Author Topic: A Tide of Flames: a d20 Dungeons & Dragons adventure
Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
39869_Aragon
Date Posted: 5/10 12:10am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/10 12:11am (1 edits total) Edited By: Saintheart
DM OOG: Xan: No, you're limited to ZOMG! grin

Mitth: Yes, that's your Ride check. I can use that. wink

Incidentally, unless people specify a grid reference from the map, I'll assume that people are remaining in the square they start from.

 

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CryoDragoon 
Registered: Jan '06
Date Posted: 5/10 5:41am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
IC: Halden Virthyr, Elsir Vane, just outside Drellin’s Ferry

It was warm and would actually be quite lovely if he only hadn’t donned his armor. His shield was supposed to protect him against the elements, but Halden didn’t notice it shielding him from the heat. In a final sigh, he pulled his shield out from behind his back and held it against his forehead in a hopeful attempt to cool himself. There was something strange, though… Like… people who were moving in the grass and bushes… Was the heat making him hallucinate now?

“Ambush!”


The two clerics – who else – had spotted the humanoids too, now. Phew… No need to panic… Looks like I’m not going mad… Before Halden realized he had instinctively already wished for his spear to be drawn, which it did. He had to catch the bloody thing and nearly fell off his horse as he just got it. It immediately enlarged to the size of a spear, throwing Halden even more off-balance. He got up just in time and saw the tall grasses being moved by their humanoid attackers, and heard frighteningly vicious growling sounds, presumably those of dogs.

“So… anyone think they might just want to make friends?”

“Yes, nothing say’s ‘welcome in Drellin’s ferry’ like drawn weapons, ey? Maybe we just forgot to pay toll…

As he was finishing his mutterings he slung his feet over his horse’s back, clumsily getting off of his horse with spear and shield already in hand, much to the dismay of his horse, protesting angrily. He heard a murmur from his left as he moved forward just a bit, throwing up his shield and bringing his spear to his side in preparation for an attack. The cleric spoke a prayer and commanded everyone to stay close, for the protection of Torm to work. He heard the angry ambushers coming closer and licked his lips, a nervous little habit, waiting for the disorganised troop to come close.


TAG: GM, Party

Actions:
Draw weapon and shield (free move)
Speak (free move)
Unmount (ride check: 1d20+2-4 --> 4, no quick dismount --> move action)


 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/10 10:23am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOG: Readying a shield is a move action, it's only the crystal of return that makes drawing your weapon a free action. Also a short-spear is a one-handed weapon while a spear or a longspear is a two-handed weapon. Though since changing the weapon size is a swift action, you could change it to a spear or longspear this round, and thanks to the steadfast boots, it would be readied against anyone who charges into your reach (since you can charge as a standard action up to your move speed in a surprise round), then you could shrink the weapon and draw your shield next round.

At any rate, everyone who matters has posted, so it's probably update time.

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 5/10 11:46am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
Oops, forgot to add the modifier to the Ride check from the military saddle.

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/10 12:08pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/10 12:11pm (1 edits total) Edited By: LightWarden
OOG: I thought you did. +4 skill (cross class) +2 Dex +2 Military saddle= +8

Let's see...
--Heal: +9 skill, +4 Wis +2 Belt = +15
--Spellcraft: +9 skill +4 Wis = +13
--Knowledge [Religion]: +9 skill +1 Int= +10
--Diplomacy: +9 skill +3 Cha= +12
--Ride: +4 skill +2 Dex +2 military saddle = +8
--Perception: +3 untrained +4 Wis +2 Blooded= +9
--Athletics: +3 untrained +1 Str= +4 (and then there's a -2 armor check penalty)

Hmm... I think you may actually be short a trained skill, on account of your Intelligence bonus now being positive instead of negative (4 base +1 human +1 Int = 6 trained skills, you only have 5). Perhaps a Craft, Knowledge, or Profession skill?

And Cryo, Halden's Ride check should have been 1d20+6 (+3 untrained +3 Dex, your -3 armor check penalty doesn't apply to Ride, just Athletics and Acrobatics). That said, you still didn't roll high enough, so nothing changes about your post.

 

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CryoDragoon 
Registered: Jan '06
Date Posted: 5/10 1:14pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOC: God, do I hate rolls and moves and actions and modifiers O_o

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 5/10 2:10pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
LightWarden posted:
OOG: I thought you did. +4 skill (cross class) +2 Dex +2 Military saddle= +8

Let's see...
--Heal: +9 skill, +4 Wis +2 Belt = +15
--Spellcraft: +9 skill +4 Wis = +13
--Knowledge [Religion]: +9 skill +1 Int= +10
--Diplomacy: +9 skill +3 Cha= +12
--Ride: +4 skill +2 Dex +2 military saddle = +8
--Perception: +3 untrained +4 Wis +2 Blooded= +9
--Athletics: +3 untrained +1 Str= +4 (and then there's a -2 armor check penalty)

Hmm... I think you may actually be short a trained skill, on account of your Intelligence bonus now being positive instead of negative (4 base +1 human +1 Int = 6 trained skills, you only have 5). Perhaps a Craft, Knowledge, or Profession skill?



Okay, I guess it is in there. Oops again. I'll do a craft skill since I want to create potions and maybe later magic items. So what would that be called Craft [Magic Items] or [Potions]?

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/10 2:46pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOG: Neither, it would probably be Craft: Alchemy if you wanted to make potions and other useful items such as tindertwigs and sunsticks and tanglefoot bags.

 

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CmdrMitthrawnuruodo 
Registered: Jul '00
44424_Roan Fel
Date Posted: 5/10 3:06pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
So how many ranks would go into it?

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/10 3:31pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOG: 9 ranks +1 Int= +10

 

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Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
39869_Aragon
Date Posted: 5/11 6:40pm Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
DM OOG: Last call for actions or posts, folks. Update follows about midnight tonight on board time.

 

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Saintheart 
Title: Manager and Wandering Swordsman of the RPF
Registered: Dec '00
39869_Aragon
Date Posted: 5/12 6:07am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure - Date Edited: 5/13 12:30am (7 edits total) Edited By: Saintheart
DM OOG: And here’s the update. The map and battle stats are contained at the end.

Everyone

The road cut, heading to Drellin’s Ferry
Elsir Vale


The quiet of the late morning was shattered as Skadi and Zanaek shouted their warnings. Harsh snarls from the treeline answered the clerics in a guttural language that sounded very familiar. It was the goblin tongue, and for those members of the party who understood the language the words were fairly clear: variants of Die, for the most part. And, even with the brief seconds the party had had before it all went to Hades, they had fought enough horrors in enough caves and ruins over the year they’d been together to recognize the forms: not goblins, but hobgoblins – larger cousins to the goblin species, and tougher.

Those members of the party who were not riding warhorses might not have flinched, but their horses did, the animals looking around wildly as battle closed in on them.

Ariel’s hands blurred, and less than one second later she’d drawn and nocked an arrow to her longbow, sighting for the first available target. One had to wonder about Aendrie Faenya sometimes – exposing her to this kind of attack while she was still on the ground…

Skadi, despite the prospect of impending injury or death, was still. Time began to slow down; just as the tome had said it would. She had a sensation of her plate mail – which she was still getting used to -- wrapping her in its safe steel embrace. She calmly offered a prayer to Tyr as she drew her weapons. And her sword and shield moved in a rigid, ritualistic set of sweeps and curves, finally settling into a hard, battle-ready, but oddly compelling stance. It was, she reflected distantly, very different from the brawling, improvisational sword style she had learned as a pirate. And Skadi felt its reward pass into her centre of balance, just as the tome of battle had said it would: in addition to Tyr’s power, ki welled inside her as the Martial Spirit stance took effect.

Alessandro exploded into motion, making an elegant dismount, his rapier clearing its cane scabbard with an eager hiss, joined a second or two later by his short sword in his other hand. At the rear of the group it was unlikely the others had seen his rather impressive acrobatic display, which was a pity; on the other hand, he suspected there’d be plenty of acrobatics before the morning was out.

Zanaek Grahorn, having called out the threat of an ambush, now turned his cry to his god as he scattered silver powder from his outstretched hand. And Torm answered, with the incantation so mundanely described in the various books of common prayer as Magic Circle. There was no immediately visible effect, but Zanaek felt its power none the less. Just as the lesser spell Protection from Evil channeled the god’s power through his body, so too did Torm with this spell – but not just his body. Zanaek could feel divine power coursing through him and out of him, pulsing into a perimeter emanating ten feet out from him in all directions. A perimeter made of Torm’s strength.

As it happened, everyone was within that perimeter at that moment, and every member of the party felt a sudden, rushing sensation as if they’d just been caressed by a cool breeze.

By contrast with Alessandro, Halden Virthyr’s dismount from Yondalla wasn’t quite as impressive, and he only managed to summon his changeling spear – presently in its shortspear form – to his hand by the time he had disentangled himself from the saddle. The Sembian couldn’t help but feel half-naked with his shield still looped up over his back and half a dozen hobgoblins all around them.

Ariel Elandinai for her part ignored the sensation as Torm’s protection coursed through her. To the south of their position two of the doglike forms stalked out from the treeline. One, the closer, snarled a challenge from above the party beneath it in the cut. When they saw it, Zanaek, Skadi, Celbrandir, and Najos each recognized it for what it was: a hell hound. A creature quite literally not of this world, originating from the darkness of the Nine Hells. The recognition came as the creature opened its jaws, prepared to leap from the top of the cut towards them…

Ariel sighted down the arrow’s length, lining the hound up … and yet the hound seemed to look back down the arrow straight at her…
Its muzzle looked very much like a smile.

The second hell hound, meanwhile, came loping up the path directly towards the party. Corrath, risked a glance off in the direction of the ruined farmhouse, but aside from the shadow of a third hell hound racing towards the path she could only glimpse a couple of indistinct figures crouched behind the low stone walls of the ruin. Arguably closest to the hell hound, she could smell an odour of brimstone wafting from it as its fire-red eyes locked onto the party’s position. And she could not help but wonder how in the name of Gygax’s Beard they’d managed to be taken so completely by surprise like this.

Meanwhile, the hobgoblins around the party decided the moment was right. Arrows came winging out of the trees as longbows sang. Celbrandir, caught by surprise, never saw it coming. Three arrows buzzed from his right and thunked into his side and back, blasting pain through his body. His horse reared under him, but, sagging under the impact of the arrows, the elven sorcerer somehow managed to stay in the saddle. He fought for balance as the waves of agony started, and red patches immediately bloomed on his robes around the impact points of the arrows.

Najos, also taken utterly by surprise, was more fortunate as three more arrows whistled in from the right, but one of them went wild. A second arrow whacked into the saddle right next to the shugenja’s left leg. The third was dead centre on the half-elf’s chest, and struck home—only to be turned aside by the masterful crafting of the mithril shirt Najos was wearing. Corellon Larethian, it seemed, was still with him. And probably the god of whichever armourer had forged the chain shirt.

It was an obvious tactic in hindsight – amongst the group of armoured warriors, Celbrandir and Najos were the only ones wearing what seemed to be robes. These hobgoblins were no mere dumb raiders as some of the party had encountered back at the Mossgarde farm – they outnumbered the company, they weren’t closing to melee range, and they’d caught them in a very passable imitation of a box canyon.

TAG: Everyone

Battle Stats

All bonuses or penalties accruing from spells, etc, are factored into the statistics unless specifically noted otherwise.

Alessandro Itrayem
HP: 70/70
AC: 23
Attack/Damage: +11 Sword-cane, +10 Shortsword, +10 Ranged
--+1 Sword-cane 1d6+6 (18-20/x2)
--Shortsword 1d6+4 (19-20/x2)
--Light Crossbow 1d8 (19-20/x2, range inc 80 feet)
Saves: Fort - +8, Ref - +11, Will - +5
TORM’S CIRCLE AGAINST EVIL: +2 to AC, +2 to Saving Throws

Ariel Elandinai
HP: 60/60
AC: 23 (24 with buckler)
Attack/Damage: Glass Rapier +9, “Normal” rapier +10, Composite Longbow +11, Bolas +10
--Dagger 1d4+3 (19-20/x2, range incr 10 feet)
--Avariel Glass Rapier (Sulcabedoo) 1d6+3 (18-20/x2)
--Rapier (Morsul) 1d6+4 (18-20/x2)
--Composite Longbow 1d8+3 (20/×3, range incr 110 feet)
--Bolas +10, 1d4+3 (20/x2)
Saves: Fort - +8, Ref - +9, Will - +3
NB +1 to attack and damage on ranged attacks within 30 feet (not included in above stats).
TORM’S CIRCLE AGAINST EVIL: +2 to AC, +2 to Saving Throws

Celbrandir Silverwind
HP: 20/39 (Injured)
AC: 12
Attack/Damage: +3 Melee, +7 ranged
--Dagger 1d4 (19-20/x2)
--Shortbow 1d6 (20/x3)
--Longsword 1d8 (19-20/x2)
Saves: Fort - +6, Ref - +8, Will - +8
Spells (7/7/6/4) DC (13+Level)
0: Mage Hand, Light, Disrupt Undead, Detect Magic, Read Magic, Open/Close, and Ghost Sound
1: Enlarge Person, Magic Missile, Mage Armor, Ray of Enfeeblement.
2: Invisibility, Scorching Ray.
3: Fireball
NB +1 to attack and damage on ranged attacks within 30 feet (not included in above stats).
TORM’S CIRCLE AGAINST EVIL: +1 to AC, +2 to Saving Throws
CAUGHT FLATFOOTED: No Dex bonus to AC until next round

Corrath Marktos
HP: 46/46
AC: 22
Attack/Damage: Rapier (w/ Weap. Fin.) +11, Ranged +8, Melee +4
--+1 Rapier (Nox) 1d6+1 (18-20/x2+3d6)
--Shortbow 1d6 (20/x3+3d6, range inc 70 feet)
--Dagger 1d4 (19-20/x2+3d6, range inc 10 feet)
Saves: Fort - +5, Ref - +12, Will - +4
TORM’S CIRCLE AGAINST EVIL: +2 to AC, +2 to Saving Throws
UNCANNY DODGE: No loss of Dex bonus to AC when flatfooted

Halden Virthyr
HP: 91/91
AC: 22
Attack/Damage: +11/+6 Changeling Spear, +9 dagger, +9 shortsword, +9 ranged (thrown dagger)
--Shortspear 1d6+6 (20/x2, range incr. 20 feet)
--Spear or Longspear 1d8+7 (20/x3 for each)
--Dagger 1d4+2 (19-20/x2, range incr. 10 feet if thrown)
--Shortsword 1d6+2 (19-20/x2)
Saves: Fort - +10, Ref - +7, Will - +4
TORM’S CIRCLE AGAINST EVIL: +2 to AC, +2 to Saving Throws
SHIELD UNREADIED: -5 to AC vs ranged attacks until prepared

Najos Kieran Feuer
HP: 52/52
AC: 17
Attack/Damage: Handheld +4, Missile +7
--Masterwork Light Crossbow 1d8 (19-20/x2)
--Short Sword 1d6 (19-20/x2)
Saves: Fort - +6, Ref - +7, Will - +8
Spells (6/7/6/4) DC 13+Level, CL 6
0: Dancing Lights, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Read Magic
1: Burning Hands, Disguise Self, Faerie Fire, Remove Fear, Shield of Faith
2: Barkskin, Produce Flame, Scent
3: Call Lightning, Lesser Restoration
TORM’S CIRCLE AGAINST EVIL: +2 to AC, +2 to Saving Throws
CAUGHT FLATFOOTED: No Dex bonus to AC until next round


Sa’adi Adim
HP: 78/78
AC: 25
Attack/Damage: Attacks: +9 longsword, +7 Heavy Mace
--Longsword 1d8+4 (19-20/x2)
--Heavy Mace 1d8+3 (20/x2)
Saves: Fort - +10, Ref - +4, Will - +11
Spells (5/5/5/4) DC (14+Level) Domains: Retribution, War Caster Level: 6
0: Detect Magic, Guidance, Light, Read Magic, Resistance
1: Divine Favor x 2, Conviction x2 (SpC), Shield of Faith (d)
2: Bull’s Strength x 2, Remove Paralysis, Spiritual Weapon (d), Zone of Truth
3: Chain of Eyes (SpC), Flame of Faith (SpC), Magic Circle Against Evil, Speak with Dead (d)
AURA OF COURAGE:
-- Immune to Fear (Magical or Otherwise)
-- +4 to saving throws against fear for all allies within 10 feet

TORM’S CIRCLE AGAINST EVIL: +2 to AC, +1 to Saving Throws

Zanaek Grahorn
HP: 60/60
AC: 21
Attack/Damage: Melee +5, Ranged +6
--Light Crossbow 1d8 (19-20/x2, range inc 80 feet)
--Longsword 1d8+1 (19-20/x2)
--Light Shield 1d3+1 (20/x2)
--Dagger x 2 1d4+1 (19-20/x2, range inc 10 feet)
Saves: Fort - +8, Ref - +6, Will - +11
Spells (5/5/5/4) DC (14+Level) Domains: Healing, Protection
0: Detect Magic, Guidance, Light, Read Magic, Resistance
1: Comprehend Languages, Bless, Magic Weapon, Sanctuary, Divine Favor
2: Hold Person, Balor Nimbus, Iron Silence, Deific Vengeance, Frost Breath
3: Daylight, Remove Curse, Dispel Magic
TORM’S CIRCLE AGAINST EVIL: +2 to AC, +2 to Saving Throws (1 hour – 600 rounds wink )


DM OOG: In case anyone’s wondering, Halden’s shield feats haven’t kicked in to boost anyone’s AC – because he hasn’t got his shield ready yet.

The updated map of your situation can be found here. As usual, one square represents five feet, and there’s no difference if you move diagonally or in straight lines; five feet per square it is except where I’ve specified (4 squares of movement to get onto the steep slopes of the road cut; 2 squares of movement to enter the undergrowth.)

Alessandro, Halden, Skadi and Ariel have dismounted or were on the ground to begin with. Alessandro and Halden’s horses can be considered to be in the same square as they are; we’ll resolve this properly as the rounds continue. Everyone else was either surprised or casting a spell; thus Zanaek, Celbrandir, Najos, and Corrath are all still on horseback. Light horses, or light warhorses, have a movement allowance of 60 feet, or 12 squares. Further stats for horses can be found here.

Incidentally, Skadi doesn’t seem to have a horse at all. Looks like she’s had to walk halfway across the continent to Drellin’s Ferry. Very chivalrous, you lot tongue

Next round will be full combat (ie full “move and attack” actions and so on). Remember, if you want to move your character about, you need to specify the grid reference they’re moving from and moving to so I can keep track of it; I’ve included your characters’ movement allowances (on foot at least) in your character sheets at the front of the thread – in both “number of feet” and “number of squares” for even easier reference.

Lastly, for reference, here's the initiative order one more time:

Najos: 20
Ariel: 17
Skadi: 17
Corrath: 16
Alessandro: 13
Zanaek: 12
Halden: 10
Celbrandir: 5
Ambushers: 4

Enjoy! grin

 

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Jessica: my little princess, my daughter, born 10 August 2007
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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 5/12 8:37am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOC: Been sick bare with me
IC: Celbrandir Silverwind

Celbrandir heard the cry of 'Ambush' shortly before a trio of arrows slammed into his side. How he managed to stay mounted he did not know. But as soon as his reflexes allowed as he realized what was happening he cast the spell Mage Armour on himself. Afterwards he began to eye the thick plant foliage and wondered what a fireball would do to it and how fast the blaze would spread...

Tag

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 5/12 9:15am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOG: Uh... Celbrandir has 33 HP, not 46 (12+5x3+6). 46 is for people with d6 HD, not the sorcerer's d4. Which puts him at 14/33 HP. Also, his ring of protection adds to flat-footed AC, making it 13 at the present. And the attacks Halden makes with things that aren't spears are at +9 thanks to his new BAB and ability scores. And his 27 vs ranged AC only applies when he has the shield out.

That's about it though.

 

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Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 5/12 9:27am Subject: RE: A Tide of Flames: a d20 Dungeons & Dragons adventure
OOC: Eh hem! I put one of my +1 bonuses into con, and i have aka 12+3+3+3+3+3+12=36 i do believe

 

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"Your power over others only relates to those who fear you. Look into my eyes, fool, and see no fear."-Darth Shadra, in response to the dread lord Delano
Most Eager Newbie - Spring RPF awards 2008
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Sith Lord! Watch out!
John 3:16
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