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[DnD] Secret Cow Level (GFF D&D Adventure 6)
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Zergrinch
Evil Grinch


Member 666

Level 50.98

Mar 2006


Old Jan 7, 2010, 05:14 AM Local time: Jan 7, 2010, 06:14 PM #376 of 498
1 Die Roll
 Description
Die
Result
Pain!
1d20
4
I thought my fellow adventurers were going to retreat, but it seemed like they were far more interested in playing puppets with ginormous minotaur statues. It is a wonder that something so heavy has a crushing force that inflicts about as much damage as one of my arrows. Oh well, c'est la vie!

The robot bard squirted something on the ground, causing Carrmondo to slide -- just in the nick of time too! The first devil has just missed him, and the second devil lets loose with some particularly nasty projectiles that will doubtlessly cause him plenty of pain. Luckily for us, the Gnoll slid to where Carr used to be, and was ventilated by friendly fire a split second later! Well, one can certainly hope!

At any rate, there's a door that needs closing, and it seems I'm the one elected to do the job. I waltz right to it, grab hold of the cast-iron door, and slam it very very hard indeed. My future fur coat doesn't take kindly to dances, the heathen. He lunges so as to claw at me, before I even reach the door. I suppose I'll live. I plan to harvest me some rocky mountain gnoll oysters later, so I tell my fellow adventurers to attack it above the belt.

Get the Flash Player to play this audio file:
All bravado gone, I move all the way south, taking cover behind the wall. It is highly unlikely for my fancy stance to get another attack in at this distance, although I wouldn't discount it based on what I know about gnoll speed. I pray that Framarth, being unable to seen any enemies where he stands, won't send another area attack directly at my comrades. I wonder how large much his appetite for friendly fire is, given his less-than-cordial relationship with the dog things.

Move Action: From A18, go to B17, A16 (attract AoO), stop at B15
Minor Action: Get hold of door
Standard > Move Action: From B15, go to C16 (drop door = free action, aka slam door shut), move to H15.

Gnoll A AoO vs Cal: Roll of 4 + [ ] vs. AC 21+2 Fort 16 Ref 20 Will 17.

I guess Pang will do the damage roll if it hits?




What, you don't want my bikini-clad body?
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The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jan 7, 2010, 07:28 PM #377 of 498
8 Dice Rolls
 Description
Dice
Result
*TAKE THAT YOU DOOR
2d10
9
super smash
1d20
15
followup FTL
1d20
17
*fall down go boom
2d10
5
C spines v Garrmondo
1d20
11
followup
1d20
6
*uh-huh
2d10
11
devil B spines vs Garr
1d20
17
As the human slides away from the doorway, the spined devils abandon their original plan to stay at range, gliding down the corridor toward G-Unit and still firing on Garrmondo since he's not remotely out of their line of sight at all.

Guess it's only fair to reroll it.
Ouch, 24 damage to Garrmondo and he's knocked out cold. (+ongoing poison/slow effect)
That's what happens when you mess with the space-time continuum.


Gnasc dashes down the corridor, cudgel in hand, and smashes at the door with all his might. Strong and healthy slaves like this were too valuable to allow their escape. In his fury, he doesn't even bother to check if the door is locked.

15 damage to A DOOR! FUCK YES.

Once again Framarth can't see his enemies at all, thanks to the stupid dogmen and their total lack of tactical sense. Draw them in, you idiots! The theurge trudges toward the corridor; judging by the noise, Gnasc should have bashed the door down by the time he gets there.

Glock 12, Gheth 7, Duergar Recruit 23, Gordok 23, Garrmondo 6, Gnoll Claw Fighters 19, Spined Devils 19, Cal 19, Gnasc 14, Framarth 14



Most amazing jew boots
Zergrinch
Evil Grinch


Member 666

Level 50.98

Mar 2006


Old Jan 7, 2010, 09:26 PM Local time: Jan 8, 2010, 10:26 AM #378 of 498
3 Dice Rolls
 Description
Dice
Result
Lethal Quarry
1d8
5
Gonna hurt j00
1d20
17
Die Gnoll
1d20
16
A pox on time paradoxes and their effects! The fighter slumps down, hit twice by merciless devil spines, and dying from poison that's coursing through his veins. My colleagues will have their hands full trying to stabilize him (hopefully he has some heal (or is it cure) potion he can imbibe). Perhaps I can lend my allies a hand in taking down the huge dog thing before the door breaks. I decide to teach the mutt a lesson, shooting it from the relative safety of my air-conditioned nook in the chapel.

I'm tacking this on to my last turn, as circumstances have changed for the worse.
Spend Action Point.
Shadow Wasp Strike on Gnoll A. 16+10 vs Ref 16 = HIT.
Pang, misread 2d10 as 1d20. Hope you don't mind?

Gnoll A takes 17+7+5=29 HP damage.
Let's hope that bloodies him at least.




There's nowhere I can't reach.
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Jurassic Park Chocolate Raptor
Reactor online.
Sensors online.
Weapons online.
All systems nominal.



Member 80

Level 56.91

Mar 2006


Old Jan 7, 2010, 10:31 PM Local time: Jan 7, 2010, 09:31 PM 1 #379 of 498
3 Dice Rolls
 Description
Dice
Result
Finally doing damage
1d6
2
NOt lucky enough I'm guessing
1d6
3
TO HOLMGARD AND BEYOND
1d20
18
"Shit shit shit shit shit shit."

"Shit shit SHIT"

You know what gets people going? Glock thinks it's time for some ballin' ass tunes. Inspirational ballin' ass tunes. Ballin' ass tunes about vikings and swords and adventure.

Get the Flash Player to play this audio file:
Song of Courage

He then proceeded to raise one of his well articulated digits at the wolfman he pulled into this room.

"EAT MY SHIT."

Vicious Mockery on Gnoll A
This actually misses, I deleted the wrong post. The hit roll was a 4 initially. Miss.
Burn Lucky Charm.
4+3+1+7 = 15, just barely hit.
2+5 = 7 damage.


The gnoll exploded, for some reason or another. At least the dude who liked organs would be happy with this one later.

Glancing sideways, he sighed and mentioned just how aggrivated he was with this organbag.

"Hey, meatsack, get the hell up. I need you to uhh...get in the way of things. Yeah."

He leaves the bleeding squishy thing to the proper healer and following the greedy one's lead, retreating far enough down the hallway to have a small degree of safety, but his head speakers were only so large. He's going to have to get those upgraded at some point.

Move to G16.

This thing is sticky, and I don't like it. I don't appreciate it.

Last edited by Jurassic Park Chocolate Raptor; Jan 7, 2010 at 10:57 PM.
Skexis
Beyond


Member 770

Level 34.03

Mar 2006


Old Jan 8, 2010, 03:43 AM Local time: Jan 8, 2010, 03:43 AM #380 of 498
1 Die Roll
 Description
Die
Result
healing
1d6
2
With the flying statue and the ghost of Doorman's unlocked-door-revenge now firmly in their favor, Gheth made sure that the warrior would not be left for dead (as it were) in their wake.

"Up you come. And stop bleeding, already. It's just getting old."
With a heave, Gheth righted the warrior on his feet, and then began the hasty business of booking it, with a keen eye on the door when it inevitably toppled outward.

Healing Word on Garrmondo (surge +6)
Move to H17
Ready Spiritual Weapon on any enemy that enters B16


I am a dolphin, do you want me on your body?
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jan 8, 2010, 08:41 PM #381 of 498
The duergar recruit does... well, something. It's hard to say with the door shut and all. He's definitely trundling around back there. Maybe he's surrendered! Maybe he's baking G-Unit a delicious pie. Maybe he's turned on his master and has begun freeing the prisoners.

Maybe not.

Achievement unlocked: Glock
Gordok 23, Garrmondo 6, Gnoll Claw Fighters 19, Spined Devils 19, Cal 19, Gnasc 14, Framarth 14, Glock 12, Gheth 7, Duergar Recruit 23




I was speaking idiomatically.
Old Jan 9, 2010, 12:38 AM 3 #382 of 498
The amount of noise that had occured beyond the door pleases Gordok. With the
enemy hallway closed off he decides to go investigate what might be pounding
on the large iron door. He'll need all his senses in tip top shape so a little bear
returns to the scene.




Bear mode
Move to B16, just on the edge close to B17
Ready Roar of Terror when the iron door is destroyed
Ready spend Action Point for additional move action after Roar of Terror to F16


What kind of toxic man-thing is happening now?

Last edited by FatsDomino; Jan 9, 2010 at 03:29 PM.
FatsDomino
I'm just informing you


Member 11

Level 61.64

Feb 2006


The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jan 11, 2010, 12:55 AM #383 of 498
13 Dice Rolls
 Description
Dice
Result
*ka-boom
2d6
5
roar vs claw C
1d20
8
roar vs claw B
1d20
15
roar vs devil C
1d20
16
roar vs gnasc
1d20
8
dodge a door?
1d20
7
*please please please
2d10
16
relentless push v. door
1d20
11
*argh
2d10
9
door shootin' (C)
1d20
14
*splat
2d10
8
door shootin (B)
1d20
7
garr's saving throw
1d20
5
Assuming his most intimidating form (a small, fuzzy bear), Gordok crouches by the door and prepares a most excellent ambush. He will yell at them and they will feel bad about being such mean people and they will give up their lives of crime and become upstanding citizens. This Gordok believes.

You can't ready more than one thing at a time because they're immediate reactions; sorry boss

Garrmondo shakily gets to his feet, swilling down an antidote while he waits for the door's inevitable collapse. Judging from the hives breaking out on his arms, it's not helping much.

5 damage
Pulling a potion from your pack and then drinking it is two separate actions, so you don't really have time to do it twice. The antivenom was mentioned first so I assumed you'd prioritize that; just yell at me if I'm wrong


The claw fighters bide their time, hanging back a bit so Gnasc can give them a proper shot at the door.

Delay until after Gnasc's turn

The spined devils pelt the door with dozens of spines, but it doesn't give. It's almost as if this heavy iron door was extremely durable or something.

25 combined damage to the door

Zerg PMed me to delay his turn until after Gnasc's

Cal 19, Gnasc 14, Gnoll Claw Fighters 14, Framarth 14, Glock 12, Gheth 7, Duergar Recruit 23, Gordok 23, Garrmondo 6, Spined Devils 19

Gnasc winds up for a massive swing.

"Boys, when we get back to the Well, we're taking out all the doors. No more doors. Ever. I declare them offensive in the eyes of Yeenoghu, and all doors henceforth will be destroyed. This particular door will be left on a pike as a warning."

One of the spined devils looms closer to the door, anticipating its collapse.

The Fang smashes his cudgel into the stubborn door, and with an earsplitting groan the iron hinges finally give way. The door tumbles forward, threatening to squash a tiny bear that wasn't there a moment ago. The lucky little animal barely dodges the falling metal slab, and looses a terrifying roar. Taken completely off guard by Gordok's fuzzy wuzzy appearance, G-Unit's foes fall into a disarray of bumbling and flailing as they try to guard their ears.

9 damage to claw fighters B & C, Devil C; dazed (save ends)
4 damage to Gnasc; dazed (1 round)


Cal 19, Gnoll Claw Fighters 19, Framarth 14, Glock 12, Gheth 7, Duergar Recruit 23, Gordok 23, Garrmondo 6, Spined Devils 19, Gnasc 14



FELIPE NO
Zergrinch
Evil Grinch


Member 666

Level 50.98

Mar 2006


Old Jan 11, 2010, 03:05 AM Local time: Jan 11, 2010, 04:05 PM #384 of 498
3 Dice Rolls
 Description
Dice
Result
More obedience training
1d8
2
Let's punish
1d10
3
Bad dog!
1d20
9
Everyone's clustering together again, at least, it seems that way from my point of view. Have they not learned from the past? Framarth's on the warpath, and I just know that we'll see his ugly face within the next twelve seconds. Well, I don't intend to be within his visual range when that happens, so I retreat, although staying within aural range of the courageous song still blaring out from the tin man's head.

Things are happening fast, as the clever halfling avoids being crushed, and the human struggles to his feet - albeit barely. Those devil spines are really nasty.

The naughty dog bashed our beautiful iron door down, and I will punish him for it. He clearly needs obedience training, that overgrown mutt with the disease-ridden cudgel, and now my quarry. I can barely see him, but I must be harsh nonetheless! Precision is needed here, so I carefully send an arrow directly at him, from an angle most awkward. While my extensive knowledge of gnolls tell me that we can't bargain, bribe, or negotiate with a gnoll, perhaps we just might be able to intimidate them into surrendering once their leader is tamed.

To hammer home the point, I yell out "BAD DOG!" just as the arrow sinks into Gnasc's left nipple. "SIT! STAY!"

Retreat to L16.
Designate Gnasc as Quarry. I can (barely) see him from here, right?
Careful Attack: 12 + 9 + 1 (song of courage) - 2 (cover) = 20 vs. AC 21 - 2 (dazed) = 19. HIT
Gnasc takes 3+2+7 = 12 HP damage.




What, you don't want my bikini-clad body?
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Member 1512

Level 62.24

Mar 2006


Old Jan 11, 2010, 07:55 PM #385 of 498
8 Dice Rolls
 Description
Dice
Result
C's save vs Daze
1d20
18
B's save vs Daze
1d20
11
firebolt vs. Gord
1d20
20
recharge hail
1d6
5
*damage b
2d6
9
B's Mobile Melee vs Gord
1d20
8
damage
1d8
3
Gord's AoO vs B
1d20
11
The gnolls stagger drunkenly forward. The closest one takes a wild swipe at the little bear, throwing a puff of soft, downy fur into the air. Reflexively, Gordy lashes out with his little claws and a spray of gnoll dander is scattered around as well.

"YOU FOOLS!", Gnasc shrieks. "MY ALLERGIES!"

15 damage to Gordok
7 damage to Gnoll B


Framarth glumly trudges into the hallway, only to spy a tiny bear gazing at him curiously. All at once Framarth is overcome by tragic memories of his childhood, and the loss of his precious teddy Umple-Bumple. With a shudder, he launches a bolt of fire from his palm, incinerating the hateful little creature.

Gordok wisely rolls over and plays dead, snuffing out the open flames on his fur in the bargain.

24 damage, Gordok unconscious

I'm just going to delay the Recruit's turn until after Garrmondo, so I'll announce that now so you guys can coordinate your turns

Glock 12, Gheth 7, Gordok 23, Garrmondo 6, Duergar Recruit 23, Spined Devils 19, Gnasc 14, Cal 19, Gnoll Claw Fighters 19, Framarth 14



Jam it back in, in the dark.
Jurassic Park Chocolate Raptor
Reactor online.
Sensors online.
Weapons online.
All systems nominal.



Member 80

Level 56.91

Mar 2006


Old Jan 13, 2010, 03:17 PM Local time: Jan 13, 2010, 02:17 PM 1 #386 of 498
1 Die Roll
 Description
Die
Result
Fast talkin'
1d20
2
Y'know what they say.

NO GUTS NO GLORY.

Glock didn't exactly HAVE GUTS, but that's a minor technicality. Should he survive, he will also have to look into putting some in his chest cavity for the shits and giggles.

No time for that though. His broseph is down and about to fucking kick it.

Steeling himself for what is no doubt a horrible idea, Glock rolls up next to his fallen homey.

Second Wind
Move to C16


Lifting the halflings limp arm, he fist bumps him.

Wait, what's this? The halfling is opening his eyes? Oh, miracle of miracles, the mystical powers of bro-ology have one again helped saved lives. Oh happy day, what a wonderful time to be alive!

Majestic Word on Gordy.

Smiling his metallic smile, Glock figured if he's gonna go, it might be as well be while giving the best damn blackup he can.

It takes him a second, but he prepares something to say to the evil man with the rocks

AP Burn
Ready Fast Friends at Framarth.

Designated ally is Acer.
Trigger is last possible fucking moment before the Deurgar recruit's turn. After the friendlies in this block have gone.


FOR FUCK'S SAKE.

There's nowhere I can't reach.

Last edited by Jurassic Park Chocolate Raptor; Jan 13, 2010 at 03:22 PM.
Skexis
Beyond


Member 770

Level 34.03

Mar 2006


Old Jan 13, 2010, 04:11 PM Local time: Jan 13, 2010, 04:11 PM #387 of 498
5 Dice Rolls
 Description
Dice
Result
holy symbol
1d4
2
*cascade half damage
3d8
12
cascade
1d20
3
damage
1d10
5
Spirit weapon
1d20
17
Now that it had come to it, Gheth didn't really feel like any of them should die. He felt that was succinct, but pointed. Earnsthe Heemingwhey, famed dragonborn scholar, would be proud.

Well, back to work.

Move to D16
Spiritual Weapon on Gnoll B (10 damage)
Action Point
Cascade of Light on Gnasc
Burn holy symbol for extra 1d4 (13 damage)


This thing is sticky, and I don't like it. I don't appreciate it.

Last edited by Skexis; Jan 13, 2010 at 04:16 PM.
Old Jan 16, 2010, 01:58 AM 16 #388 of 498
14 Dice Rolls
 Description
Dice
Result
gnoll spined devil
1d6
5
spined devil gnoll
1d6
5
gnoll gnasc
1d6
6
gnasc gnoll
1d6
2
framarth spined devil
1d6
2
spined devil framarth
1d6
1
spined devil statue
1d10
6
gnasc statue
1d10
10
*tyranny of flame damage
3d6
8
hit Gnasc 2
1d20
17
*tundra wind damage
2d6
10
hit Gnoll Claw Fighter C
1d20
7
hit Spined Devil C
1d20
16
hit Gnasc
1d20
16
The small bear had given surprise just as he'd intended. What he didn't expect was a fireball to the face and the sudden dark blackness that followed. And so Gordok had a dream.

YouTube Video

Things were looking bad but at least not that bad. Strangely enough the horrible defeat jars him back into consciousness. Smacking his blood encrusted lips our bear looks down the stairs and although his head is throbbing his strength is slowly returning.



Enough to crawl around. Enough to...



"MOTHER OF GOD"

And so enemies were sent bashing into each other and even into the great minotaur statue who did enjoy inflicting great pain with what was left of itself and its great axe.



And Framarth was not without his own burdens.



Quite the flow of air indeed. Yes but how had Gordok survived? Reverting back to his true form the halfling backs away avoiding the gnoll in the corner and glances around.



G-Unit had sprung back into action! They had not fled after all.

With renewed energy and a bit more faith that they might make it through this or at least give em hell Gordy powers up his last big spell.



"Anyone feel like barbecue tonight?"



work and notes:
DEFENSES
Framarth: AC 20; Fortitude 17, Reflex 18, Will 17
Gnasc: AC 21; Fortitude 18, Reflex 19, Will 18
Gnoll Claw Fighters: AC 20; Fortitude 18, Reflex 16, Will 15
Spined Devils: AC 20; Fortitude 18, Refl ex 16, Will 16
Duergar Recruits: AC 20; Fortitude 17, Reflex 14, Will 15
Peasants: Extremely squishy



Tundra Wind, blast 3, vs fort, druid
+6 to hit, 2d6+4 damage
-2 prone
drag 3 spaces (As shown in this flash)

hit Gnasc
18 - 4, need at least 14

hit Spined Devil C
18 - 4, need at least 14

hit Gnoll Claw Fighter C
18 - 4, need at least 14




stand up, shift to C17
change halfling, shift to C18


Spend Action Point
Tyranny of Flame
, one creature, vs will, warlock
+6 to hit, 3d6+4 damage

hit FRAMARTH, since gnasc is hella dead
18-6, need at least 12



Pang says~
alright well if you can make it plausible then the statue can do 1d10+4 to anyone who intentionally smashes their face into it for no reason

and then 1d6+4 for flying people hitting Framarth or Framarth being hit by flying people


possible damage

Gnasc hits statue 1d10+4

Spined Devil C hits statue and Framarth 1d10+4, 1d6+4

Gnoll Claw Fighter C hits statue and Framarth 1d10+4, 1d6+4

Framarth gets hit by Spined Devil C and Gnoll Claw Fighter C 2d6+8
damages:
Tundra Wind @ Gnasc, Spined Devil C, Gnoll Claw Fighter C
14 damage to Gnasc
14 damage to Spined Devil C
misses Gnoll Claw Fighter C


Spined Devil C violently blown away 3 spaces west

collides with Gnoll Claw Fighter C
9 damage to Spined Devil
9 damage to Gnoll Claw Fighter C

collides with statue
10 damage to Spined Devil C

collides with Framarth
5 damage to Spined Devil C
6 damage to Framarth

Spined Devil C is knocked prone


Gnasc violently blown away 3 spaces west

collides with Gnoll Claw Fighter C
6 damage to Gnasc
10 damage to Gnoll Claw Fighter C

collides with statue
14 damage to Gnasc

Gnasc is knocked prone



Tyranny of Flame @ FRAMARTH [get it right acer]
12 damage to Framarth

Framarth is knocked prone, takes -2 penalty to save throws versus this power


Gnasc total damage = 14+6+14 = 46

Spined Devil C total damage = 14+9+10+5 = 38

Gnoll Claw Fighter C total damage = 9+10 = 19

Framarth total damage = 6 PLUS 12 FROM FLAME TYRANNY RESET TIME MACHINE.

I am a dolphin, do you want me on your body?

Last edited by Jurassic Park Chocolate Raptor; Jan 17, 2010 at 02:48 AM. Reason: Acer can't attack a dead man
FatsDomino
I'm just informing you


Member 11

Level 61.64

Feb 2006


The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jan 16, 2010, 07:16 PM 2 #389 of 498
7 Dice Rolls
 Description
Dice
Result
theoretical second chance
1d20
16
glock's AoO vs gnoll
1d20
4
*CLAW LAW PUNISHES THE GUILTY
2d6
8
CLAW LAW ENDURES
1d20
14
*claws encounter
3d6
17
CLAW YA
1d20
18
GARR HAS A SAVING THROW
1d20
10
After a series of inexplicable events the smoke from Gordok's methane explosion clears, leaving a pile of corpses on the ground.

Gnoll B killed, Devil C killed, Gnasc killed

Seeking to defend his halfling buddy, Glock hails the theurge and tries to think of something really clever to say about Gordok that will soften Framarth's heart toward the little fella. Sadly, when he opens his iron jaw only an odd little tune comes out. It's not very useful.

Get the Flash Player to play this audio file:

The last living duergar recruits charges toward Garrmondo and then he gets kind of tired so he just stands there a little bit. Just little breather, yeah. Whew!

The spined devil decides spine time is over. No more spines. He's drawing the line. The spine line. Spines are fine, but don't cross the spine line. It's time for claws. Time for claw law.

Move to B15
Return 0 altitude
Claw Garrrmondo
21 damage
Garrmondo tips over again


Zerg wants to delay again

The claw fighter darts nimbly past Garrmondo's prone form, seeking to punish the little halfling for permanently destroying his sense of smell. Gordok is punished most judiciously, and falls with a splut.

A splut.



Cal 19, Framarth 14, Glock 12, Gheth 7, Gordok (KO) 23, Garrmondo (KO) 6, Duergar Recruit 23, Spined Devil 19, Gnoll Claw Fighter 19,

I was speaking idiomatically.
Zergrinch
Evil Grinch


Member 666

Level 50.98

Mar 2006


Old Jan 16, 2010, 08:42 PM Local time: Jan 17, 2010, 09:42 AM 1 #390 of 498
5 Dice Rolls
 Description
Dice
Result
Stealth Check
1d20
8
And lie, dumb in the tomb
1d8
4
*Yea thou shalt die
2d10
2
Archery 2
1d20
14
Archery 1
1d20
7
The clever halfling did something very disgusting and yet clever at the same time. It is quite unfortunate that he AND the human fighter would suffer the consequences. I fear they won't be getting up for the rest of the encounter, unless the clever halfling gets a Second Chance somehow. We will have to win this encounter, and pray that Framarth won't kill them with his Brimstone Hail. Indeed, I hope he won't want to incinerate his last remaining devil in the blast.

Desperate times call for desperate measures. I string up two arrows, draw them back as far as I can possibly manage, and let loose the two after taking the best aim as I can possibly manage. The arrows separate in midair, poking gaping holes in the tin man's jaunty hat, and each hitting an enemy to the left and right of him. The little furball is designated as my quarry, and the arrow pushes into it slightly more enthusiastically. The Devil won't get off easily either, its strength is sapped by the enchantment from my longbow.

I then retreated yet again, like the coward I am. Better a living coward than a dead hero, I always say. Actually, scratch that. LEEEROYYYYYY JENKINNNNNNNNNNNNS!

Designate Gnoll as my Quarry.
Split the Tree on Gnoll and Devil. Higher result of 14 counts. Both AC 20 + 2 (cover) = 22, against 14+10 = 24. Both hit.
Both take 2+7=9 HP damage. Fuck you, damage dice.
Gnoll takes additional 4 HP damage due to hunter's quarry.
Activate Poisoned Weapon on the Devil. It takes ongoing 5 poison damage and is weakened, save ends both.
Move to H15. Screw stealth. A roll of 20-5 (for moving more than 2 squares) is not going to give me combat advantage.




What kind of toxic man-thing is happening now?
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Last edited by Zergrinch; Jan 17, 2010 at 04:51 AM. Reason: Edited in the Poison activation
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jan 17, 2010, 02:56 AM 1 #391 of 498
10 Dice Rolls
 Description
Dice
Result
gordy's deathsave
1d20
19
save vs prones
1d20
8
*and the stakes
2d8
4
vs gheth
1d20
16
vs recruit
1d20
15
vs garrmondo
1d20
11
vs gnoll
1d20
8
vs devil
1d20
13
vs Gordok oh shit oh shit
1d20
16
vs Glock!
1d20
7
Framarth groans in pain, his robes smoldering. Reflexively, he tries to get to his feet but it's as if a massive invisible hand were pinning him to the floor. Painstakingly, he tumbles about on the floor to try to get a view of the intruders that had done this to him. The insolent little halfling was already on the floor, like the musclebound oaf they'd been using for a doorstop. The theurge could just barely spot the glint of the metal man's armor around a corner, though...

He'd have to rain down hell on his own allies, but his vengeance was worth the price of a little blood. He was damned anyway. His hammer begins to glow red-hot, and he smashes it into the corridor wall with all his strength. Ceiling stones once again crack and tumble down on G-Unit, glowing ember-hot.

This one's for all the marbles
Brimstone Hail: +9 vs Reflex, Area Burst 2
Centered on C16 (Glock)

8 damage to Gordok, Gheth, Garr, Spined Devil, Duergar Recruit
Recruit kilt daid


Straining his arms, Framarth tries again to free himself from the floor's iron grip to no avail.

Glock 12, Gheth 7, Gordok (KO) 23, Garrmondo (KO) 6, Spined Devil 19, Gnoll Claw Fighter 19, Cal 19, Framarth 14



FELIPE NO
Jurassic Park Chocolate Raptor
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Member 80

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Mar 2006


Old Jan 17, 2010, 04:44 AM Local time: Jan 17, 2010, 03:44 AM #392 of 498
REVISED TURN ORDER:

Skex, Me, Garr, Gordok.

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Skexis
Beyond


Member 770

Level 34.03

Mar 2006


Old Jan 17, 2010, 04:59 AM Local time: Jan 17, 2010, 04:59 AM #393 of 498
1 Die Roll
 Description
Die
Result
WEPON
1d20
9
Gheth stood slack-jawed as the tiny bear stood up, only to unleash another of its...skills...upon an unsuspecting enemy.

What hadn't been pulverized by the gale-force fart was certainly going to have trouble recovering. G-unit was taking hits, and they were down, but not out. Now was the time to press their advantage.

Sustain Spiritual Weapon
Move: move weapon to Devil B (B15)
Move: shift to C17


Jam it back in, in the dark.
Jurassic Park Chocolate Raptor
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All systems nominal.



Member 80

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Mar 2006


Old Jan 17, 2010, 05:13 AM Local time: Jan 17, 2010, 04:13 AM 2 #394 of 498
3 Dice Rolls
 Description
Dice
Result
*lets damage
2d6
4
SO FAR SO GOOD
1d20
2
COME ON BITCHES
1d20
16
Did...nah. Couldn't be.

Glock could have sworn the bloody pulpy midget looked like a Morlock there for a second. Must just be his robotic ability to see alternate timelines. Gotta ignore that for a moment. Time was OF THE ESSENCE.

There was a murderin' to do.

But first. There is this god damn meatbag. He looks like shit. He looks like...mush.

Oh, well, at least the mush still has a mouth. And some organs. Glock can see the organs. They are on the floor somewhat. Oh well, time to fix. The mouth is important after all.

Fish around in Garr's purse for a potion.
Pour potion DOWN HIS GULLET


OK YOU, IT'S MURDERIN' TIME. SLAM THE SHIT OUT OF THIS DEVIL. LET'S ROCK AND ROLL.

Stepping back, Glock realizes that there's a good chance that this will go somewhat incorrectly. This is always an issue with this group. Time to prep some ROCK A BEAT.

Get the Flash Player to play this audio file:
Shift to D16.
AP TIME
Ready Tune of Ice and Wind at B16.

Trigger is the end of Garr's turn

Table of Hits
7 + 2 = 9. Miss on Devil.
7 + 16 = 23. Hit on Gnoll.

Table of Damagessssss
4 on Devil.
9 on Gnoll.

Table of Shifts
Garr: -A16
Gord: D18
Skex: B20


There's nowhere I can't reach.

Last edited by Jurassic Park Chocolate Raptor; Jan 17, 2010 at 08:58 PM.
The unmovable stubborn
(Feeling Inspired)


Member 1512

Level 62.24

Mar 2006


Old Jan 18, 2010, 03:14 AM 2 #395 of 498
4 Dice Rolls
 Description
Dice
Result
secondary attack lols!
1d20
4
fuuuuck, my save
1d20
16
*stabbity stab stab
2d10
7
A THORNY SITUATION!
1d20
11
A chill wind issues from Glock's mystic songblade, and his allies are gently carried to safety even as his foes are buffeted by frigid gusts. The gnoll seems to be so exhausted that the cold alone is enough to sap the last of its will to live, and it slumps gently to the floor.

The spined devil is bereft of any useful orders what with his summoner busy flopping around on the floor like a beached trout, and instantly takes offense to Gheth trying to poke him with a flying knife. Didn't he hear that Claw Law was declared? Melee only, you camping asshole! The devil backs off, resolving to bring back the big guns until these noobs learned to play.

Gnoll killed, Devil bloodied by ongoing poison. Reminder: Crack The Shell is a reliable power, so it's not checked off on a miss.

Devil shifts backward to B14
Rain of Spines vs Gheth (+9 vs. Reflex)
Claw Law is suspended temporarily
5 damage to Gheth; ongoing 5 poison/slowed, single save ends both


Cal 19, Framarth 14, Gheth 7,Glock 12, Gordok (KO) 23, Garrmondo 6, Spined Devil 19



This thing is sticky, and I don't like it. I don't appreciate it.
Zergrinch
Evil Grinch


Member 666

Level 50.98

Mar 2006


Old Jan 18, 2010, 03:46 AM Local time: Jan 18, 2010, 04:46 PM #396 of 498
9 Dice Rolls
 Description
Dice
Result
*Jesus how much does that hurt
3d6
12
Pain and Suffering for Cal
1d20
17
OK Fine let's Diplomacy
1d20
2
Bluff Check
1d20
10
Lethal Quarry
1d8
8
Suffering
1d10
5
Pain
1d10
10
Shootery 2
1d20
11
Shootery
1d20
19
The Devil was retreating, like the weak, poisoned bastard he was. I wonder if he managed to shake them off. I hope not. And that it won't matter. I pursue my quarry at the expense of my personal safety, hoping to permanently incapacitate it from point blank range.

Move to B15, and designate Devil as Quarry.
Twin Strike on Devil. AC 20, need 9+ to hit (less 10 + 1 - prime shot).
Devil interrupts, inflicting much pain on Cal. Damage to be determined by Pang.
Activate Yield Ground, shifting to B13, then continue Twin Strike as normal. +2 to all defenses until the end of my next turn.
Damage: 10 + 2 + 5 + 2 + 8 = 27 HP. Devil killed.


Turning my attention to the prone Framarth, I try to bluff him into surrendering tell him lies.

"You're all alone now, my friend. Your allies were powerful, there is no doubt. But we have reinforcements from the Orc Secret Service coming. You could continue to fight us, but I am sure you know the eventual outcome. Peacefully surrender now, and I will personally guarantee your own personal safety. In fact, your talents will prove quite useful to our organization - certainly you are destined for far better things than just be a slaver."

"Framarth, I am your long-lost daughter. Please don't kill my friends, daddy."

Bluff Check: 10+13 = 23.
Diplomacy Check: 2+4 = 6

Fine, he doesn't want to parlay, but he believes my lies! He won't do Wave of Despair against me, would he?


I am a dolphin, do you want me on your body?
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Member 1512

Level 62.24

Mar 2006


Old Jan 18, 2010, 04:29 AM #397 of 498
5 Dice Rolls
 Description
Dice
Result
Gordok honey get up
1d20
6
CAN I JUST STAND UP
1d20
17
*oh no your face
2d10
4
THERE WAS A FIREBOLT
1d20
15
recharge dat hail
1d6
6
Framath glowered. The she-elf was mocking him.

"That doesn't even make anatomical sense", he mutters. He fires a blast of fire from his pact hammer and painstakingly crawls away around the corner to the south. He was severely outnumbered, but there was still a chance to reach Murkelmor. He'd show these bastards what for.

16 damage to Cal from Devil's AoO
8 damage to Cal from Firebolt (+9 vs Reflex), bloodied


Start of Gheth's turn: 5 poison damage, bloodied
And then he delays apparently


Glock 12, Gheth 7, Gordok (KO) 23, Cal 19, Garrmondo 6, Framarth 14




Most amazing jew boots
Jurassic Park Chocolate Raptor
Reactor online.
Sensors online.
Weapons online.
All systems nominal.



Member 80

Level 56.91

Mar 2006


Old Jan 18, 2010, 05:46 AM Local time: Jan 18, 2010, 04:46 AM #398 of 498
Old man, you are NOT getting away that easily.

Double Run to A3.

GO GO GADGET ROCKETSKATES.

And with that, Glocks feet formed wheels, and a giant booster rocket emerged from his back.

It took all his effort to control the great velocity with which he moved, but he managed to put himself down on the far side of the pool.

"AHA. I SEE YOU LITTLE MAN."

A little disoriented, Glock only has time to do one quick thing.

Goggles of Aura Sight just for the hell of it.

What kind of toxic man-thing is happening now?
Skexis
Beyond


Member 770

Level 34.03

Mar 2006


Old Jan 18, 2010, 06:25 AM Local time: Jan 18, 2010, 06:25 AM 1 #399 of 498
2 Dice Rolls
 Description
Dice
Result
save?
1d20
4
THE SPIRITS'VE GOT ME
1d20
10
Gheth thinks about Framarth.

He thinks about him good.

He decides he does not much care for Framarth. Not at all.

When he is done thinking, he decides that he will stab him. With mind bullets knives.

(Delay turn)
Move to B18
I'm runnin' against the wind
Sustain Spritiual Weapon on Framarth


FELIPE NO
Zergrinch
Evil Grinch


Member 666

Level 50.98

Mar 2006


Old Jan 18, 2010, 07:08 AM Local time: Jan 18, 2010, 08:08 PM #400 of 498
4 Dice Rolls
 Description
Dice
Result
Why don't you die?
1d20
4
Dig it in a little more
1d8
8
Does it hurt?
1d10
7
Die, Dwarf Dog
1d20
9
I stride after Framarth, and give him a long hard look.

"Oh daddy, how can you treat me so? Your loving daughter, Callie!"

He's prone, +2 against ranged, but I have Prime Shot and Combat Advantage. Need rolls of 9+ for Twin Strike and 7+ for Careful Attack to hit.
Move to A9.
Framarth is my quarry.
Twin Strike on the Bastard. 7 + 2 + 8 = 17 HP damage.


"It hurts me when you do this!"

Framarth has 7 HP left
If Garr hits with Shield Bash but rolls a 1 for damage, Glock will eat his hat.

What, you don't want my bikini-clad body?
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