castle war the D&D &TT way itll be awesome [Archive] - Wizards Community

Post/Author/DateTimePost
tiamat talon

10-11-05, 04:36 PM
have you ever wanted to take part in a war in D&D well now you can
creat a caracter take, part in all out war and lead your way to victory

character levels required
5+
weapons
any
armor&sheilds
any
classes any
tiamat talon

10-11-05, 10:57 PM
ok 5 players needed
you are in a small castle an army is approaching and soldiers are making preparations for war, a man approaches all of you and says that you have been drafted(forced into war)and hands you a long spear(if you dont want it drop it a soldier will pick it up)soon all the soldiers are on the wall holding tower sheilds and spears behind them archers are loading bows and cross bows.Riders are getting on horses and preparing to ride through the gates as soon as they open whatcha wanna do
here is the map

Wwwwwwwwwwwwwwwwwwwwwwwwwwwww
Tssssssssssgggggggggssssssssssssssssssss sssw
ssssssssssssssssssssssssssssssssssssssss ssssss
sssssssssssssuuuuuusssssssssssssssssssss sssss
AsssssssssssssBsssssssssssssssGHssssssss sssss

W wall
T tavern
G gate
S street
U you
A armory
B barrack
GH Grand hall(throne house)
Crimson Innocence

10-11-05, 11:18 PM
(just as an FYI, writing in Courier New has letters that are all the same width apart, it makes for a much cleaner map)

Aye, Sir, Hallmound Hormax is ready for service!

[dwarf fighter, 5 levels, how are stat's done? point buy?]
cammobeast

10-11-05, 11:54 PM
i wanna play. can i be a human bard?
tiamat talon

10-12-05, 06:59 AM
however you want i dont really care how you get stats
and yes you can be a bard

now at the time an army approaches what the heck do you want to do you know what buildings are there from my map
a guy handed you both a spear do you want it or not
(note:the army has catapults)
tiamat talon

10-12-05, 06:32 PM
here is a job i have made the special rescuer
a job that allows the player to use heal light wounds(group)
your job is mainly to find and rescue soldiers in the wars to come
but you are profeciant at it and are a better rescuer(trust me)
cammobeast

10-12-05, 06:56 PM
is this some kind of joke tiamat?

either way ill take the spear. this thread is too strange to pass up
cammobeast

10-12-05, 06:59 PM
ok, give me a minute to think here. you say theres an army outside the wall, with catapults? on the other side of the wall? my first thought is to flank them but i need more info.
tiamat talon

10-12-05, 08:57 PM
im not the average DM i go by different rules
Round 1 actions
Catapults fire flaming boulders blocking off the main way through the town
some buildings have back ways though
the enemy army putts on seige ladders and towers the enemy forces are running across the walls the soldiers are making a good defence though
3 Kobold knight attack you
1 miss 2 miss 3miss
what is gonna be your action
Douglas Zuver

10-12-05, 09:08 PM
Durmindin, the 5th level Killoren Healer, takes the spear salutes the solider and says "Thou wilt be needing many potions without me services, lad."

The Killoren is in the Aspect of the Ancients and is 110 years old (old age for a Killoren.)

Stats

Killoren (Races of the wild)
Male, 110 years old, Fey type, 5' 2", 105 lb weight, eyes blue in aspect of the ancient, hair white in aspect of the ancient, skin green

Healer
Level 5
XP 13,000

28 point buy
STR 10-3=7
DEX 13-3=10
CON 13-3=10
INT 12+2=14
WIS 14+2+1=17
CHA 14+2=16

HP 26
Saves Fort +4, Ref +1, Will +7
Speed 30 ft. (unless exceed weight limit of 23 lb.) (carrying appox. 20 lb)
Commited to the Cause of Healing
AL NG

AC 13 Masterwork Leather armor 160 gp 15 lb

Base attack bonus +3, Grapple +1

Dagger +1 melee 1d4-2 damage 1 lb

Special Healing Hands, Skill Focus Heal, Cleanse paralysis, Cleanse disease, Cleanse fear

Feats Augment Healing, Magic of the Land

Skills
Concentration 8 ranks
Diplomacy +3 CHA
Heal 8 ranks + 3 WIS + 3 skill focus
Handle Animal 8 ranks + 3 CHA +2 racial bonus
Knowledge (nature) 8 ranks + 5 aspect of the ancient bonus + 2 INT
Sense Motive 3 ranks + 3 WIS
Survival 8 ranks +3 WIS +2 racial bonus
Spellcraft 5 ranks +2 INT

Spells per day 5/6/5/4

Belt Pouch with mirror, bell, whistle, chalk, wooden holy symbol Ehlonna (.5lb)
Spell Component Pouch 5 gp (2lb)
8 Pearls of Power level 1 (cost 1,000 gp each)
3 Wands of Cure Light Wounds
9 gp
6 pp


1 Dire Badger trained for rescue work (The animal knows how to find and retrieve hurt or incapacitated creatures. It knows the tricks fetch, mark, seek, track and work Races of the wild page 147) The dire badger also know the trick defend (cost 100 gp)

2 Dire Badgers trained in tricks Attack, Attack all, defend, heel, guard, and come (cost 100 gp each)

1 Warhorse Heavy trained in combat riding (which includes attack, come, defend, down, guard, and heel) (cost 200)
Saddle and Saddle Bags
Blankets, pup tent, wooden holy symbol Ehlonna
Healer's Kit cost 50 gp
Douglas Zuver

10-12-05, 09:40 PM
Spells per day 5/6/5/4:

Here is my spells:

0 Level Cure Minor Wounds five times

1st Level Sanctuary four times, Speak with animals, Cure Light Wounds

2nd Level Gentle Repose , Cure Moderate Wounds four times

3rd Level Create Food and Water, Close Wounds three times

Killoren are immune to Charm person, hold person (they are fey not human)
Killoren are immune to sleep and get +2+2 vs. enchantment spells and affects
Low light vision
Base speed 30 feet.

===================================

Ok, we are facing 3 kobold knights

I cast sanctuary on myself.

And use my move action to signal one of my Dire Badgers to attack the nearest one.
Since all my Dire Badger have defend they will attack when I or they are threatened.

Dire Badger (page 62 MM)
Train DC 16 young/23 Adult
Medium Animal
HD 3d8+15 (28 HP)
Initiative +3
Speed 30 ft., burrow 10 ft.
AC 16 (+3 Dex, +3 natural), touch 13, flat footed 13
Base Attack/Grapple +2/+4
Attack Claw +4 melee (1d4+2)
Full Attack 2 Claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach 5ft/5ft.
Special Qualities: Low-light vision, scent
Saves Fort +7, Ref +6, Will +4
Abilities: STR 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills Listen +6, Spot +6
Feats Alertness, Toughness, Track
Alignment always neutral
Advancement 4-9 HD large

A dire badger makes a tunnel 5 foot in diameter.

Combat
Rage (EX) A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or the opponent is dead. It gains +4 STR +4 Con and -2 AC. The creature cannot end its rage voluntarily.

Names of rescue Dire Badgers Hanm
Names of two attack Dire Badgers Iuay and Aeiy
Warhorse is named Cann

Warhorse, Heavy
Large Animal
HD 4d8+12 (30 hp)
Initiative +1
Speed 50 ft.
AC 14 (-1 size, +1 Dex, +4 natural), touch 10, flat footed 13
Base Attack/Grapple +3/+11
Attack Hoof +6 melee (1d6+4)
Full Attack 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach 10 ft/5 ft.
SA
SQ Low-light vision, scent
Saves Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2 Wis 13, Cha 6
Skills Listen +5 Spot +4
Feats Endurance, Run
cammobeast

10-12-05, 09:51 PM
im going to take my 5' step back and cast "sleep" on the kobalds
Douglas Zuver

10-12-05, 10:12 PM
We need to establish whether I am on my horse or not.

Either way is fine with me, DM you decide.
Since it is not moving, I can cast spells from it without a concentration check.


There is a Dwarf near us who was given a spear.
I think it is safe to assume he will join in our defense against the Kobold Knights.
Douglas Zuver

10-12-05, 10:36 PM
I assume a little bit of talking is a free action:

Durmindin says to the Bard "Magnificent move, great human, we must protect the Grand Hall from the Kobold plague amongst us."

Question To the DM: "Are the enemy climbing up the walls any particular type?"

Durmindin glances at the sky "Look sharply lest the fierily barbs from above roast you."

Question To cammobeast: "I hope you noticed I don't have Diplomacy skills. I figured your bard could handle that better than I."
Douglas Zuver

10-12-05, 10:58 PM
Questions to the DM:

Can I add the Vigor spells from complete divine to my Healer's spell list.
They are definately healing type spells, the Minature's Handbook came out about the same time as Complete Divine so those spells got lost in the shuffle.

Also, can my healer spontaneously cast cure spells like a cleric does? The class implies that it would, but doesn't 100% say so.

We were discussing this on the tread:

Improving the healer (http://boards1.wizards.com/showthread.php?t=514357)

Either way is fine with me.
Douglas Zuver

10-12-05, 11:09 PM
Since we have (I assume) a dwarf fighter, a human bard, a Killoren Healer, player #4 ?, and player #5?

Maybe we need a Sorcerer/Wizard/Warmage for player #4

and

Maybe we need a Scout/Rouge/Monk for player #5


But with a Bard in our midst, we can be flexible.

I'd settle for a Druid and a Ranger
Kothardarastrix

10-13-05, 01:42 AM
Can I join?
Mythar Mageblade; Male Human Hexblade 5; CR 5; Medium Humanoid; HD 5d10+10; HP 38; Init +2; Speed 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +5; Grp +7; Atk +10 melee (1d10+3/19-20, +1 Bastard Sword) or +8 ranged (1d8+2/x3, Masterwork Composite Longbow [+2 Str bonus]); Full Atk +10/+5 melee (1d10+2/19-20, Masterwork Bastard Sword) or +8/+3 ranged (1d8+2/x3, Masterwork Composite Longbow [+2 Str bonus]); SA Draconic Ray*, Hexblade’s Curse 2/day, Spells; SQ Arcane Resistance, Mettle; AL LE; SV Fort +3,Ref +3, Will +6; Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 14.
Skills and Feats: Bluff +7, Concentration +8, Diplomacy +7, Intimidate +7, Knowledge (Arcana) +7, Ride +7, Spellcraft +8; Combat Casting, Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword).
Possessions: +1 Bastard Sword, Masterwork Chain Shirt, Masterwork Composite Longbow, and 1,320 gp
Arcane Resistance (Su): Mythar gains a bonus equal to his charisma bonus (+2) on saving throws against spells and spell-like effects.
Draconic Ray [{Red}Burning] (SU)*: Mythar can, once per day, fire a 30 ft. ray as a spell-like ability. Using this ray requires a successful ranged touched attack. A creature struck by the ray takes 1d4+3 points of fire damage. In addition, the creature must make a reflex save DC 13 or catch on fire taking 1d4 points of fire the next round.
Hexblade’s Curse (Su): Twice per day, as a free action, Mythar can unleash a curse upon a foe. The target must be visible to Mythar and within 60 ft. away. The target of this curse takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful will save DC 14 negates the effect.
Mettle (Ex): Mythar can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save, he instead completely negates the effect. He does not gain this benefit when unconscious or asleep.
Spells: Sorcerer Spells Known (2; DC 12+ Spell Level): 1st—magic weapon, prestidigitation


*The Draconic Ray is published in Dragon #332 initially for sorcerers, and you must give up your familiar. Hexblades are to sorcerers as Paladins are to Clerics, so the effects are as if Mythar were a Sorcerer 2 levels lower than his hexblade level.
Douglas Zuver

10-13-05, 05:40 AM
Durmindin glances over at Mythar Mageblade and says: "Me healing spells be following ye into battle lad. Short work of those Kobolds you'll make..."

I see Bluff, Intimidate, and Diplomacy.
Thank you for covering skills I left out.
tiamat talon

10-13-05, 03:38 PM
what is sanctury(whats it do)
good your all in
look the kobolds are on fire so they lose 3 HP each
Entomologist

10-13-05, 03:55 PM
How about me.
Mandrake 5th level human Warlock
Invocations.. Dark utterance, Eldritch spear, See the unseen
Feats: Mortalbane, PBS, Precise shot

Infinite shatters and spellblasts should help this battle.

I concentrate on shattering the ladders the invaders are using.

Eldritch blast would be 3d6 with a 250 range from the eldritch spear invocation and 5 times per day he can do 2d6 extra on his EB from the mortalbane feat (5d6 total five times a day)
Douglas Zuver

10-13-05, 06:26 PM
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component: A pinch of fine sand, rose petals, or a live cricket.

........................................ .

Sanctuary

Abjuration

Level: Clr 1, Protection 1

Components: V, S, DF

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: No

Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.


.............................

I am casting Sanctuary on myself for protection.
I will not be attacking, but will instruct my Dire Badgers to attack which does not break the spell.
Kothardarastrix

10-14-05, 05:40 PM
OOC: How far away are the Kobolds?

Mythar drew his bow looking for a target, and refusing to take up the spear.
Douglas Zuver

10-14-05, 09:25 PM
Durmindin glances over at Mandrake and cheers. "Harruupp, excellant tatics. Destroy those ladders"

Durmindin uses a free action to drop his spear in such a way that it cannot be misunderstood as an attack.

Durmindin uses a move action to direct the other attack type dire badger to attack a nearby kobold knight.

I will assume that I am mounted on my horse unless told otherwise.

Durmindin will direct his horse to attack the nearest Kobold Knight, but he himself will not attack.

Durmindin glances around to see if there are any fallen soliders nearby that need healing.

{I need to edit my scrolls my character is using due to a math error. The XP cost for 0 Level Scrolls is 1 XP not 0 XP which means I perfer to use Cure Light Wounds instead of Cure Minor Wounds.}
Douglas Zuver

10-15-05, 06:00 PM
OOC: How far away are the Kobolds?

Mythar drew his bow looking for a target, and refusing to take up the spear.

Looking at the courtyard map, if each square is 5' ???


Wwwwwwwwwwwwwwwwwwwwwwwwwwwww
Tssssssssssgggggggggssssssssssssssssssss sssw
ssssssssssssssssssssssssssssssssssssssss ssssss
sssssssssssssuuuuuusssssssssssssssssssss sssss
AsssssssssssssBsssssssssssssssGHssssssss sssss

W wall
T tavern
G gate
S street
U you
A armory
B barrack
GH Grand hall(throne house)


Then you should be able to hit anything with your bow, provided I don't mess up your line of fire.

Just trying to give you and the warlock a line of defense since I have sanctuary so that you can mow em down.
Three Kobold knights attacked the bard.
My Dire Badger attacked the nearest Knight
The bard took a 5' step back and cast sleep
Unless those are might big Kobold Knights, I think three of them are asleep?
Which means that 5' around you should be fairly clear of enemies, especially if you are not on the end of the group.

Since I have 4 Dire Badgers and a Heavy Warhorse with me, it is fairly safe to assume that I am on one end of the line. Probably the side towards the Grand Hall since I mentioned it.
Maraxus

10-15-05, 08:00 PM
Well, another thread like that. :)
Unorganized, chaotic, but since everybody seems to have fun, I wish a good luck to all contestants. :D

However, Douglas Zuver, why do you play a 7th level character, tiamat said 5.

edit: Oh, I see, he said 5+ ... but since the others are 5th level, too, don't you think it would be fair to level down, as long as not much has happened?
Douglas Zuver

10-16-05, 02:55 AM
Done

I saw a war and thought with all those soliders, maybe a little extra bandages would be handy.
tiamat talon

10-16-05, 11:37 AM
Maraxus I need to tell you something my old thread is now panthers he's pretty organized and doing good

one kobold falls burnt to death and another by your arrow
15 away
the last is asleep
one ladder breaks
yes you can play so please some one post all the characters names so I am sure we have 5 at max
Kothardarastrix

10-18-05, 03:08 AM
Sir Hallmound Hormax: Dwarf Fighter
Durminden: Killoren Healer
Mythar Mageblade: Human Hexblade
Mandrake: Human Warlock

We have four, can we have an updated map with the us and the Kobolds on it?
tiamat talon

10-18-05, 11:34 PM
sorry non courier
l l l l l l l l l l l lf
wwwwwwwwwwwf
T B F
ffffffffffffffffffffffffff
u u u K G
u K G
K
GT

K kobold
GT gaurd tower
F fire
l ladders

you cant focus on them there is too much going on where your
at also you cant concentrate enough