LPDnD: Barbarians at the Gate

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Re: LPDnD: Barbarians at the Gate

Post by Jimer Lins » Thu Mar 20, 2014 10:59 pm

Trinal, seriously hurt and down to 9 HP, spends his second wind to use a healing surge and crouches down to gain more cover.

Now up to 17 HP, Trinal is still bloodied, giving him a +2 to AC. Until the end of my next turn, my AC is 18. After that if I remain bloodied it will be 16.
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: Barbarians at the Gate

Post by Whiteness » Thu Mar 20, 2014 11:11 pm

[ooc] so my plan is to hopefully shoot some fire arrows over the heads of C2 barbarians and signal to team suicide to maybe come back or at least run, then I'm instructing my men and any that can hear me to shoot any available fire arrows out into the middle of the pack and then mount up and run like hell.

edit: and when that fails I have dibs on a wizard for next time
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: Barbarians at the Gate

Post by Jimer Lins » Thu Mar 20, 2014 11:18 pm

[ooc- I had assumed that a lot of the army were minions, but that's the perils of metagame thinking. Still, given what I've seen, we never stood a chance. The relic would be just as likely to destroy us as the enemy, or do nothing useful, so it's not a wild card, it just leaves the likelihood of success exactly where it was.]

Edit: Yeah, I'll probably roll a fighter or something this time around.
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: Barbarians at the Gate

Post by Whiteness » Thu Mar 20, 2014 11:22 pm

[ooc] I want to live, but I don't want to play and have to feel guilty about this whole mess
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: Barbarians at the Gate

Post by Maizan » Thu Mar 20, 2014 11:47 pm

Jimer Lins wrote:[ooc- I had assumed that a lot of the army were minions, but that's the perils of metagame thinking. Still, given what I've seen, we never stood a chance. The relic would be just as likely to destroy us as the enemy, or do nothing useful, so it's not a wild card, it just leaves the likelihood of success exactly where it was.]

Edit: Yeah, I'll probably roll a fighter or something this time around.
[ooc]It ain't over until the fat lady sings. And Use the bag of wonder (aka wand of wonder). Or give it to one of your crew and let them cast.You have got 19 more uses. What could possible go wrong.. :evil: .....[ooc]
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Re: LPDnD: Barbarians at the Gate

Post by Dood » Thu Mar 20, 2014 11:50 pm

Jimer Lins wrote:[ooc- I had assumed that a lot of the army were minions, but that's the perils of metagame thinking.]

[ooc]I think we're all guilty of metagaming a bit on this encounter. Maybe these guys have a weakness when it comes to fire though! FLAME ON![/ooc]
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Re: LPDnD: Barbarians at the Gate

Post by Jimer Lins » Fri Mar 21, 2014 12:00 am

Maizan wrote:
Jimer Lins wrote:[ooc- I had assumed that a lot of the army were minions, but that's the perils of metagame thinking. Still, given what I've seen, we never stood a chance. The relic would be just as likely to destroy us as the enemy, or do nothing useful, so it's not a wild card, it just leaves the likelihood of success exactly where it was.]

Edit: Yeah, I'll probably roll a fighter or something this time around.
[ooc]It ain't over until the fat lady sings. And Use the bag of wonder (aka wand of wonder). Or give it to one of your crew and let them cast.You have got 19 more uses. What could possible go wrong.. :evil: .....[ooc]
[ooc- Well, let's just say that me being shrunk for a few rounds is one of the more benign options. In general principle I don't like totally random effect items; they're more like gambling than gameplay, because they take away all the elements of roleplaying and just substitute a dice roll. I had assumed its "chaotic" nature was more that its effects would range from "hee hee, that tickles" to "fist of god" than what it turned out to be, which was a much different kettle of fish.]
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: Barbarians at the Gate

Post by Furiel » Fri Mar 21, 2014 12:53 am

[ooc]speaking from a metagame perspective we have to realize something...alot of them probably are minions. We've only shot at the squares, not the circles. I'm willing to bet that the circles are all minions. If we shift our fire to them we can start whittling down the incoming fire and give ourselves a fighting chance pretty quick

So to review, I suggest adjusted tactics to be minions rain arrows on circle targets. No overlapping said targets. Those of us like myself and Syric will continue to work our xbows also shooting minions. Those of you with area attacks and/or powers with ranged weapons can focus fire on the squares to work on softening them up. I expect that they are going to charge the fort and try to scale the walls, at which point Syric and I can really go to town. The handy thing with all these people here is that it should be easy for me to get flanks on the squares once they start breaching and if I can start getting some decent damage rolls they'll start dropping fast.

All is not lost. Or at least if it is I"m taking as many of these mother fuckers with me as I can.

Also I wasn't following the goblin tower raid super closely, but as a remider you MAY have healing potions left on your person from that encounter depending on how you distributed them. I know Tony has 2 pots on him and Syric has 1 from our trip to the crypt so don't forget those if you have em![/ooc]
They say when you go on a quest for vengence to dig two graves. They underestimate me.

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DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: Barbarians at the Gate

Post by Staris » Fri Mar 21, 2014 1:12 am

"Lets thin these guys out!" His group will reload and fire.

s5 vs HJ
A 13,+6:19 D 6,+2:8

s3 vs HK
A 3,+6:9 D 5,+2:7

s2 vs HL
A 17,+6:23 D 8,+2:10

s4 vs HM
A 15,+6:21 D 8,+2:10

Stavis Vs 87
Attack Roll(1d20)+6 vs AC
9,+6
Total:15

Damage Roll(1d8)+2:
3,+2
Total:5

[OOC correct me if I'm wrong but I offered to take the extra potions but wasn't given them.]

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Re: LPDnD: Barbarians at the Gate

Post by Whiteness » Fri Mar 21, 2014 1:16 am

[ooc] I'm not sure if it's our turn yet?
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Fri Mar 21, 2014 1:30 am

OOC DM moment:
I have clearly made a mistake on a few fronts. Faced with 4 to 1 odds I really though the prevailing logic would be "fuck it, we need to run and tell the Earl as quickly as possible. When that didn't happen I thought "maybe they'd talk their way out of this." As To'rassa the younger got shot. I thought okay I've given them cannon fodder (Sorry Peter, Brian, Stewie, and Chris), a defensive position (-2 to incoming attacks), a level or 2 advantage over all the enemies, plus they have encounter powers and dailies to play with. But in all of that I forgot a principle that kind of matters a lot. If I shoot 200 arrows at you guys, even if only 10% hit, they still do 1d8ish damage as shortbows. And that adds up quickly. A mathematical slaughter is not a fun thing unless you are winning in Risk and are rolling die to finally capture Ukraine. In essence I Kobayashi Maru'd you guys.

The point of this game is to have fun. So I am going to give you guys vague and cryptic options in the form of Depeche Mode song titles on how we proceed. Please choose one, and we will go from there.

1. Policy of Truth
2. Master and Servant
3. Strangelove
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Re: LPDnD: Barbarians at the Gate

Post by Whiteness » Fri Mar 21, 2014 1:35 am

Obviously Strangelove

and I know nothing about Depeche Mode
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: Barbarians at the Gate

Post by Dood » Fri Mar 21, 2014 1:38 am

Honestly I thought we were going to retreat too, until someone start shooting.

Also, the only one of those songs I know is Master & Servant and only because of the Nouvelle Vague cover of it.
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Re: LPDnD: Barbarians at the Gate

Post by Dood » Fri Mar 21, 2014 1:46 am

My wife owns all of the Depeche Mode. She says we probably don't want to pick Policy of Truth.
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Re: LPDnD: Barbarians at the Gate

Post by Whiteness » Fri Mar 21, 2014 1:48 am

sorry Dood, I don't speak snore, I would have been down to retreat
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: Barbarians at the Gate

Post by Furiel » Fri Mar 21, 2014 1:49 am

Policy of Truth
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: Barbarians at the Gate

Post by Dood » Fri Mar 21, 2014 1:53 am

Whiteness wrote:sorry Dood, I don't speak snore, I would have been down to retreat
I'm not criticizing. I'm stating a fact. I thought we were likely to retreat and I was having a rather busy day IRL, so snoring was about all I had the ability to post. Then when I finally had time, I came to the forum and saw that we were attacking and, well, we were attacking at that point.
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Re: LPDnD: Barbarians at the Gate

Post by Jimer Lins » Fri Mar 21, 2014 2:04 am

I'm sorry if I contributed to the problem. I thought we were going to have a siege, as with four to one that's not bad odds if you're defending.

I'll go with the group consensus.

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A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: Barbarians at the Gate

Post by Jimer Lins » Fri Mar 21, 2014 2:06 am

Also I'm st my son's concert for the next few hours, so I may not be able to respond quickly.

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A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: Barbarians at the Gate

Post by Whiteness » Fri Mar 21, 2014 2:09 am

Dood wrote:
Whiteness wrote:sorry Dood, I don't speak snore, I would have been down to retreat
I'm not criticizing. I'm stating a fact. I thought we were likely to retreat and I was having a rather busy day IRL, so snoring was about all I had the ability to post. Then when I finally had time, I came to the forum and saw that we were attacking and, well, we were attacking at that point.
I didn't think you were, I am just being selfish...I want more dood and less sleepy ham :rave:
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: Barbarians at the Gate

Post by Maizan » Fri Mar 21, 2014 2:13 am

[ooc]I was re-reading the thread lines of how we got here. Diplomacy started out good...
Watching those videos I was more remembering how I use to dress and was tempted to pull out my yearbooks. lol.

Personal I was waiting to see how we did once they got over the walls before I got what's left of my crew and made for the trees.
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Re: LPDnD: Barbarians at the Gate

Post by Dood » Fri Mar 21, 2014 2:41 am

Less hugging, more cryptic voting.

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Re: LPDnD: Barbarians at the Gate

Post by Staris » Fri Mar 21, 2014 4:16 am

I'll be honset I have no clue what voting on any of them will mean so I won't be voting.

A.I will slightly apologise because far too often in dnd when a challenge gets put in front of me I can't help but answer it in some way or another. Not being able to use sneak really hamstrings me on a lot of my options that I could try and pursue but that is beside the point from Stavis's perspective even in a sever disadvantage he would not abandon his post. Partly because this is one of the few places that has been more willing to treat him like a person so will do more because of how rare that is and because he will do everything he can to not be branded a deserter. Yes I know we weren't officially conscripted but abandonment can still be looked unfavourably by the Earl and being a drow tends to mean kill first ask questions later. So as a forewarning you will have to drag him away.

B. I've done my fair share of sieges and been more out numbered then this so a mear 4 to 1 isn't enough to warn me that fleeing is the intended answer. With most sieges taking multiple days to accomplish the main goal so far has been to weather out the storm of this day. After this round was going to request Trinal give me the relic if he wasn't going to use it and that anyone that can use fire to do so, because setting the grass on fire around the barbarians would likely break up their lines and quite possibly push them back enough that they give up for the day.

C. Joun if you intended on us leaving I would have expected a cue from the Commander that gee I really don't think we have a hope of holding them back with us probably brushing him off and then learning oh yea that would have been a smart more. Since I hadn't gotten that I was assuming fighting was the expected coarse of action and I really try not to jump the rails too often since I know gming isn't the easiest job in the world especially if we where to keep ignoring your intended road map.

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Re: LPDnD: Barbarians at the Gate

Post by Maizan » Fri Mar 21, 2014 11:38 am

My vote is to continue.




And then try to Take OVer THE WORLD.

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Re: LPDnD: Barbarians at the Gate

Post by Whiteness » Fri Mar 21, 2014 12:29 pm

Blackferne is basically giving us a get out of jail free card, can we please vote so he doesn't have to do all of the decision making on how he's going to save our sorry asses?
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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