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[DnD 4E PbP] Keep on the Shadowfell (IC)
Posts
Free Action: Spending Healing Surge from Panmorn's Paladin's Judgement - Dire gains 5 HP.
Move Action: Shift to I7
Standard Action: Scorching Burst vs Reflex aimed at E10:
Attack Roll vs DW2: 1d20+7 16 - Hit
1d6+5 10 damage
Up Next: @El Skid
Standard:: Stirring Shout vs will on Irontooth (15)
Action Point: Blunder vs will on wyrmpriest (15)
Attack roll#1: Stirring shout vs will (15) on Irontooth (1d20+6=24, 2d6+5=11) HIT for 11 damage. For the rest of the encounter, anyone hitting irontooth gains 5 HP (no surge required)
Attack roll#1:Staggering Note on DW2 vs Will (16) (1d20+6=14 MISS
Up next: Zevi (I'll take the turn if I have a chance, or someone else can go ahead)
Move Action: walk F10 to F15
[Up Next: @Figgy]
Old Turn:
Minor Action: Hunters Quarry on DW2
Standard Action: Split the Tree
Attack Roll: Split the tree on DW1 and DW2 (1d20+6=16, 1d20+6=19)
Damage Roll: Damage on DW1 and DW2 (2d10+5=17)
Hunters Quarry Damage:Hunter's Quarry on DW2 (1d6=2)
DW1 takes 17
DW2 takes 19
[Up Next: @Figgy]
Irontooth growls at the assault, shoving Panmorn aside to fall in at his flank before making two sweeping blows. Only one connects, but it gives the denwardens behind him a chance to make their move. Both creatures form a flank around the wizard and strike out at Dire and Barran, inflicting minor pains.
Suddenly, the cavern is lit with a bright, fiery light. Cries of pain echo off the stone walls, and when the dust clears, Panmorn and Halvard clutch their faces in pain, trying in vain to brush away the fire that momentarily engulfed them. The wyrmpriest smiles; a thin curl of smoke escaping the corner of his mouth.
Move: Shift J11 Standard Action: MBA vs Panmorn Action Point: MBA vs Panmorn
Attack Roll: Irontooth @ J11 vs Panmorn: 1d20+8 20 1d8+4 8 - Hit for 8 damage!
Attack Roll: Irontooth @ J11 vs Panmorn (Action Point): 1d20+8 9 - MISS!
▐ Kobold Denwarden 1 (DW1) ▌
Minor: Shift I8 Standard: Ready when DW2 moves flank: MBA vs Dire
Attack Roll: DW1 vs Dire: 1d20+7+2+1 17 1d8+1 5 - Hit for 5 damage!
▐ Kobold Denwarden 2 (DW2) ▌
Minor: Shift G8 (Triggers DW1 readied) Standard: MBA vs Barran
Attack Roll: DW2 Mba vs Barran: 1d20+7 24 1d8+1 3 - Hit for 3 damage!
▐ Kobold Wyrmpriest (KW) ▌
Minor: Shift M14 Standard: Dragon Breath (Close Blast 3) vs Panmorn and Halvard
Attack Roll: Wyrmpriest Dragon Breath (Panmorn;Halvard): 1d20+6 20 1d20+6 23 1d10+3 8 - Hit both for 8 fire damage!
Map
Note: Zevi is actually at F15
Stats Sheet
Zevi (21)
Irontooth
Kobold Wyrmpriest
Kobold Denwarden 1
Kobold Denwarden 2
Panmorn (11)
Halvard (10)
Dire (5)
Barran (2)
◄Stat Blocks►
Barren - 20/23
Dire - 11/21
Halvard - 23/31
Panmorn - 17/33
Zevi - 23/23
Irontooth ► ■ HP 69/106 ■ AC 16 ■ Fort 16 ■ Ref 14 ■ Will 15 ■ ◄ Immediate reaction: Can shift 1 square when missed by a melee attack
Kobold Wyrmpriest ► ■ HP 36/36 ■ AC 17 ■ Fort 13 ■ Ref 15 ■ Will 15 ■ ◄
Kobold Denwarden 1 ► ■ HP 33/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Kobold Denwarden 2 ► ■ HP 20/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Notes
[Up Next: @RedDawn]
The paladin felt a surge of holy energy flow through him as he struck, and he new Pelor had answered.
Standard Action: Holy Strike
Attack Roll: Holy Strike on Irontooth (1d20+7=19)
Damage Roll: Damage on Irontooth (1d8+4+4+2=13)
[Up Next: @Denada]
+5 HP from hitting Irontooth
Standard Action: Charge (Howling Strike) to L14 vs. KW
Attack Roll: 1d20+6+1=25 Damage Roll: 1d10+1d6+4+2=14
Up Next: @Hensler
Move Action: Shift to F9
Action Point!
Standard Action:Burning Hands vs Reflex:
Attack Roll vs DW2: 1d20+8 28 - Hit
Attack Roll vs DW1:1d20+7 22 - Hit
Attack Roll vs Irontooth: 1d20+7 13 - Miss (half damage)
Damage Roll - 2d6+5 12 - DW2 is killed, DW1 takes 13 damage, Irontooth takes 6 damage
Up Next: @El Skid for next turn, @Figgy for provoked attack on Dire
Roll: OA vs Dire: 1d20+7 23 1d8+1 2
Dire takes 2 damage.
Move: to G12
Attack Roll: Cast staggering note on Irontooth vs Will(15) (1d20+6=22) HIT for 5 damage. Irontooth is pushed to J13 and Halvard gets a free MBA. Barran heals to full health
Up next: @Denada for an MBA and then whoever wants to do Zevi
Standard Action: Twin Strike vs Irontooth:
First Arrow:1d20+6 24 - Hit
Second Arrow: 1d20+6 13 - Miss;
Elven Accuracy, Re-roll: Twin Strike Reroll: 1d20+6 23 - Hit
Damage Roll: Quarry Die: 1d6 2 First Arrow Damage: 1d10+1 4, 6 Damage Total
2nd Arrow Damage : 1d10+1 8
Irontooth takes a total of 14 damage from this turn.
Up Next: @Figgy
As the battle continues and Irontooth takes blow after blow, his body begins to weaken. Zevi's arrows pierce his chainmail, and he slumps down onto one knee and steadies himself. The adventurers momentarily think him defeated, until he bounces back into an attack stance and charges at the ranger. He is clearly enraged. Luckily, his frantic swings find no purchase. He seems to have gained some strength.
Standard Action: Charge Barran at H11
Attack Roll: DW1 chrg vs Barran: 1d20+1+7 25 1d8+1 6 - Hit for 6 damage!
▐ Wyrmpriest (KW) ▌
Minor: Shift N13 Standard Action: Charge Panmorn at K12
Wyrmpriest chrg vs Panmorn: 1d20+7 18 (forgot +1 from charge, wouldn't matter) - MISS!
▐ Irontooth ▌
Move: Shift J13 Standard Action: Charge Zevi at G15
Irontooth Charges Zevi: 1d20+1+8 16 - MISS!
Heals himself for 5 damage.
Map
Stats Sheet
Zevi (21)
Irontooth
Kobold Wyrmpriest
Kobold Denwarden 1
Panmorn (11)
Halvard (10)
Dire (5)
Barran (2)
◄Stat Blocks►
Barren - 19/23
Dire - 9/21
Halvard - 28/31
Panmorn - 22/33
Zevi - 23/23
Irontooth ► ■ HP 19/106 ■ AC 16 ■ Fort 16 ■ Ref 14 ■ Will 15 ■ ◄ Immediate reaction: Can shift 1 square when missed by a melee attack
Kobold Wyrmpriest ► ■ HP 22/36 ■ AC 17 ■ Fort 13 ■ Ref 15 ■ Will 15 ■ ◄
Kobold Denwarden 1 ► ■ HP 21/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Notes
[Up Next: @RedDawn]
In his haste and anger, Panmorn swung wide and missed his mark.
Standard Action:
Attack Roll: Holy Strike on KW (1d20+7=10)
Damage Roll: Miss!
[Up Next: @Denada]
Standard Action: Bloodletting vs. Irontooth
Attack Roll: 1d20+6+1=16* Damage Roll: 2d10+4+3+2=19* 17 damage
Up Next: @Hensler
*Lots of confusion on that one. I wasn't charging but flanking, got my bonuses mixed up, then confused myself and added charging bonus to damage. 17 to hit, 17 damage, Irontooth is still alive with 2 HP.
Up Next: @El Skid
Move: Shift to F11
Standard: Blunder vs Will on KW (15)
Attack Roll: Blunder vs will(15) on KW (1d20+6=18, 1d6+5=11) HIT. KW takes 11 damage, is slid to K13, and then Halvard gets an MBA on him.
Up next: @Denada for MBA, then whoever for Zevi
Attack Roll: MBA on KW (1d20+7=27) Crit! Natural 20
Damage: 12 damage
[Up Next: @Zevi]
First Arrow: 1d20+7 26
Second Arrow: 1d20+7 18
Quarry Damage: 1d6 2
First Arrow Damage: 1d10+1 4 - Irontooth is killed
Second Arrow Damage:1d10+1 11 - DW2 takes 11 points of damage.
Up Next: @Figgy
Irontooth falls to his knees in pain, Zevi's arrow buried in his chest and protruding out the other side. He sputters something in Goblin and falls dead to the dusty cavern floor.
The last remaining kobold lunges at Dire, but misses wide.
Minor: Shift G10 Standard Action: MBA vs Dire
Attack Roll: DW1 vs Dire: 1d20+7 13 - MISS!
Map
Stats Sheet
Zevi (21)
Kobold Denwarden 1
Panmorn (11)
Halvard (10)
Dire (5)
Barran (2)
◄Stat Blocks►
Barren - 19/23
Dire - 14/21 +2 all defense until EONT
Halvard - 28/31
Panmorn - 22/33
Zevi - 23/23
Kobold Denwarden 1 ► ■ HP 10/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Notes
[Up Next: @RedDawn]
Minor Action: Divine Challenge on DW1
Standard Action: Holy Strike on DW1
Attack Roll: Holy Strike on DW1 (1d20+7+2=21)
Damage Roll: Damage on DW1 (1d8+4+2=10)
[Up Next: @Denada]
Halvard stands up from searching the battered body of Irontooth, the hobgoblin. He holds out a small silver key and a rolled up letter.
My spy in Winterhaven suggests we keep an eye on any visitors to the area. Continue to lead attacks on the area. I need time to completely open the rift and summon the minions of Lord Orcus.
-Kalarel
Amongst the treasure pile, Dire finds some gold and, perhaps more importantly, a large chest. It is locked.
You earn: 250 XP each
You find:
Silver key
Rolled up letter
62 gold and 40 silver
A large chest, locked.
What do you do?
Orcus knowledge religion check. (1d20+5=6)
Dire walks up to the chest and opens it with the silver key. When he lifts the lid, the first thing he notices is the rather large pile of gold coins. But the wizard cannot ignore the ornate piece of armor folded neatly beside it. Lifting it up, he notices arcane symbols etched down the chest. The symbols are a dull umber, as if burnt into the leather. Examining the armor is no challenge for you, and you recognize the enchantment immediately.
This is enchanted to magically store a power for later use. It can even store the power of another person. Where did Irontooth's lackeys find something like this?
420g
and
Armor of Exploits
Level 3 +1 Leather Armor
During a short or extended rest, you can store one at-will or encounter martial power in your armor. It can be your own ability or one of your companion's. You can only store one ability in the armor at a time. You cannot store a power of higher level than the armor (3) and you cannot use a power stored in the armor that is higher than your own level. Once the power is used, you must store another power to use it again.
Power (Daily): Standard Action. Use the power stored in your armor. If it is an encounter power, you must spend 1 action point to use it.
He then said a silent prayer to Pelor, thanking him for the strength in battle, and asking for protection on the road ahead.
It appears our friend Zevi has already fallen asleep..."
"Who goes there? What business have you in Winterhaven?"
"Rosie, eh? Not sure I know anyone by that name, but you seem like a nice enough lot."
He withdraws his head just as the gate begins to open. Inside the walls you're greeted by a city long shut down for the evening.
"The problem with fire is that people respond to it with fire. Kind words get responded to with kind words, if you have the knack of it. And...since I do have the knack, maybe we can just hold off on the fire altogether while we're in the city, at least until my words fail?" Though the meaning behind his words were crystal clear, his demeanor was laid back and friendly, as though there was no doubt in his mind that Dire was perfectly able to control himself and life was good.