TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
Here's the 2 powers, straight from EPG:
Magic Weapon Artificer Attack 1 At-Will • Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence + 1 vs. AC (+8 in my case)
Hit: 1 [W] + Intelligence modifier damage, and each ally
adjacent to you gains a +1 power bonus to attack rolls
and a bonus to damage rolls equal to your Constitution
or your Wisdom modifier until the end of your next turn.
Burning Weapons Artificer Attack 1 Encounter • Arcane, Fire, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC (+7 in my case)
Hit: 1 [W] + Intelligence modifier fire damage. Until the
end of your next turn, you and any ally within 2 squares
of you deals extra fire damage equal to your Constitution
modifier with weapon or fire attacks.
The only difference from the 2 powers (IMO) is that Magic weapon grants a damage bonus, whereas Burning Weapons says it grants EXTRA fire damage.
Magic Weapon Artificer Attack 1 At-Will • Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence + 1 vs. AC (+8 in my case)
Hit: 1 [W] + Intelligence modifier damage, and each ally
adjacent to you gains a +1 power bonus to attack rolls
and a bonus to damage rolls equal to your Constitution
or your Wisdom modifier until the end of your next turn.
Burning Weapons Artificer Attack 1 Encounter • Arcane, Fire, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC (+7 in my case)
Hit: 1 [W] + Intelligence modifier fire damage. Until the
end of your next turn, you and any ally within 2 squares
of you deals extra fire damage equal to your Constitution
modifier with weapon or fire attacks.
The only difference from the 2 powers (IMO) is that Magic weapon grants a damage bonus, whereas Burning Weapons says it grants EXTRA fire damage.
I'll let the DM decide...
Unless it specifically says to add in your magic weapon bonus to this, which it doesn't, then I don't see why you would add your weapon modifier to it. The extra to seems to indicate that you add the extra points on top of your allies normal damage bonuses.
Ohhhhhh You mean magic weapon as a power. Derr... ya that would stack.
I can't log in to Orokos for some reason, so I rolled on IC. Also, I have no idea where anyone really is on the map at this point, or where I started. So, assumptions abound below...
There is a cacaphony of snapping branches heard above the din of the battle, as though as though a large, angry bear were running through the forest towards the fight. Keldan emerges from the tree line, a grim set to his jaw as he wades in to the fray, scarcely bothering to size up his opponents.
With an unintelligable roar, he leaps between two of the kobolds, swinging his mighty hammer into the larger creature's chest. It is a glancing blow by Keldan's standards, but the fiend feels the weight of his armor far more keenly than before.
Keldan rattles his hammer against his shield. "Flee now, or face the might of the Black Elk!!"
Couldn't log in to my Orokos account. I think I might need to reset my password. Used IC instead.
Move Action: Move to N9 from ??
Standard Action: Weight of Earth (at-will) (+8 vs AC) vs Dragonshield (N8)
(1d20) + 8 = 27; (1d10)+6 normal damage= 7 normal damage, and is slowed until EOMNT
Free Action: Nature's Fury, Dragonshield @ N8 and Grunt @ 09 are marked until EOMNT
Inter-turn: Keldan will attempt Warden's Fury (+8 vs AC, 1d10+6 dmg, grants CA to me and allies until WOMNT) on any creature that violates his mark as a free action.
How do you color code text?
NorthGuard on
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
What an awesome entry into the campaign. A tip of my hat to you, sir. To color code text, type [
Color="red"]<<your text>>. [/Color]. In general, you can find out how someone did something in bbcode by hitting the quote button on the bottom right of their post, and looking at the source code.
Who did Yuriel target?
I made a mistake (now fixed) on which square the Dragonshield moved into. I've got a current map ready to go, expect I need to know which targets Yuriel was shooting at first. Apologies to Northguard, I was pretty vague with my instructions. I was trying to say that I had a plan to inject you into the encounter, but what you did is fine too. The enemies weren't necessarily where you thought they were, but I'm just going to fiddle around with things a bit and present the final product as the new reality.
PP: I had the map ready, but then the forums were down.
Ok, this is how things are now.
Keldan finished off the leader with a blow of the back of the head. Next are the slingers, then Fighum, then Thom. The slingers are just going to stay where they are and shoot at the closest enemy, but if Yuriel had targeted the bloodied slinger then he's already dead. So for now I'll just roll the one.
I'm going to start posting defenses, lettering enemies of the same type, etc the next encounter. I would think that when two PCs are adjacent in the init list, as Fighum and Thom are, allowing either to go first would speed things up. That could regress into them debating who should go before the other, slowing things down instead, but they can do that anyways because of the option to delay, right?
Ok, seems Yuriel speared that Kobold on his left. The map has been changed to reflect that.
Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
Correct, that would tend to speed things up. I played a game where PCs rolled initiative individually but could take their turn as soon as there was no enemy between the current initiative spot and their own. We had no problems with the system.
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
I thought the dragonshield was on J11.
But yeah, I was actually attacking the Dragonshield (one next to Fighum[J11]), not the one closest to Fritz.
Is it fine to backtrack my move action and post it as moving to K10 instead (i'll edit the post if need be)?
That way only Thom gets the +1 bonus to attack rolls and +3 damage bonus (Magic Weapon) and +3 extra fire damage bonus to both Thom and Fighum (Burning Weapons)?
I couldn't hit any of the slingers, as they're out of range for me (my spear is melee, my attacks used were melee-based, and the spear doesn't have the Thrown property), so 1 slinger still needs to go.
Your call DM...
Also thanks for posting the maps smaller. Definitely an improvement.
Edit: Still getting used to PbP games, so forgive my noob mistakes.
Edit 2: Now waiting on Fighum and Thom, as well as the other slinger
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BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited September 2009
“Uighh,” cried Professor Fighum, shielding his face with a billowy sleeve. He reeled from the spear point no more than from the malodorous vapours percolating from the reptilian’s sneering, rotten maw. “Don’t stand,” he coughed, “don’t stand so close to me!” He accented this command with a full underhand swing of his straightened arm that held his orb. He didn’t come close to touching the kobold, who leaned further towards the professor and exhaled explosively.
Thom grimaced. "Oh come on, now, it's not that bad..." Who am I kidding? It's worse. He cursed his hyper-sensitive sense of smell as he swung at the dragonshield, his sword howling as it flew through the air.
Booming Blade on the dragonshield: 12 vs. AC is probably not a hit.
He followed that up with a minor enchantment. "Now be a good kobold and stay right there, alright?"
"You are the ones that sssssssmell, sssssoftssssskins! Why couldn't you just pay the ssssssstupid tribute?" yells the remaining Dragonshield, the apparent pro tem leader now that other had fallen, swinging his blade wildly as he spoke.
We are here --> Thaladh Keranth & Fritz Yuriel Firestarter & Keldan Kobold Slinger A & B(loodied) Prof. Fighum & Thom Kobold Dragonshield B Kobold grunt
I'd like to give this a test run: Either person on the line (ie Thaladh & Fritz) may go first, and the next line may go once both before them have gone. This way, combat isn't just a free for all, but if for instance, Fritz would like to delay until after Keldan to get combat advantage, he can just say so immediately, rather that feeling like he has to wait for Thaladh to go before he can say so.
Maybe? If you guys have a method you like best feel free to suggest it. I've seen it done several different ways in the PbPs I've looked at, I'm just looking for a system that would work best for us.
Sensing that the time is nigh Fritz makes a bold dash between Keldan and the kobold grunt, shooting between hammer and spear in the blink of an eye. With Saber Tooth held shoulder-height business end zeroing in on the wounded slinger. With a final lunge he thrusts his blade toward the unsuspecting slinger's face.
Eh, I'm going to go ahead and blow my daily. I figure we'll have time to rest in Winterhaven before things get too nasty.
So move to P5 provoking an AoO from the minion.
Time to get ill.
Precise Incision
Dex vs ref against the bloodied slinger.
Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
"Fighting with glue? Feel the consequences of your dishonor!" shouts the enraged monk.
Khaladh leaps forward and brings his fists to bear on the nearest opponent, striking first with a jab to the face and then with a crushing blow to the chest, knocking the kobold to the ground.
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
Yuriel makes a quick glance to his allies on his left (Thom and Fighum), making sure the're safe from the kobold (and its smell). "I'll leave the Dragonshield in your hands Thom, as it probably won't last long anyway. Those slingers, however, will prove more of a hindrance than this kobold if left unchecked."
Yuriel then looks on to Khaladh and shouts "I'll assist you Khaladh. Let's finish these kobold slingers before they become too much of a threat!"
He rushes to Khaladh's side and thrusts the spear straight in the kobold's shoulder. Hopefully finishing the beast, Yuriel thought. Arcane energy is released once more from the weapon, and encompass Khaladh with the same blue arcane mist as his other allies, making Khaladh more powerful and stronger.
Move Action: Move to to L5 Standard Action: Magic Weapon (at-will) (+8 vs AC)
(1d20) + 8 = 13; and if it hits, (1d8)+5 normal damage= 9 normal damage;
Khaladh gain a +1 to attack rolls and +3 to damage rolls (Magic Weapon) until the end of my next turn. Both my Magic Weapon and Burning Weapons bonuses are now finished for both Fighum and Thom.
BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited September 2009
Seeing the slingers fall, Professor Fighum retreats closer to most of his brawnier companions. After steadying himself against a boulder, he raises his orb towards the spearbearer who had threatened him. His fingertips dance across the small globe, and a small flicking motion sends a copy of the orb racing to the center of the Kobold’s chest.
Move three squares to L6.
Magic Missile against DS's Reflex.
"Heh," he laughed, seeing the orb sizzle into the scaly skin. "I learned that one from a traveling scholar, quite an impressive fellow, by the name of Darcmajique."
I assume 20 beats his reflex--if not I'll edit this later.
"Sure, but a little less on the alliteration, please!" is all Thom can get out before he returns to his opponent.
He bows. "Well, it's been fun, but I'm afraid it's time for you to go. Farewell." He then straightens up, pulls his sword, and swings it for the dragonshield's neck - while at the same time tripping it and maneuvering it, exposing its back to the rest of the part if his blow doesn't finish it off.
Fox's Feint on the Dragonshield: 21 vs AC is probably a hit, and it deals 8 damage. I swap positions with the dragonshield and anyone who gains CA against it gets an extra +2 to hit.
The Dragonshield, exhausted and bruised, suddenly looks up at the Swordmage with a strange gleam in his eyes. Lurching forward, he gropes at Thom's clothes and
(at apparent odds to the Blind Swordman's future retelling of the event, in which he asserts that absolutely no entry was gained to either his pockets or his wallet)
produces a small stack of coins in his free hand.
Raising the hand clutching the coins above his head, he shouts, "Desssisssst, my Kobold brotherssss! Tribute has been paid!" The lone remaining minion, occupied with the imposingly burly man before him, stops and looks around bewilderedly, wondering who else his companion is addressing. "Sssquad, assssemble!" his senior commands, and the Kobold instinctively obeys. "Move out!" he continues, and so they march, a military procession of two, down the road past their adversaries and the bodies of their slain brethren alike.
The two remaining Kobolds meet up at row 8 and begin to march east. They're both taking about a million AoOs each, and at this point a single hit is enough drop either (One is heavily bloodied, the other a minion). So at this point you just have to decide whether you are going to slay them, capture them (perhaps to be incarcerated in the Winterhaven Jail, if you are wondering what you would do with them), or accept their pathetic charade and let them leave.
I can work with any of these, or perhaps another course of action, though I can't think of any others. I just thought there'd be no harm in presenting you with the multichoice opportunity thing...?
As the kobold slumps to the ground Fritz turns Saber Tooth toward the last standing kobold.
"Yer move, lizard."
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
Leaping past the rogue, the elf is swaying as he confronts the other kobold. Stepping in front of it's march, he announces formally, "I shall toast your memory in the tavern tonight!"
Spinning, he launches himself at the confused creature, felling it with a roundhouse kick to the face before falling to the ground himself. Standing quickly, he turns and rejoins his friends. "Not a bad little fight!" he exclaims happily.
Thom pats his pockets the instant he realizes what happened, then turns and points. "Hey! Get back here! That was my... er... Just get back here!" he yells, a bit weakly.
He doesn't run quite yet, remaining a moment to check whether they took anything besides some gold... and his dignity.
Strangely, you don't seem to have lost any of your cash or personal effects. You are quite certain nothing is amiss.
Between the two of them, the Dragonshields yield various coinage worth a total sum of 10 gp on their persons. Also, 100XP to each PC.
To clarify: it was a ruse. Pickpocketing you successfully during combat was out of the question, so instead a desperate ploy was enacted by the remaining Kobold, who hoped to escape this fight with both his life and some dignity. Unfortunately for him, this is one party which did not use Int as their dump stat.
Question: Who is tracking XP and wealth? Shall I do both, or shall we split it up, or what?
Well done, brave adventures. The Kobold brigands are vanquished. What doths thou wish to do now?
Quick intro to Winterhaven, which I assume is where you intend to head next. (Please do, in fact)
O little town of Winterhaven.
Population 977
The rutted King’s Road leads to the foot of a broad hill that holds
the walled village of Winterhaven. The village is nestled in the
southern foothills of the Cairngorm Peaks. The walls are weathered
stone topped by defensive palisades.
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.
Map Legend
1. Outer Gate and Walls
2. Wrafton’s Inn (immediately upon entering the gates, you stand before what is obviously the town inn, which has a large weathered sign displaying the name of the inn accompanied by a bas relief of a stallion applauding enthusiastically.)
3. Market Square
4. Stables
5. Blacksmith
6. Tall Mysterious Tower
7. Bairwin’s Grand Shoppe
8. Warrior Guild
9. Tenements
10. Temple
11. Inner Gate
12. Supply Storehouse
13. Barracks
14. Manor House
H = thatched roof cottages
"Well I suppose we should head into the inn, what, us being weary travelers and all." Fritz keeps his eyes peeled for anything out of the ordinary.
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
I'm gonna assume we take a short rest before going to Winterhaven. I'll spend a healing surge to replace one of my infusions.
Remaining HS:8
Number of Infusions: 2
Also give Khaladh the Augment Energy empowerment (The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll.)
I vote we let the DM keep track of the gold, and give it to us once we have a decent pile or so (100-200g or so).
Also, congrats guys on our first PbP battle!
Edit: Updated my character sheet with the XP and HS.
Edit2: Where's North, is he still with us?
Aftermath of the battle:
Yuriel scanned the road for any more kobolds. It was a pity they had to kill all of them; he would have at least kept one alive for questioning. But, yuriel pondered, these were kobolds. Where there's one, there's bound to be hundreds more nearby.
Yuriel knew there was trouble on the roads; each road has it's bandits. But kobolds on the road? Light! What has this land been reduced to have these little monstrosities act like two-bit bandits on the road?
"No time to pat your backs people, no doubt they were just scouts or a group looking for trouble. Let's get to Winterhaven before either the snow fall stops us or more kobolds."
At Winterhaven:
As Yuriel stepped into the town of Winterhaven, he found himself dissapointed at the sight of Winterhaven. Compared to the bustling town of Fallcrest, Winterhaven felt more like a small Hamlet. The Inn of the town sounded empty from outside, the large open area (Yuriel assumed to be the Market Square) was nearly empty, with a mere two or three merchants and their stalls. Even the Blacksmith felt calm and eerie, like the blacksmith was on leave or something. Yuriel was a city person, and enjoyed visiting large cities (seeing all the sights and sounds of such a grand place) and even 'smaller' towns like Fallcrest. Winterhaven felt like a town best left forgotten, if not for the job they had been given.
Yuriel turns to the group. "So, what do you think we should do?"
Er, I didn't want to kill it. Actually. I guess I should have been more specific. That's why I bashed his head instead of cutting the kobold.
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TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
No problem, we'll just find another kobold... or whatever, and then just ask it (and by ask it, i mean beat it to a pulp and then just say to not deal lethal damage on it ).
Best thing was to kill those bandits anywho. If we left them as they were they would just cause more mayhem and whatnot.
However, if the DM says we spared one, I'll just edit my aftermath part of the post then.
Besides, I don't think that's the last we've seen of kobolds. My money's on that a nest is probably in the vicinity.
Still, what do you guys wanna do? Wanna start finding clues to the keep, or should we just get our bearings straight (see the sights of Winterhaven, get some gear, meet the locals, hear rumours etc.)?
Also TR, what are the standard prices for taverns/inns (eg. food, rooms, drinks etc.)
"Heh," he laughed, seeing the orb sizzle into the scaly skin. "I learned that one from a traveling scholar, quite an impressive fellow, by the name of Darcmajique."
He he, saw what you did there. Fighum should get extra xp for that lol.
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BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited September 2009
After the battle:
Professor Fighum steadies himself against the rock, breathing hard for a moment, though it’s not clear if that is due to exhaustion or excitement.
Spend a healing surge to recover six hp to 20/24 (unless we’ve rested overnight on our way to Winterhaven).
“Well, that was something,” he says, standing straight and walking into the road.
I don’t mind tracking XP. I plan to keep my Myth-weavers sheet as up to date as possible. So, as long as we are all earning the same amount, feel free to peek at my sheet to see the current XP earned. As far as wealth, we should probably talk about wealth distribution. I assume we are splitting everything evenly. But how do items figure into that? When someone discovers a magic item, does he forgo his gold for that encounter? Or is gold always split evenly, and someone gets an item on top of that, and it will all come out even in the long run?
Or maybe we don't want to split the gold? Some groups, so I understand, have a community purse, with major purchases discussed and doled from the group cache of cash.
DM input is also appreciated here, since he knows what to expect in future encounters.
TiamatZ wrote:
Also TR, what are the standard prices for taverns/inns (eg. food, rooms, drinks etc.)
If we're going to spend money in taverns, I'd appreciate a package deal from the innkeeper/DM. By that I mean, something along the lines of "You've spent 7gp on room and board," instead of calculating every independent charge for a room, clean sheets, 3 tankards of ale, two sausages, 1 loaf, etc. If I have to start calculating a tip for the beermaid, well, that level of detail starts cutting into the fun, in my opinion.
TiamatZ wrote:
Prof. Fighum wrote:
"Heh," he laughed, seeing the orb sizzle into the scaly skin. "I learned that one from a traveling scholar, quite an impressive fellow, by the name of Darcmajique."
He he, saw what you did there. Fighum should get extra xp for that lol.
I couldn't resist!
Turning toward Thom, Professor Fighum wraps an encouraging arm around the swordsman’s shoulder. “Sorry about the…,” Fighum wiggles his fingers, “with the…” and waves his hand “and the—“ slapping his palm against the other man’s chest. “No real harm done then, eh? Onward!”
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BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
"Well I suppose we should head into the inn, what, us being weary travelers and all." Fritz keeps his eyes peeled for anything out of the ordinary.
"Yes, I'm sure we should all enjoy washing the dust from our palates. Though that tower bespeaks a wizard's presence, at the very least in this town's history. I'd like to investigate that before we leave town for any hints as to our keep. But first, let's enjoy the hospitality of" looking up at the sign, pausing a moment "Master Wrafton."
A much better name, he thought to himself, than The Horse's Clap.
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Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
edited September 2009
"After all, I've got a promise to keep," says Thaladh, heading to the inn.
Whether the Kobold is your prisoner or not won't make a huge difference, my plan was just for you to make a gift of him to the Winterhaven Militia. Give you an excuse to talk to the local gov't and whatnot. Anyway, into the inn?
Dusk is beginning to settle over the land as you reach Winterhaven, and you blend into the light stream of villagers making their way into Wrafton's Inn. A modest but cheery interior greets you. Several tables already hold groups of villagers eating, drinking, gaming, and welcoming the stragglers of their clique as they join the table.
"Well, well!" an apple cheeked woman greets you as you enter. "I see some unfamiliar faces among us tonight. Welcome to my inn, and to Winterhaven. Can I get you a table, a room, perhaps? You look like you've traveled quite far."
EDIT:
It's been several days since NorthGuard last posted. We may be back to a 5 man party.
TiamatZGhost punsThe Banette of my existenceRegistered Userregular
edited September 2009
Whether the Kobold is your prisoner or not won't make a huge difference, my plan was just for you to make a gift of him to the Winterhaven Militia. Give you an excuse to talk to the local gov't and whatnot. Anyway, into the inn?
Well, we're going to do some investigations here anyway, maybe even be able to bother the local gov't with some questions.
I noticed that I keep referring Thaladh as Khaladh (running gag?)
Yuriel moves past his travelling companions to personally greet the innkeeper.
"Greetings errr...Ms. Wrafton, I presume? I'm Yuriel Firestarter, an artificer of little renown (better keep under the radar, just in case), and these are my associates. The boisterous elf sitting next to the barman is Khaladh. This here is professor Fighum, a scholar of some renown and arcane talent, and the blind one is Thom, and is ironically our finest swordsman. The 'scruffy' looking one is, emmm...."
Best keep Thom's sight ability a secret, for incase anyone wants to try and rob us or kill us...
Also if anyone in the bar tries or makes fun of Thom or any of us, I vote that Fritz has the right to ambush them in the streets when no one is looking.
Rolling for Perception, to see if there are any important looking figures about at the time: (1d20+6) = 24. Wow, got my glasses out.
Edit: Fixed some spelling errors.
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BhowSunny day, sweeping the clouds away.On my way to where the air is sweet.Registered Userregular
edited September 2009
“Yes, a room with five beds if you have one, though we may be six before the evening’s out. Before that, though, we’d be honored to savor a platter of your house victuals, the aroma of which is this very minute beguiling my palate. For, indeed, we have traveled far and faced mighty foes on the road hither.”
Once she’s brought meat, bread and beer to our table, I continue the conversation:
"What, fair lady, is the purpose of that astounding tower in the center of your fair hamlet? Dare I say, is it a wizard’s work?"
Uh, should I roll something, diplomacy maybe aracana, or is general conversation free?
Also, Nooooorrthguaaaaarrrrd!oneone
Edit:
Oops, didn't mean to step on your toes, TiamatZ. Perception's a good idea, too: tavern perception: 1d20+24
Eh, I'm pretty focused on the bread and beer at this point.
"Oh my!" exclaims Ms Wrafton after getting a good look at Yuriel. "You're one of those...Genesis people aren't you? Bless my stars, I don't believe we've ever had one here in Winterhaven before. A pleasure to meet you." She signals to a waiter to prepare food and lodging for the party, and shows our gang to a table by the fire. So, what brings such a handsome young group of fellows to our little town?"
In response to Fighum's question about the tower: "Oh, that's old Vathrun's tower. Lived there since before I can remember. Comes down every now and again to enjoy a pint or chat with His Lordship. Maybe work a bit'a magic on our behalf if we're in need of it. I haven't seen him round for nearly a month now, he's due for a visit."
Concerning Yuriel's perception: among the many patrons, a few in particular catch your eye: A grizzled old man sitting by the fire, weaving a tale for eager listening youngsters. An elven woman with a sour look on her face sits at the bar, her only company her glass of brandy. A burly dwarf with a deep tan is engaged in a game of cards, and from his good humor, seems to be winning. Finally, in a high backed chair by the window, a man dressed in finery that sets him apart from the common patron sits and sips his beer in a dignified manner. Though his attention appears to be on the world outside the window, you've noticed him nonchalantly taking appraising looks at your party.
While traveling Fritz prefers to separate himself from the group. He'll hang back behind them about 10 yards, ready to take to the woods to sneak around enemies. One can tell that he is a creature of the city and is ill at ease out in the middle of nowhere on this path. But the road to Winterhaven presents them no more challengers.
Back in the tender comforts of a tavern Fritz's mood turns a bit lighter. He scans the room for two types of people. Gamblers, and single human females. Noting the lack of human ladies he does spot the sorrowful elf. Hm. Variety is the spice of life...
Fritz picks up the loaf of bread and peels a hunk of it away before passing it on. Then, with his mouth full of bread and his tankard of ale in his hand he excuses himself and wanders up toward the Lady Elf. He sets his cup on the bar and puts himself in the stool next to her. He gives her a nice friendly grin.
"Ever hear the joke about the the Behir and the dragon? No? Ok, so there's this dragon right and he's all thinking he's the best thing since cooked meat right? And the behir comes along and challenges the dragon to a race. But, no flying is allowed, right? So the dragon, unable to resist the challenge, excepts and they start racing. Well the behir is faster on the ground than the dragon and he turns his head back to the dragon and yells 'Hey what's wrong with you? You're draggin' ass!' Get it?"
Posts
Magic Weapon Artificer Attack 1
At-Will • Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence + 1 vs. AC (+8 in my case)
Hit: 1 [W] + Intelligence modifier damage, and each ally
adjacent to you gains a +1 power bonus to attack rolls
and a bonus to damage rolls equal to your Constitution
or your Wisdom modifier until the end of your next turn.
Burning Weapons Artificer Attack 1
Encounter • Arcane, Fire, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Intelligence vs. AC (+7 in my case)
Hit: 1 [W] + Intelligence modifier fire damage. Until the
end of your next turn, you and any ally within 2 squares
of you deals extra fire damage equal to your Constitution
modifier with weapon or fire attacks.
The only difference from the 2 powers (IMO) is that Magic weapon grants a damage bonus, whereas Burning Weapons says it grants EXTRA fire damage.
I'll let the DM decide...
Ohhhhhh You mean magic weapon as a power. Derr... ya that would stack.
Of course, that is the DMs call in the end.
With an unintelligable roar, he leaps between two of the kobolds, swinging his mighty hammer into the larger creature's chest. It is a glancing blow by Keldan's standards, but the fiend feels the weight of his armor far more keenly than before.
Keldan rattles his hammer against his shield. "Flee now, or face the might of the Black Elk!!"
Move Action: Move to N9 from ??
Standard Action: Weight of Earth (at-will) (+8 vs AC) vs Dragonshield (N8)
(1d20) + 8 = 27; (1d10)+6 normal damage= 7 normal damage, and is slowed until EOMNT
Free Action: Nature's Fury, Dragonshield @ N8 and Grunt @ 09 are marked until EOMNT
Inter-turn: Keldan will attempt Warden's Fury (+8 vs AC, 1d10+6 dmg, grants CA to me and allies until WOMNT) on any creature that violates his mark as a free action.
How do you color code text?
I made a mistake (now fixed) on which square the Dragonshield moved into. I've got a current map ready to go, expect I need to know which targets Yuriel was shooting at first. Apologies to Northguard, I was pretty vague with my instructions. I was trying to say that I had a plan to inject you into the encounter, but what you did is fine too. The enemies weren't necessarily where you thought they were, but I'm just going to fiddle around with things a bit and present the final product as the new reality.
PP: I had the map ready, but then the forums were down.
Slinger targets the Genasi.
http://invisiblecastle.com/roller/view/2258941/
NEXT: Fighum
THEN: Thom
Ok, seems Yuriel speared that Kobold on his left. The map has been changed to reflect that.
But yeah, I was actually attacking the Dragonshield (one next to Fighum[J11]), not the one closest to Fritz.
Is it fine to backtrack my move action and post it as moving to K10 instead (i'll edit the post if need be)?
That way only Thom gets the +1 bonus to attack rolls and +3 damage bonus (Magic Weapon) and +3 extra fire damage bonus to both Thom and Fighum (Burning Weapons)?
I couldn't hit any of the slingers, as they're out of range for me (my spear is melee, my attacks used were melee-based, and the spear doesn't have the Thrown property), so 1 slinger still needs to go.
Your call DM...
Also thanks for posting the maps smaller. Definitely an improvement.
Edit: Still getting used to PbP games, so forgive my noob mistakes.
Edit 2: Now waiting on Fighum and Thom, as well as the other slinger
1d20 + 4 +1 –v- Dragonshield’s fortitude
Thunderwave -v- Dragonshield's Fortitude (1d20+4+1=7)
If, by some chance, that hits here's Damage (1d6+4=6). He will also be pushed one square to K11.
"Reaachk!" retched Fighum, as he stumbled back a few steps in search of cleaner air.
On this limited experimental sample, I much prefer Orokos' roller
Next: Thom!
He followed that up with a minor enchantment. "Now be a good kobold and stay right there, alright?"
Minion VS Keldan = MISS
Dragonshield VS Thom (AC) = HIT; dmg = 9
Slinger VS Thom (AC)(ranger) = HIT; dmg = 8
http://invisiblecastle.com/roller/view/2261265/
http://invisiblecastle.com/roller/view/2261275/
Movement: The Minion shifts as a minor to N10
NEW AND IMPROVED Initiative List
We are here --> Thaladh Keranth & Fritz
Yuriel Firestarter & Keldan
Kobold Slinger A & B(loodied)
Prof. Fighum & Thom
Kobold Dragonshield B
Kobold grunt
I'd like to give this a test run: Either person on the line (ie Thaladh & Fritz) may go first, and the next line may go once both before them have gone. This way, combat isn't just a free for all, but if for instance, Fritz would like to delay until after Keldan to get combat advantage, he can just say so immediately, rather that feeling like he has to wait for Thaladh to go before he can say so.
Maybe? If you guys have a method you like best feel free to suggest it. I've seen it done several different ways in the PbPs I've looked at, I'm just looking for a system that would work best for us.
MAP
So move to P5 provoking an AoO from the minion.
Time to get ill.
Precise Incision
Dex vs ref against the bloodied slinger.
1d20+8; 3d6+4 → [7,8] = (15)
1d20+8; 3d6+4 → [4,4,3,4] = (15)
http://invisiblecastle.com/roller/view/2261587/
Eh.. maybe that hits his reflex.
Khaladh leaps forward and brings his fists to bear on the nearest opponent, striking first with a jab to the face and then with a crushing blow to the chest, knocking the kobold to the ground.
Yuriel then looks on to Khaladh and shouts "I'll assist you Khaladh. Let's finish these kobold slingers before they become too much of a threat!"
He rushes to Khaladh's side and thrusts the spear straight in the kobold's shoulder. Hopefully finishing the beast, Yuriel thought. Arcane energy is released once more from the weapon, and encompass Khaladh with the same blue arcane mist as his other allies, making Khaladh more powerful and stronger.
Standard Action: Magic Weapon (at-will) (+8 vs AC)
(1d20) + 8 = 13; and if it hits, (1d8)+5 normal damage= 9 normal damage;
Khaladh gain a +1 to attack rolls and +3 to damage rolls (Magic Weapon) until the end of my next turn. Both my Magic Weapon and Burning Weapons bonuses are now finished for both Fighum and Thom.
Also Next Up: Keldan(AKA Northgaurd)
Umm..that's all for now, I guess.
Magic Missile against DS's Reflex.
MM then dmg: 1d20+4+1 20 2d4+4 9
"Heh," he laughed, seeing the orb sizzle into the scaly skin. "I learned that one from a traveling scholar, quite an impressive fellow, by the name of Darcmajique."
"Now silence his sibilant slanders, Thom!"
He bows. "Well, it's been fun, but I'm afraid it's time for you to go. Farewell." He then straightens up, pulls his sword, and swings it for the dragonshield's neck - while at the same time tripping it and maneuvering it, exposing its back to the rest of the part if his blow doesn't finish it off.
Raising the hand clutching the coins above his head, he shouts, "Desssisssst, my Kobold brotherssss! Tribute has been paid!" The lone remaining minion, occupied with the imposingly burly man before him, stops and looks around bewilderedly, wondering who else his companion is addressing. "Sssquad, assssemble!" his senior commands, and the Kobold instinctively obeys. "Move out!" he continues, and so they march, a military procession of two, down the road past their adversaries and the bodies of their slain brethren alike.
Fritz intercepts the newest leader and attempts to bash him on the skull to knock him out.
1d20+8;1d6+4 → [3,4] = (7)
http://invisiblecastle.com/roller/view/2263129/
As the kobold slumps to the ground Fritz turns Saber Tooth toward the last standing kobold.
"Yer move, lizard."
Spinning, he launches himself at the confused creature, felling it with a roundhouse kick to the face before falling to the ground himself. Standing quickly, he turns and rejoins his friends. "Not a bad little fight!" he exclaims happily.
He doesn't run quite yet, remaining a moment to check whether they took anything besides some gold... and his dignity.
Strangely, you don't seem to have lost any of your cash or personal effects. You are quite certain nothing is amiss.
Between the two of them, the Dragonshields yield various coinage worth a total sum of 10 gp on their persons. Also, 100XP to each PC.
Well done, brave adventures. The Kobold brigands are vanquished. What doths thou wish to do now?
Population 977
The rutted King’s Road leads to the foot of a broad hill that holds
the walled village of Winterhaven. The village is nestled in the
southern foothills of the Cairngorm Peaks. The walls are weathered
stone topped by defensive palisades.
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.
Map Legend
1. Outer Gate and Walls
2. Wrafton’s Inn (immediately upon entering the gates, you stand before what is obviously the town inn, which has a large weathered sign displaying the name of the inn accompanied by a bas relief of a stallion applauding enthusiastically.)
3. Market Square
4. Stables
5. Blacksmith
6. Tall Mysterious Tower
7. Bairwin’s Grand Shoppe
8. Warrior Guild
9. Tenements
10. Temple
11. Inner Gate
12. Supply Storehouse
13. Barracks
14. Manor House
H = thatched roof cottages
Remaining HS:8
Number of Infusions: 2
Also give Khaladh the Augment Energy empowerment (The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll.)
I vote we let the DM keep track of the gold, and give it to us once we have a decent pile or so (100-200g or so).
Also, congrats guys on our first PbP battle!
Edit: Updated my character sheet with the XP and HS.
Edit2: Where's North, is he still with us?
Aftermath of the battle:
Yuriel scanned the road for any more kobolds. It was a pity they had to kill all of them; he would have at least kept one alive for questioning. But, yuriel pondered, these were kobolds. Where there's one, there's bound to be hundreds more nearby.
Yuriel knew there was trouble on the roads; each road has it's bandits. But kobolds on the road? Light! What has this land been reduced to have these little monstrosities act like two-bit bandits on the road?
"No time to pat your backs people, no doubt they were just scouts or a group looking for trouble. Let's get to Winterhaven before either the snow fall stops us or more kobolds."
At Winterhaven:
As Yuriel stepped into the town of Winterhaven, he found himself dissapointed at the sight of Winterhaven. Compared to the bustling town of Fallcrest, Winterhaven felt more like a small Hamlet. The Inn of the town sounded empty from outside, the large open area (Yuriel assumed to be the Market Square) was nearly empty, with a mere two or three merchants and their stalls. Even the Blacksmith felt calm and eerie, like the blacksmith was on leave or something. Yuriel was a city person, and enjoyed visiting large cities (seeing all the sights and sounds of such a grand place) and even 'smaller' towns like Fallcrest. Winterhaven felt like a town best left forgotten, if not for the job they had been given.
Yuriel turns to the group. "So, what do you think we should do?"
However, if the DM says we spared one, I'll just edit my aftermath part of the post then.
Besides, I don't think that's the last we've seen of kobolds. My money's on that a nest is probably in the vicinity.
Still, what do you guys wanna do? Wanna start finding clues to the keep, or should we just get our bearings straight (see the sights of Winterhaven, get some gear, meet the locals, hear rumours etc.)?
Also TR, what are the standard prices for taverns/inns (eg. food, rooms, drinks etc.)
He he, saw what you did there. Fighum should get extra xp for that lol.
Professor Fighum steadies himself against the rock, breathing hard for a moment, though it’s not clear if that is due to exhaustion or excitement.
“Well, that was something,” he says, standing straight and walking into the road.
Or maybe we don't want to split the gold? Some groups, so I understand, have a community purse, with major purchases discussed and doled from the group cache of cash.
DM input is also appreciated here, since he knows what to expect in future encounters.
TiamatZ wrote:
If we're going to spend money in taverns, I'd appreciate a package deal from the innkeeper/DM. By that I mean, something along the lines of "You've spent 7gp on room and board," instead of calculating every independent charge for a room, clean sheets, 3 tankards of ale, two sausages, 1 loaf, etc. If I have to start calculating a tip for the beermaid, well, that level of detail starts cutting into the fun, in my opinion.
TiamatZ wrote:
I couldn't resist!
Turning toward Thom, Professor Fighum wraps an encouraging arm around the swordsman’s shoulder. “Sorry about the…,” Fighum wiggles his fingers, “with the…” and waves his hand “and the—“ slapping his palm against the other man’s chest. “No real harm done then, eh? Onward!”
"Yes, I'm sure we should all enjoy washing the dust from our palates. Though that tower bespeaks a wizard's presence, at the very least in this town's history. I'd like to investigate that before we leave town for any hints as to our keep. But first, let's enjoy the hospitality of" looking up at the sign, pausing a moment "Master Wrafton."
A much better name, he thought to himself, than The Horse's Clap.
Dusk is beginning to settle over the land as you reach Winterhaven, and you blend into the light stream of villagers making their way into Wrafton's Inn. A modest but cheery interior greets you. Several tables already hold groups of villagers eating, drinking, gaming, and welcoming the stragglers of their clique as they join the table.
"Well, well!" an apple cheeked woman greets you as you enter. "I see some unfamiliar faces among us tonight. Welcome to my inn, and to Winterhaven. Can I get you a table, a room, perhaps? You look like you've traveled quite far."
EDIT:
Well, we're going to do some investigations here anyway, maybe even be able to bother the local gov't with some questions.
I noticed that I keep referring Thaladh as Khaladh (running gag?)
Yuriel moves past his travelling companions to personally greet the innkeeper.
"Greetings errr...Ms. Wrafton, I presume? I'm Yuriel Firestarter, an artificer of little renown (better keep under the radar, just in case), and these are my associates. The boisterous elf sitting next to the barman is Khaladh. This here is professor Fighum, a scholar of some renown and arcane talent, and the blind one is Thom, and is ironically our finest swordsman. The 'scruffy' looking one is, emmm...."
Also if anyone in the bar tries or makes fun of Thom or any of us, I vote that Fritz has the right to ambush them in the streets when no one is looking.
Rolling for Perception, to see if there are any important looking figures about at the time: (1d20+6) = 24. Wow, got my glasses out.
Edit: Fixed some spelling errors.
Once she’s brought meat, bread and beer to our table, I continue the conversation:
"What, fair lady, is the purpose of that astounding tower in the center of your fair hamlet? Dare I say, is it a wizard’s work?"
Also, Nooooorrthguaaaaarrrrd!oneone
Edit:
Eh, I'm pretty focused on the bread and beer at this point.
In response to Fighum's question about the tower: "Oh, that's old Vathrun's tower. Lived there since before I can remember. Comes down every now and again to enjoy a pint or chat with His Lordship. Maybe work a bit'a magic on our behalf if we're in need of it. I haven't seen him round for nearly a month now, he's due for a visit."
Concerning Yuriel's perception: among the many patrons, a few in particular catch your eye: A grizzled old man sitting by the fire, weaving a tale for eager listening youngsters. An elven woman with a sour look on her face sits at the bar, her only company her glass of brandy. A burly dwarf with a deep tan is engaged in a game of cards, and from his good humor, seems to be winning. Finally, in a high backed chair by the window, a man dressed in finery that sets him apart from the common patron sits and sips his beer in a dignified manner. Though his attention appears to be on the world outside the window, you've noticed him nonchalantly taking appraising looks at your party.
Back in the tender comforts of a tavern Fritz's mood turns a bit lighter. He scans the room for two types of people. Gamblers, and single human females. Noting the lack of human ladies he does spot the sorrowful elf. Hm. Variety is the spice of life...
Fritz picks up the loaf of bread and peels a hunk of it away before passing it on. Then, with his mouth full of bread and his tankard of ale in his hand he excuses himself and wanders up toward the Lady Elf. He sets his cup on the bar and puts himself in the stool next to her. He gives her a nice friendly grin.
"Ever hear the joke about the the Behir and the dragon? No? Ok, so there's this dragon right and he's all thinking he's the best thing since cooked meat right? And the behir comes along and challenges the dragon to a race. But, no flying is allowed, right? So the dragon, unable to resist the challenge, excepts and they start racing. Well the behir is faster on the ground than the dragon and he turns his head back to the dragon and yells 'Hey what's wrong with you? You're draggin' ass!' Get it?"