Capture The Flag (Mission #3)

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Re: Capture The Flag (Mission #3)

Postby notimportant on Mon May 16, 2011 1:39 pm

I started the update early and missed Cheers's changed action. I would redraw normally, but this time it doesn't have any effect on the results, so I'll leave it as is and write the post now. Apologies.
"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
User avatar
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Re: Capture The Flag (Mission #3)

Postby notimportant on Mon May 16, 2011 2:01 pm

Turn 8, part 1.
Image
The fox goes in the other direction this time, but Stands still tries to hurt it first.
Stands's attack:
SPOILERS:25% bonus to Guard, 30% penalty for being prone, 10% 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 1-6. Roll: 20.

The attack misses. Lisps also leaves the square, supported by Cheers. Bomb finds a [Crutch: +1 ATT, -10% to melee attacks] which someone left lying around.

Turn 8, part 2.
Image
Lisps guards, Bomb advances. He wonders if it wouldn't have been faster to pick up both crutches and sprint after all. The fox attacks Cheers, but she is ready.
Fox' attack:
SPOILERS:Tackle bonus cancelled by guard. Attack hits on 1-10. Roll: 2. Cheers defense roll: 0: Cheers takes 2 damage.

Cheers's attack:
SPOILERS:Attack hits on 1-10. Roll: 10. Fox defense roll: 1. No damage.

The fox manages to get through her defenses (possibly because she was thinking about cheering instead) and bites her savagely. Cheers is starting to feel pretty beaten up.

Status:
Stands: HP 5/7, prone, carrying a rock, will take 15% penalty to next guard before moving.
Cheers: HP 2/5 (no guard penalty since the action was actually changed)
Bomb: HP 5/5, crutch (+1 ATK, -10% melee)
Lisps: HP 4/5, 5% penalty to next guard before moving.
Strange fox: 2 damage taken
Last edited by notimportant on Wed May 18, 2011 2:47 pm, edited 1 time in total.
"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
User avatar
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Re: Capture The Flag (Mission #3)

Postby Kide on Mon May 16, 2011 2:03 pm

Well, I thought that I would be possibly target, I donät have that good of a defence... Well maybe this will be the end of Cheers.
"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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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Mon May 16, 2011 4:32 pm

Move to B2, pick up crutch.

(I was half hoping somebody else would pick one up at some juncture, honestly.)
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 Tue May 17, 2011 12:43 am

Yeah I thought so too, but then the wolf came to attack Stands and I felt I needed to go and help.
"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
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Location: Land full of lakes and snow.... Also called Finland.

Re: Capture The Flag (Mission #3)

Postby PSychotic on Tue May 17, 2011 11:42 am

"Cheers!"

ACTIONS
A2, 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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Re: Capture The Flag (Mission #3)

Postby Kide on Tue May 17, 2011 11:43 am

Lisps, I am not sure the fox will be there, I at least am in the C2, so your going to the other direction.
"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.

Re: Capture The Flag (Mission #3)

Postby PSychotic on Tue May 17, 2011 11:46 am

tackle C2 then. got any suggestions kide? i'm not really good with tactics. also florida. florida is keeping me distracted.
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
User avatar
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Re: Capture The Flag (Mission #3)

Postby Kide on Tue May 17, 2011 11:53 am

Yeah... I don't know what we should do right now... =/ I still might die quite quickly here or I will certanly need luck to survive... At least it has received some damage, but... Not enoght yet, that's for sure... Now that the crutches are already so close, you or me should take the other one.... We should either use them as an attack bonus like we could, or take them to Stands, as I am sure his health etc, would be helpful in this battle as well...
"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.

Re: Capture The Flag (Mission #3)

Postby Kide on Tue May 17, 2011 1:17 pm

Ok, cheering for Lisps and then running 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.
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.

Re: Capture The Flag (Mission #3)

Postby notimportant on Tue May 17, 2011 3:14 pm

Turn 9, part 1.
Image
Lisps and Cheers aren't having much luck with their combo tackle, as the fox slips away before Lisps gets there. Stands takes the opportunity to toss another rock at it.
Stands's throw:
SPOILERS:10% ranged bonus. 1*10% range penalty. Fox is tackling (-10%) but has 15% bonus to dodge. Attack hits on 1-9. Roll: 9. Fox defense roll: 0. Fox takes 1 damage.

The rock catches one of the fox' hind legs, making it flash red again. It doesn't stop it from moving, though. Bomb moves closer.

Turn 9, part 2.
Image
The fox tackles Stands again.
Fox' attack:
SPOILERS:20% tackle bonus, Stands gets 10% dodge bonus but 30% prone penalty. Attack hits on 1-18. Roll: 2. Stands defense roll: 2. No damage.

Once again, the fox fails to pierce Stands's thick skin. This is one old goblin that's hard to chew! Bomb picks up the second crutch, but finds that he can't use both of them in combat, and carrying two of them is a bit cumbersome (he now takes carrying penalties). Cheers decides she likes it best when there's three spaces or more between her and the fox.

Status:
Stands: HP 5/7, prone, will take 15% penalty to next guard before moving.
Cheers: HP 2/5
Bomb: HP 5/5, crutch*2 (+1 ATK, -10% melee), carrying (penalties to movement and limited actions)
Lisps: HP 4/5
Strange fox: 3 damage taken


SPOILERS:Stands was supposed to be a non-entity, but he's tougher than I anticipated. Also, I learned about the .png format, so image quality might change. For the better, I hope.
"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 Tue May 17, 2011 4:54 pm

Bomb will bean the fox with a crutch and throw the second into B1.
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 Kide on Wed May 18, 2011 12:48 pm

Cheers will first cheer for bomb, 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.

Re: Capture The Flag (Mission #3)

Postby knucklekraken on Wed May 18, 2011 12:50 pm

Suggesting Lisps move to B2 and guard.
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
knucklekraken
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Posts: 4054
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Re: Capture The Flag (Mission #3)

Postby notimportant on Wed May 18, 2011 12:52 pm

knucklekraken wrote:Bomb will bean the fox with a crutch and throw the second into B1.

My language skills have failed me. "Bean" means hit, right? So it's a throw at the fox, then a throw to B1?
"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
User avatar
notimportant
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Posts: 2338
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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Wed May 18, 2011 12:54 pm

"Bean" is similar to "peg" in that yeah, I throw it at him and conk him on his little incorporeal noggin. The aim is for both crutches to land in B1.
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 Wed May 18, 2011 1:32 pm

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 notimportant on Wed May 18, 2011 1:56 pm

Turn 10, part 1.
Image
Stands picks up another rock as the fox leaves the square, since he doesn't think he'll be able to catch the fox by guarding. The fox tackles Bomb, who was just planning to conk the fox' pegs with some beans to the noggin. Cheers supports, and Lisps moves in to complicate things.
Fox' attack:
SPOILERS:10% tackle bonus. Bomb manages to throw one of the crutches just before the hit, so he gets to count his dodge bonus (10%). Add 15% for cheer and subtract 5% for Lisps. Attack hits on 1-8. Roll: 12.

Bomb's throw:
SPOILERS:20% penalty for throwing to the same square. Fox gets 15% dodge bonus, which the cheer bonus counteracts. 5% chance it hits Lisps instead. Attack hits the fox on 1-5, Lisps on a 6. Roll: 2. Fox defense roll: 0. Fox takes 1 damage.

Bomb spins around to avoid the tackle, and uses the momentum to throw a crutch right in the fox' head. It flashes red again, and its outlines are getting fuzzy.

Turn 10, part 2.
Image
Lisps guards in an attempt to hurt the fox further. Cheers supports.
Lisps's attack:
SPOILERS:15% cheer bonus, 5% penalty for Bomb in the square, fox has 15% bonus to dodge. Attack hits on 1-9. Roll: 14.

He isn't quick enough, and the fox escapes to B3. Stands launches another rock at it.
Stands's throw:
SPOILERS:Bomb and Lisps are in the line of fire. Bomb is hit on a 1, Lisps is hit on a 2. Roll: 7.
10% ranged attack bonus. 2*10% range penalty. Fox has 15% dodge bonus. Attack hits on 1-5. Roll: 19.

The rock doesn't hit anything. Bomb didn't have time to throw the other crutch this turn.

Status:
Stands: HP 5/7, prone, will take 15% penalty to next guard before moving.
Cheers: HP 2/5
Bomb: HP 5/5, crutch (+1 ATK, -10% melee)
Lisps: HP 4/5, takes 5% guard penalty before moving
Strange fox: 4 damage taken


SPOILERS:That situation forced me to add a whole bunch of behind the scenes rules. I'm not entirely happy with the range mechanics, but they are working.
Also, throws are attacks, so Bomb couldn't throw twice (even if the second one was used as a non-attack, it counts as an attack actionwise).
Last edited by notimportant on Wed May 18, 2011 3:00 pm, edited 1 time in total.
"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
User avatar
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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Wed May 18, 2011 2:08 pm

I just noticed that in turn 8, Bomb is referred to as Rock a couple times. Fix it and I'll delete this post referring to it. It'll be like none of it ever happened.
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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knucklekraken
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Re: Capture The Flag (Mission #3)

Postby notimportant on Wed May 18, 2011 3:04 pm

knucklekraken wrote:I just noticed that in turn 8, Bomb is referred to as Rock a couple times. Fix it and I'll delete this post referring to it. It'll be like none of it ever happened.

For some reason, calling Bomb "Rock" is the most common name mistake I do. It happens in nearly every post, I just catch most of them.
"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 PSychotic on Wed May 18, 2011 3:07 pm

Lisps chases after the fox.

ACTIONS
C2, C3 tackle.

SPOILERS:i believe that the fox is going to go for cheers. mainly because she has the least health. so run cheers! run!
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 Experiment on Wed May 18, 2011 3:26 pm

knucklekraken wrote:I just noticed that in turn 8, Bomb is referred to as Rock a couple times. Fix it and I'll delete this post referring to it. It'll be like none of it ever happened.


I noticed that mistake, and thought "Wait, have I been calling Rock by the wrong name in my match this whole time?" Luckily I hadn't gone nutso or been messing everything up for a while.
Tries-too-hard, Lv5 Strategist

A Fiesty One
HP: 5/5
Att: 3 (4 vs wildlife)
Def: 3 (4 vs undead)
Inventory:
A bunch of text that I will spare you from.
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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Wed May 18, 2011 3:28 pm

Happy I hit it and everything... But can I just kick that damned crutch into B1?
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
knucklekraken
Keenspot Juggernaut
 
Posts: 4054
Joined: Wed Dec 30, 2009 7:54 am
Location: Down aisle seven past the cereal.

Re: Capture The Flag (Mission #3)

Postby notimportant on Wed May 18, 2011 4:31 pm

Fine, I'll allow kicking reasonably small items one square as an action. I'll still give it a 5% chance to hit Stands in the head with it (which would be amusing).
"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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notimportant
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Re: Capture The Flag (Mission #3)

Postby knucklekraken on Thu May 19, 2011 6:58 am

Done.

Bomb kicks the crutch into B1 in frustration and tosses the other crutch into B1 before turning around and releasing his full fury on their fuzzy antagonist.
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
knucklekraken
Keenspot Juggernaut
 
Posts: 4054
Joined: Wed Dec 30, 2009 7:54 am
Location: Down aisle seven past the cereal.

 
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