly targeted drain life) Also in the future, feel free to just move for me if it's been over 24 hours, things sometimes come up, I'm not going to hate on ya'll for keeping the game running.

    SO: Mort is ending that gnome. Cast spells at US. I'M the magic here.

    Geth roll 1d20+4 for attack with Battle Chant

    Geth Roll 1d6+4 for damage with battle chant

    Geth roll 1d20+6 for muggs chomp

    Geth roll 1d6 for doggie damage

    And as order might matter if the gnome dies, I see mort attacking first to get the gnome off of Muggs, so if the Gnome falls Muggs will go for whatever arm is closest. (GM choice)

    attack with Battle Chant:
    1d20+4 22 [1d20=18]
    damage with battle chant:
    1d6+4 7 [1d6=3]
    muggs chomp:
    1d20+6 8 [1d20=2]
    doggie damage:
    1d6 6 [1d6=6]

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    discriderdiscrider Registered User regular
    Okay then.
    Free rally to Mort, no bonus dmg to Zariya

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