LPDnD: Barbarians at the Gate

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LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 6:04 pm

Okay here is the battle map. Google drawing has tables of 20x20. I have used 9 of them to make a giant field.

Each has a place A1 is bottom left corner, C3 is upper right.

A3B3C3
A2B2C2
A1B1C1

The fort is in B1
To'rassa the younger is in B2
The barbarian army is in B3.

Here are the links. I know this is ungodly large, but I wanted to give you guys an epic battle opportunity and well here it is.

A1:
https://docs.google.com/drawings/d/1SFm ... sp=sharing

A2:
https://docs.google.com/drawings/d/1ORR ... sp=sharing

A3:
https://docs.google.com/drawings/d/1WTz ... sp=sharing

B1:
https://docs.google.com/drawings/d/1X6f ... sp=sharing

B2:
https://docs.google.com/drawings/d/1m3k ... sp=sharing

B3:
https://docs.google.com/drawings/d/1YUI ... sp=sharing

C1:
https://docs.google.com/drawings/d/14gU ... sp=sharing

C2:
https://docs.google.com/drawings/d/13jY ... sp=sharing

C3:
https://docs.google.com/drawings/d/159t ... sp=sharing

If you are moving a marker from one map part to another ctrl C and ctrl V allow you to copy and paste.

If we get to open battle some onetime rules changes. Encounter powers will periodically be reset. So like every 5 rounds I will say "encounters are reset" anything you didn't use in the previous 5 turns is lost, so you can't "save encounters" and then blow like 9 in a row. Dailies will have a much longer "cooldown" of 20 rounds.

Horses have a movement of 10.

In the fort you will notice you guys have 3 S1s and 2 T1s etc. The markers are your squad with 1 being you and the four others being your lackeys. Please call which color you are to start if you share a starting initial. Like T has a green set and a yellow set. Tony is one color (probably green) Trinal is the yellow.

Also the dark blue line across teh bottom of A1,B1,C1 is the stream. The bridge across it to the fort is obviously up atm. And teh light blue area around the fort is the no burn zone made. If we start fighting this thread will be locked, and we will start a new thread.
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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 6:05 pm

Whitey has ordered his squad to fire thus starting the fight.

Whitey please roll: 1d20+6 for each of your guys, and a corresponding 1d10+2 for damage if it hits.
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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 6:06 pm

Round 1 summary:
Syric orders his squad to fire at ZZ.
Stavis is holding his group for teh main force
Victae orders her squad to fire at ZZ
Professor orders his squad to fire at ZZ
Gobo orders his squad to fire at ZZ
Trinal orders his squad to fire at ZZ
Captain orders and fires at ZZ.
Spintik moves to cover the stream side wall, orders and fires at ZZ.
Plush's Posse fires at ZZ.
Stavis by himself shoots at ZZ.
Ham'mon's group fires at ZZ landing a critical blow to kill him.

Barbarians start the advance.
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Re: LPDnD: Barbarians at the Gate

Post by Jimer Lins » Wed Mar 19, 2014 6:06 pm

According to my figures, that guy is 14 squares from the front wall of the fort. Can the guys behind us see to shoot or would they have to move forward to do so?
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 Blackferne » Wed Mar 19, 2014 6:08 pm

Jimer Lins wrote:According to my figures, that guy is 14 squares from the front wall of the fort. Can the guys behind us see to shoot or would they have to move forward to do so?
Anyone in the fort can who is within range. I'm not gonna get nit picky about "this square is on the walks, and this isn't. You guys have enough problems (namely 201 of them) to deal with.
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Re: LPDnD: Barbarians at the Gate

Post by Staris » Wed Mar 19, 2014 6:09 pm

I'll take group C and move my guys forward one with me and load my crossbow.

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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 6:11 pm

C was intended to be the Captain's group, but okay. Stavis is C.
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Re: LPDnD: Barbarians at the Gate

Post by Staris » Wed Mar 19, 2014 6:15 pm

oh ok now the letters make more sense I'll take the pink S then and move my guys to that corner.

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Re: LPDnD: Barbarians at the Gate

Post by Maizan » Wed Mar 19, 2014 6:17 pm

Spintik will take the dark purple S. I will move myself on to the wall as indicated above the gate
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Re: LPDnD: Barbarians at the Gate

Post by Maizan » Wed Mar 19, 2014 6:21 pm

initiative:
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Re: LPDnD: Barbarians at the Gate

Post by Whiteness » Wed Mar 19, 2014 6:24 pm

Blackferne wrote:Whitey has ordered his squad to fire thus starting the fight.

Whitey please roll: 1d20+6 for each of your guys, and a corresponding 1d10+2 for damage if it hits.
S2
[dice]0[/dice]
S3
[dice]1[/dice]
S4
[dice]2[/dice]
S5
[dice]3[/dice]

damage
S2
[dice]4[/dice]
S3
[dice]5[/dice]
S4
[dice]6[/dice]
S5
[dice]7[/dice]
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 » Wed Mar 19, 2014 6:28 pm

OK, my guys will fire at the boss guy. I'm out of range for myself, so I simply shout "FIRE!"

T2: 12+6=18
T3: 3+6=9
T4: 6+6=12
T5: 15+6=21

damage:
T2: 7+2=9
T3: 2+2=4
T4: 6+2=8
T5: 4+2=6

Trinal is holding his action for a moment. Joun, if the barbarians charge, I'm going to use a triggered action.
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 » Wed Mar 19, 2014 6:31 pm

copy and paste error

S2
[dice]0[/dice]
S3
[dice]1[/dice]
S4
[dice]2[/dice]
S5
[dice]3[/dice]
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 » Wed Mar 19, 2014 6:33 pm

Because Whitey did a copy and paste error on his damage rolls. I'm just going to half what he would have gotten. No rerolls.

Two of his archers hit.
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Re: LPDnD: Barbarians at the Gate

Post by Staris » Wed Mar 19, 2014 6:34 pm

After Stavis group gets into position will hold off attacking since currently there is only two in range and plenty more where that came from. "Hold until the main force gets into range range."

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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 6:34 pm

Trinals' guys all miss.
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Re: LPDnD: Barbarians at the Gate

Post by Whiteness » Wed Mar 19, 2014 6:42 pm

[ooc] so technically our archers can reach their front line, just with a -2 to attack, right?
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 » Wed Mar 19, 2014 6:45 pm

Whiteness wrote:[ooc] so technically our archers can reach their front line, just with a -2 to attack, right?
Yes if I am doing my math right.

Though remember your dudes only have 30 arrows, do you want to take a shot that has a higher probability to miss?
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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 6:57 pm

Gobo Company will fire at ZZ

"With the strength of my clan we strike against evil!"

G2
[dice]0[/dice]
dmg:
[dice]1[/dice]

G3
[dice]2[/dice]
dmg:
[dice]3[/dice]

G4
[dice]4[/dice]
dmg:
[dice]5[/dice]

G5
[dice]6[/dice]
dmg:
[dice]7[/dice]
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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 6:57 pm

And they all miss.
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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 6:59 pm

Victae's Group

"Steady your aim, exhale when you release soldiers."

V2
[dice]0[/dice]
dmg:
[dice]1[/dice]

V3
[dice]2[/dice]
dmg:
[dice]3[/dice]

V4
[dice]4[/dice]
dmg:
[dice]5[/dice]

V5
[dice]6[/dice]
dmg:
[dice]7[/dice]
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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 7:00 pm

No better.

Professor
"For King and country lads."

P2
[dice]0[/dice]
dmg:
[dice]1[/dice]

P3
[dice]2[/dice]
dmg:
[dice]3[/dice]

P4
[dice]4[/dice]
dmg:
[dice]5[/dice]

P5
[dice]6[/dice]
dmg:
[dice]7[/dice]
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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 7:02 pm

2 arrows hit.

Captain's folks.

"FIRE!"

C1
[dice]0[/dice]
dmg:
[dice]1[/dice]

C2
[dice]2[/dice]
dmg:
[dice]3[/dice]

C3
[dice]4[/dice]
dmg:
[dice]5[/dice]

C4
[dice]6[/dice]
dmg:
[dice]7[/dice]

C5
[dice]8[/dice]
dmg:
[dice]9[/dice]
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Re: LPDnD: Barbarians at the Gate

Post by Blackferne » Wed Mar 19, 2014 7:03 pm

Two hit, the Captain scored a max damage crit.

To'rassa the young is now bloodied.
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Re: LPDnD: Barbarians at the Gate

Post by Maizan » Wed Mar 19, 2014 7:12 pm

Since Spintik is just with range.
Draw....Aim...Fire

S2

S3

S4

S5


Sme with CareFull Attack


If hit damgae:
S2

S3

s4

S5

Sme
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