D&D Adventure #2: Green Shell Suit
Moderator: Forum Moderators
-
Grimmie
- Master of Soviet Propaganda

- Posts: 7672
- Joined: February 5th, 2005, 19:00
- Location: Birming-humm, England
- Contact:
Orovan's shield projects out to 20ft of light, and out to 40ft of dim light.
Those of you with low-light vision can double those figures, 40/80.
The room is only about 50ft long.
Dim light will just allow enemies to hide better, so in essence as long as you can see them, you can still attack as normal.
Those of you with low-light vision can double those figures, 40/80.
The room is only about 50ft long.
Dim light will just allow enemies to hide better, so in essence as long as you can see them, you can still attack as normal.
-
Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
-
The Shutting Downs
- Ninja Pirate

- Posts: 1520
- Joined: December 3rd, 2008, 21:36
- Location: Derby
Well, we either draw them out or go in after them. Or go home I suppose.
If we draw them out I'd suggest the loud types pull back and get noisy elsewhere while the sneakier sorts hide back in the caves. Then we attack them from both sides.
If we go to them I'd suggest we let loose with surprised ranged fire then have the melee types charge through and mop up.
Both are a bit risky, but as long as we win the fight anyone downed should survive. Either way though we'll need a little co-ordination to hit them all at once.
If we draw them out I'd suggest the loud types pull back and get noisy elsewhere while the sneakier sorts hide back in the caves. Then we attack them from both sides.
If we go to them I'd suggest we let loose with surprised ranged fire then have the melee types charge through and mop up.
Both are a bit risky, but as long as we win the fight anyone downed should survive. Either way though we'll need a little co-ordination to hit them all at once.
-
Grimmie
- Master of Soviet Propaganda

- Posts: 7672
- Joined: February 5th, 2005, 19:00
- Location: Birming-humm, England
- Contact:
Tactics out the window, if in doubt, throw acid.
It careens through the air and smashes into the back of its skull, splashing his buddy and the out-of-shot Orc.
His scalp begins to sizzle and bubble, and he lets out a pained scream.
They both move through the door Bogrot entered through and run for cover.
The Orc, his his cheek bleeding from a stray rope of acid, stares through the door and scowls.
He runs at Thoroar in retaliation and swings his mace, doing (eek) 9 damage.
I think that takes him down to.. -8hp.
Down, down, down you go.
Glibberig's up.
It careens through the air and smashes into the back of its skull, splashing his buddy and the out-of-shot Orc.
His scalp begins to sizzle and bubble, and he lets out a pained scream.
They both move through the door Bogrot entered through and run for cover.
The Orc, his his cheek bleeding from a stray rope of acid, stares through the door and scowls.
He runs at Thoroar in retaliation and swings his mace, doing (eek) 9 damage.
I think that takes him down to.. -8hp.
Down, down, down you go.
Glibberig's up.
-
Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
-
FatherJack
- Site Owner

- Posts: 9597
- Joined: May 16th, 2005, 15:31
- Location: Coventry, UK
- Contact:
-
Grimmie
- Master of Soviet Propaganda

- Posts: 7672
- Joined: February 5th, 2005, 19:00
- Location: Birming-humm, England
- Contact:
He used <a href="http://www.dandwiki.com/wiki/SRD:Charge">charge</a> to close the distance quicklyBaliame wrote:I wasn't melee, but the orc has an impressive running range :D
Remember you can stabilise a fallen ally with a 15 on a heal check.
Forenrond's turn!
-
Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
-
FatherJack
- Site Owner

- Posts: 9597
- Joined: May 16th, 2005, 15:31
- Location: Coventry, UK
- Contact:
Ack, I hoped you'd either be able to heal him or have a poke at the Orc so I could do the other. I don't think he has the luxury of time, so I had better have a go at healing him, even though that Orc's still rather a threat. I'll use a healing kit, to be on the safe side.
Heal:
Roll(1d20)+5+2 Healing Kit:
15,+7
Total:22
That healing kit has 9 more uses, should I like, fall over or something.
Heal:
Roll(1d20)+5+2 Healing Kit:
15,+7
Total:22
That healing kit has 9 more uses, should I like, fall over or something.
-
Grimmie
- Master of Soviet Propaganda

- Posts: 7672
- Joined: February 5th, 2005, 19:00
- Location: Birming-humm, England
- Contact:
Yep, even with his reduced armour for charging Thoroar, you fluff the shot and send the sparking stone over his shoulder.
He's not so keen on that, and moves up to takes a swing at you, quite proud of taking down one of your party members already.
Unfortunately for him, his spiked mace clatters across your shield ineffectually.
Glibberig's up next!
He's not so keen on that, and moves up to takes a swing at you, quite proud of taking down one of your party members already.
Unfortunately for him, his spiked mace clatters across your shield ineffectually.
Glibberig's up next!
-
Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK


