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Mudraker Terranibal was so charismatic. Mudraker wished he could be more like that. "That's right you lazy louts, under the stars!" Diplomacy +3 to assist Terranibal
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| # ? Jul 9, 2010 13:06 |
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| # ? May 24, 2013 09:10 |
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Face Terranibal seemed to have the right idea, so Face stuck by him and helped rally the villagers. "Come on, then! It can't get much worse than it already is, right? Might as well start picking up the pieces! Poor sods" Diplomacy +3 to assist Terranibal
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| # ? Jul 9, 2010 15:33 |
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Terranibal attempts to rally the villagers again. Face assist check 9 (4+3+2) Mudraker assist check 6 (1+3+2) Check 21 (10+9+2). K.O. tries to help out the bucket brigrade a second time. Check 10 (2+6+2) Skill challenge: SUCCESSFUL Tendrils of smoke rise from buildings still damp from well water being poured over them, successfully dousing the flames and saving most of the buildings in the village. Your muscles ache and your head is ringing from the chaos that erupted that seems like a life time ago, but you realize it was mere moments previous. Colonel Morrison limps up and it's obvious he took his fair share of a beating during the street battles, his face has a large bruise on his left side and a bandage on his left arm is leaking thick blood. "Good job Colonel, thanks to you and your men we've saved this town. They'll sing songs about the events of this evening, and I wouldn't be surprised if you each gain a foot or two in stature when they tell the stories to their grand children. Unfortunately we couldn't save all the villagers as you're aware of, some died and we're still taking a head count now, but looks like the Orcs ran off with a few of the villagers." The General informs you, looking across the village grimly. "Get some rest now, but be prepared. Colonel, come the rise of the sun I want you to take these men and you're not to return to this village without those who have been kidnapped." The General orders sharply, his tone rising/ Scene completed: Rewards Experience: 1640 (410 each) Loot:: 100 gold, 1 potion of Healing, 1 level 2 magic item. Rather than decide on some random item you may or may not want, I usually just give out the level of the item and let you guys decide. If you guys feel this will just cause problems (the party not able to decide fairly who gets the item, or it ruining the immersion of the experience) I'll figure out what you get.
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| # ? Jul 9, 2010 17:13 |
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I'm not a stickler about it or anything, but I do prefer if the DM gives out a specific item, then the party agrees on who gets it. I prefer a story where we use the tools we have to meet our goals rather than a story where all the perfect tools are handed to us. This is just my 2 cents, and I'm not going to cry if it doesn't work out that way.
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| # ? Jul 9, 2010 17:17 |
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I'm okay with it either way, although I do prefer Here is Stovetop's method.
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| # ? Jul 9, 2010 17:20 |
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The current method works for me. Alternatively, I usually end up doing wish lists with my players, where they submit wanted items before hand to solve the "Here's your UNDEFINED item" issue. I've never really been a fan of random treasure, but I'm not going to raise a fuss if that's the way the party decides.
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| # ? Jul 9, 2010 17:25 |
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I agree with Stovetop. I prefer getting items and deciding who can best use them than the wish list method.
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| # ? Jul 9, 2010 17:37 |
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Alright, the level 2 magic item is an Amulet of Mental Resolve +1. Let me know if there's anything you'd like to do during the evening, and when everyone is ready we'll proceed to the next part.
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| # ? Jul 9, 2010 18:04 |
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My Fortitude defense is the DC for escaping my Grabs, so NAD boosters are always helpful. Of course, I don't believe I could have been much more worthless in that skill challenge, so not sure I deserve it... Are we free to spend Healing Surges now, or are we taking an extended rest?
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| # ? Jul 9, 2010 18:23 |
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Since you depend on grabs for your powers, I'm okay with letting you have that. Also, it looks like iplay4e has been updated to show that we've had an extended rest.
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| # ? Jul 9, 2010 18:26 |
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![]() OBSIDIAN SKILL CHALLENGE: Rescue the Villagers! This will operate a little differently than most other skill challenges. Basically you guys have 7 days to rescue all the villagers. This part of the mission will determine how much time you'll have left to muck around with combat and extended rests later, so unlike normal Obsidian skill challenges where you have only 3 rounds to complete the challenge, here you'll have as many rounds as you want. Just realize that each round represents 1 day. So if you end up using all 7 days you'll start losing 1 villager for each additional day you spend. Let me know if you have any questions regarding this game mechanic. Part 1: The Red Hand of Doom?! Get a general idea of who the Red Hand of Doom is, why they invaded, and where they went. This first part of the skill challenge is both mental and social in nature. You will need 6 successes to progress to part 2. Key Skills: History: What's the difference between this invasion and the one 100 years ago? Maybe even consult the museum (or what's left of it) for additional information. Diplomacy or Streetwise: Find out if the villagers noticed anything interesting during the invasion, and get an idea for who was taken. Nature: Start tracking the Orcs, get and general idea of where they're going. Consult a local map to get a better idea of if there are any known areas they could be camping out in. Religion: What is the Red Hand of Doom anyways. Most know it's a cult, but what are their objectives and why have they suddenly popped up again? PS: We're back up and running again, so if you've made any changes to your character since I allowed minor tweaks, please update Iplay4E as soon as possible. Korlac fucked around with this message at Jul 11, 2010 around 02:30 |
| # ? Jul 11, 2010 02:22 |
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Are there any orcs left behind that I could Intimidate into giving up some info?pre:Skill Value Character Acrobatics 11 Mudraker Arcana 6 Mudraker Athletics 10 K.O. Bluff 11 Face Diplomacy 9 Terranibal Dungeoneer 1 K.O./Mudraker Endurance 6 K.O. Heal 6 K.O. History 7 Terranibal Insight 1 K.O./Face/Mudraker Intimidate 11 Terranibal Nature 6 Mudraker Perception 6 Mudraker Religion 1 Mudraker Stealth 10 Face Streetwise 8 Face Thievery 11 Face Klungar fucked around with this message at Jul 11, 2010 around 06:22 |
| # ? Jul 11, 2010 05:36 |
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Terranibal "From what I remember about what happened 100 years ago, this History +7 to find significant details about this attack.
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| # ? Jul 11, 2010 08:43 |
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Mudraker "Great you guys question the people and talk amongst yourselves, I'm going to go and see if the trees can tell me where the orcs went. That'll probably be the fastest way to get to them." Mudraker saunters of mumbling to himself about incompetent meat shields. +6 Nature
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| # ? Jul 11, 2010 12:47 |
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Face "How are y'all doin'? Good? That's good. Need anything? I'll see what I can do. Now, what can you tell me about the attack. Anything at all, even the smallest detail can be important." Streetwise +8
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| # ? Jul 11, 2010 13:30 |
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K.O. uses intimidate to get the information out of a capture Orc (I'm giving you the +2 bonus because I meant to have this as one of the key skills for exactly what you're doing, I just forgot). Check: 25 (18+5+2) K.O. begs for an hour alone with the prisoner, and not seeing any harm with that the captain of the guard arranges a one on one session between the two. 5 minutes into it the Orc starts screaming about a hobgoblin named Sinruth and how he got all the orcs together for the invasion and gave them the tunics they wore. Terranibal uses History to compare this invasion and the one 100 years ago. Check 25 (15+7+2) Something is fishy about this whole thing. The original Red Hand of Doom had a very distinct symbol, a bloodied fist pointing up. But all these tunics have the fist point down. It looks like whoever made these were simply making what they thought was the symbol of the Red Hand of Doom, but were not likely actual members of the cult. You also spoke with the director of the museum in Brindol, and it appears that several relics from the invasion 100 years ago were taken. He knows you're after the villagers, and was wondering if you could help return these items also. You have discovered a subquest. To complete the subquest, you must recover these items. Ornate, gilded dragoncrest helm Ceremonial platinum longsword (Too heavy and blunt to be useful as a weapon) Set of three shields with the Red Hand insignia, each with a charred hole near the center (these have the actual symbol on it, pointing in the right direction) Set of iron gauntlets with extensive filigree Heraldic battle standard depicting two hands clasped in a handshake Mudraker uses Nature to locate any tracks the Orcs might have left and compare them to maps that might reveal their ultimate location. Check 15 (7+6+2) The Orcs seemed to have scattered once they were fought off, making it very difficult to say 'They went THIS way.' Asking the trees for help, they just make fun of you for missing hair on half your face and having no eyebrows. Face uses Streetwise to get information on the villagers that were took. Check 27 (17+8+2) The villagers missing are as follows. Jalissa: An acolyte of Ioun. Sertanian: The castellan of the Hall of Great Valor (location of the relics that were taken). Kartenix: Captain of the Gate, head of the Brindol defensive force. Thurann: The 8-year-old son of Kartenix. Mirtala: A cook for a noble family in Brindol. Zerriksa: A crone and witch that operates a potions shop. Adronsius: Accomplished blacksmith and alchemist for Brindol. Successes: 3 Days used: 1, 6 more left before villagers start to die. Key skills for the challenge are as follows. Inimidate: You get the feeling the Orc has more to tell you, particularly where they went. Nature: The trees weren't so forthcoming with the location fo the Orcs. Religion: Who the heck is the Red Hand of Doom anyways? History: We know this new cult ain't exaclty like the last cult, but if they're trying to emulate the previous cult, maybe they'll be hold up where the previous cult was, but where was that again? Diplomacy/Streetwise: We know who they took, but did the Orcs say anything during the invasion to reveal WHY they took those people? Korlac fucked around with this message at Jul 11, 2010 around 15:15 |
| # ? Jul 11, 2010 14:47 |
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Terranibal "Well, since they're trying to seem like the last Doom cult that ran through here, maybe they're cowering in the same hole. I know it was nearby-ish, but can't remember exactly where. Do you have a pamphlet or something that shows where that is?" History +7 for finding out where the hole is.
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| # ? Jul 11, 2010 18:16 |
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Mudraker "I am not amused. You wouldn't be laughing it if was YOU that was on fire!" Mudraker gets out a torch to wave at the trees in a threatening manner. (Or maybe to help him see better.) "Tell me where they went!" Nature +6 again, you know as I search around and actively listen to what the world is telling me.
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| # ? Jul 11, 2010 18:26 |
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Face "Come on now, you must have heard something from those savages; where they were going, what they'd do with the bodies, where they'd divvie the loot. Something? Anything?" Streetwise +8 Stuntman Mike fucked around with this message at Jul 12, 2010 around 02:06 |
| # ? Jul 12, 2010 00:39 |
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Krusk 'K.O.' Ordak Finding the weasely orcling to be quite... "suggestible"... K.O. decides to press his advantage. "You better start talking, fool! Where are this Sinruth's headquarters? Don't make me break out the big guns! There ain't no guards to save you now, sucka!" Athletics +10 for a display of the "big guns", Intimidate +5 to get the info
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| # ? Jul 12, 2010 01:56 |
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Terranibal uses history to figure out where the previous Red Hand of Doom was holed up at. Check 18 (9+7+2) Not a specific hide out or anything, but there were rumors that the Rivenroar family (they've been gone for at least a generation now) were connected to the previous Red Hand of Doom. The Rivenroar family were minor nobles in this area rumored to worship dark gods and practice foul rituals in their family crypt. Face uses streetwise to see if anyone heard the Orcs/Goblins/Hobgoblins mention anything during the invasion. Check 28 (18+8+2) Now that you mention it, someone heard the Hobgoblins mention they needed food for the tainted ones. It couldn't be just any raw meat, it needed to be alive...and human. K.O. uses intimidate to force more information out of the Orc. Check 25 (18+5+2) After another 5 minutes alone with you Krusk, the Orc breaks down crying screaming something about and old crypt up north. There's lots of coffins and graves, that's where Sinruth has everyone staying. Mudraker uses Nature to get those darn trees to give up the path the Orcs took. Check 9 (1+6+2) You ask the trees once more, politely this time, to show the path the Orcs took. But the trees keep taunting you about your burned scalp and lack of hair, their voices twisting in your mind like a knife through butter. Soon it's all you can hear, the voices of the trees teasing you even in your sleep! -2 on skill checks for the next round only. Successes: 6 Part 1 Completed! Day 2, 5 more days till the Orcs start killing villagers. Castle Rivenroar, that's where they must be holed up, and from the sounds of it this Sinruth character is using the catacombs for something specific to his plot. Now that you know where he is, it's just a matter of getting there. But the journey won't be easy, for castle Rivenroar was reclaimed by the Northen Forest long ago, and a trek through the woods is needed to reach this forgotten castle. Part 2: Reach the catacombs! This is a physical challenge that will require negotiating through the forest to reach the castle. 6 successes are needed. Key skills (You can always use other skills as long as you present a logical reason for why they apply, they just won't receive the +2 circumstance bonus). Athletics: To move both trees and bush from your path. Acrobatics: Why push through the forest with brute force when you can simply avoid the messy parts. Endurance: Have you ever hiked an entire day, it sucks! Perception: To see the path before you. Nature: Unless you like using your rations.
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| # ? Jul 12, 2010 03:51 |
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Face Keen on taking point, Face negotiates a path through the brambly woods, avoiding the densest patches of brush. Acrobatics +10
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| # ? Jul 12, 2010 03:57 |
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Krusk 'K.O.' Ordak Not one for taking anything but the most direct path, K.O. barrels through the woods, throwing trees and brush out of his way with brute force! Athletics +10
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| # ? Jul 12, 2010 04:04 |
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Terranibal Seeing K.O. plow through the forest, Terrnaibal is having a hard enough time keeping up with him. It's taking all he's got to keep up with the speed. + 7 Athletics
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| # ? Jul 12, 2010 08:41 |
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Mudraker Becoming his namesake mudraker uses his small stature to his advantage getting through small openings in the underbrush that leave the others behind. [i]Acrobatics +11 Sorry about the hold up folks been a horrible day at work and I checked this this morning before leaving the house and was like, I'll reply to that as soon as I get into the office, and then I didn't cause I suck. Sorry again.[i/]
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| # ? Jul 12, 2010 20:48 |
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Face attempts to negotiate the wild terrain with deft agility. Check 18 (6+10+2) Although the wild vines and thick tree branches threaten to trip Face up, he still gets through unscathed. K.O. takes to punching through anyone or anything in his way! Check 19 (7+10+2) Tossing a couple fallen trees out of the way, K.O. is swiftly able to make quick work of this forest, ain't taking no jibber jabber from no trees! Terranibal follows K.O.'s lead to get through the forest. Check 24 (15+7+2) K.O. has a little trouble with one of the fallen trees, but Terranibal walks up, spitting on both hands, and easily shoves it out of the way. Mudraker, shaking off the voices erupting in his head, attempts to dance through the forest. Check 27 (16+11+2-2) It seems Mudraker is able to make those voices in his head work him and not against them, and they warn him of possible pitfalls and areas he might trip on. Successes: 4 (of 6) Day 3, 4 more days till villagers start getting killed. Just 2 more successes to go, and you'll have a nice buffer of 3 days for possible extended rests to use if needed. Key Skills: Endurance: All these back flips and tree lifting is taking it out of you. While negotiating the forest isn't a problem, lets see if everyone can make it there on the last day. Endurance checks from everyone!
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| # ? Jul 12, 2010 21:20 |
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Krusk 'K.O.' Ordak "All this tree smashing is making me thirsty! Anybody, EXCEPT MUDRAKER Endurance +6
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| # ? Jul 12, 2010 21:27 |
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Terranibal "Sorry, milk lacks that sweet sweet alcoholic content. Anybody see a bugbear in a funny hat? No? Okay then" Endurance +0
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| # ? Jul 12, 2010 21:35 |
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Mudraker His previous zeal seems to be slowing down quite a bit. "I'm tired, can we take a nap?" Endurance +0
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| # ? Jul 12, 2010 22:47 |
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Face All that footwork leaving Face exhausted, he forces himself through the last leg of their trek on willpower alone. Endurance +0 waaaah
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| # ? Jul 12, 2010 23:12 |
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I just realized I don't need to wait for you guys if I'm making you all do endurance checks for this round (yes, your DM is THAT smart). Face check K.O. check 19 (11+6+2) Terranibal check 22 (20+0+2) Face check 8 (6+0+2) Mudraker 9 (7+0+2) It looks like Face and Mudraker were close to passing out at some point during the trek (they would have both been down a healing surge each) but Terranibal was able to bear the burden for them through the last haul, helping carry bags and what have you. Successes: 7 Part 2 completed! Experience gained: 800 (200 each) Day 4 completed, 3 days left to rescue all the villagers. ![]() Castle Rivenroar: The Catacombs Hacking through the forest was getting more and more difficult with each passing day, as if the woods was refusing to give up its location without a fight. But the signs of the Orcs were obvious, and you could almost follow them by their scent. By morning of the 5th day the trees suddenly disperse and an open area is revealed to a large castle expanse. The grass and plant life around the castle is brown and dying, as if trying to grow but never getting enough water or sunlight. You explore the upper area a little, but discover much of it has been looted already by previous visitors. A little more poking around and in the back you discover a set of double doors leading down a dark and dim passage, the word "Only those who surrender rest eternal" written in Draconic above the catacombs. Sparking your torches and sunrods you follow the straight path down till you reach a second pair of double doors, the whole time your sense are assaulted with the overwhelming stench of feces, urine, and a general rotting odor. Opening these double doors reveal a common chamber, but not one without guards. Two flail-wielding hobgoblins stand ready in the center of this dank chamber. Brazier flank double doors on the north wall. Two goblins with crossbows stand in the front of that door. (Passive Perception) You can make out faint grooves in the floor that begin underneath the braziers and extend to the south wall. ![]() Click here for the full 696x748 image. Initiative Face is up first Goblin Sharpshooter 1 (AQ 31) Mudraker Goblin Sharpshooter 2 (AQ34) K.O. Hobgoblin Soldier 1 (AV32) Hobgoblin Soldier 2 (AV33) Terranibal PS: Terranibal, let me know who's battlefront shifting. Korlac fucked around with this message at Jul 13, 2010 around 00:51 |
| # ? Jul 13, 2010 00:36 |
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Korlac posted:(yes, Fixed
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| # ? Jul 13, 2010 00:38 |
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Face Face takes the initiative and bounds forward, sword drawn and charging towards the hobgoblin in front of him, a surprised exclamation on his lips. "Behind you! ITS A DRAGON!" Hopefully the hobbo was dumb enough to turn and look, allowing Face to make short work of him. Charging, using Duelist's Flurry on AV32. +11 vs AC, 5+2d8 damage. I shift to AV31, the hobbo doesn't slide anywhere
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| # ? Jul 13, 2010 00:44 |
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Don't think you can use Duelist's Flurry on a charge.
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| # ? Jul 13, 2010 00:49 |
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Face, you also have the First Strike ability, meaning you have Combat Advantage over anyone who hasn't gone yet during the first round of combat...so basically you have Combat Advantage over everyone. You'll probably want to use a different power, just as a suggestion
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| # ? Jul 13, 2010 00:58 |
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Battlefront Shift on Face, 3 squares in front.
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| # ? Jul 13, 2010 00:59 |
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poo poo, you're right. Alright, allow me to amend: And where would I find rules on whether or not I can charge with Duelist's Flurry? I wouldn't know where to look. VV Ah, thanks. Last 4e character I played was a barbarian, and I've been in 3.5 mode since then. DERP DERP. Stuntman Mike fucked around with this message at Jul 13, 2010 around 01:14 |
| # ? Jul 13, 2010 01:05 |
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Stuntman Mike posted:poo poo, you're right. Alright, allow me to amend: Charging specifically states that you use a melee basic attack as a part of the charge. This is only over ruled by powers that specifically call out that they can be used as a part of a charge. Look at some of the barbarian powers for good examples. So Clever Strike can't be used with a charge either. Besides, with Terranibal shifting you up, assuming you take the shift, there's only 1 square between you and the target, and you need at least 2 squares of movement for a charge. Korlac fucked around with this message at Jul 13, 2010 around 01:09 |
| # ? Jul 13, 2010 01:06 |
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Deft Strike is the attack you want if you want to be able to move as part of an attack. Honestly, the two at-wills you switched to, though they do offer combat advantage, are incredibly lackluster if you already have combat advantage.
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| # ? Jul 13, 2010 01:11 |
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| # ? May 24, 2013 09:10 |
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Ah, thanks. Last 4e character I played was a barbarian, and I've been in 3.5 mode since then. DERP DERP. OK. Moving to AW32, using Clever Strike. +9 vs AC. 1d6+5+2d8 damage.
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| # ? Jul 13, 2010 01:13 |












