Jacen Ramirez |
Jacen frowns at the prospect of having to drill for 17 hours back at camp to make up for this performance.
Invigorating Assault
SZ 1d20 + 6 ⇒ (3) + 6 = 9 vs AC; 1d8 + 3 ⇒ (5) + 3 = 8 damage.
Action Point to do the same again.
Invigorating Assault
SZ 1d20 + 6 ⇒ (5) + 6 = 11 vs AC; 1d8 + 3 ⇒ (7) + 3 = 10 damage.
These must be those nouveau old school electronic d20s that only roll 1–10.
Also, I don't have those 3 temp HP anymore.
___
20/24 HP; 8/8 Surges:
Initiative +0; Speed 5
Passive Perception 14, Passive Insight 19; Low-light vision
AP: 0
Conditions: none
Dailies:
Encounters: Healing Strike, Healing Word 2/2, Turn Undead
Aardvark DM |
Thanks, I will take it off. I just looked at the attack rolls for the last round. Out of 7 attacks from the party, the average result of the roll was 4, OUCH. The dice do not want this guy gone for some reason, and he's like one good swing away.
Jacen Ramirez |
Aardvark DM |
Yuriel moves around to strike while leaving a space open for one of his fellow combatants to step up. He jabs at the noble in irritation, driving his spear home into its chest. The now dead noble, to stay this time, slumps over the end of Yuriel's spear before he withdraws his weapon to let the body drop to the ruined floor in a rumpled heap.
Aardvark DM |
No one has seen or heard from Levechem since he flew off to scout with Booj.
Looking around the debris of building scrap and the rotting limbs there is obvious old arms and armor. The three soldiers were each using chain mail, light shields and long swords. The six rotting corpses had moldy leather. The noble was wearing leather and a helm. Each of the undead has a coin purse.
In the back room can be seen three dead bodies, which look to be freshly dead. It's possible these were the three that you followed here.
I forgot to mention, the coins in the box from the first fight was given to you guys when Tulgeikh gave you the new assignment. It had 60gp in it.
Aardvark DM |
Between the eight undead there is a total of 100 gp, and two onyx.
Aardvark DM |
Booj goes over the bodies of the three newly dead. They are dressed in rough, dirty clothing. Underneath, though, they all wear cloth badges with a bear on it. Badges of Legio Ursidaes.
They also have a blood-stained letter.
"Donovan,
You and the men will meet me at the old guard post we had agreed upon. When you have the reports, go there and use the signal. I will arrive and you will get the reward you deserve for your service.
Signed, Giovanni"
Yuriel Gard |
"Well, it seems clear that their reward was as they deserved, if not as they wished. Armand, does the name Giovanni mean anything to you?"
Heads up that I'm about to get on a 27 hour flight from New Zealand to the UK. So no posts from me for a while. After that I'll be on vacation in the UK for 4weeks. Will be able to post most days, but may miss a couple. Happy for anyone to step in as required to keep momentum.
Jacen Ramirez |
For once, Jacen and the High Protectors can both agree that undead are an abomination of the natural laws.
"This might not be the work of a novice necromancer," he reckons as he studies the former-noble zombie from two steps away.
Does Religion 1d20 + 4 ⇒ (17) + 4 = 21 tell me anything else?
Aardvark DM |
Jacen notices what appears to be an expended ritual trigger in the room of the three victims. It resembles some workings associated with the negative energy, or a planar connection to the world of shadow.
There is the Plane of Shadow, but I don't use the Shadowfell per se. It is just the alternate prime in shadow form.
The name Giovanni is not so rare that it could be associated to any one person by that alone. All of you may have come across someone by that name just in your time with the forces. The odd thing, however, is that no one can remember seeing any Legio Ursidaes within the allied forces.
Doing it this first time, as a reminder, but a Knowledge Arcana reveals that the helm the noble wears is magical. To identify magic Item properties, I use the knowledge Arcana, Identify Ritual, with the DC equal to 20+ 1/2 of the item's level.
Booj |
DM:
Doing it this first time, as a reminder, but a Knowledge Arcana reveals that the helm the noble wears is magical. To identify magic Item properties, I use the knowledge Arcana, Identify Ritual, with the DC equal to 20+ 1/2 of the item's level.
Is this intentional house-ruling? It's the 3.5 way, but 4E baseline is 5 minutes of fiddling identifies anything. Your game, your call, of coures, but want to check.
Aardvark DM |
Sorry, yes it's a houserule of mine. I try to post/clarify them before they come up, but since I don't write most of mine down, I forget some of them. This one is mainly because I liked the days of walking around with stuff that you may be unclear of until you manage to figure it out. Also, my rule is if you do not succeed, you have to wait until you level to try again (not doing when skill goes up because then it would only be every 2 levels for 4E).
EDIT: added to the Houserule section under my profile.
Aardvark DM |
The helm is old and in a minor state of disrepair, but other than that, Armand can only really tell the fact that it is obviously magic.
General appearance, not quite THAT beat up.
Aardvark DM |
Yes, but the detect magic portion of Arcana is one of the only two "trained only" aspects of the whole 4E skill system. I would houserule more of them to have trained only aspects, but to me the list gets big and is a big change from the core idea. So, it's not something I wanted to start with on my first PbP.
Aardvark DM |
So, what are the characters doing?... a.k.a. BUMP
Seljak |
Presuming we can take 2 short rests, yes (one to recover my heal, cast it on you, and a second rest to recover it again). Presuming we have the 10 minutes to spare, the heal below is all yours, roll is irrelevant since it will max you regardless, but rolling just to see another 1 come up.
Xollest surge of endurance swells Booj's small frame.
Standard Action: Healing Word for 1d6 + 3 ⇒ (4) + 3 = 7+healing surge value
Aardvark DM |
As the group relaxes enough to catch their breath, tend their wounds and investigate the area, Roedd discovers tracks. They appear to be from one heavy, four-legged, hoofed creature, most likely a horse. The trail of hoofprints lead further off into the forest, still following toward the river's origin in the mountains to the northwest.
Will Temp |
Hi everyone - drive by update and apology from Yuriel. Made it to the UK and having a good time seeing friends and family (first time back home in 2 years). Having more trouble getting internet access than I expected. I'm going to have very limited access via this temp account until Monday next week when it all sorts itself out. Sorry to interrupt the flow, Yuriel will tag along with the majority, and regain his personality asap :).
Aardvark DM |
Sorry for the delay, refining my Skill Challenge rules, in the link. Skill Challenges
With half a day behind you, and energy revitalized from the rest, you all gear up and make to follow the tracks that Roedd has discovered. The path is easy enough to follow at first, the soft ground and the speed at which the rider travelled made deep divets in the earth. After an hour of trailing the rider's path the signs diminish as the undergrowth and rocky terrain both become more prevalent. It is not long until the trail becomes almost too hard to find, the forest's depths and the encroaching dusk hiding the signs. Without a stronger trail to follow, judging the path taken by the rider will be difficult. There must be some way to continue to effectively follow your quarry?
Okay, I have the level of skill challenge, and the 1st, 2nd and 3rd skills usable. Explain what you are doing to use which skill, roll your skill check, and we will see how the group fares. This is the first time I'm trying this method, so this is a kind of playtest. I ask that you provide feedback afterwards in the discussion thread so i can refine the system if necessary.
Yuriel Gard |
Yuriel seeks the natural paths through the undergrowth, the easy passages between rocks, that will unconsciously guide the horse and rider. These are the places for Roedd and others to search most carefully for signs of passage.
"Check over here, beside this outcrop."
Nature roll: 1d20 + 4 ⇒ (1) + 4 = 5
Roedd |
Roedd checks for unnatural positioning of rocks (those that may have been disturbed by passing),missing lichen patches that ought to be present on rocks, and the lack of wild life (to include bugs) whose absence may be due to recent intruders.
Nature:1d20 + 9 ⇒ (18) + 9 = 27
EDIT: Whoops, didn't realize that Yuriel already made a nature check. Not sure if that precludes me from doing the same. Your post does not make clear if everyone get's to make a check, or one per skill, etc...