View Full Version : Adventure 01:09 Rest In Peace
Greebo
15th May 2009, 11:36 AM
The tranquility of your slumber is interrupted by a pair of angry archers, seeking revenge on the hurts you dealt them before they fled.
24 Gnome Skulk (18 dmg; bloodied )
21 Urvi (5 dmg; 30 hp; 1 AP; Surges left: 1; zzzzz )
16 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2; DU: Insp. Shout; zzzzz )
11 Goblin Sharpshooter ( 19 dmg; bloodied )
04 Shere (0 dmg; 28 hp; 1 AP; Surges left: 4; )
04 Raj (0 dmg; 24 hp; 1 AP; Surges left: 4; DU: Lightning breath; zzzzz )
Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; zzzzz )
West Room (http://www.primeaxiom.com/rpgt/scene.asp?ID=lh8dgq9qwjhm3yittr7kavuxhea6gllrbgzyq 7ropbqcfhp9g5e5d6gs6lt6lrcq)
East Room (http://www.primeaxiom.com/rpgt/scene.asp?ID=r4my1d2fny279g948rn1c7jy46sx7an79sbvj b5nki1s2htf8yd164b9j9owg4d6)
West L and East B are the same space, so don't count them twice when moving or calculating range.
Sagar
15th May 2009, 11:53 AM
I will be driving to Atlanta today so this, generally, is what I want to do.
Round 1: Wake up, stand up, move toward the entry (I don't think I can get there in 1 turn.
If the mobs happen to be accessible after I move, I will attack with dragonfrost (R10, +5 vs fort, 1d8+7 damage, push 1. I'll attack the gnome first, if visible. The gob is second priority.
Round 2. If in position to keep blasting, I will do so. If not, I will move into position for ranged attacks and continue using Dragonfrost.
If, by some quirk, I can get into position to use an AoE, I will (Tempest Breath, close blast 3, 5 vs REF, 2d6+7 damage. Target can't get CA until EoNT, I gain concealment until EoNT.
Primarily, though, I will use dragonfrost.
First attack is +5 vs fort.
Greebo
15th May 2009, 11:56 AM
I will be driving to Atlanta today so this, generally, is what I want to do.
Round 1: Wake up, stand up, move toward the entry (I don't think I can get there in 1 turn.
Stand is a move action, so w/o an AP use, stand/move/attack not possible round one, but I get your drift. :)
attriel
15th May 2009, 01:41 PM
Realizing that he doesn't know what else might be in the other room, Shere opts for alacrity over stealth.
"EVERYBODY UP! Our friends are back!"
(I believe shouting is a free action that can be done off-turn ... if not, let me know and I'll post a full action and we'll be at Raj's turn :o)
Greebo
15th May 2009, 01:46 PM
That's fine - they'll be able to start acting in round 2.
attriel
15th May 2009, 01:56 PM
That's fine - they'll be able to start acting in round 2.
So are we at my turn or did i shout at the top of the order in round 1? Because if it's my turn, I so want to do more than just shout :o
Greebo
15th May 2009, 01:58 PM
So are we at my turn or did i shout at the top of the order in round 1? Because if it's my turn, I so want to do more than just shout :o
You shouted at the top of the order, as soon as combat began.
Kiir
15th May 2009, 02:31 PM
Urvi startles awake, grabs her sword as she rises and moves to F2 (in the room they are in, East map I believe). Preparing herself for battle.
Greebo
15th May 2009, 02:34 PM
Urvi startles awake, grabs her sword as she rises and moves to F2 (in the room they are in, East map I believe). Preparing herself for battle.
So double move?
Kiir
15th May 2009, 02:36 PM
So double move? I thought getting there would be a single move, standing is the standard action and moving is the move action? Or am I missing a step somewhere?
Greebo
15th May 2009, 02:37 PM
Standing from prone is a move action, and moving is a move action.
Technically I'm not sure you can stand AND move in the same round either because double moves are supposed to be of the same type...checking.
Greebo
15th May 2009, 02:38 PM
Double Move
On your turn, you can move twice if you take a move
action instead of a standard action. If you take the
same move action twice in a row—two walks, two runs,
two shifts, two crawls—you’re taking a double move.
DOUBLE MOVE
✦ Same Move Action: To double move, you have to
take the same move action twice in a row on the
same turn.
✦ One Speed: When you double move, add the speeds
of the two move actions together and then move.
✦ Occupied Squares: When you double move, your
first move action can end in an ally’s space, because
you’re not stopping. Your second move action can’t
end in an ally’s space, as normal.
✦ Difficult Terrain: When you double move, you
can sometimes move over more squares of difficult
terrain than normal, because you add the speeds
of the two move actions together and then move.
For example, if your speed is 5, you can enter only
2 squares of difficult terrain when you walk. If you
double move by walking twice in a row, you can
enter 5 squares of difficult terrain, not 4
So yeah, to stand and then move in 1 turn, not possible.
attriel
15th May 2009, 02:46 PM
So yeah, to stand and then move in 1 turn, not possible.
No, if you read it, it says that if you do the same thing twice it's a double move.
Otherwise it's just two move actions, which do not have to be the same
Greebo
15th May 2009, 02:48 PM
Duh, you're absolutely right - I blanked right over that first bit.
Smack the DM in the head for that one.
Shiz
15th May 2009, 03:08 PM
Jacoby wakes and stands, moves behind Urvi.
Asharad
15th May 2009, 03:44 PM
I'm a confused as to the map. I want to stand and if possible attack but I can't get a sense of the range.
Greebo
15th May 2009, 03:54 PM
You're on the east map, the enemy is on the west map shooting into this room. The last square on the left of the east map is the same as the last square on the right of the east map.
You have no line of sight from here. You are prone. You can stand and move but you won't be able to attack w/o an AP.
Greebo
15th May 2009, 03:54 PM
Round 1 - On your feet, sleepy heads!!!
A crossbow bolt fired by the gnome flies through the air towards Shere even as Shere cries out "EVERYBODY UP! Our friends are back!" Your eyes snap open as (Nat20: 27 vs AC) the arrow slams into Shere (9 dmg)
Urvi and Jacoby leap to their feet and rush to defend Shere!
Another bolt, this one fired by the sharpshooter, flies close to Urvi, but misses. "Damn their eyes, they've seen us!", shouts the gnome to the goblin.
24 Gnome Skulk (18 dmg; bloodied )
21 Urvi (5 dmg; 30 hp; 1 AP; Surges left: 1; zzzzz )
16 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2; DU: Insp. Shout; zzzzz )
11 Goblin Sharpshooter ( 19 dmg; bloodied )
05 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; zzzzz )
04 Shere (9 dmg; 19 hp; 1 AP; Surges left: 4; )
04 Raj (0 dmg; 24 hp; 1 AP; Surges left: 4; DU: Lightning breath; zzzzz )
Duma, shere, Raj
Shiz
15th May 2009, 04:06 PM
Melees, don't forget that you can move your speed and then charge your speed in the same turn, meaning that you can move 2x speed and make an attack. You cannot make minor actions after a charge though. Charging (and the melee basic attack you get from it) ends your turn.
attriel
15th May 2009, 04:26 PM
Melees, don't forget that you can move your speed and then charge your speed in the same turn, meaning that you can move 2x speed and make an attack. You cannot make minor actions after a charge though. Charging (and the melee basic attack you get from it) ends your turn.
Also, don't forget, you have to stand up first ...
Also -- i think there's a defensive penalty for charging ...
DinbinFanfoom
15th May 2009, 04:30 PM
Also -- i think there's a defensive penalty for charging ...Not for charging per se, but for running. Charge is a standard move in a straight line with a standard, +2 ATK attack at the end. Running is speed + 2 or something, and you lose defense.
Greebo
15th May 2009, 04:30 PM
No that's running.
Greebo
15th May 2009, 04:31 PM
Not for charging per se, but for running. Charge is a standard move in a straight line with a standard, +2 ATK attack at the end. Running is speed + 2 or something, and you lose defense.
And you get a -5 to attacks.
Shiz
15th May 2009, 04:35 PM
Charge atk bonus = +1, Running attack penalty = -5.
Charging is a Standard Action that let's you move your speed and make an attack. The trade-off is you can only use a melee basic attack or a power that can be used as a melee basic attack. You also need a minimum of 2 squares of straight, clear space to charge. A charge does not have to be straight itself.
For example, C1 to E2 (on an imaginary map - I am not referring to one we are using) would be a valid charge even though it is a slight diagonal as long as nothing was in the way.
Asharad
15th May 2009, 05:13 PM
I'll stand and move to h3
attriel
17th May 2009, 01:34 AM
Shere moves forward, past his allies, to L5, before declaring an oath against the skulk and bringing madness to the pair. Unless, upon entering the outer room, he sees additional targets. In which case this action is void and he will re-assess based on that knowledge.
(Shared Madness: +4 vs Will, 1d10+4 damage, same damage, second in sight)
I doubt 11 beats the will save, but if it somehow does, 11 damage apiece :o
Greebo
17th May 2009, 07:03 AM
Round 1 continues...
Shere advances on the gnome and goblin. Targeting the gnome, he utters an arcane oath, and unleashes a divine blast of psychic energy at the [-]little skulk, who only just manages to resist the pain. You have the sense that of the two, while neither creature has terribly strong will power, the goblin has less. [/-] Goblin. The goblin screams in pain (11 vs. will), accompanied by the gnome, who screams just as loudly on a disharmonious note. (11 dmg ea)
Duma and Raj rouse themselves and move to engage.
Round 1 ends. Round 2 - "It's too early for this!"
The gnome laughs at Shere's near miss and fires another crossbow bolt. It's overconfidence is apparent, however, as the bolt misses Shere easily (12 vs. ac15). The gnome retreats.
24 Gnome Skulk (29 dmg; bloodied; Enmity - Shere )
--> 21 Urvi (5 dmg; 30 hp; 1 AP; Surges left: 1; )
16 Jacoby (0 dmg; 25 hp; 2 AP; Surges left: 4; Heals left 2/2; DU: Insp. Shout; )
11 Goblin Sharpshooter ( 30 dmg; bloodied )
05 Duma (0 dmg; 25 hp; 2 AP; Surges left: 6; )
04 Shere (9 dmg; 19 hp; 1 AP; Surges left: 4; )
04 Raj (0 dmg; 24 hp; 1 AP; Surges left: 4; DU: Lightning breath; )
Urvi, Jacoby
attriel
17th May 2009, 09:44 AM
Technically I swore the Oath of Enmity at the Gnome, and was trying to target the goblin, but the diceroller text field cut me off at Gobl apparently :o oops
Greebo
17th May 2009, 10:11 AM
OH - so you did. Please be more explicit in the actual text description, but *this* time, since the die roller does say goblin...revising.
Shiz
17th May 2009, 12:41 PM
I don't know if Q is coming back yet so here is a move:
Round 2 Jacoby
Vicious Mockery Bard Attack 1
You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +4 vs. Will
Hit: 1d6 + 4 psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
He is going to attack the goblin and then the gnome, by spending an action point. He is annoyed at being disturbed.
Wow. Max damage to both!
Kiir
17th May 2009, 01:04 PM
Urvi moves forward to engage the gobin, moving to J5, she then marks him and uses the strength of stone to aid her in her attack against him (vs AC +4 temp hit points).
Asharad
17th May 2009, 01:11 PM
Duma will use an action point to move to west map J3 and then hit gnome sulk1 with Sun Strike. He will slide the sulk back towards the fight one square to g7.
Attack:+4 vs reflex
damage:1d8+4
Greebo
17th May 2009, 03:18 PM
Urvi advances on the goblin, marks it, attacks it (23 vs ac), hits it, and kills it. (7 dmg; dead)
Jacoby stays put, and fires off a string of magical insults, which lash into the gnome (20; crit) and it's ears start bleeding (10 dmg; dead);
Duma...goes back to bed, until Shere rouses him for his turn at watch.
End of encounter
Duma ... Fourth Watch
Your watch passes uneventfully.
Urvi ... Fourth Watch
Your watch passes uneventfully.
(If you wish to do anything prior to the last of the watches, like check the bodies, etc., just say so - regardless, the rest of the watch will be uneventful.)
After a briefly interrupted sleep, you all wake rested and refreshed:
Urvi (0 dmg; 35 hp; 1 AP; Surges left: 13; )
Jacoby (0 dmg; 25 hp; 1 AP; Surges left: 8; Heals left 2/2; )
Duma (0 dmg; 25 hp; 1 AP; Surges left: 8; )
Shere (0 dmg; 28 hp; 1 AP; Surges left: 9; )
Raj (0 dmg; 24 hp; 1 AP; Surges left: 7; )
Shiz
17th May 2009, 04:37 PM
exp?
Greebo
17th May 2009, 06:38 PM
Yeah yeah, keep yer lute on. It ain't enough. :)
attriel
17th May 2009, 11:59 PM
Yeah, before going back to rest, Shere will search the bodies and then drag them to where the earlier combatants had fallen. "If we leave them with the others, maybe no one will realize there were two fights here ... I don't know how it'll matter, but can't hurt"
Shiz
18th May 2009, 08:52 AM
That is a good idea. Jacoby will help you.
Greebo
18th May 2009, 09:15 AM
Like the other gnomes and goblins before, these two carry only essentials - weapons and armor, and worthless trinkets. Both wear leather armor and carry hand crossbows, and combined between them are about 30 crossbow bolts. The goblin carries a low quality short sword, and the gnome carries a war pick.
Shiz
18th May 2009, 09:25 AM
The armor is probably worth 10g or so if we want to bring it. Hopefully we will find less bulky treasure or equal or greater value, however.
Jacoby will use his Repair skill and combine the two crossbows to make a single crossbow of higher quality! Oops, wrong game.
Greebo
18th May 2009, 09:35 AM
The armor is probably worth 10g or so if we want to bring it. Hopefully we will find less bulky treasure or equal or greater value, however.
Jacoby will use his Repair skill and combine the two crossbows to make a single crossbow of higher quality! Oops, wrong game.
On average, ordinary items that are not "like new" are going to sell for only about 20% of the price of new. You certainly can collect all of the weapons and armor, but the odds of finding anyone willing to pay more than 2g 5s for a suit? You suspect that is dubious. On the other hand, you could collect it all, and if you figure out a way to transport it all back to town, open up your own shop: "Adventurer's Discounters - Used goods cheap!" ;)
attriel
18th May 2009, 11:44 AM
The armor is probably worth 10g or so if we want to bring it. Hopefully we will find less bulky treasure or equal or greater value, however.
Shere looks askance at Jacoby. "OK, sure, but you get to carry it all."
Shiz
18th May 2009, 11:45 AM
It was just an idea. I am not interested.
attriel
18th May 2009, 12:26 PM
'Shall we head back to that last place and continue?'
Shiz
18th May 2009, 12:28 PM
Move out, people.
Greebo
18th May 2009, 12:45 PM
You return to the Von Urstadt crypt. The doors to the north have been closed. The bodies of the magma claws are gone. The body of the gnome skulk that was in this room is also gone.
http://www.primeaxiom.com/rpgt/scene.asp?ID=4762qn8vdgwupvgy9rfjr7lrwdi1cpvwsbjuk jfs9xveofg13jfjl63txk12d7oq
Greebo
18th May 2009, 12:56 PM
As a refresher, description of the room is here: http://www.legendsofwestwood.org/forum/showthread.php?t=14828
attriel
18th May 2009, 01:32 PM
I'll search the room, in case there's any interesting clues. Or for that matter, drag marks or footprints. Hidden doors. Invisible walls. The whole shebang and shlemiel.
Greebo
18th May 2009, 01:39 PM
Does that include searching the alcoves?
attriel
18th May 2009, 01:48 PM
Does that include searching the alcoves?
nah, I'll leave the dead to rot in peace.
Greebo
18th May 2009, 01:48 PM
You do detect some faint blood trails leading from where the gnome you killed fell towards the eastern hallway, as if the body may have been dragged off.
Other than that, you find nothing unusual about the room. It appears to be intended as a place where survivors may visit the deceased, tho given the state of the alcove's inhabitants, any visitors probably stopped coming long ago.
Shiz
18th May 2009, 02:10 PM
What does Adronisus say about where he thinks the prisoners are?
Greebo
18th May 2009, 02:17 PM
"Same thing I said last time you folks asked - we always went straight through here."
Shiz
18th May 2009, 02:50 PM
We should check the doors before we move on, though.
Asharad
18th May 2009, 03:23 PM
Good idea. Just because they weren't trapped doesn't mean they aren't. Who has our high perception skill?
Greebo
18th May 2009, 03:28 PM
On the subject of perception...
You notice that several of the deceased in the alcoves have bundles and the like nestled reverently with them in the alcoves.
Regarding the northern doors - you do get the sense that there is something...odd...about them.
Shiz
18th May 2009, 03:32 PM
Jacoby is going to examine both doors more closely, without touching them if possible.
Since they are adjacent, one roll for both?
Greebo
18th May 2009, 03:38 PM
One roll.
You get the sense that there is a magical connection on these doors.
Shiz
18th May 2009, 04:13 PM
I am sensing some magic on these doors. Duma, can you come help me check them out?
Makiing an Arcana check. Is this skill aid-able? Duma is +9 Arcana.
Greebo
18th May 2009, 04:15 PM
Jacoby you sense that there's some kind of summoning magic linked to these doors.
Asharad
18th May 2009, 04:28 PM
I will look as well to see if we can narrow it down a bit (arcana +9)
Greebo
18th May 2009, 04:31 PM
Duma you sense that the doors are enchanted to summon the magma claws you have already seen, if left open for any significant length of time.
Shiz
18th May 2009, 04:41 PM
That makes me doubt there is anything useful behind them.
Do we want to check the alcoves? There are bundles of something in each one. We might be robbing the dead if we look, so speak up if that disturbs your sensibilities.
attriel
18th May 2009, 05:31 PM
'If the beasts know to keep the doors closed, then they would keep their treasures and hordes behind the door knowing that anyone invading would open the doors and get themselves eaten ... And something opened it when we entered this room, last time ...'
Shiz
18th May 2009, 05:35 PM
"I am willing to gamble on opening it quickly and looking in, but not without some consensus first. One fireclaw won't last against all of us anyway."
Quervo
18th May 2009, 06:49 PM
Jacoby will not go for ransacking the alcoves... it is one thing to take something from a foe you just killed.. something else altogether to raid a graveyard per say.
(i think i can handle the 2 games i am playing in, but group 6 will be too much for a while... I will shelve it for later when we can get some sleep at nights.)
Asharad
18th May 2009, 08:05 PM
Duma comments "The people who are buried here were followers of Venca. Not exactly..."he raises an eyebrow "fine, upstanding citizens."
"Since they were necromancers and lovers of the undead, I see no problem taking from then now that they are closer to the later than the former."
Duma will examine the bundles.
Greebo
18th May 2009, 08:39 PM
Duma meticulously examines alcove after alcove, checking the bundles he finds in some of them. While most of them are worthless momentos buried by corpses that, while certainly dressed well, were nothing exceptional, he does find two uncharacteristically
well dressed sets of remains, and buried with each of them, something that catches your eye immediately.
Unfortunately, my exact notes aren't here, so you'll find out what tomorrow.
Quervo
18th May 2009, 09:04 PM
Duma comments "The people who are buried here were followers of Venca.
/ooc pardon me... i forgot that part.... In that case loot away.
Asharad
18th May 2009, 11:04 PM
/ooc pardon me... i forgot that part.... In that case loot away.
/ooc quite alright old chap. It gave me a chance to use that former/later line. That's roleplaying folks. I'm here all week!
Greebo
19th May 2009, 09:37 AM
Ah here we are. In the nicest of the northern alcoves, Duma discovers a stunning red jewel that seems to radiate from an infinite blood red center, while in the nicest of the southern alcoves, he discovers what appears to be a holy symbol in the shape of a flying beast.
attriel
19th May 2009, 10:25 AM
"Worshippers of undead ... Wasn't there something about the undead here? Back in town with that prisoner?"
"Anyway, now that we're done ransacking the dead, do we want to open this door or continue down the corridor?"
Sagar
19th May 2009, 10:53 AM
Raj offers to check the jewel and the holy symbol for magic (Arcana +6)
Quervo
19th May 2009, 10:54 AM
Jacoby will look at both the gem and the symbol
+5 Arcana
+1 Religion
Asharad
19th May 2009, 11:03 AM
I'll check for religion +11 and arcana +9 as well
Greebo
19th May 2009, 11:32 AM
I won't require a roll as long as you have trained in arcana, UNLESS you encounter something truly unique. (Which apparently isn't the same as wondrous...)
Gem:
Power Jewel
Magical energy pulses within this stunning red jewel, allowing you to use a power you have already expended.
Level: 5
Price: 1000 gp
Wondrous Item
Power (Daily): Minor Action. This power allows you to regain the use of an encounter power of 1st or 3rd level.
Special: You must have reached at least one milestone today to activate this item.
Holy Symbol:Symbol of the Dragon
This symbol shields you from dragons? attacks.
Level: 3
Price: 680 gp
Implement (Holy Symbol)
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 damage
Power (Daily): Immediate Interrupt. You can use this power when an enemy attacks an ally within 5 squares of you with a power with the acid, cold, fire, lightning, or thunder keywords. The ally gains resist 5 against that keyword until the end of the encounter.
Sagar
19th May 2009, 11:49 AM
Oooooo Power Jewel!
Quervo
19th May 2009, 05:26 PM
I bet Duma might like that holy symbol
Shiz
19th May 2009, 05:28 PM
Robbing the dead pays nice dividends!
Greebo
19th May 2009, 05:30 PM
I bet Duma might like that holy symbol
He's an Invoker - uses rods and staffs. The Avenger (Shere) uses Holy Symbols.
Quervo
19th May 2009, 05:57 PM
ahh oh well... I knew invoker was a divine class figured they would use symbols as well.
Greebo
20th May 2009, 09:15 AM
So - now what?
Sagar
20th May 2009, 09:52 AM
If no one objects, I'll take the power jewel.
And then we form up and head east. Scouts to the fore and villagers to the rear.
attriel
20th May 2009, 12:00 PM
The doors? Anyone for opening these doors and checkiung what they have a summoning trap on them to protect?
I'll take the holy symbol. I'm all holy an' stuff!
Greebo
20th May 2009, 12:01 PM
Please update your character posts and attacks appropriately once you've resolved loot distribution. Let me know when done and I'll revise the character sheets.
Kiir
20th May 2009, 11:06 PM
Let's just head east for now, we can come back and check the doors later.
Quervo
21st May 2009, 12:37 AM
yeah lets go withwhat the dwarf knows...
Asharad
21st May 2009, 09:35 AM
yeah, to the prisoners.
attriel
22nd May 2009, 11:06 AM
Please update your character posts and attacks appropriately once you've resolved loot distribution. Let me know when done and I'll revise the character sheets.
Updated my sheet ; do you want me to upload a new .dnd4e?
Greebo
22nd May 2009, 11:12 AM
email to greebo(at)comcast.net please thanks
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