View Full Version : Group 4: Part 4 - To the Keep!
EricStratton
19th April 2009, 06:50 PM
Everyone, including Sagar this time, gets a good night's sleep. You awake refreshed and ready to go. The Inn is quiet and the few people you see still seem to be on edge but other than that it's an unremarkable morning. Douven meets you for breakfast and, when you inform him that you'll be heading to the keep, he marks the location on your map.
http://img.photobucket.com/albums/v401/EricStratton/Picture10-1.png
You head out on the road north of Winterhaven. About a mile and a half up the road, you make the last bend and suddenly an energy orb hits the ground at your feet spraying you with rocks and dirt. Up ahead you see the immediate area has been cleared of trees - except for a couple fallen trees that haven't been removed yet (the bushes. They provide cover). A wooden 15' high barricade has been erected blocking the road. On top of the barricade is a 10' platform upon which, behind a couple of feet of cover, stands a spear wielding kobold you now recognize from your previous adventures as a wyrmpriest.
Roll Initiative.
http://www.primeaxiom.com/rpgt/scene.asp?ID=88r2dyqwoh4ju5llb353pj1xpv77vpt5wd4vz ci3qfr1umutiqjzrvi6ber4cz82
Moonshadow
19th April 2009, 06:59 PM
Damn kobolds!
Initiative!
Sagar
19th April 2009, 07:01 PM
Initiative - to see who gets to the bushes first!
Are the trees impassable?
Shiz
19th April 2009, 07:41 PM
Init 8
I rolled Perc too.
Greebo
19th April 2009, 07:49 PM
+1 to init means...
Yay. I'm average!
And with a perception of 14, I doubt I see those hordes of hidden npcs...
do I? Do I?
EricStratton
19th April 2009, 09:07 PM
Are the trees impassable?
The trees are passable. Forest squares, like before, are difficult terrain requiring 2 movement to enter.
And with a perception of 14, I doubt I see those hordes of hidden npcs...
do I? Do I?
With a perception of 13 you don't see anything new.
Greebo
19th April 2009, 09:08 PM
With a perception of 13 you don't see anything new.
Whooosh! ;)
noptov52
19th April 2009, 11:26 PM
Initiative? What that be...
Quervo
20th April 2009, 04:58 AM
INI +1
Sagar
20th April 2009, 06:26 AM
Ranged attackers, stay back at first and try to pick off that priest.
Does it have cover? If so, Partial or total?
Those with melee only attacks, double move to the trees on the right side.
Greebo
20th April 2009, 06:53 AM
I'm 3rd in the party - so:
Minor: Curse the kobold caster
Eldritch blast the bum. Cha vs. Reflex (+1 if foe bloodied),
Hit: 1d10+Cha(3) Damage (With Warlock's Curse +1d6 to dmg 1x/round)
Move to L11 with shadow step to gain concealment.
Pretty sure a 12 misses...
Quervo
20th April 2009, 07:17 AM
I will move to C11 to use the bushes for cover.
Shiz
20th April 2009, 08:24 AM
Did he actually attack us? I am not so sure.
noptov52
20th April 2009, 08:48 AM
Can Jagged intimidate the Kobold into backing down and opening the gate / talking with us? I'll roll anyway...
Greebo
20th April 2009, 08:59 AM
Might have been a warning shot.
Moonshadow
20th April 2009, 10:26 AM
Whatever it was my shoes are dirty now!
Standard Action: Magic Missile Wyrmpriest
Move action - move to N10
EricStratton
20th April 2009, 10:30 AM
Ranged attackers, stay back at first and try to pick off that priest.
Does it have cover? If so, Partial or total?
Partial.
Can Jagged intimidate the Kobold into backing down and opening the gate / talking with us? I'll roll anyway...
You don't see any gate in the barricade. It looks like a solid wall.
Jagged growls at the kobold in an intimidating fashion. It's tough to tell from here but you think the kobold gave you the finger in reply.
Shiz
20th April 2009, 10:43 AM
Rend will run (move 9) to E7.
EricStratton
20th April 2009, 11:16 AM
Round 1:
Upon receiving incoming fire, the party scatters.
Cilene speed walks to the eastern fallen tree and nails the wyrmpriest with a Magic Missile (12 dmg).
Mazirith heads over to the other fallen tree for cover.
The wyrmpriest fires another energy orb at the group; this one finds its target slamming into Sagar (27-8 acid dmg=19 HP).
Greebo places a curse on the wyrmpriest and follows that up with a Eldritch Blast that sails over the kobold's head. Then he rushes to over to the east getting harder to see as he moves (concealment).
Rend runs into the woods.
For Rend:
While you catch your breath you look to your left (D7) and see (Passive Perception 19 vs DC) the outline of a hole in the ground about a foot in diameter covered by some branches and leaves. You take a second to get a closer look and realize it's a small punji pit (http://en.wikipedia.org/wiki/Punji_stick).
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=88r2dyqwoh4ju5llb353pj1xpv77vpt5wd4vz ci3qfr1umutiqjzrvi6ber4cz82
Initiative:
Cilene
Mazirith
Wyrmpriest (12 dmg)
Greebo (concealment)
Rend (grants CA until EONT-round2)
Jagged
Sagar (8 dmg, 19 HP)
Shiz
20th April 2009, 11:19 AM
"Pit trap to my right, Maz! Tell the others to be careful in the woods." (D7).
Quervo
20th April 2009, 11:24 AM
Maz will holler "Rend says pits in woods, watch out"
Round 2:
Move to C7 and search, for a safe path through.
noptov52
20th April 2009, 11:34 AM
Jagged runs forward (diagonal to F13, forward to F8) and climbs up the wall, intent on reaching the rude kobold.
Shiz
20th April 2009, 11:36 AM
I will move to C11 to use the bushes for cover.
I believe you need to move into the bushes square to get the cover. Just fyi.
Greebo
20th April 2009, 11:38 AM
Rend appears to be directionally challenged. D7 is to his left.
SO now we don't now which side the traps are on.. ;)
EricStratton
20th April 2009, 12:07 PM
I believe you need to move into the bushes square to get the cover. Just fyi.
Behind it will work as well. LOS is obscured by the tree.
Shiz
20th April 2009, 12:19 PM
Rend appears to be directionally challenged. D7 is to his left.
SO now we don't now which side the traps are on.. ;)
D7 is correct. Read the spoiler if you want.
Greebo
20th April 2009, 12:20 PM
D7 is correct. Read the spoiler if you want.
I did. It's just funny to me - in no small part because I suffer from a recurring problem with reversing east and west whenever I'm DMing and telling someone how to draw out their map... I can't tell you how many party's I've infuriated by giving them map instructions that resulted in corridor intersections that can't exist in realspace.
Sagar
20th April 2009, 12:20 PM
Sagar will move to the tree (D10) and fire a Lance of Faith at the wormpriest (+3 vs REF, d8+3 damage)
Quervo
20th April 2009, 12:24 PM
I did. It's just funny to me - in no small part because I suffer from a recurring problem with reversing east and west whenever I'm DMing and telling someone how to draw out their map... I can't tell you how many party's I've infuriated by giving them map instructions that resulted in corridor intersections that can't exist in realspace.
who cares if it cant exist in realspace.... this is FANTASY....:twisted::twisted::twisted:
Greebo
20th April 2009, 12:28 PM
who cares if it cant exist in realspace.... this is FANTASY....:twisted::twisted::twisted:
Hehehe!
You wanna see a confused party though? Queen of the Demonweb Pits was a wicked evil 1st edition adventure based in a plane of the Abyss. The lair of Lolth. Her outer lair was a set of three 20' wide platforms in space which criss crossed each other in a complex maze. The thing was - each pathway was perfectly flat, and yet sometimes crossed over another, and sometimes crossed UNDER the same one.
Mapping hell! MUHAHAHAHA
EricStratton
20th April 2009, 12:29 PM
Round 1 con't:
Jagged races across the open field, jumps on to the wall, and scales it as if he was born on a mountain side (Athletics 26 vs DC 15). As he jumps up on to the platform two Kobold Dragonshields who had been laying in wait pop up and attack! Ahh!
Dragonshield 1, aided by his adjacent ally and Jagged's exhausted status, swings his short sword catching Jagged in the side (vs AC-2; 31-9=22 HP) and marking him.
Dragonshield 2, also aided by his adjacent ally, attacks Jagged slashing him in the leg (vs AC-2; 22-5=17 HP) and also marking him.
(The ladder tile is a platform tile that has a ladder at the northern edge of the tile leading down to the ground.)
The other two Dragonshields and other kobold that you don't immediately categorize hold their positions.
Sagar moves to the tree (D10) and fires a Lance of Faith at the wormpriest. The bolt of divine energy never makes it to its target; instead it hits a passing bird that we can only assume was some sort of criminal bird that deserved to die.
End of Round 1
EricStratton
20th April 2009, 12:34 PM
Round 2:
http://www.primeaxiom.com/rpgt/scene.asp?ID=88r2dyqwoh4ju5llb353pj1xpv77vpt5wd4vz ci3qfr1umutiqjzrvi6ber4cz82
Cilene
Mazirith
Wyrmpriest (12 dmg)
Greebo (concealment)
Rend (grants CA until EONT-round2)
Jagged (14 dmg, 17 HP; grants CA until EONT-round2; marked by Dragonshield 1 and 2)
Dragonshield 1
Dragonshield 2
Sagar (8 dmg, 19 HP)
Cilene....
DM is going to be AFK for the next 2 hours or so.
Greebo
20th April 2009, 12:35 PM
"Bird killer!!!"
Greebo
20th April 2009, 12:46 PM
For my round - I may regret this.
Move: Run to D8 (Grant CA; maintain concealment)
Minor: Curse Dragonshield 1
Standard: Witchfire on the Wyrmpriest (cursed):
Cha(3) vs. Reflex (+1 if foe bloodied)
Hit: 2d6 + Cha(3) Damage and target -6 to attack until end of your next turn. (With Warlock's Curse +1d6 to dmg 1x/round)
Attack: 22 total vs. Reflex
Damage: 14
noptov52
20th April 2009, 12:57 PM
My move depends on what happens to the Wyrmpriest, but tenetively: Shift to G7 and Great Cleave, (Close burst 1 that you can see, +7 vs AC, d12+5+1/adjacent enemy).
Shiz
20th April 2009, 01:05 PM
Rend wants to clear the platform so he shifts into normal form (minor) and summons his favorite Chill Wind at H6: Area Burst 1 within 10, +5 vs FOR, d6+1, hit: you slide the target one square.
He will blow the wyrmpriest south off his 25' perch and the dragonshields north. KD2 would have (grr) fallen 10'.
Rend chuckles to himself and decides he likes hidding in the trees.
Greebo
20th April 2009, 01:06 PM
I was going to Infernal Wrath one of the dragon priests to push him off the barricade, but they have to hit me first to do that. :/
Moonshadow
20th April 2009, 01:16 PM
Move:M9,L8 and then watching for traps, moving to either K or L6. Prefer L6 if it's safe.
Cast: Scorching burst. Location depends on how the spell handles the Z axis. If the rise is an issue, centred on H4. If the rise isn't - centred on G5.
EricStratton
20th April 2009, 03:14 PM
watching for traps
Roll perception.
Moonshadow
20th April 2009, 04:14 PM
Roll perception.
Uh oh!
Sagar
20th April 2009, 04:19 PM
Did anyone else here that thump?
EricStratton
20th April 2009, 05:05 PM
Round 2 Start:
Cilene enters the woods (at K7) and creeps forward keeping a careful eye on where she's going (she thinks). As she's making her last step she glances up at the kobolds and steps right into a punji pit (Perc 8 vs DC). Her foot plunges down onto one of the sharpened sticks (16 vs 15 REF) only hurting her a bit (26-3=23) but her foot continues burning and goes a little numb after she removes the stick.
She gains her composure quickly though and fires Scorching Burst on H4. Kobold 1 and Dragonshield 3 are able to avoid the flames but Dragonshield 4 isn't nearly fast enough and he gets singed good (9 dmg).
I read some discussion on the height of Scorching Burst. One post says they called WotC Customer Service who said anything that hits an area has infinite height. Obviously that can't be right or fighters are somehow meleeing critters hundreds of feet in the air. So for now I'm saying that the "column" of fire that SB creates is the same height as it is wide or 15' if you cast it one square above the ground. Since a 15' high column of flame would just reach the bottom of the platform but not the creatures on the platform, I centered the blast at H4. I'm open to discussion on the topic for next time this comes up, tho.
Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=88r2dyqwoh4ju5llb353pj1xpv77vpt5wd4vz ci3qfr1umutiqjzrvi6ber4cz82
Cilene (3 dmg, 23 HP; burning and numbness in foot)
Mazirith
Wyrmpriest (12 dmg)
Greebo (concealment)
Rend (grants CA until EONT-round2)
Jagged (14 dmg, 17 HP; grants CA until EONT-round2; marked by Dragonshield 1 and 2)
Dragonshield 1
Dragonshield 2
Sagar (8 dmg, 19 HP)
-
Dragonshield 4 (9 dmg) - not in init order yet.
Quervo
20th April 2009, 05:55 PM
Maz will holler "Rend says pits in woods, watch out"
Round 2:
Move to C7 and search, for a safe path through.
adding roll for searching
EricStratton
20th April 2009, 06:28 PM
Thanks for the bump. I'd forgotten you posted your R2 move already.
Round 2 con't:
Maz hollers "Rend says pits in woods, watch out. Cilene, I mean *you*!" Then he carefully moves into the woods (C7) and searches for a safe path through.
Perception 16 for Maz:
You look around. In addition to the trap pit that Rend spotted you also see one to your left (B7) and one right in front of you (C6).
The wyrmpriest, content to let the soldiers deal with the wall crawler, turns his attention back to the field. He sees the vague shape of a tiefling out there all alone and fires an energy orb at him but misses badly (6 vs 15 REF).
Said tiefling, Greebo, hauls tail to the other end of the battlefield shouting a curse at Dragonshield 1 as he runs by. You can hear him panting but he's still hard to see (concealment). He takes his elbows off his knees and stands up long enough to cast Witchfire on the wyrmpriest. Proving that, even tired, he still has what it takes the spell (22-2 (cover)-5 (run)=15) hits the kobold. Fire pours out of the priest's eyes, nose, and mouth (12+14=26 dmg, bloodied; -6 to hit until EONT-Greebo-round3) bloodying him.
Rend wants to clear the platform so he shifts into normal form (minor; shift to E8) and summons his favorite Chill Wind at H6. The wyrmpriest and dragonshield 2 both stand up to the wind and aren't affected by it. And the spell's effect is too high to reach the two kobolds on the ground.
Due to what I ruled earlier w/ Scortching Burst. Also changing forms requires a shift 1. If you want to be at D8 or F8, that's fine. For now you're at E8.
Jagged...
Go ahead and change your move if you want, Noppy, I gotta break for dinner/Ethan's bedtime.
Cilene (3 dmg, 23 HP; Burning and numbness in foot)
Mazirith
Wyrmpriest (26 dmg, bloodied; Cursed by Greebo; -6 to hit until EONT-Greebo-round3)
Greebo (concealment; Grants CA until EONT-round3)
Rend
Jagged (14 dmg, 17 HP; grants CA until EONT-round2; marked by Dragonshield 1 and 2)
Dragonshield 1 (Cursed by Greebo)
Dragonshield 2
Sagar (8 dmg, 19 HP)
-
Dragonshield 4 (9 dmg) - not in init order yet.
Greebo
20th April 2009, 06:44 PM
Said tiefling, Greebo, hauls tail to the other end of the battlefield shouting a curse at Dragonshield 1 as he runs by.
Specifically, I shout, "YOU SHUT THE HELL UP!!!"
Shiz
20th April 2009, 07:56 PM
I cannot shift into difficult terrain, or I would have shifted to F8. Do I get to use the rolls I made that didn't affect anything?
noptov52
20th April 2009, 08:05 PM
Same move, use the rampage attack (free melee strike, 1d12) on the priest if he survives the cleave - Kobold 1 next, Kobold 2 last. If one of them dies, I do want to use roar of Triumph.
Sagar
20th April 2009, 08:35 PM
Sagar will fire a lance at the priest (lance of faith, +3 vs ref, d8+3 damage).
He will then move to the woods (E7), avoiding the identified trap and (minor) give a healing word to Jagged (surge+3+1d6).
EricStratton
20th April 2009, 08:37 PM
I cannot shift into difficult terrain, or I would have shifted to F8. Do I get to use the rolls I made that didn't affect anything?
Er? F8's not difficult.
I can't make you toss an 18 and a 16, you can use those.
Greebo
20th April 2009, 09:08 PM
Er? F8's not difficult.
I can't make you toss an 18 and a 16, you can use those.
Wuss. ;)
EricStratton
20th April 2009, 09:24 PM
Round 2 con't:
Jagged takes a quick step towards the wyrmpriest and swings his axe in a mighty arc. There is no stopping the weapon as it cuts deep into the three kobolds scoring a direct hit to Dragonshield 2 bloodying him and killing the wyrmpriest (DS1: 10 dmg; DS2: 20 dmg*, bloodied; WP: 26+10=36 dmg, dead). Scoring the direct hit sends Jagged into rampage but he's too fired up and his attack misses (14 vs AC). Jagged takes a moment to bask in the glory that is a barbarian in fine form and roars in triumph over his fallen enemy (DS1, DS2, DS3, DS4, and K1 all -2 to all DEF until EONT-Jagged-round3).
Bah, that's what I get for not using the WP's special powers when I had the chance.
*The greataxe is a high crit weapon adding 1[W] to dmg on crits. I rolled a 1d12 and got 10.
Dragonshield 1 and Dragonshield 2 both seek revenge against Jagged but only DS1 is successful although the attack is enough to bloody Jagged (17-4=13 HP, bloodied, marked until EONT-DS1-round3). DS2 then sidesteps (to H6).
Dragonshield 3 decides he's seen enough. He runs up the ladder and jams his sword deep into Jagged's ribs (13-9=4 HP, marked until EONT-DS3-round3).
Dragonshield 4 also acts, heading towards the eastern woods and attacking Cilene. Even through the trees he's able to hit slashing the wizard (23-5=18 HP, marked until EONT-DS4-round3).
Kobold 1 charges at Cilene. With the help of his adjacent friend and his ferocious charge, the trees are no match for his spear but it just nicks the wizard (18-1=17 HP).
Sagar...
The battlefield has changed a bit since you posted.
http://www.primeaxiom.com/rpgt/scene.asp?ID=88r2dyqwoh4ju5llb353pj1xpv77vpt5wd4vz ci3qfr1umutiqjzrvi6ber4cz82
Initiative:
Cilene (9 dmg, 17 HP; Burning and numbness in foot)
Mazirith
Greebo (concealment; Grants CA until EONT-round3)
Rend
Jagged (27 dmg, 4 HP, bloodied; marked by DS1 until EONT-DS1-round3)
Dragonshield 1 (10 dmg; Cursed by Greebo; -2 to all DEF until EONT-Jagged-round3)
Dragonshield 2 (20 dmg, bloodied; -2 to all DEF until EONT-Jagged-round3)
Dragonshield 3 (-2 to all DEF until EONT-Jagged-round3)
Dragonshield 4 (9 dmg; -2 to all DEF until EONT-Jagged-round3)
Kobold 1 (-2 to all DEF until EONT-Jagged-round3)
Sagar (8 dmg, 19 HP)
Greebo
20th April 2009, 09:27 PM
I should be at D8.
And when the Wyrmpriest dies, I teleport to ... yeah... F7. Right on top of the barricade.
Round 3:
Minor: Warlock's Curse DS 3
Standard: Armor of Agathys
You gain temporary hit points equal to 10 + your Intelligence modifier (+4). Until the end of the encounter, an enemy that starts its turn adjacent to you takes 1d6 + Constitution modifier (+1) cold damage.
So 14 Temp hps and 1d6+1 dmg to enemies starting next to me, this whole fight.
EricStratton
20th April 2009, 09:31 PM
I should be at D8.
And when the Wyrmpriest dies, I teleport to G5 please
Fixed.
Greebo
20th April 2009, 09:32 PM
Sorry, changed my mind on destination. UNLESS that position will put me next to all 3 for purposes of armor of agathys??
EricStratton
20th April 2009, 09:39 PM
I should be at D8.
And when the Wyrmpriest dies, I teleport to ... yeah... F7. Right on top of the barricade.
Oh to allow this or not. I was trying really hard not to have to whip out my calculator and ye ol' Pythagorean theorem to calculate diagonal distances. The power allows you to teleport 3 squares. Each square = 5'. The barricade is 15' up. So you'd need 3 squares to teleport up there if you were standing right beneath it. So it *has* to be more than 3 squares to get there if you're not standing beneath it. How to rule...how to rule. Well, I'm going to bed now. I'll sleep on it and allow you to discuss.
Sorry, changed my mind on destination. UNLESS that position will put me next to all 3 for purposes of armor of agathys??
Nah, those guys are 15' above G5. That can't be adjacent.
I'm going to have to avoid z-axis maps in the future. :lowlol:
Greebo
20th April 2009, 09:44 PM
Fair enough on the far side.
In 4th edition, remember, 1 square is one square. Distance is always in squares for power usage.
So I'd say that my teleport which lets me move 3 squares (not 15 feet, 3 squares), means I can move forward 3 right 3 and up 3 just as easily as forward, right, or up 3 individually. But to get to F7 is over 2, north 1 and up 3, so...
Your call, Ghod.
noptov52
20th April 2009, 09:47 PM
DS 2 is affected by Jagged's Thaneborn Triumph, +2 (Cha) to the next attacking roll against it.
Thaneborn Triumph: You gain the roar of triumph power. In addition, whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier.
Sagar
20th April 2009, 10:33 PM
OK, let me lance DH2 (3+3 vs ref), move to I8 to get closer to Cilene, and give the healing word to Jagged (surge + 8).
Moonshadow
21st April 2009, 10:10 AM
Round 3
Free action: Use Wand of Accuracy
Standard action: Burning hands hitting Kobold 1 and Dragonshield 4
Move action: Feystep H8
Greebo
21st April 2009, 10:11 AM
waiting on DM ruling on movement.
EricStratton
21st April 2009, 10:19 AM
Fair enough on the far side.
In 4th edition, remember, 1 square is one square. Distance is always in squares for power usage.
So I'd say that my teleport which lets me move 3 squares (not 15 feet, 3 squares), means I can move forward 3 right 3 and up 3 just as easily as forward, right, or up 3 individually. But to get to F7 is over 2, north 1 and up 3, so...
Your call, Ghod.
I'd once again forgotten that a square is a square. I gotta stop over thinking these situations.
Anyway, I think it's possible to get there in 3 moves. If you're at D8 +0 (+0 = ground level), then you could go E7+1 -> E7+2 -> F7+3 and be on top of the platform. So...BAM!...you're on the platform after the wyrmpriest dies.
Shiz
21st April 2009, 10:20 AM
Label your rounds, everyone.
Rend Round 3:
Minor: shift to a fey wolf form
Move: E7,E6,F5 (no OA since KD is 15' up)>F3
Attack Kobold 1 (-2 all defenses): Cull the Herd (beast form), Range: 5, +5 vs WIL, 2d8+5, Hit: pull the target 3 squares to pull it away from Cilene.
EricStratton
21st April 2009, 10:30 AM
Round 2 con't:
Sagar tries to Lances DS2 (3+3+2 (Thaneborn Triumph) vs REF-2 (Roar)) but his faith isn't strong enough this time. Then he moves to get closer to Cilene and gives a Healing Word to Jagged (4+15=19 HP, no longer bloodied).
End of Round 2
http://www.primeaxiom.com/rpgt/scene.asp?ID=88r2dyqwoh4ju5llb353pj1xpv77vpt5wd4vz ci3qfr1umutiqjzrvi6ber4cz82
Initiative:
Cilene (9 dmg, 17 HP; Burning and numbness in foot)
Mazirith
Wyrmpriest (dead)
Greebo (concealment; Grants CA until EONT-round3)
Rend
Jagged (12 dmg, 19 HP, surges: 10/11; marked by DS1 until EONT-DS1-round3)
Dragonshield 1 (10 dmg; Cursed by Greebo; -2 to all DEF until EONT-Jagged-round3)
Dragonshield 2 (20 dmg, bloodied; -2 to all DEF until EONT-Jagged-round3)
Dragonshield 3 (-2 to all DEF until EONT-Jagged-round3)
Dragonshield 4 (9 dmg; -2 to all DEF until EONT-Jagged-round3)
Kobold 1 (-2 to all DEF until EONT-Jagged-round3)
Sagar (8 dmg, 19 HP)
EricStratton
21st April 2009, 10:50 AM
Start of Round 3:
The burning in Cilene's foot gets worse making her sick (17-4 poison dmg=13 HP, poisoned) and bloodying her. Undeterred she hits the overdrive button on her wand (Wand of Accuracy). Then suddenly her hands glow a bright, fiery red and flames shoot from her fingertips. Kobold 2 is still too shaken by the Roar to get out of the way (13 vs REF-2 (Roar)), and Cilene's aim was far too good for DS4 to escape (21 vs REF-2 (Roar)). Both kobolds are severly burned (K1: 16 dmg, bloodied; DS4: 9+16=25 dmg, bloodied) and bloodied. With a "stupid kobolds" smirk on her face, she teleports away. Finally, Cilene tries to suck the poison out of her foot, but can't (save failed = 3; You now must make saving throws against poison).
Mazirith...
http://www.primeaxiom.com/rpgt/scene.asp?ID=88r2dyqwoh4ju5llb353pj1xpv77vpt5wd4vz ci3qfr1umutiqjzrvi6ber4cz82
Initiative:
Cilene (13 dmg, 13 HP, bloodied; Poisoned)
Mazirith
Greebo (concealment; Grants CA until EONT-round3)
Rend
Jagged (12 dmg, 19 HP, surges: 10/11; marked by DS1 until EONT-DS1-round3)
Dragonshield 1 (10 dmg; Cursed by Greebo; -2 to all DEF until EONT-Jagged-round3)
Dragonshield 2 (20 dmg, bloodied; -2 to all DEF until EONT-Jagged-round3)
Dragonshield 3 (-2 to all DEF until EONT-Jagged-round3)
Dragonshield 4 (25 dmg, bloodied; -2 to all DEF until EONT-Jagged-round3)
Kobold 1 (16 dmg, bloodied; -2 to all DEF until EONT-Jagged-round3)
Sagar (8 dmg, 19 HP)
Greebo
21st April 2009, 10:56 AM
Round 3 action
Minor: Curse Dragonshield 2
Standard: Armor of Agathys. Gain 14 temp hit points. ANY enemy that starts its turn adjacent to me takes 1d6+1 cold damage, till End of Encounter. (Daily)
Kinda seems a waste now that I look again but... i'm here, and I can't use a ranged attack...)
ON: Death of any cursed enemy. Teleport to F4, shadowstep, concealment
Also: Perception check (sub move for minor) looking for any more hidden enemies. +1
Free: ****, I just blew my daily power for nothing!
Moonshadow
21st April 2009, 11:31 AM
Getting Round 4 on record before I run
Round 4
Save vs Poison (fort?)
Standard action: Second wind
Free: I'm fine Sagar, help the others
Sagar
21st April 2009, 12:22 PM
I will move into the trees towards J6 - poking the ground with my axe as I move forward (I figure that is move and minor actions. Since I know there are traps and what type, do I get a bonus to perception?)
At J6, I'll Healing Strike dragonshield 4 (+5 AC, 2d12+5 damage, healing surge to Jagged (or Cilene, if Jagged is > 75% health).
Suckage.. looks like the G3 dice are contagious.
I do have +5 ST vs Poison, just in case its needed...
Shiz
21st April 2009, 12:36 PM
Going for Maz since Q is MIA:
versus KD1 (assuming LL is a ranged attack)
Lightning Lure, +4 vs FOR, d6+4 lightning damage, Hit: you pull the target to the nearest unoccupied space adjacent to you. If you cannot pull the target, the power fails and deals no damage.
Pull him off the ramparts and into the pit at D7.
If LL is not a ranged attack, them move to G4 wait.
Quervo
21st April 2009, 12:43 PM
Thank shiz that was what i was headed for... If KD1 is droped into the pit I will move to G5 assuming he cannot OA from the pit.
Shiz
21st April 2009, 12:58 PM
If you are going to be afk, especially during a fight, just post something to that effect. Sometimes we all have to leave the keyboard suddenly, though. No biggie.
Quervo
21st April 2009, 01:21 PM
I was at a DR visit and having lab work done... took about a hour to long... Now back to our regularly scheduled comabt
EricStratton
21st April 2009, 01:39 PM
Thank shiz that was what i was headed for... If KD1 is droped into the pit I will move to G5 assuming he cannot OA from the pit.
These are very small pits. Big enough for a foot to fit in.
EricStratton
21st April 2009, 01:41 PM
I was at a DR visit and having lab work done... took about a hour to long... Now back to our regularly scheduled comabt
Not a problem. I don't mind the down time, honestly. I do have stuff to do. Maybe not *work* but eat lunch, hit the gym, etc. In fact, I've got a guy coming in an hour or two to patch the crack in my windshield so I'll be AFK for a bit when he shows up.
Quervo
21st April 2009, 02:11 PM
In that case... I will stay on him here in melee
EricStratton
21st April 2009, 02:37 PM
Round 3 con't:
Mazirith casts Lightning Lure on Dragonshield 1. The lasso (15 vs FORT-2 (Roar)+2 (cover)) wraps around the kobold. Mazirith drags him kicking and screaming off the platform (10+1=11 dmg) and through the woods where the swordmage stabs him with his sword (11+5=16 dmg, prone). The kobold puts his hands down to steady himself. Even with the knowledge of where the trap is since he dug it, he's still disoriented from the barbarian's Roar, and he puts one hand down right through the branches and leaves (15 vs REF -2 (Roar) +2 (prior knowledge)) and on to the poisoned spikes (16+4=20 dmg, bloodied, poisoned) bloodying him.
Greebo curses Dragonshield 3 and then casts Armor of Agathys surrounding himself in a sheath of black ice from a dark and doleful realm (+14 THP, ANY enemy that starts its turn adjacent to Greebo takes 1d6+1 cold damage, till End of Encounter).
He takes a look around and doesn't see any more enemies.
Rend shifts into fey wolf form, runs through the woods, and locks eyes with Kobold 1 (13 vs WIL-2 (Roar)) psychicly assaulting him turning his brain to slush (16+13=29, dead).
Jagged...
http://www.primeaxiom.com/rpgt/scene.asp?ID=88r2dyqwoh4ju5llb353pj1xpv77vpt5wd4vz ci3qfr1umutiqjzrvi6ber4cz82
Initiative:
Cilene (13 dmg, 13 HP, bloodied; Poisoned)
Mazirith
Greebo (14 THP)
Rend
Jagged (12 dmg, 19 HP, surges: 10/11; marked by DS1 until EONT-DS1-round3)
Dragonshield 1 (20 dmg, bloodied, Poisoned; Prone; Cursed by Greebo; -2 to all DEF until EONT-Jagged-round3)
Dragonshield 2 (20 dmg, bloodied; Cursed by Greebo; -2 to all DEF until EONT-Jagged-round3)
Dragonshield 3 (Cursed by Greebo; -2 to all DEF until EONT-Jagged-round3)
Dragonshield 4 (25 dmg, bloodied; -2 to all DEF until EONT-Jagged-round3)
Sagar (8 dmg, 19 HP)
noptov52
21st April 2009, 03:14 PM
Recuperating Strike (+7 vs AC, d12+5, Hit: you gain temporary 3 (CON) hit points) on DS 2
26 damage on DS 2, Jagged gains +3 THP, Rampage on DS3 15 dmg: 8 + 5 (str) + 2 (bracers of mighty striking).
Greebo
21st April 2009, 03:33 PM
If Jagged killed DS2, teleport to I4. He don't need my help. :)
EricStratton
21st April 2009, 03:45 PM
Round 3 con't:
Jagged executes a perfect Recuperating Strike on Dragonshield 2. The strike cuts right through the kobold spraying blood everywhere. I mean...it's everywhere. Gods. The blood doesn't get on Greebo, though, b/c as soon as the kobold's heart stopped beating the warlock gave Jagged a quick salute and teleported away (to I4). But Jagged's not done yet! He licks the blood off his axe blade and rampages all over Dragonshield 3 (15 dmg). Oh the horror!
Dragonshield 1 feels the effects of the poison (20-4=24 dmg), stands up, and tries to attack Mazirith but misses. Finally, he's able to overcome the effects of the poison (save = 17).
Dragonshield 2 spurts more blood onto the platform. Jagged...jeez.
Dragonshield 3 attacks Jagged but just misses slipping on his comrade's blood. Yuck.
Dragonshield 4 turns and, avoiding the newly appeared Tiefling, attacks Rend slicing him in the leg (26-7=19 HP).
Sagar...
DS4 has moved
http://www.primeaxiom.com/rpgt/scene.asp?ID=88r2dyqwoh4ju5llb353pj1xpv77vpt5wd4vz ci3qfr1umutiqjzrvi6ber4cz82
Initiative:
Cilene (13 dmg, 13 HP, bloodied; Poisoned)
Mazirith
Wyrmpriest (dead)
Greebo (+14 THP; ANY enemy that starts its turn adjacent to Greebo takes 1d6+1 cold damage, until EoE)
Rend (7 dmg, 19 HP)
Jagged (12 dmg, 19 HP, +3 THP, surges: 10/11)
Dragonshield 1 (24 dmg, bloodied; Cursed by Greebo)
Dragonshield 2 (dead)
Dragonshield 3 (24 dmg, bloodied; Cursed by Greebo; +2 to next attack roll against it (Thaneborn Triumph))
Dragonshield 4 (25 dmg, bloodied)
Kobold 1 (dead)
Sagar (8 dmg, 19 HP)
noptov52
21st April 2009, 03:50 PM
DS 3 is affected by Thaneborn Triumph (+2 to next attack roll against it).
Greebo
21st April 2009, 03:52 PM
Round 4 action:
Minor: Curse Dragonshield 4
Eldrich Blast +4 (bloodied) vs. Reflex
Hit: 1d10 + 3 +1d6 curse
Move to flank
Shiz
21st April 2009, 04:15 PM
Round 4:
Pounce (beast form), +5 vs REF, d8+6, Hit: target grants CA to the next attack before the end of my next turn. Can be used as a melee basic attack when charging (+6 vs REF).
Pounce on KD4 and shred him to bits.
Totem deals +1 dmg to bloodied enemies, which I included.
Sagar
21st April 2009, 04:19 PM
I'll look (minor) for traps, then realize - after peering through the woods - that the mobs have moved.
I'll consider helping on the other side of the barrier - but they seem to have things ok over there.
So use healing on Cilene's foot (9 roll +8 healing).
She can either take a new saving throw immediately or take +2 on her next saving throw.
Let's take the immediate ST. Do I roll it or does she? Just in case, I rolled one.
After that, I'll move to E8.
EricStratton
21st April 2009, 04:35 PM
She'd roll. Now the question is do I use her round 4 ST roll (5) or let her roll a new one? Hmm.
Shiz
21st April 2009, 04:36 PM
Once a roll is made, it should be used. It is easy enough to add a roll later if needed. It hurts more to have a good one taken away than to keep a bad one.
Sagar
21st April 2009, 04:57 PM
Since she isn't here, you should you the one I rolled using my power.
Use her's as her next attack.
EricStratton
21st April 2009, 05:49 PM
Round 3 con't:
Sagar looks around for traps but doesn't see anything new (Perc 4), then realizes - after peering through the woods - that the mobs have moved. He considers helping on the other side of the barrier - but they seem to have things ok over there. So he uses First Aid on Cilene's foot (9 roll +8 healing) but fails to cure her poison (ST 5). Then he moves to the other side of the barricade.
At the risk of angering my DM, I do need to stay consistent so I'm using her first roll. She'll use your roll for her end of turn ST.
End of Round 3
Cilene (13 dmg, 13 HP, bloodied; Poisoned)
Mazirith
Greebo (+14 THP; ANY enemy that starts its turn adjacent to Greebo takes 1d6+1 cold damage, until EoE)
Rend (7 dmg, 19 HP)
Jagged (12 dmg, 19 HP, +3 THP, surges: 10/11)
Dragonshield 1 (24 dmg, bloodied; Cursed by Greebo)
Dragonshield 3 (24 dmg, bloodied; Cursed by Greebo; +2 to next attack roll against it (Thaneborn Triumph))
Dragonshield 4 (25 dmg, bloodied)
Sagar (8 dmg, 19 HP)
EricStratton
21st April 2009, 05:55 PM
Start of Round 4:
Cilene gets weaker as the poison travels through her system (13-4=9 HP). She takes a moment to prepare he defenses and bandage herself (9+6=15 HP, no longer bloodied) which stops her bleeding. She's also able to purge the poison from her system (ST: 15).
Mazirith...
Cilene (11 dmg, 15 HP; +2 bonus to all DEF the SONT-round5)
Mazirith
Greebo (+14 THP; ANY enemy that starts its turn adjacent to Greebo takes 1d6+1 cold damage, until EoE)
Rend (7 dmg, 19 HP)
Jagged (12 dmg, 19 HP, +3 THP, surges: 10/11)
Dragonshield 1 (24 dmg, bloodied; Cursed by Greebo)
Dragonshield 3 (24 dmg, bloodied; Cursed by Greebo; +2 to next attack roll against it (Thaneborn Triumph))
Dragonshield 4 (25 dmg, bloodied)
Sagar (8 dmg, 19 HP)
Going home. No updates until tonight or even tomorrow (gasp!).
Quervo
21st April 2009, 05:58 PM
Minor - Mark KD1
Standard greenflame blade KD1, +7 vs AC, 1d8+4
If KD1 dies I will move to F4.
EricStratton
21st April 2009, 09:49 PM
Round 4 con't:
Mazirith marks KD1 and attacks w/ his greenflame blade easily hitting the critter bringing him close to death (24+10=34 dmg).
Greebo curses Dragonshield 4 and...needs to roll his dice....
Greebo
21st April 2009, 10:04 PM
Done - 13 vs reflex, 9 dmg that won't hit.
noptov52
21st April 2009, 10:38 PM
Howling Strike, DS 3 -
19 attack vs AC
22 Damage
Shiz
21st April 2009, 11:15 PM
Rend rolled top of this page.
EricStratton
22nd April 2009, 09:16 AM
Round 4 con't:
Mazirith marks KD1 and attacks w/ his greenflame blade easily hitting the critter bringing him close to death (24+10=34 dmg).
Greebo curses Dragonshield 4 and casts Eldritch Blast on it. He turns away in disgust knowing that his shot missed when he hears a loud yelp. He whips back around to find that his shot did hit it's target! (25+9=34 dmg).
Rend pounces on the now Greebo-weakened dragonshield and shreds him to bits (dead).
Jagged, too, has seen enough and is ready to move on. He howls to the sky and brings his axe down to the floor but not before passing completely through his target (DS3 = dead).
The lone dragonshield (#1), fueled by the blood of warriors, continues attacking. He turns his attention to Sagar. But he's lost too much of said warrior blood and can't even pick his axe up to swing it (natural 1).
Sagar....
Cilene (11 dmg, 15 HP; +2 bonus to all DEF the SONT-round5)
Mazirith
Greebo (+14 THP; ANY enemy that starts its turn adjacent to Greebo takes 1d6+1 cold damage, until EoE)
Rend (7 dmg, 19 HP)
Jagged (12 dmg, 19 HP, +3 THP, surges: 10/11)
Dragonshield 1 (34 dmg, bloodied; Cursed by Greebo)
Sagar (8 dmg, 19 HP)
Greebo
22nd April 2009, 09:25 AM
Teleport to F4 when dragonshield 4 dies.
EricStratton
22nd April 2009, 09:26 AM
Teleport to F4 when dragonshield 4 dies.
Done
Sagar
22nd April 2009, 09:41 AM
Sagar will try to send DS1 to his maker with a righteous brand (+5 vs AC, d12+5 damage, +3 to hit to Maz)
Shiz
22nd April 2009, 09:54 AM
Anyone disagree that we should burn this blockade down and stake kobold heads in the vicinity? What are the rules for setting stuff on fire anyway?
Greebo
22nd April 2009, 09:57 AM
What, NOW? Can we dispatch this last one first?
Round 5 action: Don't mess with success.
Eldritch Blast on last Dragonshield: +4 (bloodied) vs cha. 1d10+3+1d6(curse) dmg.
Total to hit vs. ref: 19
Total Dmg: 10
Shiz
22nd April 2009, 09:59 AM
"Dispatch away."
EricStratton
22nd April 2009, 10:01 AM
Round 4 end:
Sagar steps into the trees to flank the kobold and then dispatches him quite easily with a well placed Righteous Brand (dead).
Rend looks around, surveying the battlefield. It looks like this setup was put here expressly to keep people from getting to the Keep.
125 xp/person for defeating the kobold barricade
noptov52
22nd April 2009, 10:03 AM
Setting it on fire is likely to warn any enemies that trouble is on the way - perhaps hurting any chance of surprise. On the other hand, Jagged has never been one to rely on subtlety.
Jagged shrugs at Rend "You want to set my platform on fire?"
Greebo
22nd April 2009, 10:04 AM
See what a little patience will get you?
That said, I agree completely. We should dismantle the barricade. Lets not burn it though - might set the woods on fire.
Shiz
22nd April 2009, 10:07 AM
We do not have the tool to dismantle this. I have an idea. I will use my Animal Messenger ritual to send a message to our Master and then the town can send a demolition team if they so desire.
This will mean I cannot cast this ritual again until I can refresh the components.
Rend casts the ritual on a nearby sparrow. The message is "Kobold barricade on the north road cleared. Send team to dismantle. Beware pits in the woods."
DM will have to accept my assumption that I have the components.
noptov52
22nd April 2009, 10:07 AM
"Death and regrowth are part of nature. Burning woods might distract our foes."
EricStratton
22nd April 2009, 10:09 AM
DM will have to accept my assumption that I have the components.
Sure, just deduct 10gp from your total and another 10gp when you buy more components.
Shiz
22nd April 2009, 10:11 AM
How about we assume I had the components for one cast of each on me to start? That is reasonable, I think. We should make the same assumption for the other ritual capable characters.
Shiz
22nd April 2009, 10:12 AM
"Someone check the corpses. Might be a key or something relevant to the Keep."
Greebo
22nd April 2009, 10:12 AM
I'll help search the bodies.
EricStratton
22nd April 2009, 10:16 AM
Greebo goes over the bodies carefully. He finds a total of 5gp 23sp on the bodies and a necklace the wyrmpriest was wearing, on which dangles a dragon figurine carved of obsidian. On the bottom of the figure is etched the outline of a skull with ram?s horns.
Greebo
22nd April 2009, 10:17 AM
Short rest? Heal? Examine the figurine with arcana and history checks.
EricStratton
22nd April 2009, 10:21 AM
How about we assume I had the components for one cast of each on me to start? That is reasonable, I think. We should make the same assumption for the other ritual capable characters.
I'll assume that you purchased them previously at a market reduced price of 5gp.
EricStratton
22nd April 2009, 10:24 AM
Short rest? Heal? Examine the figurine with arcana and history checks.
You determine that the necklace isn't magical. You also know that the figurine is religious in nature. Having seen the marking before you recognize the etching as an abstract representation of the demon lord of the undead, Orcus.
Finally you believe you might be able to get a decent amount of gold for it back in town.
Shiz
22nd April 2009, 10:40 AM
Can we get a damage review? I know Rend needs to surge at least once.
Greebo
22nd April 2009, 10:45 AM
Undamaged, totally wasted my daily too. *mutter mutter*
Greebo
22nd April 2009, 10:49 AM
You determine that the necklace isn't magical. You also know that the figurine is religious in nature. Having seen the marking before you recognize the etching as an abstract representation of the demon lord of the undead, Orcus.
Finally you believe you might be able to get a decent amount of gold for it back in town.
Orcus again. We should let Master examine this first, before we sell it. Then - its CHA-CHING time!
noptov52
22nd April 2009, 10:55 AM
"I don't think selling an idol of an abomination is a good idea."
Greebo
22nd April 2009, 11:00 AM
"I don't think selling an idol of an abomination is a good idea."
"And you spend how much time thinking, again?"
Shiz
22nd April 2009, 11:01 AM
"Yeah, Jagged. I think there is still some blood on your axe you haven't licked off."
/me winks at his fellow shifter
EricStratton
22nd April 2009, 11:02 AM
Here's what I have:
Cilene (11 dmg, 15 HP)
Mazirith
Greebo (used daily)
Rend (7 dmg, 19 HP)
Jagged (12 dmg, 19 HP, surges: 10/11)
Sagar (8 dmg, 19 HP)
Shiz
22nd April 2009, 11:06 AM
Cilene surges twice to full (7/9)
Rend surges once to 25HP (8/9)
Jagged surges once to 26HP (9/11)
Sagar surges once to 25HP (8/9)
Sagar
22nd April 2009, 11:13 AM
I will use healing word on Jagged so his surge takes him full.
Let's check the woods carefully and uncover the traps. I don't want anyone from town to fall afoul of them.
Let's do this AFTER our rest, though.
Moonshadow
22nd April 2009, 11:25 AM
My 2 resting surges will take me to 6/9.
When we get to the task of clearing the pits I'll use Mage hand to do my part.
Greebo
22nd April 2009, 11:31 AM
Maybe sending a message just yet isn't a good idea.
If we don't make it back, then the keep will still be a threat, and so the civilian demolition crew could be at risk.
noptov52
22nd April 2009, 11:35 AM
"What's the point of ruining my barricade? Nobody goes to the keep except us, cultists, and a kobold or five."
Shiz
22nd April 2009, 11:36 AM
The crew is not likely to arrive immediately. I think we can leave it to Lord Padraig's discretion to proceed safely.
EricStratton
22nd April 2009, 03:36 PM
Shiz gives a passing sparrow news about the barricade, and you all continue on leaving the barricade standing along with a few new kobold-heads-on-pikes additions.
The last leg of the journey is tense but uneventful. Ahead, the narrow track widens into a clearing. Great piles of shattered stone blocks and scorched timbers dominate the clearing, sprawling out from its center to the edge of the woods. No plants grow among the ruins or within the clearing. The ground is bare dirt, and although the forest has begun to reclaim the path leading here, it has not intruded into the ruins of Shadowfell Keep.
http://img.photobucket.com/albums/v401/EricStratton/Picture5.png
Yet clearly someone has tampered with the ruins. In the center of the debris, stone blocks and timbers have been gathered into a pile. Someone has cleared a path through the rubble and pulled aside the wreckage to reveal a stone staircase. The staircase descends into darkness.
Before we continue I need a marching order please. The stairs are 10' wide so you can march two abreast.
Greebo
22nd April 2009, 03:38 PM
Hur hur hur...he said two breasts
Middle rank for me, tyvm.
noptov52
22nd April 2009, 03:43 PM
"Shifters first? Rend is sneaky and we both see well in low light."
Moonshadow
22nd April 2009, 03:43 PM
Looks like Greebs and I are side by side.
Greebo
22nd April 2009, 04:00 PM
Looks like Greebs and I are side by side.
:twisted:
Shiz
22nd April 2009, 04:19 PM
"Everyone stop here. Let me go look."
I will make a Perception check at the top of the stairs, then proceed stealthily halfway down (2 squares) and perceieve again. Then sneak to the bottom (2 squares) and perceive again.
More than 2 I lose 5 from my sneal roll so I don't want to go faster than that.
I will no engage if possible.
Greebo
22nd April 2009, 04:24 PM
Can I assist - at least when at a respectable range (not moving with him).
If so - oh look, I'm no help whatsoever!
Moonshadow
22nd April 2009, 04:33 PM
/whispers to Greebo
I guess this would be a bad time to cast light on his hat right?
Sagar
22nd April 2009, 04:47 PM
Sounds like I'm in the Back Row!!
Quervo
22nd April 2009, 04:47 PM
really want the Tank in the back?? place me were ever is best
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