Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Robodog
Oct 22, 2004

...how does that work?

navyjack posted:

I have sudden disturbing visions of Ill. talking baby talk to the huge, horrible spider and kissing it right on it's fuzzy pedipalps and between its 8 horrible beady eyes.

"Whozza good spideh? Izzit you? I bet it's YOU whozza good little spideh!"

"You are such a cutie pie!"



"Yes you is! Yes you is!"

Adbot
ADBOT LOVES YOU

Robodog
Oct 22, 2004

...how does that work?

navyjack posted:

That is horrible.

"Do you want to see his baby pictures?"

Robodog
Oct 22, 2004

...how does that work?
I'm fine either way.

Robodog
Oct 22, 2004

...how does that work?
pre:
Ilmindia Claddrret

Drow Hexblade (Hexblade) / Valiant Hexblade
Level 13, Unaligned, 5'7" 150 lb.
XP: 39000
Languages: Common, Elven

Str  10 ( +0) +9(Starting)+1(Level 11)
Con  15 ( +2) +14(Starting)+1(Level 11)
Dex  20 ( +5) +15(Starting)+2(Drow)+3(Levels 4, 8, 11)
Int  11 ( +0) +10(Starting)+1(Level 11)
Wis  11 ( +0) +10(Starting)+1(Level 11)
Cha  21 ( +5) +16(Starting)+2(Drow)+3(Levels 4, 8, 11)

Hit Points
	Max HP:      87 +15(Con)+12(Hexblade 1)+5(_PER-LEVEL-HPS)+5 x12 +60(Hexblade 13)
	Bloodied:    43 +43(1/2 HP)
	Surge:       21 +21(1/4 HP)
	Surges/Day:   8 +6(Hexblade)+2(Con mod)

Defences and Senses
	AC:   28 +10(Constant)+6(1/2 Level)+3(Earthhide Armour)+3(Feytouched Armour +3)
	Fort: 24 +10(Constant)+6(1/2 Level)+1(Fortitude Defence Class Bonus)+1(Paragon Defences)+1(Earthhide Armour)+3(Cloak of Translocation +3)+2(Con mod)
	Ref:  25 +10(Constant)+6(1/2 Level)+0(Reflex Defence Class Bonus)+1(Paragon Defences)+3(Cloak of Translocation +3)+5(Dex mod)
	Will: 26 +10(Constant)+6(1/2 Level)+1(Will Defence Class Bonus)+1(Paragon Defences)+3(Cloak of Translocation +3)+5(Cha mod)

	Passive Perception:  16 +6(Perception)+10(Constant)
	Passive Insight:     16 +6(Insight)+10(Constant)

	Initiative: 16 +6(1/2 Level)+5(Initiative Misc)+5(Dex mod)
	Speed:       6 +6(Drow)
	Vision:     Darkvision

	Conditional Defences:
		AC +1 Armour Specialisation (Hide)
		AC +5 Dexterity modifier

Race and Class Features
	Trance (Drow) [Drow]
	     Meditate aware 4 hours instead of sleep
	Lolthtouched [Drow]
	     You have your choice of either the cloud of darkness or darkfire power
	Fey Origin [Drow]
	     Your origin is fey, not natural
	Intimidate Bonus [Drow]
	     +2 Intimidation
	Stealth Bonus [Drow]
	     +2 Stealth
	Fey Beast Tamer Starting Feature [Hexblade]
	     Gain companion animal
	Eldritch Bolt [Hexblade]
	     Gain Warlock's Eldritch Bolt power
	Pact Boon [Hexblade]
	     Soul Step
	Pact Reward [Hexblade]
	     Bonus to Warlock power damage
	Pact Weapon [Hexblade]
	     Sword of the White Well
	Improved Pact Weapon [Hexblade]
	     Use level 1 encounter power twice
	Lesser Planar Ally [Hexblade]
	     Gain lesser planar ally
	Fey Beast Tamer Level 5 Features [Hexblade]
	     Combat advantage against enemies in fey beast companion’s aura
	Fey Pact Weapon Retribution (White Well) [Hexblade]
	     Gain Moonlit Escape
	Summon Warlock's Ally (White Well) [Hexblade]
	     Summon mourning handmaiden
	Fey Beast Tamer Level 10 Feature [Hexblade]
	     Can communicate normally with fey beast companion and other creatures of same kind
	White Well Curse [Valiant Hexblade]
	     Gain curse of blinding radiance
	White Well Visage [Valiant Hexblade]
	     +2 diplomacy and initiative
	Valiant Hexblade's Action [Valiant Hexblade]
	     Regain a number of hit points equal to Cha mod, free action to teleport a number of squares up to Dex mod
	White Well Invocation [Valiant Hexblade]
	     Gain white well invocation power

Feats
	Acolyte of the Veil
	     Gain training in Stealth, once per encounter can use the shadow step power, can wield ki focuses.
	Paragon Defences
	     +1 feat bonus to Fortitude, Reflex, and Will
	Implement Expertise (Rod)
	     +1 feat bonus to attack rolls
	Practiced Killer
	     Gain skill training from executioner assassin skills list, gain proficiency with ki focuses, once per encounter, can deal
	     2d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow
	Arcane Familiar
	     You gain a familiar
	Superior Implement Training (Defiant rod)
	     Can use defiant rods
	Starfire Womb
	     Deal damage with radiant/fear power, immediately roll a saving throw to relieve a condition you are suffering
	Silvery Glow
	     Gain +3 feat bonus to damage rolls with cold & radiant powers
	Armour Specialisation (Hide)
	     Gain +1 feat bonus to AC wearing hide armour, reduce check penalty incurred by hide armour by 1
	White Lotus Riposte
	     When an enemy you hit with an arcane at-will attack power attacks you before the start of your next turn, that enemy
	     takes damage (of the same type the attack power deals) equal to the ability modifier to the attack power’s damage

Powers
	At-Will
	Eldritch Bolt  [Standard Action]
	     Defiant rod of the Feywild +3 - Attack: 16 vs. Reflex,  Damage: 1d10+15 (Force)  
	Soul Step  [Free Action]
	Moonfire Blade  [Standard Action]
	     Sword of the White Well (the Feywild +3) - Attack: 18 vs. Reflex,  Damage: 1d12+21 (Radiant)  
	Safe Banishment  [Move Action]
	Ethereal Sidestep 

	Encounter
	Cloud of Darkness  [Minor Action]
	Shadow Step  [Move Action]
	Well of Light  [Standard Action]
	     Sword of the White Well (the Feywild +3) - Attack: 18 vs. AC,  Damage: 3d12+21 (Radiant)  
	Beguiling Tongue  [Minor Action]
	Moonlit Escape  [Immediate Reaction]
	Curse of Blinding Radiance  [Standard Action]
	     Defiant rod of the Feywild +3 - Attack: 16 vs. Fortitude,  Damage: 2d6+21 (Radiant)  

	Daily
	Crown of Stars  [Standard Action]
	     Defiant rod of the Feywild +3 - Attack: 16 vs. Reflex,  Damage: 2d12+21 (Radiant)  
	Lesser Planar Ally  [Standard Action]
	Roaring Storm of Cania  [Standard Action]
	     Defiant rod of the Feywild +3 - Attack: 16 vs. Fortitude,  Damage: 2d8+18 (Cold)  
	Summon Warlock's Ally  [Minor Action]
	White Well Invocation  [Minor Action]

Skills
	Acrobatics:    11 +6(1/2 Level)+0(Acrobatics Misc)+5(Dex mod)
	Arcana:         6 +6(1/2 Level)+0(Arcana Misc)+0(Int mod)
	Athletics:      6 +6(1/2 Level)+0(Athletics Misc)+0(Str mod)
	Bluff:         18 +6(1/2 Level)+5(Trained)+2(Bluff Misc)+5(Cha mod)
	Diplomacy:     18 +6(1/2 Level)+5(Trained)+2(Diplomacy Misc)+5(Cha mod)
	Dungeoneering:  6 +6(1/2 Level)+0(Dungeoneering Misc)+0(Wis mod)
	Endurance:      8 +6(1/2 Level)+0(Endurance Misc)+2(Con mod)
	Heal:           6 +6(1/2 Level)+0(Heal Misc)+0(Wis mod)
	History:        6 +6(1/2 Level)+0(History Misc)+0(Int mod)
	Insight:        6 +6(1/2 Level)+0(Insight Misc)+0(Wis mod)
	Intimidate:    18 +6(1/2 Level)+5(Trained)+2(Intimidate Misc)+5(Cha mod)
	Nature:         6 +6(1/2 Level)+0(Nature Misc)+0(Wis mod)
	Perception:     6 +6(1/2 Level)+0(Perception Misc)+0(Wis mod)
	Religion:       6 +6(1/2 Level)+0(Religion Misc)+0(Int mod)
	Stealth:       20 +6(1/2 Level)+5(Trained)+4(Stealth Misc)+5(Dex mod)
	Streetwise:    16 +6(1/2 Level)+5(Trained)+0(Streetwise Misc)+5(Cha mod)
	Thievery:      16 +6(1/2 Level)+5(Trained)+0(Thievery Misc)+5(Dex mod)

Proficiencies
	Weapons
		Implement Proficiency [Hexblade]
		Military Melee [Hexblade]
		Simple Melee [Hexblade]
		Simple Ranged [Hexblade]

	Armour
		Cloth [Hexblade]
		Leather [Hexblade]
		Hide [Hexblade]
		Chainmail [Hexblade]

Inventory
	Weapons
	Sword of the White Well

	Armour
	Earthhide Armour, Feytouched Armour +3

	Magic Items
	Cloak of Translocation +3
	Bracers of Brachiation (heroic tier)
	Viper Belt
	Blackleaf Gloves
	Boots of Elvenkind (heroic tier)
	Hat of Disguise
	Familiar's Baldric +1

	Gear
	Belt Pouch (empty)(quantity: 2)
	Bag of Holding

	Inside Bag of Holding
	Cold Iron Shackles
	Gambling cheats
	Sava set
	Glass Cutter
	Thieves' Tools
	Silk Rope (50 ft.)
	Journeybreads
	Waterskin
	Flint and Steel
	Climber's Kit
	Chain (10 ft.)

	Coin
	Carried: 848
My childhood was dominated by surviving on very little and getting by on my wits. I didn't die so I suppose you can call that a success, but I hardly prospered. Were I in any other house this mightn't have been the case, but Tormtor being chief house at the time probably helped me more than I knew at the time. I picked up a few of the basics as a little one, helping tend to the house spiders and what have you. But my true talent lay with the sword.

Unfortunately my raw talent didn't quite match the actual training of most of the other girls. Every time I tried to get into the house militia and maybe do better for myself I ended up getting cut and scared and kicked back down into the dirt. But Lady bless me I kept getting back up and kept trying again and again no matter how badly I was beaten. And for some, raw talent and tenacity counted for more than rote swordsmanship.

One of those being Zessttra'ynda, marshal of the house spellswords. And thankfully enough, she saw a lot of potential within me and wanted to help me develop it. Of course there were ulterior motives behind her offer, but I was hardly going to shirk it because of that. Especially not when the… side benefits offered to me were so tempting. I still have a weakness for strong, powerful women, and Zessttra just made me giddy.

~

I wasn't particularly strong on my spells, but I made up for it with my sword. I could hardly be beat with blade in hand, though that did mean I usually needed to close some distance before I caught something in the face. I learnt that quickly enough, and rose up the ranks quickly enough as well. And not just because of nepotism, with skilled, personal instruction my martial prowess grew in leaps and bounds. Nobody could deny me that anymore. Before too long I was at the side of the marshal, leading my own squad.

Even after what happened I can't help but think back on those years fondly. I'm a bit of a softy at heart, really.

But you hardly need to live with Drow for good things to not last. I had known about the resistance movement Zessttra and a few in the house were apart of for a while, taking in the spurned and aggrieved and aiming to overthrow the old Drow order. All dreadfully inspiring and raffish, and I was taken in by it all. I couldn't help myself, even without her encouragement I probably would have gone with it.

But it turned out that a small amount of subterfuge had been used in my joining up with these revolutionaries. Surprised, yes? It turns out that the rebellion was not just in opposition of the current power structure within Erelhei-Cinlue, and trying to overthrow it. They were also in opposition to the Demon Queen of Spiders, in that they worshiped Tharizdun. The Chained God. Who so deeply wishes to see all of existence snuffed out into the Abyss. Those weren't exactly the words Zessttra used, she trusted me enough to be the one to tell me, but that's kinda the gist of it. Now one may wonder why that didn't send me running.… but I was young and stupid and in love and intoxicated by power. So naturally being part of a death cult didn't sound like that bad of an idea.

Were I around it longer then perhaps I would have been properly indoctrinated. But as it stood circumstances got in the way, because it wasn't all together too long after this that something far more world shattering befell me. As it turned out, the Chained God was rather frowned upon by most everybody else.

~

How exactly I fell into the Feywild I still don't know. The veil between the planes is thin so close to the Abyss, and all the demon summoning that goes on doesn't help. It isn't really an explanation but I wasn't looking for it so Lady only knows what went on. I was just trying to run for my life. House Tormtor was marked for death, everybody in the house, everything held by the house, anything strongly linked to the house. The assault troops from the other houses attacked without any warning, and taken by surprise with such numbers like that turned it into a bloodbath.

I have little doubt in my mind that every other Tormtor is long dead, if not directly in the fight then from something stemming from it. But the sheer numbers and ferocity meant that chaos ruled, and I managed to slip out during the massed confusion and escape the city. It wasn't very far outside the city, and I didn't exactly hold out much hope for myself with the search parties that would have no doubt been scouring the Underdark for any survivors, but I was out of the immediate danger. And so long as you aren't dead, you can always think of a plan.

Maybe Lolth was loving with me. Tear open a gate to the Feywild and send the one girl who managed to escape the slaughter of her house to be cut to ribbons by some enterprising Eladrin nobles. Out of all the hows and whys of it, this one's pretty high up there.

But I was in the Feywild, scared, lost, bloodied, and hopelessly confused. Naturally, I kept hidden and running. It was hardly any safer for me there than the Underdark, both would kill me on sight, so modus operandi stayed the same. I was also too frightened to actually think of another course of action, but that's besides the point.

I kept going until my feet fell out from under me and I just couldn't keep on. I was riddled with such fear, I could feel death catching up with me while I lay there. Panicked and tired mind of a terrified girl, but at the time I was convinced I was already dead at that point. Then there was this pond. This serene pond, with untouched silvery-white waters all tucked away in an impossibly green grove. That fear just seemed to melt away looking into this place. It just felt so… safe. It gave me the strength to crawl my way over and lay down to rest, if but for a moment.

And then I met Her.

~

On the surface 'aloof' tends to be the order of the day with gods, but down in the Underdark we know what the presence of a God feels like. Lolth is quite hands on and takes a personal interest in her Drow, after all. We all know what it feels like to be under her watchful eyes. So that probably helped me not totally collapse when I came face to face with the daughter of Sehanine.

The Lady of the White Well, cursed to never leave the tarn until the day She might give Her heart freely to another. But just because she was cursed not to leave the White Well didn't mean She was powerless, I could feel just from Her radiance the opposite was true. If She wished it She could have squashed me without a second thought. And being Drow it might have full well been expected.

But whatever misfortune had destroyed my life and sent me into the Feywild must have ran out. The Lady thankfully saw beyond the fact I was Drow, and caught her eye on something in me I didn't even know was there that convinced Her that I was more. She wanted to help me, so She allowed me to stay. To rest. To convalesce. To get my head around what happened. To have a crisis over losing my House, my home, my love, my entire everything.

The Lady listened to my manic blubbering once I had recovered enough to actually talk. Opening up to a demigoddess may sound a little peculiar, but her words helped set me on the path I travel now. And you obviously haven't talked to the Lady at all because you wouldn't mind the excuse to have her talk. That voice… my House was co-opted by the Cult of the Elemental Eye, She said. And my love was indoctrinating me into said cult, who wanted to end all things. Any place that would mark you for death so readily clearly wasn't your home, so what had I really lost?

I stayed with the Lady by the White Well for a time, time being hard to gauge right in the Feywild so I'm not sure how long exactly. When your life is in tatters you have a bit of time for introspection, I figure, no matter how despondent. And it wasn't as if I was itching to get going, without anywhere else to go I was pretty much stuck there. Though there are much worse places to be stuck, truth be told. So pristine and peaceful and beautiful, both the Lady and the grove. But I still had no direction in what was now my life. If She had wanted me gone I would have been gone, so She must have made up Her mind about me.

~

My honesty and talent having shone through for her to see and judge, She gave me Her blessing. In her eyes I was worthy enough to become her champion. She gifted me the sword of the White Well, a weapon that an age ago belonged to her father. She lets me fight in Her name and Her honour, She lends me Her strength, to show and prove that I am truly deserving of her trust and love. And perhaps once day win her love, her hand, and free her from her curse. The Lady of the White Well changed my life, the least I can do in return is change Hers.

Though years pass by in between my sojourns to the White Well, I am constantly reminded of Her through the gifts She has given me. Though Her ghostly handmaiden doesn't like to talk to me. I'm pretty sure she can talk, just won't to me. Probably because I'm Drow, those older Eladrin can be awfully priggish so it wouldn't surprise me that it continued into death. Beyaz is great fun though. She loves to talk, I can chat with her for hours. And every time I am blessed further of Her boons, I know I am that much more closer to Her heart.

~

So, back in Erelhei-Cinlue after a hundred years. Give or take a decade. Place hasn't changed a drat bit. Aside from the Houses losing power to this Matriarch and this rebellion growing into a big problem and… the place looks the same and that's the main thing I care about, not having to learn the citys layout again. I'm not here to care about the politics. Maybe once I've finished investigating the Cult of the Elemental Eye and my Lady is free I'll look into it that, but not now.

The Cult… it can't be a coincidence that Tharizdun is bent on destroying everything and that the Gods who chained him away suddenly all vanish, and the Feywild disappears. Though it can't just be gone, I can still feel the Lady's touch. If it is happenstance then… well, the Chained God remains chained and that's great and everything. But it leaves me stuck in the city without any idea on what to do next. Besides leaving it again in one piece, I have to manage that. Can't let those mad hags get me yet, not before all this Eclipse poo poo is figured out.
pre:
Ilmindia Claddrret

HP: 87/87 (temp: 0/0)	AC:	28 (Xx)
Heal Srg: 8/8 (v 21)	Fort:	24 (Xx)
Speed: 6		Ref:	25 (Xx)
Initiative: +16		Will:	26 (Xx)
Action Points: 0/1	Perc:	6/16
Vision: Darkvision	Ins:	6/16
MBA: Moonfire Blade (+18 vs. Ref / 1d12+21 radiant)

At-Will:					Encounter:					Daily:
Soul Step					Cloud of Darkness				Summon Warlock's Ally	
Safe Banishment					Beguiling Tongue				White Well Invocation
Ethereal Sidestep				Moonlit Escape					Lesser Planar Ally
Hat of Disguise (i)				Shadow Step					Boots of Elvenkind (i)
Sszzt Bite (+18 vs. AC / 1d8+6)			Dazzling Breath (f)				Cloak of Translocation (i)
Handmaiden Attack (+18 vs. Ref/2d8+5 radiant)	Viper Belt (i)					Crown of Stars (+16 vs. Ref / 2d12+21 radiant)
Eldritch Bolt (+16 vs. Ref / 1d10+15 force)	Blackleaf Gloves (i)				Roaring Storm of Cania (+16 vs. Fort / 2d8+18 cold)
Moonfire Blade (+18 vs. Ref / 1d12+21 radiant)	Feytouched Earthhide Armour (i)
						Defiant rod of the Feywild (i)
						Well of Light x2 (+18 vs. AC / 3d12+21 radiant)
						Curse of Blinding Radiance (+16 vs. Fort / 2d6+21 radiant)


- Once per encounter inflict additional 2d8 damage.
- When dealing fear/radiant damage, immediately roll a saving throw to relieve a condition
	I'm suffering.
- When an enemy attacks me before SOMNT after I hit it with an arcane at-will attack power,
	it takes 5 radiant damage.
- When an enemy I Moonfire Blade ends its next turn next to me it takes DEX mod (+5) radiant damage.
- Resist 5 poison.
- +2 item bonus to AC / Ref until EONT when using a teleport power.
- +1 shield bonus to AC / Ref until SONT when hitting at least one target with attack power using rod.
- I gots a huge spider, with aura 1 that stops enemies in it from gaining CA against
	spider allies and gives me CA against enemies in it.
- I gots a ghost handmaiden, with aura 2 that gives me +2 insight while in it

~ When action point spent to take extra action, regain CHA mod (+5) HP and free action
	teleport up to DEX mod (+5) before or after extra action.
~ Teleport 8 (11 with item encounter power) when I reduce an enemy to 0HP or an enemy adjacent to me drop to 0HP.

Robodog fucked around with this message at 13:43 on Nov 3, 2012

Robodog
Oct 22, 2004

...how does that work?
That's really dreadful to hear, I'm sorry Adrinidad.

Robodog
Oct 22, 2004

...how does that work?
In other words dorfs are the registered sex offenders of the DnD universe.

Robodog
Oct 22, 2004

...how does that work?
Time to sell Borok to the dark dorf

Robodog
Oct 22, 2004

...how does that work?
So we could try to buy these gnomes for less than that 1500 gold, OR we could shank the blighters and his caravan guards and take everything ourselves.

Robodog
Oct 22, 2004

...how does that work?
Think how much more inclined to answer he'd be with a knife in his kidney!!!

Robodog
Oct 22, 2004

...how does that work?
I seriously have no loving clue what the hell you want me to ask him so edit that into your post navy IC or OOC or something please.

Robodog
Oct 22, 2004

...how does that work?

navyjack posted:

Derp. Sorry, the theory is he may have seen signs of tolarius and such during his wandering. Give us clues and poo poo.

Roger roger!

Robodog
Oct 22, 2004

...how does that work?

navyjack posted:

If this game was a child, we'd be getting it ready for kindergarten!

Schooling? At this age? Not for a child this slow.

Robodog
Oct 22, 2004

...how does that work?
That doesn't mean I love it any less! :glomp:

Robodog
Oct 22, 2004

...how does that work?
Ok people! This caravan and slave issue!

Now, selling them would be ideal but I imagine that the rest of you are not for that at all. Which means setting them free. But just cracking the doors and letting them swarm the dark dwarves doesn't seem like a great improvement on our situation. So, do we have an actual plan for when I buy the caravan.

If the plan is to free them, then we don't need to deal with the guard really. But we'd need to sort out what exactly we'd do with them after letting them out.

If the plan is to bring them into the city, then we do need to deal with the guard. We could just ask the guard to go fetch us a priestess for the clearance we need? Or do I know any priestess contacts or some similar kind of thing in the city MMA?

Kinda need to know how we're doing this before I can post and try the deal with the dark dorf

Robodog
Oct 22, 2004

...how does that work?
I can't exactly give them the resistance recruitment spiel right in front of the guards, can I?

Robodog
Oct 22, 2004

...how does that work?
Okay so basically I need all you other players to speak up here, since this is a communal thing and my just charging ahead on my own might be a bit selfish.

A) Are you okay with buying the slaves, and Ilm getting them cleared by a crooked priestess who will fleece us and bring them into the city to be most likely sold?

B) Slavery is still bad, no way are we actually selling them. In which case we'd need to brainstorm what to do with these gnomes once Ilm buys the caravan.

Or I guess C) Forget this let's just go and leave the gnomes to their fate.

Robodog
Oct 22, 2004

...how does that work?
So this whole song and dance was pointless because Borok is just going to buy them a health check-up now? Help me out here because I am back at my frequent stopping point of having no idea what the hell is going on and am really sick of it.

Robodog
Oct 22, 2004

...how does that work?
Increased DEX and CHA by 1 each, and picked up White Lotus Master. http://orokos.com/dnd4e/sheets/4534

Eladrin Boots lvl16 - Teleports increased by +2.
Ring of the Radiant Storm lvl 17 - Roll twice take best in radiant damage.
Bracers of Brachiation lvl 15 - Climb at ground speed.
Gloves of Dimensional Grasp lvl 16 - +4 Thievery checks, make check against target 5 squares away.
Dimensional Shackles lvl 17 - Stop people from teleporting

pre:
Ilmindia Claddrret

HP: 92/92 (temp: 0/0)	AC:	29 (Xx)
Heal Srg: 8/8 (v 23)	Fort:	25 (Xx)
Speed: 6		Ref:	26 (Xx)
Initiative: +17		Will:	28 (Xx)
Action Points: 1/1	Perc:	7/17
Vision: Darkvision	Ins:	7/17
MBA: Moonfire Blade (+19 vs. Ref / 1d12+22 radiant)

At-Will:					Encounter:					Daily:
Soul Step					Cloud of Darkness				Summon Warlock's Ally	
Safe Banishment					Beguiling Tongue				White Well Invocation
Ethereal Sidestep				Moonlit Escape					Lesser Planar Ally
Hat of Disguise (i)				Shadow Step					Boots of Elvenkind (i)
Sszzt Bite (+19 vs. AC / 1d8+7)			Dazzling Breath (f)				Cloak of Translocation (i)
Handmaiden Attack (+19 vs. Ref/2d8+13 radiant)	Viper Belt (i)					Crown of Stars (+18 vs. Ref / 2d12+22 radiant)
Eldritch Bolt (+18 vs. Ref / 1d10+16 force)	Blackleaf Gloves (i)				Roaring Storm of Cania (+18 vs. Fort / 2d8+22 cold)
Moonfire Blade (+20 vs. Ref / 1d12+22 radiant)	Feytouched Earthhide Armour (i)			Ring of Shadow Travel (i)
						Defiant rod of the Feywild (i)
						Well of Light x2 (+20 vs. AC / 3d12+22 radiant)
						Curse of Blinding Radiance (+18 vs. Fort / 2d6+22 radiant)


- Once per encounter inflict additional 2d8 damage.
- When dealing fear/radiant damage, immediately roll a saving throw to relieve a condition
	I'm suffering.
- When an enemy attacks me before SOMNT after I hit it with an arcane at-will attack power,
	it takes 5 radiant damage.
- When an enemy attacks me before SOMNT after I hit it with an arcane at-will attack power,
	use immediate reaction to repeat the arcane at-will attack against that enemy alone.
- When an enemy I Moonfire Blade ends its next turn next to me it takes DEX mod (+5) radiant damage.
- Resist 5 poison.
- +2 item bonus to AC / Ref until EONT when using a teleport power.
- +1 shield bonus to AC / Ref until SONT when hitting at least one target with attack power using rod.
- I gots a huge spider, with aura 1 that stops enemies in it from gaining CA against
	spider allies and gives me CA against enemies in it.
- I gots a ghost handmaiden, with aura 2 that gives me +2 insight while in it

~ When action point spent to take extra action, regain CHA mod (+5) HP and free action
	teleport up to DEX mod (+5) before or after extra action.
~ Teleport 8 (11 with item encounter power) when I reduce an enemy to 0HP or an enemy adjacent to me drop to 0HP.

Robodog fucked around with this message at 04:40 on Mar 25, 2013

Robodog
Oct 22, 2004

...how does that work?
1) New player is fine w/e but add another drow and I'll kill you

2) Post more you slack bastard

Robodog
Oct 22, 2004

...how does that work?
Do you define stuff happening purely as fights?

Robodog
Oct 22, 2004

...how does that work?
The problem seems less the content and way the plot is going, and more the time that it takes to do it. My little side bit has no interaction with anybody except MMA and it's just as slow and decompressed as the rest of the part finding a guide and all that.

Robodog
Oct 22, 2004

...how does that work?

MMAgCh posted:

I'm genuinely curious, though: how do people imagine the "entrance into the city, getting the lay of the land, finding a guide and choosing bar A or bar B" thing would've gone down in two or three posts? The only way I can envision this frankly strikes me as pretty shallow and railroady, but perhaps I need my horizons expanded!

GM: You are at the gate of Drowtown. (And there is no slave caravan business to take up two dozen posts and a month of time) You go in, look at the picture I made, Drowtown is p. impressive.

Players: Sure is! Now we've got an insane wizard to catch, so we gotta find some places to go to to ask about just that!

GM: OK! Well there is a battered looking elf lady and a too cool for school demon dude who look like they might know their way around.

Players: Hmm well why don't we separate and ask both then correlate what we found out and head off?

GM OK! Dumb elf who can't kill as well as the drow lady chats with the battered looking elf. She says the graveyard is spooky, stay out of there! Smelly cow talks to the demon man, and finds out the names of a couple of pubs that might know about insane wizards.

Players: Groovy! So which one we going to, gang?

~End Scene~

Robodog
Oct 22, 2004

...how does that work?
Gopher it.

Robodog
Oct 22, 2004

...how does that work?
I am liking how things have been going so far.

Robodog
Oct 22, 2004

...how does that work?
I think things have improved in pacing and progression, the issue of no fights seems to still be around for some I reckon, though since I'm still away from the party that might not count for much. And if you can get another player that might work, but I don't think the game would vitally depend on it.

Robodog
Oct 22, 2004

...how does that work?
I'll make an alt-account and you can recruit that.

Robodog
Oct 22, 2004

...how does that work?
I don't like Ryujinn, the Hobgoblin is dumb and goofy, and while Novakari seems fine as a character Foolster41 seems to not entirely be with it in terms of level 14 4e characters. Manic_Misanthrope didn't even bother with a background. By default CahPahkah comes out on top by virtue of being dull and competent.

Robodog
Oct 22, 2004

...how does that work?
I need white lotus master riposte on mine - 'When enemy you hit with at-will spell attacks you before SoNT, repeat the attack against that enemy as imm. reaction if the enemy is not marked by you.'

Robodog
Oct 22, 2004

...how does that work?
I need my combat stats in my block since all my sheets are wrong about it in different ways so I can't use that one as it is.

Robodog
Oct 22, 2004

...how does that work?
I put the cannon into glass cannon.

Robodog
Oct 22, 2004

...how does that work?
Bumping to keep this out of archives and also to maybe prompt another person to post!

Robodog
Oct 22, 2004

...how does that work?
Triple post, but I really do think we need to work out what our plan/s is/are going forward.

As I see it, there are two things in front of us.

1: Saving Alauniira from the Matriarch's clutches, main reason for going into the city for Iira, and delivering her safely back to the rebel and Shali.

- We try the daring rescue angle, which would mean breaking into the Fang of Sovereigns and breaking Alauniira out of her cell. Then escaping with her from the Fang, and then sneaking her out of the city altogether. While this is straight forward and also combines with stealing the book we need, on the scale of difficulty it's close to suicidal when you consider it's a jailbreak and escape from a whole city. OOC wise it is also very Robodog centric, being sneaky and lockpicking and bluffing, so it wouldn't leave a lot for you guys to do during it. Not unless we workshopped the idea a bit, anyway.

- For a less direct way to deal with it we could also look into the Champions Law option, which looks like a Game of Thrones trial by proxies thing. For this we'd need convince two Houses to back us in sending, say, Calderos into the arena in Alauniira's place and then bank on Archi winning the rigged fight/s. This would involve everybody more since we'd need to convince Houses which is meetings and that, and then there is the fight which one of us would take part in. This offers a more Oceans 11 deal I think, if we all work out our pieces in it and what we need to do. Like, while Bull is fighting Drow sneaks into the Fang and gets the book and Half-Caste and Stuck Up Knife Ears secure Alauniira. Or something. More options at the least.

2: Getting this magic book Tolarius wants, main reason for going into the city for everybody else, and heading on over to the Feywild to find out what the deal with the eclipse is.

- For this we need to co-ordinate with Tolarius and then grab the book. Not a lot of options here, the Fang is locked down so it has to be sneaky. This would limit who can go for the actual book grabbing to sheets with a decent sneak score. Everybody else would have to be mulling around being a B-Team to bust in should things go awry. I'm not sure how fun that would be for people, exactly.

- Or it can be a huge, long series of fights if people feel like it's time for a lot of combat! Stab our way up to the book, grab it, scedaddle with Tolarius out into the Rock Roils and then hope the transitioning into the Feywild thing works. This would kinda suck RP wise since it's the least subtle thing ever but it would include everybody and get us some action. If it's at the end of our stay in E-C then it'd also sort of fit thematically, kicking arse and taking names and bloodying the Matriarch's nose.

That how I see it anyway! If anybody else has a different plan in mind or anything then say it! At least we should talk about it and figure out the way we're all going to go.

Robodog
Oct 22, 2004

...how does that work?

Dallan Invictus posted:

Or maybe she just sees the "lower the Fang's wards, break in, steal the book, grab the girl on the way out" alternative as a way to kill two birds with one stone (and a whole bunch of other people besides), but I don't think she's really thought through the details of it yet. I'm not even sure if I've really thought through the details of it yet. :P)

In all honesty it's probably going to shake out something like this.

Robodog
Oct 22, 2004

...how does that work?
To the surprise of nobody I would be more than fine with a two post minimum, no problem keeping that up.

Robodog
Oct 22, 2004

...how does that work?
I think epic destiny is where my white well hexblade stuff conks out, so I'd have to go look for something there. No idea what fits for a hexblade. But yeah, I'm down.

Robodog
Oct 22, 2004

...how does that work?

TheArchimage posted:

Uh... gonna be honest, but I honestly didn't expect this game to hit epic tier and haven't really considered Epic Destiny stuff. I'm totally down with it, just give me time to work something out.

makes two of us then!

Robodog
Oct 22, 2004

...how does that work?
As it's used as the example, it would be remiss of me to not go with The Lady as my mid-term goal. Though it will probably tie into my epic destiny purely because epic destinies are mostly terrible for warlocks/hexblades and I'll end up taking a generic one and shoving The Lady into the background stuff on it.

Robodog
Oct 22, 2004

...how does that work?
Is feyhide, like, wearing the skin of an Eladrin or something? That might not go over well in the Feywild…

Robodog fucked around with this message at 07:41 on Mar 24, 2014

Robodog
Oct 22, 2004

...how does that work?
Sorry. My goal in game was fairly obvious and that so I didn't really need to go over it much. Plus I've been stuck on equipment and feats on the level 20 sheet for a little while now.

For your ideas I think they could work, Calderos is the quietest and most humble of the group and something to bring him out and acknowledge his talents even if that goes against his tribal ways would be good character development.

e: and with Iira yeah the entire driving factor in her life more or less is to do with The Lady. Even though finding her is tied up in the Eclipse stuff, it's kinda the opposite from the other characters. Rather than be focused on the Eclipse before anything else, Iira is focused on getting back to The Lady before anything else. Which just so happens to mean fixing the Eclipse business.

Robodog fucked around with this message at 12:08 on Mar 20, 2014

Adbot
ADBOT LOVES YOU

Robodog
Oct 22, 2004

...how does that work?

Dallan Invictus posted:

(there are all kinds of stories about why she left for Sezarte's service after the war and why she's visited less and less frequently since then - Human sympathizer? Selfish glory hound (even by eladrin standards!)? Treacherous Winter blood telling? Something more lurid?)

A sordid BFFship with a drow!

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply