PDA

View Full Version : D&D Armies Match II - The Dragon vs Jormengand



The Dragon
2013-06-03, 03:42 PM
Hey there.
I'll just roll to see which of us is going first. I believe it was an unmodified d20 roll, yes?
[roll0] for who goes first.
At any rate, below you will find the map I created in a spoiler.
From the recruitment thread:
Quote:
I've drawn a rather crude map
It's pretty big, so I won't put it in spoilers.

Anyway, if you don't like it, I can make something else pretty quickly.
There's some clarifications attached to the map:
-the brown ground is the valley floor.
-the dark ground is representing 20 ft high cliffs. Scaling one of these is climb dc 15.
-the grey ground is representing slopes, and as such they take double movement when moving up. normal movement when moving down or sideways.
-when standing underneath a tree crown, you have concealment(20% miss chance) from creatures above the tree crown. (and as such, you can hide from flying creatures.) the trunks give cover, and is considered to be located in the center of the tree crown.
Climbing a tree trunk is dc 15, and you need to climb 10ft to reach the tree crown. when sitting in the crown of a tree with leaves, you have concealment, and thus, you can hide from creatures both on the ground and in the air.
-Trees without leaves do not give concealment when you are sitting in their crowns.

Deployment of armies:
Each player picks one of the tree big cliffs, and places his troops on either the surface, or on the slopes.

Sounds acceptable? Like I said, it was made quick and dirty, so I'm not overly attached to it.
The map (http://rpgamer.ru/media/map/5704/img.png) as a .png file, so you can put your troops on it.

The map in a spoiler, it is really big, take care when you open it.
http://rpgamer.ru/media/map/5704/img.png

Jormengand
2013-06-03, 03:47 PM
You can't roll in the first post.

[roll0]

The Dragon
2013-06-03, 03:49 PM
You can't roll in the first post.

[roll0]

I knew something was up. I don't often do first posts. Which of the three cliffs do you want?

[roll0]

will you look at that.

Jormengand
2013-06-03, 03:51 PM
I knew something was up. I don't often do first posts. Which of the three cliffs do you want?

I don't really mind... I guess the one on the right.

Jormengand
2013-06-03, 04:01 PM
Uh, so your turn first, I guess.

The Dragon
2013-06-03, 04:11 PM
yep. I've put my troops on the left cliff. Here's (http://pyromancers.com/media/view/main.swf?round_id=33411) a map/turn engine that can put tokens on the map. I've put mine in there.
On the far cliff you see a bunch of human mounted on hippogriffs. they all appear to be chanting. one of them holds a scroll.


actions
Mage-Savant Williams casts Communal Stone Skin via a scroll. CL-check to cast: DC12 [roll0] targeting all of the humans, and NOT Grunts, Zorahs, Verners hippo.
Lt's casts Gravity Bow
Cpt. Casts Heroism on Lt. Archer.
Edit: Scroll fizzles.
Status(it's not nice to look in this):

Lt Archer: Heroism; Gravity Bow
Lt Verner: G.B.
Lt Grunt: G.B.
Lt Zorah: G.B.
Lt Kandros: G.B.
Cpt. Lawson: -
Mage-Savant Williams: -

Jormengand
2013-06-03, 04:15 PM
yep. I've put my troops on the left cliff. Here's (http://pyromancers.com/media/view/main.swf?round_id=33411) a map/turn engine that can put tokens on the map. I've put mine in there.
On the far cliff you see a bunch of human mounted on hippogriffs. they all appear to be chanting. one of them holds a scroll.


actions
Mage-Savant Williams casts Communal Stone Skin via a scroll. CL-check to cast: DC12 [roll0] targeting all of the humans, and NOT Grunts, Zorahs, Verners hippo.
Lt's casts Gravity Bow
Cpt. Casts Heroism on Lt. Archer.
Edit: Scroll fizzles.
Status(it's not nice to look in this):

Lt Archer: Heroism; Gravity Bow
Lt Verner: G.B.
Lt Grunt: G.B.
Lt Zorah: G.B.
Lt Kandros: G.B.
Cpt. Lawson: -
Mage-Savant Williams: -


Um... how do I get rectangular vehicles onto it?

The Dragon
2013-06-03, 04:17 PM
Um... how do I get rectangular vehicles onto it?

a series of size 2 or more tokens?

Jormengand
2013-06-03, 04:21 PM
a series of size 2 or more tokens?

Actually, I'm going to use the area of effect on it.

Jormengand
2013-06-03, 04:47 PM
Map. (http://pyromancers.com/media/view/main.swf?round_id=33422)

Ser Valion and Ser Baretus are leaning out or the lower deck, directly underneath Ser Korasil and Ser Darys respectively. The airship is going to start at a height of 450 feet and a speed of 100. It ascends at half speed, taking it up to 500 feet, the maximum distance an object can fall in the duration of a standard action.

Your move.

The Dragon
2013-06-03, 05:30 PM
for the record, I do believe you gave yourself an unfair advantage by starting your airship at that height. You'll notice my flyers started grounded. Essentially, it's taking away the only disadvantage airships have. (bad at manoeuvring)
anyway, fly check to ascend. [roll0]
if succesful, ascends 100 ft. as a move action for the mounts.
Before this, Williams casts Flame arrow. On his move action while ascending he hands the arrows out to his team.
Lawson casts heroism on Lt Kandros.

While Ascending, at the top point-5ft, the Lt's full attack your airship.
Single move, no penalty for mounted.
range is 1035ft (60north,595east,(500-115(altitude of ship-altitude of Lt's)up)

to hit: [roll1] & [roll2] dmg: [roll3] [roll4]fire & [roll5] [roll6]fire

to hit: [roll7] & [roll8] dmg: [roll9] [roll10]fire & [roll11] [roll12]fire

to hit: [roll13] & [roll14] dmg: [roll15] [roll16]fire & [roll17] [roll18]fire

to hit: [roll19] & [roll20] dmg: [roll21] [roll22]fire & [roll23] [roll24]fire

to hit: [roll25] & [roll26] dmg: [roll27] [roll28]fire & [roll29] [roll30]fire

current altitude: 120ft above valley floor. Attacks ignore hardness less than 20.

Status:


Lt Archer: Heroism; Gravity Bow
Lt Verner: G.B.
Lt Grunt: G.B.
Lt Zorah: G.B.
Lt Kandros: G.B., Heroism
Cpt. Lawson: -
Mage-Savant Williams: -

Jormengand
2013-06-04, 03:02 PM
for the record, I do believe you gave yourself an unfair advantage by starting your airship at that height. You'll notice my flyers started grounded. Essentially, it's taking away the only disadvantage airships have. (bad at manoeuvring)

You're allowed to deploy anywhere within your deployment zone at any starting speed. I should probably have mentioned this.

Perhaps you'd like to tell me how you're doing 2d6+7 damage (I don't believe that you can't, I'd just like to check) before we continue?

The Dragon
2013-06-04, 04:25 PM
You're allowed to deploy anywhere within your deployment zone at any starting speed. I should probably have mentioned this.

Perhaps you'd like to tell me how you're doing 2d6+7 damage (I don't believe that you can't, I'd just like to check) before we continue?

You probably should have, yes. Oh well, so we know that for next time. NBD.

1d8>2d6(gravity bow), deadly aim+4, base bonus+3

Would your airship happen to be the standard entry on the pfsrd?

Jormengand
2013-06-04, 04:40 PM
You probably should have, yes. Oh well, so we know that for next time. NBD.

1d8>2d6(gravity bow), deadly aim+4, base bonus+3

Would your airship happen to be the standard entry on the pfsrd?

Yes, it would.

The Dragon
2013-06-04, 05:43 PM
Do carry on. How are you going to solve the problem with mages having a rather low rage on their spells? My gut instinct says you are about to drop something heavy on my archers.

Jormengand
2013-06-05, 08:29 AM
Do carry on. How are you going to solve the problem with mages having a rather low rage on their spells? My gut instinct says you are about to drop something heavy on my archers.

You don't say?

I'll get my turn up... soonishly.

The Dragon
2013-06-06, 03:45 PM
Just bumpin'

Jormengand
2013-06-06, 04:22 PM
Just bumpin'

Eh, sorry, couldn't get stuff up yesterday or today. Ehh, just... the airship takes however much damage it takes, and goes forwards 100 feet. Nothing special. All the sorcerers Mending it for [roll0] hit points.

The Dragon
2013-06-06, 05:26 PM
My pretties make an attempt at rising at an angle greater than 45degrees: 90degrees, that is.
This takes a fly check DC 20: [roll0]
If success: run action upwards, ascend 400ft. elsewise: run action north while ascending, 200ft up and 200ft north.

Meanwhile, the mage attempts to cast haste on his pretties(the Lt.s). This takes a concentration check dc 18 due to violent motion. [roll1]

The cpt begins to inspire his men.

attacks will be in next post, when I know whether or not various actions succeded.

The Dragon
2013-06-06, 05:50 PM
The archers can attack at any point of their movement, and do so at 500ft.
they take penalty for being on a "running" mount.


Distance to airship is 555ft (60 north, 495 east)

to hit: [roll0] & [roll1] dmg: [roll2] [roll3]fire & [roll4] [roll5]fire

to hit: [roll6] & [roll7] dmg: [roll8] [roll9]fire & [roll10] [roll11]fire

to hit: [roll12] & [roll13] dmg: [roll14] [roll15]fire & [roll16] [roll17]fire

to hit: [roll18] & [roll19] dmg: [roll20] [roll21]fire & [roll22] [roll23]fire

to hit: [roll24] & [roll25] dmg: [roll26] [roll27]fire & [roll28] [roll29]fire

attacking the airship again. They are going to drop that bird. Especially when they get height on you.

Current altitude is 520 above the valley floor.

The Dragon
2013-06-06, 05:55 PM
There was one that might crit.
to confirm: [roll0] bonus dmg: [roll1]

I don't supose you can crit airships? As usual, the arrows ignore hardness. I'm unsure of how fire interacts with your ship. Is it a bog-standard Airship? they have AC2, unless you use pilot to make it better, I think.

Jormengand
2013-06-07, 10:41 AM
There was one that might crit.
to confirm: [roll0] bonus dmg: [roll1]

I don't supose you can crit airships? As usual, the arrows ignore hardness. I'm unsure of how fire interacts with your ship. Is it a bog-standard Airship? they have AC2, unless you use pilot to make it better, I think.

It's a normal airship, yes. You can crit it in the same manner as any other object. Fire just deals fire damage to it.

The Dragon
2013-06-07, 03:22 PM
The first attacks that hit AC 2 or above dealt 102 damage, which where halved down to 51 points. (because it was ranged damage) and 34 fire damage.
I'm still not sure how fire damage interacts with hardness.
Then you healed 42 points.
Then the ship took 154 damage, halved down to 77
and 31 fire damage

net total: 151 damage.

Edit: I looked it up, objects are immune to critical hits.

Jormengand
2013-06-08, 05:27 AM
The first attacks that hit AC 2 or above dealt 102 damage, which where halved down to 51 points. (because it was ranged damage) and 34 fire damage.
I'm still not sure how fire damage interacts with hardness.
Then you healed 42 points.
Then the ship took 154 damage, halved down to 77
and 31 fire damage

net total: 151 damage.

Edit: I looked it up, objects are immune to critical hits.

Okay. In that case the ship will heal another [roll0] damage and move another 100 feet forwards. If you could do all the map stuff that'd be cool.

The Dragon
2013-06-08, 06:21 AM
My unit flies a hundred feet north.
Let's see if I can finally get that haste spell going.
DC 13[roll0]
Commander sings on.

The Dragon
2013-06-08, 06:31 AM
and the Lt.s are hasted!

They keep trying to crash the ship.
range: 510ft.

to hit: [roll]1d20+5[14]/[roll0]/[roll1]
dmg: [roll2]+[roll3]fire/[roll4]+[roll5]fire/[roll6]+[roll7]fire

to hit: [roll]1d20+5[14]/[roll8]/[roll9]
dmg: [roll10]+[roll11]fire/[roll12]+[roll13]fire/[roll14]+[roll15]fire

to hit: [roll]1d20+3[14]/[roll16]/[roll17]
dmg: [roll18]+[roll19]fire/[roll20]+[roll21]fire/[roll22]+[roll23]fire

to hit: [roll]1d20+3[14]/[roll24]/[roll25]
dmg: [roll26]+[roll27]fire/[roll28]+[roll29]fire/[roll30]+[roll31]fire

to hit: [roll]1d20+3[14]/[roll32]/[roll33]
dmg: [roll34]+[roll35]fire/[roll36]+[roll37]fire/[roll38]+[roll39]fire

attacking the airship again.

Current altitude is 520 above the valley floor.

The Dragon
2013-06-08, 06:34 AM
I messed that up nicely.
trying those attack rolls again.

[roll0]

[roll1]

[roll2]

[roll3]

[roll4]

Adding the damage values up and accounting for the one that missed, that's
229/2: 114 damage+41fire

I made a mistake in calculating range. it's really only 410ft, not that it'll really matter.

Map. (http://pyromancers.com/media/view/main.swf?round_id=33833)

Jormengand
2013-06-08, 03:03 PM
The airship continues in doing exactly what it was doing last time.

[roll0]