Re: Runes of Greldathriaxx: Turn 29: Planning

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Re: Re: Runes of Greldathriaxx: Turn 24: Kobold War VI

Post by WearsHats » Sun Mar 02, 2014 10:43 pm

Well, crap.

So the door is closed. Who is on our side of the door now?

Guess I'll go back to hitting things, since no one else is in urgent need of my last healing spell. Here's hoping we find a scroll of Raise Dead...
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Re: Re: Runes of Greldathriaxx: Turn 24: Kobold War VI

Post by Aegis J Hyena » Sun Mar 02, 2014 11:54 pm

What slammed the door in the Kobolds' faces. Right now the only thing on your side is Fang, whom I'm assuming is going to get torn to -pieces- next turn...

As long as someone holds the door closed, they have to force it first. If you leave, maybe things quiet down. That is, unless D'Vixx sends the mummies after you... If you open the door you can put Fights in the doorway and have him block it while you carve Kobolds up, though you'll have to advance to melee range of the crossbow-kobolds if you want them to stop firing and switch to melee weapons.
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Re: Re: Runes of Greldathriaxx: Turn 24: Kobold War VI

Post by kida » Mon Mar 03, 2014 12:07 am

Crushes cast power burst on Fang or on one of the sword goblins if Fang is dead.

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Re: Re: Runes of Greldathriaxx: Turn 24: Kobold War VI

Post by Nerre » Mon Mar 03, 2014 12:57 am

"What? What, no!" Fights should, trying to shove his sword deep enough into Fang to split his spine, while keeping his claws away with his shield. He tries to stand in the way of the door so he can help to hold it shut with his rear foot. If they bring Fang down, he will focus on holding it closed so they can heal the wounded. If he can, he will use a minor action to rearrange his slightly damaged armor.
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Re: Re: Runes of Greldathriaxx: Turn 24: Kobold War VI

Post by nikohl » Mon Mar 03, 2014 1:28 am

Leaps will flank-stab Fang.

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Re: Runes of Greldathriaxx: Turn 24: Kobold War VI

Post by SaruSama » Mon Mar 03, 2014 1:49 am

Risks will hold the door.

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Re: Runes of Greldathriaxx: Turn 24: Kobold War VI

Post by Alaen » Mon Mar 03, 2014 8:03 am

Knives will stab Fang
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Re: Re: Runes of Greldathriaxx: Turn 24: Kobold War VI

Post by Aegis J Hyena » Mon Mar 03, 2014 2:31 pm

TURN 25: What's a Ghoul (No, not really)

Round 6; list randomized, order of events is:

Archer Kobold 3 holds his fire
Al attacks Fang (Energy Cost 2) [13 + Atk 10 = 23 vs Armor 0 = Hits for 7 + 2 Squishy = 9 Damage!]
Leaps stabs Fang (Energy Cost 2) [14 + Atk 9 = 23 vs Armor 0 = Hits for 7 + 2 Squishy = 9 Damage!] Fang has Fallen!
Fights collects What's gear (Energy Cost 3) [He may attempt to dualwield if he puts aside his shield; the shield is 3 points of armor]
Grey Caster 1 rests (recovering 3 HP and 3 MP)
D'Vixx the Kobold Spellweaver rests (Recovering 3 HP and 1 MP) "Get that door down so I can send the mummies after them!"
Teller misses a turn (Energy +4)
Archer Kobold 1 holds his fire
Archer Kobold 4 holds his fire
Sword Kobold 1 kicks open the door [1+3+8 = 12 vs Piety 6: The door holds!]
Archer Kobold 2 holds his fire
Sword Kobold 4 kicks open the door [1+6+4 = 11 vs Piety 6: The door holds!]
Knives Rests (+17 Energy, +10 Armor, +2 HP, +3 MP)
Crushes Rests (+16 Energy, +9 Armor, +2 HP, +1 MP)
Risks holds the door shut (Energy Cost 3) [6+5+3 = 14 vs Piety 5: Attempts to open get a -2 bonus next turn]
Grey Caster 2 rests (recovering 3 HP and 3 MP)

If you retreat and they fail to knock the door down next turn, they will not pursue and combat will be officially over.

TURN 25: The Situation

Sword Kobold 1: 9 Attack, 10 Armor, 6 Piety, 10 HP
Sword Kobold 4: 9 Attack, 12 Armor, 6 Piety, 23 HP
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 2: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 3: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 4: 10 Attack, 13 Armor, 6 Piety, 25 HP
Grey Caster 1: 4 Attack, 7 Armor, 6 Piety, 17 HP, 11 MP
Grey Caster 2: 4 Attack, 7 Armor, 6 Piety, 17 HP, 3 MP
D'Vixx the Kobold Spellweaver: 10 Attack, 4 Armor, 8 Piety, 55 HP, 7 MP [Magic Defense Up] [2 Free Rerolls]

D'Vixx's Deathshield has expired.
Grey Caster 1's Defense Up has expired.
Crushes is Magic Charged! The next three spells he casts will have double effect and cost half normal.
Leaps and Knives get a Fate Point on Turn 30
Other Heroes get a Fate Point on Turn 28
Leaps' Danger Sense can be reactivated.
Leaps got a kill, 2 more to a Fate Point
Last edited by Aegis J Hyena on Mon Mar 03, 2014 6:31 pm, edited 1 time in total.
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Re: Re: Runes of Greldathriaxx: Turn 25: What's A Ghoul?

Post by kida » Mon Mar 03, 2014 2:48 pm

Crushes will level up.

OOC: If you guys want to retreat I'll change my action. Are we able to bobby trap the door? I've a potion of acid we could use to do it.

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Re: Re: Runes of Greldathriaxx: Turn 25: What's A Ghoul?

Post by nikohl » Mon Mar 03, 2014 3:02 pm

I can't see the character sheets, they won't load. But assuming I have enough Fate, Leaps will also level up.

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Re: Re: Runes of Greldathriaxx: Turn 25: What's A Ghoul?

Post by WearsHats » Mon Mar 03, 2014 3:06 pm

We could just hold the door, rest a turn, open it, take on whoever comes through, close it again...

Unless I'm missing something, this is our clearest path to exploring the rest of the dungeon. I don't want to go down the hole of unknown depth filled with scary-sounding monsters just yet. Especially now that we're down one of our front-line fighters.

ETA: Character sheets load fine for me. Nikhol, you have 5 fate points. Enough to level.
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Re: Re: Runes of Greldathriaxx: Turn 25: What's A Ghoul?

Post by Aegis J Hyena » Mon Mar 03, 2014 8:24 pm

I just realized Leaps should have lost that last turn due to a previous critical 1, but I figure the rest of the guys would have torn Fang apart anyway, so not going to change the outcome. Heh.

Edit 3 hours later: I think I forgot to take off one point of armor break per hit on What, since he was a warrior and all... wow, I can't even remember the skills I give the characters! (Still, I think with the way Fang was rolling, it wouldn't have made a difference...)
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Re: Runes of Greldathriaxx: Turn 25: What's A Ghoul?

Post by SaruSama » Tue Mar 04, 2014 5:48 am

Risks will keep holding the door while people level up.

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Re: Re: Runes of Greldathriaxx: Turn 25: What's A Ghoul?

Post by Aegis J Hyena » Tue Mar 04, 2014 4:14 pm

TURN 26: Recovery

Round 7; list randomized, order of events is:

Al Misses a Turn (Energy +4)
Leaps Levels
D'Vixx the Kobold Spellweaver rests (recovering 2 MP)
Archer Kobold 1 puts away crossbow and draws sword
Sword Kobold 1 kicks open the door [5+6+7 -2 = 16: The door holds!]
Sword Kobold 4 kicks open the door [4+3+8 -2 = 13: The door holds!]
Grey Caster 2 rests
Knives Misses a Turn (Energy +4)
Risks Holds the Door [3+4+3 = 10 vs Piety 5 = bonus to door attempts increases to -3]
Crushes Levels
Grey Caster 1 rests (Recovering 3 MP)
Fights misses a turn (Energy +4)
Archer Kobold 4 puts away crossbow and draws sword
Archer Kobold 3 puts away crossbow and draws sword
Archer Kobold 2 puts away crossbow and draws sword
Teller misses a turn (Energy +4)

TURN 26: The Situation

Sword Kobold 1: 9 Attack, 10 Armor, 6 Piety, 10 HP
Sword Kobold 4: 9 Attack, 12 Armor, 6 Piety, 23 HP
Archer Kobold 1: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 2: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 3: 10 Attack, 13 Armor, 6 Piety, 25 HP
Archer Kobold 4: 10 Attack, 13 Armor, 6 Piety, 25 HP
Grey Caster 1: 4 Attack, 7 Armor, 6 Piety, 17 HP, 14 MP
Grey Caster 2: 4 Attack, 7 Armor, 6 Piety, 17 HP, 3 MP
D'Vixx the Kobold Spellweaver: 10 Attack, 4 Armor, 8 Piety, 55 HP, 9 MP [2 Free Rerolls]

D'Vixx chooses not to pursue. Combat ends and all survivors recover 8 Energy and 4 Armor.

Crushes is Magic Charged! The next three spells he casts will have double effect and cost half normal.
Leaps and Knives get a Fate Point on Turn 30
Other Heroes get a Fate Point on Turn 28
Leaps' Danger Sense can be reactivated.

Next turn we'll get back into graphical fun, unless you guys open the door to face down the half a dozen mummies that came down off the overhang.
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Re: Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by WearsHats » Tue Mar 04, 2014 4:25 pm

Where else could we go if not through that door? Other than down into the Pit of Scary Things? Have we found any other doors or places to explore?
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Re: Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by Aegis J Hyena » Tue Mar 04, 2014 4:39 pm

The "pit of scary things" is the only other route available. I didn't construct the quadrant of the map you're in with secret doors in mind.
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Re: Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by WearsHats » Tue Mar 04, 2014 4:59 pm

In that case, I'd suggest that we open the door, take on a few, close the door behind them, and keep going in hopefully manageable chunks. But I'm open to alternatives if anyone has a suggestion.

In any case, a few of us could use a rest to recover HP, MP, and armor. I think I'll do that this turn.
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Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by SaruSama » Tue Mar 04, 2014 5:06 pm

I'd agree with luring a few through at a time. Since Risks is actually pretty untouched he'll just hold the door while everybody heals up.

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Re: Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by kida » Tue Mar 04, 2014 8:26 pm

I'm ok with luring a few but we need to hide from archers and casters

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Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by DiesasaYoungling » Wed Mar 05, 2014 6:17 am

Teller helps to hold the door shut.

Sorry about that. Didn't mean to go off grid I just couldn't find time to get here.

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Re: Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by Nerre » Wed Mar 05, 2014 6:48 am

"Okay, let's try to let a few through and then shut the door again before to many storm in. That way we can beat them by splitting them." Fights suggests.
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Re: Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by nikohl » Wed Mar 05, 2014 11:56 am

Leaps will stealth ready to sneak attack anything that comes through if the door is opened.

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Re: Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by kida » Wed Mar 05, 2014 1:58 pm

Crushes will shoot darts at whoever enters the room

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Re: Re: Runes of Greldathriaxx: Turn 26: Recovery

Post by Aegis J Hyena » Wed Mar 05, 2014 3:46 pm

TURN 27: Timing

Al Rests (recovering 14 Energy, 7 Armor, 1 HP and 1 MP)
Risks Holds the Door (Energy Cost 3) [2+5+8 = 15 vs Piety 5 = Nope!] protip: don't rely on Risks; his luck is in the dumpster with Piety 5. Remember I have to roll BELOW 5 or below and the odds of that on d6 + d7 +d8 are terrible at best]
Crushes aims his Stick of Darts (Energy Cost 1) (He'll shoot first if someone breaks through)
Teller Holds the Door (Energy Cost 3) [2+5+4 = 11 vs Piety 9 = Nope!]
Fights Rests (recovering 14 Energy, 7 Armor, 2 HP and 2 MP)
Leaps Rests (recovering 18 Energy, 11 Armor, 1 HP and 2 MP)
Knives misses a turn (2 of 4) (+4 Energy)

TURN 27: The Situation
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Crushes is Magic Charged! The next three spells (not the Stick of Darts) he casts will have double effect and cost half normal.
Leaps and Knives get a Fate Point on Turn 30
Other Heroes get a Fate Point on Turn 28
Leaps' Danger Sense can be reactivated.
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Re: Runes of Greldathriaxx: Turn 27: Timing

Post by SaruSama » Wed Mar 05, 2014 6:31 pm

Risks whispers you know we could hide in the room behind us and ambush them when they break through the door.

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