Keep on the Shadowfell[H1 D&D 4E Adventure Module]
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This is the in-character thread. The out-of-character thread can be found here.
Game Info
This will be a PbP game with a requirement of at least one post per weekday; however, more frequent posting is certainly encouraged. If you know you'll be unavailable for a long period of time, you can also PM your turn to one of your companions and have him/her submit the info for you.
We will be using
Myth Weavers for character sheets and
Invisible Castle for rolls. Campaign name will be "PAKOTS"
Please review the following syntax information. I suggest pasting the templates into an easily accessible notepad file to save time. You'll be using them a lot.
(Credit to TalonRazor for his use of color coding in PbP)
Any narrative or dialogue is to go in the thread proper. You do not need to color-code your dialogue, but please use either quotations or italics to denote speech. I suggest quotations, with each piece of dialogue on its own line. All actions will be posted in a spoiler at the end of your post.
Your actions will be posted in
DARK ORANGE text on their own line. You must specify each action and briefly what it entails.
Your rolls will be posted in
RED text on their own line. You must show all situational modifiers, but you do not need to label them. For example, if you have +2 to hit on the attack because of your current positioning, you will show the +2. You do not need to list modifiers that are standard to your character, such as a STR modifier, etc. You must also link your rolls to Invisible Castle. These rolls will use the campaign tag PAKOTS. Please try your best to be consistent with your account, character, and campaign labeling on Invisible Castle. Linking your rolls is made very simple by IC. After you roll, just copy and paste the "BBCODE" link into the template.
Lastly, you will post the
player who is up next in
GREEN and using the @ prefix. This will send that player a notification that he/she can take a turn. For players with a space in their forum name, enclose the name in quotes. So
@x"Mary Poppins" becomes
@Mary Poppins when you remove the x.
This may seem like needless extra work, but it will go a long, long way to making this PbP easier to read and follow for both those playing and those following along. And having it saved somewhere as a template will make it much easier for you.
You get this:
Standard Action: Basic Melee Attack Move Action: Run from J12 to A12Attack Roll: 1d20+5+1=22 Damage Roll: 1d6+5=8, 1d6+3=8[Up Next: @Mary Poppins]
From this:
[color="Darkorange"][b]Standard Action:[/b] Basic Melee Attack [b]Move Action:[/b] Run from J12 to A12[/color]
[color="red"][b]Attack Roll:[/b] xxPASTEROLLHERExx [b]Damage Roll:[/b] xxPASTEROLLHERExx [/color]
[color="green"][b][Up Next: @"Mary Poppins"][/b]
The PartyBarran Brightsoul, Tiefling Bard (played by @El Skid)Dire, Tiefling Wizard (played by @Hensler)Halvard, Goliath Barbarian (played by @Denada)Panmorn, Human Paladin (played by @RedDawn)Zevi, Elven Ranger (played by @ronrab)World Info
Meet the village of Winterhaven, population 1977. At the end of the old King's Road, this tiny little walled hamlet sits atop a broad hill, nestled in the southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades, which are patrolled often by the modest Winterhaven Regulars.
Small thatched homes stand around Winterhaven, each fronting a small piece of farmland or pasture. Beyond the farms to the west and south lie dark woods, and to the north, tall mountain peaks.
Most residents of Winterhaven have never traveled beyond the village vale. They are farmers, simple craftspeople, and a few mysterious characters whose motives aren't entirely clear. Wagons sometimes head east to trade with the next village, five days away, but that is the extent of the town's export. Once each week, a wagon arrives in the Market Square to trade exotic goods to the townspeople, who are always enamoured with the curiosities they find.
The town is led by Lord Ernest Padraig. He is descended from the noble family that ruled the area under the edict of the old empire. Folks around Winterhaven were happy with Lord Padraig's father's authority, and they have found answering to the rules of the new lord no more arduous.
The adventurers have been together for some time, working mainly in tiny villages such as Winterhaven, clearing out troublesome kobold lairs, dealing with some skeletons here and there, and acting as escorts to wealthy merchant caravans. On a recent contract, the group came across a small wooden casket in the not-so-tender care of a kobold grunt. Inside, aside from various sentimental trinkets, was a gold ring, adorned with an embossed crest. Your contractor is only too pleased to inform you the ring belongs to Lord Padraig himself, and after much contemplation you all agree to return the ring to Winterhaven.
The adventure begins on your way to Winterhaven, high in spirits. Surely a village lord is wealthy enough to reward the return of a precious family heirloom. At the very least, he might have further work for you.
Posts
Prologue: On the Road to Winterhaven
The adventurers travel on foot to Winterhaven. After various low-risk encounters, they have happened upon a crested ring that belongs to the lord of a nearby town. They eventually decide to bring the ring back to the lord, in hopes of either a reward or a contract for work that will finally test the group's meddle. Although not knowing how Lord Padraig will react to being reunited with his precious property, they still find themselves in high spirits. The sun is shining high in the sky, and a cool breeze works its way in between the gaps in clothing and armor, making for a calm, comfortable journey.
The town of Winterhaven peeks its profile over the rolling hills in the distance.
"Good thing, too. Rain coming soon."
Looking up at the sky feeling the bright shining sun on his face, Panmorn says a silent prayer to Pelor. Panmorn had never been this far from home. He looks out over Winterhaven and sees the farms rolling off in the distance, and can't help but feel a little homesick. "No matter" he says to himself, "you can't change the past so you have to keep moving forward."
Zevi said, "Yes, delightful. Bath water from the same river they wash clothing in, which is then used to water down the mead. I won't even talk about what's dirtying the 'companionship'. Too depressing."
"I'd hoped to find a library to continue my research, but I doubt there is a single book in this place," he mumbles with a sigh.
Suddenly, from a nearby bush ahead of you, leaves shake violently as a finch darts into the sky.
Attack Roll: 1d20+4=16
If you think I would use Dex instead, then the roll is a 13. I also haven't adjusted for range, which is 5/10.
Turning at the bushes ahead, he didn't wait to see what the rock may have hit before starting with damage control. "Ho there, the bushes. We are ...genearlly... peaceful travellers who have been ambushed a few times too many. If you bear us no ill will, please come out and speak with us, and we'll cease any further hostilities!"
Map
Stats Sheet
Halvard (21)
Panmorn (15)
Kobold Dragonshield 1 (14)
Kobold Dragonshield 2 (14)
Kobold Slinger (12)
Kobold Minions 1 → 5 (12)
Zevi (11)
Dire (11)
Barran (9)
◄Stat Blocks►
Barren - 23/23
Dire - 21/21
Halvard - 31/31
Panmorn - 33/33
Zevi - 23/23
Kobold Dragonshield 1 ► ■ HP 36/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Dragonshield 2 ► ■ HP 36/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Slinger ► ■ HP 24/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄
Kobold Minion 1 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 2 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 3 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 4 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 5 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
Trees/bushes provide cover (+2) as well as a penalty if shooting from within or into (-2). Melee combat within the trees works as normal.
You can hop up onto the rocks with a 15 Athletics check. Once there, moving about on top is considered difficult terrain. Refer to the PHB or ask if you need more info, such as how to climb/jump down/etc.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
[Up Next: @Denada]
Standard Action: Charge (Howling Strike) to E14 vs. KD2
Attack Roll: 1d20+6+1=19 Damage Roll: 1d10+1d6+4+2=17
[Up Next: @RedDawn]
As he charges the kobold behind the rocks on his left, he calls out in challenge at the one next to Halvard, "You too will feel Pelor's wrath!"
He bears down on the kobold Slinger, his longsword slashing through its defense.
Minor Action:Divine Challenge on KD1
Standard Action: Charge KSL
Attack Roll:(1d20+7+1=23)Damage Roll: (1d8+4=7)
[Up Next: @Figgy]
Kobolds scurry forward and back across the now matted grass. Panmorn's combatant takes a quick jump backwards before darting off to the west. It swings its leather sling wildly above its head as it moves, finally swinging around and letting fly a crude rock, aimed inexpertly at Panmorn's head. It misses, pinging off the large boulder beside him and smashing into pieces.
Meanwhile on the other side of the path, Halvard finds himself surrounded by the chittering beasts. The armored kobold in front of the barbarian deftly slinks forward, giving a quick command to his companion in a foreign, brutish language. Halvard looks over his shoulder just time to see the other kobold taking up position behind him. As if expertly trained, the kobolds lash out at the barbarian in turn with their swords. Luckily, rusted, dull steel is no match for the well crafted hide armor, and both strikes are deflected.
The smaller kobolds take turns charging wildly at the adventurers. Three of the tiny creatures manage to surround Panmorn, cornering him against the boulder. The slinger's dramatic display was all the distraction they needed to slice and stab at the paladin, making deep scratches in his sides and back.
Back on the road, two more kobolds charge at Dire and Barran, but the vast open space between them and the kobolds' almost comical cries of fury make for an unimpressive blitz assault. Both kobolds find air with their strikes and struggle to regain their footing.
Minor Action: Shift to E5 Move Action: Move to C1 Standard Action: Sling vs Panmorn
Attack Roll: Slinger vs Panmorn: 1d20+6 11 - MISS!
Kobold Dragonshield 1 (KD1)
Move Action: Move to D14 Standard Action: Ready Action - When KD2 moves into flank, basic melee attack vs Halvard
Kobold Dragonshield 2 (KD2)
Move Action: Move to H13 Standard Action: Charge F14, basic melee attack vs Halvard
Attack Roll: KD1 vs Halvard and KD2 vs Halvard: 1d20+7+1+2 12 1d20+7+1+2+1 12 - BOTH MISS!
Kobold Minion 1 (KM1)
Move Action: Move B8 Standard Action: Charge E8 vs Panmorn Minor Action: Shift F8
Attack Roll: KM1 vs Panmorn (1d20+4+1=25) - Hit for 4 damage!
Kobold Minion 2 (KM2)
Move Action: Move F3 Standard Action: Charge F6 vs Panmorn Minor Action: Shift E7
Attack Roll: KM2 vs Panmorn (1d20+4+1+2=21) - Hit for 4 damage!
Kobold Minion 3 (KM3)
Move Action: Shift F6 Standard Action: basic melee attack vs Panmorn
Attack Roll: KM3 vs Panmorn (1d20+4+2=24) - Hit for 4 damage!
Kobold Minion 4 (KM4)
Move Action: Move to I10 Standard Action: Charge K12, basic melee attack vs Barren
Attack Roll: KM4 vs Barran (1d20+4=9) - MISS! Forgot a +1 there but it wouldn't help.
Kobold Minion 5 (KM5)
Move Action: Move to M8 Standard Action: Charge M12, basic melee attack vs Dire Minor Action: Shift L12
Attack Roll: KM5 vs Dire (1d20+4+1=9) - MISS!
Map
Stats Sheet
Halvard (21)
Panmorn (15)
Kobold Dragonshield 1 (14)
Kobold Dragonshield 2 (14)
Kobold Slinger (12)
Kobold Minions 1 → 5 (12)
Zevi (11)
Dire (11)
Barran (9)
◄Stat Blocks►
Barren - 23/23
Dire - 21/21
Halvard - 31/31
Panmorn - 21/33
Zevi - 23/23
Kobold Dragonshield 1 ► ■ HP 36/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Dragonshield 2 ► ■ HP 19/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Slinger ► ■ HP 17/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄
Kobold Minion 1 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 2 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 3 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 4 ► ■ HP 1/1 ■ AC 12 ■ Fort 9 ■ Ref 11 ■ Will 9 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 5 ► ■ HP 1/1 ■ AC 12 ■ Fort 9 ■ Ref 11 ■ Will 9 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
Trees/bushes provide cover (+2) as well as a penalty if shooting from within or into (-2). Melee combat within the trees works as normal.
You can hop up onto the rocks with a 15 Athletics check. Once there, moving about on top is considered difficult terrain. Refer to the PHB or ask if you need more info, such as how to climb/jump down/etc.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
[Up Next: @ronrab]
He smoothly pulls back his bowstring and lets fly arrows at the dragonshield with its back turned to him. They come at a blinding rate from his bow, but Zevi is clearly disappointed with the results, as only one actually penetrates the armor.
Attack Rolls: Attacks vs KD2: (1d20+6=12, 1d20+6=13) Both miss
Spend Action Point!
Standard Action: Two Fanged Strike
Attack Rolls: Attacks vs KD2 (1d20+6=26, 1d20+6=10) Hit, Miss Damage Roll: 1d10+5=15
Free Action: Elven Accuracy on second attack
Attack Roll: Accuracy Re-roll: (1d20+6=7) Still a miss!
[Up Next: @Hensler]
Move Action: Shift right 1 square
Standard Action: Freezing Blast (vs Reflex) on KM5
Attack Roll: 1d20+5: 6 [1d20=1] Miss.
[Up Next: @El_Skid]
Standard Action: Staggering Note on KD1
Attack Roll: Staggering Note on KD1 vs Will (13) (1d20+6=16) HIT for 5 damage.
<Halvard to make a free MBA against KD1>
Then KD1 is pushed 2 squares to B12
Up Next: @Denada
Attack Roll: 1d20+6=7
Standard Action Recuperating Strike vs. KD2
Attack Roll: 1d20+6=8
Up Next: @RedDawn
Attack Roll: Melee attack (1d20+7=25)Damage Roll:Melee attack (1d8+4=10)
[Up Next: @Figgy]
The kobolds continue to skitter across the field, slashing and tearing as they go. Their wounds don't seem to dull their tenacity, and their fallen comrade goes completely unnoticed. In fact, one of the kobolds surrounding Panmorn hops over the mangled creature to stick his spear into the Paladin's side. He cringes just in time to take a glass phial to the head, which explodes and covers him head-to-toe in a sticky, goopy substance. With no allies within fifty feet, he is severely injured and unable to retreat.
Things aren't looking any better on the other side of the road. Halvard continues to battle the sword-wielding beasts, taking a nasty strike to the thigh. The barbarian's companions to the south fall back only to be set upon by the kobolds once more, this time with Barren feeling the jab of one of their spears.
Standard Action: Charge to D14, MBA vs Halvard
Attack Roll: KD1 vs Halvard (1d20+7+1+2=29, 1d6+3=9) - Hit for 9 damage!
Halvard is MARKED until KD1's EONT. Halvard takes -2 to atk roll for any attack that does not include KD1 as a target
Kobold Dragonshield 2 (KD2)
Standard Action: MBA vs Halvard
Attack Roll: KD2 vs Halvard (1d20+7+2=10, 1d6+3=9) - MISS!
Kobold Slinger (KSL)
Standard Action: Sling w/ Glue Pot vs Panmorn
Attack Roll: Slinger vs Panmorn (1d20+6=23, 1d6+3=9) - Hit for 9 damage!
Panmorn is IMMOBILIZED cannot move, but can teleport or be pushed, pulled, etc.. Save ends.
Kobold Minion 1 (KM1)
Standard Action: MBA vs Panmorn
Attack Roll: KM1 vs Panmorn (1d20+4+2=11) - MISS!
Kobold Minion 2 (KM2)
Move Action: Shift F6 Standard Action: MBA vs Panmorn Minor Action: Shift E7
Attack Roll: KM2 vs Panmorn (1d20+4+2=25) - Hit for 4 damage!
Kobold Minion 4 (KM4)
Move Action: Shift to L13 Standard Action: MBA vs Barren
Attack Roll: KM4 vs Barren (1d20+4=23) - Hit for 4 damage!
Kobold Minion 5 (KM5)
Move Action: Shift to M13 Standard Action: MBA vs Dire
Attack Roll: KM5 vs Dire (1d20+4=5) - MISS!
El Skid: I'm not sure if you still want me to slide Dire somewhere. If you do, just say so. There's no combat advantage at the moment.
Map
Stats Sheet
Halvard (21)
Panmorn (15)
Kobold Dragonshield 1 (14)
Kobold Dragonshield 2 (14)
Kobold Slinger (12)
Kobold Minions 1 → 5 (12)
Zevi (11)
Dire (11)
Barran (9)
◄Stat Blocks►
Barren - 19/23
Dire - 21/21
Halvard - 22/31
Panmorn - 8/33 BLOODIED!
Zevi - 23/23
Kobold Dragonshield 1 ► ■ HP 31/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Dragonshield 2 ► ■ HP 4/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Slinger ► ■ HP 17/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄
Kobold Minion 1 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 2 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 3 ► ■ x DEAD x ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 4 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 5 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
Trees/bushes provide cover (+2) as well as a penalty if shooting from within or into (-2). Melee combat within the trees works as normal.
You can hop up onto the rocks with a 15 Athletics check. Once there, moving about on top is considered difficult terrain. Refer to the PHB or ask if you need more info, such as how to climb/jump down/etc.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
[Up Next: @ronrab]
Zevi fired off two shots at kobolds. Without waiting to see if they hit, he darted across to Panmorn with (literally) inhuman speed. When he had a moment to breathe, he'd see what he could do for the be-gooed fighter.
Attack Roll: Versus KM4, then KD2 (1d20+6=14, 1d20+6=14) BOTH MISS
[Up Next: @Hensler]
Burning Hands vs Reflex: Attack Roll 1d20+5 23 Damage Roll 2d6+5 12
[Up Next: @El Skid]
Minor: Majestic word on Panmorn, who spends a surge to regain surge value+5
Standard: Staggering Note vs KD1
Attack Roll: Staggering Note Vs KD1(13) (1d20+6=11) MISS
Attack Roll 1d20+6=23 Damage Roll 1d10+1d6+4=11
Action Point Bloodletting vs. KD1
Attack Roll 1d20+6=8
Minor Action Stone's Endurance (I gain Resist 5 All until the end of my next turn)
Up Next: @RedDawn