Author Topic: The Long Road: IC  (Read 12245 times)

Catodon

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Re: The Long Road: IC
« Reply #150 on: September 11, 2012, 07:13:48 PM »
Everyone holds their breath as Grandmother once again creeps forward…
Spoiler: creeping • show

1d20+8=22
Is she noticed?
No
1d20+3=13

After counting to six the others start to creep forward as quietly as they can.
Meanwhile…
Grandmother realises that if she casts now the further-most kidnappers will be outside of the spell’s influence. She creeps forward to the nearest ice pillar unnoticed. She mumbles and gestures the workings of the spell then crosses here crooked fingers for luck.
The bound young woman, slumps asleep as does one of the Ice Hunters. The leader yawns but remains standing. The others are unaffected. The hunters point at their companion and let out brief laughs but still do not seem to notice anything is amiss.
Spoiler: creeping and casting • show

Grandmother
1d20+8=25
Noticed?
1d20+3=17
Nup.
Spellcasting 9 v. DC16
1d20+9=25
Spell goes off. Grandmother now at 5 spell points
Roll for saves. DC 12.
Pitsiark Falls asleep.
1d20+5=9
The leader Yawns, but remains standing.
1d20+3=12

Ice Hunters Will +3
1d20+3=21
1d20+3=22
1d20+3=17
1d20+3=19
1d20+3=10


Meanwhile the others are creeping forward as close as they can get…

Spoiler: show

I’ve moved the rest you all one move action forward in order of sneakiness. As soon as someone is spotted we’ll start the surprise round. This will determine starting positions.

Kieri +6 2 (Dex 4 *20 + Burglar level) 1d20+6=19 treat as 22
Kaze +6 1d20+6=26
Bolo unskilled +4 max 15 (1d20+4=8)
Killishandra unskilled +1 max 15 (1d20+1=8)
Vashkar unskilled +1
max 15 (1d20+1=19)

The ice hunters notice:
1d20+3=17
looks like Bolo will give the game away before Killishandra and Vashkar can act. Do these characters want to spend an AD? Or do the remaining players want to keep some for the fight proper?
Map update this afternoon.
 


"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Mister Andersen

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Re: The Long Road: IC
« Reply #151 on: September 12, 2012, 08:32:37 AM »
OOC: Grandmother is going to use her core ability, dropping an AD to rustle up 1d4=4 extra AD. With those, she'll use her quick casting trick to fling another Sleep out alongside her first one as a free action: 1d20+9=19. Hopefully at least one other of the badguys will drop before we're rumbled and the surprise round hits.

Also, it might be worth dropping Foproy, LordK and the others a PM just to remind them we're off an running again.

Catodon

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Re: The Long Road: IC
« Reply #152 on: September 14, 2012, 04:13:41 AM »
Disappointed with the result of her magic Grandmother draws on inner reserves and quickly summons up more arcane forces…
Spoiler: Saves • show

…and two more of the ice folk call it a night, much to the rough amusement of their peers.
Kieri and Kaze creep forward quiet as shadows closing the distance between themselves and the Jarl’s killers but when Killishandra try to emulate the feat there is an awful clack of footsteps on the glacial ice. The three awake killers turn to look toward the noise! There are split seconds before the murderers grasp the situation and act….
Hearing the noise the cautious Bolo waves to Vashkar  signalling the start of the fight.

Spoiler:  your current positions • show

Vashkar Q1
Bolo Q8
Keiri O19
Killishardra R20
Grandmother Q21 (I’m assuming that Grandmother peered around the ice column to cast her spell since she is right there, pedants can assume a 5’ step)
Kaze Q24

Ice Leader R27
Awake Ice Hunter P26
Awake Ice Hunter R28

Spoiler: maps • show

Map Positions

Map start of surprise
 Kilishandra-eye-view

Killishandras view
Spoiler: show

Spoiler: Initiative • show

The initiative order will be as below. In this first surprise round the villains do not get to act. Everyone is currently flatfooted. The villains are only aware of Bolo and Killishandra at this point. Lighting is Dim.

Keiri Vane 1d20+7=23
Vashkar 1d20+3=23
Ice Hunter 1 Q27 1d20+2=22
Bolo 1d20+8=21
The leader 1d20+2=21
Killishandra  1d20+2=19
Ice Hunter 2 P27 1d20+2=10
Ice Hunter 3 P28 1d20+2=10
Grandmother 1d20+4=9
Kaze 1d20+7=9
Ice Hunter 4 Q29 1d20+2=9
Ice Hunter 5 R28 1d20+2=4


"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Mister Andersen

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Re: The Long Road: IC
« Reply #153 on: September 14, 2012, 06:16:13 AM »

"Crap."

#That was clever of you.#

Ignoring the commentary, Killishandra thrusts her dark blade towards the foemen. "Crush them!" she roars, charging forward towards them.

Spoiler: "Crush them!" • show

Bullrush, targeting the leader: 1d20+8=23


Grandmother, meanwhile, once again calls upon her magic, reach out and beckoning to the shadows cast by the fire -- and the shadows respond to the invitation!

Spoiler: Summon Shadow • show

Spellcasting: 1d20+9=17

Brawler I (Large Outsider Walker — 36 XP): Str 15, Dex
12, Con 12, Int 12, Wis 10, Cha 10; SZ L (2×2, Reach 2); Spd 40 ft.
ground; Init II; Atk IV; Def IV; Res II; Health IV; Comp I; Skills:
None; Qualities: Contagion immunity, menacing threat
Attacks/Weapons: Broad axe (dmg 1d12+2 lethal; threat
19–20; qualities: AP 2, massive)

« Last Edit: September 14, 2012, 06:23:14 AM by Mister Andersen »

Catodon

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Re: The Long Road: IC
« Reply #154 on: September 19, 2012, 03:55:05 AM »
Keiri Vane throws, a knife archs out of the dark flashing red in the firelight…
Spoiler: knife • show

Ranged (+3)
In DIM light the murderers are all Def13.
Three full range increments -6
1d20+3=13
minus 6 = 7 a miss

and flies past the target a full yard from the leader’s head.

On Bolo’s signal Vashkar begins his aerial charge he flies fast straight and true until he reaches the tight bend…
Spoiler: aerobatics • show

Acrobatics roll to beat DC20, he needs to fly though wings folded in using momentum and pushing off with his other limbs to round the corner and fly on
1d20+7=9
Crashes into wall
crash into wall (1d6=2)
Vit now 43
Current location Q11.

and slams into the icy wall.

Bolo moves forward
Spoiler: show

now at R12


Killishandra thrusts her dark blade towards the foemen. "Crush them!" she roars, charging forward towards them.
Spoiler: show

Bullrush, targeting the leader: 1d20+8=23
The leader of the murderers tenses
1d20+6=21
but not enough.
Knocks him down!!! (1d8=1)
Into R28 and Sprawled!
Domino effect? (just making it up)
1d20+6=8
1d8=5
Whipped around, staggers into R27 and falls Sprawled!

There is a nasty crunch on impact. The leader staggers back crashing into his companion before he falls, this second kidnapper is whipped around by the impact then falls forward as Killishandra passes him.

Grandmother, meanwhile, once again calls upon her magic, reach out and beckoning to the shadows cast by the fire -- and the shadows respond to the invitation!

EDIT: Kaze moves over the broken ground to Q26

Spoiler: EDIT EDIT map start of round 1 corrected! • show

[

« Last Edit: September 30, 2012, 03:19:49 AM by Catodon »
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Mister Andersen

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Re: The Long Road: IC
« Reply #155 on: September 19, 2012, 04:23:01 PM »

Killishandra allows the momentum of her charge to spin her around, the movement permitting Dugh'leth Ghungmeh'Iw to carve through the space occupied by the fallen kidnapper. But that same impetus and the clutter of ice and supine bodies at her feet causes her to foul the followthrough aimed at the leader!

Spoiler: show

Crush them!: +2 morale bonus to party's unarmed+melee attack checks.

1st attack: 1d20+5=15 I'm guessing that's probably going to hit the leader's sprawled chum, so 2d6=8 damage for him + DC 15 or die fort save

2nd attack: 1d20+5=6

Ooh, we have an error!


Grandmother, her view of the conflict obscured by her hiding spot, tries to bid her summoned darkling creature strike terror into the murderous hearts of the northmen.

Spoiler: Summon Shadow • show

Shadow uses Threaten (with menacing threat targeting all 3 awake enemies): 1d20+1=6, 1d20+1=5

Those are appaling rolls! I can't imagine the resolve check required to beat them failing.

Grandmother prepares a Ready action to stabinate anyone nasty enough to get near her.


foproy

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Re: The Long Road: IC
« Reply #156 on: September 21, 2012, 10:21:03 PM »
bolo advances into the fight. double move.
Jesus loves you, he died for your sins. Protoman hates you, he died for them twice. - Anonymous

Catodon

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Re: The Long Road: IC
« Reply #157 on: September 22, 2012, 06:05:23 PM »
Map as of start of round 1 added above.
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Antilles

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Re: The Long Road: IC
« Reply #158 on: September 22, 2012, 07:35:22 PM »
Kaze takes a deep breath, focuses for a little moment, and then unleashes a storm of kicks, elbow blows and palm strikes to the enemies around him.
Spoiler: Actions • show

Free Action: Two-Hit Combo

(I'll let you pick the nearest targets, couldn't quite make out which enemies are awake, asleep, mooks or boss. Will 5 ft. step if necessary to hit awake enemy.)
Half Action: Standard Attack 1 - Unarmed Attack, attack roll 1d20+7=26, gonna spend an action die to crush his windpipe. In case of Tough, damage roll 1d4+10=14.
Standard Attack 2 - Unarmed Attack, attack roll 1d20+7=24, damage roll 1d4+10=12.
Half Action: Standard Attack - Unarmed Attack, attack roll 1d20+7=27, will only activate if I attacked the boss. Damage roll 1d4+10=13.

If attacked, will use Parry, check 1d20+3=21.
Current Defense: 18
DR: 0
Resistances: Cold 7
Vitality: 39, Wounds 12
"After all is said and done, more is said than done."
- Aesop
Mortality clarified in a single strike!

Catodon

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Re: The Long Road: IC
« Reply #159 on: September 22, 2012, 08:05:31 PM »

Round 1
Spoiler: Initiative • show

The initiative order will be as below. The villains finally react to the sudden onslaught as they do so they loose flatfooted. The villains are only aware of Bolo, Kaze, the Shadow, Kieri, and Killishandra at the start of this round. Lighting is Dim.

Keiri Vane 1d20+7=23
Vashkar 1d20+3=23
Ice Hunter 1 Q27 1d20+2=22
Bolo 1d20+8=21
The leader 1d20+2=21
Killishandra  1d20+2=19
Ice Hunter 2 P27 1d20+2=10
Ice Hunter 3 P28 1d20+2=10
Grandmother 1d20+4=9
Kaze 1d20+7=9
Ice Hunter 4 Q29 1d20+2=9
Ice Hunter 5 R28 1d20+2=4

Crush them!: +2 morale bonus to party's unarmed+melee attack checks



Kieri steps forward and throws another slim blade then another at the leader…
Spoiler: show
 she now 7 left. Attacks
1d20-3=14
1d20-3=13
Damage
1d4+4=6
1d4+4=6
Now at P20


Picking himself up Vashkar moves closer to the fray
Spoiler: show
 move to Q20


…with bolo following
Spoiler: show
 moves to O19


One ice hunter stirs from his sleep and grabs his harpoon. (Q27)
Spoiler: show


The Leader snatches up his harpoon and rises to his feet, his face twisted with rage.

Killishandra brings down the vengeful blade cutting deep into the sprawled hunters parka and spine. One foe down the ogress redirects to slice toward a sleeping form. The blade misses and the magical edge slices deep into the ice floor becoming stuck fast!
Spoiler: show

After armour 4 damage on a standard character. Damage save DC12:
1d20+3=4
Fail!
I’ll put the next swing against the foe at Q27. Against the helpless character (+4) the attack roll is still only 10, a miss with an error which I will activate for 2AD. The vengeful blade is stuck in the ice requiring a half action athletics check DC15 to free.  Referee has 2AD left.


Another hunter stirs and grabs for his harpoon. (P27)
Spoiler: show


But his companion slumbers on (P28)
Spoiler: show


Grandmother’s shadow creature looms over the enemies threateningly but among the shadows cast by the flickering fire the creature is indistinct and the hunters are focused on more substantial enemies.
Spoiler: resolve • show

Two rolls per opponent one DC5 the second DC6.
Awake enemies have resolve +4:
Ice Leader
1d20+4=8
1d20+4=21
Ice hunter 1
1d20+4=17
1d20+4=6 Just made it!
Ice Hunter 2
1d20+4=12
1d20+4=18
As predicted none are intimidated by the insubstantial foe.


Kaze’s hand flashes out choking the nearest standing foe (P27) unconscious is seconds.
Spoiler: show
 Ice hunter 2 10 damage after armour. DC15. 1d20+3=7

Then turns on a ice hunter stirring from his sleep (Q27) breaking the hunters neck even as the foeman reaches for his harpoon.
Spoiler: show
 
DC14
1d20+3=11


Another hunter stirs glances about in surprise and grabs his spear (R28)
Spoiler: show
 Ice hunter 4.
1d20+3=17
Ice hunter 5
1d20+3=8

« Last Edit: September 23, 2012, 04:35:16 AM by Catodon »
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Mister Andersen

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Re: The Long Road: IC
« Reply #160 on: September 23, 2012, 10:11:13 AM »


Caught up in its thirst for blood, Killishandra surprises her enemy by choosing to abandon her blade. Instead she advances on the leader, her expression only passingly human as she smashes her fist deep into her enemy's belly; clawed fingers scythe upwards through his innards, deep into his chest. Snarling in victory as they lock eyes, she reefs back her shoulder and tears free his still beating heart with a wet red SCHLUCK!

Tossing the now useless organ aside as the leader's eviscerated corpse topples to the ice, she turns to triumphantly yank her blade free of its prison -- but the gore coating her hand leaves it too slick to gain purchase.

Spoiler: show

1st action. Unarmed attack+relentless attack trick: 1d20+7=26. That's a threat thanks to Misdirection Basics, so I'll spend an AD to make it a critical.
Damage: 1d6+2=6, 1d4.extra(4)=8 + 1d4.open(4)=11 = 25. I used the wrong command on the first roll, so it only rerolled once instead of continuing to explode. So the full utterly awesome sequence of that damageboosting AD is 4, 4, 4, 4, 3

2nd action. 1d20+8=9. Goddamn, a threat and an error in the same round.


With its attempts to inspire fear being so superbly inneffective, Grandmother instead orders her creature on the offensive, wading into the midst of those few still standing to try and subdue them for questioning while there are some still alive to do so.

Spoiler: Summon Shadow • show

1st & 2nd actions. Melee attack x2 (subdual instead of lethal): 1d20+3+2-4=19, 1d20+3+2-4=19. Damage (subdual instead of lethal): 1d6+1=5, 1d6+1=6. Apply as appropriate.

Grandmother prepares a Ready action to stabinate anyone nasty enough to get near her.

« Last Edit: September 23, 2012, 10:12:44 AM by Mister Andersen »

Catodon

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Re: The Long Road: IC
« Reply #161 on: September 25, 2012, 03:29:04 AM »
Spoiler: map EDIT now corrected • show

green stick figures are dead guys
Kieri P20 alive
Vashkar Q20 alive
Bolo O19 alive
Ice Hunter 1 Q27 Dead
Ice Leader Alive
Killishandra
Ice hunter 2 P27 out of action
Ice hunter 3 P28 asleep
Grandmother Q21
Shadow  alive
Kaze Q26
Ice Hunter 4 Q29 prone
Ice Hunter 5 asleep R28


End round 1 corrected by Coronoides, on Flickr
« Last Edit: September 30, 2012, 03:25:41 AM by Catodon »
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1

Antilles

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Re: The Long Road: IC
« Reply #162 on: September 27, 2012, 02:54:41 AM »
Kaze moves over to another of the raiders and deliver a mighty blow, while tossing a scathing comment to their leader.

"I see why you became raiders, you're too weak to fight like men!"

Spoiler: Actions • show


First I'll move towards the closest enemy, 5 ft. step or move action as applicable.

Half Action: Unarmed Attack 1d20+9=18, damage 1d4+10=14.
Half Action: Taunt the Ice Leader: 1d20+10=23.

If attacked, will use Parry, check 1d20+3=21.
Current Defense: 18
DR: 0
Resistances: Cold 7
Vitality: 39, Wounds 12
"After all is said and done, more is said than done."
- Aesop
Mortality clarified in a single strike!

Mister Andersen

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Re: The Long Road: IC
« Reply #163 on: September 27, 2012, 06:39:28 AM »
ooc Barring secret degrees of fortitude, the leader is pretty likely dead by your initiative count  ;)

Catodon

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Re: The Long Road: IC
« Reply #164 on: September 30, 2012, 03:06:30 AM »
Spoiler: map • show

My notes and was a little off at he end of round 1. Luckily for me It didn’t matter. The correct positions were:
Kieri P20 alive
Vashkar Q20 alive
Bolo O19 alive
Ice Hunter 1 Q27 Dead
Ice Leader Alive
Killishandra
Ice hunter 2 P27 out of action
Ice hunter 3 P28 asleep
Grandmother Q21
Shadow  alive
Kaze Q26
Ice Hunter 4 Q29 prone
Ice Hunter 5 asleep R28


Spoiler: initiative • show

Keiri Vane 1d20+7=23
Vashkar 1d20+3=23
Bolo 1d20+8=21
The leader 1d20+2=21
Killishandra  1d20+2=19
Ice Hunter 3 P28 1d20+2=10
Grandmother 1d20+4=9
Kaze 1d20+7=9
Ice Hunter 4 Q29 1d20+2=9
Ice Hunter 5 R28 1d20+2=4

Crush them!: +2 morale bonus to party's unarmed+melee attack checks

Actions

Keiri steps forward to get a little closer launches another two slim blades at the leader of the murderers. Both blades bury into the man’s parka.
Spoiler: show

5’ step to P21
Now only 2 range increments
1d20-1=14
1d20-1=15
Damage
1d4+4=5, 1d4+4=8


Now in a spacious cavern Vashkar unfurls with wings and in a wingbeat is over the heads of kidnappers and lands behind them whipping up the freezing air as he lands. The momentum of his flight behind a vicious halberd stab at the prone hunter but the hunter survives.
Spoiler: show

Move to R29. Attack prone figure at R28.
1d20+7=22
Damage
1d10+5=7 after armor 3
Damage save DC12
1d20+3=15


Bolo scrambles forward hoping to arrive in time to aid his companions
Spoiler: show

double move including some rough ground to P26


The leader of the raiders backs against the wall and lashes out at the bloody handed ogress with his harpoon scoring two hits but his crude ivory tipped weapon barely cuts through Killishandra’s armour.
Spoiler: show

5’ step to S29
Two Harpoon attacks: Summary Killishandra takes 3 damage details follow:
1d20+2=18
1d20+2=15
Two palpable hits!
Damage:
1d8-1=6 after armour 3 damage. With a DC3 Killishnadra shrugs of any chance of bleed with Fort+7.
1d8-1=2 After DR 0


Another raider stirs in his sleep, grunts than slumbers on.
Spoiler: show

Raider number 3
1d20+3=11


The jagged cut from the harpoon only seems to enrage Killshandra further. Caught up in her thirst for blood, Killishandra surprises her enemy by choosing to abandon her blade. Instead she advances on the leader, her expression only passingly human as she smashes her fist deep into her enemy's belly; clawed fingers scythe upwards through his innards, deep into his chest. Snarling in victory as they lock eyes, she reefs back her shoulder and tears free his still beating heart with a wet red SCHLUCK!
So perish the enemies of the Jarl!
Spoiler: show

5’step to R28
25-4DR-2restist blunt=19 damage to 12 wounds = Dead!!!!
Reach 1 means you can still attempt to free the blade and fail despite the 5’ step.


Grandmother’s Shadow arcs a black blade at the only foe it can reach, a sleeping hunter cutting the man’s parka with the first blow and beheading him with the second.
Spoiler: show

After DR damages are 1 and 2. So DC10 and DC12.
1d20+3=13
1d20+3=4


Kaze steps over the body of one fallen foe and showing the murderer of the old Jarl the compassion the villain deserves stomps down hard on the sleeping killer’s head killing him with a sickening crunch, the man must be dead or dying.
With no awake foes left scorn dies on Kaze’s lips.
[spoiler]
Damage after armour 10. DC therefore 15.
1d20+3=12
[spoiler]
"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1