View Full Version : Group 4: Burial Site
EricStratton
3rd April 2009, 02:13 PM
As you get close to the burial site, Rend stops the group, shifts into the form of a deer and starts scouting.
A few minutes later he comes running back and changes back into shifter form. He reports that he found the dig site. It is a large 65'x65' steep-sided crater about 15' deep. There's a long ramp leading down into the crater in the SE corner. Looks like there was a rock slide in the north section which he saw was being used as another entrance/exit into/out of the site.
Additionally he spotted several humanoid figures clustered around a pile of something near the center of the depression. Two small dragonlike creatures near the crater rim stand alert, as do two short humanoids overlooking the crater.
It was at this point one of the short humanoids tried to use Rend for target practice (2+6 vs 16 AC) so Rend ran back to the group.
Greebo
3rd April 2009, 02:19 PM
Was Rend pursued?
Distance between us and crater?
Two "dragonlike" creatures - small - so not really dragons or ... ?
Sagar
3rd April 2009, 02:44 PM
Could be drakes or some such. Rend, how far from cover where they? Can we get close enough to shoot at them or surprise them? If not, maybe the quieter ones can sneak around and attack from behind and us noisy folk can barge in.
EricStratton
3rd April 2009, 02:47 PM
Was Rend pursued?
Distance between us and crater?
Two "dragonlike" creatures - small - so not really dragons or ... ?
Rend didn't believe so which is why he came back to the group. You don't hear or see anything that (everyone's passive perception. Greebo rolled perception less than his passive perception so I just used passive) to make you think he was.
You're a couple hundred yards or so from the crater in some woods. The woods clear about 20 yards from the crater. You'll be approaching from the west as a river blocks any routes from the north.
Greebo
3rd April 2009, 02:48 PM
Hmm...well if they didn't chase Rend for lunch meat that might just work!
Quervo
3rd April 2009, 02:50 PM
Dragonlike, kobolds?
sounds like trouble.
Anyway we can surprize them?
EricStratton
3rd April 2009, 02:57 PM
Could be drakes or some such. Rend, how far from cover where they? Can we get close enough to shoot at them or surprise them? If not, maybe the quieter ones can sneak around and attack from behind and us noisy folk can barge in.
Instead of PM'ing Rend and then having him relay it, here's what Rend knows.
There are a couple patches of trees to the NW and SW of the crater which would be in range of one of the outer rim guards.
EricStratton
3rd April 2009, 02:58 PM
Dragonlike, kobolds?
sounds like trouble.
Anyway we can surprize them?
Rend says "No, not kobolds. Actual flying lizard things. In fact, I didn't see a kobold among them at all."
Shiz
3rd April 2009, 03:01 PM
I want to approach from a different side than the group. Douval wouldn't be using "dragon-like" creatures on his crew so these should be assumed as friendly. They were very alert - like guards.
If the group approaches from the SW, then I will stealth in from the NW - or vice versa. Hopefully, the arrival of a tiefling, dwarf, deva and shifter will distract whomever is there quite a bit.
Greebo
3rd April 2009, 03:04 PM
Should be assumed as friendly or shouldn't?
I'm thinking shouldn't.
But if you want to approach normally, I'll go along, only I'll use concealment (Shadow Walk) as we approach.
EricStratton
3rd April 2009, 03:06 PM
Rend draws a rough map on the ground indicating where the guard was when he took a shot at him.
http://www.primeaxiom.com/rpgt/scene.asp?ID=fzhvxrneob4wbv6kcecjhud6giurwrhwkp21q qk41eds8jwglqkvaxl3xbl5vdyk
There's another guard patrolling somewhere around the northern side and the rest of the creatures he saw are inside the crater.
Legend:
Stairs indicate a slope into the crater.
Dirt is inside the crater.
Grass is outside the crater.
The difference in height between dirt and grass is ~15'.
Dark area in the center is where the most digging has occurred but other than that it's normal terrain.
Other dark areas inside the crater are rocks and debris and are difficult terrain.
There are three small groves of trees - one to the NW of the crater, one to the SW of the crater, and one just on the NE edge of the crater.
There are large rocks around the N and W edges of the crater.
noptov52
3rd April 2009, 03:07 PM
"We'll want to block the exit to the crater, so our friends inside don't try to run." Jagged flashes a grin, briefly baring his canine fangs. "Cilene, I heard you need some target practice. How about the finger wagglers open up on the perimeter guards - then Maz and I can move to seal off the crater exit."
/ooc Edit: Oops, I was writing this when ES posted the map and there are two possible exits.
Greebo
3rd April 2009, 03:09 PM
Well if they thought Rend was a normal deer, they *might* not be hostile...we don't necessarily want to go in shooting friendlies.
noptov52
3rd April 2009, 03:11 PM
"Fine, you walk into the open and say hello, I'll wait in cover and retriev your bolt ridden hide."
Greebo
3rd April 2009, 03:12 PM
I will follow Rend's plan - approach from the SW, concealed, until I'm close enough to have a better look - do they appear friendly or not? ANd what do we roll for attempts at stealth?
EricStratton
3rd April 2009, 03:18 PM
It's Stealth roll vs Perception. So basically you (or I in the case of Play by Post) would roll Stealth for you, then I'd roll Perception for any mobs and compare the two.
Greebo
3rd April 2009, 03:21 PM
Ok - unless the rest of the party has other ideas, then that's what I'll do.
ETA: Stealth: 3
EricStratton
3rd April 2009, 03:41 PM
Assuming you're all good w/ Rend's plan:
As the forest starts to clear Rend shifts into wolf form (I assume you want wolf) and follows the trees that branch to the north. The rest of you follow the trees that branch to the south.
Stealth rolls:
Cilene - 10 + 3
Greebo - 12 + 3
Jagged - 3 + 0
Mazirith - 2 + 1
Rend - 14 + 10
Sagar - 3 + 1
vs Guard 1's Perception: 11 and
vs Guard 2's Perception: 19 only against Rend.
Guard 1, a short little human-looking character, hears twigs snap in the SW woods. He snaps his head around, peers into the woods, and sees Jagged, Maz and Sagar. He raises his sling and shouts over his shoulder, "Boss! We've got some visitors!" Then he yells in the direction of the woods, "Alright, I see you! Come on out! If you want a tour, you just have to ask! If you've come to steal our find, you'll discover that we're quite able to defend ourselves!"
noptov52
3rd April 2009, 03:45 PM
/ooc Are they exposed enough for the guard to see small motions? If not...
Jagged motions Cilene and Greebo to stay hidden and slowly steps forward.
Greebo
3rd April 2009, 03:48 PM
/ooc Are they exposed enough for the guard to see small motions? If not...
Jagged motions Cilene and Greebo to stay hidden and slowly steps forward.
Wasn't gonna show myself anyway just yet. ;)
EricStratton
3rd April 2009, 03:54 PM
/ooc Are they exposed enough for the guard to see small motions? If not...
Jagged motions Cilene and Greebo to stay hidden and slowly steps forward.
They aren't. Your motion goes unnoticed.
Quervo
3rd April 2009, 04:03 PM
my plan was to hold back as to not ruin anyone with stealth ability. (before rolls made Maz know he has not skill at being sneaky)
but will follow everyone elses lead
Moonshadow
3rd April 2009, 04:08 PM
Oh I'm staying hidden and watching carefully.
Shiz
3rd April 2009, 04:33 PM
/ooc this rocks!
EricStratton
3rd April 2009, 04:35 PM
Sagar, Maz, and Greebo come out of the woods nice and friendly-like. Another short humanoid but this one more slender than the two guards comes running up to the top of the ramp. He has long, pointed ears, dark eyes, and gray skin. You can see he's wearing leather armor and has a crossbow in his hands. Jagged recognizes him as a gnome.
"Why hello there! You must be from Winterhaven. My name is Agrid," he says as he lowers his crossbow. "We don't get too many visitors down here anymore what with all the kobold raids. You can't fully appreciate what we've uncovered from up above. Come down and see what the workers have discovered," he shouts to you excitedly. He waves for you to follow and starts walking back down the ramp, then he turns and looks at the three of you waiting for you to come with him.
Greebo
3rd April 2009, 04:44 PM
There seems to be no reason to hide further. Drop concealment and step into the open. Follow Agrid.
"Hello, Agrid - my name is Greebo! What have you found? {bluff}I've only heard whispers but they sound irresistible! Master Devon's message only said we should waste NO time in getting here!"
Moonshadow
3rd April 2009, 04:45 PM
I'm going to pause another minute or two.
Greebo
3rd April 2009, 04:49 PM
I'm going to pause another minute or two.
Oh yeah, but *I*'m the paranoid one ;)
noptov52
3rd April 2009, 04:51 PM
Oh please, even Ackbar could sense this trap.
EricStratton
3rd April 2009, 04:55 PM
The guard closest to you is quite shaken by Greebo's sudden appearance. But his shock quickly turns to anger as he realizes that he's not as good a scout as he might have hoped. He keeps his sling raised and starts walking to the woods. "Anyone else in there with you?" (Re-roll perception: 9. He sees no one new.).
Jagged recognizes this guard and the other has halflings. They have dark complexion and both have unique and elaborate braids of hair.
Halfling 2 moves to get a better look at the NW woods (Re-roll perception: 11. He sees no one new.).
Greebo
3rd April 2009, 04:56 PM
Yeah, ooc its an obvious place for us to get ambushed. But we're 1st level characters, so we're stupid!
noptov52
3rd April 2009, 04:59 PM
We're level one, but we aren't fresh off the farm.
Sagar
3rd April 2009, 05:10 PM
We HAVE been trained...
I'll go along nice and amiable like.. and whisper to the others that this guy is dodgier than a 3 electrum coin.
I'll stop at the top of the ramp, though, to obstensibly view the "find". In reality, I'll take a close look at the area (perception). Who is down at the bottom? Are there any visible openings in the bottom? Any sign of Douval?
noptov52
3rd April 2009, 05:17 PM
Jagged peels off and heads toward the nearest Halfling, attempting to be companionable (diplomacy?) "Hello friend, rough assignment out here in the middle of nowhere..." He looks at the halfling's hair "That's quite the getup in a harsh land like this."
EricStratton
3rd April 2009, 05:43 PM
We HAVE been trained...
I'll go along nice and amiable like.. and whisper to the others that this guy is dodgier than a 3 electrum coin.
I'll stop at the top of the ramp, though, to obstensibly view the "find". In reality, I'll take a close look at the area (perception). Who is down at the bottom? Are there any visible openings in the bottom? Any sign of Douval?
Jagged peels off and heads toward the nearest Halfling, attempting to be companionable (diplomacy?) "Hello friend, rough assignment out here in the middle of nowhere..." He looks at the halfling's hair "That's quite the getup in a harsh land like this."
As you start walking, Agrid smiles and starts heading down the ramp while motioning the guards to get back to their posts.
Three of you reach the top of the ramp and have a look around. You see pretty much what Rend had reported earlier. Four humanoids and 2 dragon-like, wingless creatures that walk on all fours. The animals stand alert and stare at your approach. The humanoids, that you think might be just plain ol' humans, look up as you appear but then go back to work digging and excavating the site.
You see piles of dirt and some exposed bones of enormous size around the center of the dig site (the black part). The very center of the dig site (very center of the black part) looks odd (Perception 13) but it *is* a dig site so you figure it could be normal.
As Jagged approaches the halfling guard, you see the guard tighten his grip on his sling and he looks at you warily (Diplo 3+2). "I'm going to have to ask you to step back, sir. Mr. Agrid is in charge of visitors." The second guard sees the exchange and moves forward again keeping a close eye on things.
Both guards are distracted and still see no one new. (Perception 11)
Agrid yells over, "Hey, come on. Don't bother my guards. If we get attacked while you're flirting with my men, I'm holding you responsible!"
New map:
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Moonshadow
3rd April 2009, 05:55 PM
I wait until they've disappeared from view.
Quervo
3rd April 2009, 06:32 PM
Maz whispers to Sagar and Greebo, "I have a bad fealing about this."
Maz makes like he is adjusting his Sword belt and makes sure his blade if loose in the scabard.
He will follow the other twos lead.
noptov52
3rd April 2009, 07:06 PM
Jagged barks a laugh "My new friend is not very friendly. Why, those kobolds we killed gave me a friendlier greeting."
Looking pointedly at the Halfling's sling, Jagged continues "Speaking of - if attack is likely, I best get ready" He draws his axe "Just in case things get... choppy."
Sagar
3rd April 2009, 07:43 PM
Agrid yells over, "Hey, come on. Don't bother my guards. If we get attacked while you're flirting with my men, I'm holding you responsible!"
New map:
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
"Agrid, are things here that dangerous? Should we be prepared for attack?" I pull my axe and look around nervously. "Maybe we shouldn't get caught down in the pit..."
I am going to look around.. and try to get another perception check on the center of the pit.
Greebo
3rd April 2009, 08:39 PM
I will follow Agrid down the pit, and try to get him chatting about the find, and casually ask him about Master Devon when I find a moment.
Quervo
3rd April 2009, 09:16 PM
I will follow Greebo down but will have one hand on my sword hilt.
EricStratton
3rd April 2009, 10:27 PM
Halfling 1 looks at Jagged and then looks at Agrid as if to say "Now what?"
Agrid shouts up to Jagged, "If you don't want the tour, that's your business but stay out of the way. If you're going to stand guard, keep an eye to the south if you would be so kind." Jagged believes the little person and turns to keep an eye out toward the south.
30 Bluff vs 15 Perc. He could tell you water isn't wet and you'd believe him.
With that Agrid continues on down the ramp. Answering Sagar's question he says "Are things that dangerous?! Are you from Winterhaven or ain'tcha??"
When Greebo asks about Master Douven, Agrid says he doesn't know him. But when Greebo starts describing his former mentor, Greebo misses it but Sagar and Maz both notice a look of contempt briefly flash across Agrid's face and know that the gnome is lying. "An old dwarf, eh? I'm afraid I haven't seen anyone like that around here. Maybe the kobolds got him." (Bluff 14 vs Passive Insight: 16, 18).
Sagar and Maz stop short upon recognizing the lie. Greebo notices and stops as well. Greebo checks out the dragon creatures and recognizes them as drakes (Nature 12+1 vs DC 10).
Agrid continues along to the other side of the site. Sagar takes a good hard look at the center of the site but gets dust in his eyes and sees nothing but his own tears (1+3 Perception).
Agrid stops when he notices the new comers are no longer following him. He waves his hand toward the dig site. "Well, here we are. Now we must conclude our tour. Get em!" He yells to the drakes, "Castor, Pollux - go for the deva!"
With Rend, Sagar, and Maz already on alert there's no surprise round. Note that Rend and Cilene both will have Combat Advantage on their first attack since no one knows they are there.
Round 1:
Initiative:
Cilene (18) (Has CA due to stealth)
Drake 1 (17)
Drake 2 (17)
Jagged (17)
Sagar (15)
Mazirith (14)
Agrid (13)
Human 1 (12)
Human 2 (12)
Human 3 (12)
Human 4 (12)
Halfling 1 (11)
Halfling 2 (11)
Rend (9) (Has CA due to stealth)
Greebo (9)
Map:
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Cilene....
I know what you're thinking - *finally*. I'm still getting the hang of pacing and what you all enjoy so forgive the past couple days of fightless RP'ing.
Greebo
3rd April 2009, 10:30 PM
%Oh good. A 9.%
Oh well, I said I'd play him naive...he deserves it...
Moonshadow
3rd April 2009, 11:42 PM
Move to H14 Cast Sleep on L6
Sagar
3rd April 2009, 11:48 PM
Minor: Nature check, what do I remember about drakes? (nature 3 - specifically, can I remember any weaknesses?)
I'll wait to see what the drakes do before I decided between ranged and melee attack
Free action: I yell "ATTACK!" so the guys in hiding know.
EricStratton
3rd April 2009, 11:51 PM
Move to H14 Cast Sleep on L6
You don't have the speed necessary to move to H14. Normally I'd just move you as far as you could go and continue but since I'm going to bed now, I'll just give you the chance to decide where you want to go and I'll resolve it tomorrow.
Remember, moving into difficult terrain (like a forest square) requires 2 movement points. So the farthest you could move to is F14.
EricStratton
3rd April 2009, 11:56 PM
Minor: Nature check, what do I remember about drakes? (nature 3 - specifically, can I remember any weaknesses?)
I'll wait to see what the drakes do before I decided between ranged and melee attack
A candle flares to life in Sagar's mind (Nature 20 + 3) and not only does he remember that Drakes are weak to Will attacks but he's pretty sure he knows the precise level of weakness (12).
Moonshadow
4th April 2009, 12:00 AM
You don't have the speed necessary to move to H14. Normally I'd just move you as far as you could go and continue but since I'm going to bed now, I'll just give you the chance to decide where you want to go and I'll resolve it tomorrow.
Remember, moving into difficult terrain (like a forest square) requires 2 movement points. So the farthest you could move to is F14.
Here's my plan:
to B18, C18,D17, E16, F15, G14
That actually works out better for me and cover.
noptov52
4th April 2009, 12:15 AM
Here's my plan:
Swiftpanther Rage, Halfling One.
"I don't take betrayal well, friend. Not well at all."
Shiz
4th April 2009, 12:36 AM
Here's my plan:
Swiftpanther Rage, Halfling One.
"I don't take betrayal well, friend. Not well at all."
W00t!
I will wait for the rest of the resolution. It will make a big difference.
Greebo
4th April 2009, 04:06 AM
Minor: Nature check, what do I remember about drakes? (nature 3 - specifically, can I remember any weaknesses?)
I'll wait to see what the drakes do before I decided between ranged and melee attack
Free action: I yell "ATTACK!" so the guys in hiding know.
I think Agrid let them know already...
Assuming the drake 2 nearest me stays where it is when it goes, when my turn comes:
(Minor) Warlock's Curse on Drake 2 (No resist)
(Standard) Eyebite (Cha vs. Will (+1 if foe bloodied)) on Drake 2 ((1d6 + Cha (3) Psychic) + 1d6 (cursed) + invis to Drake 2 till next round)
(Move) To T14, gain concealment (shadow walk)
*IF* the Drakes move away from me, replace Drake 2 with nearest enemy, eyebite with Eldritch Blast (Cha vs. Reflex (+1 vs. bloodied)) on nearest ((1d10+Cha(3)) + 1d6 (cursed)), but keep the move to T14
Quervo
4th April 2009, 11:45 AM
/ooc I will be out for a few hours...
mark nearest with Aegis of Shielding if alreadt marked, mark second closest (burst 2) (Aegis reduces dmg by 8 as immediate reaction to marked target attacking someone other than me and hitting)
Attack closest with Greenflame Blade
Move to engage or shift to break flanking on me or grant flanking for compainion.
Rinse repeat.
Sagar
4th April 2009, 11:50 AM
If a drake is directly adjacent to me at the start of my turn, I will use a Righteous Brand on it (+5 AC, d12+5 damage, +3 to hit to Maz)
If nothing is adjacent to me, I'll move to S10 and attack drake 2
EricStratton
4th April 2009, 12:49 PM
Moonshadow glides out of the trees not unlike the Eladrin that she is (move to G14). She then recites a pretty children's lullaby targeting Agrid (19+5+2 vs Will; hit), Human 1 (18+5+2 vs Will; hit), and Human 2 (16+5+2 vs Will; hit). All three of them suddenly start to drift off, their eyes rolling back (Sleep, daily). All three are slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Drake 1 does as its master ordered. It moves to S10 and attacks Mazirith (16 vs 19 AC) but Maz's armor is too tough for the reptile.
Drake 2 also follows the command and bites at Mazirith (9 vs 19 AC) but his teeth are unable to find flesh.
Jagged growls at Halfling 1, "I don't take betrayal well, friend. Not well at all," and he slashes at the halfling with a fury as the spirit of the swift panther grants him its speed and agility (Swith Panther Roar, daily). The vicious display (11+7 vs AC) connects, and when the dust clears there is very little left of the little guy (4+10+7+5=26 dmg; dead). Jagged roars triumphantly scaring the sleepy Agrid and Human 1 down to their souls (Roar of Triumph, encounter. -2 to all defenses until end of Jagged's next turn).
If you don't want to use Roar here, let me know.
Sagar uses Righteous Brand on Drake 1 (15+5 AC) hitting the lizard (10 dmg) and granting a blessing to Maz (+3 to hit Drake 1 to Maz until end of Sagar's next turn).
Mazirith marks Drake 1 with Aegis of Shielding. He then attacks it with Greenflame Blade (18+3+7 vs AC) hitting easily but doing only minimal damage (5 dmg). The blade is so hot it also burns Drake 2 a tiny bit (1 dmg). Maz then shifts to T10 hoping to catch the drakes in a flanking move.
If you didn't want to move this way, let me know.
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Agrid...will have to wait. Ethan's awake.
Cilene
Drake 1
Drake 2
Jagged (raging)
Sagar
Mazirith (+3 to hit Drake 1 until end of Sagar's next turn)
Agrid (slow; -2 all def until end of Jagged's next turn)
Human 1 (slow; -2 all def until end of Jagged's next turn)
Human 2 (slow)
Human 3
Human 4
Halfling 1
Halfling 2
Rend
Greebo
noptov52
4th April 2009, 01:09 PM
It might not be the best use of Roar, but it fits in character, so it's okay.
Greebo
4th April 2009, 01:36 PM
Since the drake is at S10 now, I will go with Eldritch blast option on the nearest living drake which will be Drake 1 still.
Moonshadow
4th April 2009, 02:29 PM
Freezing cold, centered on Human 2 Area burst 2
1d8+5
If anyone walks into the area up until the end of my next turn they also take dmg.
Greebo
4th April 2009, 02:44 PM
Freezing cold, centered on Human 2 Area burst 2
1d8+5
If anyone walks into the area up until the end of my next turn they also take dmg.
This is for round 2?
Moonshadow
4th April 2009, 03:24 PM
Oh yeah. Missed the stopping at Agrid part oops!
EricStratton
4th April 2009, 04:26 PM
Round 1 con't:
Agrid raises his crossbow and fires at Greebo (14 vs 14 AC) hitting the tiefling in the arm (7 dmg). He stumbles over to L4, and then gives himself a good hard smack in the face shaking off the Sleep effect (saving throw 19).
Human 1 moves to L6 and then he too shakes off the Sleep effects (saving throw 17).
Human 2 moves to O6 and suddenly pitches forward landing on his face fast asleep (unconscious, saving throw 6).
Human 3 moves to T9 swinging his large shovel over his head but the improvised weapon misses Maz (15 vs 19 AC).
Human 4 follows his friend and, from S9, takes a swing at Maz w/ this shovel. He gets closer than the last guy but still misses (16 vs 19 AC).
Up on the northern ledge of the crater, Halfling 2 takes aim at Jagged and quickly fires off three shots (Stone Rain). The first shot is dead on (natural 20) nailing the barbarian right between the eyes (10 dmg). The second misses badly (6 vs 15 AC). He adjusts for the wind and fires again, this shot also striking its target (23-2 (Stone Rain) vs 15 AC) for moderate damage (6 dmg, bloodied) bloodying the barbarian triggering Longtooth Shifting. (Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2).
Rend (via PM) moves to I1, spends an Action Point and then charges Halfling 2 to K1. His attack (18+4+1 vs REF) seemed to hit but the halfling somehow dodged it causing Rend to attack again (Second Chance (immediate interrupt; encounter)). The second attack is just as good (18+4+1 vs REF) hitting Halfling 2 (11 dmg, bloodied) and the halfling grants combat advantage to the next creature that attacks it before the end of Rend's next turn.
Greebo shifts to S12, curses Drake 1, and then fires an Eldritch Blast at it. The bolt of eldritch energy misses its target (6+3 vs REF).
Greebo, if you move (before you shift away) you're going to give the drakes an opportunity attack so I shifted for you. If you'd rather move and take the chance at the opportunity attacks, let me know.
End of round 1
Greebo
4th April 2009, 04:33 PM
Oh I misread, sorry - I thought S10 was T10. No, I do not want to give free OA's. Dang, that should have been eyebite...but it missed either way so blah.
EricStratton
4th April 2009, 04:46 PM
Round 2:
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Initiative:
Cilene
Drake 1 (15 dmg)
Drake 2 (1 dmg)
Jagged (16 dmg, bloodied; raging; Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2)
Sagar
Mazirith (+3 to hit Drake 1 until end of Sagar's turn)
Agrid (-2 all def until end of Jagged's turn)
Human 1 (-2 all def until end of Jagged's turn)
Human 2 (unconscious)
Human 3
Human 4
Halfling 1 (dead)
Halfling 2 (11 dmg, the target grants combat advantage to the next creature that attacks it before the end of Rend's next turn)
Rend
Greebo
--
Cilene fires Freezing Cloud at M4 catching Agrid (13+5 vs FORT-2; 12 dmg), Human 1 (9+5 vs FORT-2; 12 dmg, dead), and Human 2 (12+5+2 vs FORT-5; 8 dmg, dead) in the cloud killing both men instantly.
The cloud (from K2 to O6) lasts until the end of Cilene's next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. Cilene can dismiss the cloud as a minor action.
Drake 1 misses Maz (15 vs 19 AC).
Drake 2 does even worse (8 vs 19 AC).
Jagged....
Cilene
Drake 1 (15 dmg)
Drake 2 (1 dmg)
Jagged (16 dmg, bloodied; raging; Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2)
Sagar
Mazirith (+3 to hit Drake 1 until end of Sagar's turn)
Agrid (12 dmg; -2 all def until end of Jagged's turn)
Human 3
Human 4
Halfling 2 (11 dmg, the target grants combat advantage to the next creature that attacks it before the end of Rend's next turn)
Rend
Greebo
EricStratton
4th April 2009, 04:48 PM
Oh I misread, sorry - I thought S10 was T10. No, I do not want to give free OA's. Dang, that should have been eyebite...but it missed either way so blah.
Since you go at the end of the round you're more than welcome to see how things play out before posting your move.
Shiz
4th April 2009, 05:23 PM
Jagged's Rage gives him +2 speed and he can shift 2 as a move instead of 1.
Also, Jagged, you can try and jump into the pit. You probably have to make an Acrobatics check to avoid falling prone and wasting your turn, though. See page 181 PHB1. You may have to be trained in Acro.
Greebo
4th April 2009, 05:45 PM
Round 2 actions
(Minor) Curse Drake 2
(Standard) Eldritch Blast (+3 (cha3) vs. Reflex (+1 vs. bloodied)) on nearest ((1d10+Cha(3)) + 1d6 (cursed))
[-]Ok, question - I've got Implement, Rod: +3 attack, 1d10+3 dmg in the text of Eldritch Blast, so wielding the Rod adds an additional +3 on top of my cha modifier? If not, adjust my numbers as needed.[/-]
(Minor) Move to T17, gain concealment (shadow walk)
Readied: Misty Step - Free - Trigger: Cursed enemy reduced to 0 or less hps. Effect, teleport 3 squares to W14
Greebo
4th April 2009, 05:46 PM
Since you go at the end of the round you're more than welcome to see how things play out before posting your move.
Yeah, but I'm in and out today, so trying to cover the bases ahead of time as much as possible.
Shiz
4th April 2009, 05:48 PM
/ooc I don't know what you are looking at. You only get your CHA mod. It is an implement power so if you have a +X implement then you add X to your attack rolls. Like a magic weapon.
Eldritch Blast Warlock (All) Attack 1
You fire a bolt of dark, crackling eldritch energy at your foe.
At-Will ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma or Constitution vs. Reflex
Hit: 1d10 + Charisma or Constitution modifier damage.
Increase damage to 2d10 + Charisma or Constitution
modifier at 21st level.
Special: At 1st level. you determine whether you use Charisma
or Constitution to attack with this power. Once you
make that choice, you can’t change it later.
This power counts as a ranged basic attack. When a
power allows you to make a ranged basic attack, you can
use this power.
Sagar
4th April 2009, 05:50 PM
If a drake is still directly adjacent to me at the start of my turn, I will use a Righteous Brand on it (+5 AC, d12+5 damage, +3 to hit to Maz)
If nothing is adjacent to me, I'll use Divine Fortune (free) to get +1 to hit, then cast Cascade of Light (range 10, +3+1 vs Will, 3d8+3 radiant, target gains 5 vulnerability to my attacks; miss = half damage, no vulnerability) on Agrid.
Shiz
4th April 2009, 07:10 PM
Rend is going to keep on his halfling friend. If he runs, he will chase him down. Regardless, same attack - Pounce.
Quervo
4th April 2009, 10:17 PM
Maz will try and use his encounter power Lightning Clash on H3 and H4
Lightning clash
primary +7 vs AC, 1d8+4
Secondary +4 vs Ref, 1d6+4 lightning
noptov52
5th April 2009, 12:29 AM
Having newly acquired a distaste for the race, Jagged is going to charge the other Halfling, howling all the way.
/ooc While raging Jagged gets +2 speed and Howling Strike gains +2 distance when charging. If I'm interpreting the rules right he could charge up to 10 spaces, Halfling 2 is slightly closer than that.
Shiz
5th April 2009, 01:32 AM
That is correct, but the halfling is already bloodied. Kill the boss guy. You can get to him in 10 too.
noptov52
5th April 2009, 02:07 AM
I can get to the boss if I leap off, but I'm not sure that I can do a charge with a 15 foot jump in the middle of it. I kinda assumed that would interrupt the charge. Jagged has good athletics, but is not trained or skilled in acrobatics.
Moonshadow
5th April 2009, 10:11 AM
Finish the halfling, the boss is running towards the back ramp anyway, you can likely get him next round without the leap
Shiz
5th April 2009, 10:36 AM
I can get to the boss if I leap off, but I'm not sure that I can do a charge with a 15 foot jump in the middle of it. I kinda assumed that would interrupt the charge. Jagged has good athletics, but is not trained or skilled in acrobatics.
You do not have to leap off:
G4 (4 moves), J4 (+5, takes 2 to enter difficult, not leave it), K3 (for 10).
Just fyi.
EricStratton
5th April 2009, 11:16 AM
Let me know what you decide on, Nop.
noptov52
5th April 2009, 11:46 AM
If Shiz's path through the difficult terrain is kosher, I'll go after Agrid.
EricStratton
5th April 2009, 11:54 AM
If Shiz's path through the difficult terrain is kosher, I'll go after Agrid.
Well, he has you stopping at K3 which is back up out of the crater so no, technically it's not kosher. I'm not sure why you want to go down through the difficult terrain anyway when you could take a straight shot to Agrid w/o going thru any difficult terrain.
Also, *how* are you planning on getting to Agrid? Charge the whole way or move down into crater and then charge to Agrid? (taking this post (http://www.legendsofwestwood.org/forum/showpost.php?p=235677&postcount=24) into account).
noptov52
5th April 2009, 12:38 PM
Oh whatever, I'll mash the stupid Halfling and worry about Agrid later :P
Shiz
5th April 2009, 02:03 PM
Well, he has you stopping at K3 which is back up out of the crater so no, technically it's not kosher. I'm not sure why you want to go down through the difficult terrain anyway when you could take a straight shot to Agrid w/o going thru any difficult terrain.
Also, *how* are you planning on getting to Agrid? Charge the whole way or move down into crater and then charge to Agrid? (taking this post (http://www.legendsofwestwood.org/forum/showpost.php?p=235677&postcount=24) into account).
Oh that was a typo. K4.
EricStratton
5th April 2009, 03:05 PM
Round 2 con't:
Jagged's wounds knit some and his bleeding stops (17 HP, regen 2, no longer regen'ing). He then proves that not all barbarians are brave and decides against jumping down into the crater. He instead charges Halfling 2 (to K2), but he's still a little jumpy from the thought of a 15 foot ledge and his swing is off target (4+7+2 (CA) vs AC).
Sagar swings at Drake 1 (12+5 vs AC) and hits solidly (10 dmg) granting a blessing on Maz (+3 to hit Drake 1).
Mazirith swings his blade crackling with electricity at Human 3. The blade hits home killing Human 3 instantly (natural 20, 12 dmg, dead). Lightning jumps from Human 3 shooting off into the wall of the crater (6+4 vs REF).
Agrid fires his crossbow hitting (24 vs 14 AC) Greebo again but only nicking him this time (4 dmg).
Human 4 is a nervous wreck and misses Maz by a mile (9 vs 19 AC).
Halfling 2 recharges Stone Rain. Not liking the situation, he shifts back a step (to M1) and fires three more shots at Jagged (Stone Rain). The shots miss (12 vs 15 AC), hit (23 vs 15 AC), and miss (11 vs 15 AC) dealing 8 damage (9 HP left). Jagged is bloodied again.
Rend follows Halfling 2 (move to L1) and (9+4 vs REF) his pounce misses.
Greebo curses Drake 2 and follows that up with an Eldritch Blast to Drake 1 (I assume. We already concluded they are both equally close.). The fey power nails its target (14+3 vs REF for moderate damage (2+3+6 dmg, bloodied) bloodying the creature. He then backs up to T17 triggering Shadow Walk and becoming harder to hit.
End of Round 2
EricStratton
5th April 2009, 03:08 PM
Round 3:
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Initiative:
Cilene (used both daily powers)
Drake 1 (25 dmg, bloodied; cursed)
Drake 2 (1 dmg, cursed)
Jagged (22 dmg, 9 HP left, bloodied; raging - Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action (Swift Panther Rage); Until the end of the encounter, you gain a +2 bonus to damage rolls (Longtooth shifting); used daily power)
Sagar
Mazirith (+3 to hit Drake 1 until end of Sagar's Round 3 turn)
Agrid (12 dmg)
Human 4
Halfling 2 (11 dmg)
Rend
Greebo (11 dmg, 19 HP left; Concealed)
Cilene....
Shiz
5th April 2009, 03:16 PM
Rend follows Halfling 2 (move to L1) and (9+4 vs REF) his pounce misses.
Round 2 modification:
After my attack I am going to shift into human form which puts me at K1. I will leave the halfling to Jagged. The halfling wants him so badly...he can have him.
Round 3: Time to go after Agrid. Rend takes the form of a panther and goies after him. I don't think there is any question that I can get down the difficult terrain in the NW corner and Charge/Pounce on Agrid from where I am: +5 vs REF, d8+4, hit: grants CA to next attack on the target.
Greebo
5th April 2009, 03:33 PM
If either drake dies, Misty Step to U9
If I'm not around later
Move: To U12 (What is the elevation difference?)
Standard: 1d10+Cha(3) Damage + Warlock's Curse(1d6) on Drake 1 if alive, Drake 2 if Drake 1 is dead
If I have reached U9, Minor: Curse Human 4
noptov52
5th April 2009, 03:51 PM
Healing surge / Second wind? I'll shift forward and attack the Halfling with recuperating strike. Are the rocks in front impassable or merely difficult? If difficult I can shift forward, otherwise Rend is in the way.
Moonshadow
5th April 2009, 05:01 PM
Magic Missile Agrid
Sagar
5th April 2009, 05:07 PM
Jagged is too far away to get to so if a drake1 is directly adjacent to me at the start of my turn, I will use a Righteous Brand on it (+5 AC, d12+5 damage, +3 to hit to Maz)
If nothing is adjacent to me, I'll move to S11 and attack drake 2.
Sagar
5th April 2009, 05:08 PM
Healing surge / Second wind? I'll shift forward and attack the Halfling with recuperating strike. Are the rocks in front impassable or merely difficult? If difficult I can shift forward, otherwise Rend is in the way.
Second Wind is, I think, a standard action for you so you will need to pick whether to use recuperating or SW. I'd vote for Second Wind (gives defense also).
noptov52
5th April 2009, 05:12 PM
I'll regen 2, because I'm bloodied. Recuperating strike if I can get there, second wind if not.
Shiz
5th April 2009, 05:38 PM
I'll regen 2, because I'm bloodied. Recuperating strike if I can get there, second wind if not.
Once you are no longer bloodied, the regen stops. It is also an encounter power so you cannot use it again this fight. Your +2 dmg doesn't stop, though.
noptov52
5th April 2009, 05:54 PM
Are you sure? I read it as you have the +2 damage until the end of the encounter and you get +2 regen whenever you are bloodied.
EricStratton
5th April 2009, 09:39 PM
Are you sure? I read it as you have the +2 damage until the end of the encounter and you get +2 regen whenever you are bloodied.
That's not how I read it. The regen'ing stopped when you were no longer bloodied. To get the regen back you'd have to use the power again but it's an encounter power so you can't this encounter. I'll ask the EN World and/or WotC boards and find out.
EricStratton
5th April 2009, 09:41 PM
Round 2 modification:
After my attack I am going to shift into human form which puts me at K1. I will leave the halfling to Jagged. The halfling wants him so badly...he can have him.
Fixed.
Round 3: Time to go after Agrid. Rend takes the form of a panther and goies after him. I don't think there is any question that I can get down the difficult terrain in the NW corner and Charge/Pounce on Agrid from where I am: +5 vs REF, d8+4, hit: grants CA to next attack on the target.
The difficult terrain in the NW corner isn't a slope like the one in the north. It's just a pile of difficult terrain. If you want, you can just jump down in front of Agrid and possibly take dmg from the jump.
EricStratton
5th April 2009, 09:56 PM
Healing surge / Second wind? I'll shift forward and attack the Halfling with recuperating strike. Are the rocks in front impassable or merely difficult? If difficult I can shift forward, otherwise Rend is in the way.
It is possible for you to jump up on the rocks. They are 5 feet high. Climbing onto them requires a DC 15 Athletics check and costs 4 squares of movement. A character atop the rocks can move onto other adjacent rock squares, treating them as difficult terrain.
EricStratton
5th April 2009, 10:00 PM
Note: Drake 1 is bloodied. I'd forgotten to add that my end of round/beginning of round posts.
Round 3:
From up on her perch, Cilene casts Magic Missile firing at Agrid. The shot misses, though (7+5 vs REF).
Drake 1 continues focusing on Mazirith. It's teeth hit home (25 vs 19 AC) and rip at Maz's leg (11 dmg).
Drake 2 moves around the human to also attack Mazirith (move to T9). It's attack misses (16 vs 19 AC).
Jagged.... (I posted the Longtooth Shifting question. I hope to have an answer tomorrow if you'd like to wait before finalizing a move.)
Cilene (used both daily powers)
Drake 1 (25 dmg, bloodied; cursed)
Drake 2 (1 dmg, cursed)
Jagged (22 dmg, 9 HP left; raging - Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action (Swift Panther Rage); Until the end of the encounter, you gain a +2 bonus to damage rolls (Longtooth shifting); used daily power)
Sagar
Mazirith (11 dmg; +3 to hit Drake 1 until end of Sagar's Round 3 turn)
Agrid (12 dmg)
Human 4
Halfling 2 (11 dmg)
Rend
Greebo (11 dmg, concealed)
noptov52
5th April 2009, 10:16 PM
I don't think a raging Jagged would stop to take a breather. Climb on the rocks and use Recuperating Strike. If he dies, he'll die as he lived :P
Shiz
5th April 2009, 11:50 PM
You don't have to climb. I moved.
Shiz
5th April 2009, 11:52 PM
Fixed.
The difficult terrain in the NW corner isn't a slope like the one in the north. It's just a pile of difficult terrain. If you want, you can just jump down in front of Agrid and possibly take dmg from the jump.
I cannot charge if I jump down. I need 2 squares to charge which means get to I4 with 2 move points left.
Quervo
6th April 2009, 10:33 AM
Attack drake 1 with greenflame blade
+7, 1d8+4, 1 dmg fire splash
EricStratton
6th April 2009, 10:49 AM
I posted the Longtooth Shifting question. I hope to have an answer tomorrow if you'd like to wait before finalizing a move.
Good news. According to a unanimous decision, you do get regen 2 whenever you're bloodied after casting Longtooth Shifting.
EricStratton
6th April 2009, 11:07 AM
Round 3 con't:
Jagged's wounds heal a bit (regen 2; 11 hp left) while he steps up to Halfling 2 (move to L1) and swings a Recuperating Strike but in his weakened state the axe just falls short (7+7 vs AC).
Sagar uses Righteous Brand on Drake 1 and misses (6+5 AC).
Mazirith attacks Drake 1 with Greenflame Blade. Not to be left out, he too misses (2+7 vs AC).
Agrid.... Meeting time. BBL
Greebo
6th April 2009, 11:11 AM
AAARRRRGGGHHHH! Tease!
noptov52
6th April 2009, 11:30 AM
Oof, brutal rolls.
Sagar
6th April 2009, 11:53 AM
I'm glad I didn't use my daily this round!
EricStratton
6th April 2009, 12:36 PM
Round 3 con't:
Agrid decides to keep poking at the Warlock and fires his crossbow at Greebo. The bolt misses (11-2 (concealed) vs 14 AC).
Human 4 misses his attack on Maz (16 vs 19 AC).
Halfling 2 recharges Stone Rain, shifts back a bit (shift to N1) and fires Stone Rain at Jagged. Two out of the three shots hit (24-2; 7-2; 21-2 vs 15 AC) dropping Jagged to the ground (10+9 dmg; -8 hp, unconscious, dying).
Pausing to allow Rend and/or Greebo to change their moves now that Jagged is bleeding out.
Rend....
Cilene (used both daily powers)
Drake 1 (25 dmg, bloodied; cursed)
Drake 2 (1 dmg, cursed)
Jagged (39 dmg, -8 HP, unconscious, dying; raging - Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action (Swift Panther Rage); Until the end of the encounter, you gain a +2 bonus to damage rolls (Longtooth shifting); used daily power)
Sagar
Mazirith (11 dmg)
Agrid (12 dmg)
Human 1 (dead)
Human 2 (dead)
Human 3 (dead)
Human 4
Halfling 1 (dead)
Halfling 2 (11 dmg)
Rend
Greebo (11 dmg, concealed)
Greebo
6th April 2009, 12:42 PM
Not a damn thing I can do for Jagged from here. :( The stupid halfling is out of range.
Shiz
6th April 2009, 01:32 PM
Rend sees Jagged go down in a hail of sling bullets and turns into a half-bear, half-panther form that none of you have seen before - a new aspect of his Priimal power. He charges the halfling (ruling: can I charge through a prone ally?) and Pounces at him (+4[+1 if charge allowed] vs REF, d8+4, bhit: target grants CA to next attack) and then spends his AP to make a Savage Rend (+4[+2 CA?] vs REF, d8+4, hit: slide target 1 square) if the pounce doesn't kill him.
Greebo
6th April 2009, 01:35 PM
You can move through ally spaces prone or otherwise, so I dont see why charge would be restricted.
Sagar
6th April 2009, 02:35 PM
Next round:
move back to S12 (giving OA), R12 to M12 (running, move 1)
L12-l6 (running, move 2), healing word - jagged (minor)
Std - attack Drake 1, Righteous Brand (+5 AC, D12+5, +3 to Maz)
Move - move back to S12 (giving OA), R12 to M12 (running, move 1)
Action Point - L12-l6 (running, move 2)
Minor action: Healing word - Jagged (surge +3+d6)
If I have to use the AP last, then drop the attack and move, move, heal, and forget the AP.
EricStratton
6th April 2009, 02:41 PM
Round 3 con't:
Rend sees Jagged go down in a hail of sling bullets and turns into a half-bear, half-panther form that none of you have seen before - a new aspect of his Primal power. He charges Halfling 2 and Pounces on him (natural 20). He rips and shreds and shreds and rips getting revenge for his fallen comrade (12 dmg; dead).
Greebo moves to U12 (triggering Shadow Walk) and casts Eldritch Blast at Drake 1. The bolt of magic fizzles halfway to the drake (7+3 vs REF).
The elevation difference at U12 is 10-12 ft. For every square of that ramp, the floor drops 3'.
End of Round 3
EricStratton
6th April 2009, 02:46 PM
Round 4:
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Initiative:
Cilene (used both daily powers)
Drake 1 (25 dmg, bloodied; cursed)
Drake 2 (1 dmg, cursed)
Jagged (39 dmg, -8 HP, unconscious, dying; raging - Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action (Swift Panther Rage); Until the end of the encounter, you gain a +2 bonus to damage rolls (Longtooth shifting); used daily power)
Sagar
Mazirith (11 dmg)
Agrid (12 dmg)
Human 4
Rend
Greebo (11 dmg, concealed)
The DM has to take care of his sick wife so I'm going to be offline for a bit. Sorry.
Greebo
6th April 2009, 02:48 PM
Are you counting the elevation for distance to target? Just wondering about keeping/getting in range from up high.
EricStratton
6th April 2009, 02:49 PM
Are you counting the elevation for distance to target? Just wondering about keeping/getting in range from up high.
Nah.
Lycos
6th April 2009, 03:11 PM
Round 4:Jagged (39 dmg, -8 HP, unconscious, dying; raging
Even while dying Jagged is raging! Hard core man! :D
Greebo
6th April 2009, 03:17 PM
It's only a flesh wound! Come back here and I'll Bite your kneecaps off!!!
Moonshadow
6th April 2009, 03:21 PM
Move to M17, Cast magic Missile at Agrid.
Shiz
6th April 2009, 03:27 PM
Round 4:
Rend examines Jagged wounds and tries to stop the bleeding (Heal +9, First Aid: Std Action) and then moves M1>K1>K3 and makes an astounding leaping attack (that may end in tears...DM discretion on how to handle this) against Agrid: Pounce +4 vs REF, d8+4, hit: CA to next attack against target.
Acrobatics +5, Athletics +2
Greebo
6th April 2009, 03:33 PM
First Aid is a standard action
Shiz
6th April 2009, 03:43 PM
The leaping attack uses his Action Point then.
noptov52
6th April 2009, 05:21 PM
Do I still get regen 2? With 8 damage, Jagged would only need to roll a non-fail (11 or better) once in the first three rounds in order to regen back to survival.
Shiz
6th April 2009, 05:29 PM
I think it is reasonable to assume that all your ongoing benefits are over when you turn into a leaking meatloaf.
Greebo
6th April 2009, 05:32 PM
And now we have Jagged's new nickname: Meatloaf!
EricStratton
6th April 2009, 07:04 PM
Round 4:
Cilene, unfazed by the lack of luck her Magic Missiles have seen recently, fires another bolt at Agrid with her fingers crossed. The bolt connects! (11+5 vs REF) And leaves a nasty burn on Agrid bloodying the gnome (8 dmg, bloodied). Agrid looks at his burn and lets out a squeel, then he vanishes before your eyes (Agrid is invisible).
Drake 1 attacks Maz and just hits (20 vs 19+1 AC) doing extra damage since he has friends in the area (16 dmg, 4 HP left, bloodied).
Drake 2 keeps on hacking at Maz but just misses (17 vs 19 AC).
Jagged gets a visit from his long lost ancestors. They shout, "Get up, candy ass!" Jagged's eyes flutter and he is revived! Natural 20. Jagged uses a healing surge to get back to 0 HP. He stands (move action) and uses another healing surge (standard action). 7 HP, bloodied.
You picked a good time to finally get lucky.
That's how reviving works right? The initial healing surge isn't part of your action. And then you get to do your turn, right?
And I'm going to go ahead and assume that going 0 or less HP wipes all of your buffs. So Jagged is no longer raging, no longer regen'ing, or any other benefit from Longtooth Shifting and Swift Panther Rage. But I've got the question posed to the EnWorld ppl so we'll see.
Sagar....
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Cilene (used both daily powers)
Drake 1 (25 dmg, bloodied; cursed)
Drake 2 (1 dmg, cursed)
Jagged (24 dmg, 7 HP, bloodied, regen 2; raging - Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action (Swift Panther Rage); Until the end of the encounter, you gain a +2 bonus to damage rolls and, when bloodied, gets regen 2 (Longtooth shifting); used daily power)
Sagar
Mazirith (27 dmg, 4 HP, bloodied)
Agrid (20 dmg, bloodied; invis)
Human 4
Rend
Greebo (11 dmg, concealed)
Greebo
6th April 2009, 07:27 PM
Greebo:
Standard: Eldritch Blast -> Drake 1 if alive, else Drake 2 : Cha vs. Reflex (+1 if foe bloodied) | 1d10+Cha(3) Damage + Warlock's Curse(1d6)
Use Action Point
Standard : Witchfire -> Drake 2 : Cha vs. Reflex (+1 if foe bloodied) | Hit: 2d6 + Cha(3) Damage and target -6 to attack until end of your next turn. [Fey pact makes penalty 2 + Int (4)] (With Warlock's Curse +1d6 to dmg 1x/round)
Move: Move to U7 - regain concealment
If misty step is triggered, teleport on to U5. Goal is still to get Agrid "nearest" for cursing.
EricStratton
6th April 2009, 07:30 PM
Guy on EnWorld brought up a good point. All Jagged was was "unconscious" and "dying". So neither of those would have any effect on his buffs.
Additionally since you make your saving throws at the end of your turn, when Jagged rolled the 20 and woke up, that's the end of his turn.
So basically it looks like I got both things wrong.
Since it was my mistake you get to keep your move (stand up and healing surge) and I've made sure to put your buffs back on your map character.
noptov52
6th April 2009, 07:32 PM
Sweet. I thought you were wrong about Longtooth, but I thought you were right about raging. Nice to have both effects - also, to roll a natural 20 and not be dying :P
Moonshadow
6th April 2009, 07:40 PM
Centered on N4 - Scorching Burst
I may not be able to see you but that doesn't mean you're getting away!
DinbinFanfoom
6th April 2009, 09:03 PM
Note to ES: If you want to "extend" the map, just add tiles to it after loading it in the map page. No need to recreate it or anything. It should dynamically shift and not move the characters. (Should)
Quervo
6th April 2009, 09:10 PM
Standard action, Second wind
Action point, Greenflame Blade vs drake 1
No taking above action after seeing Sgar's post... new actions
Standard action - Greenflame Blade on Drake 1, (If i Miss by less than 4 then I will use memory of a thousand lifetimes to add 1d6 to the attack roll)
Action point - Greenflame blade on either Drake 1 or next available target. (If Memory was not used on previous attack but will help on this attack use it now)
Sagar
6th April 2009, 10:00 PM
Sagar completely changes his mind.
I cast (minor) healing word on Maz (surge+3+d6) and then attack drake 1 with a healing strike (+5 vs AC, 2d12+5 damage, target is marked until EOT, Maz can use a surge+3 hp immediately).
Shiz
6th April 2009, 11:06 PM
Rend moves around the boulders to P3 and looks, listens for any sign of Agrid (although it doesn't matter if he in invisible) and he might have moved passed me on his turn. Percetion +9. If he bumps into him or something, he will attack with Savage Rend +4 vs REF, d8+4, hit: slide target one square - over the edge of the pit in this case.
Note the following rule change in the PHB2:
Perception
Using the Perception skill actively is a minor action,
not a standard action (Player’s Handbook, page 186).Invisibility from PHB1, pg281:
INVISIBLE
✦ You can’t be seen by normal forms of vision.
✦ You have combat advantage against any enemy that
can’t see you.
✦ You don’t provoke opportunity attacks from enemies
that can’t see you.
EricStratton
7th April 2009, 10:45 AM
Round 4 con't:
Sagar casts Healing Word on Mazirith healing him for 12 HP. Then he attacks Drake 1 with a Healing Strike (13+3+2 vs AC) leaving a large gash in the side of the animal (14 dmg, target is marked until EOT) and allowing Maz to use another healing surge (+10 HP).
The +3 to healing in both powers comes from Healer's Lore, right? And the extra +2 in your atk and dmg rolls is from Dwarven Weapon Training?
Mazirith (23 HP) thanks Sagar and swings his Greenflame Blade at Drake 1; it misses (11 vs AC). (Nature 4 vs DC) - You have no idea if it missed by less than four or not.
Still want to add MoaTL? Waiting for answer before continuing w/ the rest of Maz's turn which is:
Action point - Greenflame blade on either Drake 1 or next available target. (If Memory was not used on previous attack but will help on this attack use it now)
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Sagar
7th April 2009, 11:13 AM
Round 4 con't:
The +3 to healing in both powers comes from Healer's Lore, right? And the extra +2 in your atk and dmg rolls is from Dwarven Weapon Training?
You are correct on all counts.
+3 healing - yes, from Healer's lore
+2 Atk - weapon proficiency from DWT
+2 Dmg - from DWT
Shiz
7th April 2009, 11:13 AM
Sagar casts Healing Word on Mazirith healing him for 12 HP. Then he attacks Drake 1 with a Healing Strike (13+3+2 vs AC) leaving a large gash in the side of the animal (14 dmg, target is marked until EOT) and allowing Maz to use another healing surge (+10 HP).
There is no way for Healing Word to heal only 12 if Maz's surge is 10.
EricStratton
7th April 2009, 11:30 AM
There is no way for Healing Word to heal only 12 if Maz's surge is 10.
How is Maz's surge 10?
ETA: Ah, I see where you're confused. His surge is 7. He gets another +3 due to Sagar's Healer's Lore feat (feat? power, whatever).
Shiz
7th April 2009, 11:50 AM
Ahh.
Quervo
7th April 2009, 01:38 PM
move to Action point,
/ooc as a metagamer I am rather sure a modified attack roll of 11 is way crap so no point of wasting a +d6 to roll if it would probably miss anyway. now if that would have been a modified roll of 17 and a miss I would have chanced it. I seriously doubt non epic level one or two mobs have an AC higher than 20.
Shiz
7th April 2009, 02:17 PM
move to Action point,
What does that mean?
The 11 is your modified roll. An unmodified 11 should hit a comparable level mob 90% of the time.
EricStratton
7th April 2009, 03:30 PM
Round 4 con't:
Previously in Round 4:
Mazirith (23 HP) thanks Sagar and swings his Greenflame Blade at Drake 1; it misses (11 vs AC). (Nature 4 vs DC) - You have no idea if it missed by less than four or not.
I'm taking "move to Action Point" to mean he wants me to not us MoaTL and move on to the AP action he described.
Undaunted Maz whips his Greenflame Blade back around (AP used) at Drake 1 (19+7 vs AC) taking another good sized chunk out of its hide (8 dmg). The flames of the blade lick at Drake 2 (1 dmg) and Human 4 (1 dmg, dead). The human's clothes catch on fire and he falls to the ground. Drake 1 looks terrible, as if the gentlest of breezes could put an end to its pained existence.
Suddenly a crossbow bolt flies through the air (15+7+2 (CA) va 19 AC) plunging itself into Mazirith's chest (10 dmg = 4+3+3 (extra dmg for having CA - mob ability), bloodied). You hear the giggling a moment before Agrid suddenly appears to the east of his original position (now at Q4, visible).
Rend....
Pause for Rend and everyone else to edit their moves now that Agrid is visible again.
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Initiative:
Cilene (used both daily powers)
Drake 1 (47 dmg, bloodied; cursed; marked by Maz (Aegis of Shielding); marked by Sagar until end of Sagar's Round 5 turn)
Drake 2 (2 dmg, cursed)
Jagged (24 dmg, 7 HP, bloodied, regen 2; raging - Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action (Swift Panther Rage); Until the end of the encounter, you gain a +2 bonus to damage rolls (Longtooth shifting); used daily power; 1 surge used)
Sagar
Mazirith (18 dmg, 13 HP, bloodied; 2 surges used; AP used)
Agrid (20 dmg, bloodied)
Rend
Greebo (11 dmg, concealed)
Greebo
7th April 2009, 03:47 PM
Updated
Moonshadow
7th April 2009, 03:48 PM
Ohhh, Round 4 is getting exciting!
Shiz
7th April 2009, 03:54 PM
Rend moves M1>Q1 and then charges off the ledge to make an astounding leaping attack (that may end in tears...DM discretion on how to handle this) against Agrid: Pounce +4 vs REF, d8+4, hit: CA to next attack against target.
Acrobatics +5, Athletics +2
Place him at R1, I guess. If you allow the charge, then +5 vs REF.
Greebo
7th April 2009, 03:56 PM
Cue the Indiana Jones music...
Sagar
7th April 2009, 04:00 PM
Cue the Indiana Jones music...
If he pulls out a pistol....
Greebo
7th April 2009, 04:00 PM
Oh no, Indy does lots of leaping down onto the enemy attacks... ;)
EricStratton
7th April 2009, 06:00 PM
FYI, I PM'ed Shiz an alternate action involving jumping down on Agrid's head. If I don't hear from him by this evening, I'll go ahead and have him jump anyway. If for nothing more than our amusement. :D
EricStratton
7th April 2009, 07:44 PM
Round 4 con't:
Rend takes a deep breath, runs over to Q3, and leaps off the cliff. His jump is aimed almost perfectly (19+5 vs DC 15). Agrid looks up; all he has time to do is open his mouth in horror as Rend lands right on top of the gnome using his tiny body to cushion the fall (Agrid fails his save and takes all the fall damage - 9 dmg - and he is stunned for one round and prone). Rend rolls off (to Q5) on to his stomach (Rend is prone).
I can't believe it worked.
Greebo collects his jaw off the floor after having watched Rend's daredevil act. He fires an Eldritch Blast at Drake 1 and (17+3+1 vs REF) knocks the last remaining life out of the reptile (6+3+1 dmg, dead). Grinning as his cursed target dies, Greebo turns into a silvery mist and appears a short distance away (Misty Step to U9).
Greebo then gathers his strength and fires again. This time it's Witchfire at Drake 2. This shot (16+3+1 vs REF) also hits. Purple flames pour out of the reptile's eyes burning him and making it almost impossible to see (3+6+3 = 12 dmg; -6 to attack until end of Greebo's round 5 turn).
Looking quite pleased with himself he skips over to U5 and is suddenly harder to see (triggered Shadow Walk).
End of Round 4
That was a fun round. :)
EricStratton
7th April 2009, 07:45 PM
Round 5:
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Cilene (used both daily powers)
Drake 2 (14 dmg, cursed)
Jagged (24 dmg, 7 HP, bloodied, regen 2; raging - Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action (Swift Panther Rage); Until the end of the encounter, you gain a +2 bonus to damage rolls (Longtooth shifting); used daily power; 1 surge used)
Sagar
Mazirith (18 dmg, 13 HP, bloodied; 2 surges used; AP used)
Agrid (29 dmg, bloodied; stunned, prone)
Rend (prone)
Greebo (11 dmg, concealed)
Cilene...I will get to this evening.
noptov52
7th April 2009, 08:07 PM
Jagged, never one to let common sense get in the way of copying a really cool move, will also attempting a charging leap attack (howling strike) against Agrid.
Land R4 or R5 if the gnome is not gorebliterated.
Moonshadow
7th April 2009, 08:08 PM
Cilene strolls over to M17 and figuring that he can't POSSIBLY avoid this one, cast Magic Missile at Agrid.
Greebo
7th April 2009, 08:12 PM
That was freaking awesome, Shiz!
Sagar
7th April 2009, 08:16 PM
I'll cheer Rend's cheek as I circle around to 2 to S8 then attack Drake 2 with Righteous Brand (+5 AC, d12+5 damage, +3 to hit to Maz.
I will also yell out "Take Agrid alive, if you can!" so people can try to knock him out instead of killing him.
Quervo
7th April 2009, 08:49 PM
Maz will Shift to S10 and try and draw drake 2 with him (Lightning lure).
Minor Aegis of Shielding Drake 2
Standard Lightning Lure +4 vs Fort, d6+4 Lightning damage, if hits pull drake 2 to s9 to provide flanking.
Greebo
7th April 2009, 08:53 PM
Cilene strolls over to M17 and figuring that he can't POSSIBLY avoid this one, cast Magic Missile at Agrid.
One can only hope!
Moonshadow
7th April 2009, 09:10 PM
One can only hope!
Pfft, who got the first two kills of this encounter anyway!
Greebo
7th April 2009, 09:29 PM
Pfft, who got the first two kills of this encounter anyway!
Yeah, but not with the patented M5!
Shiz
7th April 2009, 09:45 PM
I'll cheer Rend's cheek as I circle around to 2 to S8 then attack Drake 2 with Righteous Brand (+5 AC, d12+5 damage, +3 to hit to Maz.
I will also yell out "Take Agrid alive, if you can!" so people can try to knock him out instead of killing him.
Round 5
Rend stand up (move action), makes a loud roar-howl hybrid growl and Pounces on Agrd again:
Coup de Grace
Sometimes, you have the opportunity to attack a foe
who is completely defenseless. It?s not chivalrous to do
so, but it is viciously effective. This action is known as
a coup de grace.
COUP DE GRACE: STANDARD ACTION
✦ Helpless Target: You can deliver a coup de grace
against a helpless enemy adjacent to you. Use any
attack power you could normally use against the
enemy, including a basic attack.
Hit: You score a critical hit.
✦ Slaying the Target Outright: If you deal damage
greater than or equal to the target?s bloodied value,
the target dies.
I assume this applies to a stunned and prone target, if not just a normal +4[+bonus] vs REF, d8+4.
Sagar's desire for a prisoner only vaguely penetrates Rend's thoughts right now. Maybe next round.
EricStratton
7th April 2009, 10:17 PM
Round 5:
Cilene walks over to M17 and fires Magic Missile at Agrid. Having not heard Sagar or maybe just wanting to prove her skills as a Wizard, she fires at full strength. The missile (13+5+2 (stunned)-2 (prone) vs REF) hits (2+2+5 = 9 dmg) passing through one side of the little guy and coming out the other end (dead).
Drake 2, all alone in this fight now, continues to follow its dead master's command. He attacks Mazirith (19+6 vs 19 AC) biting down hard on Maz's arm (5+3 dmg; 5 HP left).
Jagged....
Everyone else feel free to update your actions appropriately.
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Cilene (used both daily powers)
Drake 2 (14 dmg, cursed)
Jagged (24 dmg, 7 HP, bloodied, regen 2; raging - Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action (Swift Panther Rage); Until the end of the encounter, you gain a +2 bonus to damage rolls (Longtooth shifting); used daily power; 1 surge used)
Sagar
Mazirith (26 dmg, 5 HP, bloodied; 2 surges used; AP used)
Rend (prone)
Greebo (11 dmg, concealed; AP used)
noptov52
7th April 2009, 10:28 PM
Uhh, error message on the map.
Jagged elects to wait to see what the rest of the part does.
Sagar
7th April 2009, 10:58 PM
I'll cheer Rend's cheek as I circle around to 2 to S8 then attack Drake 2 with Righteous Brand (+5 AC, d12+5 damage, +3 to hit to Maz.
I will also yell out "Take Agrid alive, if you can!" so people can try to knock him out instead of killing him.
Disgusted, I continue with the attack Drake 2 (std) and give Maz a healing word (last one, minor action) (surge+3+d6)
Greebo
7th April 2009, 11:45 PM
My interpretation of speaking being a free action is that WotC wanted to encourage more realistic communication in combat. In the heat of battle, combatants do not get to stop and discuss tactics for 10 minutes, but in D&D that happens *all* *the* *bloody* *time*. If speech is an action as part of one's round, then speech cannot happen outside of one's round.
So ... I'm thinking Cilene and Rend didn't *ignore* Sagar - Sagar just never got a chance to call off the whoop ass...
If that makes anyone feel better? Maybe? :)
Shiz
8th April 2009, 12:40 AM
Round 5
Rend stand up (move action), makes a loud roar-howl hybrid growl
charges the flank of one of the beasts engaging Maz, Pounce: +7[flank and charge bonus], d8+4, hit: target grants CA to next attack.
Map is not working so pick a target for me.
Quervo
8th April 2009, 06:18 AM
/ooc ok ES time to play catch up... rd5 action posted up there somewhere... lol
as drake 2 strikes Maz yet again he screams "SPOON......!!!!!!" and strikes back.
Shiz
8th April 2009, 12:05 PM
charges the flank of one of the beasts engaging Maz, Pounce: +7[flank and charge bonus], d8+4, hit: target grants CA to next attack.
Amending:
You see Rend's animal ears swivel towards the rubble in the center of the site. He shifts into humanoid form and starts climbing around, obviously looking for something.
noptov52
8th April 2009, 01:15 PM
Move Jagged as close to the Drake as possible, in preparation for an attack next round.
EricStratton
8th April 2009, 04:14 PM
Round 5 con't:
Jagged regenerates a bit (7+2: 9HP) and then walks off the cliff to S4 taking falling damage almost dying again (9-6: 3HP). He stands up and brushes himself off ready to go.
Sagar seeing Agrid die, curses his weak vocal chords, then circles around to S8 and attacks Drake 2 with Righteous Brand (10+5 vs AC) just connecting with the drake and bloodying it (10 dmg, bloodied; +3 against Drake 2 to Maz). Not finished, he says a prayer for Maz healing the Deva (5+12: 17HP, no longer bloodied).
Mazirith marks Drake 2 w/ Aegis of Shielding. He then shifts to S10 and tries to draw Drake 2 with him using Lightning Lure. He raises his hands to attempt to lasso the drake. Seeing an opening the drake attacks (ranged attack adjacent to mob grants OA) but the Drake misses (17-6 (witchfire) vs 19+1 AC). Continuing with his attack Maz scores a direct hit (natural 20, 10 dmg) and drags the drake over to S9.
You see Rend's animal ears swivel towards the rubble in the center of the site. He shifts into humanoid form and starts climbing around, obviously looking for something.
For Rend:
The moaning you hear is louder now and you know it's coming from H4. You spot an arm struggling under a tarp that's been covered up with rubble, some empty barrels, and other random garbage.
Greebo....
http://www.primeaxiom.com/rpgt/scene.asp?ID=iurf4zizcvq17foqq6rl1ws2bi7mk2n3zeu2f jqprqntckw1r8vcpfqs8xzt3111
Cilene (used both daily powers)
Drake 2 (34 dmg, bloodied; cursed)
Jagged (28 dmg, 3 HP, bloodied, regen 2; raging - Until the rage ends, you gain a +2 bonus to speed and can shift 2 squares as a move action (Swift Panther Rage); Until the end of the encounter, you gain a +2 bonus to damage rolls (Longtooth shifting); used daily power; 1 surge used)
Sagar (2 healing words used)
Mazirith (14 dmg, 17 HP; 3 surges used; AP used; +3 against Drake 2 until end of Sagar's round 6 turn)
Rend
Greebo (11 dmg, concealed; AP used)
Greebo
8th April 2009, 04:16 PM
The evil nasty halfling being dead, I stay put and Eldritch Blast the drake again.
Cha vs. Reflex (+1 if foe bloodied),
Hit: 1d10+Cha(3) Damage (With Warlock's Curse +1d6 to dmg 1x/round)
so +4 vs. Reflex, 1d10 + 3 + 1d6
EricStratton
8th April 2009, 04:22 PM
Round 5 con't:
The evil nasty halfling being dead, Greebo stays put and Eldritch Blasts the drake again. His aim is true striking the drake full on (14+3+1 vs REF) killing the beast (7+3+4; dead).
End of Round 5
End of encounter
120 xp each for fight.
25 xp for Rend for a fun move.
ETA: I've *gotta* get work done today. I'm going to be unable to post for a while.
Shiz
8th April 2009, 04:24 PM
Rend shouts "I found someone under a tarp over here. Finish that drake off and come help me."
I will move to H5 and pull back the tarp.
Sagar
8th April 2009, 05:59 PM
Moves to see who Rend found and prepares to offer healing assistance (Heal +8). After 5 minutes, I can use a healing word so I will work to uncover the person and, if it's our mentor, stabilize him as best I can.
Quervo
8th April 2009, 06:02 PM
Maz kicks the dead overgrown lizard, and head over help everyone with what they found.
Moonshadow
8th April 2009, 07:06 PM
Moving down to help!
Greebo
8th April 2009, 08:02 PM
Also moving down to be with the party.
EricStratton
8th April 2009, 11:31 PM
Rend cautiously removes some of the debris covering the person.
"Oooh, me head."
Recognizing is old mentor's voice, he calls to his group, "Everyone, get over here! I've found him! Master Douven, hold on."
You all carefully uncover the old dwarf, and Sagar gives him a good healing. Still tired, Rend helps him take a seat on one of the old barrels and looks around at each of you. "Thank you, thank you, me students." He looks around suddenly at each of the bodies laying on the ground. At first it appears that he's making sure none of his other students are among the dead. Then he looks at the middle of the dig site. "Yur not done yet, kiddies! This was merely the work crew. They already found the idol! Come!"
He walks gingerly but quickly to the middle of the burial site with the rest of you following. He bends down and appears to be reaching for one of the rocks when his hand passes through the rubble. Seeing Jagged and Rend's confused expressions he explains, "An illusion tah hide the rest of the dig. Now listen - Unless a runner came for it, it's still down there and with the damned illusion still in place I imagine he hasn't made it yet. You must go down and get it. They cannot be allowed tah have it. It's an idol of Orcus. You'll know it when ya see it. If it's not there...well, we'll cross that nightmare of a bridge when we get to it.
"Be careful, though. There're guards. Maybe a dozen'r so kobolds an'...somethin' big. I spotted some of em before they captured me," he admits, his face reddening. He straightens up with Jagged's help. He kicks one of the rocks in frustration. "I wish I could go with ya. I miss crackin' skulls, but..." he trails off as his rubs his lower back. "I'm goin' ta make mah way back to town. As soon as you retrieve the idol you find me at Valthrun's. I'll explain everythin' there, I promise.
"Oh, and it's good to see you all."
He waits to see you all down into the tunnels.
Shiz
9th April 2009, 12:14 AM
We take a 5 minute break for encounter powers to recharge.
If you want to heal up, state how many surges you want to spend. Rend spends none.
Greebo
9th April 2009, 06:03 AM
We take a 5 minute break for encounter powers to recharge.
If you want to heal up, state how many surges you want to spend. Rend spends none.
If Master Staul permits us to take the time, I will spend a surge (19+7=26 hps left) while we rest (6 left).
Hmm. More Kobolds, he says? So the Halfling was working with the Kobolds? Is this the only way down?
Sagar
9th April 2009, 07:56 AM
Insight Check: Is this REALLY Master Staul? Does he seem normal?
Out loud, I will say "Sounds like it's a good thing we came here first. Master, what do you know of the kobolds? How should we best attack them?
Shiz
9th April 2009, 09:32 AM
Jagged needs to surge 4 times, Maz twice.
Greebo
9th April 2009, 09:52 AM
Jagged needs to surge 4 times, Maz twice.
That's 20 minutes - which, depending on whether we know if there are other exits are not, is time we may not have.
Shiz
9th April 2009, 10:01 AM
I don't know this 5 minutes per surge rule. A short rest allows as many surges as you want AFAIK. That is how the DnD podcasts handled it.
If it is 20 minutes, then I say we take it. They aren't going anywhere. We are camping the entrance. Rend would be happy to do some scouting while Jagged puts on his Batman bandaids.
Greebo
9th April 2009, 10:03 AM
Never mind - my mistake - I thought it was 1 surge per short rest.
I still only use one, though. I hate to waste hitpoints.
Quervo
9th April 2009, 10:17 AM
maz will use 2 surges (6 left), heal 14 damage
EricStratton
9th April 2009, 10:48 AM
If Master Staul permits us to take the time, I will spend a surge (19+7=26 hps left) while we rest (6 left).
Hmm. More Kobolds, he says? So the Halfling was working with the Kobolds? Is this the only way down?
Douven finally seems to notice the blood pooling around Jagged. "Oh my boy." He looks around at the rest of you. "Yes, yes, rest a moment. I think you'll be needin' it."
Insight Check: Is this REALLY Master Staul? Does he seem normal?
Out loud, I will say "Sounds like it's a good thing we came here first. Master, what do you know of the kobolds? How should we best attack them?
(Insight) You are positive this is the same dwarf that taught you all, some for many years. He looks much older though due to the beating he was given at the hands of Agrid and his men.
While you're resting, Douven takes the time to explain some. "I believe there's a cult o' Orcus in town. I think they're usin' the kobolds to keep the local population in line. I'd heard the beasts are operatin' out of a lair near here but I hadn't made it there before gettin'...*sigh*...caught," his face reddening again. He regains his composure and continues. "I think if you stop the cult, you'll stop the kobolds."
Greebo
9th April 2009, 10:51 AM
"How were you caught, Master, and do you know what these ... ", Greebo spits in the dirt, "...people were doing here?"
Quervo
9th April 2009, 11:00 AM
If we can find the Idol here, then maybe taking a day to break up the lair as well would not hurt? At least we know they would no be brought down on us unexpected.
EricStratton
9th April 2009, 11:04 AM
"How were you caught, Master, and do you know what these ... ", Greebo spits in the dirt, "...people were doing here?"
"Ah, Greebo. Ever one tah not let my mistakes go unnoticed," Douven says affectionately, patting Greebo on the shoulder. "I got careless. It's been so long since I've been in the field. I'd forgotten how different actual fieldwork is from theoretical classroom lectures. Let my mistake be a lesson to you all - never let your guard down or underestimate your opponent."
EricStratton
9th April 2009, 11:11 AM
"As fer Agrid and the rest, they're looking fer the idol. Unfortunately fer us, they found it. We can't allow them tah keep it. If you're askin' how they came tah know about the idol, I wish I knew."
Shiz
9th April 2009, 11:23 AM
"Well, I was going to explore below but there is a trapdoor that is too heavy for me to lift. Jagged, if you are feeling better, come help me."
Greebo
9th April 2009, 11:33 AM
If we've rested and recovered enough...
"Master is there anything else you can tell us that could aid us, before we seek out this idol?"
EricStratton
9th April 2009, 11:44 AM
If we've rested and recovered enough...
"Master is there anything else you can tell us that could aid us, before we seek out this idol?"
"Nothin' more I know about what's below, me boy. But here, take this." Douven removes a necklace from around his neck. You all recognize it as the one he's always seen with at school. The one that he pats whenever he talks about his "dear, sweet Janstine." He opens it up and removes a picture of a beautiful female dwarf, then hands Greebo the necklace. "This'll help ya." Cilene takes it from Greebo and studies it for a second.
"This is most kind of you, sir. Thank you."
Cilene tells you that this is a +1 Dwarven Amulet of Health granting +1 to FORT, REF, and WIL in addition to +5 resist to Poison.
Greebo
9th April 2009, 11:50 AM
Sweet - adding to my inventory!
EricStratton
9th April 2009, 12:14 PM
"Greebo, Douven's Adventuring Rule #10 - Make sure the loot goes to the right person."
Decide who gets the amulet at some point soon, please.
Douven looks around and makes sure everyone is ready to go. "Right then. Rend, Jagged, Sager - get this door open."
The three of you lift open the door to the tunnel carefully. You see your prudence was probably unneeded as the tunnel before you extends down about twenty feet disappearing into the darkness.
"I do hope one of you remembered Douven's Adventuring Rule #3 - Always bring a light." Mazirith and Jagged quickly pull sun rods out of their adventurer's kits in a clear attempt to show off for their teacher. "Bonus points, Mr. Mazirith, Mr. Jagged," he says with a grin.
And with that you head down.
Greebo
9th April 2009, 12:18 PM
"Greebo, Douven's Adventuring Rule #10 - Make sure the loot goes to the right person."
And how many times must I tell you, master - I *AM* the right person. :D
But oh very well...can anyone else make better use of this?
Shiz
9th April 2009, 04:24 PM
And how many times must I tell you, master - I *AM* the right person. :D
But oh very well...can anyone else make better use of this?
Maz or Sagar. They actually get targeted.
Greebo
9th April 2009, 04:27 PM
Maz or Sagar. They actually get targeted.
SILENCE!!! I KEEL YOU!
(Seriously tho - whoever needs it more...)
Quervo
9th April 2009, 04:32 PM
I wouldnt turn it down but i am 13/14/13 w 19ac plus my mark can negate damage if they attack someone other than me.
Sagar
9th April 2009, 04:36 PM
Give it to Maz
Greebo
9th April 2009, 04:43 PM
Very well. Apologies for jumping out of place - when the master handed it to me I assumed he intended it for me. I give it to Maz.
Quervo
9th April 2009, 04:56 PM
" Thank you, sir, if a time comes when it would better for another one of use to use I will pass it on."
EricStratton
9th April 2009, 05:12 PM
Maz's PDF updated to reflect the new amulet. *I* called it Dwarven b/c it has +5 resist poison. Character Creator just says "Amulet of Health" but the stats are the same. I like my name better.
For his heeding his master's teachings, Greebo gets a +1 "atta-boy wink" from Douven that grants +1 bonus point on the next exam.
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