D&D Adventure #3: Vicious Circle

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FatherJack
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Re: D&D Adventure #3: Vicious Circle

Post by FatherJack »

Roman Totale wrote:Don't suppose I can start playing songs by The Cure?
Four Imaginary Guards.

Thor will glance down and beckon up the pretend militiamen.

Is Glib going to take another hit from the poison each turn, or or does he get a while before he has to roll a save again, like Thor is going to have to? I think I can do a heal vs. poison as part of my healing skills, but I'll concentrate of stabbity stabbity if we have a bit of time.
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Re: D&D Adventure #3: Vicious Circle

Post by Grimmie »

Desmond's wings lurch up in to the air as if he's about to bolt, and the demon bares his teeth towards the ladder.

Forenrond, yer' up!
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Re: D&D Adventure #3: Vicious Circle

Post by Grimmie »

FatherJack wrote:Is Glib going to take another hit from the poison each turn, or or does he get a while before he has to roll a save again, like Thor is going to have to?
You're due to have a secondary saving throw on Round 12 (or whenever the battle stops, if it's sooner), and Glib's on Round 14.
FatherJack wrote:I think I can do a heal vs. poison as part of my healing skills, but I'll concentrate of stabbity stabbity if we have a bit of time.
Yeah, I can't remember how long the heal check takes for that, but you basically use the score you get for Heal instead of the saving throw score. I figured you'd want to deal with Desmond first though.
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Re: D&D Adventure #3: Vicious Circle

Post by Dog Pants »

I'll not follow up. Instead I'll drop my rapier and pull out my bow again. Knocking another screamy black arrow I'll draw a bead on him and wait. When he breaks from melee range with the others I'll fire. So that's a delay action and a ready action to trigger on Desmond leaving melee range.
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Re: D&D Adventure #3: Vicious Circle

Post by Grimmie »

Nice, for everyone else's reference the Ready Action rules are on page 160 - you can basically set a trigger for your action to go off and interrupt another player's turn.

That brings us to the enigmatic wild man, Thor.
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Re: D&D Adventure #3: Vicious Circle

Post by FatherJack »

Thor moves to G9 hoping to flank the devilish devil, but braces himself for an attack of opportunity as he crosses G8.

Attack:
Roll(1d20)+2+1+2:
14,+5
Total:19

Dmg:
Roll(1d6)+1+1:
6,+2
Total:8

(again!)
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Re: D&D Adventure #3: Vicious Circle

Post by Grimmie »

Damn, Desmond rolled a 26! I'm pretty sure that hits Thor, with or without modifiers.

His tail whips around as Thor moves to get opposite Orovan and catches the ranger's leg.
1 damage - can I have a Fortitude save to avoid poison again?

Regardless, your attack hits home, being stuck between an angry druid and a wild man puts the creature in a compromising position, and you get a good cut down along his flank, drawing a thick gout of dark blood from the long wound - he looks as though he's on his last legs now.

Orovan!
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Re: D&D Adventure #3: Vicious Circle

Post by shot2bits »

more pokey pokey!

Attack:
Roll(1d20)+5:
14,+5
Total:19

Damage:
Roll(1d4)+2:
2,+2
Total:4
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Re: D&D Adventure #3: Vicious Circle

Post by FatherJack »

Fort save:
Roll(1d20)+3:
11,+3
Total:14

oops
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Re: D&D Adventure #3: Vicious Circle

Post by Grimmie »

Nope, that's fine, you don't take any poison damage. Good work, immune system!
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Re: D&D Adventure #3: Vicious Circle

Post by Grimmie »

Bits, dunno if you added the +2 for flanking yet - but you definitely hit him, your short spear slicing through his already slashed up ribs to poke a gaping hole in his lungs. He gives a deep howl and.. Disappears!

There's a trail of blood on the floor as he starts to take flight, so I'll act as though you've pinpointed his location, he gets about this far..

Image

And then triggers three of your mighty party's attacks.

Forenrond acts first with his readied action,
Thor goes next with his attack of opportunity,
Orovan goes last with his attack of opportunity.

Please roll a d100 with your normal attack rolls, 1-30 is a miss due to invisibility, 31-100 is a hit.
Last edited by Grimmie on August 13th, 2012, 16:58, edited 1 time in total.
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Re: D&D Adventure #3: Vicious Circle

Post by Dog Pants »

Watch this!*

Invisibilityness:
Roll(1d100)+0:
53,+0
Total:53

To hit:
Roll(1d20)+4:
20,+4
Total:24

Hoo!

Damage:
Roll(1d6)+0:
1,+0
Total:1 (x3 for critical =3)

Oh. Bit of an anticlimax after the natural 20. Wonder what the magicness does though.

*Standard Blood Bowl battle cry before attempting a crazy but spectacular play.
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Re: D&D Adventure #3: Vicious Circle

Post by Grimmie »

Criticals:
If you make a critical roll (18-20, 19-20 or just plain 20 depending on the weapon) you score a 'threat'. Beat the target's AC again on another normal attack roll (Desmond currently has an AC of 18, if it's not obvious) and you get your critical hit.

When it says x2 or x3, it actually means roll damage that many times, so you're actually rolling 3d6 instead of the 1d6's result x3. Modifiers also apply, so Glibberig's inspire courage (which gives +1 to attack and damage) also applies. You will roll 3d6+3 if you get that critical roll.

So, you could still have your spectacular death yet :D
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Re: D&D Adventure #3: Vicious Circle

Post by Dog Pants »

Okay then (knowledge of old versions of the game fail);

Roll(1d20)+4:
19,+4
Total:23

Yay! So two more damage rolls;

Roll(2d6)+0:
5,3,+0
Total:8

Making a fairly average 12 damage total. Still impressive for me.
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Re: D&D Adventure #3: Vicious Circle

Post by Grimmie »

Sweet jesus, poor Desmond only had 1hp remaining, I think you well and truly got him.

The arrow grows icy cold in your grip as you draw it back, and literally screams the short distance through the air towards the invisible creature. There's a wet crunch as the wailing, screeching projectile slams through the back of his skull, and his entire body becomes visible as it perishes.

The creature's sickly blood-streaked body begins to bloat. Skin and muscle stretches out like a balloon, bones begin to snap and crack as its limbs bend in unusual directions - and his torso erupts in a thick sludge of black grime and gore. From the wreckage of his body burst a whole group (eight in total) of ravens, their feathers slick and wet - and squawking frantically, gurgling.

Anyone with ranks in the Spellcraft skill can make a guess as to the effect of the arrow's spell with a roll of 16 or above, I've transferred its effects to the birds.

They scored 22 on their initiative roll, so I think that puts them up top where Desmond was, unless anyone knows differently I'll post their actions when I get home!
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Re: D&D Adventure #3: Vicious Circle

Post by Dog Pants »

D:
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Re: D&D Adventure #3: Vicious Circle

Post by buzzmong »

What have you done Pants?!
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Re: D&D Adventure #3: Vicious Circle

Post by shot2bits »

orovan will have a guess as to the arrows effect

spellcraft:

Roll(1d20)+2:
14,+2
Total:16
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Re: D&D Adventure #3: Vicious Circle

Post by Grimmie »

shot2bits wrote:orovan will have a guess as to the arrows effect

spellcraft:

Roll(1d20)+2:
14,+2
Total:16
Nice, you discern that the arrow was enchanted with Doom, which leaves its targets frightened (and at a minus on their attack). You can probably tell then that it wasn't the arrow that made the demon go bloaty and explode.
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Re: D&D Adventure #3: Vicious Circle

Post by shot2bits »

to be honest so far orovan is pretty pleased with the whole exploding into birds thing
Orovan wrote:i must thank you elf for you have helped nature free itself from this abomination
i think he may be mortified soon
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