D & D play time!!

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New postby Jeff » Thu Jul 24, 2008 2:01 pm

Thanks Bob!

Okay, Just going over what you wrote quickly.
Pascal, Erg and Fuck all have martial arts prof.

Pascal of course didn't use his.
Erg's martial arts is both kicking and punching.
Fuck's is boxing, with a practice against
more oriental style martial arts.

Erg:
Kills: 2.2, 2.9, & 3.4
(RE: 3.4 I don't think this thug gets a next life,
I certainly won't use him again, pathetic preformance
drinks too much & never bathed unlessed forced to)

Fuck:
Dexterity is 18, so +4 to hit 7 the girdle take care of strength
info.

Criticals on all attacks for Fuck by AC hit alone.
Kills: 2.5, 2.12
Double damage on 3.7 anf KOed.

Bob,
Thank you again.
Would you be so kind as to translate
the armour I rolled up for Fuck into
Stats for Jerri's character sheet?

I have to run the dogs to their yearly vet appointment
and will post info as to the beginning of round 2 tonight.

Thank you all.
Jeff
It's a great day to be with my wife,
my friends and alive on my planet!

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Huh

New postby BOB » Thu Jul 24, 2008 7:46 pm

You mean this thing. The greenstone amulet thingie was replaced
with inferior stone, so the DM needs to rule how much protection
it provides from mental attack.

Normal Full plate is AC 1, so this is AC -4
Dex is 18, so thats -4 which makes it AC -8
No clue if there are any other AC modifiers

It should have no impact on movement or weapon speed.

+5 Mithral Full Plate with special Helm

Powers (4 total):

(1) Protection from Mental Attack

(2) Everbright/Sunlight (2 hours/day)
The brightness is variable and controlable by wearer.
Off to sunlight bright. Armour is Everbright when Sunlight is
not engaged.


(3) Heal, as per spell, once/day (wearer only)

(4) Magically lockable full helm...
Helm has no holes but the wearer can see through it
like it wasn't there. Mud or anything splashed on it will
appear to hover about an inch from the wearer's face.
Helm provides breathable air always. Underwater, wearer
can breath, Gas clouds no effect, they don't get thru.

Helm locks magically on the armour and can only be removed
by the wearer or one person the wearer designates each
time the don the helm. If wearer forgets to name someone,
then only the wearer can remove Helm.


Armour has two names currently: Mindflayer's Bane or Tymora's Gift

I have no idea how this would look or how ornate
you want this Jerri, but it's up to you


DM would need to rule how use of this armor would impact using:
Magical gloves/gauntlets
Magical girdle/belts/sashes
Magical boots
Magical rings

I assume a magical cloak and magical broach are ok, since they
would be outside the armor when worn.

Some of which he may already have.

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New postby Jeff » Thu Jul 24, 2008 9:48 pm

Thanks Bob.

DM would need to rule how use of this armor would impact using:
Magical gloves/gauntlets
Magical girdle/belts/sashes
Magical boots
Magical rings


The gauntlets of this armour are specially made to
attach to it, so you have a nigh impossible time
substituting another pair of guantlets, but with lots
of money and time with out the armour a Master
BlackSmith could do it, probably.

Calf skin gloves or non cumbersome/ornate gloves
could be worn with it and in winter I'm sure you'd want them.

Girdle/Belts/ Sashes could be worn underneath with minimal
discomfort, of course they make it hot as hell in the armour
in summer. No pouches in a girdle of many pouches would
be accessible though. And, if the G/B/S were worn on the
outside, it would look ridiculous and be subject to lots of
saving rolls because of the damage it would be exposed to.

The Armour is disigned to fit over High hard Boots so most
footwear would be able to be worn underneath.

Magic rings of protection could be worn but wouldn't be effective
with this armour. Other rings, non offensive rings, could be worn
with various success, but since the gauntlets cover the fingers
too well on this armour for you to use them quickly. You have to take a round or two to remove the guantlet and then use the ring.
Jeff
It's a great day to be with my wife,
my friends and alive on my planet!

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New postby Jeff » Thu Jul 24, 2008 10:32 pm

ROUND 2!

Attack of the Leader!

He marches his skeletons and Archers
around the corner only to see that the noise
her heard was not his people beating you
into submission, but the party quickly,
realitively quielty eliminating his forces
with the greatest of ease!

His initive is 3 and he turns to run away
as fast as possible, screaming at his
forces to: "ATTACK ATTACK". That is
unless any of you has a quicker init and
strikes him from a distance. By 4th segment,
if he is not hit/killed, he will be around the
bushes and not targetable unless persued.
Jeff
It's a great day to be with my wife,
my friends and alive on my planet!

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New postby Bill » Fri Jul 25, 2008 9:51 am

Nearly FOUR MONTHS later :o and we're to Round 2 ALREADY?!?!?! :shock:

Damn! We rock! :roll: :wink:


~starts digging around for dice~

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New postby Curt » Thu Jul 31, 2008 2:07 pm

My initiative was 5.

If I notice him bolt, I will pursue at top speed....you get to decide if I see him.

If not, then I continue with the slaughter.

Curt

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New postby Bill » Thu Jul 31, 2008 3:00 pm

Teak
Initiative: 3
Action: If he can pursue/attack the leader, he will.
Attack: Natural 20! Hits AC -13 (adjusted only for dex and str)
Note: He only wishes to subdue/incapacitate the leader.

Ed
Initiative: 7
Action: Will decide once we are closer to that segment.

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New postby Jeff » Thu Jul 31, 2008 5:24 pm

Bill,
What did Teak attack with?
I know his sword(s) & knives are with the
Paladins (who, BTW, are trying to break out of the
wizard locked doors on the house) but
(I believe) you have other weapons on you.
Jeff
It's a great day to be with my wife,
my friends and alive on my planet!

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Ahhh haaa

New postby BOB » Fri Aug 01, 2008 9:47 am

OH,

If I rendered what Jeff described correctly, then D` is right next
to those bad people. Teak would be three seats over clockwise
along the round table (4-ish ?). While Kitten has elevated her
position, F' and D' are probably still in Teak's way. Also, I believe
Teak stripped some weapons from his attackers last round.

Curt said something about casting darkness on one of the enemy
casters, so I'll ignore them. You indicated the archers would be
looking to take out casters. Since Kitten has cast, is flying and
looking at them, I'll assume she gets their attention.

Kitten, keeping with the 1st level spell theme, will cast magic missle
vs
2 Archers:
half Elven level 4
THAC0: 13 & 15
AC: 5 when firing arrows, 4 when melee with shield
L. Bow: d8
L. Sword: d8
Both are wearing Chain mail and shield.
Will switch to Long Swords if party gets through
Skeletons.

1. 28 hp
2. 37 hp


Missles will be split between the two targets.

Her initiative is 5 (no THAC0 required)

MM damage vs archer #1 is 19, 20, (39 total)
MM damage vs archer #2 is 18, 18, 19 (55 total)

FYI Her AC is -4 (low innate AC, Dex bonus, +3 ring) and she
is floating about 6-8 feet above the table.

She leaves the skellies for one of the clerics.

Question for the DM: Is the enemy leader leaving a urine trail yet ?
:twisted: :twisted: :twisted:

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New postby Jeff » Mon Aug 04, 2008 5:16 pm

No urine trail yet.

If Teak jumps on table and has
a distance attack, he could hit the
Leader.

D', the leader would escape your
notice, but the Skeletons and the
Armoured Skeleton would get your
interest because everyone recognizes
it as a monstrous Dragon Tooth
skeleton like you fought back in
the Dragon adventure.
They were ALOT tougher then normal
skeletons and you guys had your normal
weapons then, but as Bob pointed out
you do have two priests that might be able
to turn these undead if they don't have
any of these candy ass fighters to deal
with.


Bob, the archers are down, thus spoiling my hope
for damage done to the party, unless... :twisted:
Jeff
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New postby Bill » Mon Aug 04, 2008 9:27 pm

JeffHughes wrote:If Teak jumps on table and has
a distance attack, he could hit the Leader.

In that case, that's what Teak will do...with the closest item he can find near him that might resemble a spear or javelin (for which he has proficiency). If nothing of that sort is available, he'll use whatever weapon one of the grunts just dropped, a dinner knife, a fork, some mashed potatoes, or some of that lovely leg of lamb leftover from dinner. :P

Can I still use my natural 20? :twisted:

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New postby Bud » Mon Aug 04, 2008 10:07 pm

Ooo... critical damage with a mutton chop. :lol:
The theory of evolution by cumulative natural selection is the only theory we know of that is in principle capable of explaining the existence of organized complexity.
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New postby Jeff » Mon Aug 04, 2008 11:08 pm

Bill,
You can use your "20" and
one of your attackers had
a pole he was using as a quater
staff.

BTW, I did roll a safe Vs Int & Wis
for Teak, both failed.

So, roll damage on a blunt javelin,
let's say 1/2 d6 on die, but double
impact damage, so after
you calculate damage, roll a save on the
Leader for blunt force damage trama at +6
on the save die, if he makes save then only
double the damage and roll dex save (16 let's
say) for keeping his feet, +4 on die because
of "20", if fails, triple damage and knocked out
head over heels.

If you use mutton chops damage is d4 and dex save to
keep his feet.

Your choice.
Jeff
It's a great day to be with my wife,
my friends and alive on my planet!

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New postby Bill » Thu Aug 07, 2008 4:37 pm

JeffHughes wrote:So, roll damage on a blunt javelin,
let's say 1/2 d6 on die, but double impact damage,

half a d6 doubled??? LOL!

Rolled a '3', so guess that equals a '2' (1-2='1', 3-4='2', 5-6='3'?).
2 x 1/2 = 1
1 x 2 = 2 damage
:P

Any pluses? +6 for Strength, perhaps?


JeffHughes wrote:after you calculate damage, roll a save on the
Leader for blunt force damage trama at +6
on the save die, if he makes save then only
double the damage and roll dex save (16 let's
say) for keeping his feet, +4 on die because
of "20", if fails, triple damage and knocked out
head over heels.

Erm, I could decipher that I'm sure. Let me just roll his save and you tell me...

natural 20, again! heh! I hope that's good for me, bad for him. Doubt it, though. Figures. :roll:

JeffHughes wrote:If you use mutton chops damage is d4 and dex save to keep his feet.

Honestly, after all that, I was tempted to just go this route. Just for giggles, you can DMmanip this if you want.

I rolled a '3' on damage and a '9' on his dex save. (what? no more natural 20's??? WTF?!)

Sounds like Teak does more damage with a hunk of dead sheep than with a blunted javelin. :x

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New postby Jeff » Thu Aug 07, 2008 6:09 pm

JeffHughes wrote:
So, roll damage on a blunt javelin,
let's say 1/2 d6 on die, but double impact damage,


half a d6 doubled??? LOL!

Rolled a '3', so guess that equals a '2' (1-2='1', 3-4='2', 5-6='3'?).
2 x 1/2 = 1
1 x 2 = 2 damage


Any pluses? +6 for Strength, perhaps?


You rolled a d6, 3 for a two on your system, that's where
the half came in, not halfed again, then we double the damage
if he saves, a 20 on a ability check is a failure, a 1 is an automatic
success since you want to roll your ability or lower, so it's triple not
double damage, plus he's knocked head over heels and
out cold.

If you did the mutton chop he took damage and fell, but is
not knocked out.

Saves for Teak were his choice to pick up whatever he
wanted instead of DMmanip on pole choice only.
Jeff
It's a great day to be with my wife,
my friends and alive on my planet!

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