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[Pbp] -13th Age - Return to the Temple of Elemental Evil Chapter 1. - The Moathouse

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  • astrobstrdastrobstrd So full of mercy... Registered User regular
    The other mooks have short bows as well. They also have clubs. Mook damage still spills over, so targeting the far one would just mean that you would have to come up with a way to kill the others (a free move to do so, or use of a fluff magical attack would be equally fine).

    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • DracilDracil Registered User regular
    edited October 2014
    As signaled, Caldon opens his hand and hurls what looks like a beam of light towards the the lone goblin archer...

    and apparently his faith was not strong enough as the beam of light fades into nothingness.
    Did the bats take 5 or 10 damage?

    Gonna use Javelin of faith vs Goblin mooks. I'll update the post based on the rolls.

    Geth roll 1d20+4 vs Goblin Mook PD 14 for to hit
    Geth roll 2d6+3 for damage to undamaged target

    Edit: I forgot about that combat boon from the bard, so it should've been +5, not that it would've mattered.
    Escalation Die: 0

    Initiative:
    @Ardent is up

    Fultur- 13
    Sabeiha () - 10
    Goblin Scum - 9
    Goblin Cavalry - 7
    Golnar - 20
    Vanminar- 17
    Swarm of Bats - 16
    Maldras- 15
    Caldon- 15

    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn
    Caldon (Dracil) : HP: 27/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15
    Fultur (Ardent) : HP 24/24, Recoveries 8/8 [1d6+2], AC 13 PD 13 MD 13
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats}
    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11
    Swarm of Bats: HP 25?20?/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
    attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
    damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}

    Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
    Goblin Cavalry 1: HP 60/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)

    Golnar (Capfalcon) : HP 30/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 Power Stunt Die: 5 {engaged with Goblin Cavalry 2}
    Goblin Cavalry 2: HP 34/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Golnar}

    Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
    Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11

    to hit:
    1d20+4 5 [1d20=1]
    damage to undamaged target:
    2d6+3 7 [2d6=3, 1]

    Dracil on
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  • ArdentArdent Down UpsideRegistered User regular
    edited October 2014
    Fultur follows up his initial volley with something a bit stronger, the runes on his staff glowing in stark relief as he invokes another spell. He manages to pull both a single copper coin and a small vial of acid free of his reagent pouches with his free hand. They're enveloped with a glow similar to the one on his staff's runes and he hurls them toward the other goblin rider.

    "Copper n' Acid Conflagration Quarrel!" are the words he chants when he does so. True to his words, the quarrel impacts and sets the area ablaze with green flames.
    Geth, roll 1d20+5 to hit with the Modified Acid Arrow

    Geth, roll 4d10 damage for the Modified Acid Arrow just in case

    So that's a miss. The intent of the flames is to limit the goblins' mobility. Normally Acid Arrow deals 5 ongoing even on a miss, so that's what I'd use for anyone entering/standing in the flames.
    Escalation Die: 0

    Initiative:
    @astrobstrd‌ is up

    Sabeiha () - 10
    Goblin Scum - 9
    Goblin Cavalry - 7
    Golnar - 20
    Vanminar- 17
    Swarm of Bats - 16
    Maldras- 15
    Caldon- 15
    Fultur- 13

    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn
    Caldon (Dracil) : HP: 27/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15
    Fultur (Ardent) : HP 24/24, Recoveries 8/8 [1d6+2], AC 13 PD 13 MD 13
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats}
    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11
    Swarm of Bats: HP 25?20?/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
    attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
    damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn. {engaged with Maldras}

    Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11
    Goblin Cavalry 1: HP 60/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)

    Golnar (Capfalcon) : HP 30/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 Power Stunt Die: 5 {engaged with Goblin Cavalry 2}
    Goblin Cavalry 2: HP 34/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Golnar}

    Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
    Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11

    to hit with the Modified Acid Arrow:
    1d20+5 13 [1d20=8]
    the Modified Acid Arrow just in case:
    4d10 17 [4d10=2, 4, 10, 1]

    Ardent on
    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
  • discriderdiscrider Registered User regular
    Don't forget that you all get +1 to hit whilst I'm singing. But 14 is still a miss with the acid arrow against PD above.

  • astrobstrdastrobstrd So full of mercy... Registered User regular
    Sabeiha draws her bow and aims at the goblin and bat engulfed in flaming acid. The erratic movement of the creature defeats her aim, but she wastes little time sulking and quickly separates from the group to cut off any further attacks on the casters.
    Ranged attack misses. Sabeiha moves 10' and gets ready to skilled intercept with any enemy targeting the main group.

    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited October 2014
    The three non-mounted goblins all seem equally as panicked, yet somehow, their shoddy arrows still find their marks. The dwarven wizard and the half-orc strong man seem to be the targets causing them the most panic, and Golnar suffers the shallow wounds of crude stone tipped missiles. Fultur is able to use the lingering energy of his Conflagration Quarrel to melt the arrow headed his direction.
    Fultur is missed with a 15 due to his Abjuration.

    Golnar is hit with 18 and 24 for 6 dmg.

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited October 2014
    The mounted goblin next to Golnar thrusts his spear, but Golnar simply slaps it aside with his calloused hands. The bat pops into the air and zips over to Sabeiha whose preparation lets her shield the blow, but her own counter strike is parried. The other goblin, engulfed in burning acid shouts, "Kill the god-man! Kill the wizards!"

    Fultur's acid sears him even worse as he charges towards the priest. Sabeiha doesn't make it in time to stop the goblin from plunging his spear into Caldon's side. Burning even further, the bat flies into the air and up above your heads, suffering further damage and at the mercy of the winds.
    Goblin Cavalry 2 attacks Golnar and misses with an 8. A natural 2-5 lets him pop free and take a free move and attack vs. Sabeiha. This is a miss with a 15. Natural odd miss lets Sabeiha use Counter-Attack which misses with a 10.

    Goblin Cavalry 1 takes 4 ongoing damage and then suffers 2 damage for moving. Sabeiha fails her intercept with a 1. He hits Caldon with an 18 for 8 dmg. A natural even hit allows him to pop free and move as a free action, flying 15' straight into the air and suffering 2 more damage.
    Will post stat block a bit later, as there are quite a few changes :)

    @ardent Changed the effect to 4 ongoing damage, 2 damage for each move action (even free ones).

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited October 2014
    Escalation Die: 1

    Initiative:
    @Capfalcon‌ is up

    Golnar - 20
    Vanminar- 17
    Swarm of Bats - 16
    Maldras- 15
    Caldon- 15
    Fultur- 13
    Sabeiha - 10
    Goblin Scum - 9
    Goblin Cavalry - 7

    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn, +1 to attacks
    Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +1 to attacks
    Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +1 to attacks
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats} +1 to attacks
    Swarm of Bats: HP 25/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
    attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
    damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
    {engaged with Maldras}

    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11 {engaged with Goblin Cavalry 2} +1 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
    Goblin Cavalry 2: HP 34/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Sabeiha}

    Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11

    Goblin Cavalry 1: HP 52/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action

    Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +1 to attacks Power Stunt Die: 5

    Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
    Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • ArdentArdent Down UpsideRegistered User regular
    I'm not clear on whether Abjuration works when you're using something else to modify the Daily, by the way, so I'm assuming it does not.

    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    I don't see why it wouldn't. Just make sure to update the stat block when it goes into effect. I will change that hit to a miss.

    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited October 2014
    Angry his prey fled like a coward, Golnar jumps down from the column and backhands the goblin right across the jaw. That'll teach it to run.
    Geth roll 1d20+6 for Giant Strike
    Geth roll 1d10+8 for damage
    Escalation Die: 1

    Initiative:
    @Boozer‌ is up

    Golnar - 20
    Vanminar- 17
    Swarm of Bats - 16
    Maldras- 15
    Caldon- 15
    Fultur- 13
    Sabeiha - 10
    Goblin Scum - 9
    Goblin Cavalry - 7

    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 16 PD 14 MD 13 AC +1 until start of his next turn, +1 to attacks
    Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +1 to attacks
    Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +1 to attacks
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13 {engaged with Swarm of Bats} +1 to attacks
    Swarm of Bats: HP 25/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
    attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
    damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
    {engaged with Maldras}

    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11 {engaged with Goblin Cavalry 2} +1 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
    Goblin Cavalry 2: HP 32/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) {engaged with Sabeiha}
    Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +1 to attacks Power Stunt Die: 5

    Goblin Scum 1(mook): HP 5/5, AC 16 PD 14 MD 11

    Goblin Cavalry 1: HP 52/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action

    Goblin Scum 2(mook): HP 5/5, AC 16 PD 14 MD 11
    Goblin Scum 3(mook): HP 5/5, AC 16 PD 14 MD 11

    damage:
    1d10+8 14 [1d10=6]

    Capfalcon on
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Geth roll 1d20+6 for Giant Strike

    Giant Strike:
    1d20+6 14 [1d20=8]

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    @Boozer‌

    Not sure if the editing it an @ works.

  • BoozerBoozer Registered User regular
    edited October 2014
    A large arc of lightning danced up Vanminar’s arm, collected in his strange wand, then lashed out, striking the bat-rider still on the ground. The sorcerer snapped his fingers, and a new arc struck from it's smoking corpse to the flying bat-rider. Lightning jumped again to each of the goblin archers, frying all three of them to a crisp. Multiple bolts jumped from the archer's corpses into the swarm of bats, cooking them as well.

    Van took a moment to blow a waft of smoke from the end of his wand, smiling.
    I’ll added Maldras’ +1 from Song of Heroes to the stat block since we keep forgetting about it. Golnar still misses.

    I’m going to cast Lightning Fork, which is a chain spell. In order to avoid multiple posts in the unlikely event that the chain bounces to everyone, I’ll roll all 4 attacks and damage now. I’m attacking in order: Goblin Cavalry 2, Goblin Cavalry 1, Goblin Scums, Swarm of Bats.

    e- I'll use my racial power to turn the first 17 into an 16, continuing the chain. Gather power still doubles miss damage, and the Cavalry 1 had resistance, so I still did 6 damage to Cavalry 1. The 15 hits the mook's PD, so 22 damage takes all three out. The final strike hits the bats as well, and is over their resistance, so it takes them out as well.
    Sorry for all the edits, I was misunderstanding chain and natural rolls.

    Geth roll 4#1d20+7 for Lightning Fork
    Geth roll 4#2*(3d6+3) for damage
    Escalation Die: 1

    Initiative:
    @discrider‌ is up

    Swarm of Bats - 16
    Maldras- 15
    Caldon- 15
    Fultur- 13
    Sabeiha - 10
    Goblin Scum - 9
    Goblin Cavalry - 7
    Golnar - 20
    Vanminar- 17


    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
    Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
    Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +2 to attacks
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
    Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
    attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
    damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.


    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
    Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
    Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5

    Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11

    Goblin Cavalry 1: HP 46/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action

    Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11
    Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11

    Lightning Fork:
    4#1d20+7 4 # 24 [1d20=17] 9 [1d20=2] 15 [1d20=8] 26 [1d20=19]
    damage:
    4#2*(3d6+3) 4 # 32 [3d6=5, 3, 5] 26 [3d6=4, 3, 3] 22 [3d6=2, 3, 3] 30 [3d6=3, 5, 4]

    Boozer on
    Bobby 'Bulldog' Lenko - [PBP] [Vampire] The Restless City
    PSN: Boozer_777
  • BoozerBoozer Registered User regular
    @discrider‌ is actually up because I misunderstood chain and natural rolls at first.

    Bobby 'Bulldog' Lenko - [PBP] [Vampire] The Restless City
    PSN: Boozer_777
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Well, damn. Nice shot.

  • DracilDracil Registered User regular
    Just to be sure we're not missing anything, for attack rolls, I think we're at +1 for level +1 for escalation die +1 for song and probably +[MOD] from relevant attribute?

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  • discriderdiscrider Registered User regular
    edited October 2014
    There is a brief lull in the battle as everyone attempts to blink the afterimages of Vanimar's attack from their eyes.
    It is after this brief silence that Maldras sings his next verse.

    :whistle:
    On that day, a pact was formed, as we all joined the fight.
    Armies turned, and angers calmed, dimmed by the monstrous night.
    Orc and Emporer side by side, the Lich protecting those who died,
    Archmage too, though feared of harm, emerged before the blight.
    :whistle:

    Punctuating his verse with a loud crack from his drum, he takes aim and unleashes at the one remaining Goblin Rider.
    Bouncing around in the storm as it is, the attack doesn't seem to have much effect, and it only serves to shake the Goblin up a bit.
    Golnar takes this as a call to action however, and is able to move quicker than he normally would be able to.
    Golnar can take a free move action as he is not engaged.

    Geth roll 1d20 for Sustain song
    Geth roll 1d20+6 for Battle Chant
    Geth roll 1d6+3 for Battle Chant damage
    The rider has resistance, so that's 3 damage :p
    @Ardent
    Escalation Die: 1

    Swarm of Bats - 16
    Maldras- 15
    Caldon- 15
    Fultur- 13
    Sabeiha - 10
    Goblin Scum - 9
    Goblin Cavalry - 7
    Golnar - 20
    Vanminar- 17


    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
    Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
    Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC +4 until end of his next turn, +2 to attacks
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
    Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
    attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
    damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.


    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
    Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
    Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5

    Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11

    Goblin Cavalry 1: HP 43/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action

    Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11
    Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11

    Sustain song:
    1d20 18 [1d20=18]
    Battle Chant:
    1d20+6 14 [1d20=8]
    Battle Chant damage:
    1d6+3 6 [1d6=3]

    discrider on
  • BoozerBoozer Registered User regular
    It's actually @dracil 's turn, I should've @ 'ed both of you since you both had a 15 for initiative.

    Bobby 'Bulldog' Lenko - [PBP] [Vampire] The Restless City
    PSN: Boozer_777
  • DracilDracil Registered User regular
    edited October 2014
    BTW, any target I attack you all also get a +1 bonus from my feat in Leadership.

    Also, please be sure to post the updated stat block in your post so it makes it easier to figure out the current state of things.

    Seeking to finish the battle more quickly, and also to protect his allies, Caldon summons spiritual warriors to his aid.
    Caldon uses the ranged spell Spirits of the Righteous
    Geth roll 1d20+6 to hit vs Goblin Cavalry MD of 11
    Geth roll 4d6+3 for damage

    Ghostly archers appear and pepper the Goblin Cavalry with arrows, and then move to protect Fultur.

    Roll effects:
    I believe I needed a natural 16, so I only deal half damage for 10 damage.
    Fultur gets a +4 to his AC until the end of my next turn.
    Everyone gets a +1 attack bonus against the Goblin Cavalry until my next turn from Leadership feat

    Stat block (updated):
    Escalation Die: 1

    Initiative:
    @Ardent will be up next

    Fultur- 13
    Sabeiha - 10
    Goblin Scum - 9
    Goblin Cavalry - 7
    Golnar - 20
    Vanminar- 17
    Swarm of Bats - 16
    Maldras- 15
    Caldon- 15

    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
    Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
    Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +2 to attacks
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
    Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
    attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
    damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.


    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
    Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
    Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5

    Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11

    Goblin Cavalry 1: HP 33/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus

    Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11
    Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11

    to hit vs Goblin Cavalry MD of 11:
    1d20+6 19 [1d20=13]
    damage:
    4d6+3 20 [4d6=6, 4, 6, 1]

    Dracil on
    3DS: 2105-8644-6304
    Switch: US 1651-2551-4335 JP 6310-4664-2624
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  • astrobstrdastrobstrd So full of mercy... Registered User regular
    Note to self: Kind of hard first encounter with two large wreckers not enough to slow the party down...

    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • DracilDracil Registered User regular
    Keep in mind I think we're supposed to last through 3-4 of these before we get a full healup. And we're losing one NPC/player after prologue.

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  • BoozerBoozer Registered User regular
    Apologies to @Ardent if you're already aware that it's your turn, but I though I would send a notification just in case.

    Bobby 'Bulldog' Lenko - [PBP] [Vampire] The Restless City
    PSN: Boozer_777
  • ArdentArdent Down UpsideRegistered User regular
    edited October 2014
    Fultur growls and once again pushes his empty palm forcefully toward one of the mounted goblins, two magical missiles -- this time a sedate blue-white -- whip around before impacting against the remaining goblin, trapped as it is by the eerie green flames he created earlier.
    Ok! Sorry. My computer was like "You know some of these parts warranties are up...*explode*"

    Geth roll 2d4+1 for magic missile damage

    Stat block (updated):
    Escalation Die: 1

    Initiative:
    @astrobstrd‌ will be up next

    Fultur- 13
    Sabeiha - 10
    Goblin Scum - 9
    Goblin Cavalry - 7
    Golnar - 20
    Vanminar- 17
    Swarm of Bats - 16
    Maldras- 15
    Caldon- 15

    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
    Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
    Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +2 to attacks
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks
    Swarm of Bats: HP 0/30, AC 16 PD 16 MD 11, Vulnerabilty: Thunder, No opportunities: The swarm of bats can’t make opportunity
    attacks, and enemies can’t make opportunity attacks against it. Swarming resistance: Each turn, the swarm of bats gains resist
    damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.


    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack.
    Goblin Cavalry 2: HP 0/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying)
    Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5

    Goblin Scum 1(mook): HP 0/5, AC 16 PD 14 MD 11

    Goblin Cavalry 1: HP 28/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus

    Goblin Scum 2(mook): HP 0/5, AC 16 PD 14 MD 11
    Goblin Scum 3(mook): HP 0/5, AC 16 PD 14 MD 11

    magic missile damage:
    2d4 5 [2d4=2, 3]

    Ardent on
    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
  • discriderdiscrider Registered User regular
    Have you added your damage modifier onto that damage @Ardent ? Also how does magic missile work against that Goblin's Resistance?

  • ArdentArdent Down UpsideRegistered User regular
    I thought I did. Magic missile is a weird spell, man. It's ranged but it automatically hits, so would that mean I'm rolling to hit anyway?

    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
  • BoozerBoozer Registered User regular
    Wizard spells unfortunately don't get an Int damage modifier. From looking at the 13th age srd, it does look like you would roll, but only see if you beat the resistance. You still automatically, hit, you just don't automatically do full damage.
    If there's an automatic damage effect that feels like it should have a chance of being reduced by resistance, fake an attack roll to see if the effect penetrates resistance for full damage or only deals half.

    Bobby 'Bulldog' Lenko - [PBP] [Vampire] The Restless City
    PSN: Boozer_777
  • DracilDracil Registered User regular
    I'm not sure either. Reading the SRD for damage resistance it also talks about how magical attack can get past resistances, unless perhaps the resistance is to an energy type, in which case they're immune. But if that's the case, would I have done more damage with my spell?

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  • BoozerBoozer Registered User regular
    edited October 2014
    Dracil wrote: »
    I'm not sure either. Reading the SRD for damage resistance it also talks about how magical attack can get past resistances, unless perhaps the resistance is to an energy type, in which case they're immune. But if that's the case, would I have done more damage with my spell?

    Here's the quote:
    Any creature with resistance to an energy type is immune to normal energy of that type. Magical attacks, magical weapons, and spells are different: the damage they do can get past the resistance. This resistance = immunity rule only applies to energy types, not to weapons. Weapon resistance does not mean immunity to non-magic weapons.

    I don't think this applies since in this case the resistance is to ranged attacks, not to an energy type. A good example that applies would be that a monster with any resistance to fire would be totally immune to a normal torch, but resistant to a fire spell. The way I read it can get past the resistance means rolling higher then the resist number, normal stuff can't get past resistance at all (ie: immunity).

    e- Also this is all just my opinion/reading of it and I could be totally off

    Boozer on
    Bobby 'Bulldog' Lenko - [PBP] [Vampire] The Restless City
    PSN: Boozer_777
  • DracilDracil Registered User regular
    edited October 2014
    https://saveversus.wordpress.com/2013/11/21/will-o-wisp-13th-age/ This guy seems to think Magic Missile always works normally in the creature he made that has magic resistance.

    Dracil on
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  • ArdentArdent Down UpsideRegistered User regular
    I reiterate that magic missile is a weird spell. Since we don't know either way and @astrobstrd‌ will have to make a call, I'll roll just in case.

    5 is the modifier Fultur uses from Int/level, +1 from escalation die, and I'm totally not sure if the +2 from Song of Heroes counts so I won't include it.

    Geth, roll 1d20+5+1 to beat resistance

    to beat resistance:
    1d20+5+1 23 [1d20=17]

    Steam ID | Origin ID: ArdentX | Uplay ID: theardent | Battle.net: Ardent#11476
  • DracilDracil Registered User regular
    I believe for resistance the modifiers don't matter. You need a 16+ on the *natural* roll, which you got with the 17.

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    Switch: US 1651-2551-4335 JP 6310-4664-2624
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  • astrobstrdastrobstrd So full of mercy... Registered User regular
    edited October 2014
    The goblin screams in pain and rambles on about vengeance and suffering. "That's it...Keep talking...," Sabeiha whispers before sheathing her blade and whipping out her bow in one quick motion. With a fluid nock and release of an arrow, she pierces the jaw of the dire bat.

    The goblin and bat duo flee towards the edge of the tower closest to the body of the temple; chunks of flesh melt away as the goblin screams, "Master Garen save me! Strike down the infidels!"

    He is precipitously close to disappearing into the storm.
    Sabeiha hits and beats resistance for 10 damage

    The goblin cavalry takes ongoing damage and movement damage to fly to the edge of the tower.

    He will be out of sight in one turn.
    Escalation Die: 2

    Initiative:
    @Capfalcon‌ will be up next

    Golnar - 20
    Vanminar- 17
    Maldras- 15
    Caldon- 15
    Fultur- 13
    Sabeiha - 10
    Goblin Cavalry - 7

    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +2 to attacks
    Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +2 to attacks
    Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +2 to attacks
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +2 to attacks

    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +2 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Counter-attack: If enemy scores natural odd melee miss and esc. die is even, make a melee basic attack.
    Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +2 to attacks Power Stunt Die: 5

    Goblin Cavalry 1: HP 12/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus

    astrobstrd on
    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • astrobstrdastrobstrd So full of mercy... Registered User regular
    The consensus about resistance and magic missile seems correct to me. It is an auto-hit, but if resistance might apply (which it would here), roll a d20 to see if the natural roll beats resistance.

    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    edited October 2014
    The smell of ozone still lingering in his nostrils, Golnar's axe just misses taking off the goblin's head. Off balance from dodging the axe, goblin and bat tangle together, sprawled on the ground in front Golnar. Scrambling to get right side up, the pair right themselves just as Golnar readies another swing.
    Geth roll 1d10+8 for damage
    Geth roll 1d20+8 for Giant Strike
    Escalation Die: 2

    Initiative:
    @Boozer will be up next

    Golnar - 20
    Vanminar- 17
    Maldras- 15
    Caldon- 15
    Fultur- 13
    Sabeiha - 10
    Goblin Cavalry - 7

    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +3 to attacks
    Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +3 to attacks
    Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 21 PD 13 MD 13, AC +4 until end of his next turn, AC+4 until the end of Caldon's next turn, +3 to attacks
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +3 to attacks

    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +3 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Counter-attack: If enemy scores natural odd melee miss and esc. die is even, make a melee basic attack.

    Goblin Cavalry 1: HP 12/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
    Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +3 to attacks Power Stunt Die: 5



    damage:
    1d10+8 15 [1d10=7]
    Giant Strike:
    1d20+8 16 [1d20=8]

    Capfalcon on
  • BoozerBoozer Registered User regular
    @Capfalcon
    I believe you actually hit, I think you forgot to add +1 to your attack thanks to Caldon's Leadership bonus to hit his target. +4 str mod, +1 level, +1 Maldras' song, +2 Escalation, +1 Caldon's bonus = +9.
    However, it will be half damage due to resistance. Also, you can't use Giant strike because the bat is flying so ranged attacks only, also because the bat is staggered (less than 1/2 hp) . Not sure what your ranged attack damage is though.

    Bobby 'Bulldog' Lenko - [PBP] [Vampire] The Restless City
    PSN: Boozer_777
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    I'll just chuck a hand axe at it, then
    Geth roll 1d8+4 for Greatness Handaxe damage

    Before Golnar can take another swing, the bat is already in the air. Growling, Golnar reaches to his belt and hurls a handaxe at the departing silhouette.

    Greatness Handaxe damage:
    1d8+4 6 [1d8=2]

  • BoozerBoozer Registered User regular
    edited October 2014
    Van took aim, and a beam of red-orange light lanced toward the escaping rider, setting it ablaze.
    Geth roll 1d20+9 for Scorching Ray vs PD
    Geth roll 1d6+3 for damage

    e- I beat resistance, and the rider takes 1d8 ongoing fire damage for the natural even roll. I also subtracted the 3 damage Golnar just did
    Escalation Die: 2

    Initiative:
    @discrider and @dracil will be up next


    Maldras- 15
    Caldon- 15
    Fultur- 13
    Sabeiha - 10
    Goblin Cavalry - 7
    Golnar - 20
    Vanminar- 17

    Stats:
    Vanminar (Boozer) : HP 27/27, Recoveries 7/8 [1d6 + 3], AC 15 PD 14 MD 13, +3 to attacks
    Caldon (Dracil) : HP: 19/27, Recoveries 8/8 [1d8+3], AC 18 PD 14 MD 15, +3 to attacks
    Fultur (Ardent) : HP 21/24, Recoveries 8/8 [1d6+2], AC 17 PD 13 MD 13, AC+4 until the end of Caldon's next turn, +3 to attacks
    Maldras (Discrider) : HP 28/30, Recoveries 8/8 [1d8 + 3], AC 16 PD 14 MD 13, singing Song of Heroes, +3 to attacks

    Sabeiha (Kirindal) : HP 31/36, Recoveries 9/9 [1d10 + 4], AC 19 PD 14 MD 11, +3 to attacks, Skilled Intercept: Once per round, pop free and intercept a moving enemy on 11+ save, take half damage from that enemy's attack. Counter-attack: If enemy scores natural odd melee miss and esc. die is even, make a melee basic attack.

    Goblin Cavalry 1: HP 5/60, AC 17 PD 15 MD 11, Vulnerabilty: Thunder, Resist Damage (Ranged): 16+ (When flying) Ongoing Damage: 1d8+4; Damage on movement 2 (normal, free, or forced), Flying (No Melee), Bad Storm: Any flying character not shielded by the outer wall can only fly as a full turn action, Caldon Leadership: attacks against him get +1 bonus
    Golnar (Capfalcon) : HP 24/30, Recoveries 8/8 [1d10 + 4], AC 16 PD 16 MD 12 +3 to attacks Power Stunt Die: 5

    Scorching Ray vs PD:
    1d20+9 27 [1d20=18]
    damage:
    1d6+3 4 [1d6=1]

    Boozer on
    Bobby 'Bulldog' Lenko - [PBP] [Vampire] The Restless City
    PSN: Boozer_777
  • discriderdiscrider Registered User regular
    Capfalcon wrote: »
    I'll just chuck a hand axe at it, then
    Geth roll 1d8+4 for Greatness Handaxe damage

    Before Golnar can take another swing, the bat is already in the air. Growling, Golnar reaches to his belt and hurls a handaxe at the departing silhouette.
    Can Golnar jump to reach it?
    Because he did have an additional move action up his sleeve from Maldras's Move it! Battle Cry the turn before.

  • astrobstrdastrobstrd So full of mercy... Registered User regular
    The goblin will die on its turn from ongoing damage. I will post more in depth later about the aftermath, but for now, take a quick rest and gain an Incremental Advancement.

    Selling the Scream Podcast: https://anchor.fm/jeremy-donaldson
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