Re: Runes of Greldathriaxx: Turn 29: Planning

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Re: Re: Runes of Greldathriaxx: Turn 19: Wrapping Up (heh)

Post by WearsHats » Wed Feb 26, 2014 1:51 am

I'll take up position to defend our side of the door, attacking anyone who comes through while trying to stay out of a clear line of sight to the archers and casters.

Do we want to try to close the door? Probably not, but this looks like it could be a tough fight.

Does leveling up improve our spells at any point? Or do we just have to wait and find out?
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Re: Runes of Greldathriaxx: Turn 19: Wrapping Up (heh)

Post by Lee » Wed Feb 26, 2014 5:32 am

WhatRULookingAt grabs the empty treasure chest and wedges it behind the door to narrow the opening (This only works if the door opened towards us) then he takes a position to the side of the door opening, attacking anything that comes through. "Fights, Risks help me hold the door. Until those archers can be taken out, we have the best armor."

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Re: Re: Runes of Greldathriaxx: Turn 19: Wrapping Up (heh)

Post by Aegis J Hyena » Wed Feb 26, 2014 10:53 am

Leveling up will NOT earn new spells. Those you have to find via spellbooks (Arcane spells) or Priest Chambers (Divine). Granted, there's the Spellweaver here and this looks like a lair, so if there aren't any books nearby...

If you stay in the current room, the ranged kobolds have no shot. They're on a ledge (readied action and elevation bonus). It'll take a turn to hide away from the door to get out of line of sight of the casters, but if they get close, only Leaps and Knives will be able to avoid them (unless they take an action and target them specifically; then they can still be hit).

ironically enough I forgot shamans get healing bonuses and I never applied them. oops. derp. will do in the future
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Re: Runes of Greldathriaxx: Turn 19: Wrapping Up (heh)

Post by Alaen » Wed Feb 26, 2014 11:18 am

Knives will stealth and attack the first kobold caster that comes into range.
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Re: Re: Runes of Greldathriaxx: Turn 19: Wrapping Up (heh)

Post by WearsHats » Wed Feb 26, 2014 11:58 am

I was wondering about the healing bonus. Almost asked. But figured that (a) it was probably already factored in and (b) 25% of 2-3 is less than 1 hp anyway.
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Re: Runes of Greldathriaxx: Turn 19: Wrapping Up (heh)

Post by SaruSama » Wed Feb 26, 2014 8:14 pm

Risks Will charge the first kobold he sees.

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Re: Re: Runes of Greldathriaxx: Turn 19: Wrapping Up (heh)

Post by DiesasaYoungling » Wed Feb 26, 2014 10:11 pm

Teller decides that now would be a good time to level up. So he does so.

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Re: Re: Runes of Greldathriaxx: Turn 19: Wrapping Up (heh)

Post by nikohl » Thu Feb 27, 2014 12:07 pm

Leaps will stay hidden ready to shank the first kobold that runs past him.

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Re: Re: Runes of Greldathriaxx: Turn 19: Wrapping Up (heh)

Post by Aegis J Hyena » Thu Feb 27, 2014 2:30 pm

TURN 20: War I of ??

Combat Begins; list randomized, order of events is:

Sword Kobold 3 advances through the doorway and can melee next turn
Knives strikes at the first Kobold within reach (#3) (Energy Cost 2) [6 + Atk 9 = 15 vs Armor 15 = Hits for 1 Damage!]
Sword Kobold 2 advances through the doorway and can melee next turn
Al strikes at a Kobold (#3) (Energy Cost 2) [6 + Atk 10 = 16 vs Armor 15 = Hits for 1 Damage!]
Sword Kobold 4 advances to the doorway
Fights misses a turn (Energy +4)
Crossbow Kobold 4 cannot fire, no LOS (Line of Sight)
Grey Caster 2 casts ??? on Fang
Leaps backstabs the first Kobold through (#3) (Energy Cost: 2) [Natural 20 + Attack 9 = 29 vs Armor 15 = Hits for 4 +3 Critical = 7 Damage and 3 +3 Critical =6 Armor Break!
Sword Kobold 1 advances to the doorway
What wedges the chest to make it a narrow field of attack (Energy Cost 6) [1+4+3 = 8 vs Piety 9: Effective!] The kobolds who have not come through can only melee one at a time after this point assuming you hold position. The archers can shoot over it if they get off their ledge.
Crossbow Kobold 2 cannot fire, no LOS (Line of Sight)
Grey Caster 1 casts ??? on D'Vixx [Magic Defense Up]
D'vixx the Kobold Spellweaver casts ??? on himself [Luck Up]
Crushes fires his Stick of Darts long range at D'Vixx (Energy Cost 2) [16 + Magic Power 8 = 24 vs Armor 6 = Hits for 2 Damage, twice]
Fang the Ghoul enrages [deals +4 Damage until killed but takes +2 damage when hit until killed]
Crossbow Kobold 1 cannot fire, no LOS (Line of Sight)
Teller Levels (Attack +1, Armor +2, Magic Power +2, Piety +1, Energy +3, HP +9, MP +3)
Risks strikes at the first Kobold within reach (#2) (Energy Cost: 2) [11 + Atk 7 = 18 vs Armor 15 = Hits for 1 Damage!]
Crossbow Kobold 3 cannot fire, no LOS (Line of Sight)

TURN 20: The Situation
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Sword Kobold 1: 9 Attack, 15 Armor, 6 Piety, 30 HP [In Doorway]
Sword Kobold 2: 9 Attack, 15 Armor, 6 Piety, 28 HP [Can Melee]
Sword Kobold 3: 9 Attack, 9 Armor, 6 Piety, 22 HP [Can Melee]
Sword Kobold 4: 9 Attack, 15 Armor, 6 Piety, 30 HP [In Doorway]
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP
Grey Caster 1: 4 Attack, 7 Armor, 6 Piety, 17 HP, 26 MP
Grey Caster 2: 4 Attack, 7 Armor, 6 Piety, 17 HP, 24 MP
Fang the Ghoul: 15 Attack, 12 Armor, 4 Piety, 70 HP [Berserk] [Regenerating for 6 Turns]
D'Vixx the Kobold Spellweaver: 10 Attack, 4 Armor, 8 Piety, 55 HP, 38 MP [Magic Defense Up] [2 Free Rerolls]

Leaps and Knives get a Fate Point on Turn 24
Other Heroes get a Fate Point on turn 21
Leaps' Danger Sense has expired at the end of this turn. Can be reactivated on Turn 22.
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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by WearsHats » Thu Feb 27, 2014 2:34 pm

I keep hitting things until they fall down.
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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by kida » Thu Feb 27, 2014 2:51 pm

Crushes shoot darts at sword kobold #3 or #2 (whichever is alive)

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by nikohl » Thu Feb 27, 2014 4:02 pm

Leaps will focus his attacks on kobold #3 in the hopes that he can take him down.

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Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by SaruSama » Thu Feb 27, 2014 11:51 pm

Risks will keep on attacking the one nearest him.

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by Nerre » Fri Feb 28, 2014 1:54 am

Fights blocks the doorway so the melee kobolds cannot get through while fighting the first one. He tries to position himself sideways so the others still can shoot and cast at it. Or backstab it.

OOC: In case of missed turn please let me auto-follow the group and if 2/3 fight, then let me join the fight. :D
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Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by Lee » Fri Feb 28, 2014 5:12 am

WhatRULookingAt joins the fray, attacking which ever kobold is closest. "Crushes, can you keep wearing down that Spellweaver? At this range, you're the only one who can."

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by DiesasaYoungling » Fri Feb 28, 2014 6:28 am

Teller uses Group heal on whomever is injured by the kobolds.

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Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by Alaen » Fri Feb 28, 2014 8:45 am

Knives will stab the more injured sword kobold.
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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by Aegis J Hyena » Fri Feb 28, 2014 1:56 pm

TURN 21: Kobold War II

Round 2; list randomized, order of events is:

Risks strikes at the nearest Kobold (Sword #3) (Energy Cost 2) [17 + Atk 7 = 24 vs Armor 9 = Hits for 4 Damage and 3 Armor Break!]
Crossbow Kobold 4 cannot fire, no LOS
Teller readies an action [Group Heal] (will move up 3 spaces in next round order to cast it) because no one is injured as his turn hits
D'vixx the Kobold Spellweaver commands the archers to get off the ledge
Sword Kobold 2 strikes at What [6 + Atk 9 = 15 vs Armor 18: Missed!]
Al strikes at the nearest Kobold (Sword #3) (Energy Cost 2) [19 Critical + Atk 10 = 29 vs Armor 6 = Hits for 7 +3 Critical = 10 Damage and 5 +3 Critical = 8 Armor Break!]
Fang the Ghoul charges and leaps over the chest to strike at What [15 + Atk 15 +6 Berserk = 36 vs Armor 18 = Hits for 6 +4 Berserk = 10 Damage and 4 Armor Break!]
Crossbow Kobold 2 gets off the ledge and onto the ground
Fights moves to block the doorway; Sword Kobolds 1 and 4 have to go through him first
Leaps attacks Sword Kobold #3 (Energy Cost 2) [7 + Atk 9 = 16 vs Armor 0 = Hits for 5 Damage!]
Sword Kobold 3 attacks Leaps [6 + Atk 9 = 15 vs Armor 8 = Hits for 2 +1 Squishy = 3 Damage and 1 + 1 Squishy = 2 Armor Break!]
Knives attacks Sword Kobold #3 (Energy Cost 2) [12 + Atk 9 = 21 vs Armor 0 = Hits for 7 Damage!] Sword Kobold #3 has fallen!
Sword Kobold 1 attacks Fights [18 Critical + Atk 9 = 27 vs Armor 18 = Hits for 3 Damage and 2 Armor break!]
Crushes uses his Stick of Darts on Sword Kobold #2 (since 3 is dead) (Energy Cost 2) [20 Critical + Magic Power 8 = 28 vs Armor 10 = Hits for 3 +3 Critical = 6 damage twice!]
Crossbow Kobold 3 gets off the ledge and onto the ground
Grey Caster 1 readies action (Moves up 3 spaces in turn order next round)
Sword Kobold 4 attacks Fights [13 + Atk 9 = 21 vs Armor 16 = Hits for 1 Damage and 1 Armor Break!]
Grey Caster 2 readies action (Moves up 3 spaces in turn order next round)
What attacks the nearest Kobold (Sword #2) (Energy Cost 1) [20 Critical + Atk 10 = 30 vs Armor 15 = Hits for 5 + 2 Strength + 3 Critical = 10 Damage and 3 + 3 Critical = 6 Armor Break!]
Crossbow Kobold 1 gets off the ledge and onto the ground

TURN 21: The Situation

Sword Kobold 1: 9 Attack, 15 Armor, 6 Piety, 30 HP [In Doorway]
Sword Kobold 2: 9 Attack, 9 Armor, 6 Piety, 6 HP [Can Melee]
Sword Kobold 3: 9 Attack, 0 Armor, 6 Piety, 0 HP [Dead]
Sword Kobold 4: 9 Attack, 15 Armor, 6 Piety, 30 HP [In Doorway]
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Archer Kobold 2: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Archer Kobold 3: 10 Attack, 13 Armor, 6 Piety, 25 HP [Can Fire]
Archer Kobold 4: 10 Attack, 13 Armor, 6 Piety, 25 HP [Still on Ledge]
Grey Caster 1: 4 Attack, 7 Armor, 6 Piety, 17 HP, 26 MP
Grey Caster 2: 4 Attack, 7 Armor, 6 Piety, 17 HP, 24 MP
Fang the Ghoul: 15 Attack, 12 Armor, 4 Piety, 70 HP [Berserk] [Regenerating for 5 Turns] [Deals +4 Damage] [Takes +2 Damage] [Can Melee]
D'Vixx the Kobold Spellweaver: 10 Attack, 4 Armor, 8 Piety, 55 HP, 38 MP [Magic Defense Up] [2 Free Rerolls]

Judging from the way the Grey Casters are defending themselves, you guess their Magic Power to be about 8 and D'Vixx's to be about 14. Won't be truly known until they start slinging spells.
Knives got a kill, one more kill and he gets a Fate Point
Leaps and Knives get a Fate Point on Turn 24
Other Heroes get a Fate Point this turn (next on Turn 28)
Leaps' Danger Sense can be reactivated on Turn 22.
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Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by Alaen » Fri Feb 28, 2014 2:20 pm

Knives will attack Fang.
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Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by SaruSama » Fri Feb 28, 2014 2:41 pm

Risks will attack sword Kobold #2

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by nikohl » Fri Feb 28, 2014 4:16 pm

Leaps will join the attack on #2

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by Aegis J Hyena » Fri Feb 28, 2014 7:41 pm

For future reference I'll try to update twice a day during big battles like this one. (I've already rolled up order of movement for the next turn...)
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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War

Post by WearsHats » Fri Feb 28, 2014 8:12 pm

WearsHats wrote:I keep hitting things until they fall down.
Mostly offline/inactive due to chronic health issues. PM me if you really need attention.

"(Asks), why do you want to shoot all of my favorite animals out of guns?" - JibJib

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by kida » Fri Feb 28, 2014 9:48 pm

"We need to close the door until we kill the melee fighters"

Crushes will cast deathshield on What.

For the second turn (if you update before I post):
Shoot darts at Fang or at one of the sword kobolds (on the off chance Fang is dead)

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Re: Re: Runes of Greldathriaxx: Turn 20: Kobold War II

Post by Aegis J Hyena » Sat Mar 01, 2014 12:17 pm

Going to go out to get groceries; if Nerre and and What don't post their actions, I'll assume they're defending/fighting back but I won't autopilot things forever...
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