[Archive]R2D: Guardians of the Otherland
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Re: [Archive]R2D: Guardians of the Otherland
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
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
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
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
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
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:
Right Group:
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:
Weight:29 lbs
White Stone
Light Robe of Awareness(+1 to magic rolls)
Heirloom Staff(1d8,x2),+1 to magic rolls
Leather gloves(+1)
Leather boots(+1)
Agile Pants(+1 dexterity,+1 defense)
110 gold coins(16.5 lbs)
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:
Weight:52.4 lbs
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)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
4 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)
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:
Weight: 5.2 lbs
Rulyon's Bow(1d9,x3)
Bodkin Arrows(10)( +2 to damage against armor (Up until platemail, where it is ineffective.)
Broadhead Arrows(10)(+1 damage, causes bleeding for 2 turns)
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:
Weight:6 lbs
Enchanted Elven Staff( Unusable in Melee)(+2 to Magic Rolls)
Full Water pouch(Holds three attacks worth of water)
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:
Weight:61.7 lbs
Minotaur horns
Healthy Helmet(+1,+1 to health)
Leather Gloves with some Iron scales(+2)
Leather Boots(+1)
Leather chestplate(+1)
Flail(3d5,x2)
Sharpened Great Sword(2d8,x2)
Iron short sword(1d6,x2)
Buckler(+1)
131 gold coins(19.7lbs)
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:
11/14(Bleeding for 2 turns)
Iron Goblin Mace(1d10,x1)
Goblin Armor(+4)
Melee training (3)
Strength(2)
- Goblin Jailor 2:
15/15
Iron Goblin Short Spear(1d8,x1)
Iron Goblin Shield(+2)
Goblin Armor(+4)
Melee training (4)
Strength(1)
Right Group:
- Goblin Sergeant:
18/18
Iron Goblin Greataxe(1d12,x1)
Goblin Armor(+4)
Melee training (2)
Strength(3)
- Ridiculously small Goblin 1:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 2:
4/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 3:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 3:
4/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 3:
4/4
Goblin Dagger(1d6,x1)
- Map:
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]R2D: Guardians of the Otherland
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
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
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
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
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
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:
Right Group:
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:
Weight:29 lbs
White Stone
Light Robe of Awareness(+1 to magic rolls)
Heirloom Staff(1d8,x2),+1 to magic rolls
Leather gloves(+1)
Leather boots(+1)
Agile Pants(+1 dexterity,+1 defense)
110 gold coins(16.5 lbs)
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:
Weight:52.4 lbs
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)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
4 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)
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:
Weight: 5.2 lbs
Rulyon's Bow(1d9,x3)
Bodkin Arrows(10)( +2 to damage against armor (Up until platemail, where it is ineffective.)
Broadhead Arrows(10)(+1 damage, causes bleeding for 2 turns)
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:
Weight:6 lbs
Enchanted Elven Staff( Unusable in Melee)(+2 to Magic Rolls)
Full Water pouch(Holds three attacks worth of water)
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:
Weight:61.7 lbs
Minotaur horns
Healthy Helmet(+1,+1 to health)
Leather Gloves with some Iron scales(+2)
Leather Boots(+1)
Leather chestplate(+1)
Flail(3d5,x2)
Sharpened Great Sword(2d8,x2)
Iron short sword(1d6,x2)
Buckler(+1)
131 gold coins(19.7lbs)
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:
0/14
Iron Goblin Mace(1d10,x1)
Goblin Armor(+4)
Melee training (3)
Strength(2)
- Goblin Jailor 2:
7/15
Iron Goblin Short Spear(1d8,x1)
Iron Goblin Shield(+2)
Goblin Armor(+4)
Melee training (4)
Strength(1)
Right Group:
- Goblin Sergeant:
5/18
Iron Goblin Greataxe(1d12,x1)
Goblin Armor(+4)
Melee training (2)
Strength(3)
- Ridiculously small Goblin 1:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 2:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 3:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 4:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 5:
0/4
Goblin Dagger(1d6,x1)
- Map:
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]R2D: Guardians of the Otherland
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
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
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
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
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
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."
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:
Right Group:
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:
Weight:29 lbs
White Stone
Light Robe of Awareness(+1 to magic rolls)
Heirloom Staff(1d8,x2),+1 to magic rolls
Leather gloves(+1)
Leather boots(+1)
Agile Pants(+1 dexterity,+1 defense)
110 gold coins(16.5 lbs)
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:
Weight:52.4 lbs
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)
Iron helmet of bloodlust(+2 defense,+1 strength, cannot use non-combat related skills when in battle)
4 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)
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:
Weight: 5.2 lbs
Rulyon's Bow(1d9,x3)
Bodkin Arrows(9)( +2 to damage against armor (Up until platemail, where it is ineffective.)
Broadhead Arrows(10)(+1 damage, causes bleeding for 2 turns)
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:
Weight:6 lbs
Enchanted Elven Staff( Unusable in Melee)(+2 to Magic Rolls)
Full Water pouch(Holds three attacks worth of water)
Iron Goblin Short Spear(1d8,x1)
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:
Weight:61.7 lbs
Minotaur horns
Healthy Helmet(+1,+1 to health)
Leather Gloves with some Iron scales(+2)
Leather Boots(+1)
Leather chestplate(+1)
Flail(3d5,x2)
Sharpened Great Sword(2d8,x2)
Iron short sword(1d6,x2)
Buckler(+1)
131 gold coins(19.7lbs)
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:
0/14
Iron Goblin Mace(1d10,x1)
Goblin Armor(+4)
Melee training (3)
Strength(2)
- Goblin Jailor 2:
0/15
Iron Goblin Short Spear(1d8,x1)
Iron Goblin Shield(+2)
Goblin Armor(+4)
Melee training (4)
Strength(1)
Right Group:
- Goblin Sergeant:
0/18
Iron Goblin Greataxe(1d12,x1)
Goblin Armor(+4)
Melee training (2)
Strength(3)
Door Key(1)
- Ridiculously small Goblin 1:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 2:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 3:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 4:
0/4
Goblin Dagger(1d6,x1)
- Ridiculously small Goblin 5:
0/4
Goblin Dagger(1d6,x1)
- Map:
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]R2D: Guardians of the Otherland
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
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
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
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
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
Ragnar:Follows Group
Game events:
Left Group:--
Right Group:--
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:
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:
Weight:29 lbs
White Stone
Light Robe of Awareness(+1 to magic rolls)
Heirloom Staff(1d8,x2),+1 to magic rolls
Leather gloves(+1)
Leather boots(+1)
Water boots(+1, +1 to water magic)
Agile Pants(+1 dexterity,+1 defense)
110 gold coins(16.5 lbs)
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:
Weight:52.4 lbs
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)
4 Primitive Grenades(1d10,x2)
189 gold coins(28.4 lbs)
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:
Weight: 5.2 lbs
Rulyon's Bow(1d9,x3)
Bodkin Arrows(9)( +2 to damage against armor (Up until platemail, where it is ineffective.)
Broadhead Arrows(10)(+1 damage, causes bleeding for 2 turns)
Explosive Arrows(5)(+5 damage)
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:
Weight:6 lbs
Enchanted Elven Staff( Unusable in Melee)(+2 to Magic Rolls)
Full Water pouch(Holds two and a half attacks worth of water)
Iron Goblin Short Spear(1d8,x1)
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:
Weight:69.7 lbs
Minotaur horns
Healthy Helmet(+1,+1 to health)
Leather Gloves with some Iron scales(+2)
Leather Boots(+1)
Chainmail Hauberk(+3)
Leather chestplate(+1)
Flail(3d5,x2)
Sharpened Great Sword(2d8,x2)
Iron short sword(1d6,x2)
Buckler(+1)
131 gold coins(19.7lbs)
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:
18/18
Iron Goblin Warhammer(1d14,x1)
Goblin Armor(+5)
Melee training (3)
Strength(4)
Right Group:
- Goblin Inventor:
8/8
- Explosive Creation:
10/10
(Brimming with explosives)
- Explosive Creation:
10/10
(Brimming with explosives)
- Map:
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]R2D: Guardians of the Otherland
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
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
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
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
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
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.
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:
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:
Weight:29 lbs
White Stone
Light Robe of Awareness(+1 to magic rolls)
Heirloom Staff(1d8,x2),+1 to magic rolls
Leather gloves(+1)
Leather boots(+1)
Water boots(+1, +1 to water magic)
Agile Pants(+1 dexterity,+1 defense)
110 gold coins(16.5 lbs)
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:
Weight:52.4 lbs
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)
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:
Weight: 5.2 lbs
Rulyon's Bow(1d9,x3)
Bodkin Arrows(( +2 to damage against armor (Up until platemail, where it is ineffective.)
Broadhead Arrows(10)(+1 damage, causes bleeding for 2 turns)
Explosive Arrows(5)(+5 damage)
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:
Weight:6 lbs
Enchanted Elven Staff( Unusable in Melee)(+2 to Magic Rolls)
Full Water pouch(Holds one and a half attacks worth of water)
Iron Goblin Short Spear(1d8,x1)
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:
Weight:69.7 lbs
Minotaur horns
Healthy Helmet(+1,+1 to health)
Leather Gloves with some Iron scales(+2)
Leather Boots(+1)
Chainmail Hauberk(+3)
Leather chestplate(+1)
Flail(3d5,x2)
Sharpened Great Sword(2d8,x2)
Iron short sword(1d6,x2)
Buckler(+1)
131 gold coins(19.7lbs)
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:
8/18
Iron Goblin Warhammer(1d14,x1)
Goblin Armor(+5)
Melee training (3)
Strength(4)
Right Group:
- Goblin Inventor:
8/8
- Explosive Creation 1:
0/10
- Explosive Creation 2:
0/10
- Map:
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]R2D: Guardians of the Otherland
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
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
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
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
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.
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:
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:
Weight:29 lbs
White Stone
Light Robe of Awareness(+1 to magic rolls)
Heirloom Staff(1d8,x2),+1 to magic rolls
Leather gloves(+1)
Leather boots(+1)
Water boots(+1, +1 to water magic)
Agile Pants(+1 dexterity,+1 defense)
110 gold coins(16.5 lbs)
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:
Weight: 5.2 lbs
Rulyon's Bow(1d9,x3)
Bodkin Arrows(7)( +2 to damage against armor (Up until platemail, where it is ineffective.)
Broadhead Arrows(10)(+1 damage, causes bleeding for 2 turns)
Explosive Arrows(5)(+5 damage)
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:
Weight:6 lbs
Enchanted Elven Staff( Unusable in Melee)(+2 to Magic Rolls)
Full Water pouch(Holds one and a half attacks worth of water)
Iron Goblin Short Spear(1d8,x1)
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:
Weight:69.7 lbs
Minotaur horns
Healthy Helmet(+1,+1 to health)
Leather Gloves with some Iron scales(+2)
Leather Boots(+1)
Chainmail Hauberk(+3)
Leather chestplate(+1)
Flail(3d5,x2)
Sharpened Great Sword(2d8,x2)
Iron short sword(1d6,x2)
Buckler(+1)
131 gold coins(19.7lbs)
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:
6/18
Iron Goblin Warhammer(1d14,x1)
Goblin Armor(+5)
Melee training (3)
Strength(4)
-3(Slightly off balance and perspective(Ice block to the head))
Drowning (-2 Each turn(Will get more powerful with time held))
Right Group:
- Goblin Inventor:
0/8
- Explosive Creation 1:
0/10
- Explosive Creation 2:
0/10
- Map:
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States