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[DnD 4E] Dragondeep (Post-Game Discussion)
Posts
As a readied action for the rest of the encounter if an attack hits Danarous and the roll exceeded a defense by 2 or less he will activate his “Staff of Defense” as an immediate interrupt nullifying the attack.
1d20+6=11, 1d6+3=6, 1d20+6=20, 1d6+3=7, 1d20+6=23, 1d6+3=9
Miss on G1, but hits Z1 and G2 for 7 and 9 damage respectively.
Z1 takes 7 damage bringing it down to 5
G2 takes 9 damage bringing it down to.. well.. killing it, I assume. Fuck y'all!
The last remaining rat bites at B'auw, but can't pierce his armor.
Move: B4 to C4
Standard: Zombie Grab vs. B'auw (16) Hit! - B'auw is now grabbed (until escape). B'auw is immobilized and must make an Athletics check vs. Fortitude or an Acrobatics check vs. Reflex to escape. These checks are made at a -5 penalty.
Zombie 1 (Z1)-
Standard: Zombie Grab vs. Kava (19) Hit! - Kava is now grabbed (until escape). Kava is immobilized and must make an Athletics check vs. Fortitude or an Acrobatics check vs. Reflex to escape. These checks are made at a -5 penalty.
Giant Rat 1 (G1)-
Standard: Bite vs. B'auw (11) Miss!
Next turn: Danarous
CURRENTLY PLAYING:
X-Wing Minis, Magic, Android:Netrunner
Damage; Atk vs G1; Atk vs Z1 (bloodied); Atk vs Z2 (1d6+6=7, 1d20+6=19, 1d20+7=11, 1d20+6=25)
G1 – Hit – DEAD
Z1 – Hit – DEAD
Z2 – Hit – 25/40
Hit for 11 Damage
Action Point: Standard: Eldritch Blast Z2
Hit for 11 Damage
Z2: 3/40
Drawing in a deep breath, Kava roars a jet of fire, covering a good chunk of the room, and scorching the zombie grasping B'auw in the process.
17 to hit vs Ref, 3 fire damage.. (man, talk about punking the damage, but at least it's just enough to finish him off)
"Be who you are and say what you feel, as those that matter don't mind and those who mind don't matter."
-Dr Seuss.
Unless I'm misreading what's what, Z1, the one holding Kava, is dead and the one holding B’auw (the one I just nearly melted) is almost dead.
I can also see that I need to ramp up the difficulty of these encounters. You guys roll like nobody's business.
"Be who you are and say what you feel, as those that matter don't mind and those who mind don't matter."
-Dr Seuss.
Too easy.
CURRENTLY PLAYING:
X-Wing Minis, Magic, Android:Netrunner
Nodding at everyone with a slight smile, the gnoll observes the floor, kicking bodies aside, seeing if there's anything worthwhile.
Perception check. B'auw searches the room, kicking open crates, whatnought.
1d20+9=21
Critical success.
Just as Danarous is about to step onto one of the rotten floorboards you stop him, informing him gruffly that he was about to fall into a trap.
Danarous: Perhaps it's because you already know what you're looking for, or perhaps it's because you're getting closer to the source. Whatever the reason, the magic energies in the room reveal themselves to you as plain as writing on parchment.
You detect the same latent necrotic energy as you did in the dining hall. But now you see that the energy is in a much more defined pattern than you previously though. There is clearly a ritual being worked here, dark and ancient, and someone is performing it right now.
But that isn't all. Among the dark magic flowing through this place you see a different kind of energy, something not of this world. It's shape and flow are entirely foreign to your understanding of how magic works. It seems vaguely demonic, though in all your time in the Order you've never seen anything like it.
Thank you B’auw. I fear I was lost in thought.
My friends I have felt something very dire. There is some sort of ritual being performed here and it is yielding something unlike anything I have encountered. We would do well to make haste and stop this before it progresses to a point that we will no longer be able to contain.
Lets continue kicking ass, ladies and gentlemen.
Your party looks over the room thoroughly, finding nothing of value. Dead rats, burnt corpses, and rotten food create a stench that none of you are sorry to leave.
Back in the hallway, your progress north meets the other door that you investigated earlier.
1d20+9=27
B'auw tries to open the door as quietly and carefully as possible, sneaking a peek at what could possibly be in the room, sticking his head in..
1d20+2=21
Ha-ha! Hot damn.
1d20=3
You land with a resounding thud on hard stone and look up to see that the floor here has been eaten away, creating the pit that you're now in. You don't see any way to easily climb out, but you do see what caused the predicament you're in. On the other side of the pit is a bubbling mass of orange-brown goo, nearly ten feet in diameter, currently occupied with dissolving the remains of a dead sailor. Although it doesn't have eyes, you get the distinct impression that it's looking right at you.
Roll Initiative!
Now that's more like it!
PS- My character sheet had Ahilgen with no action points going into this round. I gave him one for the milestone... but I don't remember using it in the previous fight/s. Did I forget to populate that field the first time?
CURRENTLY PLAYING:
X-Wing Minis, Magic, Android:Netrunner
He thinks: Despite the strain I think I might have to maintain my readiness from here out.
"Be who you are and say what you feel, as those that matter don't mind and those who mind don't matter."
-Dr Seuss.
-You can move in partial squares, just not the tiny little corners or the slivers on the sides. If you're not sure, just post what you think you can do and I'll make you edit if you're wrong.
-The pit is 10 feet deep. An Athletics check (DC 20) is required to climb out. This is considered a move action.
-Don't want to jump into the pit? Make an Athletics check (DC 12 for the left side, 15 for the right) to leap over to the sides. This is a move action. If you fail, you will fall into the pit and take falling damage.
-You can slide into the pit as a move action with an Athletics check (DC 10). You will take half damage from the fall if you fail.
Round 1
Initiative Order:
Ahilgen - 17
Kava - 10
Ochre Jelly - 7
Lilliana - 6
B'auw - 4
Danarous - 3
Party Status:
B'auw - HP 25/29
Kava - HP 28/28
Ahilgen - HP 24/24
Lilliana - HP 24/24
Danarous - HP 24/24
Enemy Status:
Ochre Jelly - HP 102/102 - AC 18; Fort 16; Ref 14; Will 14
Not even a master thief could have prevented the noise made by B'auw falling into the pit. If there's anything alive nearby, it probably heard it. You have no time to waste thinking about that though, as B'auw is now trapped in a pit with a bubbling, very deadly-looking ooze.
Next turn: Ahilgen
Since I will be last through is there a J4 square (in the doorway) and would I have LoS to the jelly from there?
It would be possibly to tie off a rope somewhere on the side and drop it down. There aren't any spots made just for it though. Setting up the rope would be a standard action.
You can stay in J4, and you would have line of sight/effect into the pit from there.
E'thok narhul nar'gah turook kthur, Vecna
Ewan's mouth opens wide and a dark bolt fires from it. When the bolt comes into contact with the jelly it disperses into a cloud, consuming nearly the entire pit and continues to thicken for a few seconds. It envelops B'auw, and becoms so thick that he has no choice but to breathe it in. Ewan doubles over, spitting out nonsense for a few seconds then bolts upright and speaks again in demontongue.
Drek f'kuh B'jul
Ahilgen raises both arms towards the jelly and mystical energy gathers between them, reaching critical mass and finally releasing towards it. Just as the ball of energy reaches the jelly, a hole opens in its middle and the energy passes through it, hitting the wall on the far side and dispersing into shadow.
Ahilgen falls to his knees and mumbles loudly in gutterspeak.
Standard Action: Divine Glow (1d20+4=19) Hit! Divine Glow damage (1d8+4+1=7)
Minor Action: Internal attempt to resist the dark powers controlling him (self-assigned curse, DC 10. ON fail, must use an action point as the darkness controls him. On success, regains self-control) Regain Control (1d20=5) fail!
Action Point: Lance of Faith (Dark) (1d20+4=10) miss
Next Up: Kava
CURRENTLY PLAYING:
X-Wing Minis, Magic, Android:Netrunner
Ok, I kept the same to-hit roll because the Jelly's Will and Ref are the same, and I re-rolled damage. B'auw will gain +2 to his attack rolls until the end of my turn, and everything else should stay the same (Jelly does not move, nor is immobilized.)
CURRENTLY PLAYING:
X-Wing Minis, Magic, Android:Netrunner
Next turn: Kava
On my turn I'd like to conjure a mage hand to carry a rope to G6 and have it tie off so anyone trapped in the pit will be able to climb up out of it with the aid of the rope.
Mage hand says it can move an object up to 5 squares and manipulate an object as a minor.
So I was thinking.
Minor: cast
Standard: tie off
Let me know what you think.
Also I am about to leave for something at work but will be back at ~11 EST so I'll post my action then.
Kava will then use her standard action to take another move action, moving to E5. Then she'll spend an Action Point to use Steel Serpent Strike on the ooze.
24 to hit AC, 17 damage, and the ooze can't shift till the end of Kava's next turn.
Ochre Jelly - HP 85/102 - AC 18; Fort 16; Ref 14; Will 14 (marked)
"Be who you are and say what you feel, as those that matter don't mind and those who mind don't matter."
-Dr Seuss.