Novalia Roll 2 Dodge
Would you like to react to this message? Create an account in a few clicks or log in to continue.

[Archive]R2D: Guardians of the Otherland

2 posters

Page 3 of 3 Previous  1, 2, 3

Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:51 am

Roll #46

Left group roll:-2-

Right group roll:-8,1 -

Amina(Malregima)

Action: minor: saddened by the loss of her short-term comrade, made a vow that if she make it out of this goblin castle, she will come back with back up to save Raspin and Voltir... if they are able to stay alive...
major: decides that her new companions are neither nice nor treacherous, follow them behind and loot/fight into next room.

Roll: ( 4 )

Before stepping through the door to the next room, you glance back towards the jail.I will come back for you, I promise. Just hang on. You turn back and follow your new companions, who seem neither good nor evil, and step into the next room.

Two goblins who seem to be jailors look up as the door opens, then jolt into action as they realize there are humans running free inside their grotto. One of the jailors runs toward Aenkidu, but the other flicks a switch on his desk and then springs to action against you. A loud noise erupts from small objects in the corners of the room as the switch seems to have triggered some sort of alarm, It will be more difficult from here on out now that the goblins know you are here.

The goblin is now almost in front of you, hoping you still have enough time, you try to create frozen water in the form of icicles to throw at the goblin.

Amina: d21(+3(Water Magic)+1(Intelligence)+1(Level 2)+1(Robe)+1(Heirloom Staff)-4(Goblin Armor)-2(Goblin Shield))
Goblin jailor 2: d19(+4(Melee training)+1(Strength)-3(Your armor)-3(Water Shield))

Amina's roll: 9
Goblin's roll: 12

A water shield flies out at you from Aenkidu, but it doesn't reach you in time to block the goblin's spear. You put all your energy into dodging out of the way, hoping you can at least minimize the damage.

Damage roll: Goblin Short Spear(1d8,x1)=4

You managed to avoid any damage to your vital area he was aiming at, but instead the spear goes through your right arm. You cry out in pain, trying to remain positive. I can still cast spells, better there than the heart.


Effects: Water Shield(+3)
Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 12/17


Inventory:




Nezak(Flamelasher)

Action:(NPC) Minor : Follow Ragnar.
Major : Smash enemies; collect treasure.

Roll( 8 )

Your head into the next room, and to your disappointment, there is no gold, only rusty old weapons. You flip over one of the tables in anger and find a nice iron helmet that was hidden beneath the rusty weapons. Trying it on, you feel overcome with your desire to do battle, and rush into the next room when you see Ragnar and Ash leaving.

In the next room you see the largest goblin you have ever encountered, surrounded by a gaggle of the smallest of goblin's that you have ever seen. Wanting to smash the little creatures, you rush out towards one of them.

Nezak:d26(+3(Melee training)+1(Level 2)+1(Strength)+1(Bloodlust strength))
Ridiculously small goblin 1:d14 (-6(Your armor))

Nezak's roll:21
Goblin's roll:14

Damage roll: Nezak's Longsword(1d10,x2), Fine Steel Dagger(1d7,x2)=5,2=7

You slice the tiny goblin in half with your first strike, and stab the larger part of the corpse with your dagger for effect, drenching it in blood.


Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)

Health 10/17

Inventory:




Rulyon Fletcher(Rulyon)

Action: -Enter the door to the left side of the room. If there are hostiles, attack them with Broadhead arrows. When/If the room is pacified, loot stuff. -

Roll ( 1 )

Two goblins are in the next room, with one rushing towards Aenkidu before you had a chance to react. The goblin almost reaches her, but you manage to release an arrow in time, but you miss by a hairs breadth. The goblin seems to decide that you are the greater threat and picks you as its target instead. You take another broadhead from your quiver, hoping to unleash it in time.

Rulyon: d20(+4(Ranged training)+3(Dexterity)-4(Goblin Jailor's armor)-3(Unexpected attack)+1(Level 2)
Goblin Jailor 1: d22 (+3(Melee training)+2(Strength)-3(Your Water shield)

Rulyon's roll:19
Goblin Jailor's roll: 8

The goblins mace swings toward your chest, and you know that the arrow will not fly before that. Just as the mace is about to hit, Aenkidu sent a water shield out that managed to deflect the mace and leave the goblin stunned for a moment as to what just happened. You have seen the like before though, and use the time to finish with your arrow.

Damage roll: Rulyon's bow(1d9,x3),Broadhead arrow(+1, bleeding for 2 turns)= 2(+1)=3

Your arrow hits his shoulder, which is too bad, because you were going for a headshot. Still, the Broadhead does its work as the wound begins to bleed. The swing of his mace took a bit out of your water shield though.


Effects: Water Shield (+2)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Action: Follow Rulyon and our new companion, Amina.
Boost/buff/combo/ whatever you call it Amina's water magic using my Liquid Manipulation in case of meeting hostile creatures.
Loot. Loot prefererably some ranged weapon.

Roll( 5+3=8 )

Entering the next room, the two goblins who have delivered your food for the past month look up at you, shocked for a moment as you step through the door. One of them springs up off his stool and charges at you while the other sets off that accursed alarm that got you and Rulyon caught last time. The goblin is almost in front of you when Rulyon shoots an arrow at it, he missed, but it got the goblins attention and now it ran after him instead. You look around for the other and see it attacking the dragon girl, Amina. Deciding this would be the best time to create one a water shield around the group, you draw out a thin film of water from your water pouch and stretch it, then you send it spinning around Rulyon, and repeat the process on Amina, and then yourself. You glance around for loot, but don't find anything apart from the desks an put your thoughts back to the battle.


Effects: Strong Water Shield(+3 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: Minor : Follow Ragnar.
Major : Smash enemies; collect treasure.

Roll( 4 )

You walk through the door behind Ragnar and are almost disappointed to come upon another room without goblins, worrying for a moment that you are going the wrong way. You then spot a small stone on the table, looking past the rusty weapons that goblins have taken over time. You walk over and examine it, finding it to be a sharpening stone. You could almost smile at your luck, and you test out the stone on your great sword, to which you find it works wonders. This will help you along with training your skill at improving weapons.

Hearing Ragnar clear his throat, you get up, meaning to follow him into the next room. Then a loud noise comes from the corners of the room, and you look to Ragnar, wondering what is going on.

Ragnar cursed, then saw you looking at him and explained. "That's their alarm, it's going to be quite a bit tougher from here on."

"Then we better get moving before the goblins are prepared." you say, to which Ragnar nods. Following him through the door, you find that you a large goblin awaits you, with a few very small ones holding knives around his feet.
Rushing in with Ragnar and Nezak to smash the enemies, you pay particular attention to the small goblins, knowing that they might try to get you while distracted, so you go for one of them first.

Ash Jiervan: d27(+4(Melee training)+1(Level 2)+2(Strength 2))
Ridiculously small Goblin 2: d16(-4(Your armor))

Ash's roll:6
Goblin's roll:10

Damage roll: Goblin Dagger(1d6,x1)=1

You miss the tiny goblin with your flail, and are almost in disbelief when he stabs his dagger into your boot. The goblin isn't very strong, so it doesn't go much deeper than the leather, just jabbing at the top of your foot.


Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:14 /17

Inventory:


Ragnar:Follows Group

Ragnar: d31(+4(Melee training)+4(Strength)+3(Level 4))
Ridiculously small goblin 3: 5 (-15(Ragnar's armor))

Ragnar's roll:5
Ridiculously small goblin's roll:4

Damage roll:Claymore (2d8,x2)=5,8

"Tiny goblin is funny to me," says Ragnar with a laugh as he slaughters the small creature.


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Enemies:

Left Group:

Goblin Jailor 1:

Goblin Jailor 2:


Right Group:
Goblin Sergeant:
Ridiculously small Goblin 1:
Ridiculously small Goblin 2:
Ridiculously small Goblin 3:
Ridiculously small Goblin 3:
Ridiculously small Goblin 3:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:52 am

Roll #47

Left group roll: -

Right group roll: -

Amina(Malregima)

Action: minor: backs away from goblin, her injured arm hung limp. Anger burned inside her heart, she forgot to put up her own shield, left behind her comrades, and now she has to deal with this ****er?
major: summons water and wrap the water around the goblin to drown it. (may even force it down it's throat)
Roll: ( 4 )

You try to back away from the creature, with your limp arm hanging loosely at your side, but the creature clearly does not want you to get away as he comes at you again. The goblin warily eyes Aenkidu's water shield floating around you, but it doesn't serve to deter him for long. How could I forget to put up my own shield! I guess my thoughts were with poor Raspin and Voltir, but now I have to deal with this ****er!

Amina: d21(+3(Water Magic)+1(Intelligence)+1(Level 2)+1(Robe)+1(Heirloom Staff)-4(Goblin Armor)-2(Goblin Shield))
Goblin jailor 2: d19(+4(Melee training)+1(Strength)-3(Your armor)-3(Water Shield))

Amina's roll: 21
Goblin Jailor's roll:19

Damage Roll: Water Constriction: (1d12) = 8

The Goblin's spear comes right at you, and you can almost envision yourself skewered at its end, no matter if you try to dodge it or not, but then in the last moments Aenkidu's shield flies in front of you and knocks the weapon away. You sidestep as the goblin crashes past, and see your opportunity, you conjure up a large enough amount of water to surround the creature, and then send it out to envelop it.
When it wraps around, you try to control it and force it down the creatures throat, but you make a mistake in your control and the water freezes over instead. The layer isn't thick and won't last long, but it may last long enough for you to finish with the creature. You force the ice to constrict tighter, and you can see the goblins body straining as it is slowly crushed.


Effects: Water Shield(+2)
Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 14/17


Inventory:




Nezak(Flamelasher)

Action:(NPC) Minor : Follow Ragnar.
Major : Smash enemies; collect treasure.

Roll( 4 )

A second goblin runs towards you, hoping to succeed where its partner had failed. You spin around to engage it with your weapons drawn.

Flamelasher: d26(+3(Melee training)+1(Level 2)+1(Strength)+1(Bloodlust strength))
Ridiculously small goblin 4 :d14 (-6(Your armor))

Flamelasher's roll:26
Ridiculously small goblin's roll:10

Damage roll: Nezak's Longsword(1d10,x2), Fine Steel Dagger(1d7,x2)=2,3=5

Your longsword caught the goblin's leg as you spun around, slicing it off, and as the creature wailed in pain on the ground, you finished it with your dagger.


Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)

Health 10/17

Inventory:




Rulyon Fletcher(Rulyon)

Action: Throw up some flame in the face of the Goblin attacking me. If it hurts him, fine, if not, no biggie. The goal is to distract him long enough to back away and ready another Broadhead arrow, then let it fly at his head or throat.

Roll ( 7 )

You conjure up a quick puff of fire into the face of the goblin attacking you, and the water shield seems to move away from it to allow it through, uncaring as to whether it does real damage or not, the main point of the move being to allow you enough time to back away. It seems the fire burned his face slightly, and the goblin soon locks his eyes on you and lets out a bellowing roar. You nock and draw your broadhead arrow, hoping your aim is true enough to see you out of this fight.

Rulyon: d23(+4(Ranged training)+3(Dexterity)-4(Goblin Jailor's armor)+1(Level 2)+3(Roll bonus!))
Goblin Jailor 1: d22 (+3(Melee training)+2(Strength)-2(Your Water shield)

Rulyon's roll:18
Goblin's roll:14

Damage roll: Rulyon's Bow(1d9,x3)+ Broadhead's(+1(Bleeding))=9(x3=27),+1 =28,+ extended bleeding

Your time in the cell seems to have had little effect on your skill, for despite having not picked up a bow in at least a month, you proved that you've still got it. The Goblin roared and ran towards you, and you let the arrow fly. It soared towards the Goblin and pierced its next, cutting its roar short and dropping it to its knees, then flat on the ground.

"Nice shot, Rulyon!" Calls Aenkidu

You give her your charming smile and then turn to where the other goblin is, surprised at finding the poor creature trapped within ice.


Effects: Water Shield (+2)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Action: Heal Amina's wound.
"I'm sorry, it was my fault. Here, stand still for a moment-- "
Keep water shield on (giving Fletcher 'window' to throw the flame, then close it back).
Roll( 3+1=4 )

You focus on keeping your water shield on, but notice Ruylon preparing to blast the creature with fire. You create a "window" in the shield to allow the blast to pass through, then turn you attention to the other goblin, where you felt your shield take some damage. You see Amina wrap the goblin in water and freeze it over, so you turn back to the other Goblin just as an arrow blossoms from its neck.

"Nice shot, Ruylon!" you call out to him, to which he responds with his lopsided smile.

You walk over to Amina, meaning to heal her wound. "You're hurt, here." you say, grabbing her arm before she can reject. You focus on healing the wound in front of you, but to your great disappointment, the healing does little. "Maybe I'll try later. I'm sorry, it was my fault."


Effects: Strong Water Shield(+3 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: (NPC) Minor : Follow Ragnar.
Major : Smash enemies; collect treasure.

Roll( 7 )

You continue your fight with the miniature goblin, determined not to underestimate it again.

Ash Jiervan: d30(+4(Melee training)+1(Level 2)+2(Strength 2)+3(Luck bonus))
Ridiculously small Goblin 2: d16(-4(Your armor))

Ash's roll:25
Goblin's roll:11

Damage roll: Flail(3d5,x2)=5(x2=10),1,1=12

You hit the goblin with a direct blow that shattered the poor creatures bones, hitting the corpse twice more to safely slow down your flail. After slaying the creature, you have a moment where you feel on the brink of becoming an expert at melee combat.


Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:14 /17

Inventory:

Ragnar:Follows Group

Ragnar: d31(+4(Melee training)+4(Strength)+3(Level 4))
Ridiculously small goblin 5: 5 (-15(Ragnar's armor))

Ragnar's roll:1
Ridiculously small goblin's roll:1

REROLL:

Ragnar's roll:12
Ridiculously small goblin's roll:1 ( So many ones!)

Damage roll:Claymore (2d8,x2)=7,1

The little goblin had its chance when Ragnar missed his swing, but his armor saved him from the goblin's fragile dagger. Then he took a second swing and wasn't so lenient as to miss this time.


Game events:
Left Group: --
Right Group: The Goblin Sergeant lets out a bellow and loses himself to the rage of battle.

Goblin Sergeant: Attacking (1d3)=3, Ragnar.

Goblin Sergeant: d14(+2(Melee training)+3(Strength)+4(Battle Rage)-15(Ragnar's Armor)
Ragnar:d27 (+4(Melee training)+4(Strength)+3(Level 4)-4(Goblin's armor))

Goblin's roll:11
Ragnar's roll:16

Damage Roll: Claymore (2d8,x2)=6,7=13


Goblin flees the battle, running deeper into the grotto


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Enemies:

Left Group:

Goblin Jailor 1:

Goblin Jailor 2:


Right Group:
Goblin Sergeant:
Ridiculously small Goblin 1:
Ridiculously small Goblin 2:
Ridiculously small Goblin 3:
Ridiculously small Goblin 4:
Ridiculously small Goblin 5:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:54 am

Roll #48

Left group roll: -

Right group roll: 2

Amina(Malregima)

Action: minor: "It's cool Aenkidu, I am just pissed that i forgot about defense..." she wince at the memory of her old master constantly telling her of how it is important to never forget defense.
major: If there is other goblin, kill with water dagger
if there is none, heal my arm

Roll: ( 8 )

Listening to Aenkidu's apology, you try to take the blame for yourself, because it was you who forgot to put up a shield. "It's cool Aenkidu, I am just pissed that I forgot about defense..." You mutter, wincing as you recall your masters warnings.

"Always, you must first make sure you are well defended, Amina. Do not be rash, rushing into combat because you outnumber the enemy. The best offense is a good defense, and this is so very true, for if no one can hurt you, then what do you have to fear?"

As rough as that memory was in coming, it was nice to hear a friendly voice again. You had left those lessons behind when you joined up with Nezak to get swept up on this crazy adventure, and you had no idea what you were truly giving up at the time. Then your thoughts drifted to Nezak, as you wondered if he was alright
.
The goblin's bellow brought you out of the memories and you prepare a water dagger, creating the water but waiting to see if the goblin survives your companions attacks.

Rulyon's arrow breaks through the ice, but it doesn't kill the creature, so you finish forming your dagger, and use your water magic to melt the ice around his head and expose it for a hit.

Amina: d28(+3(Water magic)+1(Intelligence)+4(Exposed head(Luck))
Goblin Sergeant: d20(Trapped in ice, other abilites void.)

Amina's roll:8
Goblin's roll: 9

You drive your dagger down, but close your eyes as it comes close, not wanting to see the look on the creatures face. You feel the hard ice and open your eyes, seeing that you missed, and the goblin is laughing with what little energy it has left. An ugly laugh in every sense of the word, only made worse by the creatures injuries.


Effects: Water Shield(+2)
Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 14/17


Inventory:




Nezak(Flamelasher)

Action:(NPC) Minor : Follow Ragnar.
Major : Smash enemies; collect treasure.

Roll( 6 )

You watch Ash conjure up a mighty whirlwind that hits the goblin, and prepare a simple fireball just in case the goblin doesn't die. The whirlwind spins him around once, crashing the goblin against the wall and letting him go. You let your fireball go as the goblins tries to ram a key into the locked door on the other side.

Nezak: Flamelasher: d22(+3(Fire magic)+1(Level 2)+2(Luck)-4(Goblin's armor))
Goblin Sergeant: d15(+2(Melee training)+3(Strength)-10(Fleeing faster))

Nezak's roll:18
Goblin's roll:8

Damage roll: Fireball (1d8,Burning damage for three turns)=2

Your fireball hits the creature, not in a good spot like the back or the head, but the arm. It seems to be enough at least, as the goblin rolls over, defeated, and lets the flames engulf his body. Then Ash yells something and sends out a strong blast of air over the dead goblin, extinguishing the flames.


Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)

Health 10/17

Inventory:




Rulyon Fletcher(Rulyon)

Action: Shoot Goblin Jailer 2. If he dies in this round, continue my turn with looting the room we're in.


Roll ( 3 )

You don't give much of a pause after killing the other goblin before you spin around with another arrow drawn and unleash it at the other goblin. Instinctively you picked a Bodkin arrow, because the ice looks pretty well like armor to you.

Rulyon Fletcher:d28(+4(Ranged training)+3(Dexterity)+1(Level 2)-1(Bad Luck))
Goblin Jailor 2:d30 (+10(Trapped in ice, other bonuses forfeit, Armor increased))

Rulyon's roll:26
Goblin's roll:9

Damage roll: Rulyon's bow(1d9,x3), Bodkin Arrow(+2)=4(+2)=6

The Arrow penetrates the ice, leaving the goblin trapped with short, ragged breaths. Unable to move. You almost pity the poor creature, Almost. After Aenkidu kills the beast, you look around the room, but have difficulty finding anything. Either due to it not being there or simply your bad luck, probably the latter.

Effects: Water Shield (+2)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Action: If second Goblin Jailor dies this turn, take his short spear.
Still stands? Reinforce Amina's Ice Cage around him, so he won't move.

Roll ( 6 )

You watch Rulyon's arrow pierce the goblins icy armor, then Amina's dagger drive down the finish the goblin, but she unbelievably misses. You are shocked at that, but see the icy grip on the goblin slipping, so you try to reinforce it. While you are about to, you decide that, judging by how weak the goblin is, you can probably crush his with the ice, and decide to try that.

Aenkidu: d24(+3(Liquid manipulation)+1(Level 2))
Goblin Jailor: d20(Trapped in ice, other bonuses forfeit, Armor would be increased, but the attack is not cutting through the armor))

Aenkidu's roll:18
Goblin's roll:15

Damage roll: Ice constriction(1d8)=8

You tighten the ice, so tight that the goblin doesn't even suffocate, it simply dies from the force exerted on its body. You relax your grip on the goblin and let the ice dissipate, then you walk over and pick up his fallen spear. It is good he dropped it before he was trapped, or there would be no spear left of it. You find the grip odd, the weapon is a bit small and you probably won't be able to use it for real melee combat, only its secondary purpose of throwing.


Effects: Strong Water Shield(+3 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: Minor : Pursue Goblin Sergeant.
Major : Watch for traps.

Roll( 5 )

You chase the goblin through the door as he runs, but upon entering the next room and watching the goblin run erratically across the floor, you take a cautious step forward.

*Click*

Upon hearing that you freeze on the spot and look down. The room looks to be filled with pressure plates, and there are many holes on the wall, perhaps for darts or fire, you don't really want to find out. Thankfully, it seems the plate you stepped on was safe, and you notice the goblin struggling to find a key to unlock the door. You are reminded of your skill with air manipulation, and decide to try and stop the creature from across the room, leaving the pressure plates for concern later.

Ash Jiervan: d22(+3(Melee training)+1(Level 2)+1(Intelligence 1)+1(Luck bonus)-4(Goblin's armor))
Goblin Sergeant: d20(+2(Melee training)+3(Strength)-5(Fleeing))

Ash's roll:21
Goblin's roll:13

Damage roll: Whirlwind(1d10)=4

You call upon your knowledge of air manipulation, pulling air from the top of the room and swirling it around into a whirlwind, and when it reaches enough power, you let it fly toward the goblin. The goblin clearly hears, but he doesn't quite move away in time, and is caught up to be slammed against the wall, though only once before the wind loses its grip. The goblin gets up roughly and jams a key into the lock, you know that you cannot send out another blast so soon, and your only hope is in Nezak's fire.


Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:14 /17

Inventory:

Ragnar:Follows Group

Game events:

Left Group: --

Right Group: Ash blasts the flames out and uses his control of air to bring a small piece of paper across the trap ridden room to him.

"Why did you put him out?" yells Nezak. "You should have let the creature burn!"

"It's not the goblin I was worried about." says Ash, waving the piece of paper in front of Nezak's face.

Ragnar pats Ash on the shoulder. "Keen eye, lad. You've found us the rest of the map. But I don't know how that's going to get us across this room."

Pressure Plate Room Map:

Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Cuirass(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Enemies:

Left Group
:
Goblin Jailor 1:

Goblin Jailor 2:


Right Group:
Goblin Sergeant:
Ridiculously small Goblin 1:
Ridiculously small Goblin 2:
Ridiculously small Goblin 3:
Ridiculously small Goblin 4:
Ridiculously small Goblin 5:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:56 am

Roll #49

Left group roll: -7, 3

Right group roll: -8,8,1

Amina(Malregima)

Action: minor: ... is very veeeeeeeery embarrassed that her cowardly act of not wanting to see blood made her miss the target. "wow... when did I became this useless... shouldn't I be used to seeing blood? Especially by Nezak..."
major: summon more water shield and proceed
Roll: ( 8 )

You stand stunned for a second, shocked and wholly embarrassed by missing a frozen target, let alone the squeamishness you showed in the face of blood. wow... when did I became this useless... shouldn't I be used to seeing blood? Especially by Nezak... you think to yourself. That was odd indeed, knowing Nezak and his strange habits for so long, you had thought that your fear of blood when you first met him was forever buried. Perhaps your emotions were running high because you lost Raspin and Voltir, yeah that has to be it. You try to make a show of looking better, so as you walk by you kick the goblins bloodied head. You see Rulyon already heading towards a door and follow up behind him, conjuring up your own water shield to empower the one currently rotating around you.

The next room was one of the store rooms, with quite a bit of junk, and you grab a pair of boots that catch your eye.


Effects: Water Shield(+5)
Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 14/17


Inventory:




Nezak(Flamelasher)

Action:(NPC) Minor : Follow Ragnar.
Major : Smash enemies; collect treasure.

Roll( 8 )

You wait for Ash to figure out a way across the trapped room, but even after he figured it out, he seems to have taken much longer than he needed to moving from plate to plate. You breathe a sigh of relief as you step off the last one, glad that you finally made it across. You notice blood coming from where the goblins skin had cracked up from heat and wondered how your sword would respond to goblin blood, you take a small bottle from your backpack and fill it up. As you are about to cork it, you have a small taste, curious as to how it compares to human blood.
Surprisingly, it wasn't rancid like people might think, if fact it was actually less salty than human blood and you had to stop yourself from polishing off the bottle. Ash raises a questioning eyebrow and then shakes his head and turns away.

"What? I was curious!" You say as he turns away and heads through the doorway.

You follow behind and see an empty room, with Ash already on his way through the next door. You hurry on and find the next room holding something that catches your eye. A cape, black trimmed with red along the edges. It was a fantastic sight, helped by the strange aura that made him feel like he understood fire on a new level when he put it on. This cape is mine, meant for me, why else would it have been sitting here, waiting? he thought.
You move into the next room behind Ash, and see two strange creations start moving towards you from both sides, and you smell something similar to your grenades. You try to decide what would be better, Using the grenades, or blasting them with some fireballs.


Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)

Health 10/17

Inventory:




Rulyon Fletcher(Rulyon)

Action: Proceed through the south door IF my group continues with me.

Roll ( 7 )

You begin to walk towards the southern door, at least you think it is the southern door, but your directions may have been off from being trapped in that prison for a month. You check behind to make sure your companions are coming along with you, and continue on. There aren't any goblins in this room, but you do notice a quiver of arrows, only fire but you do not recognize the blunt tip immediately. Then your memory stirs and you recall the explosive material that some of the higher ranking goblins use. These will be useful, but there are few.

The next room was not so great, for it had a fairly large goblin, bigger than the jailors, guarding the next door, which seemed to be locked, but you could spot a key hanging from the goblins belt.


Effects: Water Shield (+2)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Action: Personal Water Shield.
Procced south.

Roll ( 3 )

You try to make your own water shield stronger, but your companions hurry on to the next room before you can focus well enough. Instead you try to hurry it up, which really wasn't a good idea. In your haste to add more water to your shield, you ended up only damaging it.

Your rush to catch up ended badly, not only did you damage your shield, but you had no time to search the piles of junk for something good. "Wait up!" you call out, but they don't seem to hear you as they move on to the next room.


Effects: Strong Water Shield(+2 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: Major : Push as many pressure plates as I can with air manipulation.
Minor : If that shows a safe path, take it.

Roll( 5 )

Looking out at the puzzle of pressure plates lain out before you, you know you don't have the time to be bothered trying to solve this with your mind, so you resort to magic. You compress the air above the pressure plates into a sheet, and force it down in separate parts, keeping track of which is correct and which is not. Deadly looking darts shoot out from the holes on the wall when you press a bad plate, but after some time you have the way through and begin to walk, with Ragnar and Nezak close behind. You test to plates again before you step on them, not wanting to screw up because of misremembered information. You do end up making it across in time, and you take the key off the goblins corpse, inserting it into the locked door.

Entering the room, you find it largely bereft of anything really. Two doors are in the room, but you examine your map and find that you need to go south and then to the right. Doing so, you find the next room having more in store than the last had. A chainmail cuirass similar to what Ragnar wears catches your eye and you put it on.

"It looks like you found a room that holds some of their commanders items. Good find." says Ragnar as he sees you grab the cuirass.

The room after you don't seem to have as much luck, as a Goblin scientist awaits you, warned by the alarm. He takes a strange metal object with a button on it off his and presses the button. Some inactive creations to the sides of the room suddenly get up and begin to come towards you, each looking heavily explosive. You know that both of them have to go down before you should try to engage the Goblin, who now is standing between to strange looking large coils brimming with electricity and an orb on top.


Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:14 /17

Inventory:

Ragnar:Follows Group

Game events:

Left Group:--

Right Group:--

Pressure Plate Room Map:

Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Enemies:

Left Group:

Goblin Guardian:bd6c:



Right Group:
Goblin Inventor:
Explosive Creation:
Explosive Creation:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:57 am

Roll #50

Left group roll: -BATTLE-

Right group roll: -BATTLE-

Amina(Malregima)

Action: minor: helps Aenkidu with the shield
major: If Rulyon attack, aim for the head of the goblin with my water
If the goblin attack, create ice over the feet to trip
If Rulyon is observing and Goblin does not notice, create multiple mini shields.

Roll: ( 5 )

As you left the room, you noticed Aenkidu fail to improve her water shield, so you are about to help improve it, but then change your mind when you see Rulyon attacking the goblin. Looking back, you see the goblin on the ground, with ice encasing his feet and arms, and see the perfect chance. You create a sharp icicle and throw it towards the goblins head.

Amina: d24(+3(Level 4)+1(Intelligence)+1(Level 2)+1(Light robe of awareness)+1(Heirloom Staff)+1(Water Boots)+1(Roll bonus)-5(Goblin's armor)
Goblin guardian:d20(Encased in ice on the ground, abilities negated)

Amina's Roll:1(Wow, I guess your character doesn't like hitting heads.)
Goblin Guardian's roll:8

Unbelievably, even with the goblin stuck on the ground, you miss his head and the ice crashes down close by, but not nearly close enough.


Effects: Water Shield(+5)
Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 14/17


Inventory:




Nezak(Flamelasher)

Action:(NPC) Major: Use primitive grenades on the explosive creations

Roll( 8 )

Waiting for a short time as Ash sets up some sort of barrier around the enemies, you take two grenades, meaning to send one at each of the creations, and you throw them.

Nezak:d24(+1(Level 2)+3(Good Roll))
Explosive Creation 1:d20

Nezak's roll:8
Explosive Creation: 17
The grenade heads vaguely towards the creations, but clearly your aim was off, as you missed the creation and it still is shambling towards your group.


Nezak:d21(+1(Level 2))
Explosive Creation 1:d20

Nezak's roll:6
Explosive Creation's roll: 6

REROLL

Nezak's roll:20
Explosive Creations roll: 7

Damage Roll: Primitive Grenade(1d10,x2)=6

The Grenade explodes, igniting the creation and forcing it to explode before it had meant to. The shield and distance managed to dampen the force so that there was little more than a slight blast of air.



Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)

Health 7/17

Inventory:




Rulyon Fletcher(Rulyon)

Action: Maime!Destroy!Kill! the Goblin Guardian with a Bodkin arrow.

"Die, you green-skinned, swill-eating, son of a gnoll! Your body odor could gag a maggot!"

Roll ( 1 )

You watch the Goblins feet be encased in ice, shortly followed by him tripping and having arms covered as well. Then you see Amina's shard of ice actually miss the target, who isn't even very far away. You take a bodkin arrow from your quiver and draw it back. "Die, you green-skinned,swill-eating, son of a gnoll! Your body odor could gag a maggot!" you shout as you let the arrow fly, hoping the cutting words of your taunt sunk deep.

Rulyon: d25(+4(Ranged training),+3(Dexterity)+1(Level 2)-3(Unlucky Roll))
Goblin guardian:d20(Encased in ice on the ground, abilities negated)

Rulyon's roll:16
Goblin Guardian's roll:9

Damage Roll: Rulyon's Bow(1d9,x3)=8,+2(Bodkin Arrow)=10
Your arrow digs into the goblin and he lets out a roar, the wound seeming to only inspire him more to break away


Effects: Water Shield (+2)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Action: Encase goblin's feet in ice.
If he's about to trip, wait till he's down, then trap his arms in ice too.

Roll ( 7 )

Coming into the room just after your companions, you waste no time in sending out your water, encasing the goblins feet in ice. Hoping to make it an easy target for Rulyon and Amina, when he moves you force ice the shift around erratically, causing the goblin to trip and fall. When he hits the floor, you send out some more water and trap his arms in ice as well.


Effects: Strong Water Shield(+2 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: Major : Try to create pressure barriers around the Explosive Creations, to damp the inevitable explosions.
Minor : Stand back.

Roll( 5 )

The strange explosive creations shamble closer, and in preparation for their inevitable explosions you create a pressure barrier with your air manipulation, hoping to weaken the force when they do burst. You then stand back as Nezak steps up with the grenades he picked off the goblin in the forest above.


Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:14 /17

Inventory:

Ragnar:Follows Group

Game events:

Left Group: The goblin lets out a roar and smashes his iced arms and feet on the floor, breaking himself free.

Right Group: Explosive Creation one reaches group

Explosive creation: Attacks(1d3)=3(Ragnar)
The explosive creation chooses Ragnar as his target, and his armor doesn't serve to protect him from the blast.

Damage Roll: Fatal Blast(1d30,x2)=22
Ragnar is thrown back against a wall, falling limply at its base, unconscious and burned quite severely.


Goblin Inventor: Attacks(1d2)=1(Nezak)
The goblin cackles as he raises his arms up, touching the orbs on top of the coils beside him and claps his hands together once, pointing at Nezak, as a discharge of jagged electricity flies towards him.

Damage roll: Discharged Electricity(1d12,x1)=7
Nezak takes the hit, and falls to one knee to catch his breath.

Pressure Plate Room Map:

Allies:

Ragnar
0/20
Unconcious
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Enemies:

Left Group:

Goblin Guardian:5363:



Right Group:
Goblin Inventor:
Explosive Creation 1:
Explosive Creation 2:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 1:59 am

Roll #51

Left group roll: -BATTLE-

Right group roll: -BATTLE-

Amina(Malregima)

Action: minor: am i lacking accuracy? or did something limiting me from killing goblin?
major: if goblin is not dead, drown it
if goblin is dead, meditate to raise accuracy of my shots.

Roll: ( 6 )

Shocked, you check over what you have to see if something is damaging your accuracy, but you find that you are simply having bad luck with your aim.
Deciding to go for a different approach, you create a good ol'fashioned ball of water and throw it over the goblins head, meaning to hold it there until it drowns.

Effects: Water Shield(+5)
Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 14/17


Inventory:




Rulyon Fletcher(Rulyon)

Action: If the goblin is alive, attack him with another Bodkin arrow.

Once the goblin is dead, see what I can find in the room, then proceed into the next.

Roll ( 8 )

You draw another Bodkin arrow, feeling lucky with this one, and fire it just after Aenkidu clubs the Goblin with a block of ice.

Rulyon:d27(+4(Ranged Training)+3(Lv3)+1(Level 2)+4(Feelin'Lucky(Good Roll))-5(Goblin's armor)
Goblin Guardian:d24(+3(Melee Training)+4(Strength) -3(Slightly off balance and perspective(Ice block to the head))

Rulyon's Roll:5
Goblin's Roll:14

Everything went right with the arrows flight, up until the goblin fell backward upon being hit by Amina's ball of water, causing your arrow to fly harmlessly past.


Effects: Water Shield (+2)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Action: Smash block of ice on Goblin's head to stun him.
Or finish him, what's easier.

Roll ( 6 )

Seeing the goblin smash free, you reform the shattered ice into a block and slam it onto the goblins head to stun him. It didn't stop him in his tracks like you had hoped, but it did seem to shake him a bit, and hopefully that will make a difference in the battle. If not through the stunning, then at least your ice block seems to have hurt him.


Effects: Strong Water Shield(+2 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: Major : Attack Goblin Inventor with flail.
Minor : If it's dead, search room.
Roll( 2 )

Wasting no time after you see Ragnar blasted back by the goblin, you ready your flail, double checking that its handle is wooden , and thus fairly safe from the machine. You run towards the goblin and swing the flail.

Ash Jiervan: d25(+4(Melee training)+1(Level 2)+2(Strength 2)-2(Bad Roll))
Goblin Inventor: d8(-5(Recharging)-7(Your Armor))

Ash's Roll:16
Goblin's Roll:6

Damage Roll: Flail(3d5,x2)=2,3,3=8

You run up and smash the goblin a few times with the flail while he is busy recharging, leaving him dead. You get up and look around the room, but apart from the desk and the coils there isn't much of note left from all the explosions. You check the desk and find a full map, with a slight difference than what yours shows, namely a door connecting the two separate sections. That may be the best course of action, to reunite, for Nezak was weak and Ragnar may be dead. You go check on him, and do find him very nearly dead.

He opens his eyes and grabs the neck of your hauberk, pulling you closer. "Don't just let me die slowly, Kill me now or help me up."

Total bonuses: +4 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:14 /17

Inventory:

Ragnar:Follows Group

Game events:

Left Group:

Right Group: Ash hears a clatter and turns around, seeing someone emerge from the pile of scrap in a corner.

"You ... I'm finally free?" he says, shaking his head in disbelief.

"What do you mean?" says Ash, suddenly wary.

"I've been caught here for ... too long. They made me work for them, the goblins like that. Forcing people they capture to serve. I think I can help you ... I used to fight well." He says, still seeming stunned from his rescue.

AerynPierre joins.

Pressure Plate Room Map:

Allies:

Ragnar
0/20
Unconcious
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Nezak
Health 7/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)


Enemies:

Left Group:

Goblin Guardian:c866:



Right Group:
Goblin Inventor:
Explosive Creation 1:
Explosive Creation 2:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:01 am

Roll #52

Left group roll: -8,5-

Right group roll: -4-

Amina(Malregima)

Action: minor: "JUST DIE ALREADY!!!" Amina yells
major: create second water ball, concentrate it, and shoot the goblin on the chest

Roll: ( 7 )

"JUST DIE ALREADY!!!" you yell towards the goblin, conjuring up a ball of water. You focus on your target and the ball in your hands. Letting it loose, the ball flies viciously towards the goblin, how thankfully had his gaze elsewhere, only turning to the sound of your voice.

Malregima:d26(+3( Water Magic)+1(Intelligence)+1(Level 2)+1(Light Robe of Awareness)+1(Heirloom Staff)+1(Water Magic)-5(Goblin Armor)+3(Lucky))
Goblin Guardian:d22(+3(Strength)+4(Melee Training)-3(Out of focus)-2(Drowning))

Malregimas Roll:14
Goblin guardian's roll:12

Damage Roll:1d10(Water Blast)=8

You watch eagerly as the goblin looks dumbly at you, not noticing the ball of water flying towards him. By the time the ball is noticed, it's too late for him and you jump with joy as he flies back and crashes against the wall, sliding down to rest on the cold stone floor, dead. "FINALLY!" you shout, turning to your companions. You notice Rulyon has a quizzical look on his face. "What is it?"

"It's just that, Why would he be standing guard if there was nothing worth protecting beyond that door?" Rulyon says.

"You don't think it could be their leader... do you?"

"Well, it could be treasure. That's always a possibility." suggests Aenkidu

"There's only one way to find out." says Rulyon, walking towards the door. He touches the handle and pauses, then turns it and walks in the door.

You and Aenkidu follow close behind, and when entering, you see a room that a rich person on the surface would probably own. A king goblin-sized bed in the center, a teak desk and cupboard. Display cases with precious looking items inside. "I really don't feel good about this, are you sure there wasn't any other way to go?"

"Oh, calm down." says Aenkidu. "Look at all this treasure. Ha, what did I tell you two!"

"You said there would be treasure, but this is someone's room. We really need to be careful moving on." said Rulyon, looking around.

"Well, first we should loot this place. Why display something in a case if it's useless?" Aenkidu said, as she set about smashing the glass with the end of her spear.

Unfortunately, much of what they found was in fact useless. Blunt blades, dull arrows and even a few weapons that turned out to be broken which had been masterfully placed as to look as if they were whole. Aenkidu tossed a pair of gloves over her shoulder that actually looked good at one point, and you bent down to examine them. Finding the fit and feel nicer that your current gloves, you put them on, despite them seeming remarkably bland.

"We should get going, Nezak, Ash and Ragnar shouldn't be that far off, I hope." You say, hoping that they, particularly Nezak, have had an easier time going about this warren.

"Who?" Rulyon and Aenkidu ask at the same time.

"My group split up down here, they went down the other door when we first came in, we were going to meet up at the end, or find a way to join up if one of us reached a dead end." you say, wanting desperately to keep moving.

"Alright, the more we have, the better chance that we are going to get out of this pit." says Rulyon.

"Guess we should keep moving then." Said Aenkidu, rushing to the door and opening it, seeming not to have a care in the world as she stepped in, even with you and Rulyon following cautiously behind.

You enter the room and find, quite honestly nothing save a door at the other end. A double door rather. And among doors, this one seemed particularly menacing.

Effects: Water Shield(+5)
Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 14/17


Inventory:




Burza (AerynPierre)

Action: "As an outsider, I'd hope ye'd know the way out. Since I am without martial weapon, I will help ye tho with thy friend..." ~move to pick up the body and turn to follow~ "But if we come under attack, don't think I'm above dropping 'im if it means me sacrificing me life. I'd rather figt to the death...And not totally helpless"

If we come under attack...Drop my load and zap our strongest (if multiple) foe with lightning.

Roll: ( 6 )

Recomposing yourself after the shock of being free, you hear your rescuer ask you to help pick up the body of his companion. You do a slight bow of the head and speak. "As an outsider, I'd hope ye'd know the way out. Since I am without martial weapon, I will help ye tho with thy friend..." You say, moving to pick up the body. "Are ye sure about savin' 'im? That be some fine armor.

"Yes. Now help me pick him up." He says,then seems to think on something. He pulls out a map, which looks just like the once that your former captor had carried. "There seems to be a passage here," He says, speaking slowly. You think that he has some sort of speech problem, but bear with it."My companions are on the other side, we are going to rejoin them."

You nod. "But if we come under attack, don't think I'm above dropping 'im if it means me sacrificing me life. I'd rather fight to the death...And not totally helpless." You lift the man up and move to the next door when someone yours eyes passed over steps in behind you. Dropping the body and hearing a clank and the groan of the man within, you ready lightning in your hands.

"STOP. He's with us!" the man yells at you, and you lower your arms.

"I am Nezak." the man says with a grin, and you notice his slightly mad eyes. Better be keepin' me distance from this one you think.

"Burza." you say in response, and turn around to pick up the groaning body again.

The next room has a door to your right, but Ash slowly sets down the man in armor and walks to the right, examining the stone wall and pushing against it.

You set down your end of the man and hear a click, seeing a part of the wall fall away below, you pick up the man and a click happens again, with the passage closing shut.

Ash stares at the spot, retrying all the things from moments ago, when Nezak comes in with the goblins body and dumps it where you had lain the man. *Click* and the passage opens again, with Ash turning around.

"Got it" Ash says, picking up his end.

Nezak simply let out a laugh, which received a glare from Ash.

You end up in a room that looks the same as what you just came through.

Effects:
Skills: Lightning Magic(Level 3), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2)
Total bonuses: Level 2(+1)
Health 15/15


Inventory:




Rulyon Fletcher(Rulyon)

Action: Continue shooting this stubborn guard. Die already!

Roll ( 1 )

You are about to pull out another arrow, hoping to finally finish off the stubborn guard, when Amina shouts and grabs his attention. By the time he fully turns, a blast of water knocks him back right into the wall, and he looks quite dead. Then a thought catches you, What was he guarding?

"What is it?" asks Amina.

"It's just that, Why would he be standing guard if there was nothing worth protecting beyond that door?" you reply.

"You don't think it could be their leader... do you?" Asks Amina cautiously.

"Well, it could be treasure. That's always a possibility." suggests Aenkidu

"There's only one way to find out."you say, walking towards the door. You touch the handle and pause, then turn it and walk in the door. A king goblin-sized bed in the center, a teak desk and cupboard. Display cases with precious looking items inside.Do not let this be a trap.you think.

"I really don't feel good about this, are you sure there wasn't any other way to go?" asks Amina, clearly nervous about finding such resplendence underground.

"Oh, calm down." says Aenkidu. "Look at all this treasure. Ha, what did I tell you two!"

"You said there would be treasure, but this is someone's room. We really need to be careful moving on." You say, looking around to make sure nothing is hiding in the shadows left unlit by the candles hanging from sconces on the wall.

"Well, first we should loot this place. Why display something in a case if it's useless?" Aenkidu said, as she set about smashing the glass with the end of her spear.

Unfortunately, much of what they found was in fact useless. Blunt blades, dull arrows and even a few weapons that turned out to be broken which had been masterfully placed as to look as if they were whole. You examined a few of the blunt arrows and took them, if only as a last resort in case you found yourself bereft of arrows.

"We should get going, Nezak, Ash and Ragnar shouldn't be that far off, I hope." Amina says.

"Who?" You ask, with Aenkidu speaking at the same time.

"My group split up down here, they went down the other door when we first came in, we were going to meet up at the end, or find a way to join up if one of us reached a dead end." She says, looking anxious.

"Alright, the more we have, the better chance that we are going to get out of this pit." you say, hoping that you join up with these others sooner than later.

"Guess we should keep moving then." Said Aenkidu, rushing to the door and opening it, seeming not to have a care in the world as she stepped in, even with Amina and you following cautiously behind.

You enter the room and find, quite honestly nothing save a door at the other end. A double door rather. And among doors, this one seemed particularly menacing.


Effects: Water Shield (+2)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Action: "Why can't that goblin just be nice for a change and DIE?"
Bit desperate, throw my short spear at him.

Roll ( 4 )

"Why can't that goblin just be nice for a change and DIE?" you mutter, getting louder with each word until you yell the word "Die" at the end. Getting desperate, and knowing full well that your staff isn't sturdy enough to go about clubbing goblins, you get ready to through your short spear. Then the goblin seems to have a change of heart and does end up dying, though at Amina's blast of water rather than your preferred method of a spear.

"What is it?" asks Amina after the goblin was dead, looking at Rulyon

"It's just that, Why would he be standing guard if there was nothing worth protecting beyond that door?" Rulyon replys.

"You don't think it could be their leader... do you?" Asks Amina cautiously.

"Well, it could be treasure. That's always a possibility."You suggest, really hoping for a sight of treasure, having gone so long without it.

"There's only one way to find out."Rulyon says, walking towards the door. You touches the handle and pause, then turn it and walk in the door.

Walking in behind the door, you see quite a few display cases stocked with items, and immediately head toward them.

"I really don't feel good about this, are you sure there wasn't any other way to go?" asks Amina.

"Oh, calm down."You say with a laugh. "Look at all this treasure. Ha, what did I tell you two!"

"You said there would be treasure, but this is someone's room. We really need to be careful moving on." Rulyon says.

"Well, first we should loot this place. Why display something in a case if it's useless?" You say, taking out your spear and smashing the glass with the end.

Unfortunately, much of what you found was in fact useless. Blunt blades, dull arrows and even a few weapons that turned out to be broken which had been masterfully placed as to look as if they were whole. The only thing of value you find is an actual fancy looking short spear, which fits your hand alot better than the goblin made one.

"We should get going, Nezak, Ash and Ragnar shouldnt be that far off, I hope." Amina says.

"Who?" You ask loudly.

"My group split up down here, they went down the other door when we first came in, we were going to meet up at the end, or find a way to join up if one of us reached a dead end." She says, looking anxious.

"Alright, the more we have, the better chance that we are going to get out of this pit." Rulyon says.

"Guess we should keep moving then." You say, rushing to the door and opening it.

You enter the room and find, quite honestly nothing save a door at the other end. A double door rather. And among doors, this one seemed particularly menacing.


Effects: Strong Water Shield(+2 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: Minor : Ask the lizard the ex-prisoner of indeterminate species to help me carry Ragnar. Also show Tepois the map.
Major : Proceed to the door marked in red, and from there to the exit (where Left Group is, not that Ash knows that) if we don't encounter any enemies. If we do, and I have enough of an action left, attack them.
Roll( 1 )

Turning to the ex-prisoner of indeterminate species, who appears to be quite human, you ask him to help carry Ragnar.

He does a slight bow of the head. "As an outsider, I'd hope ye'd know the way out. Since I am without martial weapon, I will help ye tho with thy friend..." He says, moving to pick up the body. "Are ye sure about savin' 'im? That be some fine armor.

"Yes. Now help me pick him up." You say, slightly confused by his odd way of speech. You wonder about your odd choice of allies throughout, and knowing that you can't get much worse than Nezak, you decide to show him the map first. "There seems to be a passage here," you say, slowly as to make sure the man understands you."My companions are on the other side, we are going to rejoin them."

Tepois nods. "But if we come under attack, don't think I'm above dropping 'im if it means me sacrificing me life. I'd rather fight to the death...And not totally helpless."

He lifts Ragnar up and move to the door with you when he suddenly drops Ragnar and you hear a clank and the groan of Ragnar in pain.

Then you see that he looks about ready to kill Nezak."STOP. He's with us!" You yell, and he lowers his arms.

"I am Nezak." says Nezak in greeting with a grin.

"Burza." Tepois says in response, and turns around to pick up Ragnar again.

The next room has a door to your right, but you slowly set down Ragnar and walk to the right, where the map showed a passage, examining the stone wall and pushing against it.

You suddenly hear a click and the passage begins to open, but before you can enter it begins to close again. You try pushing against the brick that had worked before, but nothing happens and you push harder.

*Click*

You make sure to hold your hand in place while the wall lowers, and to your relief it stays down.You turn around and see the Nezak brought the goblins corpse in."Got it" You say, Shaking your head at Nezak's antics and picking up Ragnar.

Nezak simply let out a laugh, and you glared at him.No respect, that one.

You end up in a room that looks the same as what you just came through, but you know that you are on the side with your companions Voltir, Raspin and the dragon-girl Amina.


Total bonuses: +5 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:14 /17

Inventory:

Ragnar: Carried

You hear voices and strange noises, but can't make them out, for you are in too much pain to bother. Then your head hits the floor and nearly knocks you out. You moan, trying to supress the new pain at the back of your head from hitting the back of your helmet. You then keep getting lifted out and dropped down so often that you begin to not even notice.


Nezak

You watch the odd man mumble in a strange tongue to Ash, followed by him picking up the body of Ragnar, who is apparently still alive. Shocking, really. You laugh a little at your own lightning joke and walk out to follow behind. The odd man spun around and actually brought lightning forth into his hands, which caused you to laugh a little more in your head. "I am Nezak." you say in introduction, not bothering to listen to his name in response. He may not even survive the warrens, why bother to learn another name, when he already knew so many? You follow behind into the next room, and notice the odd man standing right in front of a slightly raised piece of stone, all too obviously a pressure plate to Nezak's keen eyes. You collect the goblins body from the next room, not tasting bothering to bottle any of its blood, because the creature looked sickly. Dumping the body on the pressure plate, the door, of course, opens. Just as he suspected. Ash then turns around and proclaims that he "got it" to which your laughter shouldn't be kept within your head, so you laugh aloud this time. Oddly, that earns you only a glare, perhaps he was being serious, and he actually thought that he opened it. You enter the next room and wonder how Amina was doing with Voltir and Raspin. It was surprising really, how much Voltir and Raspin had lasted through, He figured Ash was the only one of those three who had it in him to finish the task at hand. AH, but Amina would be fine. She was strong, after all. But these goblins, they were quite the vicious creatures when they needed to be.


Game events:

The group is almost back as one! It looks like time for a _ _ _ _ Battle!

Allies:

Ragnar
0/20
Unconcious
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Nezak

Health 7/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)

Enemies:

None! Well aren't you folks lucky.

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:02 am

Roll #53

Amina(Malregima)

Action: minor: "hmm..." looking at the map again, the room seems to connect to the other side where Nezak group went to.
Major: If there is water shield already up, enhance it
If there is little or no water shield, create more.

Roll: ( 8 )

Before opening the door, you pause and scan the map again, thinking, although you do not have other pieces of the map, that the room in front of you must be connected to the path of Nezaks group. An odd feeling more than anything, but you try to believe that the groups will join together again. You step up to the door, but Rulyon stops you from opening it.

"I have a bad feeling about this. Be ready when we enter." he says, testing the string on his bow.

You nod in agreement and decide to try and enhance the water shield to its maximum for you, and if you have enough energy left over you will try and strengthen your companions shields.

You manage to force more water into the shield, but you know that any more at the level of water magic you have and it might well burst the shield. You then strengthen Aenkidu's and Rulyons slightly, finally turning to the door when you finish.

"Okay, I'm ready" you say, letting out a deep breath and opening the door. You begin walking through it when you notice another door is opening into the room and you freeze. Then Ash walks through the door, carrying Ragnar with an unfamiliar man and your heart skips a beat. Then you see Nezak and let out a sigh a relief. Ash notices you first, smiling, but then his brow drew down darkly.

"Where is Raspin? Voltir? What has happened?" he says, not bothering with a greeting.

"They were captured by some sort of goblin trickery, and these people were released instead. This is..." You start, but are cut off.

"You just left them? You didn't even try and save Raspin and Voltir? And for that matter how can we trust these people!" Ash yells.

"I ... I wanted to, but I couldn't. There wasn't much choice in joining with them, travelling these ways alone would be stupid! They want to get out even more then us, so at least they will help us escape the tunnels."

Ash seemed to calm down, and walked over to greet Rulyon and Aenkidu. Being free from his interrogation, you ran over to Nezak. "I was so worried, I kept thinking that you wouldn't make it."

"Come now, Amina." Nezak said with a smile. "You know me better than that. Do you have a map?"

"Yes," you say, surprised by the question. You draw the map out and hand it to him.

"Now, which room were Voltir and Raspin trapped in?" he asked.

You pointed to the room on the map and Nezak walked off to talk with Ash. That's Nezak, always doing something. you think, shaking your head.

Shortly after, you hear another door open followed by small footsteps. You turn and see a goblin coming in through a door, garbed in fancy looking armor and followed by quite a few other armed goblins.

"I believe congratulations are in order for your success in making it so far into our warren." said the lead goblin, in a sharp, high pitched voice. "You made a mistake however, and that was entering here in the first place. You survived our smaller squads, but now we will test your resolve against a larger force." The goblin turned to face his soldiers, eight goblins. "Archers, fire at will!"

Effects: Water Shield(+7)
Skills:Water magic +3(Lv 4),Create water(lv 1)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 14/17


Inventory:




Burza (AerynPierre)

Action: After a quick look around, sets down the burden and nods towards the door that looks most menacing.

If Ash moves in that door...follow close behind, trying to be inconspicuous and ascertain the situation before acting. If we enter and are immediately attacked...use my lightning magic on the strongest (if multiple) foe.

If Ash does not move into the room...crack the door and peek inside, trying to ascertain layout and whether or not there are any foes by using sight/sound senses.

Roll: ( 3 )

You quickly look around the room and see nothing remarkable, setting down Ragnar with Ash, you nod towards the door that looks most menacing.

"This looks ... promising." Ash says, opening the particularly menacing door and walking through it, picking up Ragnar with your help and carrying him into the next room. You see another group coming in at the same time as you and stop, though they seem more friend than foe.

"Where is Raspin? Voltir? What has happened?" Ash says to the woman, who is alarmingly a dragon-girl.

"They were captured by some sort of goblin trickery, and these people were released instead. This is..." She starts.

"You just left them? You didn't even try and save Raspin and Voltir? And for that matter how can we trust these people!" Ash yells.

"I ... I wanted to, but I couldn't. There wasn't much choice in joining with them, travelling these ways alone would be stupid! They want to get out even more then us, so at least they will help us escape the tunnels."

Ash seemed to calm down at that and walked off to the other two who came in behind the girl, Amina.

You stand and wait for someone to come up and talk to you, but no one does. Instead, you walk over to where Ash was talking to the people who had been with this group for only a short time like you and wait for him to finish.

"Are you Ragnar?" the man asks, after Ash walks away.

"No, Ragnar is over there." You say, gesturing to the body in armor."I be called Burza. These here goblins had me captured and slaving away for em'. 'Till these folk freed me, now I be going with them."

The man seems about to introduce himself when you hear something, a door, and turn to face it. A goblin steps through and speaks.

"I believe congratulations are in order for your success in making it so far into our warren." said the lead goblin, in a sharp, high pitched voice. "You made a mistake however, and that was entering here in the first place. You survived our smaller squads, but now we will test your resolve against a larger force." The goblin turned to face his soldiers, eight goblins. "Archers, fire at will!"


Effects:
Skills: Lightning Magic(Level 3), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2)
Total bonuses: Level 2(+1)
Health 15/15


Inventory:




Rulyon Fletcher(Rulyon)

Action: Notch an arrow, hold the bow low pointed at the ground in the ready position, and slowly open the door by pushing it with my shoulder. I'm attempting to be silent and avoid alerting anybody, thereby seeing who (or what) we'll be fighting. If I'm fortunate enough to remain unseen and unheard, locate an unaware target of opportunity and attempt to shoot them in a vulnerable spot (such as the neck between a helmet and chest piece).

Roll ( 7 )

"I have a bad feeling about this. Be ready when we enter." You say as Amina steps up to the door

Testing the string on your bow, you notch and arrow and hold the bow low to the ground, ready to loose it at the sight of a goblin. You then help Amina in opening the door by pushing it open with your shoulder, trying to be as silent as you can. As you enter, you notice another door opening and aim your bow at the crack. People walk though, and you let the string back slightly, taking off the arrow entierly when you see that Amina knows these people. Amina and one of those from the other group begin yelling at each other, but that resolves quickly and the Man heads over to where you and Aenkidu are standing.

"I am Ash Jiervan." The man says in greeting.

"I am Rulyon Fletcher." you reply, shaking his hand.

"I am Aenkidu" says Aenkidu

"Right then, down to business. Perhaps you can tell me what happened to my friends. Why are they not here with us?" Ash asks.

"It's difficult to explain..." You say, wondering how best to tell it when Aenkidu jumps in instead.

"It's some strange thing that the goblins have created, but people who enter the room and attempt to open the cells to free anyone who is captured end up captured in place. It sounds confusing, but just as we had freed those trapped before us, your friends tried to free us and were imprisoned." Aenkidu explains.

The man nods and walks away, talking quickly to one of the others in his group, who then runs off back where you had come from. Shortly after that, the door opens and a Goblin walks in, though he seems ready to speak and you hold your fire.

"I believe congratulations are in order for your success in making it so far into our warren." said the lead goblin, in a sharp, high pitched voice. "You made a mistake however, and that was entering here in the first place. You survived our smaller squads, but now we will test your resolve against a larger force." The goblin turned to face his soldiers, eight goblins. "Archers, fire at will!"


Effects: Water Shield (+4)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Action: Watch what Rulyon does carefully. If he needs help (is attacked), barge in and start throwing magic icicles at attacker.
If he does not, wait.

Roll ( 8 )

"I have a bad feeling about this. Be ready when we enter." Rulyon says as Amina steps up to the door

Rulyon helps Amina in opening the door by pushing it open with his shoulder. As you enter behind them, you notice another door opening. Another group entered and Amina and one of the men who just came in begin yelling at each other, but that resolves quickly and the Man heads over to where you and Rulyon are standing.

"I am Ash Jiervan." The man says in greeting.

"I am Rulyon Fletcher." Rulyon replys, shaking his hand.

"I am Aenkidu" you say

"Right then, down to business. Perhaps you can tell me what happened to my friends. Why are they not here with us?" Ash asks.

"It's difficult to explain..." Rulyon says, pausing.

"It's some strange thing that the goblins have created, but people who enter the room and attempt to open the cells to free anyone who is captured end up captured in place. It sounds confusing, but just as we had freed those trapped before us, your friends tried to free us and were imprisoned." You explain.

The man nods and walks away, talking quickly to one of the others in his group, who then runs off back where you had come from. Shortly after that, the door opens and a Goblin walks in, though he seems ready to speak and you hold your fire.

"I believe congratulations are in order for your success in making it so far into our warren." said the lead goblin, in a sharp, high pitched voice. "You made a mistake however, and that was entering here in the first place. You survived our smaller squads, but now we will test your resolve against a larger force." The goblin turned to face his soldiers, eight goblins. "Archers, fire at will!"


Effects: Strong Water Shield(+4 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: Minor : “This looks... promising.” Set down Ragnar and open the menacing door.
Major : If I can see enemies within, Atmospherically Impede them. Else, search the room.
Roll( 4 )

Before stepping up to the door, you use your abilities over air to check the room for enemies, meaning to atmospherically impede them if there are any. You sense nothing however, not even the desks that you have seen in so many rooms here. It simply seems ... empty. "This looks ... promising." you say, setting down Ragnar you open the particularly menacing door and walk through it, picking up Ragnar with Burza and carrying him into the next room.

You notice Amina first and let loose a smile at being reuinited with your companions, but as two others you do not recognize enter behind her, the reunions takes a dark turn.

"Where is Raspin? Voltir? What has happened?" You say, not bothering with a greeting. He couldn't be the only one left of the group that started out on this journey.

"They were captured by some sort of goblin trickery, and these people were released instead. This is..." Amina says, trying to introduce her new companions.

"You just left them? You didn't even try and save Raspin and Voltir? And for that matter how can we trust these people!" You yell, shocked at how little the dragon girl seems to care.

"I ... I wanted to, but I couldn't. There wasn't much choice in joining with them, travelling these ways alone would be stupid! They want to get out even more then us, so at least they will help us escape the tunnels."

Perhaps it did go like that, at least these companions looked strong. They couldn't afford to carry anyone else. You walk over to the others to introduce yourself. "I am Ash Jiervan." you say.

"I am Rulyon Fletcher." says the man, shaking your hand.

"I am Aenkidu" says the woman, an elf by the looks of her.

"Right then, down to business. Perhaps you can tell me what happened to my friends. Why are they not here with us?" You ask, meaning to get an answer quickly.

"It's difficult to explain..." says Rulyon.

"It's some strange thing that the goblins have created, but people who enter the room and attempt to open the cells to free anyone who is captured end up captured in place. It sounds confusing, but just as we had freed those trapped before us, your friends tried to free us and were imprisoned." Aenkidu explains.

You take in the information and look for Nezak, who is heading towards you. "Nezak, I need you to find Voltir and Raspin. Try to free them from their cells."

"I was on my way there now." he said with a quick smirk, continuing on.

You are surprised at his initiative, but this situation seems quite good. You may be able to trade Nezak for one of your friends, and perhaps if it worked you could send Amina or Burza that way as well. You turn at the sound of a door creaking open, and see a Goblin enter, followed by eight more.

"I believe congratulations are in order for your success in making it so far into our warren." said the lead goblin, in a sharp, high pitched voice. "You made a mistake however, and that was entering here in the first place. You survived our smaller squads, but now we will test your resolve against a larger force." The goblin turned to face his soldiers, eight goblins. "Archers, fire at will!"


Total bonuses: +5 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 2(+1 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:14 /17

Inventory:

Ragnar: Carried
You are carried again into a room, but this time you recognize the voice of Amina and are thankful, knowing that she can heal you, or perhaps Voltir or Raspin can manage something as well. The you hear the distinct shrill tone of a goblins voice and are again angered at being forced to lay and do nothing.


Nezak
You walk in behind Ash and the odd man as they bring Ragnar into the next room. Amina walks out of another door, along with two others you do not recognize. Ah, I knew they wouldn't make it. Though the story Amina tells peaks your curiosity. She ran over to you after Ash left and told you how worried she was. "Come now, Amina." You say with a smile. "You know me better than that. Do you have a map?" She does in fact have a map, which was good, or else it would be a bit more difficult to find the way. Or might it be? It wasn't a guarantee that there are many different doors in many different rooms all leading to many different places. Yes, might. It might be more difficult. "Now, which room were Voltir and Raspin trapped in?" you ask, wnating to know precisely where he should head to find these fools who fell for a goblins trap. She points to room and you leave, heading to the door that Amina came through, when Ash comes up to you. He actually asks if you can go back and find Voltir and Raspin to free them. He must have notced your prowess with traps after all."I was on my way there now." you say with a quick smirk, not even bothering to stop.


Game events:
Mini-Boss battle!

Allies:

Ragnar
0/20
Unconcious
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4


Nezak

Health 7/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)


Enemies:
Goblin General:

Goblin Guard 1:
Goblin Guard 2:
Goblin Guard 3 :
Goblin Guard 4:
Goblin Archer 1:
Goblin Archer 2:
Goblin Archer 3:
Goblin Archer 4:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:04 am

Roll #54

Amina(Malregima)

Action: minor: Trust in her shields, she focuses on attack
Major: Form smaller water ball and shoot it toward nearest goblin's mouth.

Roll: ( 5 )

Trusting in your powerful shields, you put your focus on attacking. Forming a small water ball, you send it toward the nearest goblins mouth.

Amina:d29(+1(Focused)+3(Water Magic)+1(Intelligence)+1(Lucky)+3(Magic bonuses))
Goblin Guard 2: d24(+4(Tactician)

Amina's roll:28
Goblin's roll:20

The ball of water slams into the goblins mouth, and it drops its weapons and falls to the floor in desperation to expel the water. The creature chokes, and coughs, but it only serves to have you force it in further. You try to keep it held there, hoping that soon the creature will at least faint.

Water creation level up(Lv2)

Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +3(Lv 4),Create water +1(lv 2)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 13/17


Inventory:




Burza (AerynPierre)

Action: Use lightning magic against Goblin Guard 1 (or 4 if 1 is already being attacked by someone else...spread the destruction).

Roll: ( 7 )

Finally, me chance t' get back at these beasts... you think to yourself as you notice the goblins gleaming armor. All the time of working under a goblin inventor gave you a good bit of knowledge into lightning and the magic of working it and these creatures wouldn't expect to be pitted against their own discoveries. You face the nearest goblin to you, and prepare to unleash a torrent of electric power.

Burza:d29(+3(Lightning Magic)+2(Intelligence)+1(Level 2)+3(Lucky))
Goblin Guard 1:d22(2(Electricity bonus against armor)+4(Tactician))

Burza's roll: 19
Goblins roll: 15

Damage Roll: Lightning blast(3d6)=3,5,6=14

Your Lightning rips through the goblin and blasts it to the ground, after a brief period of twitching the goblin ceases to move.


Effects:
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2)
Total bonuses: Level 2(+1)
Health 11/15


Inventory:




Rulyon Fletcher(Rulyon)

Action: "You are arrogant, and your downfall will be swift!"

Shoot the goblin general, TWICE, with an explosive arrow each time.

Roll ( 1 )

Enraged by the goblins words, you shout back a rebuke. "You are arrogant, and your downfall will be swift!"

You draw an explosive arrow from your quiver, but it slips through your fingers and hits the floor. Your breath catches as you watch it fall, but it bounches off the nock instead of the head, sending it farther away before the strange substance explodes, only slightly scorching your leg.

Not discouraged by your failure, you draw another arrow of the same type and take extra care to see it through the journey to your bow. You then let it fly towards the goblin's general.

Rulyon Fletcher:d25(+4(Ranged training)+3(Dexterity)+1(Level 2)-3(Unlucky))
Goblin General:d21(+4(Tactician)-3(Atmospheric Impedance))

Rulyon's roll:24
Goblin's roll:7

Damage Roll: Rulyon's bow(1d9,x3)=6+5=11

Your arrow flies true and on contact with the goblin, it explodes. The creature is thrown back brutally wounded. To your surprise, it gets up.


Effects: Water Shield (+4)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 10/15

Inventory:




Aenkidu(Shinobody)

Action: Jet some water over General, then freeze it so he won't be able to avoid attacks.
Roll ( 4 )

You take water out of your pouch and send it towards the general, meaning to freeze him in place.

Aenkidu:d24(+3(Liquid manipulations)+1(Level 2))
Goblin General:d21(+4(Tactician)-3(Atmospheric Impedance))

Aenkidu's roll:6
Goblin general's roll:20

Your attack hits, the water splashes onto the goblin and soaks through to his clothes, but your mind lost its grip on the water. Thus, instead of freezing the goblin in place, your attack only served to send him stumbling back and get his clothes wet. You try again to get a mental grip on the water, but again it slips past.


Effects: Strong Water Shield(+4 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Action: Minor : Unstrap (or whatever) my greatsword and put it down somewhere out of the way.
Major : “...seems so long... pro'ly just a quarter hour....” Cast Atmospheric Impedance.

Roll( 7 )

You quickly unstrap your greatsword and set it down near to the side of the door where you came in, hoping it is far enough out of the way. "...seems so long... pro'ly just a quarter hour...." you mutter in wonder as you think about what you went through to get here. You cast atmospheric impedance across the enemy lines. The air around them thickens and slows down their movements, though being stretched across nine goblins, the impedance is weaker than a more focused version would be.

Air Manipulation level up!(lv 5)
You Leveled up!(lv 3)

Total bonuses: +5 (Melee training) +3 to rolls involving air manipulation(Expert air manipulation),Level 3(+2 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:9 /17

Inventory:

Ragnar: Lying on Floor


Game events:

Enemy actions:

Goblin Guard 3:Targeting Burza((1d5=2(Player 2(Burza))(1d100=8, Burza included)(1d100=5,Amina Included)

Goblin Guard 3:d26 (+2(Strength)+2(Melee Training)-2(Lightning bonus against armor)+4(Tactician))
Burza:d26 (3(Lightning Magic)+2(Intelligence)+1(Level 2))

Goblin's roll:10
Burza's roll:19

Damage Roll: Lightning Blast(3d6)=5,5,6=16

(Lightning Magic Level up)


Goblin Guard 4: Targeting ((1d3=3(Player 5(Ash Jiervan))(1d100=82, Burza Excluded)(1d100=77, Amina Excluded)

Goblin Guard 4:d17(+2(training)+2(Strength)-7(Ash's armor)+4(Tactician))
Ash Jiervan:d22 (-6(Goblin Armor)+5(Melee training)+1(Level 2)+2(Strength))

Goblin's roll:15
Ash's roll:8

Damage roll: Goblin War axe(1d8,x1)=5


Goblin Archer 1: ((1d4=2(Player 3(Rulyon))(1d100=45, Burza included)(1d100=77(Wow,same as before), Amina Excluded)

Goblin Archer 1:d28 (+2(Ranged training)+2(Dexterity)+4(Tactician)
Rulyon Fletcher:d28(+4(Ranged training)+3(Dexterity)+1(Level 2)

Goblin Archer:16
Rulyon: 15

Damage Roll: Goblin Shortbow(1d8,x1)=2


Goblin Archer 2: ((1d5=3(Player 3(Rulyon))(1d100=40, Burza included)(1d100=45, Amina Included)

Goblin Archer 1:d28(+2(Ranged training)+2(Dexterity)+4(Tactician)
Rulyon Fletcher:d28(+4(Ranged training)+3(Dexterity)+1(Level 2)

Goblin Archer:2
Rulyon: 19

Damage Roll: Rulyon's bow(1d9,x3)(Blunt Arrows)=7


Goblin Archer 3: ((1d5=1(Player 1(Amina))(1d100=32, Burza included)(1d100=35, Amina Included)

Goblin Archer 1:d28 (+2(Ranged training)+2(Dexterity)+4(Tactician)
Amina:d27(-1(Focused on attack)+3(Water Magic)+1(Intelligence)+3(Magic bonuses)+1(Create water)

Goblin Archer:21
Amina: 3

Damage Roll: Goblin Shortbow(1d8,x1)=1


Goblin Archer 4: ((1d5=2(Player 2(Burza))(1d100=50, Burza included)(1d100=31, Amina Included)

Goblin Archer 4:d28 (+2(Ranged training)+2(Dexterity)+4(Tactician)
Burza:d26 (3(Lightning Magic)+2(Intelligence)+1(Level 2))

Goblin Archer:24
Burza: 22

Damage Roll: Goblin Shortbow(1d8,x1)=4


Goblin General
The goblin general quickly notices that the battle is not going in his favor and orders two goblins to carry him away into the room further down.


Allies:

Ragnar
0/20
Unconcious
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Nezak(Away)

Health 7/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)


Enemies:
Goblin General:

Goblin Guard 1:
Goblin Guard 2:
Goblin Guard 3 :
Goblin Guard 4:
Goblin Archer 1:
Goblin Archer 2:
Goblin Archer 3:
Goblin Archer 4:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:05 am

Roll #55

Amina(Malregima)

Action: minor: "Damn! The coward is running away!!!"
Major: throw ice daggers at general if it's still in sight
if not, choke the next closest goblin with another ball of water.

Roll: ( 6 )

"Damn! The coward is running away!!!" you shout upon noticing the retreating goblin general. You form up daggers of water and freeze them over, but Ash's flying blade had already slain the beast by then, so you melt the ice daggers and form the water into a ball. You then send it flying towards the next nearest goblin, one of the archers.

Amina:d27(+3(Water magic)+1(Create water)+1(1(intelligence)+1(Focused on attacking)+1(level 2))
Goblin Archer 1:d24(+2(training)+2(dexterity))

Amina's roll:20
Goblin archer's roll:12

You ram the ball of water down the goblins throat and it falls to the floor in a fit of racking coughs, trying to get the water out of its mouth. You glance over to the last goblin you choked in time to see it fall to the ground dead. You let go of your hold on the water in that creatures mouth and see it pour out.


Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +3(Lv 4),Create water +1(lv 2)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 13/17


Inventory:




Burza (AerynPierre)

Action: Target Goblin Archer 3 with lightning magic.

If battle ends this turn, minor action...Move to collect the Goblin Greataxe dropped by Goblin Guard 1


Roll: ( 7 )

Deciding to move on to the goblin archers, you charge up another blast of lightning as let it loose on the goblin.

Burza:d30(+4(Lightning Magic)+2(Intelligence)+1(level 2)+3(Lucky))
Goblin Archer:d24(+2(training)+2(dexterity))

Burza's roll:24
Goblin Archer's roll:15

Damage roll: Lightning blast(3d6)=2,1,5=8

The blast doesn't conduct like on the soldiers, but it still knocked the goblin to the ground.


Effects:
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2)
Total bonuses: Level 2(+1)
Health 11/15


Inventory:




Rulyon Fletcher(Rulyon)

Action: If the Goblin General is in sight and still alive:
Shoot the Goblin General with a Broadhead arrow.

If the Goblin General is either dead or out of sight:
Shoot Goblin Archer 1 with a Broadhead arrow.

Roll ( 3 )

You take a broadhead arrow and aim at the retreating general, being carried between two soldiers. Then they move down a passageway and the goblin in the back blows your line of sight to the general. You were about to switch targets when you witnessed an amazing show of skill from the man called Ash. He sent a sword flying through the air, dodging around obstacles and eventually passing over the goblin that is blocking the general. That was when you heard a shriek as the blade came down. Switching your target to one of the archers, you loose the arrow.

Rulyon Fletcher:d27(+4(Training)+3(dexterity)+1(Level 2)-1(Unlucky))
Goblin Archer 1:d24(+2(Training)+2(Dexterity))

Rulyon's roll:4
Goblin's roll:16

Damage roll: Goblin Shortbow(1d8,x1)=7

Unbelievably, your shot misses, just passing over the goblins shoulder. But the creatures arrow strikes home with what would have been a damaging blow, if the water shield had not managed to slow the arrow.


Effects: Water Shield (+1)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 7/15

Inventory:




Aenkidu(Shinobody)

Action: Throw iron spear at Goblin Archer 2.

Roll ( 4 )
You notice that one of the goblin archers is wounded, and reach for your pouch of water, but find it nearly empty. If only I knew how to create water. Resorting to your other choice, you decide to throw your spear at the goblin.

Aenkidu:d26(+3(Training)+2(Dexterity)+1(level 2))
Goblin Archer 2:d24(+2(Training)+2(Dexterity))

Aenkidu's roll:4
Goblin Archer 2's roll:20

You throw your spear, but the strange weight and form of the blade are unfamiliar to you, damaging what was supposed to be a straight flight. To top it off, the goblin noticed your throw and loosed an arrow, which, unlike your spear, hit.

Damage roll: Goblin Longbow(1d8,x1)=2

Thankfully, your water shield manages to absorb some of the already weak arrows strength


Effects:Water Shield(+1 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 12/15

Inventory:




Ash Jiervan

Action: Minor : Try to move so that I have line of sight to the Goblin General.
Major : If I successfully acquire line of sight, throw my shortsword at him and guide it with air manipulation. Else, smash a Goblin Archer with my flail.

Roll( 7 )

You watch as the goblin general is picked up by two of his soldiers, and they try to carry him off to the room behind. You move slightly to the right and manage to spot the goblin general in between them. Throwing your sword, you try to use your air manipulation as a way to guide the weapons flight.

Ash Jiervan:d30(+4(Air Manipulation)+2(Level 3)+1(Intelligence)+3(Lucky))
Goblin General:d16(-2(Wounded)-2(Retreating))

Ash's roll:12
Goblin General's roll:10

Damage roll: Iron Short sword(1d6,x2)=3

You send your sword weaving through the enemy goblins, even past the two who picked up the general. You lost your line of sight, however, so you send it flying down right between the two carriers. A satisfying shriek comes from the space and the two carriers drop their load and turn around, seeking revenge.


Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:9 /17

Inventory:

Ragnar: Lying on Floor


Game events:

Enemy actions:

Goblin Guard 4:Targeting -((1d5=4(Player 4(Aenkidu))(1d100=39, Burza included)(1d100=65,Amina Included)

Goblin Guard 4:d26(+2(Training)+2(Strength)+2(Rage!))
Aenkidu:d20(+3(Training)+2(Dexterity)+1(Level 2)-6(Goblin armor))

Goblin's roll:20
Aenkidu's roll:19

You were about to throw your silver spear, but stopped, knowing the creature had come too close, and tried to get out of the way instead.

Damage roll: Goblin War axe(1d8,x1)=3

Your Water shield absorbs some of the blow off the axe.


Goblin Archer 4:Targeting -((1d5=1(Player 1(Amina))(1d100=45, Burza included)(1d100=69,Amina Included)

Goblin Archer 4:d26(+2(Training)+2(Dexterity)+2(Rage!))
Amina:d25(+3(Water magic)+1(Create water)+1(intelligence)+1(level 2)-1(Unfocused))

Goblin Archer 4's roll:17
Amina's roll:25

Damage Roll: Ice Shard(1d10)=5


Allies:

Ragnar
0/20
Unconcious
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Nezak(Away)

Health 7/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)


Enemies:
Goblin General:

Goblin Guard 1:
Goblin Guard 2:
Goblin Guard 3 :
Goblin Guard 4:
Goblin Archer 1:
Goblin Archer 2:
Goblin Archer 3:
Goblin Archer 4:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:07 am

Roll #56

Amina(Malregima)

minor: "Nice job there Ash, that was pretty awesome." Amina calls out
Major: If there is any goblin surviors, another ball of water to their "parched" throat
If there are none, heal any injured comrade.

Roll: ( 1 )

"Nice job there Ash," you call out. "That was pretty awesome."

He responds by casually shrugging in a smug manner, and you turn your attention back to the task at hand.

You turn to another goblin and begin to create water, meaning to fill the poor creatures parched throat, but you lose focus on the creature that you were already choking, letting the ball of water slide apart, where the goblin succeeds in spitting it out. You see the anger in the creatures eyes as it tries to regain its balance, and you turn back toward it to once more send water down its throat.

Amina:d24(+3(Water magic)+1(Create water)+1(1(intelligence)+1(Focused on attacking)+1(level 2)-3(Unlucky))
Goblin Archer 1:d20(+2(Training)+2(Dexterity)-4(Recovering from coming so close to drowning)

Amina's roll: 24
Goblin's roll: 8

Once more you slam the thick ball of water into the creatures mouth, despite the creatures meager attempt at avoiding the same fate by closing its mouth. The goblin fights more vigorously this time trying to send the water out, but you are unrelenting, holding it in place with a greater force of will determined as you are to not lose your grip again.


Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +3(Lv 4),Create water +1(lv 2)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water(Lv 1)
Total bonuses: Level 2(+1),

Health 13/17


Inventory:




Burza (AerynPierre)


Attack Goblin archer 2 with lightning magic, attempting to spread the attack to take have it attack the next nearest goblin to him

Roll: ( 4 )

You turn your attention to the goblin archer beside the one you had just blasted, and charge more lightning to throw at the creature, hoping to be able to spread the attack into a bit of chain lightning.

Burza:d27(+4(Lightning Magic)+2(Intelligence)+1(level 2))
Goblin Archer 2:d24(+2(dexterity)+2(Training))

Burza's roll:3
Goblin archer's roll:23

Damage roll: Goblin longbow(1d8,x1)=5

You don't even manage to get your chain lightning spell off before an arrow flies at you, knocking you out of focus.



Effects:
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2)
Total bonuses: Level 2(+1)
Health 6/15


Inventory:




Rulyon Fletcher(Rulyon)

Goblin Archer 1 shot me last turn; answer the challenge by shooting him back. If he retaliates, dive-and-roll to the side.

Roll ( 7 )

You draw another arrow, meaning to retaliate against the goblin that shot you, and see him on the ground. Perfect, an easy shot you think to yourself in comment to the goblins position. You draw one of your blunt arrows and loose it.

Rulyon Fletcher:d31(+4(Training)+3(Dexterity)+1(level 2)+3(Lucky))
Goblin Archer 1:d14(+2(Training)+2(Dexterity)-10(drowning))

Rulyon's roll:29
Goblin's roll:14

Damage Roll: Rulyon's bow(1d9,x3)=7

Your arrow digs into the goblins side and it tries to let out a squeal but the water in its mouth prevents it.


Effects: Water Shield (+1)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 7/15

Inventory:




Aenkidu(Shinobody)

Freeze Goblin Guard 4 in place.
If don't have enough water, take it from my water shield.

Roll ( 4 )

The goblin who charged at you is unrelenting as it continues the attack against you. You try and take more water out, but find it not enough. Cursing your forgetfulness at not learning how to create water while you had been teaching yourself to control it. You then see a solution in your shield, and draw water away from that to join with what is in your pouch, sending it out to freeze the goblin in place.

Aenkidu:d26(+3(Liquid manipulation)+1(Level 2)+2(Staff bonus!)
Goblin Guard 4:d24(+2(Strength)+2(Melee training))

Aenkidu's roll:10
Goblin's roll:10

REROLL:

Aenkidu's roll:23
Goblin's roll:5

The water crashes over the goblins legs,freezing the creature to the floor. The goblin tries to smash free with his axe, but you counter by throwing the broken ice back on. The goblin lets out a bellow of rage.


Effects:Water Shield(+1 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 12/15

Inventory:




Ash Jiervan

Minor : Shrug in response to Amina in a manner exuding casual smugness.
Major : Smash the nearest goblin.

Roll( 7 )

"Nice job there Ash," Amina calls out. "That was pretty awesome."

You respond by casually shrugging in a manner meant to look somewhat smug, and then turn your attention back to the task at hand.

The goblin who fired an arrow at Amina a moment ago is standing foolishly close to you, deciding to show the creature the error of its ways, you ready your flail and charge towards the goblin.

Ash Jiervan:d30(+4(Air Manipulation)+2(Level 3)+1(Intelligence)+3(Lucky))
Goblin Archer 4:d17(+2(training)+2(Dexterity)-7(Your Armor))

Ash's roll:4
Goblin's roll:3

Damage Roll: Flail(3d5,x2):4,(5x2)=10,(x2)=10=24

The goblin hears you coming and spins around, drawing an arrow as the only thing to do, due to the creatures lack of a melee weapon, but your flail hits first, crashing into the creatures side and letting the arrow loose somewhere past you. Then your second swing comes around against the creatures other side. With the goblin falling to the ground on its knees, you let loose one last swing down upon the creatures skull, crushing it with obscene force.


Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health:9 /17

Inventory:

Ragnar: Gets up

Ragnar forces himself off the ground with his supreme will and draws his sword, the goblin closest notices when Ragnar stumbles close and draws an arrow, but he is already within range.

Ragnar:d27(+4(strength)+4(Melee training)+3(level 4))
Goblin Archer:d9 (+2(dexterity)+2(training)-15(Ragnar's armor)

Ragnar's roll:12
Goblin's roll:7

Damage roll:Claymore(2d8,x2)=5,8=13

The goblin drew and arrow, but your sword was within range as you swung and parted head from body.


Game events:

You have one free turn here, to heal up or do whatever you want to the poor trapped goblin.

Enemy actions:

The only archer still standing finally notices how hopeless the situation is and turns away from the battle, running down the tunnel that the general tried to escape through.


Allies:

Ragnar
5/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Nezak(Away)

Health 7/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)


Enemies:
Goblin General:

Goblin Guard 1:
Goblin Guard 2:
Goblin Guard 3 :
Goblin Guard 4:
Goblin Archer 1:
Goblin Archer 2:
Goblin Archer 3:
Goblin Archer 4:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:08 am

Roll #57

Amina(Malregima)

minor: check to see if there is any dmg to my equipment
Major: Heal anyone who is in danger of dying.

Roll: ( 6 )

You check over your equipment, but find that apart from a few holes and slash marks that only seems fixable in a town, everything seems well in order. You then look across your companions to see if anyone is in need of healing. You notice both Ash, and the other man, Burza with quite a few wounds, and decide to split your magic, imbuing some water with healing properties and laying it half the water over Burzas fiercest wound, then use the other half on Ash.

You level up your healing water skill!(Lv 2)

Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +3(Lv 4),Create water +1(lv 2)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water,+1(Lv 2)
Total bonuses: Level 2(+1),

Health 13/17


Inventory:




Burza (AerynPierre)

Minor: Wonder over to where Goblin Guard 1 fell and retrieve his ax, finding it pleasing to have a weapon in hand.

If the Goblin answers Rulyon favorably...
Major: Attempt to practice chain lightning again, targeting dead goblin bodies on the ground as far away from the others as possible.

If the Goblin doesn't answer Rulyon or manages to break free...
Major: See just how well THIS creatures armor conducts electricity...

Roll: ( 1+3=4 )

You wander over to where an axe wielding goblin guard fell and retrieve his weapon, a slight shiver passes through you as you finally lay your hand on a weapon after so long. You then turn to see Rulyon questioning the trapped goblin, and ready your magic in case things go badly. Apparently it is unneeded as Rulyon walks away. You decide to release the lightning anyway, blasting the guards that no-one is touching and attempting to link the linking together. It doesn't work out as planned, simply blasting the one goblin, you decide to try again later.



Effects:
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2)
Total bonuses: Level 2(+1)
Health 9/15


Inventory:




Rulyon Fletcher(Rulyon)

Before anyone else can kill the goblin, I approach it and ask a question:

"We just want to get out of here. If you don't want us to kill anymore of your friends in our attempt to find our way out of this maze, you'll tell us how to find the exit."

If Aekindo is successful at healing me, express my thanks. If not, I'm clutching my wound and being careful not to excacerbate it with my activity.

After I speak to the goblin I search the area for arrows, my supply is dwindling!

Roll ( 5 )

The goblin shouts and yells, but finally seems to run out of energy as its shoulders slump down. It is at that point that you walk over and try to speak with it.

"We just want to get out of here. If you don't want us to kill anymore of your friends in our attempt to find our way out of this maze, you'll tell us how to find the exit."

The goblin looks up bleakly at you. "The general would have listened to you, but now he can't. You have to go through that door and fight past the inventor if you want to escape."

"Why can we not convince him to let us past?" you ask.

"The inventor is mad. He is a genius at building things, but even we goblins thought him mad. He only answered to the general, and only when he was in a good mood. I do not know what will happen to the warren when you leave but we cannot stand the tyrant any longer. The exit is at the back of his workshop, now please, don't kill me.

"Very well, but I was hoping for a way to avoid another fight." You turn away and see Aenkidu taking a goblins bow and some arrows, reminding you of your low supply. You bend down to start examining them when Aenkidu walks over and pulls your hand of the large wound you were concealing. She then heals it, and you feels slightly guilty about not being able to do anything in return.

"Thank you, Aenkidu. I wish I could return the favor, but my knowledge of magic does not extend past fire." You say, then turn away to continue sifting through arrows. You use your knowledge of archery to separate the three qualities you found


Effects: Water Shield (+1)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Loot Goblin Bow and quiver of arrows (...I surely can find some among dead bodies?)
Heal Rulyon.

Roll ( 7+3=8 )

Being nearly out of water, and with but a spear for backup, you find a nearby goblin archers corpse and take its bow, then the quiver. The bow is out of shape for a human, but you think that you can manage to shoot it, and most of the arrows are sub-par in their creation. You end up taking a longbow because its extra length almost makes it feel like a normal bow for you.

You turn to Rulyon, who was also looking for arrows, and notice his slow movement. Then your eyes fall to his hand clutched over a wound. You quickly head over and force his hand away, drawing on your knowledge of healing magic and channeling the restorative energy into the wound. You watch, carefully keeping focus as the skin knits itself back together. You repeat the process with his other wounds and leave him in perfect health.

"Thank you, Aenkidu. I wish I could return the favor, but my knowledge of magic does not extend past fire." Rulyon says, then he turns away to continue sifting through arrows.


Effects:Water Shield(+1 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 12/15

Inventory:




Ash Jiervan

Minor : Retrieve my swords.
Major : Loot the room, ignoring money and the dead goblins' equipment.

Roll( 7 )

The battle looks to have been won, so you turn back to where you set your greatsword and set to work strapping to sheath to your back. You look around the room after your sword is attached well , your gaze moving over the goblins and their equipment. You walk over to the desk, hoping it will hold something useful. You open the drawer and see sheets of paper, letting loose a sigh of disappointment at first, but then you examine the paper and the drawings on them. One of the sketches seems familiar as you recognize one of the explosive creations that you fought earlier. You look and the writing along the side of the page and notice gladly that the goblins use not only the same spoken language as you, but also the written word. If a faulty version of these models occur, it is preferable to remove from a distance with an arrow to the powder hold, though if you must engage them in melee you must slice AT the joint between the upper and lower leg on BOTH legs. You take note of the useful information and check over the other pages, finding information on other mechanical creations .You try to commit the other pages to memory as well, but find it slightly more difficult as you have not encountered their creations before.


Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health: 12/17

Inventory:

Ragnar: Meditation

You set your sword in front of you and focus, trying to communicate with the man who sent you on this mad journey. "I need aid, My body is broken and only my will keeps me standing. Help me." you think, sending those words on the way he taught you. Almost immediately you feel a flood of power rush through you. You do not even need to remove your armor to see if the healing worked, for you know it did.


Game events: Ash

Your group heads on through the room just after you showed them the designs for the mechanical creations. This proved to be a good idea because the inventors laboratory was beyond the door and you saw some of the creations from the paper. Three more of those explosive creations, four mechanical goblin shaped soldiers that's only real weakness is the control panel on their back, two human shaped mechanical creations which simply cutting through the wooden neck would suffice to deactivate. The real thing that drew your eyes, however, was the monstrosity in the center. That was the only real name for it. Twice Ragnar's height and not shaped like anything in particular. it had a blade on the end of one arm and a mace on the other. Legs, a box and two arms. Nothing looked like that in the designs. Then you heard a blood chilling laugh and looked up above to see a goblin on a metal rampart pull a lever, activating the creations. You look around for ideas and only see the two pools of oil next to the door, and a plethora of gears, levers and all manner of other gadgets scattered or heaped in piles across the room. You notice the sluggish speed that the creations activate, and deduce that you have some time before they reach you.
(1 turn until the enemies reach you)


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Nezak(Away)

Health 7/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)


Enemies:
Goblin Inventor:

Goblin Robot 1:
Goblin Robot 2:
Goblin Robot 3 :
Human Robot 1:
Human Robot 2:
Explosive Creation 1:
Explosive Creation 2:
Explosive Creation 3:
Goblin Monstrosity:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:09 am

Roll #58

Amina(Malregima)

Major: if either Ash or Aenkidu succeed in covering the robot in oil, Anima throws ball of water into inventor's mouth
if they both fail, i manipulate the oil toward the robots
minor: observe the surround for any exit (seriously, there must be more then one exit)

Roll: ( 5 )

You see Ash fail at bringing up oil and ready your magic, but are reassured when you see Aenkidu bring up an absurd amount of oil and send it all flying towards a cluster of creations. Deciding your skills are unnecessary here, you instead create a small ball of water to send flying at the inventor. His laughing turns into open mouthed shock as he sees many of his creations covered in oil, perfect for the water. The ball flies straight into the goblins open mouth and he flies back from the railing in shock. You hear a cough and see the goblins flip around more levers. The creations covered in oil stop, where the other creations keep walking past. Then you notice a panel near the inventor lift off the wall to reveal a ladder, which the goblin hastily climbs up. You regrettably soon lose your grip on the water as the creature disappears from sight.


Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +3(Lv 4),Create water +1(lv 2)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water,+1(Lv 2)
Total bonuses: Level 2(+1),

Health 13/17


Inventory:




Burza (AerynPierre)

If nothing else succeeds in igniting the oil...
Add a little spark to the "fire" and hopes that lights it.

If the oil has been ignited and its safe...
Move to attack the closest humanoid or orc robot with my looted axe

Roll: ( 8 )

The explosions goes off perfectly well. If the other three creations hadn't stopped with those covered in oil, they would surely not be standing. You grip your looted axe and are about to head towards the remaining robots when you notice just how far away they are(Refer to last turns game event notice, It will take the enemies at least 1 turn to reach you. It will still take time for them to get here, and it would be more prudent to wait and attack in a group then to charge out on your own. You instead let the lightning flow through your fingertips and fly out towards the monstrosity.

Burza: d29 (+3(lightning magic)+2(Intelligence)+1(level 2)+4(lucky!)
Goblin Monstrosity: d20

Burza's roll:3
Monstrosity's roll:5

Your lightning attack actually misses the target, blasting past into a pile of spare parts and sending them flying.


Effects:
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2)
Total bonuses: Level 2(+1)
Health 9/15


Inventory:




Rulyon Fletcher(Rulyon)

Major Action:
If the robots are successfully drenched in oil:
Ignite a Shoddy goblin arrow with my fire magic and shoot the pool of oil.
If somehow EVERYONE fails to drench them:
Shoot the goblin inventor with an explosive arrow.

Roll ( 8 )

You take an shoddy goblin arrow from your quiver, then ready your fire magic for the opportune moment. You watch Aenkidu drench many of them in oil and wait for a short time to see if Amina is going to do anything to help. Seeing her create a ball of water, you light the arrow and let it loose, choosing an explosive creation as your target.

Rulyon: d33(+4(Ranged training)+3(Dexterity)+1(Fire Magic)+1(Level 2)+4(Lucky))
Explosive Creation: d15(-5(Slippery oil))

Rulyon's roll:33
Explosive creation:14

Damage roll:(1d9,x3)=6

Your arrow hits the target and for a split second nothing happens. Your breath stops, everyone looks at the creation just standing there. Then the flames lick at the oil surrounding the arrow, quickly enveloping the creature and sending the flames through the oil at the creations feet. Before the fire can even reach the ground the creation explodes, detonating the other two around it and blasting the goblin like robots to bits. All that's left of the creations are lying engulfed in flames.


Effects: Water Shield (+1)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Drench robots in oil using Liquid Manipulation.
Brace for explosion.

Roll ( 8 )

As soon as Ragnar mentions the effect fire has on the oil, you try to use your manipulation of liquids to send out as much oil as you can towards the robots. You grasp the oil stronger than ever and send a large amount flying out towards the cluster. It lands between the goblins and the explosive creations, and you spread the oil outward, covering the goblins and explosive creations in a substantial amount of oil. You missed the humanoid shaped ones, but hope that Amina can pick up the slack before Rulyon and Burza begin their attack.

Seeing Rulyon light his arrow, your turn away from the inevitable blast, and when you hear the arrow connect, you turn around when nothing happens. Just then the creation blows up, destroying all the other creations engulfed in oil.


Effects:Water Shield(+1 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 12/15

Inventory:




Ash Jiervan

Major : Blow the oil onto as many robots as possible.
Minor : Stand back. Tell my comrades the information I found in the desk, if I haven't already.

Roll( 4 )

You grab hold of the air over top of the oil pits, forcing it to coalesce and grip the oil. The oil barely budges, and you admit something must have gone wrong with the manipulation. Trying it again, you drive the air into the oil and try to force it up from below. Noticing that the creations are shambling ever closer, you decide not to waste any more time trying to send the oil towards them, hoping that Aenkidu and Amina can do the job themselves. You quickly remind your companions of the creations weaknesses. Pointing to the human shaped robot, the goblin shaped robot and the explosive creation respectively, you shout "Neck, back, and legs!" hoping those words will help if the enemy gets too close.


Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health: 12/17

Inventory:


Ragnar:

You walk into the room and notice the two pools of a black liquid beside you, recognizing it as the substance called oil that you have run into on occasion. The rest of your party doesnt appear to know what it is, so you explain what you know. "Oil," you grunt. " Terrible thing, no one seems to know whats its for, except these goblins it seems. For all I know, the only thing its good for is burning places to the ground."

After you speak, without words everyone began to try and bring the oil out onto the enemy, or ready themselves to light up a firestorm.


Game events

The goblin creations are now within range to attack you, stand strong!


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Nezak(Away)

Health 7/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)


Enemies:
Goblin Inventor:

Goblin Robot 1 (Dead):
Goblin Robot 2 (Dead):
Goblin Robot 3 (Dead) :
Human Robot 1:
Human Robot 2:
Explosive Creation 1 (Dead):
Explosive Creation 2 (Dead):
Explosive Creation 3 (Dead):
Goblin Monstrosity:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:10 am

Roll #59

Amina(Malregima)

minor: keeping track of where the inventor escaped to, focuses back to the battle at hand
Major: make moving water shields for everyone

Roll: ( 8 )

You make a mental note of the ladder behind the panel that the inventor scampered up to escape, then focus your attention to the battle at hand, now within reach to fight back against your attempts. You notice that only Rulyon and Aenkidu have water shields, and theirs are weak at that. Conjuring forth water of your own, you attempt to create water shields for all of your companions, you would have thought to include yourself, but your shield seems to have reached its limit.

Amina: d32(+3(Water magic)+1(Create Water)+1(Intelligence)+4(Very Lucky)+1(Robe of awareness)+1(Heirloom Staff)+1(Water Boots))
Targets: d20(5(x4))

Amina's roll:18
Target Roll:3

Your waters shields were created successfully, but they aren't as strong as you would have hoped. You send them out to float around your companions.


Create water level up(level 3)
Level up (level 3)

Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +3(Lv 4),Create water +2(lv 3)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water,+1(Lv 2)
Total bonuses: Level 3(+2),

Health 13/17


Inventory:




Burza (AerynPierre)


Swing my axe at Human Robot 1s shield, attempting to hook it and hopefully pull it free.

If I succeed...
Attempt to dodge any counter attack by the Robot, trying to draw its attention to what anyone else could be aiming to do at its reduced-defenses.

If I fail...
Try to keep a hold of the axe and draw it back, but don't risk my life to keep possession of it. Move away from the Robot in the direction of the group, attempt to dodge any counterattacks as I move.

Roll: ( 2 )

Charging out to meet one of the humanlike robots in battle, you decide to attack the one with the shield, hoping to be able to pull it away with your axe.

Burza: d24 (+1(Level 2)-2(Unlucky)+5(Feigning Attack))
Human Robot 1:d22(+3(Melee training)+4(Strength)-4(Impedance)-1(Your Boots))

Burza's roll:20
Human Robot's roll:13

You swing your axe at the robot and it moves its shield to block, exactly what you wanted. You lunge forward and slightly up, then bring your axe down behind the shield and you feel the axe head dig into the wood. Leaping back with a firm grip on your axe, you pull and the shield comes loose, sticking onto your axe for a short time before it slides off. The robot seems annoyed by your trick and moves forward when Aenkidu fires an arrow, attracting the attention of the robot.


Skill learned: Melee training
Effects: Water Shield(+4)
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2) , Melee training,+1 (lv 1)
Total bonuses: Level 2(+1)
Health 9/15


Inventory:




Rulyon Fletcher(Rulyon)

Notch an explosive arrow and begin whittling down the HP of the Monstrosity.

Roll ( 2 )

Taking an explosive arrow from your quiver, you aim at the monstrosity, and quite frankly will be shocked if you miss such a massive creation.

Rulyon: d26(+4(Ranged training)+3(Dexterity)+1(level 2)-2(Unlucky))
Monstrosity: d23 (+5(Strength)+2(Melee skill)-4(Impedance))

Rulyon's roll:17
Monstrosity's roll:20

You aim for the head of the creation, and to your disbelief the arrow flies by, not even grazing the head. You won't make that mistake again, but are worried that part of the reason being that you wont be around for it. The goblin monstrosity moves towards you and is about to swing its armed arms at you, when Ragnar charges out from behind you.


Effects: Water Shield (+5)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

If Burza succeeds at disarming robot, shoot it with my Longbow.
If he doesn't... Well, shoot it above the shield?

Roll ( 8 )

You take out your longbow, knowing that you do not have enough water left in the pouch, and draw an arrow. Then the water shield floating around you is suddenly reinvigorated by Amina, and you see it as an alternate supply of water for when you really need it. You watch Burza draw a great axe and charge towards the human robot, not expecting much to come of it by the way he held his axe, and the easy block that the robot performed with its shield. Then the axe is thrust slightly above the shield and brought down, hooking it, to which he then pulled away. The robot moves towards Burza, who is hastily regaining his balance after pulling the shield free. That's when you decide to fire an arrow. The bow, goblin-made, might have been quite the impediment to a regular archer, but your skill with a bow allowed you to adapt to the new style quickly.

Aenkidu: d30 (+3(Ranged Training)+2(Dexterity)+1(Level 2)+4(Lucky)
Human Robot: d23 (+3(Melee training)+4(Strength)-4(Impedance))

Aenkidu's roll: 26
Human Robot's roll: 22

Damage roll: Goblin longbow(1d8,x1)+1=2+1=3

The arrows flight is true, embedding itself in the wooden arm that used to hold the shield, doing some damage to whatever lies beneath the wooden cover.


Effects:Water Shield(+5 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 12/15

Inventory:




Ash Jiervan

Major : Distract myself from my irritation at being bested (and by an elf, too) by sliding my mind into the comfortingly familiar routines of what has become my signature spell. Id est, cast Atmospheric Impedance.
Minor : None.

Roll( 3 )

Irritated as you are with being bested, and by an elf at that, you slide into the comfortingly familiar routines of what has become my signature spell. You call forth your powers over air to impede the enemy movements.

Ash Jiervan: d26(+4(Air Manipulation)+2(Level 3)+1(Intelligence)-1(Slightly unlucky))
Targets of impedance: d20 ( +5(x2(Human Robots))+10(Monstrosity, More force required))

Ash's Roll:26
Targets Roll:10

You force a good amount of air from the vast space above you and envelop the creations in air, hoping that the pressure will impede them enough to make a difference in the battle.


Water Shield(+5)
Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +2(Lv2),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health: 12/17

Inventory:


Ragnar:

You watch as Rulyon misses the monstrosity, and it proceeds to move towards him. Charging forth to meet the creation, you distract its attention away from your archer.

Ragnar: d31(+4(training)+4(Strength)+3(Level 4))
Monstrosity: d16 (+5(Strength)+2(Training)-4(Impedance)-7(15(Armor))

Ragnar's roll: 18
Monstrosity: 3

Damage roll: Claymore(2d8,x2)=5,3=8


Game events

Human Robot 2: Targeting -((1d3=1(Player 4(Aenkidu))(1d100=26, Burza Excluded)(1d100=65,Amina Included)

Human Robot:d23 (+3(Training)+4(Strength)-4(Impedance))
Aenkidu:d26 (+3(Ranged Training)+2(Dexterity)+1(Level 2))

Robot's roll:6
Aenkidu's roll:10

Damage Roll: Goblin longbow:1d8,x1=8


Allies:

Ragnar
20/20
Claymore(2d8,x2)
Steel helmet(+4)
Chainmail Hauberk(+3)
Steel Greaves(+4)
Steel Boots(+4)
Fur cloak
Skills: Melee weapon training (Lv 4), Strength(Lv 4), Level 4

Nezak(Away)

Health 7/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)


Enemies:
Goblin Inventor:

Goblin Robot 1 (Dead):
Goblin Robot 2 (Dead):
Goblin Robot 3 (Dead) :
Human Robot 1:
Human Robot 2:
Explosive Creation 1 (Dead):
Explosive Creation 2 (Dead):
Explosive Creation 3 (Dead):
Goblin Monstrosity:

Map:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:12 am

Roll #60

Amina(Malregima)

minor: wonders if the robots have some kind of liquid inside their body
Major: tries to sense where the liquids are.
if robots are in attacking range, forget about sensing liquid and defend.

Roll: ( 2 )

Your mind wanders to thoughts of how these creations run, and you recall the pools of oil beside the entrance that must have something to do with it. You are about to try and sense the oil when a loud crash knocks you out of focus, then an explosion. You try and blast the human creation engaging Burza with shard of ice.

Amina: d29(+3(water magic)+2(Create water)+1(intelligence)+2(Level 3)+3(Armor bonuses)-2(Unlucky)
Human robot 1: (+3(Training)+4(Strength)-4(Impedance))

Amina's roll: 5
Human Robot's roll: 4(Lol, music I was listening to got really epic just I was rolling these( E.S Posthumus, end of the song Niveneh if you are wondering(If you like that, listen to Lepcis Magna by the same band, that one is really good)))

Damage Roll: Ice Shard (1d12) = 7

Water Magic Level up!(Lv 5)

Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +4(Lv 5),Create water +2(lv 3)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water,+1(Lv 2)
Total bonuses: Level 3(+2),

Health 13/17


Inventory:




Burza (AerynPierre)


Minor: Make a quick scan to see what our other opponents are doing.
Major: Continue to focus on my opponent, slowly backing away and blasting it with Lightning magic.

Roll: ( 1 )

Your quickly look around to the other opponents in time to see the monstrosity crumple to the ground and the other robot explode in a cloud of splinters of wood and shards of metal. Glad to see that there is only one left, you are also eager to finish this one off, not wanting to appear as the weakest of your group. You channel your lightning magic forth and let it loose towards the robot.

Burza: d26 (+4(Lightning Magic)+2(Intelligence)+1(Level 2)+2(Metal creation)-3(Unlucky))
Human Robot 1: d23 (+3(Training)+4(Strength)-4(Impedance))

Burza's roll:12
Human robot's roll: 3

Damage Roll: Lightning blast(3d6)=3,3,3 = 9

To your dismay, the creation is still standing after the blast you let forth, though its mechanical limbs are twitching from the electric current forced into it.


Effects: Water Shield(+4)
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2) , Melee training,+1 (lv 1)
Total bonuses: Level 2(+1)
Health 9/15


Inventory:




Rulyon Fletcher(Rulyon)

Shoot another explosive arrow at the Monstrosity.

Roll ( 8 )

You draw another explosive arrow forth from your quiver to loose at the monstrosity just as Ash joins the fight at the creations feet. You hold back, not that you don't trust your own aim, more of the fact that the erratic motions that Ragnar and Ash are moving in might by chance catch a low flying arrow. Then the creations crumples to the ground to the force of Ash's flail. Turning your attention to another threat, you see that one of the human-like robots with a warhammer has come dangerously close to Aenkidu.

Rulyon Fletcher: d32 (+4(Ranged training)+3(Dexterity)+1(Level 2)+ 4(Lucky)
Human Robot 2: d23 (+3(Training)+4(Strength)-4(Impedance))

Rulyon's roll: 30
Human Robots roll: 12

Damage roll: Rulyon's bow(1d9,x3)= 8(+5)= 13

The arrow collides with the creations chest and rips the creation apart in a fiery explosion, sending splinters of wood and shards of metal flying, though you notice with relief that the debris didn't hit Aenkidu.


Effects: Water Shield (+5)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Since it worked, shoot at Human Robot again.

Roll ( 7 )

You can barely keep track of the events as the monstrosity falls to Ash's flail and the warhammer wielding creation in front of you explodes into bits. Regaining your composure, you focus on the Robot that Burza fights, noting with pleasure that it is the last one standing.

Aenkidu: d29(+3(Training)+2(Dexterity)+1(level2)+3(Lucky)
Human Robot 1: d23 (+3(training)+4(Strength)-4(Impedance))

Aenkidu's roll:17
Human robot's roll:6

Damage Roll: Goblin Longbow(1d8,x1)= 3


Effects:Water Shield(+5 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 12/15

Inventory:




Ash Jiervan

Minor : Engage the Monstrosity.
Major : Attack with flail.

Roll( 2 )

The impedance was working, and the fight had truly begun. Gripping your flail, you rush forward to join Ragnar in his fight against the monstrosity, recognizing the need to take down the largest threat.

"Glad you could make it, Goldeneyes" Ragnar grunts as you run up to join him, just after he narrowly evaded a swing from the monstrosity's blade. "Go in from the right, we'll try and split his attention."

Ash Jiervan: d27 (+5(Melee training) +2(Level 3)+2(Strength)-2(Unlucky)
Monstrosity: d15 (+5(Strength)+2(Training)-4(Impedance)-8(Your Armor))

Ash's roll:21
Monstrosity's roll:14

Damage Roll: Flail(3d5,x2) = 5(x2),5(x2),3=23


You nod and slam your flail into the right leg of the monstrosity. Wood shatters and the metal underneath is viciously bent by your swing, clearly having hit well at a weak point. You swing the flail around and come in with another smashing blow from the other side of the creations right leg, and this time it breaks under the weight of your attack. The monstrosity loses its balance and comes crashing down, where you smash the box that is its chest with a final swing.

Ragnar stares silently at the mess for a moment before nodding. " Good swings, but that last one could do with some improvement." he says, before moving off to engage one of the humanlike robots.

You laugh lightly in spite of the scene around you, He was impressed, just couldn't bring himself to say it.

Strength level up(3)

Water Shield(+5)
Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +3(Lv3),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1

Health: 12/17

Inventory:

Game events

The last creation crashes to the ground and for a brief moment an eerie silence comes over the room, quickly shattered by the cackle of a goblin. You all turn your heads up to the balcony, seeing the goblin inventor scurry out of where he had been hiding and pull down another lever.
The goblin turns to run away and meets Nezak's sword as he climbs down off the ladder the goblin had come down from. "Up the ladder, hurry!" he yells out to all of you, pointing with his sword to a ladder that blends in fairly well against the far wall leading up to the platform he is on.
Just as everyone begins to move a barrel explodes off to the side, followed by another. The rooms containers begin to explode all over the place. Everyone reaches the ladder in short order and hurries up it, with Ragnar last in line. As he sets his foot on the lowest rung, a crate beside the ladder explodes, blasting him away. Landing near another box, this one explodes and sends him flying into one of the pits of oil. It happened so fast that you all just stood there for a moment until the beams on the roof began to fall loose.
Everyone hurries up the ladder and comes up into a small metal room with many tunnels leading in different directions.
"What we want is up here," Nezak says, forcing open a hatch above him that no one else had noticed in the dim light. He removed the lock and sunlight flooded in and everyone else shrank back, covering their eyes

"Finally, after what seems like so long, we have found the way out." Ash says, grabbing the handholds to the sides of the hatch and pulling himself up. He turned around and helped the others climb out, emerging in a sunlit grove. "We have lost so many to that goblin warren, Ragnar, Voltir, and Raspin." Ash says with a sigh. Then he turns to Nezak. "I assume you did not find them then, and on that note, how in the world did you get behind us like that?"

"The cage was empty when I got there, alas. Not a sign of where they had gone, even my immense skills had not a clue." he said. " As to how, I found quite a network of shafts that cross over the entirety of the warren."

"How did you not notice on the way in?" Ash yelled, gripping Nezaks shoulders and shaking him "Lives could have been saved."

"Blame me not, no one asked, no one wondered, no one noticed. Not my problem that you weren't paying attention." He said, finishing with a shrill laugh.

Ash looked as if he was about to punch him, but the sound of rustling had him spin around.

Eight small figures emerged from the bushes, heavily armed gnomes, and Ash groaned.

"Come no closer." he called out to the gnomes. "We have no wish to fight you."

A leader among the gnome troop stepped forward. " You inspire many questions human, what, for instance is a human doing climbing out of a goblin warren?"

"We had to cross a river, but the bridge was out. Our guide led us into the warren as we tried to pass under the river. The goblins base is mostly empty now"

"You must be talented warriors indeed, to have come so far, through so many. If you do not mind, we will check the validity of your tale." the gnome said, sending one of his soldiers into the hatch. The gnomes stood still, watching the group cautiously until the soldier soon came back up.

"It is true, from what I could see. A workshop is in ruins, and it is all fresh." said the soldier.

"You have earned our respect, warriors. The goblins are our ancient enemy and you have just destroyed one of their main lairs. We will escort you out of here. All but the largest of goblin forces here would not attack such a large group as all of us." said the leader.

"Thank you for your offer," Rulyon said. "We would gladly be guided out of this place."


The sun was setting as the group left the forest, and the gnome escort behind. Setting up a camp quickly, you watch the sun slowly dipping below the horizon.

"Finally, a rest under the stars." Aenkidu said with a smile. "It has been so long."


You are in camp for one turn before moving on, do what you will.


Allies:
Nezak

Health 17/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)


Enemies:
Goblin Inventor:

Goblin Robot 1 (Dead):
Goblin Robot 2 (Dead):
Goblin Robot 3 (Dead) :
Human Robot 1:
Human Robot 2:
Explosive Creation 1 (Dead):
Explosive Creation 2 (Dead):
Explosive Creation 3 (Dead):
Goblin Monstrosity:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:13 am

Roll #61

Amina(Malregima)

minor: "Hey Nezak! Glad to see you in one piece, as usual." Amina said with a smile. "I swear, sometimes you have more than 9 lives to spare. What's your trick?"
major: Heal anyone who is injured (probably Burza since he's like 9/15)

Roll: ( 1 )

Finally having time to rest, you walk over to Nezak, surprised and pleased at having run into him again. "Hey Nezak! Glad to see you in one piece, as usual." You say with a smile.

Nezak lets out a chuckle and smiles. " Its good to see you too."

"I swear, sometimes you have more than 9 lives to spare. What's your trick?" you ask.

Nezak simply taps his head. "The mind is a powerful tool, use it."

You turn away and notice Burza shuffling towards the firepit that Rulyon was marking , and then see him slump down to the ground. "Burza, I might be able to help with those injuries." you say, walking over to him.

"Be my guest," he says, pointing out his main wounds.

Amina: d27 (+4(Water Magic)+2(Create Water)+1(Healing water)+1(Intelligence)+2(Level 3)-3(Unlucky))
Burza: d24(+4( Healing magic level 2))

Amina's Roll: 25
Burza's Roll: 11

You conjure some water in front of you and gently lay it over Burza's wounds, imbue it with healing powers as you do so. The wounds touched glow lightly.

Healing Roll: 1d10: 4

His major wounds heal over fairly well, and the minor cuts and bruises are completely fixed.

Burza looks in minor surprise at his wounds. "Havn't been healed before. Expected it to be a little different." He gets up and stretches, muttering thanks while he walks a small ways away from the camp to practice with his axe.

Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +4(Lv 5),Create water +2(lv 3)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water,+1(Lv 2)
Total bonuses: Level 3(+2),

Health 13/17


Inventory:




Burza (AerynPierre)


If Amina fails to heal me...attempt to heal myself.


If Amina succeeds in healing me...move off and practice with the axe, hoping to build up a little extra strength without sacrificing speed.

Roll: ( 4 )

You shuffle towards the firepit that Rulyon marked , and then slump down to the ground.

"Burza, I might be able to help with those injuries." The dragon-girl says, walking over to you.

"Be my guest," You say, pointing out your main wounds, and not really expecting anything to come of it. She creates water right in front of her and lays it down on top of your injuries. You are surprised to see that most of them have healed over. "Havn't been healed before. Expected it to be a little different." you get up and stretch, muttering thanks while you walk a small ways away from the camp to practice with your axe.

Burza: d22(+1(Melee Training)+1(Level 2))
Practice: d22(+2(Training Level 1))

Burza's roll: 13
Practice roll: 21

You swing around the axe for a while, and don't really feel like you got anywhere with the practice, except getting a little more used to the weapon.


Effects: Water Shield(+4)
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2) , Melee training,+1 (lv 1)
Total bonuses: Level 2(+1)
Health 13/15


Inventory:




Rulyon Fletcher(Rulyon)

Create a campfire pit, find tinder, and practice my fire magic by igniting the wood and then banishing the flame in cycles.

Roll ( 6 )

Noting the shape that the camp is beginning to take as your group settles down, you find the center area and quickly run back into the forest, looking for pieces of dry tinder. You manage to fill up your arms fairly well before the wood starts to tumble whenever you add more on, and you decide its time to head back. You drop the firewood in the pit and sit fairly close, preparing to channel your fire magic into constantly relighting and putting out the flames.

Rulyon: d26 (+1(Fire magic)+1(Level 2)+2(Intelligence)+2(Lucky))
Training: d24(Fire magic level 2)

Rulyon's roll: 1
Training roll: 15

You light the firewood with a quick blast, bathing the camp in the glow of a firepit just as the darkness is setting in. Then you force the flames away, to which Burza yells at you.

"Oy, keep that fire lit! Im swingin' an axe here!"

"I'm practicing with my fire magic, not making a campfire!" you shout back to where Burza's voice came from.

"Bugger all that! Practice it by keeping the fire lit!" Burza rebukes.

You turn back to the fire and light it up once more, now feeling too tired to get in anymore of the actual practice from the fire as the events of the day catch up with you.


Effects: Water Shield (+5)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

Heal Ash.

Roll ( 5 )

Looking around, you notice Ash's wounds, which your eyes must have passed over since he seemed as if he was just as healthy as the rest of you.

"Ash, do you want me to take a look at those wounds of yours?"

"If you can, that would be nice. I could perhaps practice on you afterwards, I've been trying to learn healing for some time now."

You lay your hands down over his wounds and knit them together in your mind, envisioning them closing shut and leaving not a scar.

Aenkidu: d25(+1(Healing magic)+1(Level 2)+2(Elven staff)+1(Lucky)
Practice: d24(+4(Healing magic level 2))

Aenkidu's roll: 11
Practice roll: 7

Healing Roll: 1d10: 10

Your healing works perfectly, you used it just the way you were taught and fixed all of Ash's wounds.

"Thank you" Ash says, "Now I will try it on you."

"Are you sure you know how to do it?" You ask, admittedly nervous.

"Of course, I just watched you do it. Now sit still."

You watch your wounds shut after Ash lays his hand on your arm. Waiting for it to finish, you shriek and watch Ash's eyes fly open, looking wide eyes at you. You burst out laughing.

"You should have seen your face! Oh, that was priceless."

Ash scowls at you.

"Don't be like that, you did great." She says reassuringly.


Effects:Water Shield(+5 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

Major : Try to learn healing magic. For the whateverth time.
Minor : Rest.

Roll( 8 )

"Ash, do you want me to take a look at those wounds of yours?" says Aenkidu, walking over to where you stood.

"If you can, that would be nice. I could perhaps practice on you afterwards, i've been trying to learn healing for some time now."

She lays her hands down over your wounds, and you watch as the skin knits shut around even your minor cuts.

"Thank you" You say, "Now I will try it on you."

"Are you sure you know how to do it?" Aenkidu asks, sounding nervous.

"Of course, I just watched you do it. Now sit still." you say, closing your eyes like she did, you imagine just as you saw with your wounds happening to hers.

Ash Jiervan: d25 (+1(Intelligence)+4(Lucky))
Learning Skill: d20

Ash's roll: 25
Learning roll: 20

Healing Roll: 1d5 : 5

You hear Aenkidu shriek and open your eyes, panicking at what has gone wrong, but then she erupts with laughter.

"You should have seen your face! Oh, that was priceless."

You scowl at her for making you worry so much.

"Don't be like that, you did great." She says reassuringly.


Skill Learned: Healing Magic (lv 1)

Water Shield(+5)
Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +3(Lv3),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1, Healing magic(lv 1)

Health: 12/17

Inventory:

Game events
You all settle down after a time and the fire gradually dies out. Waking in the morning under the sun is a blissful experience after what seems like so long spent under ground. Judging north from the sun, Ash leads on after you all break camp. Not long after setting out across the green grasslands do you come up a stone road, which you follow for a few hours at least. Coming upon a road with a sign planted firmly along the side, the group stops moving to decide on the location to head.

"Eovim, or Anhillion. Eovim is closer, but I recall the king saying that they wound not fight together. It seems we are forced to pick one, but what are the differences?"

Nezaks lets out a laugh. "You do not know? Did none of you learn anything about a country outside of your own? Eovim and Anhillion's people have feuded since before our people settled and built towns in this land. The start of the feud is all speculative, it could have started with something as simple as the theiving of a cow, but I do know that they have fought each other for so long that they will never fight together."

Ash stared at Nezak. "How do you know all this?"

"Education, of course. The nobility is often taught such things. You wanted to know the difference between them? I know. Military and Technology."

"How 'bout you explain that?" asks Burza

" Eovim has the greater technology, I have heard that they recently created a weapon called a hand cannon, though I have not seen it myself. It is apparently a smaller version of their full-szed cannon, which can tear down walls with ease. Anhillion was created through three tribes joining together, and they have a larger army than Eovim. Thus, it falls down to more manpower or better equipment, Military and technology."

"A vote then? On where we should go?" says Rulyon

"Aye." replies Burza with a nod

Vote on going to either Eovim or Anhillion, you cannot go to both.


Allies:


Nezak

Health 17/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Thu Mar 08, 2012 2:14 am

Player Vote

Amina(Malregima)

minor: "Eovim sounds interesting. Never heard of hand cannons before."
Major: either rest or meditate.

Roll: ( - )


Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +4(Lv 5),Create water +2(lv 3)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water,+1(Lv 2)
Total bonuses: Level 3(+2),

Health 13/17


Inventory:




Burza (AerynPierre)
"As appealing as this hand cannon sounds, I vote for Anhillion. It would seem to me that numbers would be better...perhaps a distraction to enable us to do some work in secret. And I dont think those hand cannons will be of limited use." Smirks upon hearing Aenkidus comment, "Not like we need one to make things go boom anyways apparently.

Major: Move away from the group and practice some more with my axe.

Roll: ( - )

Effects: Water Shield(+4)
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2) , Melee training,+1 (lv 1)
Total bonuses: Level 2(+1)
Health 13/15


Inventory:




Rulyon Fletcher(Rulyon)

"I vote for Anhillon as well. Hand cannon sounds great, but we're facing an invading army, and that requires manpower to fight. Hand cannons may be impressive and useful if WE were the invaders, but on the defensive I think it would be more of a liability. With hand cannons we'd have fewer men, and each loss would represent a greater percentage of our fighting capacity than if we had a larger army. With the larger army we could shrug off a loss here and there more easily."

Roll ( - )


Effects: Water Shield (+5)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:




Aenkidu(Shinobody)

"Hand... cannon? Surely traditional military, possibly with aid of magic is superior to technology.
*thinks for a second*
Actually, as we just proved down there. *giggles, then more serious* I vote for Anhillon."

Roll ( - )

Effects:Water Shield(+5 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:




Ash Jiervan

“And the things'll pro'ly explode whenever we least want 'em to. I say Anhillon.”

Roll( - )

Water Shield(+5)
Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +3(Lv3),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1, Healing magic(lv 1)

Health: 12/17

Inventory:

Game events

"Hand... cannon? Surely traditional military, possibly with aid of magic is superior to technology." says Aenkidu, pausing for a moment to consider. "Actually, as we just proved down there." She says with a laugh, then resumes her previous tone. " I vote for Anhillon."

Burza smirks at your comment, "Not like we need one to make things go boom anyways apparently."

"Eovim sounds interesting. Never heard of hand cannons before," says Amina. "They could be useful, there has to be a reason why they have not beaten each other in all this time."

Burza shakes his head, "As appealing as this hand cannon sounds, I vote for Anhillion. It would seem to me that numbers would be better...perhaps a distraction to enable us to do some work in secret. And I dont think those hand cannons will be of limited use."

"I really don't think that it is just the hand cannons that are to thanks for Eovim's success, Nezak said they are fairly new. There must be other technology they had to survive against Anhillions larger army." Amina argues, trying to push her point.

"I vote for Anhillon as well. Hand cannon sounds great, but we're facing an invading army, and that requires manpower to fight. Hand cannons may be impressive and useful if WE were the invaders, but on the defensive I think it would be more of a liability. With hand cannons we'd have fewer men, and each loss would represent a greater percentage of our fighting capacity than if we had a larger army. With the larger army we could shrug off a loss here and there more easily." says Rulyon.

"You speak so casually of death Rulyon, but you have not seen what I have. An army I had fought with for years, and nearly all its people gone in under an hour. Then I had to live to see the few who remained to journey with me slowly die or disappear." Ash says with a haunted look to his face. "Nonetheless, an army is necessary in war, a larger one even more so." He pauses. “And the things'll pro'ly explode whenever we least want 'em to. I say Anhillon.”

Amina sighs and leans against against the pillar, closing her eyes.

Burza walks away from the road and begins swinging his axe around.

"Burza!" Yells Rulyon, "We aren't stopping here."

Shrugging, he walks back towards the group. "Alright, Off too Anhillion then."


The group walks for the rest of the day , setting up their camp when the sun begins to set, and not bothering to practice anything, tired as they are from the journey.

Waking up early in the morning, in short order the group comes upon a merchants caravan. Walking up to the caravan, a large man, dabs a cloth on his wet brow and turns to you. "Ah, good people, our back wheel snapped yesterday and we have been trying to remove it and place on a spare since then. Perhaps you could help us?" he says waving his hand over to where another man was bent over the wheel, lending to the idea that this man had been doing most of the "trying".

"S'pose so" says Burza, walking up to the other man and pulling him away from the wheel. "Let me have a look." he trys to simply turn the wheel but it won't budge. "Its jammed, it'll have t' come off." he says, hefting his axe."

"Ah! Don't break it!" that fat man shrieks as his axe descends and busts through the hard wood, managing to stop just short of the wood that the wheel wraps around.

The Burza yanks on the wheel again and it comes off, sending the wagon tipping to one side. Burza shakes his head. "You didn't think to hold it up with anything?" he says over the clatter of items from within. Quickly forcing the wheel on, Burza steps away and the fat man runs inside to check on his wares.

Shortly afterwards, he steps out. "Thank you for your help, perhaps you would like to peruse my wares before we continue on? I will give a discount on my already low prices!"

Nezak splits his coin among Burza, Rulyon and Shinobody, for they are without money.


Merchant:
Buys items for half their price, and sells basic armor

Light Armor Cuirass(Lbs) Greaves(Lbs) Boots(lbs)Gloves(Lbs) Helmet(lbs) Cost(each piece)
Leather +1 5 4 2 2 2 10g
Studded Leather +2 6 5 3 3 3 25g
Chainmail +3 7 6 4 4 4100g
Medium
Iron armor +2 7 6 4 4 4 15g
Scalemail +3 8 7 5 5 5 50g

Enchantment tablets are available to be bought, and then used on an item of your choice by the Merchants companion

Items in this table are of a limited quantity(Unlabeled means only one)
Item Cost Weight
Barrel of water Free refills! Unbuyable
Fire Enchantment Tablet (+1 fire damage)(Two in stock) 40 1
Cold Enchantment Tablet (+1 cold damage)(Two in stock) 40 1
Electric Enchantment Tablet (+1 electric damage)(Two in stock) 40 1
Earthen Enchantment Tablet (+1 defense)(Six in stock) 30 1
Studded hard leather body (+3) 50 6
Wicked Nasty Dagger(1d6, x3(Bleeding for three turns on successful hit) 80 2
Spellweaver's Robe( +4 to magic, Only able to use magic) 50 4
Nearly Ornate Steel Helmet(+3, Slots for horns on the sides of the helmet) 30 5

Allies:

Nezak

Health 17/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)


Last edited by Bigkahuna on Tue Mar 20, 2012 8:28 pm; edited 3 times in total
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Fri Mar 09, 2012 4:57 pm

Roll #62


Amina(Malregima)

minor: "Well... that's really convenient that we met up with merchant.Pity I can't buy earth tablet to increase my armor defense."
major: sell my leather boot and glove
buy 1 Spellweaver's Robe & 1cold tablet

Roll: ( - )

"Well... that's really convenient that we met up with merchant.Pity I can't buy earth tablet to increase my armor defense." you say to Nezak.

"If you wanted more money, you should have asked me before I gave it away" he replies. "I don't need anything more than what I already have, that metal just weighs me down."

"That metal? Geez Nezak, even a rich man would eagerly accept the coins you just handed out. Only you could care less about money."

You walk up to the merchant show him your leather gloves and boots, "How much canb you give me for these?"

The merchants face twists in consideration. "They are a bit worn, but I suppose I can sell them. I'll give you ten coins for the both of them."

"Deal, now let's talk about that robe you have there."

"Ah, you have a good eye, that is a rare find. The robe will greatly increase the extent of your magical abilities, at the meager cost of being forced to only use magic. Fifty coins is all I ask."

"I'll take that, and one of those cold enchantment tablets."

You hand the merchant ninety coins and head over to his companion. "Im not sure what to use this on yet, could you show me how to apply it."

"Of course, it's fairly simple as long as you have some magical aptitude" the man replies.


Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +4(Lv 5),Create water +2(lv 3)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water,+1(Lv 2)
Total bonuses: Level 3(+2),

Health 13/17


Inventory:

Burza (AerynPierre)
Purchase Studded Leather cuirass and greaves. Examine Wicked Nasty Dagger, disappointed at lack of funds.

Roll: ( - )
You walk up and immediately notice a dagger. "How much do you want for that dagger?" you ask, unable to keep your eyes off it.
"This is a fine creation, and the lowest I can go for you with this is eighty coins."
Your mouth drops open at the price and you lower your head in sadness. " I s'pose i'll take some studded leather then, the cuirass and greaves." You empty much of your coinpurse and give it to the merchant.
As you walk away you glance back at the dagger.
Effects: Water Shield(+4)
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2) , Melee training,+1 (lv 1)
Total bonuses: Level 2(+1)
Health 13/15


Inventory:


Rulyon Fletcher(Rulyon)

Buy a fire enchantment table to be applied to my bow, a leather cuirass, and leather greeves. Put on the armor after getting the fire enchantment added to my bow.

Roll ( - )

"Those enchantment tablets look useful, How much is the fire one?" you ask after Aenkidu buys her armor.

"The fire tablet is forty coins, when you buy it head over to my companion, he knows how to apply them."

"I'll take it, along with a leather cuirass and greaves"

The merchant gleefully accepts your coins and points you over to his companion.

You walk over to him and show the tablet. "I hear you can use this on my bow"

"Of course." the man says, holding the ablet in one hand and the bow in another, he then closes his eyes and the runes on the tablet fade away, giving your bow a faintly red glow.


Effects: Water Shield (+5)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +1(Lv 2), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:

Aenkidu(Shinobody)

Thank Nezak for his apparent act of kindness.
"Ah, it's awfully nice of you! It's good to see such good natured person in this brutal world."
Buy Studded Hard Leather Cuirass (this cool armor for fifty gp) and Leather Boots, put them on.

Roll ( - )

Nezak takes out his coinpurse and splits it among you, Burza and Rulyon. Apparently he doesn't need money, which seems ridiculous, but why else would he give it to you?

"Ah, it's awfully nice of you! It's good to see such good natured person in this brutal world." you say in thanks to Nezak.

Nezak simply smiles, with the grin staying on his face even as you begin to walk away. You let out a light laugh and turn around, moving to peruse the merchants wares. You see a particularly nice piece of armor on display and inquire about its price. "How much is that armor, merchant?"

"Oh this fine piece is truly a great deal, for you I ask a mere fifty coins."

You are surprised at the price, expecting it to be above the amount Nezak gave to you. "I'll take it, and may I ask what those leather boots are as well?"

"All the regular leather is only ten gold apiece." The man says with a smile.

You empty the pouch and put back three coins, handing the merchant the rest. He eagerlly accepts the coin, and you eagerly take the armor and try it on.


Effects:Water Shield(+5 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:

Ash Jiervan

Minor : Briefly peruse the merchant's wares, but don't buy anything.
Major : Practice healing magic on myself.

Roll( 6 )

You glance over the merchants wares and see what he has to offer, you notice some enchantment tablets and find that interesting, but otherwise not much seems of use to you. You wander away from the group and try to practice healing magic to fix your wounds. Nezak sees you practicing and decides to follow suit with his earth magic, the sound distracting you away from completely focusing.

Ash: d23(+1(Intelligence)+2(Lucky)
Healing Training: d22(+2(Healing Magic level 1))

Ash's roll:7
Practice roll: 21

You attempt the healing of your wounds, but don't end up having any success.


Water Shield(+5)
Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +3(Lv3),Repair-Weapons (Lv 1), Improve weapons(lv 1),Intelligence +1(Lv 1), Constitution lv 1, health +1, Healing magic(lv 1)

Health: 12/17

Inventory:

Game events

You all finish up with buying items and continue on your way to Anhillion. Arriving later in the day, the city does not win anything for creativity or opulence. Plain stone walls and a gate surround it, with a large stone fortress that can be seen in the center, with houses filling the large space between the gate and the fort.

" This city is really plain compared to Camtaer." Ash says, mainly speaking to Amina and Nezak. " We should probably head to that fort and seek and audience."

Heading up the main street, the walk seemed even longer than it already was because you could see the fortress as soon as you entered. When you finally reached the gates, the guardsmen crossed their spears to block you entry. "What business do you have here?" the guard on the left asks.

"I am the last soldier of the Akadan army, and I have come to ask your leader to join the war effort against Daedalia." Ash says, looking for a reaction.

It has the desired effect on the guards as the man who spoke lifted up his spear. "Wait here." he said, turning away and walking into the fortress.

The other guard shifted nervously as the door closed behind the guard that left. "I suppose you can use our training facilities while you wait, they are in that field." the man said, pointing inside the gate. "Finest in the world," he said proudly "All of you are sure to learn something there."


Allies:

Nezak

Health 17/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Bigkahuna Sat Mar 17, 2012 9:37 pm

Roll #63

Amina(Malregima)

minor: thank the guard and apply cold tablet on my staff
major: practice lvling up shield water.
Roll: ( - )

"Thank you. " you say to the guard, following Ash's example as you walk by. Seeing the training facilities, you find it overwhelming and stay off to the edge, applying your cold enchantment tablet to your staff, just the way shown to you. As the writing on the tablets fades, your staff feels colder, as if you can sense waves of the bitter chill flowing off. You smile at your success and decide to again practice your water shield. As you begin, an older man walks up to you, his robe whisking as he moves up to you.

You look up and see him examining the floating shield around you, the brown and gray of his hair blurring as the shield floats by.

"An interesting spell you have created, draconian. Though it can be much better practiced in these facilities than sitting on the grass as you are now."

"How?" you ask quietly.

The man laughs, "And a shy one as well, what a rare find you are!" he exclaims. You see those targets over there?" the man asks, waiting for a response.

"The archery targets?" you ask.

"Not just archery, anything from a range in fact. I can help you with that."

"Why?" you ask. "It might be nice, but why are you helping me?"

"I spoke to a guardsman on the way out here, and it seems we may be fighting together soon. I have mastered my art, thus I can help an ally to improve her skills. Past those obvious reasons, however, you are a young prodigy, and to help you along would be my pleasure."

You head over to a target which no one is using and set up a powerful water shield around it, then back away.

"I'll start with a simple one!" the mage calls out from his position about ten meters away. He conjures a small fireball towards the target, and just before the shield would block it, the ball darts to the side to slam into the target, but the shield swiftly moved to block it. The mage then creates a ball of both water and fire, somehow joined together without reaction. This one flies forward in a similar way, but splits into two, one of which slips past and crashes into the target, with only the fireball blocked. The mage walks over to you. "You are going to need to help your shield, one of the first rules of magic, keep a grip on your spell. If you have control over it, you can move it wherever you want. Try splitting the shield. Now, before I attack it again."

You mentally grip the shield and will it to split in two, then move them to opposite sides of the target.

"Good." The mage says, "Now try that against an attack." He moves back to position and lets loose the same attack as before.

Just as the ball splits, you split your shield and move to intercept both attacks on separate sides. When those are about to collide, the separate balls split again. You notice the split just as it happens, once more splitting your shield.

"Great work!" the mage shouts. "Now, I want you to put all the power you can into that shield and join it at the front."

You call upon a torrent of water, enough to spread across the entirety of the target, and concentrate it on the front. Then the mage unleashes a horizontal pillar of fire, as wide as your shield as sends it roiling forth.

The fire collides with your shield straight on, and you can feel the water about to rip apart. You think about conjuring more water, but you know that you can't let go of your shield. Instead you try and hold it tight, using your will to keep a tight grip and refuse to let it fall apart. You feel your resolve weakening, then shield falling apart, and just as it you cannot hold on any longer the fire stops. You feel more tired than you had in ages, perhaps ever, and fall to the ground to lay on the grass.

"Fantastic, truly. To defend against that attack for as long as you did. I look forward to seeing what you can do when you truly master your skill with water.

"So...tired." you whisper.

"Oh, don't worry, you have done more than enough for today. Now, I have other business to attend, It was very nice to meet you, draconian.


Water magic level up!(Level 6)

Effects: Water Shield(+7), Focused on attacking(+1 when attacking,-1 when defending)
Skills:Water magic +5(Lv 6),Create water +2(lv 3)Melee training +3(Lv 3)Dexterity+2 (lv2)Intelligence +1(Lv 1),Healing Water,+1(Lv 2)
Total bonuses: Level 3(+2),

Health 13/17


Inventory:

Burza (AerynPierre)

Minor: Thank the guard and ask about a weapons shop or armory. If one is provided...move over to it and inquire as to what I can get for the axe that I looted from the battle.

Roll: ( - )

"Thanks." you say, walking past the guard into the training area. You head over to the smithy and wlak up to a man leaning against one of the pillars. "Be there a shop around here? I'd like to go about selling this axe." you say, showing the man the weapon.

"No. Shops are in the market district." he says, examining the axe. "This is a curious creation, that style could be improved, keeping the basic form. Make a powerful weapon, it won't chance to do a great hit, but it'll be strong. Make it fit for a human, too" the man mutters under his breath. He stands up straight."Where did you get this?"

"A goblin grotto, I thought a melee weapon would be useful at the time."

"I'll buy it. What do you want for it?"

Well, I don't know. Whats an axe worth? you think to yourself. "Twenty coins?" you say, hoping he won't yell about a high price.

"Twenty? Gods man, I can give you sixty for it."

"I think that's good, but I want to think about it first." you say, walking off and watching the people fighting wooden automatons. Examining some of the most skilled warriors was teaches you some fantastic things about melee combat, and after turning away you feel like you could take on the world with what you learned.

Melee training level up!(Lv 2)

Effects: Water Shield(+4)
Skills: Lightning Magic(Level 4), Dexterity (Level 3), Healing Magic(Level 3),Intelligence(Level 2) , Melee training,+2 (lv 2)
Total bonuses: Level 2(+1)
Health 13/15


Inventory:


Rulyon Fletcher(Rulyon)

Acquire some training arrows, then find a place where I can safely practice more magic without endangering anybody. Once I find such a spot, practice my fire magic by shooting arrows and attempting to ignite them with my magic mid-flight.
Roll ( - )

Your eyes are immediately drawn to the targets, where archers and even a few mages are practicing their art. You step over to an empty spot and happily take some arrows from the barrel beside you. You draw back your bow and ready your fire magic, letting the arrow loose, you try to ignite it while it flies, but you miss and the arrow doesn't even land in the inner ring. You bite your lip in frustration.

"Aim in front of the arrow, not at it." you hear from beside you.

You look over and see another archer watching you.

"Come now, you can't think you're the only one with that idea. I prefer air myself." he says, taking an arrow and sending it towards his target. You faintly notice a blade of air forming directly in front of his arrowhead, and the weapon actually passes through the thick target to land it the grass behind. "It's great when your enemies are all in a line." he says with a laugh.

You smile your lop sided smile and take his advice, this time with the fire forming in front of the arrow as it flies, passing through and lighting up. The arrow hits the target and the cloth around the arrow begins to burn, but then winks out.

"They are ready for that, some cloth that is fairly resistant to fire apparently. The only problem with that fire arrow trick is that you can't reuse those arrows."

You feel guilty for a moment, but the archer reassures you that they have a lot of arrows.

You let quite a few more fly before stopping to rest, and feel that your fire magic has greatly improved from before.

Fire magic level up!(Lv 3)

Effects: Water Shield (+5)
Skills: Ranged weapon training, +4(Lv4), Dexterity +3(Lv 3),Intelligence, +2(Lv 2), Fire Magic +2(Lv 3), Level 2(+1)
Total Bonuses:+7 to ranged attacks, +2 to magic attacks, +1 to fire magic.

Health: 15/15

Inventory:

Aenkidu(Shinobody)

Sit in a quiet corner, relax, meditate.
Inside my head, try to find spot in my mind I usually use for manipulating various liquids...
But rather than moving and transforming, try to practice ... creating ... some water this time.

Roll ( - )

Walking into the training grounds, you recall your empty water pouch and decide that now is a great time to learn the creation of water. You begin to walk over to Amina, meaning to ask her how to go about creating water, when an older man walks up to her and they head over to the target area. You try to focus, but find it far too loud, with the magic, the whizzing of arrows, crashing of hammers and the clatter of wooden weapons. You decide to move, and head across the path to a courtyard, with he fountains sounds overpowering the sounds from the training area. In this place of great serenity, you sit down near the fountain on the cobbles and focus. You let the sounds of water guide your mind away, and you envision empty space, filling with water, forming an orb, floating, suspended. You open your eyes and see the object of your mind in front of you, and in your excitement lose your grip on the magic. The orb flows down to the ground and soaks you with water, plastering your hair to your face, you try and blow a loose strand out of your eyes and notice the man that Amina was talking with coming over. You look at the sky and notice that it is darker than when you started. Oh my, I've been here for quite a while longer than I thought."

"Now you look like you could use some advice. " the man says with a smile. "Don't worry, it will be quick, I have somewhere to be after all." The man sits down beside you, just outside of the puddle of water around you. "You have learned the hardest part, the actual physical creation, the next step comes with learning to translate that creation immediately to control. Letting it sit is not something you want to do, and your grip will weaken over time and soon fall out like what you just experienced. I want you to fill that empty pouch at your side, channel the water as soon as you hold it."

You look up at the sun and the man laughs.

"Don't worry, now that you have done it once, you can create it much faster."

You repeat what you had done before, opening your eyes as soon as you feel the water in your grip. Extending your control over the water's movement, you force it into a thin stream, heading down to the unstoppered water skin at your belt.

"Good work." The man says. "I believe I will see you again soon, good luck with continuing your practice."

The man walks away and you stand up, getting out of the puddle and sitting on one of the stone benches.


Create water learned!(Lv 1)
Create water level up!(Lv 2)


Effects:Water Shield(+5 to defense)
Skills: Liquid Manipulation,+3(Lv 4), Ranged Training,+3(Lv 3),Healing Magic, +1(Lv 2), Dexterity, +2(Lv 2),Level 2(+1), Create water, +1(lv2)
Total Bonuses: +5 to ranged attacks, +3 Liquid Manipulation,+1 to healing magic.
Health: 15/15

Inventory:

Ash Jiervan

Minor : Thank the guard, then go to the training facilities and...
Major : ...practice Improve Weapons on my flail
Roll( 6 )

"Thank you, Guardsman." You say as you walk to the training area that he pointed out.

"Impressive," you say as you examine the facilities. There are rings of dummys, and rows of targets, with moving versions of the same as well. But what catches your eye most are the soldiers who are fighting animated wooden warriors. Your mouth drops open as you see the wooden fighters block with their shields, lunging and slashing with their wooden swords. "How the..."

"You must be new here, " a voice from behind you says. "Everyone who sees those have the same look on their face."

You turn around and see that the man is not a soldier, at least not one of Anhillion. "How do they work?"

"Only the mages who made them know, but it's mostly because of these that people come from across the world to train here." The man stepped towards one and opened with a powerful slash, which the automaton blocked with its sword and then slammed its shield into the man, sending him falling to the ground.

You raise an eyebrow at the automatons skill. "If they fight like that, why not have an army of automatons?"

The man gets up and replies, pausing to spit a bit of blood. "You can't really order these things around, they stand there and try to counter what you throw at them." The man looks back at the automaton, "You want to give it a go?"

"Maybe later, I'm heading over to that forge to see if I can make this any better." you say, hefting your flail.

"What are you going to do, throw more spikes on?"

"Well, either that or a longer chain, maybe another ball." You say, turning to walk away.

"Don't do that. Put more spikes on if you want, but stay away from longer chains or extra balls until you're a bloody master with that thing. Flails are unwieldy as is, and you want to make it even harder on yourself?"

"Good luck training." you say, trying to exit from the conversation by walking over to the forge. You see all that you need waiting there. You take an iron bar and walk over to one of the people who seem quite skilled. "How would I make extra spikes for my flail out of this?"

The man stops what he was doing and explains it all to you, from the making of the spikes to their insertion into the flail, and when he is done you feel more than capable of doing it yourself. You heat the iron, hammer it, separate it and soon the spikes begin to take shape. Eventually adding them to the flail, you feel like your weapon can do more damage now.


Improve weapons level up!(Lv 2)

Water Shield(+5)
Total bonuses: +5 (Melee training) +4 to rolls involving air manipulation(Master air manipulation),Level 3(+2 to combat rolls)Strength +3(Lv3),Repair-Weapons (Lv 1), Improve weapons, +1(lv 2),Intelligence +1(Lv 1), Constitution lv 1, health +1, Healing magic(lv 1)

Health: 12/17

Inventory:

Game events

-----------------
One more turn of training fun!
------------------

Allies:

Nezak

Health 17/17
Skills: Fire Magic(Lv 4),Melee training(Lv 4),Earth Magic(Lv 2)
Total bonuses: Level 2(+1),Fire magic lv 4(+3),Melee training lv 3(+3),Earth magic lv 2(+1),Constitution lv 2(+2 health), Strength (Lv 1)
Nezak's Longsword(1d10,x2)
Fine Steel Dagger(1d7,x2)
Fine Iron Dagger(1d6,x2)
Studded Leather Cuirass(+2)
Leather boots(+1)
Leather Gloves(+1)
Red trimmed black Cape(+1 to fire magic)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
2 Primitive Grenades(1d10,x2)
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

Back to top Go down

[Archive]R2D: Guardians of the Otherland - Page 3 Empty Re: [Archive]R2D: Guardians of the Otherland

Post  Sponsored content


Sponsored content


Back to top Go down

Page 3 of 3 Previous  1, 2, 3

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum