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[DnD 4E PbP] Shadowfell and Beyond (IC)

SquintsSquints Registered User regular
edited November 2010 in Critical Failures
((The OOC thread can be found here ))

The Party: (I threw the ones not in Orokos up so everyone can check them out quickly, you don't have to use it if you don't want)

Gene, Half-Elf Sorceror (Sipex)
Caleb, Human Monk (3clipse)
Quest, Tiefling Paladin (Mark)
Daine, Human Cleric (Waffle)
Rashaj Arrajah, Human Invoker (Alphaboomerang)
Aria Flamebow, Tiefling Bard (Snowdown)

Actions will be in italics. Conversations normal formatting - but feel free to choose a color that isn't Attack Roll Orange or Damage Red to personalize your speech.

Onto the story - how did this odd group come to together? A man named Douven Staul is the tie that bonds.

Gene was raised in the city with a pretty normal child hood but when he hit his adolescent years he began to develop strange powers. The locals trained in arcana did not know what to do with him as they weren't familiar with the idea of sorcery and without a place to fit in, Gene was ostracised.

Shortly after developing his powers a man by the name of Douven showed up in town and Gene was summoned forward once more. The locals explained that Douven would be able to help Gene develop and control his powers in exchange for servitude and agreeing to work on some...project the man had in mind. Having no where else to belong Gene hastily agreed to go with the man in hopes that he'd be able to help him belong.


Caleb is a Human with a Dwarven family name. Found by Dwarves as an infant, he was raised as a monk to harness his mental abilities. Perhaps it became awkward as he outgrew his classmates (and then his teacher soon after) at such a young age, but his skill was vast.

Skilled as he was, though, he yearned to know what the world was like outside the walls (and the small areas of forest he had seen while venturing outside the monastery to train or meditate), to discover what his life could have been like had he not been adopted b y the monks. As much as it saddened him, Baern had always known in his heart that this day would one day come, and so he prepared the young monk for the outside world, giving him food, and water, and everything he would need to survive while venturing on his own (protection was not something either of them was concerned about, as anyone attacking Caleb would soon discover why this was a very poor idea). On the day that he left each monk bid him farewell, and so he departed.

A man named Douven approached the young man and struck up a conversation after watching the monk dispatch of would-be bandits. Eventually he asked Caleb if he had ever considered adventuring or mercenary work. He hadn’t, but, always open to new experiences, he began working for Staul, spending 8 months under his employ.


Quest is a young Tiefling, only 22 years old. His first memory is dying and being reborn in a fire – not literally, of course, but his parents, a human woman and her Tiefling husband, were killed when their home was put to the torch by superstitious villagers demanding the destruction of the witch and her demon lover. Rescued from death by a passing Dragonborn paladin (who had attempted to stop the burning but was unable to sway the enraged crowd of villagers), Quest swore himself when only four years old to the image of the Platinum Dragon on his fierce rescuer's armor. The little one was as good as his word.

Quest grew to adulthood, boarding as a pupil at one of the Platinum Dragon's schools. As an adolescent, he heard the Dragon's call and answered, squiring himself to Akra, the same Paladin who rescued him years ago. The young squire proved an ambitious and determined student and absorbed all the hard work that his paladin mentor placed on his shoulders, growing wiry and tough over the intervening years. A year ago, Akra fell in battle and Quest took up his fallen mentor's blade, slaying his killer and standing shoulder to shoulder with his brother and sister paladins till the end of the day, carrying Akra's sword and shield but wearing nothing but a squire's simple linen tunic. From that day on, he was a full fledged Paladin.

Outside the school and its base city things were different. A Tiefling Paladin. A walking contradiction? Perhaps, depending on where you travel. Indeed, Tieflings get looks of bigotry from humans as they walk the streets. Muttered accusations of stealing a Paladin's attire and having the gall to wear it. A man named Douven had no such accusations. He approached the Tiefling and convinced him to join his growing company - there was plenty of evil to dispatch in the name of his God.


Daine was born into a small farming community along a small river. Always a devout man, Daine and his family followed closely the teachings of Pelor: giving to those less fortunate despite meager earnings; he was a frequent volunteer for duty in the town Sheriff's brigade to correct the smallest of wrongs. During the middle of his life, ~ age 40, Daine was noticed by a new Pelorian friar at the local abbey. His progessive martial skill combined with his faith led Father Morborel to refer Daine to a distant monastery for training in the ways of Pelor's order.

Now approaching the twilight of his life, Daine has worked for 20 years as a Cleric of Pelor. His son, preternaturally gifted in the Divine arts, has already far surpassed his father, Ithal p'Daine is an Invoker of Pelor with deadly skill. Ithal's skill was so great that he was sent to lead a cabal of Pelorians into the Wild to retrieve an ancient artifact. It has been months since Ithal's departure, and Daine is desperate for news of his son. He sets forth to discover the nature of this artifact, the truth of Ithal's mission, and his potential where-abouts. At this age, He knows that this will be the last time he can glorify Pelor. In Pelor's name he will bring back the greatest prayer ever offered to his god - his own son, even if he must wrest him from the chains of Torog himself.

A man named Douven crossed paths with Daine and was quick to see his potential, even at his age. His company operated in the vicinity of the last-known whereabouts of his son. Jobs clearing out evil in tombs with ancient artifacts would no doubt turn up clues about his son. There was a simple request from Douven: if they found his son, Daine would still work with the company for a few more years.


It is no coincidence then that Rashaj Arrajah was the next to join the company. Hot on the trail of Daine's son, rumors of a powerful Invoker brought the company to Rashaj.

Those among the nomads who are blessed with Pelor's power are similar to the god's aspect in those barren lands. Harsh and unforgiving, theirs is a blinding light, that burns through lies and evil. Known as the Order of the Hands of the Sun Lord, it is their duty to purge the sacred sands of all transgressors, and to weed out corruption and weakness among the ranks of the hardy nomads.

Rashaj is one such Hand, called to the Order almost as soon as he was discovered wandering into the Blackbead Clan's camp alone. The rod, grasped loosely in the boy's hand, was engraved with symbols of Pelor, and glows with his radiance even in the depths of night. This, and the obviously holy circumstances surrounding his discovery, lead to his being raised by several individual Hands as they rode with different Clans, trading him off as they encountered others of their kind. Eventually, Rashaj was awarded the honorific Arrajah, symbolizing his place in the order. It is at this point in his journey where he is forced to leave the sacred sands of the Blasted Wastes, to journey among the green lands to observe and destroy the corruptions and horrors that run rampant among them, and to return, tempered in the forge of combat, to the desert.

Douven was quick to offer Rashaj a chance to destroy Pelor's foes. It didn't hurt that a Cleric of the very same God was beside him. While Daine was disappointed that Rashaj was not his son, he could see similarities... and there are few downsides to having an Invoker of Pelor on your side!

By now the company was already accepting job offers, mostly simple tasks clearing out cellars and sewers - and helping defend the city when brigands of goblins and kobolds mustered forces for a siege. It was after such a job that they happened upon Aria Flamebow. After securing a job to sing at the bar for the night, she entertained the company and the rest of those in the tavern. However, it was ultimately Douven that could hear the beguiling power of her voice. Without another job waiting her, Aria was happy to join the company and continue to grow.

It has been several months since Aria has joined, the team working under the tutelage of Douven to work together and accomplish greatness. One day Douven told them that he was going to Winterhaven, to spelunk and look after a lost treasure apparently belonging to a dragon. With the roads to Winterhaven under the attack of kobolds, Douven decides to go on his lonesome so as to not attract attention of ambushers.

It was three months ago that Douven left for the village of Winterhaven, a small village only a few days away. It's obvious that something has gone wrong. Now, the group gathers in the company's building - a well-worn training ground with an attached office. It was time for them to act.


((Feel free to RP in this setting. I may move things along tonight, once you are settled with your characters.))

Squints on
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    3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    Caleb sits meditating in the office, already packed and ready to go. He waits for the others to arrive.

    3cl1ps3 on
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    SnowdownSnowdown Registered User regular
    edited July 2010
    Aria sat comfortably upon her pack, plucking the strings of her horned harp-bow to a melancholy tune.

    She was fully packed and garbed, ready to go without a word having passed between them.
    She had been this way a full month of course. Sitting here, every morning, packed and waiting.

    Her exterior was calm, serene even, but her insides were roiling.

    It had been three months... THREE MONTHS since Douven had left seeking the Dragon's cave.
    And in that time they had done nothing.
    Not a single one of them went looking for jobs to do, tasks to make their own path or further the reputation of the group.
    Douven would be disappointed, as she was.

    How was she to make her own destiny sitting around here with nothing to do?

    And now the old fool had gone off, and probably gotten himself killed.

    She sure hoped not....cause with this group, that would mean she would have to be the one to weave their path.

    Snowdown on
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    markbrunomarkbruno Registered User regular
    edited July 2010
    Quest crossed the field that separated a wooded glen from the company's training ground. It was there the young tiefling would often work on his aim with his well-worn sling when perturbed or when a clearer mind was needed. In this case, Quest's concern was that involving the company's leader, Douven, a man with whom Quest had not only regarded as a mentor, but as a father figure as well. If anything had befallen the company's leader, Quest made a quiet promise to himself that those responsible would feel the righteous justice of the Platinum Dragon, if he had anything to say about it.

    As Quest entered the office attached to the training grounds, he noticed Caleb sitting quietly in a corner meditating as he often did before the company embarked on a mission. Quest had become quite fond of the human monk despite being perplexed by his comrade's dichotomous character -- how someone as skilled in battle as Caleb could also find the time to pursue more peaceful avocations, such as meditating.

    He also noted, with quiet contemplation, Aria patiently plucking the strings of her instrument. Although she was the newest member of the company, Quest felt an immediate kinship with her, mostly on account of her also being a tiefling, but also because she always seemed so calm and serene even in the face of grave danger. They were qualities of hers that he both admired and envied sometimes.

    As he situated himself in a corner against the office's fireplace, Quest left the monk to his thoughts and Aria to her music as he himself tried to remember what, if anything, he knew about the settlement Douven had traveled to.
    I'd like to make a history check to see if Quest has any knowledge of Winterhaven: History check on Winterhaven: 1d20+5 9 ugh.

    markbruno on
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    SquintsSquints Registered User regular
    edited July 2010
    Winterhaven is a rarely-mentioned town. It is marked on plenty of maps, but few know about it. It's just sort of... there, for those that want to live there. Once in a while merchants with a surplus will try and sell their wares there, although nowadays that has slowed thanks to increased ambushes. Historically, there is no known significance... other than your mentor heading there.

    Squints on
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    waffletamuwaffletamu Registered User regular
    edited July 2010
    Daine has been sitting outside in quiet prayer to Pelor. He rises slowly, joints cracking. He bows his head to the sun, ending his prayer the same as he has for months, "Help me find my son."

    He walks slowly into the office, seeing his compatriots in contemplation.

    "Aria, you grow more skilled by the day. In my years, your music has no equal. Friends I fear our great leader may not return from his quest to Winterhaven. The name of that place portends evil - winter itself limits the hours that our Lord can traverse the sky."

    Daine places his hand on Caleb's shoulder - "What say you friends? And where have our comrades disappeared to?"

    waffletamu on
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    3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    Caleb opens his eyes as Daine's hand touches his shoulder, but maintains his meditative pose.

    "Winterhaven is not evil; it is simply a place struggling to survive. We should go, however, and soon; it has been far too long that Douven has been gone."

    3cl1ps3 on
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    AlphaboomerangAlphaboomerang Registered User regular
    edited July 2010
    Similar to Daine, Rashaj has been outside praying since sunrise. The top of a hill nearby town has been his designated prayer spot, sprinkled with the sands of his homeland. Unlike Daine, however, Rashaj's prayer was wordless. His act of prayer was simply to survive the sun's rays for a period of several hours, with minimal body covering. His hardiness and strength under Pelor's eye was worship enough for the stern god of the Blasted Wastes.

    When Rashaj felt he had completed his endurance, he gathered his belongings and headed back into town. It was as Daine finished his sentence "... I fear our great leader may not return from his quest to Winterhaven. The name of that place portends evil - winter itself limits the hours that our Lord can traverse the sky" that Rashaj enters.

    Hearing Calebs words, Rashaj nods. It has been too long since Douven had been gone, and Rashaj secretly hungered to wield Pelor's light in battle. Such thought were deemed unnecessary to be put into words, though, so Rashaj remained silent.

    Alphaboomerang on
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    SipexSipex Registered User regular
    edited July 2010
    Gene Narrowbucket

    Gene strides into the room confidently and slams his backpack on the nearest raised surface.

    He started a spiel, which sounds like it might have been and probably was practiced in front of the mirror for hours "I'm going to find Douven. I don't care what you guys sa-"

    (cutting off since I'll probably get cut off)

    Sipex on
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    SnowdownSnowdown Registered User regular
    edited July 2010
    Aria stands swiftly, and draws her pack upon her back.

    "I've been packed and waiting a month for one of you to get the stones to put to word what we all knew needs doing. Does any one have preparations to make?"

    Snowdown on
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    markbrunomarkbruno Registered User regular
    edited July 2010
    Quest grins as the words leave Aria's lips. It's the first time he's cracked a smile since Douven had failed to report back to the company. They were now going to spring into action and take matters into their own hands, or at least insomuch as Bahamut would allow them to confront. Sometimes one could not fight against the inevitable.

    "Aria's right," Quest replies as he hefts a pack onto his back. "We've been idle for far too long. With blessing and guidance from the Platinum Dragon we head for Winterhaven. Kobolds and dragons be damned."

    markbruno on
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    SipexSipex Registered User regular
    edited July 2010
    Gene Narrowbucket

    Gene clamped up as soon as the resistance he was expecting not only didn't present itself but left a note stating 'You win! You win!'.

    "Er...yeah." he managed to pip out half heartedly, unsure of what he had just walked in on.

    Sipex on
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    SquintsSquints Registered User regular
    edited July 2010
    With the party determined to find their mentor, they head off to Winterhaven after gathering supplies for the journey. One of the few paths to Winterhaven is King's Road. The wind 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.

    Map:
    Map1-1PSD-1.jpg


    There is one free round to move (your speed) and make a perception check (d20). In the Orokos roller, use "PA Shadowfell" as the campaign name.

    To move, state beginning position and ending to position. Aria, for example, is in (A, 10). She wants to move her maximum 6. She decides to move to (F, 12). She would post:

    Move: (A, 10) to (F, 12).

    Squints on
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    markbrunomarkbruno Registered User regular
    edited July 2010
    Even Despite the fact that his mind was racing with possibilities and outcomes once the company arrives in Winterhaven, Quest still manages to notice the small clawed tracks in the dirt road before them. He stops suddenly, unsure of what could have created the tracks, and carefully surveys the surrounding area before moving further.

    "Does anyone know what could have left these clawed footprints? Animal or humanoid?" he asks.
    Perception check: 1d20+3 6. Quest will refrain from moving at this point until further information can be obtained from the others. Also, are we missing a PC from the map?

    markbruno on
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    3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    Caleb steps next to Quest, looking around the area. "When I lived near here, I don't remember seeing anything like these tracks."
    Move (C,12) to (D,10)
    Perception: 1d20+6=12

    3cl1ps3 on
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    SipexSipex Registered User regular
    edited July 2010
    Gene Narrowbucket

    Being young, inexperienced and not really paying attention, Gene looks to his party for guidance asking "What's wrong?"

    Move: [strike]Can't see the board due to work blockers. If you guys need to move me before I can post tonight just put me somewhere I'd be generally safe as a squishy ranged unit.[/strike] None. Sounds like I'm in a good place.

    Perception: 1d20 (2) + 0 = 2

    Sipex on
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    SquintsSquints Registered User regular
    edited July 2010
    ((Do you know of a image host I can use that you can see?))

    Squints on
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    SnowdownSnowdown Registered User regular
    edited July 2010
    Aria takes in the scene in front of her before moving up.

    While the men surveyed the tracks on the ground, Aria was most concerned with the rocks and bushes ahead that posed the most threat in the form of a prime ambush spot.

    Aria stepped up, using the two tough men as obstructions to more than half of the possible ambush locations.
    She then scrutinized the area to the best of her ability.
    Move (A,10) to (C,11)
    Perception: 1d20=10

    Snowdown on
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    SnowdownSnowdown Registered User regular
    edited July 2010
    Sipex wrote: »
    Gene Narrowbucket

    Being young, inexperienced and not really paying attention, Gene looks to his party for guidance asking "What's wrong?"

    Move: Can't see the board due to work blockers. If you guys need to move me before I can post tonight just put me somewhere I'd be generally safe as a squishy ranged unit.

    Perception: 1d20 (2) + 0 = 2

    To be honest, you're probably in the safest place possible at the moment. I'm to your right, Quest is diagonally above, and Caleb is to the right of him. We all three form a pretty protective flesh barrier between you, and the possible ambush spots. (unless, of course, the ambush comes from behind us on the path)

    Your only other option would be to move past the group, and behind a thicket of bushes that flanks either side of the road.

    Snowdown on
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    waffletamuwaffletamu Registered User regular
    edited July 2010
    Daine bends down to look at the tracks, though a little slowly. Examining them, they remind him of something familiar though he is not sure what. He follows the tracks slowly forward, unsure of what to expect. He looks backward toward Rashaj, hoping his companion in faith can provide some assistance.

    waffletamu on
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    SquintsSquints Registered User regular
    edited July 2010
    ((Map has been updated with current positions and an Invoker!

    Waffle, you can't move to C10, as Quest inhabits that space. You can pass through allies during a move, but you cannot end a turn in the same square.))

    Squints on
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    AlphaboomerangAlphaboomerang Registered User regular
    edited July 2010
    Rashaj peers around at the surrounding landscape. Taking an eye towards, the right, he takes a few hesitant steps, reluctant to stray too far from the party.
    Perception: 1d20+4 = 10
    Move from A11 to B12

    Alphaboomerang on
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    SquintsSquints Registered User regular
    edited July 2010
    ((Good rolls to start off with, heh!))

    Caleb and Daine are fairly sure these are bipedal tracks, about the size of... kobolds!

    Five small creatures hiding behind the rocks spring into view and begin to move toward you. With a shriek, the small humanoids attack. Scaled and rust-colored, they have reptilian heads and tails. Untrained as they are, they spring the ambush before you are in their clutches ((thus, no suprise round)).


    Map:
    Map1-2.jpg


    Roll initiative.

    Squints on
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    3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    ((Are those health bars? That's badass.))

    Caleb straightens up, drawing himself into a fighting position with no words.

    Initiative: 1d20+4=11

    3cl1ps3 on
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    AlphaboomerangAlphaboomerang Registered User regular
    edited July 2010
    Rashaj readies his sickle and rod. Impurities...
    \ Initiative: 12 Well, not bad for a -1 modifier.

    Alphaboomerang on
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    SipexSipex Registered User regular
    edited July 2010
    Gene Narrowbucket

    Sensing something is wrong Gene readies himself as the Kobolds jump from their hiding place. He wasn't about to be taken by surprise by a bunch of short lizard men.
    Initiative: 13
    HP: 24/24
    AC: 12 FORT: 12 REF: 12 WILL: 16
    Effects: None

    Init: 1d20 (11) + 2 = 13

    Sipex on
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    markbrunomarkbruno Registered User regular
    edited July 2010
    Kobolds! Of course! How could he be so dense? As the company's attackers step into view, Quest remembers a fight many years ago with the small reptilian humanoids and how he nearly escaped the skirmish with his life. He steeles himself for battle while muttering a short prayer to Bahamut for guidance in the coming battle. He and his comrades would not fall this day...
    Initiative: 1d20+0 3. Oh, you have got to be kidding me! I hate you, Orokos!

    markbruno on
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    SquintsSquints Registered User regular
    edited July 2010
    3clipse wrote: »
    ((Are those health bars? That's badass.))

    Caleb straightens up, drawing himself into a fighting position with no words.

    Initiative: 1d20+4=11

    ((Percentile ones, which will no doubt challenge my math skills. It's general anyway... There will be a marker you or enemies are "bloodied" (below 1/2 hp))

    Some map notes:
    Illumination: Bright light.
    Road and Grass: The road is made of dirt, crushed rock, and occasional loose bits of ancient cobblestone from
    the original roadbed. Squares that contain road or grass do not hamper movement or affect visibility.

    Boulders: Scattered boulders sit along the side of the road. They provide concealment and possible cover for creatures hiding behind them. They also serve as obstacles
    to movement; a creature can’t move directly into a square that contains boulders. The boulders are 5 feet high.

    Foliage: Thick foliage grows near the road in several places. These areas are lightly obscured and provide normal cover for those attacking from or into the area. Areas covered by foliage also count as difficult terrain.

    Squints on
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    SnowdownSnowdown Registered User regular
    edited July 2010
    Aria chuckles at the kobold's predictability, then tries to pull her hornbow, getting its many strings tangled in her outfit as she does so. So much for being smooth.

    "Gentlesirs, we have company." Aria chimes as she looks in the kobolds' direction.

    Initiative 1d20+1=2 (fumbleiah, Fumblerooski!)

    Snowdown on
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    waffletamuwaffletamu Registered User regular
    edited July 2010
    "Indeed, my Lady. A blessing on their tiny, scaly souls as they leave this plane."

    Init: 1d20 = 7

    Grasping the holy symbol, he readies himself for a fight.

    waffletamu on
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    SquintsSquints Registered User regular
    edited July 2010
    Init:
    Kobold1 = 21
    AC: 15, FORT: 11, REF: 13, WILL: 11


    Kobold5 = 18
    AC: 15; FORT: 11, REF: 13, WILL: 11


    Gene
    Initiative: 13
    HP: 24/24 Surge: 6 Surges/Day: 7
    AC: 12 FORT: 12 REF: 12 WILL: 16
    Effects: None


    Kobold4 = 12
    AC: 15; FORT: 11, REF: 13, WILL: 11


    Rashaj
    Initiative: 12
    HP: 26/26 Surge: 6 Surges/Day: 9
    AC: 16 FORT: 15 REF: 13 WILL: 16
    Effects: None


    Caleb
    Initiative: 11
    HP: 24/24 Surge: 6 Surges/Day: 8
    AC: 18 FORT: 15 REF: 16 WILL: 14
    Effects: None


    Kobold2 = 8
    AC: 15; FORT: 11, REF: 13, WILL: 11


    Daine
    Initiative: 7
    HP: 22/22 Surge: 5 Surges/Day: 7
    AC: 16 FORT: 12 REF: 11 WILL: 17
    Effects: None


    Kobold3 = 4
    AC: 15; FORT: 11, REF: 13, WILL: 11


    Quest
    Initiative: 3
    HP: 28/28 Surge: 7 Surges/Day: 11
    AC: 19 FORT:13 REF: 12 WILL: 14
    Effects: None


    Aria
    Initiative: 2
    HP: 24/24 Surge: 6 Surges/Day: 8
    AC: 17 FORT: 11 REF: 15 WILL: 15
    Effects: None

    Kobold1 scampers (O,8) to (J,8). He hefts a javelin over his shoulder and hurls it at Caleb!

    "Javelin +5 vs AC (18)": 1d20+5 11 MISS!

    The javelin is under-thrown, clattering against the ground several feet from Caleb and breaking in two!


    Kobold2 moves from (N,1) to (L,1), then down to (L,5). He waits there, figuring if that last kobold couldn't hit with a javelin, he may as well let the targets get closer.


    Gene's turn.

    Squints on
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    SipexSipex Registered User regular
    edited July 2010
    Gene Narrowbucket

    Gene pulls out his staff and sneers. He always preferred using his hands for magic but some things were necessary if you were in a spot where magic wouldn't do.

    Having a clear shot the youth launches a dazzling beam of rainbow light at the Kobold who had strayed close enough to the pack with devastating results. Gene's chaos beam barrels into the Kobold, knocking it back and onto the ground before ricocheting to the next Kobold who had dared to wander closer, striking it in the chest and shot off towards the pack of Kobolds hiding in the rock, finally coming to a stop when it missed it's third mark and fatally wounded the nearby boulder instead (or it would have if boulders had minds).

    Gene was rather surprised at the results, he was never fully in control of what happened but this was a good day it seemed.
    Wild Magic: 1d10 (7) - Poison
    Effect: Gene gaints resist 5 Poison and is able to bypass 5 poison resist. Lasts until next extended rest.

    Minor Action: Draw Staff

    Standard Action:
    Chaos Bolt vs nearest Kobold (J,8)
    Chaos Bolt vs Will (11): 1d20+4 24 CRITICAL HIT!
    [strike]1d10+6 14[/strike] 16 PSYCHIC DAMAGE!
    Unfettered Power: Natural 20 means Kobold is pushed back to (K,7) and knocked prone.

    Secondary Attack:
    Chaos Bolt vs Kobold (L,5)
    Chaos Bolt vs Will (11): 1d20+4 18 1d6+6 11 Psychic damage

    Secondary Attack: Chaos Bolt vs Kobold (L,2)
    Chaos Bolt vs Will (11): 1d20+4 7 MISS

    Chaos Burst: (Even) Gain +1 AC until start of next turn.

    Move Action: Look calm.

    Sipex on
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    SquintsSquints Registered User regular
    edited July 2010
    The first kobold is ran through with the chaos bolt before being completely vaporized by the lingering energy! The second kobold was startled by the first attack, but didn't imagine the second would then turn and shoot towards him! All he has time to do is let out a blood-curdling squeal before the bolt disintegrates him!

    ((Yes, these are minions.))

    The next kobold moves from (M,1) to (J,4). With two of his companions dead, he is going give it a shot with a javelin, hurling it with a grunt. The spear heads right for Caleb!

    Javelin +5 vs AC (18): 1d20+5 21 HIT!

    The javelin nicks Caleb's arm, doing 4 damage! The kobold seems pleased - at least one of them can bleed.

    Rashaj's turn.

    Squints on
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    AlphaboomerangAlphaboomerang Registered User regular
    edited July 2010
    Drawing a handful of sand from a small pouch, Rashaj points his rod at the two kobolds he can see. The sand flies forth, crystallizing into lethal shards before closing with the kobolds.
    Grasping Shards centered at K3: 1d20+4: 17 5 Hit J4 Miss L2
    Kobold at J4 destroyed!

    "Pelor has found you... wanting."

    Alphaboomerang on
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    3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited July 2010
    Caleb loads a rock into his sling and, whirling it 3 times, flings the stone with deadly accuracy at the visible kobold; the stone strikes the creature directly in the center of its forehead, fracturing its skull.

    Caleb then runs to the other side of the rock the last kobold is hiding behind, readying himself.
    Standard: Sling vs. L2: 1d20+7=25 Hit!, 9 damage
    Move: move to H4

    3cl1ps3 on
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    SquintsSquints Registered User regular
    edited July 2010
    Kobold #3 sees his four fallen comrades, but he doesn't run. He peels around the rock to (G,3) and charges Caleb!

    (Charging w/ spear v AC (18)): 1d20+5+1 10 MISS!

    ... But that's not all

    3 more kobolds, a bit more trained than these minions, have been delaying until those easily-defeated companions drew someone (this time, the monk) out!


    2 Kobold Dragonshields at (L,9) and (L,10)

    1 Kobold Slinger at (J,2)

    The slinger, with a monk on the other side of the rock, darts out for a shot. He hops over a dead companion and stays at (J,5). He takes out a ceramic globe from a bandolier containing 3 (not normal ammo) and loads his sling before attemping to hit Caleb!

    (Sling v AC (18)): 1d20+6 19 HIT!

    Sling damage: 1d6+3 5 Damage!

    The ceramic globe bursts into flame, lighting Caleb on fire! Ongoing 2 fire damage (save ends).

    The dragonshield at (L,9) moves to (H,5). He attacks the monk with his short sword.

    Short sword, +7 v. AC: [u]1d20+7[/u] 21 HIT!

    Short sword damage: 1d6+3 8 Damage! Celeb is now marked by this Dragonshield.

    The dragonshield at (L,10) moves to (H,8).

    Quest's turn.

    Squints on
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    markbrunomarkbruno Registered User regular
    edited July 2010
    Cursing Caleb's misfortune, Quest makes a split decision to rush to the monk's aid, lest the human be taken down by the newest creatures to arrive. He knows that the others can handle the lone kobold that appeared from behind the rocks to the east.

    Quest draws his longsword and makes his way hurriedly toward the kobold that has positioned itself behind Caleb. Hoping to draw its attention away from the monk, the tiefling issues a challenge in draconic.

    "Cursed lizard! Today you will feel the righteous fury of the Platinum Dragon! Justice comes for you, if you're willing!"

    Hoping his challenge distracts the kobold, Quest then turns his attention to Caleb. Grabbing a hold of the monk's arm, the paladin channels a bit of divine power granted to him by Bahamut and draws forth a reserve of strength used to mend wounds.
    Move: Run to G5
    Minor: Divine Challenge issued to kobold at H5
    Minor: Use Lay on Hands on Caleb

    markbruno on
    Mark Bruno
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    SquintsSquints Registered User regular
    edited July 2010
    Quest uses one of his healing surges, and Caleb gains 6 hit points!

    Quest also grants Combat advantage until the end of his next turn. The price of being a Paladin...

    Squints on
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    SnowdownSnowdown Registered User regular
    edited July 2010
    As Aria begins to pluck her horned bow and croon a haunting song, the kobold slinger's eyes glaze over. Aria draws him closer to Caleb through the mesmerizing sound of her voice, giving Caleb a free blow against the kobold as well as setting him up for what she's learned through him is called "Five Storms".

    She then slides closer to the battle.

    Blunder attack vs Will 1d20+6 16 HIT!

    Blunder Damage 1d6+6 9 Damage!

    Move (C,11) to (D,10)

    Slide Kobold Slinger (J,5) through (I,5) to (I,4)

    Due to Virtue of Cunning, Caleb gets a +5 power bonus to the free MBA against the slinger.

    Caleb's Free MBA vs AC 1d20+12 21 HIT!

    MBA Damage vs Kobold Slinger 1d8+3 10 Damage!

    Snowdown on
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    SquintsSquints Registered User regular
    edited July 2010
    The kobold slinger is lured through the battlefield by the lilting song! He doesn't notice the damage from the tune, still under its spell, but it is sent reeling by Caleb's powerful fist! He clutches his broken jaw - the slinger is in bad shape!

    (Also, stat blocks for our new friends on the battlefield)

    They all have an initiative of 4, as they delayed until after kobold 3. This puts them before Quest and after Caleb. And then there is Daine, who I forgot about and is delayed until after Aria. : p

    Slinger (I,4)
    HP: 5/24
    AC: 13, FORT: 12, REF: 14, WILL: 12

    Kobold Dragonshield 1 (H,5)
    HP: 36/36
    AC 18, FORT: 14, REF: 13, WILL: 13
    Effects: Marking Caleb

    Kobold Dragonshield 2 (H,8)
    HP: 36/36
    AC 18, FORT: 14, REF: 13, WILL: 13

    Daine's turn.

    Squints on
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    waffletamuwaffletamu Registered User regular
    edited July 2010
    Partially hiding near a bush on the side of the road, Daine moves to strike the new foes and aid his injured comrade. A beam of sunlight issues from his chest scorching the Dragonshield! As the Dragonshield stumbles, the sky cracks issuing a divine challenge.

    move b11 to d8

    Healing Strike vs. Dragonshield @ H,8 vs AC
    1d20+3: 22 [1d20=19]
    2d10+1: 7 [2d10=5, 1


    caleb may spend a healing surge if he would like

    dragonshield is marked by me until end of my next turn

    Gene is up

    waffletamu on
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