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A Simple Errand (DM:renau1g, Judge: covaithe)

Unsure of whether or not his plan would work, Meepo knew there was nothing to it but to do it. "Well, here goes nothing."

He jumped backwards and then pointed at the dwarf on the wall. "You're mine, stonechild." Meepo bolted forwards, scrambling up Ingot's back, and without pause, wrapped a length of the whip around the dwarfs right leg. "Ha, I have you now," Meepo shouted in victory before penduluming straight into the wall. He collided with a thud, only managing to a feeble "What!"

He planted his feet firmly against the wall and jumped backward, trying to use leverage to bring the dwarf down. As he swings close to Ingot, he feels the warforged grab his scaly leg. "Yay! Teamwork. All kobolds know two are better than one, and that five are better than two."
[sblock=actions/stats]
Minor = Shifty to shift to M7
Standard = As part of a charge move to M9, up Ingot, and then long jump to L10. Long jump (1d20+2=6). So, R1, would you think that the "move at least 2 squares" requirement has been met and my jump could be considered to have a running start? If so, I pass. If not I fall taking 1d10 damage. If I succeed, Attack the dwarf (1d20+6+1=18)

Hopefully the 60lbs of Meepo's kobold bulk will do something. I should still be ten feet from the ground, which would be 2 squares of pulling movement. However you call this, R1, I'll be sure to make it look cool.

Meepo the Brave
Male Kobold Warlord 1
Passive Perception: 16, Passive Insight: 11
AC: 17, FORT: 14, REFLEX 14, WILL 12 -- Speed: 6
HP: 27/27, Bloodied: 13, Surge Value: 6, Surges left 9/9
Initiative +4
Action Point: 0, Second Wind

Conditions

Powers
Shifty
Commander's Strike
Wolf Pack Tactics

Diabolic Strategem
Inspiring Word; used once

Fearless Rescue

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[sblock=R1/OOC] Ooooh! I forgot about the bonus damage! In that case, add another 13 damage to what was dealt to Guard 23. So before Dorn's attack, the poor bastage took a total of 30 damage from Crag's crit..... no, wait a second.... I need some clarification here:

Would the extra damage from Sneak In the Attack be maximized on a crit? If so, then Guard 23 would have taken a total of 36 damage. WAHOO!! [/sblock]
 

[sblock=ooc]So Crag definitely picked the right one to get a crit against, as the extra damage from Jax should also be maximized - +19, 36 total! Might just take that guy out. (edit: yes it should be maximized, all damage dice not gained because of the crit are maximized.)

On the dwarf... I don't think the auto-save against prone should kick in the case where he makes the save to fall prone instead of being pulled off the wall. But even so, since renau1g is not allowing some kind of stunt attempt, Meepo can't get him down unless he has an attack that can do two squares of forced movement. Dealing 70 hit points to the wall is not going to make much sense, we'd be better off trying to deal 70 points to the dwarf. So I guess all we can really do is try to shoot at him (and maybe Dorn try to knock him down eventually). :(
[/sblock]

[sblock=Dorn push]Not sure of the timing on this since Ingot acts before Dorn, but Ingot has been dithering after all. ;) It would help to be pushed towards the gnomes, then Ingot might be able to get at them this round.[/sblock]

[sblock=Action...]Ok, since Meepo went ahead with his leaping whip attempt, I want to wait to see the outcome of that before acting. [/sblock]
 
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[sblock=ooc]
I'm fine with you counting it as a running jump because it's cool, but how are you pulling him?

Wait...when did I say you couldn't try a stunt maneuver? Did I miss something?
[/sblock]
 

[sblock=ooc] First, with Nerdy's post, I don't think he can be at M9, because that's where Ingot is, right?

Also, if I'm affected by the push, I might have to rethink the jump I did.

And for the pulling, there's not much I can do but be a 60 pound weight tied around the dwarfs leg and hanging 10 feet off the ground. Meepo hadn't really thought that through - if necessary, he'll try to climb the rope and stab the bad man, or something.

[/sblock]

[sblock=edit] Oh, I didn't think you weren't letting me stunt, I was just trying to figure out the order of the things I had to do. Granted, I'm not doing much pulling, but maybe Newton will be my ally? And, even if THAT doesn't work, there's a kobold hanging, by a whip, off the foot of a dwarven sniper. That's hilarious.[/sblock]
 
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[sblock=renau1g]I guess you didn't explicitly say he couldn't do a stunt, but you didn't say that he could, either. Just that he could get in range for an attack by jumping. I took that to mean he could just do a regular attack.

If it makes sense as a stunt, if his attack hit and he has grabbed the dwarf with the whip, Ingot could grab Meepo and/or the whip and give it a pull... opposed Strength checks or something?[/sblock]
 

[sblock=ooc]
In the interest of cool, I will allow it, opposed str checks for the dwarf and Meepo. If Meepo isn't successful, he'll be hanging on his whip. Ingot can try and pull the whole group down also. [/sblock]
 


[sblock=ooc] strength check (1d20+3=5). Haha, poor weak kobold.

This was the first time I've done stunting stuff. I didn't mean to make it seem like you weren't allowing me to do something - I was more thinking that I'd tell you what I wanted to try to do, and roll the dice, and have you tell me the outcome. I'll do it differently next time.[/sblock]
 

The force of Dorn's partially-miscast spell knocks Jax a few steps closer to the treeline. He shakes his head to clear out the ringing from his ears.

[sblock=I love Dorn]First, Jax goes to G4 from Dorn's push. Edit: Actually, if Dorn is at N9 then Jax doesn't get affected at all. Unless Dorn goes first, in which case Jax moves to the same spot as he did on his turn, so the push won't matter. I'll leave the in-character text for flavor.

Second, won't the push knock at least some of the guards out of Crag's zone? Meaning they take damage and fall prone. :devil:
Or does it have to be willing movement?


Edit: again, nevermind. Dorn being at N9 changes things.[/sblock]
 
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