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  1. - Top - End - #121
    Ettin in the Playground
     
    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Quote Originally Posted by Awful View Post
    [roll0] dex
    In case being prone gives advantage: [roll1] dex

    As a reaction Temperance will cast shield so the enemy rifleman misses.

    Her return fire [roll2] to hit [roll3] dam
    I suppose being prone would give advantage!

  2. - Top - End - #122
    Ettin in the Playground
     
    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Posted. Grenades have been thrown, sacred have been flamed, leaving two badly injured Kreigers in the trench nearest to Sal's pincer (and one sergeant locked in elf on elf combat with Xilo); and four damaged but not crumpled Kreigers in the trench 20 feet away from Pvt. Gamble, blazing away at him.

    Up behind the wall, the other fireteam encounters the enemy installation, along with a grim discovery.

    Also, a plane explodes on the Lieutenant.

  3. - Top - End - #123
    Firbolg in the Playground
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Her return fire (1d20+8)[9] to hit (2d10)[2] dam
    three for three ones in a single line
    You drew the short straw, LT. Part of a wrecking plane explodes near you
    Bad on top of bad

    Since Xilo is on the far side of the trench he's safe from the bunker right? In case not: Dex DC 12: (1d20+5)[19]

    Both kicks are misses.
    Gust of wind DC 14 Str: gust of wind of Xilo - that's a DC 14 Str (1d20+6)[25]
    If that fails, 2 mine checks
    (1d100)[53]
    (1d100)[30]
    Last edited by Cavir; 2021-11-25 at 12:23 PM.
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  4. - Top - End - #124
    Ettin in the Playground
     
    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    You pass the strength check for the gust, but the shoves are opposed checks, so you still need to make acro or athletics checks to beat them; though it doesn’t seem like a big feat to do so!

  5. - Top - End - #125
    Ettin in the Playground
     
    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    And yes, being past the trench means the pillbox can’t hurt you!

  6. - Top - End - #126
    Firbolg in the Playground
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Sorry. That's some fancy kicking!
    Shove One, Athletics DC 15: (1d20+6)[10]
    Shove Two, Athletics DC 11: (1d20+6)[10]

    though it doesn’t seem like a big feat to do so!
    There's the curse!
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  7. - Top - End - #127
    Bugbear in the Playground
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Does the door on the big bunker look at all amenable to thieves' tools? Sneaking in quietly would be dead handy.

    Also, is there enough noise that our squad could snipe at the AA team without obviously attracting a tonne of other troops down on us?

  8. - Top - End - #128
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Quote Originally Posted by Cavir View Post
    three for three ones in a single line

    Bad on top of bad
    0.0005% chance of those three 1s in a row. It's a real oof


    Quote Originally Posted by MrAbdiel View Post
    Also, a plane explodes on the Lieutenant.
    ;_;

    (1d20+3)[15] or (1d20+3)[18] dex vs machine gun
    (1d20+3)[13] to not get exploded by a plane
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  9. - Top - End - #129
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    SamuraiGuy

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Wolf rolling Perception to see anything else between us and the bunker: (1d20+5)[17]

    Do the binocs still give advantage at night? I guess Wolf has darkvision...do binoculars increase the range of darkvision? Interesting thought. Rolling just in case they do: (1d20+5)[15]

    And to add to Waistcoatwill's questions, can the soldiers around the anti-air gun see the bunker door? They could probably hear it being blown open...unless we time it right. Right?

  10. - Top - End - #130
    Ettin in the Playground
     
    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Quote Originally Posted by Waistcoatwill View Post
    Does the door on the big bunker look at all amenable to thieves' tools? Sneaking in quietly would be dead handy.

    Also, is there enough noise that our squad could snipe at the AA team without obviously attracting a tonne of other troops down on us?
    There's enough noise that if you took out the AA team quickly enough, there would be a long enough pause before that was discovered that you wouldn't be drowned in enemy action right away. If they survive long enough to signal help, they'll get help! It's a risk!

    As for the bunker door, it can be blown open quickly and loudly. But it seems like exactly the kind of thing thieves tools would be for. I'm going to say it's a DC 20 roll to unlock with such tools, which can be repeated if failed, obviously costing more and more time each time it's failed. No assists here: only one set of picks can be applied at once!

    Quote Originally Posted by Continental Op View Post
    Wolf rolling Perception to see anything else between us and the bunker: [roll0]

    Do the binocs still give advantage at night? I guess Wolf has darkvision...do binoculars increase the range of darkvision? Interesting thought. Rolling just in case they do: [roll1]

    And to add to Waistcoatwill's questions, can the soldiers around the anti-air gun see the bunker door? They could probably hear it being blown open...unless we time it right. Right?
    They do still give advantage at night! Though they do not increase the range of darkvision, it's reasonable to say that darkvision applies to distant targets - an enemy you're seeing 200ft away with a lantern creates bright light within 30ft and dim light within 30ft, which you would perceive as 60ft of bright light and 30ft of dim light outside of that.

    As for the AA gun's sight on the bunker door, there's enough space for maybe one person to flatten inside the doorway out of sight of the AA gun. Past that, you'd have to crouch way down in the trench to be out of their line of sight - though that only takes someone to step back and look down the length of the trench to spot you. But the gunners are pretty focused on the air, so they're only paying secondary attention to their immediate surroundings. If a bomb goes off nearby, they'll make a perception test to see if they realize what's happening. If the door is picked quickly, they won't get the chance. If the door takes a little time to pick, they'll get a chance to perceive.

  11. - Top - End - #131
    Bugbear in the Playground
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Ugh, roll success, spoiler tag fail!

    Edit: Heavenblade, I think your post was in the original thread rather than the beach assault one.

    Corrected my stealth roll to 13.
    Last edited by Waistcoatwill; 2021-11-27 at 06:22 PM.

  12. - Top - End - #132
    Ettin in the Playground
     
    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Judicious assumptions, enemy actions, and updates to the threads tomorrow!

  13. - Top - End - #133
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    HalfOrcPirate

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    sorry i have been gone, so here is my next wis check. its time right??


    (1d20+2)[3]
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    Yuri

  14. - Top - End - #134
    Ettin in the Playground
     
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Quote Originally Posted by stanleyindraven View Post
    sorry i have been gone, so here is my next wis check. its time right??


    [roll0]
    Oof. Well, you'll be gratified to know that Jukebox gave you advantage, so roll again and see if you do better! Poor Bruce, frozen in a hail of bullets!

  15. - Top - End - #135
    Ettin in the Playground
     
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Achtung! Posts are up.

  16. - Top - End - #136
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    HalfOrcPirate

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    oo, advantage,

    (1d20+2)[20]
    www.eldeberon.com

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    Yuri

  17. - Top - End - #137
    Ettin in the Playground
     
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Quote Originally Posted by stanleyindraven View Post
    oo, advantage,

    [roll0]
    Heyyy! You did it! I guess those shots at you didn’t have advantage then.

  18. - Top - End - #138
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    ok, so held round i took 5 and this round i take 7.

    and someone else blew the pillbox right?
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  19. - Top - End - #139
    Ettin in the Playground
     
    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Yep. 5, which would have come off temporary hp from the shield construct. Then in the following turn, it refreshed the shield. Back to 11. So you take… 7 off that.

    Am I being too soft? :(

    No. No, it’s early days. I will cause suffering yet.

  20. - Top - End - #140
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    HalfOrcPirate

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    well, to be fair, this is also the wheelhouse of bruce, some later things may not be easy for him.
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    Yuri

  21. - Top - End - #141
    Firbolg in the Playground
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    WIS DC 10 or be deaf for one min, with advantage
    (1d20+1)[14]
    (1d20+1)[12]

    Really enjoying your work MrAbdiel!
    Last edited by Cavir; 2021-11-30 at 09:11 PM.
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    Keston Tornok for GF's AoW
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  22. - Top - End - #142
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    SamuraiGuy

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Ugh, I guess I forgot to actually include the roll functions in my IC post. Here it goes again.

    Edit: still didn't get the rolling function right? Sigh, third time's the charm:
    Attack 1: [roll]1d20+9[/roll]
    Attack 1(if adv):[roll]1d20+9[/roll] and damage: [roll]1d10+4[/roll]

    Attack 2: [roll]1d20+9[/roll]
    Attack 2(if adv):[roll]1d20+9[/roll] and damage: [roll]1d10+4[/roll]

    Attack 3: [roll]1d20+9[/roll]
    Attack 3(if adv):[roll]1d20+9[/roll] and damage: [roll]1d10+4[/roll]

    Attack 4: [roll]1d20+9[/roll]
    Attack 4(if adv):[roll]1d20+9[/roll] and damage: [roll]1d10+4[/roll]
    Last edited by Continental Op; 2021-11-30 at 11:07 PM.

  23. - Top - End - #143
    Ettin in the Playground
     
    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Quote Originally Posted by Continental Op View Post
    Ugh, I guess I forgot to actually include the roll functions in my IC post. Here it goes again.

    Edit: still didn't get the rolling function right? Sigh, third time's the charm:
    Attack 1: (1d20+9)[14]
    Attack 1(if adv):(1d20+9)[28] and damage: (1d10+4)[9]

    Attack 2: (1d20+9)[26]
    Attack 2(if adv):(1d20+9)[24] and damage: (1d10+4)[10]

    Attack 3: (1d20+9)[21]
    Attack 3(if adv):(1d20+9)[19] and damage: (1d10+4)[11]

    Attack 4: (1d20+9)[19]
    Attack 4(if adv):(1d20+9)[27] and damage: (1d10+4)[12]
    Oof. Try copy pasting it to a new post without previewing it?

    As you can see, it rolled when I C+P’d; but that doesn’t count. It was just a demo!
    Last edited by MrAbdiel; 2021-12-01 at 01:06 AM.

  24. - Top - End - #144
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    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Hop into the trench for 3/4 cover then dipping out of sight to quickly search the dead. Working teleporters and grenades (not limited to 2) were priority but if something else seems useful too it'd be welcome.
    You find two patches, with the other two used to teleport in. Each has a 75% chance of being in working order after all the grenades going off in the trench - high is good for you, low is bad. [ROLL=26+ is good news]1d100[/ROLL], [ROLL=26+ is good news]1d100[/ROLL]. They have rifles that are not remarkably different to your own, but standard procedure is not to take up the weapons of the enemy because hearing the sound of Kreig rifles popping to your immediate left is how friendly fire happens. Interestingly, the trench warriors carry no grenades - you can only speculate as to why.

    Spoiler: History DC 15
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    The Kreig 'stick grenades' have been in use in one form or another for almost fifteen years in smaller conflicts, and extensively during the conquest of neighbouring countries like Aquiteaux. You remember a technical breifing about enemy weapons and a warning about the stielhandgranate as a salvaged weapon. Unlike the good old Amcaran fraggers, the stick bombs are a thin metal casing over a heavy concussion charge. Their design is to stun and debilitate enemies to prepare for an assault, but pertinently the thinner casing means they are prone to sympathetic detonation when caught in a blast. Since the trench warriors seem to be trained and geared to expect explosive opposition, it makes sense they do not carry such liabilities. Their combat roll seems to be principally defensive, anyway.


    There are also enemy bayonets, ceramic masks, and side arms. The sergeant had a small copper sphere the size of a knucklebone that serves no obvious purpose. A small depression on one portion of its surface may be a pressable 'button'; but you've no idea what it does. Let me know if you press it.

    Would we be able to use the shoulder patch scrolls?
    Anyone who can speak Kriegspiel and who has Dimension Door on their spell list can use the scroll; a wizard could copy it into their spellbook when capable, also.

    Are the machine gun nests bunker style or more like an enhanced fox hole? Are they level with each other or is one higher up and can look down at the other?
    They are low concrete walls raised a little higher with sandbags. They can target each other, down the ramp, and also down at the beach. The ramp is approximately a 20 degree slope. From ground level, it hugs the cliff up for about 250 yards to the first nest at a small plateau, then another 250 yards to the second next at the top of the cliff.

    I misled you a little in the post about how much ground there was to cover. I mix up my feet and yards sometimes. Here's a clarifier:

    From the seawall, there is200yd (600ft) of sand, chaos, and man's unbelievable cruelty to his fellow man. Your heroic efforts have so far put you across about 100 ft and change - we'll call it 35 yards, to include the pillbox zone.

    So between you and the base of that cliff path, there remains 165 Yards (495ft) of mine riddled ground and killing field to cross. Presently, your little salient is one of a few equalled as having established the most progress, up and down the beach; other pushes are reaching and blowing their own pillboxes as well.

    * post roll count doesn't match database

  25. - Top - End - #145
    Ettin in the Playground
     
    Devil

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    That's what I get for using mathematical operators in my tags. (1d100)[62], (1d100)[1].

    One patch-scroll shredded by grenades, one operable.
    Last edited by MrAbdiel; 2021-12-01 at 03:40 AM.

  26. - Top - End - #146
    Bugbear in the Playground
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    I think you've pumped a very fair amount of hurt into the beach team. They just have some great abilities that make them very resilient! Sanctuary on a raging barbarian with regenerating THP is amazing. Plus the machine guns have been slightly unlucky.

    Not sure the clifftop crew would be in half as good shape!

    Also, lest Doc's views offend, I imagine dogs are more scary for a race that is snack-sized their entire lives.

  27. - Top - End - #147
    Ettin in the Playground
     
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Quote Originally Posted by Waistcoatwill View Post
    I think you've pumped a very fair amount of hurt into the beach team. They just have some great abilities that make them very resilient! Sanctuary on a raging barbarian with regenerating THP is amazing. Plus the machine guns have been slightly unlucky.

    Not sure the clifftop crew would be in half as good shape!

    Also, lest Doc's views offend, I imagine dogs are more scary for a race that is snack-sized their entire lives.
    Interestingly, in DnD lore, Blink Dogs are traditionally a halfling's best friend indeed - their medium-sized mount for cavalry, and stalwart companion of their people. But I'm inclined to say that's a now archaic and only sporadically supported tradition; and probably not in big cities. Like horses with humans.

  28. - Top - End - #148
    Ettin in the Playground
     
    DruidGuy

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    I was gonna make a joke about glue factories but blink dogs would probably be the worst thing to make glue out of, what with everything you stuck together falling apart when it phases out and leaving both sides smeared with glue when it phases back in.

    Also just to be clear is there anyone left in the machine gun nest I just bombed or did they all go up in the explosion or teleport out?

    And does anyone have any good ideas for crossing the remaining minefield? I can maybe disable one with inspiration but that’s a limited resource and I’d rather not run the odds of crossing that much ground like this.
    Quote Originally Posted by RadarMonkey1 View Post
    I suddenly feel that my character is not as optimized as it could be...

    Oh well, it should still be fun.

  29. - Top - End - #149
    Ettin in the Playground
     
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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    Quote Originally Posted by JbeJ275 View Post
    I was gonna make a joke about glue factories but blink dogs would probably be the worst thing to make glue out of, what with everything you stuck together falling apart when it phases out and leaving both sides smeared with glue when it phases back in.

    Also just to be clear is there anyone left in the machine gun nest I just bombed or did they all go up in the explosion or teleport out?

    And does anyone have any good ideas for crossing the remaining minefield? I can maybe disable one with inspiration but that’s a limited resource and I’d rather not run the odds of crossing that much ground like this.
    Blink Glue! It's... Straight Up Useless!

    The pillbox you bombed seems inactive. The gun is wrecked, and the concrete roof has caved in. You hear nothing from within it. You could devote some effort to sifting through the rubble if you wanted to know more; but otherwise you can move on with confidence that it's no longer a threat to your allies.

    As for ideas for crossing the minefield, feel free to spend a turn using Perception to scan the surrounds for resources, or to see how the grunts are managing it (or failing to!)

  30. - Top - End - #150
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    SamuraiGuy

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    Default Re: D&D-Day: The Ballad of Echo Company (OOC)

    After three failed attempts trying to roll dice, I just went to bed. It makes sense why they disable rolling when you edit a post, but if there were no successful rolls in the original post...Anyway, here we go again.

    Attack 1: (1d20+9)[19]
    Attack 1(if adv):(1d20+9)[24] and damage: (1d10+4)[11]

    Attack 2: (1d20+9)[15]
    Attack 2(if adv):(1d20+9)[19] and damage: (1d10+4)[5]

    Attack 3: (1d20+9)[18]
    Attack 3(if adv):(1d20+9)[18] and damage: (1d10+4)[6]

    Attack 4: (1d20+9)[14]
    Attack 4(if adv):(1d20+9)[28] and damage: (1d10+4)[5]

    Temp HP: (1d6+9)[13]

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