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Move to h16
load crossbow
Attack k8 with crossbow
Attack and Damage (1d20 4=13, 1d8 2=8)
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"Ouch!" Rhiannis nurses his arm where the slinger has hit him. "That will be the last time you have ever hurt someone." A fiery blast of eldritch might leaves his fist and flies towards the kobold in hiding.
Eldritch blast; damage (1d20+4=13, 1d10+3=9)
Stepping back 3 paces to H18 (gaining concealment via Shadwo Step)
Rhiannis prepars to use his sword, as his eldritch blast or any other Ranged Attack has been of no use.
I have been consistently missing with my ranged attacks, it is really beyond amusing now. Somehow I just feel like a moving pincushion/sandbag for the opponents (which hit pretty regularly), while Rhiannis "illuminates" the battlefield. End of rant about the usefulness of my character...
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"Oh! The kobold is far for me." Frivry says when he looks at the creature. He begin a run to be less far of the monster.
I run to M-10.
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Gran is far from the slinger
Frivry can trade your standard action for a second move. Also, running adds 2 to your movement, but gives the opponent combat advantage.
Dyrnwyn hasn't chimed in
Rhiannis misses.
Silo bloodies the kobold with his crossbow bolt.
Silo hit with a 13 while Rhiannis missed because the eldritch blast is vs. Reflex, which in this case is slightly higher.
Gran, Dyrnwyn
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Dyrnwyn crosses along the edge of the greenery and swiftly moves into a position free of obstacles to engage the dexterous kobold.
Aiming his runed wand of fire-blackened wood with two hands, the wizard unleashes another column of flames upon the creature.
Move to C11, Target k8, Dyrnwyn casts Scorching Burst 1d20+4 vs reflex=10, (why bother)damage 1d6+4=6
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Taking advantage of the continued misfortune of the party's spellslingers, the kobold whips a stone off at Dyrnwyn, striking him. (-6hp).
If I'm not mistaken, Dyrnwyn is now in negatives and therefore dying. Dyrnwyn, on your turn (if nobody has healed you), roll a saving throw. 10 or better and no change, 9 or less and you're one step closer to dying. 3 failures and dead. If you roll a 20, you move up to zero and then spend a healing surge. It's a DC15 Heal check for someone else to stabilize you (no healing, but no more saves).
Everyone else act
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Minor: draw long sword
Move: E13
Standard: Viper Strike
Viper Strike (1d20+6=15, 1d8+3=4)
Spend Action Point
Standard: if the first Viper Strike missed treat this as a
second attempt if it hit treat it like a melee Basic attack
Melee Basic (1d20+6=16, 1d8+3=9)
Also I'm not 100% clear on how Viper Strike works. I'm unsure if I can have a ally target the enemy from range if it shifts or if the ally needs to be adjacent to the target to make the OA vs. the enemy if he shifts.
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The slinger goes down under Silo's assault.
Combat over; debrief in the discussion thread.
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Would you believe it? 1d20=5. I think I'll let him die. Useless.
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Silo moves over to where Dyrnwyn is dieing and begins to tend his wounds.
Not really sure if you need this or not but Heal (1d20+5=24)
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Silo Mezzo wrote:
Not really sure if you need this or not but ...
Oh man, do I!
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Apparently people are waiting on me, sorry.
Silo manages to stabilize the eladrin.
If Dyrnwyn has not yet used his second wind, a DC10 Heal check will allow him to. Alternatively, if Gran still has Lay on Hands today, he can give Dyrnwyn a surge. If neither applies, Dyrnwyn will recover after an extended (6-hour) rest. Meanwhile, a 5-minute rest restores all encounter powers and conscious people can spend as many healing surges as they like.
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Luckly I have one left.
Gran places a hand, emitting the same pale, cold light as before, on the Eladrin.
"Not much, But it will help."
Lay on Hand and I'll spend a helaing surge on myself as well.
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Gran Rey wrote:
Lay on Hand and I'll spend a helaing surge on myself as well.
Dyrnwyn is now at positive hp equal to his surge value, and can spend his own surges with the five-minute rest as he wishes.
All are conscious, and the battlefield is littered with the broken bodies of the eight kobold attackers.
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I will the number of healing surge to restore my max HP or take an extended rest.
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"Uhhhhh ...," Dyrnwyn murmurs with a wince. "Many thanks. I felt myself slipping away for a moment."
Wiping his thin fingers through his light hair, the Eladrin wizard stretches his arms out before him.
"I must confess, I feel a bit different having closed in on death," he offers, mustering a small smile.
Glancing about at the fallen kobolds, Dyrnwyn assesses the current situation.
"Looks like we won. I have to say, I had some difficulty with that last one ... tough little bastards ... Do you think they were anticipating us?"
Steadying himself, the Eladrin rises to stand.
"We should search them to ascertain if their intent was more sinister than a mere ambush."
Dyrnwyn will use a Healing Surge (can he take more than one- I have to check that) and will attempt to search the kobolds with the others, if he has the strength
If we can take a Short Rest before continuing, the Wizard would appreciate it - though I don't want to hold us up
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Aside from the rather mundane weapons and armor, Dyrnwyn is able to gather 34 silver.
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Dyrnwyn wrote:
Dyrnwyn will use a Healing Surge (can he take more than one- I have to check that) and will attempt to search the kobolds with the others, if he has the strength
If we can take a Short Rest before continuing, the Wizard would appreciate it - though I don't want to hold us up
Short rest is only 5 minutes, and others want it, too, I think. With a short rest you can use as many healing surges as you like (and hav left).
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Silo searches the bodies of the kobold looking for bolts, daggers, or any other weapon he could use as a projectile as well as for evidence that this would indicate if this was a staged ambush or just an attack of opportunity.
He will leave the sling alone but will recover any of the bolts that he spent that are still usable as well as one javelin if he can find one thats still usable he would also take up to two daggers or hand axe if he finds any that covers all the mundane gear hes looking at.
He will also spend 2 healing surges or if the party will take an extra 5 min rest he will spend 1 healing surge normally and one Inspiring word on himself and one on a non-Eladrin ally who needs it most go ahead and just make the dice rolls to speed it up if it comes about.
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Silo Mezzo wrote:
Silo searches the bodies of the kobold looking for bolts, daggers, or any other weapon he could use as a projectile as well as for evidence that this would indicate if this was a staged ambush or just an attack of opportunity.
Roll an Insight and a Nature check (Insight for interpreting tactics and such, Nature for what you know of kobolds).
Kobold gear:
sling
14 normal bullets
8 spears
24 javelins
2 shortswords
Small leather armor
7 Small hide armor
2 dragonscale shields (as heavy shields, but weighs half, 7#)
5 light shields
All ammunition (bolts, arrows, bullets) is destroyed on use; thrown weapons (javelins) are recoverable. Take what you like. Obviously, the armor will only fit Frivry.
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Insight & Nature (1d20=11, 1d20=5) Silo takes 4 of the javelins and straps them to his back.
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Silo Mezzo wrote:
Insight & Nature (1d20=11, 1d20=5) Silo takes 4 of the javelins and straps them to his back.
Silo believes the kobolds were waiting here for someone to come -- whether it was for someone specific vs. anyone coming along he is not sure.
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Insight: 1d20+6=17 Nature: 1d20=15
I want to take a short sword.
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Frivry:
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Silo says to the party "It is likely they were bandits waiting for there next mark that they ran in to us was just unfortunate for them. I suggest that we continue on once we have caught are breath."
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"Hmm, This may come in handy", Gran picks up a shortsword and a dragonscale shield.
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Are you ready to proceed? To Winterhaven (probably about half a day's walk), or somewhere else?
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"I am ready to go to the town of Winterhaven." Frivry says with a happily smile.
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"Then let us move forward" says Silo in a commanding voice responding to Frivry. He then begins to walk in the direction of Winterhaven.
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The rutted King's Road leads to the foot of a broad hill that holds the walled village of Winterhaven. The village is nestled in the southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades.
Small thatched homes stand around Winterhaven, each fronting a small piece of farmland or pasture. Beyond the farms to the west and south lie dark woods, and to the north, tall mountain peaks.
The sun is setting when the travelers arrive at the gate. Two guards wearing leather armor and holding spears stand at the gate. One calls out cheerily.
"Greetings, travelers. Welcome to Winterhaven. Are you here for the market tomorrow?"
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No, though we may take a look at it, we have been sent by the priestess Marla of the Great Church to find a priest by the name of Kalarel. You have not heard of him have you? Asks Silo.
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Relishing the jaunt through the wilderness, the fey Dyrnwyn is a bit disappointed upon seeing the urban Winterhaven and its walled defenses. With a tap of his staff upon the path, the wizard approaches the guards with the group of adventurers and allows the others to present their request for audience.
Hearing of the market, the Eladrin's ears perk up and he nods his approval for a visit to his companions, considering the potential for exotic and esoteric goods. Perhaps the city has its merits, he muses.
Dyrnwyn will have divided the 34 silver between his comrades and set fire to the kobolds bodies so other marauders might not benefit from their implements
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Silo Mezzo wrote:
No, though we may take a look at it, we have been sent by the priestess Marla of the Great Church to find a priest by the name of Kalarel. You have not heard of him have you? Asks Silo.
"Kalarel?" The guard looks thoughtful. "No, I don't think so."
He looks to his partner, who shakes her head. The first one says, "If it's a priest you're after, you might ask Sister Linora. She runs our services. The Temple is probably closed for the night, though."
Note that I may have given the wrong impression of Winterhaven. Though it is walled, it is far from a city; the total population including outlying farms is less than 1,000.
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pat512 wrote:
Note that I may have given the wrong impression of Winterhaven. Though it's walled, it is far from a city; the total population including outlying farms is less than 1,000.
My mistake, sorry about that. In my haste to catch up, I posted incorrectly. Got my grades done yesterday. Last day on Monday, then fog dissipates.
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Silo continues to his discussion with the guard saying. "Very well morning will have to do, what can you tell us lodging?"
Fixed quotes. Sorry, should probably have had a cup of coffee before posting.
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Silo Mezzo wrote:
Silo continues to his discussion with the guard saying. Very well morning will have to do, what can you tell us lodging?
"Oh, there should still be room at Wrafton's. Right through there," he points helpfully at the large building just inside the gate.
Silo, if you could remember to put quotes around the in-character speech, it would help readability. Thanks!
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"Thank you." Says Silo to the guards.
Turning to his companion Silo says. "It is getting late I believe we should stay the night at this Wrafton's the guard has directed us to and begin are search for Kalarel in the morning."
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"I think it is a good idea to take a chamber in the inn." Frivry says with a tire eyes when he follows his companionship.
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"Aye, and I could rightly slake my thirst with a goblet of wine! Perhaps several to wash the dust of the road from my lips," the Eladrin states with renewed vigor at the promise of libations.
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"Having a bed to sleep in beats a night on the ground by miles. An inn sounds fabulous to me. We can try to find out more about our guy in the tap room."
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Wrafton's is the first building travelers come to inside Winterhaven's gates. On entering the spacious inn and tavern, a friendly, attractive woman calls out over the crowd, "Welcome to Wrafton's, travelers. Find seats, and we'll have ale right out!"
The tavern part of Wrafton's is fairly busy, with waitresses moving quickly through the crowd. Distinctive figures in the inn include an old farmer at a table in a corner, who seems to be telling stories to some adolescent boys; another old man, slim and bespectacled, with an air of gravity, drinking quietly and watching the group enter with evident interest; and a stern-looking elven woman in hunter's leathers, sitting at a table alone and apparently trying to keep an eye on the door. At one end of the bar, near a fireplace, a young male halfling is leading a group of drinkers in a rather bawdy song about a lonely giantess.
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Silo finds a table in the center of the tavern big enough for all his companions to sit at then waves over a bar maid hands her a gold coin and says. "Keep the ale coming." Then looking at his companions he ask. "So any of you heard of this Kalarel before." While trying to notice the reaction of the tavern patrons to the name.
I assume I need a roll for this so 1d20=2
and it probably wont matter what it is since I doubt any mod will help that.
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Silo Mezzo wrote:
Silo finds a table in the center of the tavern big enough for all his companions to sit at then waves over a bar maid hands her a gold coin and says. "Keep the ale coming." Then looking at his companions he ask. "So any of you heard of this Kalarel before." While trying to notice the reaction of the tavern patrons to the name.
I assume I need a roll for this so 1d20=2
and it probably wont matter what it is since I doubt any mod will help that.
The relevant skill would be Insight. I'll let the others have some time to chime in before updating tomorrow.
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Insight: 1d20 6=8
"I 'm a little bit tired!" Frivry says when he sits in the table that Silo chooses.
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Gran leans back in the chair as he drinks his ale. He keeps an eye on the those in the room.
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Sorry, should have reminded you in the previous note that I prefer to roll Insight checks
Nobody save the old farmer seems to react to the name. He interrupts his own story, to look at you and ask, "Are you looking for someone, fellers?"
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Concerned with who might be listening and not wanting to alert his quarry to his intentions Silo says to the old farmer "Yes we are looking for a priest named Kalarel have you heard of him. A friend of ares has and heard of his work."
I posted something similar about an hour ago but its gone now.
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Silo Mezzo wrote:
Concerned with who might be listening and not wanting to alert his quarry to his intentions Silo says to the old farmer "Yes we are looking for a priest named Kalarel have you heard of him. A friend of ares has and heard of his work."
The farmer gets up from his table and comes over, taking a seat uninvited at yours. One of the barmaids immediately brings him a fresh mug, from which he takes a deep draught.
"Kalarel . . . Kalarel . . . Can't says I know the name. And I know most everyone 'round these parts, pardon me for saying so.
"Oh, my manners. I'm Eilinan. Eilian the Old, some folks call me when they think I can't hear them. But don't you believe it!" he cackles.
"So who are you lads, and who is this Kalarel?"
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Dyrnwyn eagerly accepts the ale from the maiden with a sincere "thank you" in the common tongue and proceeds to empty a significant portion in his first attempt.
Glancing about Wrafton's tavern with the veil of a whimsical traveler, the Eladrin notes the locals and more exotic patrons, particularly the elven woman guarding the door with her alert eyes. Familiar with the mannerism of his remote kinsmen, Dyrnwyn marks her watch with curiosity and hidden interest.
At the approach of Eilinan the Old, he tips his ale and drains the remainder with an optimistic look toward the bar maiden.
"I am Dyrnwyn, and it is true, I am not of these parts," he offers genially. "I am from a vanishing tower in the east and my folk make their passage when the Feywild manifest itself in your world."
"I thank you for your welcome and confess that I know little of Kalarel, as well. It was our hope that one here might."
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