[Archive]The Orcish Invasion - A Fantasy R2D
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[Archive]The Orcish Invasion - A Fantasy R2D
Title: The Orcish Invasion
Author: A Fantasy R2D
Note: In my mind, this is my last chance at hosting an R2D.
In the world of Galamar, there is an Empire - the Harmonan Empire - that rules a large amount of land. Plains, cities, mountains, towns, lakes, roads, villages, bases - you name it, they probably owned at least a bit. And it was made by their workers - some said slaves, but they were paid, if only a little. So when their workers start dying while working on a new town, they were worried. That's when the Orcs came. Harmona fought back, but soon the entire south of the country fell, and more was lost everyday. They pleaded their allies for troops. And they sent their best. Or, new recruits into their best organisations. Can they master their skill in time to save Harmona, or will it fall into ruins before they become skilled enough to stop it?
CLASSES
Your Character must have a class. Here is the list of Classes:
Ranger - The all round class, Rangers fight with Swords, Bows, Daggers and sometimes a Bomb or two. They also have basic stealth in forests and woods, and can make basic potions form herbs.
Assassin - The stealth class, Assassins fight with devices mounted to their wrists, elbows, knees and feet. It is a wooden tube with a blade inside. They slide the blade out and use it to stab enemies. They have extremely good stealth skills and sometimes use posion bombs.
Berserker - The most damaging melee class, Berserkers fight with Dual Axes, Swords and plenty of Bombs. They have lots of power but can't use defensive skills or wear heavy armour. Killing the enemy quick is vital, and it's what they do best.
Warrior - The warrior class, Warriors fight with Sword and Shield or Pikes, and are skilled in both offence and defence. They usually have fairly heavy armour and their only real weakness is a lack of ranged attacks.
Sharpshooter - The most ranged class, Sharpshooters fight with Bows, Throwing Knives and sometimes their hands. They pack a punch but up close are destroyed by almost any Orc. They have basic stealth skills.
Mage - The wizard class, Magi are extremely powerful and fight with deadly spells such as fireballs, explosive lightning and arcane shields. However, they need to draw power from Mana Rocks, which are rare, so they need to be careful.
COMBAT
The combat is done on a D20, the basic 'higher the better' approach, but with 20 being an overshot. Bonuses will not take you higher than 19. New skills can be learnt at trainers in Stronghold. Feel free to make up skill as long as they are balanced and suited to your class.
You also get to command your men, and early game only have 1 squad who travel with you. Later you get to take over the campaign, and fortify buildings, choose whether to attack or defend, and send groups of soldiers on missions elsewhere to you.
STRONGHOLDS
Strongholds are Harmonan buildings where their military lives and works. They are scattered through Harmona, and are usually orc-proof, but if the surrounding area is 95% or more Orc controlled then they will fall without the player's help, except for the most mighty ones. In strongholds players can heal, rest, get supplies and weapons and eat.
ORC CONTROL
As the Orcs take more of the land and squash more of the resistance in an area, their control will rise from 0% to up to 100%. The lower it is, the more survivors you can rescue, troops you can fight with and less chance of you dying to the hands of Orcs. If an area stays under mostly Harmonan control then they will send in tougher troops like Trolls and Warlocks.
ORC TYPES
Orcs come in many types, here is a list:
Grunts - Weak Orcs wielding clubs and axes, they are the first to attack Harmonan lands. Found anywhere Orcs are.
Warriors - Tougher Orcs with swords and axes, they are sent after Grunts. Found after an hours siege.
Archers - Weak Orcs with shortbows and sometimes longbows, they are sent with Warriors. Found after an hours siege.
Captains - Tough Orcs with swords, they are a harder fight than warriors, but rarer. Found after 10 hours siege.
Wolf Riders - Weak Orcs on tough Wolves, armed with spears and swords and deadly fast. Found after 10 hours siege.
Trolls - Huge, gray trolls armed with tree roots and hammers. They sometimes throw trees. Found after 24 hours siege.
Generals - Elite, heavily armed with swords and bombs. These are the toughest Orc warriors. Found after 24 hours siege.
Troll Elites - Armoured trolls with dual hammers or trees. They can throw boulders and trees. Found after 48 hours siege.
Assassin - Sneaky Orcs with powerful attacks but low health and no defensive power. Often attack leaders. Found after 48 hours siege.
Warlocks - Orcs who can throw fire and form arcane shields. They can also hover and blast wind at you. Found after 48 hours siege.
Warlock Master - A Warlock who makes other Warlocks look like newborn babies. Be very, very careful. Found after 96 hours siege.
From there the numbers increase. Multiple Warlock Masters appear after roughly 200 hours siege.
STARTING LOCATION
Players start the game in a Stronghold, where they are briefed on their mission and get to meet each other.
APPLICATION FORM
Character Name -
Character Class -
Character Looks -
Character Bio -
FREQUENTLY ASKED QUESTIONS
See bigkahuna's post just below, and my reply. Will put Questions and Answers here when there is more than one question.
Author: A Fantasy R2D
Note: In my mind, this is my last chance at hosting an R2D.
In the world of Galamar, there is an Empire - the Harmonan Empire - that rules a large amount of land. Plains, cities, mountains, towns, lakes, roads, villages, bases - you name it, they probably owned at least a bit. And it was made by their workers - some said slaves, but they were paid, if only a little. So when their workers start dying while working on a new town, they were worried. That's when the Orcs came. Harmona fought back, but soon the entire south of the country fell, and more was lost everyday. They pleaded their allies for troops. And they sent their best. Or, new recruits into their best organisations. Can they master their skill in time to save Harmona, or will it fall into ruins before they become skilled enough to stop it?
CLASSES
Your Character must have a class. Here is the list of Classes:
Ranger - The all round class, Rangers fight with Swords, Bows, Daggers and sometimes a Bomb or two. They also have basic stealth in forests and woods, and can make basic potions form herbs.
Assassin - The stealth class, Assassins fight with devices mounted to their wrists, elbows, knees and feet. It is a wooden tube with a blade inside. They slide the blade out and use it to stab enemies. They have extremely good stealth skills and sometimes use posion bombs.
Berserker - The most damaging melee class, Berserkers fight with Dual Axes, Swords and plenty of Bombs. They have lots of power but can't use defensive skills or wear heavy armour. Killing the enemy quick is vital, and it's what they do best.
Warrior - The warrior class, Warriors fight with Sword and Shield or Pikes, and are skilled in both offence and defence. They usually have fairly heavy armour and their only real weakness is a lack of ranged attacks.
Sharpshooter - The most ranged class, Sharpshooters fight with Bows, Throwing Knives and sometimes their hands. They pack a punch but up close are destroyed by almost any Orc. They have basic stealth skills.
Mage - The wizard class, Magi are extremely powerful and fight with deadly spells such as fireballs, explosive lightning and arcane shields. However, they need to draw power from Mana Rocks, which are rare, so they need to be careful.
COMBAT
The combat is done on a D20, the basic 'higher the better' approach, but with 20 being an overshot. Bonuses will not take you higher than 19. New skills can be learnt at trainers in Stronghold. Feel free to make up skill as long as they are balanced and suited to your class.
You also get to command your men, and early game only have 1 squad who travel with you. Later you get to take over the campaign, and fortify buildings, choose whether to attack or defend, and send groups of soldiers on missions elsewhere to you.
STRONGHOLDS
Strongholds are Harmonan buildings where their military lives and works. They are scattered through Harmona, and are usually orc-proof, but if the surrounding area is 95% or more Orc controlled then they will fall without the player's help, except for the most mighty ones. In strongholds players can heal, rest, get supplies and weapons and eat.
ORC CONTROL
As the Orcs take more of the land and squash more of the resistance in an area, their control will rise from 0% to up to 100%. The lower it is, the more survivors you can rescue, troops you can fight with and less chance of you dying to the hands of Orcs. If an area stays under mostly Harmonan control then they will send in tougher troops like Trolls and Warlocks.
ORC TYPES
Orcs come in many types, here is a list:
Grunts - Weak Orcs wielding clubs and axes, they are the first to attack Harmonan lands. Found anywhere Orcs are.
Warriors - Tougher Orcs with swords and axes, they are sent after Grunts. Found after an hours siege.
Archers - Weak Orcs with shortbows and sometimes longbows, they are sent with Warriors. Found after an hours siege.
Captains - Tough Orcs with swords, they are a harder fight than warriors, but rarer. Found after 10 hours siege.
Wolf Riders - Weak Orcs on tough Wolves, armed with spears and swords and deadly fast. Found after 10 hours siege.
Trolls - Huge, gray trolls armed with tree roots and hammers. They sometimes throw trees. Found after 24 hours siege.
Generals - Elite, heavily armed with swords and bombs. These are the toughest Orc warriors. Found after 24 hours siege.
Troll Elites - Armoured trolls with dual hammers or trees. They can throw boulders and trees. Found after 48 hours siege.
Assassin - Sneaky Orcs with powerful attacks but low health and no defensive power. Often attack leaders. Found after 48 hours siege.
Warlocks - Orcs who can throw fire and form arcane shields. They can also hover and blast wind at you. Found after 48 hours siege.
Warlock Master - A Warlock who makes other Warlocks look like newborn babies. Be very, very careful. Found after 96 hours siege.
From there the numbers increase. Multiple Warlock Masters appear after roughly 200 hours siege.
STARTING LOCATION
Players start the game in a Stronghold, where they are briefed on their mission and get to meet each other.
APPLICATION FORM
Character Name -
Character Class -
Character Looks -
Character Bio -
See bigkahuna's post just below, and my reply. Will put Questions and Answers here when there is more than one question.
- Questions:
- 1. Mage/Mana Rocks. Drawing power from a limited resource is a dangerous mechanic to be using. How are you planning to use this? Couldn't you just use the mana rocks to limit the amount of power or 'mana points' the player has, limiting the power of their spells, or the spells they can learn?
2. The Battles. How will large-scale battles, army management, and campaigning work on a turn-based game? Will the battles be held from the perspective of the players doing what they can to change the tide of battle, or will it be them leading a group of soldiers in a more macroscopic perspective?
3. Strategical Mechanics. Will resource distributing, siege weapon building/maintaining, structure fortifying, spreading and allocating of manpower, and the like be implemented? Will the players be in charge of the campaign or just soldiers in it?
- Answers:
- 1) Yes, it is risky to use a limited resource for a source of power, but the Mages are very powerful, and there is usually one in the area, however most are guarded by Orcs, so you need to work as a team to get to them. And they last quite a long time, giving the Mage lots of magic energy and they have between 5 and 7 charges.
2) Sort of a blend of both. You get two actions: one fighting in normal R2D style combat and one commanding any troops under your command. As for the scale of the battles, they are either large-scale battles for cities split into sections such as battle over bridges, strongholds and defensible positions.
About Army Management... You don't command an entire army, only about 30 men at any time each (180 total). And when managing them, it's fairly simple. They have a need for Food and Drink, and they will automatically use Food and Drink when they need it. They will resupply automatically at Strongholds. In battle, just say what you want them to do, ex. 'Swordsmen attack Orcs on Bridge, Archers take out Orc trying to swim through the lake.'
3) Towards the start players will only command a squad of people, who they can tell what to do in battle, and the only resource allocation is giving them weapons. Spreading manpower is important because otherwise they tend to not get results. Later in the game, you get more squads and get to do things like build Catapults and choose where they go, and what they do there. So you could be fighting Orcs in a forest while your men raid an Orc Camp. And Strongholds can take damaging, and you can choose to fortify them with metal plates and archers if you so desire.
TL;DR - Mana Rocks have lots of charge and add to strategy, you get two actions - one for you, one for men and start doing missions for a General with a squad, then later become leader of the campaign.
Last edited by Bigkahuna on Wed Mar 07, 2012 7:29 pm; edited 1 time in total
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]The Orcish Invasion - A Fantasy R2D
Introduction
"Hey," says the Guard as the Party assemble by the door to the armory: "Good to see you got here alive. I'm here to brief you and let you get your gear. So, as you obviously know, your'e here to help beat the Orcs. You'll be sent to a small, village first."
He got out a map and showed you it. A small village near a forest with caves south of it was circled.
"Yewfields. Named for it's famous Yew Forest and expanse of farmland. The scouts say Orcs are on the horizon, and will get there in about 4 hours," he continued, putting away the map: "We're kinda low on gear, so the stuff on offer ain't that good."
He pulled out his sword, which had a dent and was slightly bent.
"Even I don't get good gear! Although to be fair, my job is briefing others, so it kinda makes sense. Anyway, on topic again. Me and a squad of other guards are going to come with you for this first mission. And with no further waiting, I present to you - the armory!"
He swung open the door.
EQUIPMENT:
6x Bent Iron Sword (2d6)
4x Small Iron Shield
4x Dented Iron Axes (2d8)
4x Scratched Blade Tube Sets (1d10)
6x Twisted Longbow (1d8)
4x Bent Iron Pike (1d10)
8x Dented Iron Dagger (2d3)
4x Cracked Bomb (3d20)
4x Leaky Poison Bomb (1d3, Poisonous)
4x Dented Steel Helm (5 Armor)
4x Dented Steel Chestplate (10 Armor)
4x Dented Steel Pants (7.5 Armor)
4x Dented Steel Boots (2.5 Armor)
6x Leather Helmet (3 Armor)
6x Leather Vest (6 Armor)
3x Leather Pants (4.5 Armor)
3x Leather Shorts (4.5 Armor)
6x Leather Boots (2 Armor)
10x Dusty Cloak (1 Armor)
"Hey," says the Guard as the Party assemble by the door to the armory: "Good to see you got here alive. I'm here to brief you and let you get your gear. So, as you obviously know, your'e here to help beat the Orcs. You'll be sent to a small, village first."
He got out a map and showed you it. A small village near a forest with caves south of it was circled.
"Yewfields. Named for it's famous Yew Forest and expanse of farmland. The scouts say Orcs are on the horizon, and will get there in about 4 hours," he continued, putting away the map: "We're kinda low on gear, so the stuff on offer ain't that good."
He pulled out his sword, which had a dent and was slightly bent.
"Even I don't get good gear! Although to be fair, my job is briefing others, so it kinda makes sense. Anyway, on topic again. Me and a squad of other guards are going to come with you for this first mission. And with no further waiting, I present to you - the armory!"
He swung open the door.
EQUIPMENT:
6x Bent Iron Sword (2d6)
4x Small Iron Shield
4x Dented Iron Axes (2d8)
4x Scratched Blade Tube Sets (1d10)
6x Twisted Longbow (1d8)
4x Bent Iron Pike (1d10)
8x Dented Iron Dagger (2d3)
4x Cracked Bomb (3d20)
4x Leaky Poison Bomb (1d3, Poisonous)
4x Dented Steel Helm (5 Armor)
4x Dented Steel Chestplate (10 Armor)
4x Dented Steel Pants (7.5 Armor)
4x Dented Steel Boots (2.5 Armor)
6x Leather Helmet (3 Armor)
6x Leather Vest (6 Armor)
3x Leather Pants (4.5 Armor)
3x Leather Shorts (4.5 Armor)
6x Leather Boots (2 Armor)
10x Dusty Cloak (1 Armor)
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]The Orcish Invasion - A Fantasy R2D
BATTLE
Everyone having their weapons, the Guard and his team leads everyone to the stables and they start riding to the village. On the way there, a party of Orcs is spotted by the road, in a patch of trees.
"Hold up. Orcs. 12 Grunts, 2 Warriors and 4 Archers." says the Guard who gave the briefing.
PLAYERS
Malregima
Malicia the Berserker
HP - 25/25
AR - 20/20
Inventory
Bigkahuna
Kynek the Ranger
HP - 25/25
AR - 20/20
Inventory
8680
Jervan the Sharpshooter
Inventory
HP - 25/25
AR - 20/20
Darien
Alder the Warrior
HP - 25/25
AR - 25/25
Inventory
Allies
Guard 1
HP - 20/20
AR - 25/25
DMG - 2d6
Guard 2
HP - 20/20
AR - 25/25
DMG - 2d6
Guard 3
HP - 20/20
AR - 25/25
DMG - 2d6
Guard 4
HP - 20/20
AR - 25/25
DMG - 2d6
Enemies
Grunt 1
HP - 5/5
AR - 5/5
DMG - 1d4
Grunt 2
HP - 5/5
AR - 4/5
DMG - 1d4
Grunt 3
HP - 5/5
AR - 4/5
DMG - 1d4
Grunt 4
HP - 5/5
AR - 2/5
DMG - 1d4
Grunt 5
HP - 5/5
AR - 5/5
DMG - 1d4
Grunt 6
HP - 10/10
AR - 5/5
DMG - 1d4
Grunt 7
HP - 5/5
AR - 4/5
DMG - 1d4
Grunt 8
HP - 5/5
AR - 5/5
DMG - 1d4
Grunt 9
HP - 5/5
AR - 5/5
DMG - 1d4
Grunt 10
HP - 5/5
AR - 4/5
DMG - 1d4
Grunt 11
HP - 5/5
AR - 3/5
DMG - 1d4
Grunt 12
HP - 5/5
AR - 4/5
DMG - 1d4
Warrior 1
HP - 10/10
AR - 19/25
DMG - 2d4
Warrior 2
HP - 10/10
AR - 22/25
DMG - 2d4
Archer 1
HP - 10/10
AR - 4/5
DMG - 1d6 (R)
Archer 2
HP - 10/10
AR - 10/10
DMG - 1d6 (R)
Archer 3
HP - 10/10
AR - 3/5
DMG - 1d6 (R)
Archer 4
HP - 10/10
AR - 4/5
DMG - 1d6 (R)
Everyone having their weapons, the Guard and his team leads everyone to the stables and they start riding to the village. On the way there, a party of Orcs is spotted by the road, in a patch of trees.
"Hold up. Orcs. 12 Grunts, 2 Warriors and 4 Archers." says the Guard who gave the briefing.
PLAYERS
Malregima
Malicia the Berserker
HP - 25/25
AR - 20/20
Inventory
- Spoiler:
- 2x Bent Iron Sword (2d6)
4x Dented Iron Dagger (3d3)
2x Cracked Bomb (3d20)
1x Leather Helmet (3 Armor)
1x Leather Vest (6 Armor)
1x Leather Pants (4.5 Armor)
1x Leather Shorts (4.5 Armor)
1x Leather Boots (2 Armor)
1x Dusty Cloak (1 Armor)
Bigkahuna
Kynek the Ranger
HP - 25/25
AR - 20/20
Inventory
- Spoiler:
- •Bent Iron Sword
•Small Iron Shield
•Twisted Longbow (1d12)
•Dented Iron Dagger (3d3)
•Leather Helmet
•Leather Vest
•Leather Pants
•Leather Boots
•Dusty Cloak
•Cracked Bomb
8680
Jervan the Sharpshooter
Inventory
HP - 25/25
AR - 20/20
- Spoiler:
- 1 Leather Helmet
1 Leather Vest
1 Leather Pants
1 Leather Boots
1 Dusty Cloak
1 Twisted Longbow (1d12)
Darien
Alder the Warrior
HP - 25/25
AR - 25/25
Inventory
- Spoiler:
- Bent Iron Sword (2d6)
Small Iron Shield
Dented Steel Helm
Dented Steel Chestplate
Dented Steel Pants
Dented Steel Pants
Dusty Cloak
Dented Iron Dagger
Allies
Guard 1
HP - 20/20
AR - 25/25
DMG - 2d6
Guard 2
HP - 20/20
AR - 25/25
DMG - 2d6
Guard 3
HP - 20/20
AR - 25/25
DMG - 2d6
Guard 4
HP - 20/20
AR - 25/25
DMG - 2d6
Enemies
Grunt 1
HP - 5/5
AR - 5/5
DMG - 1d4
Grunt 2
HP - 5/5
AR - 4/5
DMG - 1d4
Grunt 3
HP - 5/5
AR - 4/5
DMG - 1d4
Grunt 4
HP - 5/5
AR - 2/5
DMG - 1d4
Grunt 5
HP - 5/5
AR - 5/5
DMG - 1d4
Grunt 6
HP - 10/10
AR - 5/5
DMG - 1d4
Grunt 7
HP - 5/5
AR - 4/5
DMG - 1d4
Grunt 8
HP - 5/5
AR - 5/5
DMG - 1d4
Grunt 9
HP - 5/5
AR - 5/5
DMG - 1d4
Grunt 10
HP - 5/5
AR - 4/5
DMG - 1d4
Grunt 11
HP - 5/5
AR - 3/5
DMG - 1d4
Grunt 12
HP - 5/5
AR - 4/5
DMG - 1d4
Warrior 1
HP - 10/10
AR - 19/25
DMG - 2d4
Warrior 2
HP - 10/10
AR - 22/25
DMG - 2d4
Archer 1
HP - 10/10
AR - 4/5
DMG - 1d6 (R)
Archer 2
HP - 10/10
AR - 10/10
DMG - 1d6 (R)
Archer 3
HP - 10/10
AR - 3/5
DMG - 1d6 (R)
Archer 4
HP - 10/10
AR - 4/5
DMG - 1d6 (R)
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]The Orcish Invasion - A Fantasy R2D
Roll #1
PLAYER ACTIONS
Malregima
Malicia the Berserker
HP - 25/25
AR - 18/21
Inventory
bigkahuna
Kynek the Ranger
HP - 25/25
AR - 17/21
Inventory
8680
Jervan the Sharpshooter
Inventory
HP - 25/25
AR - 14/21
Inventory
Darien
Alder the Warrior
HP - 25/25
AR - 20/26
Inventory
GUARD ROLLS
THIS ONLY TOOK ABOUT 24 HOURS ON AND OFF. NOT EVEN HALF DONE YET!
PLAYER ACTIONS
- Spoiler:
- bigkahuna
Sneak Roll (d20) - 19
Nobody taking notice of you, you decide to sneak around behind the Orcs and start shooting at them. You aim for an Archer and fire.
Accuracy Roll (d20) - 2
Damage Roll (d12) - N/A
You arrow misses totally. However, no Orcs notice and you fire again.
Accuracy Roll (d20) - 18
Damage Roll (d12) - 11
Your arrow hits the Archer in the back, penetrating through his armor and digging into his skin.
Initiative Roll (d20) - 18
Enemy Initiative Roll (d20) - 2
The Orc is still caught by surprise, and you pump out another arrow.
Accuracy Roll (d20) - 6
Unfortunately, the arrow misses. The Orc Archer notices and fires back.
Enemy Accuracy Roll (d20) - 14
Enemy Damage Roll (d6) - 3
The Arrow hits you but doesn't penetrate your armor.
QUICK UPDATE
Kynek the Ranger
HP - 25/25
AR - 17/21
Archer 3
HP - 2/10
AR - 0/5
DMG - 1d6 (R)
------------------------------------------------
Malregima
Throw Roll (d20) - 20
The Bomb sails through the air as you burst out of the camp. It lands in a group of 5 Grunts and a Warrior.
Damage Roll (3d20) - 14 + 19 + 3 = 36
They all die in a fiery explosion that throws their corpses away from the center of the bomb. You continue charging but two archers see you and fire.
Accuracy Rolls (d20) - 12 and 3
Damage Rolls (d6) - 2 and N/A
One of their arrows misses but the other hits you, but bounces off your armor.
QUICK UPDATE
Malicia the Berserker
HP - 25/25
AR - 18/21
Grunt 8
DEAD
Grunt 9
DEAD
Grunt 10
DEAD
Grunt 11
DEAD
Grunt 12
DEAD
Warrior 1
DEAD
Malicia the Berserker
HP - 25/25
AR - 18/21
Darien (BOTTED)
[Charge at the Orcs and go for the Archers]
You manage to cover the ground just before Malicia's Bomb goes off, and leap at an archer.
Accuracy Roll (d20) - 13
Damage Roll (2d6) - 5 + 5 = 10
You slash him twice in quick succession, ripping through his armor but not killing him.
Initiative Roll (d20) - 1
Enemy Initiative Roll (d20) - 3
He breaks away and fires a point-black shot at you.
Enemy Accuracy Roll (d20) - 16
Enemy Damage Roll (d6) - 5
Block Roll (d20) - 5
You try to block the arrow but are too slow and it dents your armor.
QUICK UPDATE
Alder the Warrior
HP - 25/25
AR - 20/26
Archer 4
HP - 4/10
AR - 0/5
DMG - 1d6 (R)
8680 (BOTTED)
[Fire at any weakened enemies]
Accuracy Roll (d20) - 7
Damage Roll (d12) - N/A
You launch an attack on a wounded archer, but miss.
Accuracy Roll (d20) - 19
Damage Roll (d12) - 3
You fire another arrow, and it hits the archer, not quite killing him.
Initiative Roll (d20) - 2
Enemy Initiative Roll (d20) - 6
You go to fire another arrow, but the Archer is faster.
Enemy Accuracy Roll (d20) - 15
Enemy Damage Roll (d6) - 6
He fires back and rips your armor in the spot the arrow hits.
Jervan the Sharpshooter
HP - 25/25
AR - 14/21
Archer 4
HP - 1/10
AR - 0/5
DMG - 1d6 (R)
FULL UPDATE
Malregima
Malicia the Berserker
HP - 25/25
AR - 18/21
Inventory
- Spoiler:
- 2x Bent Iron Sword (2d6)
4x Dented Iron Dagger (3d3)
1x Cracked Bomb (3d20)
1x Leather Helmet (3 Armor)
1x Leather Vest (6 Armor)
1x Leather Pants (4.5 Armor)
1x Leather Shorts (4.5 Armor)
1x Leather Boots (2 Armor)
1x Dusty Cloak (1 Armor)
bigkahuna
Kynek the Ranger
HP - 25/25
AR - 17/21
Inventory
- Spoiler:
- •Bent Iron Sword
•Small Iron Shield
•Twisted Longbow (1d12)
•Dented Iron Dagger (3d3)
•Leather Helmet
•Leather Vest
•Leather Pants
•Leather Boots
•Dusty Cloak
•Cracked Bomb
8680
Jervan the Sharpshooter
Inventory
HP - 25/25
AR - 14/21
Inventory
- Spoiler:
- 1 Leather Helmet
1 Leather Vest
1 Leather Pants
1 Leather Boots
1 Dusty Cloak
1 Twisted Longbow (1d12)
Darien
Alder the Warrior
HP - 25/25
AR - 20/26
Inventory
- Spoiler:
- Bent Iron Sword (2d6)
Small Iron Shield
Dented Steel Helm
Dented Steel Chestplate
Dented Steel Pants
Dented Steel Pants
Dusty Cloak
Dented Iron Dagger
GUARD ROLLS
- Spoiler:
Guard 1
[Charge the toughest looking warrior and stab him]
Accuracy Roll (d20) - 13
Damage Roll (2d6) - 1 + 5 = 6
You strike the Orc weakly by mistake, then follow up with a hard blow.
Initiative Roll (d20) - 6
Enemy Initiative Roll (d20) - 16
The Orc isn't surprised and he swings at you.
Enemy Accuracy Roll (d20) - 17
Enemy Damage Roll (2d4) - 1 + 4 = 5
The blow doesn't penetrate your armor, but does make you stumble and leaves an ugly dent in your chestplate.
QUICK UPDATE
Guard 1
HP - 20/20
AR - 20/25
DMG - 2d6
Warrior 2
HP - 10/10
AR - 16/25
DMG - 2d4
Guard 2
[Help Guard 1 kill the Orc]
Accuracy Roll (d20) - 20
Attack Roll (2d6) - 6 + 3 = 9
You swing your Sword twice, hitting the Orc both times.
Initiative Roll (d20) - 14
Enemy Initiative Roll (d20) - 7
The Orc is caught by surprise, still focused on the other Guard.
Accuracy Roll (d20) - 8
Attack Roll (2d6) - 4 + N/A = 4
You miss once but hit the other time, not quite breaking his armor.
Guard 2
HP - 20/20
AR - 20/25
DMG - 2d6
Warrior 2
HP - 10/10
AR - 3/25
DMG - 2d4
THIS ONLY TOOK ABOUT 24 HOURS ON AND OFF. NOT EVEN HALF DONE YET!
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: [Archive]The Orcish Invasion - A Fantasy R2D
This game was discontinued due to lack of player and GM interest.
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
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