Capture The Flag (Mission #3)

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Re: Capture The Flag (Mission #3)

Postby notimportant on Thu May 12, 2011 3:05 pm

Hadn't thought of that. I'll allow tossing crutches, but the range would be 2 squares like any makeshift range weapon.

Also: actions locked, starting update.
"Will you give all you can give, so that our Banner may advance?" (Join Capture The Flag!)
Arena slave:
Not Important HP 0/5 ~ Atk 1+1 ~ Def 1 ~ App 0 ~ Traits: None ~ Items: Dagger
Lived an unfulfilled live, but got redemption in the Hats afterlife.

Goblin hero:
States-the-obvious HP 6/8 ~ Atk 17(2+13+2) ~ Def 26(3+22+1) ~ Cha 44(0+44)
Executed by a deranged monarch

Hats:
Echo HP: 9/10 ~ Status: Living happily ever after ~ Tomfoolery level: Sufficient
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Re: Capture The Flag (Mission #3)

Postby notimportant on Thu May 12, 2011 3:56 pm

Turn 4, part 1.
Image
Bomb realizes he forgot something. "What kind of idiot am I?" He heads back to the crutches. Lisps doesn't realize the question was rethorical, and tries to think of different kinds of idiots. Cheers was about to cheer him on in his ponderings, but she is interrupted by a fox-like tackle.
Fox' attack:
SPOILERS:10% tackle bonus. Attack hits on 1-12. Roll: 2 Cheers defense roll: 1. Cheers takes 1 damage.

Cheers is knocked over, and takes minor damage. This means the fox is close enough for Stands to unleash a rock of fury.
Stands's throw:
SPOILERS:10% throwing bonus from feats. 2*10% range penalty. The fox is in a tackle and takes 10% penalty, but it has 15% bonuses to dodge. Also, Cheers is in the square and has a 5% chance of being hit, taken from the hit numbers. The attack hits the fox on 1-6, and hits Cheers on 7. Roll: 6. Fox defense roll: 2. No damage.

The fox is hit, but doesn't seem hurt at all.

Turn 4, part 2.
Image
Bomb re-reaches the crutches.
"We have to attack it simultaneously to beat its defense. Tell me when to throw! And snap out of it, Lisps!"

Status:
Stands: HP 6/7, prone
Cheers: HP 4/5
Bomb: HP 5/5
Lisps: HP 5/5
Strange fox: 0 damage taken.


SPOILERS:Range mechanics are getting close to a sufficient degree of complexity, as will be further demonstrated in the update for the other mission.
"Will you give all you can give, so that our Banner may advance?" (Join Capture The Flag!)
Arena slave:
Not Important HP 0/5 ~ Atk 1+1 ~ Def 1 ~ App 0 ~ Traits: None ~ Items: Dagger
Lived an unfulfilled live, but got redemption in the Hats afterlife.

Goblin hero:
States-the-obvious HP 6/8 ~ Atk 17(2+13+2) ~ Def 26(3+22+1) ~ Cha 44(0+44)
Executed by a deranged monarch

Hats:
Echo HP: 9/10 ~ Status: Living happily ever after ~ Tomfoolery level: Sufficient
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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Thu May 12, 2011 4:01 pm

Bomb picks up a crutch and hucks it into B4. He tries not to hit Lisps.

(Trust me, I almost know what I'm doing.)
Avatar by arles.

Member of the Irregulators. Reticulating splines since 2011.

Here are stats for a player race I created, compatible with 3.5 D&D. Please steal.

SPOILERS:Tasty People
+2 Charisma: Tasty People have strong natural pheromones.
-2 Wisdom: Tasty People have a racial predisposition for making bad decisions.
When faced with an encounter involving a predatory creature, a Tasty Person must make a Charisma Check. If the DC (15) is met, the creature will attack the Tasty Person to the exclusion of other targets who are not also Tasty People who have met this DC. The DC should be modified for monsters with a strong sense of smell, I leave this to your discretion as a DM. The monster is not forced to attack the Tasty Person if doing so would cause it to take an attack of opportunity.
A Tasty Person's starting class should be treated as his favored class.

Tasty People speak Common.
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Re: Capture The Flag (Mission #3)

Postby PSychotic on Thu May 12, 2011 4:16 pm

Lisps gets up and tries to defend Bomb.

ACTIONS
B5, defend.

SPOILERS:sorry.i'm in florida. don't have much time for the forums.
Shi' Arri, Decroi, Canton, Sicoh, Tig, Jack, and Mack.

The Dread Pirate Scarrrgh, Kobold Pirate ..... dead just like half his crew
Lisps, Goblin Defender ..... Feats: Improved Tackle 2, Tackle Stamina 2, Improved Dodging 1
That Nameless Guy, Undead Warrior ..... STR 5 DEX 3 CON 3 ..... HP ?/? ..... 4 Throwing Knives, Axe (+3), Heavy Leather Armor (5/5)
Shiny, Not So Dead Goblin ..... ATK 1 DEF 1 ..... HP 5/5
Jack-Of-All-Trades, Lucky Goblin ..... ATK 0 DEF 1 ..... HP 5/5 MP 5/5 ..... Spells: Buff/Debuff, Thief!, Acrobatic F@#king Pirouette!
Bringer-Of-New-Times, Goblin Teller ..... ATK 1 DEF 1 ..... HP 5/5 ..... Spells: Heal

Hosting a Cave of Doom
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Re: Capture The Flag (Mission #3)

Postby Kide on Fri May 13, 2011 5:34 am

Well.... I suppose I will guard first... then as you both are way too far for me to cheer on.. Wll try and move to C3.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Re: Capture The Flag (Mission #3)

Postby Kide on Fri May 13, 2011 8:50 am

Hmmh... Or maybe I will just cheer for Lisps and then move to the C3...
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Re: Capture The Flag (Mission #3)

Postby notimportant on Fri May 13, 2011 1:13 pm

Kide wrote:Well.... I suppose I will guard first... then as you both are way too far for me to cheer on.. Wll try and move to C3.

Kide wrote:Hmmh... Or maybe I will just cheer for Lisps and then move to the C3...

Just in the interest of getting things right, I prefer actions that aren't accompanied by "I suppose" and "Maybe". You probably don't need me confused over what you are doing. :)
"Will you give all you can give, so that our Banner may advance?" (Join Capture The Flag!)
Arena slave:
Not Important HP 0/5 ~ Atk 1+1 ~ Def 1 ~ App 0 ~ Traits: None ~ Items: Dagger
Lived an unfulfilled live, but got redemption in the Hats afterlife.

Goblin hero:
States-the-obvious HP 6/8 ~ Atk 17(2+13+2) ~ Def 26(3+22+1) ~ Cha 44(0+44)
Executed by a deranged monarch

Hats:
Echo HP: 9/10 ~ Status: Living happily ever after ~ Tomfoolery level: Sufficient
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Re: Capture The Flag (Mission #3)

Postby Kide on Fri May 13, 2011 1:23 pm

Well... it's a maybe only because we really havenät done any really good plan right now, which I would prefer a lot more, than just trying to act acording to other's actions... Like when the fox was in the same square I was, I thought it would be best, if I would move away from the square first, and Lisps would have guarded for one turn, and then I would have cheered on him and he would have tackled to the square I was in. This way it did not work that well.

But whatever I say as my last action stands. The for will probaply try and tackle Lisps so, it is better for me to cheer on him first, of course it could also try and just go to some square and then tackle on me, but why would he not tackle on Lisps now..

So first cheer on Lisps and then move.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Fri May 13, 2011 1:26 pm

It might be a better idea for you to guard first, as that would definitely result in a tussle the first part of the turn. Anything else is guesswork.
Avatar by arles.

Member of the Irregulators. Reticulating splines since 2011.

Here are stats for a player race I created, compatible with 3.5 D&D. Please steal.

SPOILERS:Tasty People
+2 Charisma: Tasty People have strong natural pheromones.
-2 Wisdom: Tasty People have a racial predisposition for making bad decisions.
When faced with an encounter involving a predatory creature, a Tasty Person must make a Charisma Check. If the DC (15) is met, the creature will attack the Tasty Person to the exclusion of other targets who are not also Tasty People who have met this DC. The DC should be modified for monsters with a strong sense of smell, I leave this to your discretion as a DM. The monster is not forced to attack the Tasty Person if doing so would cause it to take an attack of opportunity.
A Tasty Person's starting class should be treated as his favored class.

Tasty People speak Common.
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Re: Capture The Flag (Mission #3)

Postby Kide on Fri May 13, 2011 1:33 pm

Well.... Let's guard then, though then the fox will get an attack on me.... which will have a possibility of damaging me as well so...

But guard and then move, I suppose. though I think the fox will attack lisps.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
User avatar
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Posts: 1595
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Re: Capture The Flag (Mission #3)

Postby notimportant on Fri May 13, 2011 2:18 pm

Turn 5, part 1.
Image
Bomb picks up a crutch. These are a bit rough, but it hurts when they hit you on the noggin.
[Crutch: Blunt weapon. +1 ATK, -10% melee]
Lisps moves closer to the crutches as well, while Cheers tries to hit the fox while she is close.
Cheers's attack:
SPOILERS:The fox has a 15% dodge bonus, but takes a -10% penalty for being caught in a tackle. Attack hits on 1-9. Roll: 16.

The fox is much too quick for her, and runs off towards Stands, who is picking up another rock.

Turn 5, part 2.
Image
Stands attempts to throw the rock, but is interrupted by the fox' tackle. Stands is lying on the ground so he has no chance of avoiding the attack.
Fox' attack:
SPOILERS:20% tackle bonus. Stands has 10% dodge bonus, but he takes a 30% penalty for being prone. Attack hits on 1-18. Roll: 14. Stands defense roll: 2. No damage.

Stands manages to get an arm up and avoid taking any damage from the bite. Meanwhile, Cheers moves to the flank, while Bomb (protected by Lisps) lobs a crutch into B4.
Toss:
SPOILERS:Lisps in trajectory is hit on a 1. Roll: 4.


Status:
Stands: HP 6/7, prone, carrying a rock
Cheers: HP 4/5
Bomb: HP 5/5
Lisps: HP 5/5, will take 5% penalty to next guard before moving.
Strange fox: 0 damage taken.

SPOILERS:You found the first "weapon". Unfortunately, you can't just go into the woods and all grab sticks like in a regular RPG, you'll have to make do with the sticks the game provides.
"Will you give all you can give, so that our Banner may advance?" (Join Capture The Flag!)
Arena slave:
Not Important HP 0/5 ~ Atk 1+1 ~ Def 1 ~ App 0 ~ Traits: None ~ Items: Dagger
Lived an unfulfilled live, but got redemption in the Hats afterlife.

Goblin hero:
States-the-obvious HP 6/8 ~ Atk 17(2+13+2) ~ Def 26(3+22+1) ~ Cha 44(0+44)
Executed by a deranged monarch

Hats:
Echo HP: 9/10 ~ Status: Living happily ever after ~ Tomfoolery level: Sufficient
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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Fri May 13, 2011 9:17 pm

Bomb will pick up a crutch and move to B5.
Avatar by arles.

Member of the Irregulators. Reticulating splines since 2011.

Here are stats for a player race I created, compatible with 3.5 D&D. Please steal.

SPOILERS:Tasty People
+2 Charisma: Tasty People have strong natural pheromones.
-2 Wisdom: Tasty People have a racial predisposition for making bad decisions.
When faced with an encounter involving a predatory creature, a Tasty Person must make a Charisma Check. If the DC (15) is met, the creature will attack the Tasty Person to the exclusion of other targets who are not also Tasty People who have met this DC. The DC should be modified for monsters with a strong sense of smell, I leave this to your discretion as a DM. The monster is not forced to attack the Tasty Person if doing so would cause it to take an attack of opportunity.
A Tasty Person's starting class should be treated as his favored class.

Tasty People speak Common.
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Re: Capture The Flag (Mission #3)

Postby PSychotic on Sat May 14, 2011 7:22 am

Lisps runs forward, and tackles the nothingness.

ACTIONS
B4, B3 tackle.

SPOILERS:anyone got some suggestions for what i should do?
Shi' Arri, Decroi, Canton, Sicoh, Tig, Jack, and Mack.

The Dread Pirate Scarrrgh, Kobold Pirate ..... dead just like half his crew
Lisps, Goblin Defender ..... Feats: Improved Tackle 2, Tackle Stamina 2, Improved Dodging 1
That Nameless Guy, Undead Warrior ..... STR 5 DEX 3 CON 3 ..... HP ?/? ..... 4 Throwing Knives, Axe (+3), Heavy Leather Armor (5/5)
Shiny, Not So Dead Goblin ..... ATK 1 DEF 1 ..... HP 5/5
Jack-Of-All-Trades, Lucky Goblin ..... ATK 0 DEF 1 ..... HP 5/5 MP 5/5 ..... Spells: Buff/Debuff, Thief!, Acrobatic F@#king Pirouette!
Bringer-Of-New-Times, Goblin Teller ..... ATK 1 DEF 1 ..... HP 5/5 ..... Spells: Heal

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Re: Capture The Flag (Mission #3)

Postby Kide on Sat May 14, 2011 12:10 pm

C4, and cheer for Lisps.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Re: Capture The Flag (Mission #3)

Postby notimportant on Sat May 14, 2011 5:12 pm

Turn 6, part 1
Image
Bomb picks up the other crutch. Cheers puts more distance between her and the scary fox, while Lisps does the opposite. The fox tries to move away for another charge, but Stands gets a swipe in first.
Stands's attack:
SPOILERS:Stands has a 25% bonus to Guard (!). He still takes 30% penalty for being prone. The fox has 15% bonus to dodge, but takes 10% penalty for being caught in a tackle. Attack hits on 1-8. Roll: 4. Fox defense roll: 0. Fox takes 1 damage.

He manages to rip off a tuft of fur, which disappears immediately. The fox flashes red, but quickly returns to it's (un)natural colour.

Turn 6, part 2.
Image
Cheers and Lisps carry out their Bonecrush tackle, but there's (expectedly) nothing there. Bomb moves closer. The fox gets back at Stands by tackling him again.
Fox' attack:
SPOILERS:20% tackle bonus. Stands again has 10% to dodge, but -30% for being prone. Attack hits on 1-18. Roll: 1. Stands defense roll: 1. Stands takes 1 damage.

This time, the fox manages to bite through Stands's skin for minor damage.
"You guys can start being helpful anytime now!"

Status:
Stands: HP 5/7, prone, carrying a rock, will take 5% penalty to next guard before moving.
Cheers: HP 4/5
Bomb: HP 5/5, crutch (+1 atk, -10% to melee)
Lisps: HP 5/5
Strange fox: 1 damage taken.

SPOILERS:Stands got the first hit while prone and unarmed. You know he'll never let you live this down unless you all redeem yourselves before the battle is over.
"Will you give all you can give, so that our Banner may advance?" (Join Capture The Flag!)
Arena slave:
Not Important HP 0/5 ~ Atk 1+1 ~ Def 1 ~ App 0 ~ Traits: None ~ Items: Dagger
Lived an unfulfilled live, but got redemption in the Hats afterlife.

Goblin hero:
States-the-obvious HP 6/8 ~ Atk 17(2+13+2) ~ Def 26(3+22+1) ~ Cha 44(0+44)
Executed by a deranged monarch

Hats:
Echo HP: 9/10 ~ Status: Living happily ever after ~ Tomfoolery level: Sufficient
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Re: Capture The Flag (Mission #3)

Postby vid20 on Sun May 15, 2011 1:31 am

That's right guys, let the old cripple do all the work
The Ratings War: Be Careful What You Wish For. A forum game that's a bit different.

Destiny of the Stonetear Clan
Wields-two-shields - Goblin maiden
HP 5/5
ATT: 3 (1 + 2 short blade)
DEF: 5 (2 + Frostward: +2 DEF Melee attacks made against the wearer have a 25% chance to freeze the attacker, making it inactive for the next turn. + 1 light wooden shield)
Back pack
skull - just be glade it's not you
Skeleton key
Leather Armor +1
Jar of Blue Energy

Escape from Brassmoon
Kritanta - kobold rogue. -died turn 135 RIP
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Re: Capture The Flag (Mission #3)

Postby Kide on Sun May 15, 2011 11:36 am

Ok, I suppose it is better for Cheers to run to the C2 now then.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Kide
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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Sun May 15, 2011 12:37 pm

Bomb will move to B4 and throw his crutch to B2.
Avatar by arles.

Member of the Irregulators. Reticulating splines since 2011.

Here are stats for a player race I created, compatible with 3.5 D&D. Please steal.

SPOILERS:Tasty People
+2 Charisma: Tasty People have strong natural pheromones.
-2 Wisdom: Tasty People have a racial predisposition for making bad decisions.
When faced with an encounter involving a predatory creature, a Tasty Person must make a Charisma Check. If the DC (15) is met, the creature will attack the Tasty Person to the exclusion of other targets who are not also Tasty People who have met this DC. The DC should be modified for monsters with a strong sense of smell, I leave this to your discretion as a DM. The monster is not forced to attack the Tasty Person if doing so would cause it to take an attack of opportunity.
A Tasty Person's starting class should be treated as his favored class.

Tasty People speak Common.
User avatar
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Re: Capture The Flag (Mission #3)

Postby PSychotic on Sun May 15, 2011 1:08 pm

"Stands!" Lisps yells and runs forward.

ACTIONS
B2, B1 tackle.
Shi' Arri, Decroi, Canton, Sicoh, Tig, Jack, and Mack.

The Dread Pirate Scarrrgh, Kobold Pirate ..... dead just like half his crew
Lisps, Goblin Defender ..... Feats: Improved Tackle 2, Tackle Stamina 2, Improved Dodging 1
That Nameless Guy, Undead Warrior ..... STR 5 DEX 3 CON 3 ..... HP ?/? ..... 4 Throwing Knives, Axe (+3), Heavy Leather Armor (5/5)
Shiny, Not So Dead Goblin ..... ATK 1 DEF 1 ..... HP 5/5
Jack-Of-All-Trades, Lucky Goblin ..... ATK 0 DEF 1 ..... HP 5/5 MP 5/5 ..... Spells: Buff/Debuff, Thief!, Acrobatic F@#king Pirouette!
Bringer-Of-New-Times, Goblin Teller ..... ATK 1 DEF 1 ..... HP 5/5 ..... Spells: Heal

Hosting a Cave of Doom
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PSychotic
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Re: Capture The Flag (Mission #3)

Postby notimportant on Sun May 15, 2011 3:00 pm

Turn 7, part 1.
Image
The fox tries to repeat the same maneuvre.
"Oh, no you don't!" Stands gets another swipe in at the retreating fox.
Stands's attack:
SPOILERS:25% bonus to Guard, 30% penalty for being prone, 5% penalty for guarding in the same square. The fox has 15% bonus to dodge, but takes 10% penalty for being caught in a tackle. Attack hits on 1-7. Roll: 6. Fox defense roll: 2. No damage.

It lands, but the fox isn't hurt this time. Lisps rushes in to assist, while Bomb and Cheers move closer.

Turn 7, part 2.
Image
Cheers get in assisting range. Bomb tosses another crutch, making sure not to hit Lisps by accident.
Toss:
SPOILERS:Lisps is hit on a 1. Roll: 4.

The fox runs in for another bite out of Stands, but Lisps intercepts with a tackle. There's only so long a goblin can watch an old cripple being chewed up without taking action, apparently.
Lisps' attack:
SPOILERS:20% tackle bonus, 10% improved tackle. 5% penalty for Stands in the square. Fox has 15% to dodge. Attack hits on 1-12. Roll: 1. Fox defense roll: 0. Fox takes 1 damage.

Fox' attack:
SPOILERS:20% tackle bonus. Attack hits on 1-14. Roll: 4. Lisps defense roll: 1. Lisps takes 1 damage.

Lisps gets a painful bite on the arm, but the fox flashes red briefly once again.

Status:
Stands: HP 5/7, prone, carrying a rock, will take 10% penalty to next guard before moving.
Cheers: HP 4/5
Bomb: HP 5/5
Lisps: HP 4/5
Strange fox: 2 damage taken.
"Will you give all you can give, so that our Banner may advance?" (Join Capture The Flag!)
Arena slave:
Not Important HP 0/5 ~ Atk 1+1 ~ Def 1 ~ App 0 ~ Traits: None ~ Items: Dagger
Lived an unfulfilled live, but got redemption in the Hats afterlife.

Goblin hero:
States-the-obvious HP 6/8 ~ Atk 17(2+13+2) ~ Def 26(3+22+1) ~ Cha 44(0+44)
Executed by a deranged monarch

Hats:
Echo HP: 9/10 ~ Status: Living happily ever after ~ Tomfoolery level: Sufficient
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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Sun May 15, 2011 5:14 pm

Bomb picks up crutch, moves to B3.
Avatar by arles.

Member of the Irregulators. Reticulating splines since 2011.

Here are stats for a player race I created, compatible with 3.5 D&D. Please steal.

SPOILERS:Tasty People
+2 Charisma: Tasty People have strong natural pheromones.
-2 Wisdom: Tasty People have a racial predisposition for making bad decisions.
When faced with an encounter involving a predatory creature, a Tasty Person must make a Charisma Check. If the DC (15) is met, the creature will attack the Tasty Person to the exclusion of other targets who are not also Tasty People who have met this DC. The DC should be modified for monsters with a strong sense of smell, I leave this to your discretion as a DM. The monster is not forced to attack the Tasty Person if doing so would cause it to take an attack of opportunity.
A Tasty Person's starting class should be treated as his favored class.

Tasty People speak Common.
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Re: Capture The Flag (Mission #3)

Postby Kide on Mon May 16, 2011 10:39 am

Cheers will cheer for Lisps and then guard.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Re: Capture The Flag (Mission #3)

Postby PSychotic on Mon May 16, 2011 1:11 pm

"Yeah! Take that! I will have your delicious hide, fox!"

ACTIONS
B2, guard.
Shi' Arri, Decroi, Canton, Sicoh, Tig, Jack, and Mack.

The Dread Pirate Scarrrgh, Kobold Pirate ..... dead just like half his crew
Lisps, Goblin Defender ..... Feats: Improved Tackle 2, Tackle Stamina 2, Improved Dodging 1
That Nameless Guy, Undead Warrior ..... STR 5 DEX 3 CON 3 ..... HP ?/? ..... 4 Throwing Knives, Axe (+3), Heavy Leather Armor (5/5)
Shiny, Not So Dead Goblin ..... ATK 1 DEF 1 ..... HP 5/5
Jack-Of-All-Trades, Lucky Goblin ..... ATK 0 DEF 1 ..... HP 5/5 MP 5/5 ..... Spells: Buff/Debuff, Thief!, Acrobatic F@#king Pirouette!
Bringer-Of-New-Times, Goblin Teller ..... ATK 1 DEF 1 ..... HP 5/5 ..... Spells: Heal

Hosting a Cave of Doom
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Re: Capture The Flag (Mission #3)

Postby Kide on Mon May 16, 2011 1:17 pm

Ok, then I will cheer on Lisps both turns.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
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Kide
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Location: Land full of lakes and snow.... Also called Finland.

Re: Capture The Flag (Mission #3)

Postby Kide on Mon May 16, 2011 1:18 pm

Or actually, I will cheer on stands first, and then for Lisps.
"I aint no fancy damn supernachral terrer. I got guts and blood, an its too damn easy to spill em both."
-A goblin, from the Dungeon Keeper's dungeon.

Betrays A Friend
HP:1/5 * ATK:5 * DEF:4 * APP: 10

Hides in leaves
HP:10/10 * ATK:11 * DEF:20 * CHR:+8
Equipment:
Leather boots: DEF +1, CHR +1
Thief's cloak
Magical scimitar: +8 ATT
Intricate chestplate: +6 DEF +3 CHR
Holy armguards: +3 DEF +1 CHR
Holy helmet: +6 DEF +3 CHR
Abilities: Tracking, Driving skills, Animal Handling, Jousting, Singing, Dodging, Weapon profiency, Stealth, Animal friend: +0.5x travel speed, and increased power with animal related skills.
Spells: Breathe life (Can cure any plant. Or heal an ally, restores 1 HP each turn for 3 turns), Plant control: Control any vegetation around you. (defensive and offensive maneuvres), Growth: Makes plants grow around you (Once every 4 turns), Empower: Allows you to strongly empower another spell freely (once an day)
Mighty horse: El Diablo +2 Att/Def, 2x travel speed.
User avatar
Kide
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Posts: 1595
Joined: Fri Dec 03, 2010 3:06 pm
Location: Land full of lakes and snow.... Also called Finland.

 
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