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1  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: Today at 02:06:20 PM
Trust me, you descend during round 1, using the time to ready your whip and cast shield.  Delaying at any point means you're acting at that lower count for 2 rounds -- trying to cheat your descent time and maximise your distance modifier benefit like that is too much cheese even for a generous soul like me -- and wasting your flurry.
2  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: Today at 01:22:08 PM
Character     Initiative   Action, Round 2
Baden
AD: ?
(click to show/hide)
  26   ...
Ranger1 (Sentry)
Damage: Dead
(click to show/hide)
  23   (H, H) Fire@Creamor: 1d20+5=8, 1d20+5=11 (miss, miss).
Drin
AD: 2
(click to show/hide)
  22   ...
Buriz
Damage: 4
(click to show/hide)
  22   (F)Stunned
Ranger2
Damage: 10
(click to show/hide)
  22   (H) Grab sword. (H) Move to E8
Ranger3
(click to show/hide)
  21   (H) Grab sword. (H) Attack Buriz: 1d20+5=17, hit. Damage:1d8+1=4; Buriz save, DC 12: 1d20+5=12, pass.
Timeon
(click to show/hide)
  20   (H, H) Attack Ranger1: 1d20+4-4=13, 1d20+4-4=12, hit x2. Damage: 1d6-1=0, 1d6-1=3; R1 save, DC 12: 1d20+3=23, pass.
Creamor
AD: 2
(click to show/hide)
  19   (F) Flurry: 1d20+9=27, 1d20+9=24, 1d20+9=29 (hit x3).
Damage vs R1: 1d8+10-1=15; R1 save, DC 19: 1d20+3=9, fail. Damage vs R4: 1d6+10=16, 1d8+10=13; R4 save, DC 18: 1d20+3=8, fail
Janus
AD: 2
(click to show/hide)
  19   (Fr) 5' step to E10. (H)Grab acid vials. (H)Throw 1st vial @ Ranger2: (1d20+3=19), hit. Damage: 2d6=10; R2 save, DC 15: 1d20+3=18 (pass); VH save, DC 15: 1d20+5=16, pass; VH gear save, DC 15: 1d20+1=20, pass.
Horses, Rangers'
Damage: H1:0, H2:0, H3:0, H4:7
(click to show/hide)
  19   (h) H1-H3: Break Reigns (DS +1): 1d20+1=7, 1d20+1=8, 1d20+1=2, 1d20+1=9, 1d20+1=6, 1d20+1=16; success x2, fail x1
(H) H1 & H2: Move ~D15
(H) Break Reigns: 1d20+1=21, 1d20+1=6, success
H4: (H) Break reigns: 1d20+1=5; gear save, DC 13: 1d20+1=15, pass. (H) Break reigns (DS +1): 1d20+1=8; gear save, DC 14: 1d20+1=21, pass.
Varning
Damage: 10
(click to show/hide)
  16   (H) Grab swords. (H) Move to F7.
Ranger4
Damage: Dead
(click to show/hide)
  13   n/a
Aiden
AD: 1
(click to show/hide)
  10   (H) Ready Shield. (H) Standard Move to H9.
Rangers5&6
(click to show/hide)
  10   R5: (H) Grab bow. (H) Shoot Creamor: 1d20+5=24, hit, activate critical; Damage: 1d6+1d4.open(4)=11. Ouch
R6: (H) Grab Bow. (H) Shoot Creamor: 1d20+5=11, miss
Grumblejack
(click to show/hide)
  9   (H) Draw axe. (H) Move to H10_x_I11
Horse, Varning's
Damage: 10
(click to show/hide)
  9   (H)Kick Buriz: 1d20+5=22, hit; Damage: 2d8+2=7; Buriz save, DC 16: 1d20+5=23, pass. (H) Break reigns: 1d20+2=4; gear save, DC 12: 1d20+1=14, pass
Lars
AD: ?
(click to show/hide)
  4   (H)Move to F17. (H)fire a shot at the nearest horse with his bow: 1d20 + 4 = 5, (error, activated)

GM Action Dice: 8 + (2x2) + 1 = 13 - 4 = 9

3  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: Today at 04:24:02 AM
Also, unless I've misunderstood the system, doesn't Drin's summon actually appear at the start of his next round, and isn't able to act until round 3?

My reading is that as it's only a full round casting, the effect occurs at the end of the caster's initiative count, at which point it's effectively stunned until the start of the caster's count the following round.
4  Community / Off-Topic / Re: Cool Vids (Keep it Clean) on: Today at 04:13:26 AM
Live action remake of Bambi starring Dwayne Johnson

Star Wars: Imperial Military Personnel Stories season 1
     - Every time I see something like this I want to be in a game like this.
5  Community / Off-Topic / Re: The Silver Screen: Movie News, Reviews & Reactions 2015 on: March 31, 2015, 11:10:52 PM
Mad Max Fury Road "Retaliate" spot

Mad Max Fury Road international trailer #2
6  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: March 31, 2015, 09:19:47 PM
Gotta agree, blend and sneak should be the one skill (same with notice & search) but that's Antilles' call.

However while Featherfall is a free action to cast, the 60' of movement takes a full round. We'll just assume you cast it last round and have been descending since then.
7  Community / Off-Topic / Re: Cool Non-Video Links (Quizzes, Tests, Illusions, Etc..) on: March 31, 2015, 04:33:11 AM
An look at how Dungeons & Dragons' new miniatures are made
8  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: March 31, 2015, 01:41:04 AM
   As the ambush starts to fall apart, Barden moves through the magical darkness to its periphery where he remains shrouded yet able to observe proceedings, readying his bow in case the rangers need to be dissuaded from approaching.
   
The sentry too has his bow ready with an arrow nocked to it, but the string is not yet taut as he concentrates on rousing his comrades. Perhaps things might have been salvageable at this point, the man convinced he'd been reacting to some alarming dream, but unfortunately for the Knot he happens to cast his eyes upwards and see Creamor hovering in the air above.
   
"What the--?! Wake! Hell itself is upon us!"[
   
With his back to the fire, he has unwittingly made the perfect target of himself.
   
Drin's anger at everything going wrong pour into his infernal invocation and the fabric of reality near the rousing rangers and their tethered steeds begins to smoulder and burn. A heartbeat later and the unholy conflaguration spreads, beginning to assume a looming humanoid shape.
   
One of the rangers, her feet previously bare inches from the devil's position, scrambles out of her sleeping bag. Comprehension of what is happening comes slowly at first but once it arrives she starts reaching for her blade.
   
A third ranger lies directly before the dread infernal visitor as he too seeks his footing and a weapon to face this sudden attack.
   
Having been forced to spend almost two weeks out in the wilds with only an ogre for company, there is a wildness now to the Knot's corrupted lickspittle. He follows Barden's lead into the periphery, nocking his own bow with one of the cruelly barbed arrows take from the sailors murdered so effectively by the Knot upon their arrival in Aldencross. The head of the shaft is stained dark brown with the blood of some small creature slain for sustenance, the arrow reclaimed from that kill and ready for another.
   
Creamor tugs his whip in his clawed hands and a glimmering nimbus of eldrich energy surrounds him as drifts downwards into the centre of the onslaught to come.
   
"Oh this will be so easy, yes," the plant woman hisses to herself in irritation as the plan collapses. She doesn't hear the cry triggered by Creamor's presence, but she notices the coming of Drin's minion and she surges forward out of the darkness, keeping the materialising devil and the rangers' horses between her and the rangers until she's crouched down near the camp, within easy hurling distance of her alchemical weapons.
   
Varning, the man about whom this little party is all about, is well out of harm's way for the moment as he blearily but with increasing fervor abandons his slumber as he comprehends this newly devil-filled waking world and the catechisms of his youth come rushing back to him.
   
The 4th of Varning's rangers, who lies directly beneath the descending Creamor, opens his eyes at the call of his comrade. At first he doesn't quite comprehend what he sees until the sentry's mention of Hell sends a reflexive surge of adrenalin through him and he rolls to his feet in search of a blade.
   
Aiden emerges from the mystic darkness that had shrouded the Knot, swinging his mace in preparation for bloodshed.
   
The final two members of the the patrol, sibblings judging by the similarity of their visages, also manage to gain their footing weaponless but looking to correct that. They have no idea what's about to come crashing their way.
   
After far too long hidden away with only the sullen company of Timeon, Grumblejack is done waiting. He doesn't even wait to brandish his new axe but just accelerates forward, exalting in the rush of the unavoidable violence and bloodshed yet to come. Aiden and the others had made it clear how important it was that none of these rangers escape, so he solves that problem the best he can by crashing into the horses tethered to the right of the campsite.
   
   The first of them dies instantly, the violence of the impact whipping its head around so fast that its neck snaps. The carcas topples backwards into the next horse, the sudden downward weight snapping the unfortunate creature's foreleg, bone erupting through torn flesh as the horse slumps aside, screaming in that bloodcurdling fashion only animals can. The third horse is spared the fate of its comrades, but the momentum pushes it up against the rockface, fear beginning to surge through its mind...
   
Alone amongst his comrades Lars remains unmoved, calmly sheathing his knife and instead readying his bow to join in with the ranged assault about to occur...
9  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: March 31, 2015, 12:44:06 AM
I'm not sure were exactly Grumblejack is (or how fast he is going. Seriously. What groundspeed does this oger have?)

Grumblejack -- typically 40ft, currently 50ft thanks to push limit -- occupies the 2x2 space M10xN11, h6 (dead) is M9-N9, h5 (crippled, tethered) is M8-N8, h4 (tethered) is M7-N7.
10  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: March 30, 2015, 10:34:58 PM
I feel like I missed something somewhere.  When did Grumblejack bullrush?

Also, where are we in initiative?

http://www.crafty-games.com/forum/index.php?topic=7661.msg155161#msg155161
11  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: March 30, 2015, 04:48:03 PM
Probably works out better anyhow
12  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: March 30, 2015, 03:13:47 PM
I just noticed that Barden's character sheet is still level 3. If we don;t hear from him in a couple of hours I'll just have him move to the periphery of the darkness as fire support alongside Timeon

(Also, updated the Matrix with Grumblejack's wildly successful bullrush, so H6 (dead) & H5 (on the ground screaming with a broken leg) will be a row above where they were and H4 will be against the rockface; the horses will be entering the initiative chain the next round, along with the demon (if someone cares to roll initiative for it unless it shares its summoner's)
13  Products / Fantasy Craft / Bullrush calculation on: March 30, 2015, 02:25:03 PM
How is bullrush damage calculated?

If I enter their square on the final 5' of my move and successfully bullrush my opponent, do I get to continue moving? I think the RAW is positing the creation of a ripple effect from the point of contact but I'm not sure.

If not, and the first opponent is knocked backwards into a second character, what happens then? Does the second character have to save against my initial athletics result or the result of my initially defeated opponent's check to avoid becoming sprawled themselves? My guess is everything is based off my check result.

Assuming the 2nd character is also sent sprawling into a 3rd character, does the 1st character continue moving or are they sprawled in the 2nd character's original square.

At the end of this sequence, is the damage
  • Me: [my unarmed damage] x1 (contact with npc1)
  • NPC1: [my unarmed damage] x2 (initial contact with me + subsequent contact with npc2)
  • NPC2: [my unarmed damage] x2 (initial contact with npc1 + subsequent contact with npc3)
  • NPC3: [my unarmed damage] x1 (contact with npc2)


and if so, are NPCs 1&2 each considered to have suffered a single source of damage or 2 separate sources?
14  Community / License to Improvise / Re: [Fantasy Craft] A Variant Rule for Elixirs Spoiling, Using Prudence on: March 30, 2015, 10:47:39 AM
Alternatively, spoiling elixirs could become... unreliable.

Elixir Spoilage
Result   Effect
1
   Roll 1d4 before use to determine new casting level of the elixir. Roll again if not applicable.
2
   Roll 1d4+10 to determine new Save DC of the elixir. Roll again if not applicable.
3
   Elixir takes 1d6 rounds to work.
4
   Replace Elixir effect with randomly determined poison. Roll again if not applicable.
5
   Elixir gains cocktail upgrade with a randomly determined poison. Roll again if not applicable.
6
   Elixir fails to work.
15  Community / Customer Service / Re: Is This Legit?: Gamerati News on: March 30, 2015, 10:30:24 AM
Yes, it is. Ed handles our sales and shipping.

Neato. Those URLs looked a little odd so it seemed prudent to check.
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