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Author Topic: [D&D 4e] Chapter 1: Rescue at Rivenroar  (Read 151284 times)

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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #25 on: June 07, 2013, 05:50:25 pm »

Since Hroksull and Derath aren't attempting to hide their conversation, Bel is able to pick up most of it.

******************************

Looking around in his nervousness, Hroksull catches sight of the dragonling fluttering overhead. Derath is mildly perplexed as the goliath's full attention turns to this new sight rather than to the conversation.

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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #26 on: June 07, 2013, 06:10:27 pm »

Beleren heard "Orc, Goblin" coming from a man sitting with the giant. Well, it actually sounded like well, a possible journey. Though, seems like Bel will have to actually ask for more details.

Bel quickly picked up his stuff from the table and hurried through to room to meet with Derath. He unsummoned the dragonling, as the giant an no longer seemed like a threat. Once he came to table, he completely ignored Hroskull and immediately spoke to Derath (in a quick fashion):

"Hi, I'm Beleken. Of the Sorkin family, you've probably heard of us. You said Orcs? Here? Where? How many? How well equipped? How are they organized? Who leads them? What did they do so far? Any apparent weaknesses? Some less apparent ones maybe? Tell me."
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #27 on: June 07, 2013, 06:30:49 pm »

Derath blinks, opens his mouth, and stares at Bel for a moment. Before he answers, everyone's attention is momentarily distracted by sudden screams and other loud noises from outside. As Veonis lowers his flute and Hroksull reaches for his weapons, the front door flies off its hinges with a crack to land between the two front tables. Four hobgoblins with drawn swords rush into the bar. "For Sinruth! For the Hand!" they bellow.

Derath finds his voice. "Hobgoblins, apparently," he replies. "As for weaknesses, we'll shortly find out."

OOC: Combat map has been added to the first post. I'm rolling initiative and, next post, Nature checks for you all.

Initiative rolls:

Hroksull -
Rolled 1d20+2 : 10 + 2, total 12

Merik -
Rolled 1d20 : 12, total 12

Derath -
Rolled 1d20 : 8, total 8

Beleren -
Rolled 1d20-1 : 20 - 1, total 19

Veonis -
Rolled 1d20-1 : 19 - 1, total 18

Hobgoblin Grunts -
Rolled 1d20+4 : 4 + 4, total 8

????? -
Rolled 1d20+7 : 3 + 7, total 10

NPCs -
Rolled 1d20 : 5, total 5
« Last Edit: June 07, 2013, 06:36:11 pm by WinterSpartan »
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #28 on: June 07, 2013, 06:39:26 pm »

[OOC: Why the HELL did I unsummon Ashe?]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #29 on: June 07, 2013, 06:40:28 pm »

Nature checks.

On goblinoids:

Hroksull -
Rolled 1d20+9 : 5 + 9, total 14

Derath -
Rolled 1d20+4 : 4 + 4, total 8

Veonis -
Rolled 1d20+4 : 2 + 4, total 6

Merik -
Rolled 1d20+3 : 8 + 3, total 11

Beleren -
Rolled 1d20 : 8, total 8


On hobgoblins:

Hroksull -
Rolled 1d20+9 : 18 + 9, total 27

Derath -
Rolled 1d20+4 : 10 + 4, total 14

Veonis -
Rolled 1d20+4 : 1 + 4, total 5

Merik -
Rolled 1d20+3 : 18 + 3, total 21

Beleren -
Rolled 1d20 : 14, total 14


On Hobgoblin Grunts:

Hroksull -
Rolled 1d20+9 : 15 + 9, total 24

Derath -
Rolled 1d20+4 : 14 + 4, total 18

Veonis -
Rolled 1d20+4 : 12 + 4, total 16

Merik -
Rolled 1d20+3 : 7 + 3, total 10

Beleren -
Rolled 1d20 : 15, total 15
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #30 on: June 07, 2013, 06:43:43 pm »

[OOC: Can you host a map externally (dropbox, tinypic), it seems I cannot open the attachment (I cannot find it, but see that there is one when I refresh the page, for a moment only)
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #31 on: June 07, 2013, 06:45:31 pm »

(OOC: Sure, Grujah; I'll just provide a link instead of putting it in the first post. Give me a moment or two. Kuildeous and Axxle, I'm sending you each some info on hobgoblins. Info on Hobgoblin Grunts is in the first post.)

(Is that visible now? Everyone is free to roleplay, and everyone but Derath is free to act. The other patrons are too stunned to react quickly - or at least, that's what the NPC initiative roll tells me. :P)
« Last Edit: June 07, 2013, 06:50:01 pm by WinterSpartan »
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #32 on: June 07, 2013, 07:16:07 pm »

[Yeah, I can see it. In future I want to be represented with this one :P.
How does horizontal movement count? it was 7.5 feet (1.5 speed) in 3.5, is it the same here?]
[If there is a NPC between myself and my target, is my casting obstructed?]


I yell (free action?) "Everybody stand aside! You, Genasi, keep the grouped and cornered! They fight better grouped, but I can fell them all at once!"

I move to 9J. Minor action to summon Ashe again. I use Stormwalk, shift to 8J, and strike the Goblin at M6.

Attack roll vs Fortitude:
Rolled 1d20+4 : 18 + 4, total 22

Damage roll (if I hit)
Rolled 1d8+7 : 1 + 7, total 8
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Axxle

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #33 on: June 07, 2013, 07:23:31 pm »

[Yeah, I can see it. In future I want to be represented with this one :P.
How does horizontal movement count? it was 7.5 feet (1.5 speed) in 3.5, is it the same here?]
[If there is a NPC between myself and my target, is my casting obstructed?]


I yell (free action?) "Everybody stand aside! You, Genasi, keep the grouped and cornered! They fight better grouped, but I can fell them all at once!"

I move to 9J. Minor action to summon Ashe again. I use Stormwalk, shift to 8J, and strike the Goblin at M6.

Attack roll vs Fortitude:
This dice roll may have been tampered with!
Rolled 1d20+4 : 18 + 4, total 22
Damage roll (if I hit)
This dice roll may have been tampered with!
Rolled 1d8+7 : 1 + 7, total 8
[in 4e diagonal movement is 1]
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #34 on: June 07, 2013, 07:26:58 pm »

Yeah, found it in rules later, its only that you cannot move past corners.
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Axxle

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #35 on: June 07, 2013, 07:51:22 pm »

[@mod: I have luring strike, not lightning lure as my at will power]

"Haha, this is what I needed to get the day rolling!"

Merik unsheathes his sword and moves towards the hobgoblins grinning.

If the hobgoblin has been felled:
Move into the space he was (M6) and use Sword of Sigils. Making a sweeping attack at the hobgoblins:
M5:
Rolled 1d20+7 : 13 + 7, total 20

N5:
Rolled 1d20+7 : 5 + 7, total 12

N6:
Rolled 1d20+7 : 10 + 7, total 17


Damage:
Rolled 1d8+4 : 7 + 4, total 11


I'll then use a minor action to mark M5, N6, or N5 in order depending on who survives.  "You yellow-bellied monster, scared of a bit of swordplay?"

Otherwise:
Move to L6, use a minor action to mark N6 with my Aegis of Shielding: "You yellow-bellied monster, scared of a bit of swordplay?"
Attack M6 with Booming Blade, saying to the customer at L8: "Cover your ears, this might get a bit loud!"
Rolled 1d20+7 : 12 + 7, total 19

Rolled 1d8+4 : 1 + 4, total 5
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #36 on: June 07, 2013, 10:55:15 pm »

With a thunderous crack, Beleren's spell drops the first hobgoblin. As Merik whirls into the fray, he cuts down another, but the other two avoid his blows.

(OOC: It doesn't look like I can update the map from my ipad, so unfortunately not until Sunday night. The M5 and M6 hobgoblins are dead. N6 is marked by Merik.)

For posterity: Hobgoblin Grunt - AC 17 (+2 when adjacent to another hobgoblin), Fort 15, Reflex 13, Will 12
Hobgoblin Grunts work together instinctively, even if they are the least disciplined and trained hobgoblin soldiers. They are armored in leather and armed with longswords and shields.

Goblin Blackblades - AC 16, Fort 12, Reflex 14, Will 11
« Last Edit: June 21, 2013, 12:23:55 am by WinterSpartan »
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Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #37 on: June 07, 2013, 11:51:07 pm »

[OOC: It took me ages to fully understand what it going on and deciding what to do, if I actually understand it right.]

Veonis stops playing as he hears the noise, he turned around and, behind a patron, he see 4 creatures coming into the tavern, he remember stories about those evil Hobgoblin Grunts.
As he is about to react, he sees a man rushes through right besides him. The strange creature apparently called Genasi and the Goliath also seem ready for a combat. "I don't need to deal with these thing on my own now, I think"
[Writing half way then disturbed by new post, therefore it probably sound strange now]
 Then 2 of the Hobgoblins are down. "I am join you," said Veonis to the spellcasting men and the strange creature. Then he dropped his flute, then quickly drawing his sword, moved around the patron (to M7) and try to swing at one of the remaining 2 Hobglobins (at N6) with Guiding Strike (penalizing its AC).

Guiding Strike at N6 (if I am doing it right)
Rolled 1d20+7 : 4 + 7, total 11


Damage
Rolled 1d8+4 : 6 + 4, total 10

WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #38 on: June 08, 2013, 12:00:40 am »

[OOC: It took me ages to fully understand what it going on and deciding what to do, if I actually understand it right.]

(OOC: Sorry for the confusion! Everything is perfectly right, though - minor action to draw your sword, move up to the hobgoblin, and standard action to attack.)

The hobgoblin expertly parries Veonis's blow. "You cannot stop us, elf-man!"
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Axxle

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #39 on: June 08, 2013, 12:09:51 am »

With a thunderous crack, Beleren's spell drops the first hobgoblin. As Merik whirls into the fray, he cuts down another, but the other two avoid his blows.

(OOC: It doesn't look like I can update the map from my ipad, so unfortunately not until Sunday night. The M5 and M6 hobgoblins are dead. N6 is marked by Merik.)
[The other one is also marked due to my Sword of Sigils power, although it's not a proper Aegis of Shielding mark] [nevermind, it's only on hit]
« Last Edit: June 08, 2013, 12:11:51 am by Axxle »
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #40 on: June 08, 2013, 06:07:48 am »

Do I see anything important outside, through the door/windows?

If needed, here's a perception check:
Rolled 1d20 : 3, total 3
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #41 on: June 08, 2013, 08:55:07 am »

Do I see anything important outside, through the door/windows?

If needed, here's a perception check:
This dice roll may have been tampered with!
Rolled 1d20 : 3, total 3

You see absolutely nothing outside, being rather focused on the fight inside.
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #42 on: June 08, 2013, 02:42:13 pm »

[OOC: Well, haven't used the dice-rolling mechanic before, so here goes. Also, not sure if the GM text about drawing weapons was flavor text or not. I'm going to assume I did not have my weapons out yet. If I did, then Minor Action to do Hunter's Quarry.]

Breaking into a mighty toothy grin, Hroksull scurries to a position behind a table (J4) and hurls an axe at one of the hobgoblins (N5)


Basic Attack 1d20+6 : 11 + 6, total 17
Damage 1d6+5 : 3 + 5, total 8
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #43 on: June 08, 2013, 08:47:25 pm »

Hroskull's aim is true, but the other hobgoblin sees the incoming projectile and catches it on his shield with a solid thud. Looking at the stiff resistance, he calls something out the door in Goblin. A moment later, as he and his surviving companion return to the attack, more hobgoblins and a small black-cloaked goblin crash through the doorway to join them.

(OOC: It's my turn; I'm trying to figure out if there's a way I can do this without being able to update the map, short of confusing everyone, or if I just need to do it tomorrow night. Leaning towards the latter.)
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #44 on: June 08, 2013, 11:18:08 pm »

I actually wouldn't mind a Google spreadsheet. It's not as pretty as a scanned map, though.

But then again, I'm one of those that is perfectly fine using dice to represent characters.
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #45 on: June 08, 2013, 11:31:30 pm »

I actually wouldn't mind a Google spreadsheet. It's not as pretty as a scanned map, though.

But then again, I'm one of those that is perfectly fine using dice to represent characters.

Last session, we used halved peanut flips to represent some faeries. :D
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Axxle

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #46 on: June 08, 2013, 11:48:38 pm »

Bottle caps for all the characters!  They even come in different sizes for the giants and dragons we fight.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #47 on: June 09, 2013, 10:19:01 pm »

(Sorry for the delay, all. Here we go.)

The goblin glances around quickly, spies the banner behind the bar, and runs towards it. On his way, he tosses a small vial of frothy red liquid towards Merik, Veonis, and the hapless patron sitting frozen behind them. As it hits the table, it explodes violently, setting the surrounding area of the bar aflame.

The hobgoblins move to attack the front-line party members (primarily Merik), being careful to stay back from the flames.

Explosion vs. Merik:
Rolled 1d20+4 : 14 + 4, total 18

Explosion vs. Veonis:
Rolled 1d20+4 : 20 + 4, total 24

Explosion damage:
Rolled 1d6 : 5, total 5

K4 Hobgoblin Grunt vs. Hroksull:
Rolled 1d20+6 : 10 + 6, total 16

L5 Hobgoblin Grunt vs. Merik:
Rolled 1d20+8 : 15 + 8, total 23

M5 Hobgoblin Grunt vs. Merik:
Rolled 1d20+6 : 17 + 6, total 23

N6 Hobgoblin Grunt vs. Veonis:
Rolled 1d20+6 : 12 + 6, total 18

N7 Hobgoblin Grunt vs. Merik:
Rolled 1d20+8 : 2 + 8, total 10


Nature checks.

More Nature checks.

On goblins:
Hroksull -
Rolled 1d20+9 : 10 + 9, total 19

Derath -
Rolled 1d20+4 : 15 + 4, total 19

Veonis -
Rolled 1d20+4 : 18 + 4, total 22

Merik -
Rolled 1d20+3 : 1 + 3, total 4

Beleren -
Rolled 1d20 : 7, total 7


On Goblin Blackblades:
Hroksull -
Rolled 1d20+9 : 8 + 9, total 17

Derath -
Rolled 1d20+4 : 4 + 4, total 8

Veonis -
Rolled 1d20+4 : 5 + 4, total 9

Merik -
Rolled 1d20+3 : 16 + 3, total 19

Beleren -
Rolled 1d20 : 7, total 7


(One more post after I see results of these rolls.)
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #48 on: June 09, 2013, 10:28:16 pm »

The poor farmer doesn't even have time to scream as the flames consume him. Merik and Veonis are hard-pressed as the well-trained hobgoblins attempt to keep them contained. Even Hroksull is not immune, as his foe searches out any weakness. "The Red Hand will rise again!"

Faced with this, most of the patrons begin to scatter. The bartender heads for the back door, and the people who'd been listening to Veonis (and even tossing him a few silver coins) follow suit. The card players in the back corner - perhaps having had too much to drink, perhaps determined to guard their winnings (or potential winnings) to the end - stand up but make no move to leave, grabbing mugs or table legs and looking as threatening as they can manage. (It's not especially threatening.)

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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #49 on: June 09, 2013, 11:51:12 pm »

Hroksull was taken aback by the teamwork demonstrated by the hobgoblins. He had heard stories, but it was more impressive seeing it in action. It was no wonder that many from his village never returned home. The elders spoke of befriending others, but many of the young goliaths dismissed those tales. Hroksull might do well to heed the elders' advice. For now, however, there were more immediate threats.

Hroksull heard the decree that the hobgoblins should be contained, but surely they wouldn't miss one little hobgoblin straying from the pack. Hroksull quickly looked the hobgoblin up and down, made note of how the hobgoblin favored one leg, and brought his axe down in that direction.

Minor: Hunter's Quarry on K4.
Hit and Run on K4.

Battle axe 1d20+6 : 5 + 6, total 11
Damage 1d10+5 : 6 + 5, total 11
Quarry 1d6 : 5, total 5


If the hobgoblin is still standing, then move 3 spaces up. If the hobgoblin is down, then move to L1.
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