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[D&D 4e-OOC]Challenge of the Kobolds

dscrilladscrilla Registered User regular
edited July 2008 in Critical Failures
The adventure continues: here

We last left our heroes.....
Quid wrote: »
The group of adventurers appear in the tower, many bloodied, covered and slime, and uttering curses having narrowly escaped the oncoming hoard of Kobolds.

"Bloody fucking creatures everywhere we went with their bloody glue and dodging everything I threw at them," exclaimed Cambiel walking off immediately, relatively unscathed from the adventure. "How many can fit in such a dank cave?!"


This is a Maptools 1.2 game.

Please post Sheets and Backgrounds here. The PCs have lived in Fallcrest for at least a month or so, if not native.
I don't require a long background, but I encourage players to think up a good motivation and some basic idea of their personality.
here are a bunch of reasons to be in Fallcrest.
By Race


Dragonborn: No dragonborn are native to Fallcrest,
but travelers occasionally pass through and take up
work for a time, especially as bodyguards or caravan
guards. The Halfmoon halflings, House Azaer,
and the importer Naerumar have work available for
a capable adventurer.

Dwarf: A fair number of dwarves live in Fallcrest, so
a dwarf character could easily be a native of the
city—perhaps a relative of Teldorthan Irontooth. If
not, the nearest dwarven homeland is Hammerfast,
a week’s travel distant. Merchants and crafters from
Hammerfast travel to Fallcrest to trade or work,
lodging in one of the local inns for a few weeks.

Eladrin: eladrin are not often seen in Fallcrest. Some
of the old manors in the Moon Hills and the nearby
parts of the Vale were once the homes of well-off
eladrin families; a player character eladrin might
hold the title to an abandoned estate a mile or two
out of town, which provides a good reason to call
on Lord Markelhay (and earns the enmity of Armos
Kamroth, who wants the land for his own).

Elf: elves are also scarce in Fallcrest, but a small
number reside in and around the town. ressilmae
Starlight of the temple of Sehanine might be a relative
or an old friend of an elf character. elves from
outside Fallcrest might belong to the Woodsinger
clan from the Harkenwold Forest.

Half-Elf: A small number of half-elves reside in Fallcrest
or the vicinity. Most are well-off farmers or
herders living in the Moon Hills near the town; the
rest are expert artisans—jewelers, tailors, or woodworkers
—in the town. A half-elf player character
can be the child or relative of a Fallcrest family.

Halfling: Halflings are the most numerous people
in Fallcrest aside from humans, and they come
from any walk of life. A Fallcrest native might be
related to the Halfmoon family, the Ostermans of
the Silver Unicorn, or the Thistletons of Fallcrest
Stables. Halflings descended from the traders
who pass through Fallcrest can be members of the
Swiftwater clan.

Human: Most of Fallcrest’s people are human. Characters
with rural backgrounds likely grew up on
the farms in the nearby Moon Hills. Characters
with an urban upbringing might be the children of
well-off landowners such as the Kamroths, or ruffians
and sellswords who had a hard childhood in
Lowtown.

Tiefling: Two tiefling families and a few individuals
live and thrive in Fallcrest, including the Azaers
and the Naerumars.
By Class
Cleric: Since there are temples of erathis, pelor, and
Sehanine in town, a player character cleric devoted
to one of these deities would naturally have allies
and colleagues here.

Fighter: Fallcrest is a trading town, and merchants
need bodyguards or caravan guards when they set
out for distant towns. The Halfmoons or House
Azaer might employ a fighter. Fighters from betteroff
families might be retainers in the service of the
Markelhays—young “court blades” who are a cut
above the typical garrison guard.

Paladin: As with clerics, paladins devoted to erathis,
pelor, or Sehanine have natural allies in the temples
of Fallcrest. In addition, paladin characters might
also be aspiring knights sworn to the service of the
Markelhay family.

Ranger: Many of the countryside folk living around
Fallcrest are foresters and hunters; a ranger character
could easily belong to one of these families.
rangers who aren’t natives might hail from the
Barony of Harkenwold or the remote village of Nenlast
to the northeast.

Rogue
: Members of groups such as the porters’
guild or the river rats are natural associates of a
player character rogue. Capable people are in high
demand anywhere, and a rogue might also fit in as
an agent of a merchant house such as the Halfmoons
or the Azaers.

Warlock: The folk of Fallcrest regard warlocks as they
do wizards—mysterious figures to be treated cautiously.
Well-off merchants or nobles often retain
a “house mage” to advise them in magical matters,
so a warlock could easily work for the Markelhays,
Amros Kamroth, or other wealthy individual.

Warlord: Like fighters or paladins, warlords might
be attached to the Markelhay household. Those of
lower stature can serve as sellswords or agents of
merchant companies such as House Azaer.

Wizard: A player character wizard might be an
apprentice to Nimozaran, of the Septarch’s Tower.
Lady Markelhay is also a skilled mage and might
take a wizard character into her confidence

The IC thread is up

The players are:

Thebog--Vin Sidel, Human Warrior
Quid--Cambiel Thorin, Human Wizard
Jebu--Thakis Azaer, Tiefing Warlord
Kilroy-- Drajhin Thunderscale, Dragonborn Ranger
Corp Shepard--Mohtiv Beiron, HalfElf Rogue

dscrilla on
«13

Posts

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    QuidQuid Definitely not a banana Registered User regular
    edited June 2008
    Oh yes.

    Gonna do something to something else.

    Edit: So I still need to fill in the back story today but this is Cambiel's sheet. I'd appreciate it if someone looked it over and made sure I wasn't missing anything.

    Quid on
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    KilroyKilroy timaeusTestified Registered User regular
    edited June 2008
    Are we doing standard array or point-buy for ability scores?

    Kilroy on
  • Options
    JebuJebu Registered User regular
    edited June 2008
    I'm debating between making a fighter or a warlord... I'll work on a background for both and make a sheet once I know whether we need a defender or leader more.

    Jebu on
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    dscrilladscrilla Registered User regular
    edited June 2008
    Kilroy wrote: »
    Are we doing standard array or point-buy for ability scores?

    Either or is fine.

    By the way the link and spoilers at the top give allot of background regarding fallcrest and why you adventure there. I will wait till tonight to post the IC thread in case there are interesting backgorunds. Dont worry too much about how you meet, the IC thread will start in a tavern, naturally.

    dscrilla on
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    delrolanddelroland Registered User regular
    edited June 2008
    Someone should totally play a kobold paladin of Kord. Shifty defenders FTW!

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
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    dscrilladscrilla Registered User regular
    edited June 2008
    delroland wrote: »
    Someone should totally play a kobold paladin of Kord. Shifty defenders FTW!

    I want to run a monster mini-campaign sometime. He would have to be a real self-loathing type for this module ;)

    dscrilla on
  • Options
    KilroyKilroy timaeusTestified Registered User regular
    edited June 2008
    Drajhin Thunderscale, Dragonborn Ranger
    Init +2 HP 29/29 Bloodied 14 Healing Surge 7 (0 used /7)
    AC 14 Fort 15 Reflex 13 Will 12 Speed 6
    Str 18 (+4) Con 12 (+1) Dex 14 (+2) Int 11 (+0) Wis 14 (+2) Cha 10 (+0)
    'Hit and Run', 'Twin Strike', 'Evasive Strike', 'Jaws of the Wolf', 'Dragon Breath'

    Notes

    Drajhin was born to a small, nomadic clan of Dragonborn who took it upon themselves to wander the old King's Road, rooting out groups of bandits and monsters whenever they threatened travellers on the road. Despite the clan's wandering lifestyle, Drajhin found himself growing restless, eager to explore new horizons, face new challenges, and bring his twin axes to bear against stronger foes. One day, he took a position as a guard for a passing trade caravan, and his journeys with the merchant eventually brought him to the town of Fallcrest. There he parted ways with his employer, who intended to return to the south. Drajhin now divides his time between the town of Fallcrest itself and the surrounding farmsteads, offering his services as a guard or scout. Although only of average height for a Dragonborn, Drajhin easily outsizes most of the residents of Fallcrest, and his bronze scales make him easy to recognize in a town where Dragonborn are rare. He is quick to laugh and delights in merrymaking, ale, and contests of skill, tastes which often mean he can be found in one of the local taverns, swapping tales and jests. In battle, however, he is deadly calm and serious, striking like a bolt of lightning and leaping aside before his foes can respond.

    Kilroy on
  • Options
    QuidQuid Definitely not a banana Registered User regular
    edited June 2008
    Right.

    Cambiel Thorin, Human Wizard
    Init +4 HP 22/22 Bloodied 11 Healing Surge 5 (0 used of 5)
    AC 14 Fort 12 Reflex 15 Will 13 Speed 6
    Str 10 (+0) Con 12 (+1) Dex 11 (+0) Int 18 (+4) Wis 14 (+2) Cha 12 (+1)
    Ghost Sound, Light, Mage Hand, Prestidigitation, Magic Missile, Thunder Wave, Cloud of Daggers, Force Orb, Acid Arrow, Sleep, Freezing Cloud

    Notes
    Cambiel showed potential in magic when performing a simple magic trick for his siblings he made the family cat disappear to never be seen again. His parents, uncertain what to do with a magical son, sent him from the wealthy farm to study under Nimozaran. A native to Fallcrest he's never left the area. A tall young man with dark shaggy hair fresh from his apprenticeship, Cambiel walks with timid certainty that he's reached adult hood. Dressed in bright robes that reveal his affluent upbringing, they also belie his nervousness around others. Though not certain what, exactly, he's to do with his abilities he remains confidant the gods will guide him appropriately and until such a time he continues to study under Nimozaran and spend his nights drinking at the local inns and alehouses.

    ---

    Fear me.

    Quid on
  • Options
    KilroyKilroy timaeusTestified Registered User regular
    edited June 2008
    Updated my post to include background.

    Kilroy on
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    JebuJebu Registered User regular
    edited June 2008
    Decided to go with the warlord:

    Thakis Azaer, Tiefing Warlord
    Init +2 HP 24/24 Bloodied 12 Healing Surge 6 (0 used of 8)
    AC 17 Fort 14 Reflex 12 Will 14 Speed 5
    Str 17 (+3) Con 12 (+1) Dex 10 (+0) Int 13 (+1) Wis 10 (+0) Cha 16 (+3)
    'Inspiring Word', 'Furious Smash', 'Viper's Strike', 'Hammer and Anvil', 'Bastion of Defense', 'Infernal Wrath'

    Notes
    Thakis grew up as a low-ranking member of the Azaer family of Fallcrest, but unlike many of his race he was more open and trusting towards those not like him. His charming personality won him many friends among the humans and halflings of the town. He was often involved in pranks and practical jokes on the townspeople, although he never did anything malicious or physically harmful, even when his darker nature tempted him to. As Thakis grew older, he learned more of his Tiefling heritage and began to wish to restore his people's place in the world before the ruinous wars between the empires of Bael Turath and Arkhosia. He dreams of leading his own army one day, conquering and ruling over a grateful populace. He grew to worship Erathis from this desire, and always strives to fulfill the deity's commandments to promote community and tame the wilderness. Now he works as a mercenary for House Azaer. In battle Thakis is a natural leader, inspiring his allies to greater and greater feats of strength. Thakis knows that he is not the strongest warrior in Fallcrest, but he also knows that he does not need to be. As long as loyal companions are at his side, he believes he is an unstoppable foe, and none so far have proven him wrong.

    Jebu on
  • Options
    TheBogTheBog Registered User regular
    edited June 2008
    I'm making a Fighter! Now gimme an hour or two to figure this character out and then I'll post it up.

    TheBog on
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    KilroyKilroy timaeusTestified Registered User regular
    edited June 2008
    Whoo, I just figured out why my attack bonus looked low: I forgot to add my proficiency bonus. So many little things to have to remember.

    Oh well, I least I only have to remember them during creation now, and not when the dice are rolling. :D

    Kilroy on
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    dscrilladscrilla Registered User regular
    edited June 2008
    All right, looks like we have a good team forming up.

    Make sure you have matools version 1.2.b32 installed. If you have the inclination, macros can help allot. Here is a pretty good movie about how to use it

    This is my first time running a Maptools game, there will probably be noob issues on my part. So apology in advance 8-)

    Use the IC thread to do any town business before leaving. There are opportunities to get more information and rewards depending on who you ask. Social skills might help as well, use spoiler tags for any rolls, use Invisible Castle for dice.
    So off to the IC thread:Your'e in a Tavern

    dscrilla on
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    TheBogTheBog Registered User regular
    edited June 2008
    I'm sorry.. looks like my character creation will spill into tomorrow morning or so.

    Do I need to have a shield to use "Distracting Shield" feat? It doesn't specify using a shield in anything but the name. It just gives me a nifty bonus to attacks of opportunity. If the name bothers you, we could just call it something else. But if you decide it's a no go, please let me know so I can alter my build.

    TheBog on
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    dscrilladscrilla Registered User regular
    edited June 2008
    TheBog wrote: »
    I'm sorry.. looks like my character creation will spill into tomorrow morning or so.

    Do I need to have a shield to use "Distracting Shield" feat? It doesn't specify using a shield in anything but the name. It just gives me a nifty bonus to attacks of opportunity. If the name bothers you, we could just call it something else. But if you decide it's a no go, please let me know so I can alter my build.

    Distracting Shield [Fighter]
    Prerequisites: Wis 15, fighter, Combat Challenge
    class feature
    Benefit: If you hit a foe with an attack granted by
    your Combat Challenge class feature, the target takes
    a –2 penalty to attack rolls until the start of your next
    turn.
    Special: You must have a shield equipped to benefit
    from this feat.

    dscrilla on
  • Options
    Corp.ShephardCorp.Shephard Registered User regular
    edited June 2008
    TheBog wrote: »
    I'm sorry.. looks like my character creation will spill into tomorrow morning or so.

    Do I need to have a shield to use "Distracting Shield" feat? It doesn't specify using a shield in anything but the name. It just gives me a nifty bonus to attacks of opportunity. If the name bothers you, we could just call it something else. But if you decide it's a no go, please let me know so I can alter my build.

    Likewise here, I'll have a character up before the session tomorrow.

    I was considering something roguish. Been reading over it

    Corp.Shephard on
  • Options
    TheBogTheBog Registered User regular
    edited June 2008
    dscrilla wrote: »

    Special: You must have a shield equipped to benefit
    from this feat.

    Hah. Yeah. I'm stupid. I was just looking at the summary page. Shows what I get for building a character at 3 am.

    TheBog on
  • Options
    TheBogTheBog Registered User regular
    edited June 2008
    Another question. Is it possible to combine a charge attack with say.. a power attack? So you're getting +1 and then -2/+2 or something of the sort?

    TheBog on
  • Options
    dscrilladscrilla Registered User regular
    edited June 2008
    TheBog wrote: »
    Another question. Is it possible to combine a charge attack with say.. a power attack? So you're getting +1 and then -2/+2 or something of the sort?

    Power attack goes with any melee attack, so yes. I would look to your powers for real damage, basic attacks like charge are small potatoes. In my last game we could hardly hit, reaping strike saved the day.

    dscrilla on
  • Options
    TheBogTheBog Registered User regular
    edited June 2008
    http://www.myth-weavers.com/sheets/view.php?id=61626

    This is what I got so far. (check those wicked attack bonuses) I'll flesh it out when I get back home. Right now I gotta drive my grandma to go shopping.

    TheBog on
  • Options
    dscrilladscrilla Registered User regular
    edited June 2008
    TheBog wrote: »
    http://www.myth-weavers.com/sheets/view.php?id=61626
    (check those wicked attack bonuses) .

    You will need every last point :twisted:

    Only error i saw was WP superior should be WP bastard sword. Superior weapons are too spiffy for the system to let you have em all with one feat.

    dscrilla on
  • Options
    TheBogTheBog Registered User regular
    edited June 2008
    Dscrilla, you should get a messenger of some type so we can chat about this thing pre and post.

    TheBog on
  • Options
    QuidQuid Definitely not a banana Registered User regular
    edited June 2008
    dscrilla wrote: »
    Make sure you have matools version 1.2.b32 installed. If you have the inclination, macros can help allot. Here is a pretty good movie about how to use it

    This is my first time running a Maptools game, there will probably be noob issues on my part. So apology in advance
    No worries. It's my first time using maptools ever.

    Quid on
  • Options
    QuidQuid Definitely not a banana Registered User regular
    edited June 2008
    Do you need me to tell you beforehand which daily spell I have memorized?

    Quid on
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    dscrilladscrilla Registered User regular
    edited June 2008
    Quid wrote: »
    Do you need me to tell you beforehand which daily spell I have memorized?

    Yeah thats how it should work, use the IC thread for any choices beforehand
    hint, maybe your mentor knows something about the keep

    dscrilla on
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    QuidQuid Definitely not a banana Registered User regular
    edited June 2008
    Hint maybe I'll do just that.
    Thank you.

    Quid on
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    A Dabble Of TheloniusA Dabble Of Thelonius It has been a doozy of a dayRegistered User regular
    edited June 2008
    I'm up for being an alternate. I'll post a character sheet just in case.


    Otherwise. Good luck and have fun :D

    A Dabble Of Thelonius on
    vm8gvf5p7gqi.jpg
    Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
  • Options
    KilroyKilroy timaeusTestified Registered User regular
    edited June 2008
    Should we make tokens for ourselves?

    Kilroy on
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    JebuJebu Registered User regular
    edited June 2008
    I'm having a few issues with maptools. When I try to do a dieroll like [1d20+mod] it just says that it is an invalid expression instead of coming up with a prompt for entering what mod is. What am I doing wrong?

    Jebu on
  • Options
    dscrilladscrilla Registered User regular
    edited June 2008
    Jebu wrote: »
    I'm having a few issues with maptools. When I try to do a dieroll like [1d20+mod] it just says that it is an invalid expression instead of coming up with a prompt for entering what mod is. What am I doing wrong?

    yeah the whole variable/mod thing doesnt work in 1.2. take out the mod and you are cool.


    you can make your own tokens or use some of mine, i have a pretty good selection.

    dscrilla on
  • Options
    KilroyKilroy timaeusTestified Registered User regular
    edited June 2008
    dscrilla wrote: »
    you can make your own tokens or use some of mine, i have a pretty good selection.

    I'll just use one of yours, then.

    Also, I've got macros made for all my attacks, their damage, initiative, and perception checks. Is there anything else that would be handy to have, or should that cover it?

    Kilroy on
  • Options
    A Dabble Of TheloniusA Dabble Of Thelonius It has been a doozy of a dayRegistered User regular
    edited June 2008
    Backup Character
    "Pokey" Merrilon is a wandering rogue who sells his services to the highest bidder. Always on the lookout for fun or treasure he is amiable and will adventure with almost anyone. While he is generally quite jovial, a layer of bitter cynicism always lies just underneath. It is also evident that he never recieved much in the way of formal schooling. When questioned about his past he is vague and steers the conversation towards new grounds. He has been in town for a few weeks drinking and gambling his way through gold that he earned in "a heist that would turn your hair white if I even so much as told you who was involved". Physically he is quite, well, bland. In fact, if not for his boisterous attitude he would probably never even be noticed. The sole physical characteristic that sets him apart is a pair of scars. They start above each eyebrow and travel downwards, ending at his cheekbones. When asked about these scars he becomes sullen and withdrawn. At least until the next round of ale or cards.

    A Dabble Of Thelonius on
    vm8gvf5p7gqi.jpg
    Steam - Talon Valdez :Blizz - Talonious#1860 : Xbox Live & LoL - Talonious Monk @TaloniousMonk Hail Satan
  • Options
    JebuJebu Registered User regular
    edited June 2008
    dscrilla wrote: »
    Jebu wrote: »
    I'm having a few issues with maptools. When I try to do a dieroll like [1d20+mod] it just says that it is an invalid expression instead of coming up with a prompt for entering what mod is. What am I doing wrong?

    yeah the whole variable/mod thing doesnt work in 1.2. take out the mod and you are cool.


    you can make your own tokens or use some of mine, i have a pretty good selection.

    Well that sucks. Makes the macros I made a lot less cool.

    Jebu on
  • Options
    dscrilladscrilla Registered User regular
    edited June 2008
    SERVER IS UP

    IP 67.116.236.93

    port 51234 (default)

    Please connect as your Character name.

    couple rules,

    don't move until its your turn announce your moving then show me.

    to make it clear when your talking out of Character use ** in front of your question/staement

    alright lets kill some [strike]PCs![/strike] err....kobolds!

    dscrilla on
  • Options
    TheBogTheBog Registered User regular
    edited June 2008
    FINAL!

    http://www.myth-weavers.com/sheets/view.php?id=61626

    Vin Seidel, Human Fighter
    Init +1 HP 27/27 Bloodied 13 Healing Surge 6 ( used /10)
    AC 19 Fort 18 Reflex 12 Will 12 Speed 5
    Str 20 (+5) Con 12 (+1) Dex 13 (+1) Int 8 (-1) Wis 13 (+1) Cha 8 (-1)

    Notes
    Vin grew up on the outskirts of Fallcrest as part of a traveling band of mischievous bards. He never knew his mother or father, or paid much attention to the concept as he was too busy causing trouble as a kid. Along with his merry group of friends, he stole, lied, and drank himself unconscious many a night amidst the constant music. Vin was exceptionally strong for his age, but was never any good at playing a musical instrument.. or stealing.. or lying.. He was more of the 'lovable oaf' of the group, traveling from town to town and completely dominating any arm-wrestling contest or brawling tournament around. Tossing aside the goons of any gang, or guards for that matter, just to prove that they were no match for him. This landed him in quite a few prisons. The love of battle seemed to come naturally, as he was really good at it; reveled in it. He saw every town as something he had to dominate, proving that he is the strongest and leaving his mark of self-appointed ownership. He wasn't evil, despite this. Vin respected strength, the fellowship of good friends, be it good or evil, and a pitcher of ale.

    One night in Fallcrest, after spending several days in a jail cell due to a collapsed wall in a pub, Vin emerged only to find his caravan gone without him. He wasn't one to wallow in pity for long, however, as he went back to the very same pub later that night and drank himself unconscious. Since then, he's stayed in Fallcrest taking odd jobs here and there, protecting trading caravans, or robbing them, and being a regular at just about every pub. He's met new friends and everyday searches for new adventures and new lands to conquer.

    TheBog on
  • Options
    Corp.ShephardCorp.Shephard Registered User regular
    edited June 2008
    Should be complete... aside from the backstory. I have a personality in mind, but...

    Mohtiv Beiron, Half-Elf Rogue, N/A, N/A
    Init +3 HP 22/22 Bloodied 11 Healing Surge 5 (6 used /6)
    AC 15 Fort 13 Reflex 15 Will 12 Speed 6
    Str 16 (+3) Con 10 (+0) Dex 16 (+3) Int 8 (-1) Wis 14 (+2) Cha 14 (+2)
    [OOC='[STRIKE]Deft Strike[/STRIKE]']Deft Strike
    Dex Vs AC. Move two Squares before attack.[/OOC], [OOC='[STRIKE]Sly Flourish[/STRIKE]']Sly Flourish
    +5 damage[/OOC], [OOC='[STRIKE]King's Castle[/STRIKE]']King's Castle
    Dex Vs. Reflex[/OOC], [OOC='[STRIKE]Blinding Barrage[/STRIKE]']Blinding Barrage
    [2W] + Dex damage, if target is hit it
    Dex Vs. AC[/OOC], [OOC='[STRIKE]Healing Word[/STRIKE]']Healing Word
    Daily. Target heals 1d6+surge amount[/OOC], [OOC='[STRIKE]Twin Strike[/STRIKE]']Twin Strike
    Two attacks, either Str Vs AC ( Melee), or Dex Vs AC (ranged).
    Deals [1W].[/OOC]
    Notes

    Corp.Shephard on
  • Options
    dscrilladscrilla Registered User regular
    edited June 2008
    good times! I hope you all had fun, I definitely want to continue the module. As for the retreat I hope you don't feel railroaded, you could have rushed after him but I think the next room would have been bad news, even without the alarm being raised. I will mod the dungeon a bit. You might have options based on what you have learned.

    I can run the follow up at 6 or 7PM Pacific time this next Sunday, Wednesday or Thursday.

    This time, its personal.

    You come back to the Septarchs tower with 14 ears and 60 gold. Its extended rest time, and you recover all HP and Surges, and your daily powers. I will give out XP after some IC thread follow up.

    dscrilla on
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    krylon666krylon666 Registered User regular
    edited June 2008
    which encounter did you make it to? i just got my group up through the 2nd-to-last one during our last session. this is assuming you're running the module as-is

    krylon666 on
  • Options
    dscrilladscrilla Registered User regular
    edited June 2008
    krylon666 wrote: »
    which encounter did you make it to? i just got my group up through the 2nd-to-last one during our last session. this is assuming you're running the module as-is

    We made it to the Skull Stone room. One of the drakes took down our fighter and everyone started using their dailies. We might have been able to clear the next room, but it was late, and a fleeing minion made to to the next room to warn the occupants. Now I can Mod the adventure a bit using some new tricks from wizards. here is one I wish I had seen before the game.:winky:

    The Kobold VicTory charT
    Kobolds are prone to victorious outbursts when they finally
    defeat a foe. When a kobold drops a character to zero or
    fewer hit points, roll on the following table if you want to
    inject some random craziness into your game:
    1–10. No effect.
    The kobold lacks the imagination to do anything interesting.
    It might chitter or giggle, but it really doesn’t know what to
    do when it defeats something.
    11. Kill things, take their stuff!
    The kobold picks an item off the fallen adventurer as its
    trophy. It spends a minor action next round dancing in
    celebration before running off to hide its treasure.
    12. ask not what you can do for the tribe!
    The kobold spends a round standing on the fallen adventurer’s
    body, delivering a victory speech. All kobolds within
    5 squares heal 5 hit points.
    13. i attribute my success solely to luck!
    The kobold immediately hides in its victim’s backpack or
    under his unconscious/dead form.
    14. Whoa! That’s never happened before!
    The kobold is stunned until the end of its next turn,
    shocked by its own success.
    15. come get some!
    The kobold spends a round taunting the nearest PC.
    16. Victory!
    The kobold lets out an inspiring whoop that grants all kobolds
    within 5 squares +1 on attacks for the rest of the fight.
    17. you’re next!
    The kobold gains an action point.
    18. This will only anger them!
    The kobold drops its weapon and runs away in fear of retribution.
    It comes back to the fight in 1d4 rounds.
    19. i’m only getting started!
    The kobold heals hit points back up to his bloodied number
    if bloodied, or up to full if he is not yet bloodied.
    20. Fear Me!
    The kobold gains +2 on attacks and damage and +1 on
    defenses until the end of the encounter.

    dscrilla on
  • Options
    JebuJebu Registered User regular
    edited June 2008
    Yeah, those drakes hurt us pretty bad. Climbing straight up onto the platforms and getting surrounded probably wasn't the best way to do that fight.

    Course, it didn't help that our ranger was stuck in glue for almost the entire fight. It was hilarious when he finally got out of it, tried to climb up the wall, rolled a 1, and slid back down face first back into the glue.

    Jebu on
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