Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
Give me a d20 roll to see if you can disengage and we can go from there?
Based on sneak attack rules in 13th age, though, the enemy only needs to be engaged with one or more of your allies. So you would get the +1d4 against the old man if you hit with an attack.
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
I think I should probably have taken the elemental weapon feat first, thinking about it some more, as I doubt anything is going to try that hard to disengage from me yet.
Sorry about the wait. Computer died and I lost all my digital books, including 13th Age.
The nimble rogue tries to back away from the Old Man, but there seems to be more to him as the Man follows. "Got a thing for me? Im flattered but Im not easy." Farkas does a quick spin, trying to get inside the Old Man's defenses.
Basic Attack
Geth roll 1d20+5 to hit
Geth roll 1d8+4 for damage
to hit:
1d20+517 [1d20=12]
damage:
1d8+49 [1d8=5]
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited January 2014
I forgot to tell you guys that since the second round has started, the escalation die is at 1 now. So your 17 is an 18, which just hits! 9 damage to that fool!
@Auralynx , next time you guys get an incremental advance you can adjust your class features or feats or whatever.
Will try to put up a post soon. Things hectic. Sorry!
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited January 2014
Farkas' spin catches the leader off guard just long enough for his blade to slice across the bastard's gut with a wet slicing sound. The man drops to one knee and moans in agony. After a few breaths he manages to collect himself and rise shakily to his feet. "Sorry, lad. I don't swing that way," he says with an unhappy grin. "I do swing THIS way, though!" he says shortly before bringing his own sword around to connect with Farkas' midsection. The wound isn't fatal but it is by no means pleasant.
Bandits: MOOKS - 14/25 HP - AC16, PD14, MD11 - +3 damage with next attack that hits
Dark Hero: 13/34 HP - AC18, PD16, MD12 - Staggered
Thug1: 6/27 HP - AC17, PD14, MD12 - Staggered - +3 damage with next attack that hits
Thug2: 13/27 HP - AC17, PD14, MD12 - 5 ongoing fire damage (save ends) - Staggered - +3 damage with next attack that hits
Barthas - 17/21 HP - AC16, PD12, MD12 - Now do 3 damage on miss
Clank - 16/24 HP - AC17, PD14, MD14 - Now do 3 damage on miss
Proof - 24/24 HP - AC13, PD12, MD11 - Now do 3 damage on miss
Farkas - 12/21 HP - AC13, PD13, MD11 - Now do 3 damage on miss
Talfryn - 30/30 HP - AC16, PD14, MD11 - Now do 3 damage on miss
Yancey - 21/27 HP - AC17, PD14, MD13 - Now do 3 damage on miss, Can reroll one attack this battle.
Geth, roll 1d20+7 for against Farkas 13 ac (6 damage on hit)
Turn: Old man takes 9 damage from Farkas' hit (now staggered) Old man hits Farkas for 6 damage - All non-leader enemies now do 3 extra damage with the next attack that hits.
Talfryn, angered by his failure to break the old man's defenses, and by seeing his companions injured, flies into the fury for which he was named. "You ignore me at your own risk, deceiver!" he shouts as he brings his sword crashing down once again.
Quick action: start raging
Geth roll 2#1d20+6 for Basic Attack
Geth roll 1d8+6 for Damage
"Deceiver? Its kinda your fault for being so gullible in the first place. Old Man on a road leading towards a prison. That should have raised a few flags. Luckly, I saw through the ruse quickly."
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited January 2014
The old man shouts in pain as the Elf's blade cuts him deeply. Copious amounts of blood are streaming from his various wounds. "You... you'll regret that."
Elsewhere on the battlefield, the two burlier thugs are trying their luck to see if they can do some damage. "Would you lot just shut up and die, already? Lich King's not payin' us for chit chat." The firs thug's mace crashes heavily into Barthas, roughly knocking the wind out of him. He doubles over momentarily trying to get air into his aching lungs. The other thug's not as lucky. As he tries to take a swing at Yancey, his own arm bursts into flame and he diverts his attentions to putting it out. So far, he hasn't had any luck getting the flames to dissipate any.
Hit on Barthas, Miss on Yancey.
Thug1 does his normal 4 damage, +3 more from the Dark Hero's boost.
Bandits: MOOKS - 14/25 HP - AC16, PD14, MD11 - +3 damage with next attack that hits
Dark Hero: 5/34 HP - AC18, PD16, MD12 - Staggered
Thug1: 6/27 HP - AC17, PD14, MD12 - Staggered
Thug2: 8/27 HP - AC17, PD14, MD12 - 5 ongoing fire damage (save ends) - Staggered - +3 damage with next attack that hits
Barthas - 10/21 HP - AC16, PD12, MD12 - Now do 3 damage on miss - Staggered
Clank - 16/24 HP - AC17, PD14, MD14 - Now do 3 damage on miss
Proof - 24/24 HP - AC13, PD12, MD11 - Now do 3 damage on miss
Farkas - 12/21 HP - AC13, PD13, MD11 - Now do 3 damage on miss
Talfryn - 30/30 HP - AC16, PD14, MD11 - Now do 3 damage on miss
Yancey - 21/27 HP - AC17, PD14, MD13 - Now do 3 damage on miss, Can reroll one attack this battle.
Success! Barthas darts behind Talfryn and prepares to cast some spells.
Killroy don't feel the need to defend me long-term, but if anyone does try to come up and attack me, you can move to intercept if you'd like.
The first spell is a quick prayer to the Lifemaiden (Casting Heal, quick action). Small angelic sprites flit into existence, healing Barthas before dissipating into the air. Rejuvenated, he turns his attention to the bandits assailing Clank. Wispy soldiers, armed with sword and shield, fly from Barthas and silently rush towards the bandits, stoic looks on their faces (Casting Spirits of the Righteous, standard action).
Geth roll 1d8+2 for Heal, using my own recovery
Geth roll 1d20+5 for Spirits of the Righteous vs. bandits' MD
Geth roll 4d6+4 for holy damage vs. the bandits if I hit
"AUGH!"
Despite the poor showing of the spirits' attack, my nearby ally with the fewest hit points (Farkas) gains a +2 bonus to AC until the end of my next turn, as they move to protect him.Whoops, I missed that I fumbled, so the attack has no effect.
Done!
Heal, using my own recovery:
1d8+28 [1d8=6]
Spirits of the Righteous vs. bandits' MD:
1d20+56 [1d20=1]
holy damage vs. the bandits if I hit:
4d6+418 [4d6=5, 1, 5, 3]
bss on
3DS: 2466-2307-8384 PSN: bssteph Steam:bsstephanTwitch:bsstephan Tabletop:13th Age (mm-mmm), D&D 4e Occasional words about games:my site
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
Waiting on @Oats to finish his turn and @Auralynx to do the whole thing
Geth roll 2d20+3 for versus PD of Old Man, Thug 1
Geth roll 3d6+3 for BRRRRR CHILLED ALE
EDIT: That's a 17 and a 10, respectively, because I missed the # between 2 and d20. Six damage each, since it misses both.
Second Edit: Looks like that's enough to kill Thug the First, unless @TheRoadVirus went back and edited the last stat post.
Proof spits out another gobful of ale, that quickly freezes once outside his mouth.
This seems amazingly unsanitary.
versus MD of Old Man, Thug 1:
2d20+324 [2d20=14, 7]
BRRRRR CHILLED ALE:
3d6+319 [3d6=6, 5, 5]
Oats on
+1
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
edited January 2014
Yancey whales away at Thug 2, connecting with the lightning fountain once more in a glancing blow. The following crack of thunder lays Thug 2 low.
If Proof killed Thug 1, there is no #6, clockwise. See below for the again-lucky reroll; between the 4 Wis mod off that, the 2 from me, and the 3 from the ongoing effect, I think Thug 2 is also down.
Geth roll 1d20+5 for Resounding Thunder attack vs Thug 2
Geth roll 1d10 for Damage?
Geth roll 1d6 for Random Boom
Resounding Thunder attack vs Thug 2:
1d20+521 [1d20=16]
Damage?:
1d102 [1d10=2]
Random Boom:
1d66 [1d6=6]
Auralynx on
+2
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Is there a handy list of the parameters than can be passed to Geth for dice rolling? I know I've seen a test being done somehow, but I don't recall the syntax.
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
Will make an update once I get some work stuff under control. @Oats , if you find it, please let me know! I've been trying to use stuff from the Orokos website, but it doesnt seem that everything has made it over just yet
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited January 2014
Over the course of the past few seconds, flurries of blows and magical energies come from the mighty heroes and fell many of the stronger foes. The few remaining bandits take a swing at clank and then turn tail to run away, consequences be damned. On second thought, though, those swings were a bit wild and the robot looks more than a little bit angry. We should stay here and see this through. "Augh! Why won't you lot DIE?" says the second bandit. He was the only one lucky enough to actually score a hit!
Bandits: MOOKS - 11/25 HP - AC16, PD14, MD11 - +3 damage with next attack that hits (1 and 3)
Dark Hero: 0/34 HP - AC18, PD16, MD12 - DECEASED
Thug1: 0/27 HP - AC17, PD14, MD12 - DECEASED
Thug2: 0/27 HP - AC17, PD14, MD12 - DECEASED - +3 damage with next attack that hits
Barthas - 10/21 HP - AC16, PD12, MD12 - Now do 3 damage on miss - Staggered
Clank - 9/24 HP - AC17, PD14, MD14 - Now do 3 damage on miss - Staggered
Proof - 24/24 HP - AC13, PD12, MD11 - Now do 3 damage on miss
Farkas - 12/21 HP - AC13, PD13, MD11 - Now do 3 damage on miss
Talfryn - 30/30 HP - AC16, PD14, MD11 - Now do 3 damage on miss
Yancey - 21/27 HP - AC17, PD14, MD13 - Now do 3 damage on miss, Can reroll one attack this battle.
Geth, roll 3#1d20+6 vs Clank 17 AC (4+3 damage on each hit)
Geth, roll 3#1d20+5 for RUN! (These guys get +5 to disengage checks because they're shifty)
One hit on clank for 7 damage.
each hit):
3#1d20+6 3 # 8 [1d20=2] 25 [1d20=19] 15 [1d20=9]
RUN! (These guys get +5 to disengage checks for they're shifty):
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
Next up is @Grunt's Ghosts Farkas to give these old baddies what for, eh wot?
Everyone is 'nearby' for the purposes of this fight, so everybody is able to reach everybody else provided there are no opportunity attacks on the way.
Even with their leader dead, the Thug kept fighting. Must be something important for these fool to keep dying for. Farkas moves to get close to one of the mooks with alive. Too busy beating the walking armor to notice me.
It was a simple. Stab in the side the first bandit, spin around to catch the second one's temple, until the last bandit remained, who looked surprised by his friends' sudden demise. "Can't have you leaving and warning your other friends, now." Farkas suddenly leaped up and pounced onto the back of the fleeing man. A quick slash and the bandit moved no more.
"AND THAT'S WHY THERE WILL BE NO MORE TALKING TO STRANGERS ON THIS TRIP!" Farkas yells at the group. "We are going to meet three kinds of people on this road. People escaping prison, people breaking friend's out of prison, and people who will think we are one of those two. Are we clear, boulder breath?"
Geth roll 1d20+5 for basic attack against bandits
Geth roll 1d8+4 for damage
Geth roll 1d6 for sneak attack damage
basic attack against bandits:
1d20+520 [1d20=15]
damage:
1d8+410 [1d8=6]
sneak attack damage:
1d66 [1d6=6]
Grunt's Ghosts on
+1
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
The last assailant drops to the ground with a meaty 'thud' and breathes no more.
The party has some time now to tend to their wounds/dents/whatnot.
Actually, I still had a cast of Heal left for the encounter, so if TheRoadVirus doesn't mind, maybe I could cast it on Clank or Farkas now? They'd get a 2 extra HP.
Barthas helps everyone with their wounds, checking bandages and applying salves and the like. Nothing magical recovery-y, just making sure the group's in good order. While doing this, he opines on the attackers. "Well, whichever they were, it does seem like the crazy old man was the brains of the operation, so we should be sure to check him out."
3DS: 2466-2307-8384 PSN: bssteph Steam:bsstephanTwitch:bsstephan Tabletop:13th Age (mm-mmm), D&D 4e Occasional words about games:my site
Proof feels sick, and he is oddly quiet. He wanders around a nearby tree and vomits loudly.
"They were just men. Not demons or their spawn. Oh I think I need a moment here boys."
+1
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Yancey seems nonplussed by Farkas' outburst but oddly unmoved by the fight itself.
"Wow, you seem mad, guy. You should probably relax. I have this tea that will totally help with that."
Yancey rummages in his baggage for some tea.
0
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
On the old man you find, obviously, the creepy skin mask, as well as a note.
There is a group of initiates trying yo prove themselves to the dragon empire by protecting the island. Murder them. Take their orders. Take their place. Help us take the island. Tell your assistants that their families will be returned safely when all is finished.
There is no signature.
Aside from that you find some crude iron utensils, some twists of paper with spices in them, a few pewter mugs, mundane weapons, and three trail rations.
Posts
Based on sneak attack rules in 13th age, though, the enemy only needs to be engaged with one or more of your allies. So you would get the +1d4 against the old man if you hit with an attack.
The nimble rogue tries to back away from the Old Man, but there seems to be more to him as the Man follows. "Got a thing for me? Im flattered but Im not easy." Farkas does a quick spin, trying to get inside the Old Man's defenses.
Geth roll 1d20+5 to hit
Geth roll 1d8+4 for damage
@Auralynx , next time you guys get an incremental advance you can adjust your class features or feats or whatever.
Will try to put up a post soon. Things hectic. Sorry!
Initiative Block
Farkas: 17
Old Man: 17
Talfryn: 16 <---
Thugs: 16
Clank: 15
Barthas: 12
Yancey: 10
Proof: 4
Stats
Dark Hero: 13/34 HP - AC18, PD16, MD12 - Staggered
Thug1: 6/27 HP - AC17, PD14, MD12 - Staggered - +3 damage with next attack that hits
Thug2: 13/27 HP - AC17, PD14, MD12 - 5 ongoing fire damage (save ends) - Staggered - +3 damage with next attack that hits
Barthas - 17/21 HP - AC16, PD12, MD12 - Now do 3 damage on miss
Clank - 16/24 HP - AC17, PD14, MD14 - Now do 3 damage on miss
Proof - 24/24 HP - AC13, PD12, MD11 - Now do 3 damage on miss
Farkas - 12/21 HP - AC13, PD13, MD11 - Now do 3 damage on miss
Talfryn - 30/30 HP - AC16, PD14, MD11 - Now do 3 damage on miss
Yancey - 21/27 HP - AC17, PD14, MD13 - Now do 3 damage on miss, Can reroll one attack this battle.
Geth, roll 1d20+7 for against Farkas 13 ac (6 damage on hit)
Turn:
Old man takes 9 damage from Farkas' hit (now staggered)
Old man hits Farkas for 6 damage - All non-leader enemies now do 3 extra damage with the next attack that hits.
Steam | Twitter
Quick action: start raging
Geth roll 2#1d20+6 for Basic Attack
Geth roll 1d8+6 for Damage
Steam | Twitter
Elsewhere on the battlefield, the two burlier thugs are trying their luck to see if they can do some damage. "Would you lot just shut up and die, already? Lich King's not payin' us for chit chat." The firs thug's mace crashes heavily into Barthas, roughly knocking the wind out of him. He doubles over momentarily trying to get air into his aching lungs. The other thug's not as lucky. As he tries to take a swing at Yancey, his own arm bursts into flame and he diverts his attentions to putting it out. So far, he hasn't had any luck getting the flames to dissipate any.
Hit on Barthas, Miss on Yancey.
Thug1 does his normal 4 damage, +3 more from the Dark Hero's boost.
Initiative Block
Farkas: 17
Old Man: 17
Talfryn: 16
Thugs: 16
Clank: 15<--
Barthas: 12
Yancey: 10
Proof: 4
Stats
Dark Hero: 5/34 HP - AC18, PD16, MD12 - Staggered
Thug1: 6/27 HP - AC17, PD14, MD12 - Staggered
Thug2: 8/27 HP - AC17, PD14, MD12 - 5 ongoing fire damage (save ends) - Staggered - +3 damage with next attack that hits
Barthas - 10/21 HP - AC16, PD12, MD12 - Now do 3 damage on miss - Staggered
Clank - 16/24 HP - AC17, PD14, MD14 - Now do 3 damage on miss
Proof - 24/24 HP - AC13, PD12, MD11 - Now do 3 damage on miss
Farkas - 12/21 HP - AC13, PD13, MD11 - Now do 3 damage on miss
Talfryn - 30/30 HP - AC16, PD14, MD11 - Now do 3 damage on miss
Yancey - 21/27 HP - AC17, PD14, MD13 - Now do 3 damage on miss, Can reroll one attack this battle.
Geth, roll 2#1d20+5 for AC on Barthas, Yancey
Geth, roll 1d20 for AUGH IT BURNS
Minion, roll 1d20+7 for Heavy 2H Attack v bandit AC 16
Minion, roll 1d10+6 for damage
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Minion, roll 1d20+7 for Heavy 2H Attack v bandit AC 16
I forgot that rolls need to be on separate lines from color blocks.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Geth, roll 1d20+2 for BotW recharge
Proof still has some frosted brew in his gob, it seems.
C'mon...
Geth roll 1d20-1 for disengage check
Tabletop:13th Age (mm-mmm), D&D 4e
Occasional words about games: my site
Killroy don't feel the need to defend me long-term, but if anyone does try to come up and attack me, you can move to intercept if you'd like.
The first spell is a quick prayer to the Lifemaiden (Casting Heal, quick action). Small angelic sprites flit into existence, healing Barthas before dissipating into the air. Rejuvenated, he turns his attention to the bandits assailing Clank. Wispy soldiers, armed with sword and shield, fly from Barthas and silently rush towards the bandits, stoic looks on their faces (Casting Spirits of the Righteous, standard action).
Geth roll 1d8+2 for Heal, using my own recovery
Geth roll 1d20+5 for Spirits of the Righteous vs. bandits' MD
Geth roll 4d6+4 for holy damage vs. the bandits if I hit
"AUGH!"
Despite the poor showing of the spirits' attack, my nearby ally with the fewest hit points (Farkas) gains a +2 bonus to AC until the end of my next turn, as they move to protect him. Whoops, I missed that I fumbled, so the attack has no effect.
Done!
Tabletop:13th Age (mm-mmm), D&D 4e
Occasional words about games: my site
Geth roll 1d2 for number of targets.
Geth roll 2d20+3 for versus PD of Old Man, Thug 1
Geth roll 3d6+3 for BRRRRR CHILLED ALE
EDIT: That's a 17 and a 10, respectively, because I missed the # between 2 and d20. Six damage each, since it misses both.
Second Edit: Looks like that's enough to kill Thug the First, unless @TheRoadVirus went back and edited the last stat post.
Proof spits out another gobful of ale, that quickly freezes once outside his mouth.
This seems amazingly unsanitary.
If Proof killed Thug 1, there is no #6, clockwise. See below for the again-lucky reroll; between the 4 Wis mod off that, the 2 from me, and the 3 from the ongoing effect, I think Thug 2 is also down.
Geth roll 1d20+5 for Resounding Thunder attack vs Thug 2
Geth roll 1d10 for Damage?
Geth roll 1d6 for Random Boom
"Augh! Why won't you lot DIE?" says the second bandit. He was the only one lucky enough to actually score a hit!
Escalation Die: 2
Initiative Block
Farkas: 17<--
Old Man: 17
Talfryn: 16
Thugs: 16
Clank: 15
Barthas: 12
Yancey: 10
Proof: 4
Stats
Dark Hero: 0/34 HP - AC18, PD16, MD12 - DECEASED
Thug1: 0/27 HP - AC17, PD14, MD12 - DECEASED
Thug2: 0/27 HP - AC17, PD14, MD12 - DECEASED - +3 damage with next attack that hits
Barthas - 10/21 HP - AC16, PD12, MD12 - Now do 3 damage on miss - Staggered
Clank - 9/24 HP - AC17, PD14, MD14 - Now do 3 damage on miss - Staggered
Proof - 24/24 HP - AC13, PD12, MD11 - Now do 3 damage on miss
Farkas - 12/21 HP - AC13, PD13, MD11 - Now do 3 damage on miss
Talfryn - 30/30 HP - AC16, PD14, MD11 - Now do 3 damage on miss
Yancey - 21/27 HP - AC17, PD14, MD13 - Now do 3 damage on miss, Can reroll one attack this battle.
Geth, roll 3#1d20+6 vs Clank 17 AC (4+3 damage on each hit)
Geth, roll 3#1d20+5 for RUN! (These guys get +5 to disengage checks because they're shifty)
One hit on clank for 7 damage.
Everyone is 'nearby' for the purposes of this fight, so everybody is able to reach everybody else provided there are no opportunity attacks on the way.
It was a simple. Stab in the side the first bandit, spin around to catch the second one's temple, until the last bandit remained, who looked surprised by his friends' sudden demise. "Can't have you leaving and warning your other friends, now." Farkas suddenly leaped up and pounced onto the back of the fleeing man. A quick slash and the bandit moved no more.
"AND THAT'S WHY THERE WILL BE NO MORE TALKING TO STRANGERS ON THIS TRIP!" Farkas yells at the group. "We are going to meet three kinds of people on this road. People escaping prison, people breaking friend's out of prison, and people who will think we are one of those two. Are we clear, boulder breath?"
Geth roll 1d8+4 for damage
Geth roll 1d6 for sneak attack damage
The party has some time now to tend to their wounds/dents/whatnot.
What would you like to do?
Actually, I still had a cast of Heal left for the encounter, so if TheRoadVirus doesn't mind, maybe I could cast it on Clank or Farkas now? They'd get a 2 extra HP.
Barthas helps everyone with their wounds, checking bandages and applying salves and the like. Nothing magical recovery-y, just making sure the group's in good order. While doing this, he opines on the attackers. "Well, whichever they were, it does seem like the crazy old man was the brains of the operation, so we should be sure to check him out."
Tabletop:13th Age (mm-mmm), D&D 4e
Occasional words about games: my site
"They were just men. Not demons or their spawn. Oh I think I need a moment here boys."
"Wow, you seem mad, guy. You should probably relax. I have this tea that will totally help with that."
Yancey rummages in his baggage for some tea.
There is a group of initiates trying yo prove themselves to the dragon empire by protecting the island. Murder them. Take their orders. Take their place. Help us take the island. Tell your assistants that their families will be returned safely when all is finished.
There is no signature.
Aside from that you find some crude iron utensils, some twists of paper with spices in them, a few pewter mugs, mundane weapons, and three trail rations.
That's fine, BSS