pat512
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Marla of the Great Church, an earnest young priestess of Pelor, had contacted you. She has been studying the history and activity of various demon and death cults. According to Marla's research, witnesses saw a small group of death cultists traveling toward the small town of Winterhaven about a year ago. She has since learned that the head of this group is a dangerous and twisted priest named Kalarel. Marla fears that Kalarel has set up a sceret cult in the area and is conducting unholy ceremonies. She asked you to travel to Winterhaven, determine if there is any death cult activity in the area, and, if so, to stamp it out. She has offered a 250gp reward for bringing back proof that the cult has been destroyed and its plan disrupted.
You find yourselves traveling down a road that hasn't been maintained in nearly a hundred years, through a dangerous wilderness toward the small town of Winterhaven.
Please describe yourselves and what the others know about you, and feel free to chit-chat on the road while we're getting everyone together
| Silo Mezzo |
A mercenary from a not too infamous mercenary company doing a little business on the side. Standing 5'10'' with an athletic body and long strait hair at 25 he's the youngest Eladrin most non Eladrin have ever met. Raised by humans since he was an infant he tends to fit in with them better then his own kind. He has a tendency to avoid other Elven.
pat512
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While you're introducing yourselves, go ahead and take a look at the map of the road.
You're traveling east to west (right to left). The road (yellow) is made of dirt, crushed rock, and occasional loose bits of ancient cobblestone from the original roadbed. Scattered boulders about 5' high (dark grey) sit along the side of the road. Thick foliage (green) grows near the road in several places. Sheer rock outcroppings (maroon) are 50' tall. There are three graves (pale green-gray) near the road, not fresh, but not old.
Please tell me where you want to be on the map, anywere from columns W-EE. Let me know if you have any questions about the map.
Squares are 5'. Squares that contain road or grass (blank) do not hamper movement or affect visibility. Boulders provide concealment and possible cover for creatures hiding behind them. Characters can not move onto a boulder without an Athletics check. Foliage areas are lightly obdscured and provide normal cover for those attacking from or into the area. They are difficult terrain. Rock outcroppings require Athletics checks and a major time investment to climb. Gravestones (t) provide cover to anyone in their spaces.
No need to rush on the characters, but making the map took a while, and I wanted to do it while I have time on my hands!
| Gran Rey |
Gran Rey stands 6'2" and weighs 206 pounds, with dark-brown eyes. He has a well muscled frame.
He wears dark, twilight blue armor. A dark cloak, with a silvered raven clasp, draped over it. On his back he carries a large glaive. The polearm shaped like bone and colored black.
pat512
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Just need Dyrnwyn to place himself.
The wind in your face is cool and comfortable. The road beneath your feet is level. An occasional ancient cobblestone peeks through the dirt road, indicating decades of neglect. You notice footprints leading up and down the road, many of which were made by small, clawed feet.
| Dyrnwyn |
Born of Tiefling blood, Dyrnwyn stands over five and a half feet with a crest of subtle, curving horns adorning his brow. With eyes of ember, accented cheekbones, and alabaster teeth tapering to an intimidating point, the infernal heritage of the Tiefling is unmistakable and, to some, disturbing in its extra-planar and blood-pact origins. Dressed in sleek, dark garb of indiscernible skins and archaic materials, Dyrnwyn’s dusky raiment accentuates his wicked and enigmatic appearance.
Curiously soft-spoken with sibilant articulations, the Tiefling is often perceived as strikingly passive in his discourse, though this misperception and his subdued tone serve as a adequate veneer for his strategic and meditative cunning. Though lacking the guile of his more nefarious kin, Dyrnwyn is tactical and reserved in his politics and earnest in his resolve when confronted with intrigue and discord. Condemned by prevailing sentiments of hellish ancestry, the Tiefling has come to accept his alienation from the swarms of human rabble and revels in the reception and community of the world’s more enlightened and cosmopolitan folk.
A wizard of burgeoning power and latent potential, Dyrnwyn extracts the mystical and sublime forces from the nether and harnesses them to devastating effect.
pat512
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I Stand and turn to the others and say
"I can not make much out from these tracks but what ever made them is not very big."Could I make out how old they are?
No, that would have been the Perception check. Also, it's easier to follow a pbp if you write in the third person, if you don't mind. thanks.
Dyrnwyn, got it.| Rhiannis |
Perception;Nature (1d20+1=2, 1d20+1=11)
"I have no clue. But they do look small, don't they?"
Rhiannis is nearly ready. Some equipment (the small things) is still missing + backstory has not been done.
| Gran Rey |
I Stand and turn to the others and say
"I can not make much out from these tracks but what ever made them is not very big."
Gran looks at the young Eladrin, "I'm sure something so small should be a concern for us. Let's keep moving. The more time we waste, the more time this cult has to strengthen itself."
pat512
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I took guesses as to your lineup further down the road, in the interests of moving things forward.
Most of the party sees nothing out of the ordinary, but Frivry:
Everyone roll initiative, though only Frivry and the opponents can act in the surprise round. Characters acting in the surprise round can take a single action -- a standard (basically use a power or charge), a move action (walking your speed, shift, or run [speed+2 and grant combat advantage]), or a minor action. Bear in mind that a square is a square of movement regardless of horizontal, vertical, or diagonal.
| Silo Mezzo |
Initiative (1d20+4=12)
Since you said to remind you about the warlord passive abilities every one within 10 square who can see and hear me gets +2 to initiative rolls from the Combat Leader class feature.
pat512
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I use my at-will power Deft Strike by moving to the P-7 (special) with a melee attack.
Everyone, please go ahead and roll to-hit and damage when you declare an attack (whether or not you think you hit, unless it's a natural 1). Frivry, you have combat advantage, so roll with your sneak attack.
Gran, remember to add 2 for the Silo's power, so 5.
pat512
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Frivry, apparently seeing something behind one of the rocks, lunges with his dagger but misses.
At that moment a swarm of small creatures hiding behind the rocks spring into view and charge you. Scaled and rust-colored, they have reptilian heads and tails.
Nature DC15:
DC20:
Two of them jab at Frivry with their spears but the halfling is able to dodge them. Two more run at Silo and their spears strike home (-4hpX2=-8hp). A fifth hurls a javelin at Silo, missing.
These (k1-k5) have dark red scales, wear hide armor, and carry a spear, javelins, and a light shield each.[/ooc]
Two more red-scaled reptilians (k6, k7) lunge out, each carrying a shortsword and using what looks like a dragon scale as a shield. The spear-wielders prove distracting to the party, allowing the two with swords to strike home, one on the beleagured Silo (-5hp, and you're bloodied), and the other attacking Dyrnwyn (-7hp).
2nd roll, Nature DC20:
End of surprise round. Frivry goes before the kobolds on round 1; everyone else who has rolled is after. I think Rhiannis's player is in Central Europe, so we probably won't see his initiative for a while. Frivry, go ahead and act; I'll hold off on the kobolds until Oliver is back in. Silo, when we get to your turn, you might consider a Second Wind -- a per-encounter standard action to use a healing surge and gain +2 on all defenses for a turn.
| Frivry |
pat512
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I will use the Positioning Strike at the monster k2 at the square P-6.
My attack roll:** spoiler omitted **
If I hit:** spoiler omitted **
Frivry easily dispatches the spear-wielder.
That's a once-per-encounter power, you realize? In the future, when you use it, please go ahead and tell me where you want to "slide" the opponent, should it live -- you can move your target 3 squares in any direction with a hit with it. It's all in the interest of keeping things moving, as I won't always be responding near-real-time like tonight!
| Gran Rey |
Gran moves to the closest Kobold, his glaive emitting a pale light, and strikes down.
pat512
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The kobolds continue to swarm the party, especially Silo. The one on the northern edge comes out from cover, attacks and misses Frivry, and dances away. The other two spear-wielders, along with the one who had thrown a javelin, rush in with their spears and attack Silo, two of them hitting (-4x2=-8hp). The two with shortswords move in and attack Gran, missing, continuing to skip in and out of melee.
Dyrnwyn, then Rhiannis, then Silo. Silo is in very bad shape.
EDIT: This might also be a good time to remind you of Action Points. Once per encounter, you can spend an AP to get an extra action of whatever type. You start the day with 1AP and gain 1 for every second encounter you complete. THus you want to average spending 1 every other encounter, as you lose any extras when you sleep.
| Dyrnwyn |
Reeling from his wounds, Dyrnwyn wipes the blood from his torn garb and focuses on the red -skinned lizardfolk assailing himself and the others on the path of crushed rock. Quickly assessing Silo’s condition, the Tiefling grimaces at the grievous damage inflicted.
“Silo, can you heal yourself?” Dyrnwyn cries, raising his hands before him.
With a series of bizarre and swirling flourishes of his wand and hands, in tandem with a hissing chant, the Wizard erupts in a flash of silvery light. The bolt races toward one the kobolds with intensity and metallic brilliance.
Target – K5 (in p10), Dyrnwyn casts Magic Missile – At Will Power, 1d20+4 (reflex) = 7 +4 = 11, Damage (not likely)= 2d4+4=6
| Rhiannis |
Minor Action: Warlock's Curse on k3(P8)
Move Action: Fey Step (Encounter Power) to M6
=> moving more than 3 squares => Concealment (Shadow Step)
Standard Action: Eyebite on k1 (with +1 from Prime Shot)
Rhainnis stares at one kobold menacing Silo and mutters a curse under his breath. Then he steps into the mists forming behind him and reappears behind the kobold standing away from the others. He forms his hands into a ball pointing at the kobold standing a bit away from the others and green fire is running up and down his scales.
In case Rhiannis hits:
The kobold blinks and looks around, but does not notice the eladrin stansing behind him.
pat512
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Rhiannis
Do you want to change the rest of your turn?
Nature DC20, Rhiannis only:
| Silo Mezzo |
Staggered but acknowledge the others concern for him Silo shouts “It will take more then some stinking lizards to bring me down.” then draws his sword.
Standard Action: Second Wind +5 HP
Spend and action point
Standard Action: Inspiring Word use on healing surge +5hp and + Inspiring Word (1d6=5)HP
Minor Action: draw longsword
| Rhiannis |
Changing to Basic melee attack with longsword. If the kobold is surprised, Rhiannis may have Combat Advatange. You decide and put a bonus on the attack roll.
Basic melee Attack; damage with longsword (1d20 3=15, 1d8=6)
You hear a swishing sound from behind the bushes. "Yar! Take this!" is Rhiannis yelling.
Take out the Kobold k3! Then I am out of this pickle.
btw I was DM'ing "Gangs in Freeport" this evening and this will be my last post for my day.
Pat:
If the kobold k3 goes down, I use my Improved Misty Step ability to teleport to M10.
pat512
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No worries about the GMing. Just hoping you'd get one in, since things were hanging. I'm about to GM Fortress of the Stone Giants for the rest of the evening!
Rhiannis:
You are immobilized (can't move from your space, though you can teleport, you'll just be immobilized when you reach your destination), a save (10 or better, rolled at the end of your turn) frees you.
Gran, Frivry, you're up.
| Frivry |
| Gran Rey |