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Author Topic: [D&D 4e] Chapter 1: Rescue at Rivenroar  (Read 129226 times)

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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1000 on: February 17, 2014, 07:36:56 pm »

Merik catches the group by surprise. He'll have at least a few moments to act before they respond...
« Last Edit: February 20, 2014, 05:20:43 pm by WinterSpartan »
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1001 on: February 18, 2014, 10:42:11 am »

Let's try to focus the Soldier down (assuming anyone else can get to me to help with this.) AOE attacks look good here.

Move action: B4
Standard Action: Booming Blade on the Soldier.

Attack vs AC
Rolled 1d20+7 : 3 + 7, total 10

Damage:
Rolled 1d8+4 : 8 + 4, total 12
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1002 on: February 18, 2014, 11:24:19 am »

[I suppose I wait for my initiative to climb the rope again?]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1003 on: February 18, 2014, 10:59:11 pm »

[I suppose I wait for my initiative to climb the rope again?]

[Yeah, I'm going to go ahead and roll for both you and Beleren to climb on your initiative.]

The hobgoblins advance, but the narrow tunnel doesn't allow them all to be effective. One carefully sidesteps behind Merik, while another charges him with sword raised. The other two hang back, awaiting their chance to strike.

Rolled 1d20+8 : 14 + 8, total 22


As the sounds of combat ring out, the doors behind Hroksull swing open and the snap of crossbows is heard. Two goblins skulk in the shadows, already reloading for the next shots.

Rolled 1d20+11 : 7 + 11, total 18
Rolled 2d6+4 : 3, 6 + 4, total 13


Rolled 1d20+11 : 14 + 11, total 25
Rolled 2d6+4 : 5, 6 + 4, total 15


As Hroksull reacts to this surprise attack, Beleren and Derath attempt to climb the rope and join their comrades above. Beleren shoves Derath aside, muttering something about incompetence, and shimmies easily up the rope first.

Beleren:
Rolled 1d20+8 : 20 + 8, total 28

Derath:
Rolled 1d20-1 : 14 - 1, total 13


The leader of the hobgoblin patrol aims a deadly blow at Merik, intending to deal with him and reach the fresh intruder(s) behind.

Rolled 1d20+7 : 5 + 7, total 12
Rolled 1d10+4 : 9 + 4, total 13
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1004 on: February 18, 2014, 11:07:12 pm »

Both bolts strike true, slamming deeply into Hroksull and sending him to the floor unconscious once again. But the rope, tightly wrapped around his wrist, holds, and Beleren reaches the top in time to steady it and - finally - help pull the priest up behind him. Merik is fending off the hobgoblins quite capably; the goblins are perhaps the more immediate threat - but they're on the wrong side of the pit...

[Athletics check to jump across, DC 20 or 10 with a running start. Veonis, Merik, and Hroksull are up - remember that if Hroksull is still unconscious on his turn he'll need to make another death saving throw.]
« Last Edit: February 21, 2014, 03:29:40 pm by WinterSpartan »
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1005 on: February 19, 2014, 12:38:27 am »

[Can I activate Firepulse on the one that hit me or should I have specified that I wanted to do that before I ended my turn?]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1006 on: February 19, 2014, 06:22:35 am »

[Can I activate Firepulse on the one that hit me or should I have specified that I wanted to do that before I ended my turn?]

[Normally I'd allow it but here, since it would have killed him (and opened room for another to attack), I'm going to rule that it's too late. Sorry about that.]
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Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1007 on: February 19, 2014, 10:01:12 am »

Move: 9C
Standard : Misdirected mark on C4 goblin.
Minor: Majestic words on Hroksull
vs Reflex
Rolled 1d20+4 : 18 + 4, total 22

Damage
Rolled 1d8+4 : 8 + 4, total 12

Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1008 on: February 19, 2014, 01:06:54 pm »

[Can I activate Firepulse on the one that hit me or should I have specified that I wanted to do that before I ended my turn?]

[Normally I'd allow it but here, since it would have killed him (and opened room for another to attack), I'm going to rule that it's too late. Sorry about that.]

[That's fair.]

Merik falls back defensively. He does not see Hroksull's fall, but hears chaos behind and guesses that something else is going on.
Move: Shift to C5.
Standard action: Booming Blade on C4.
vs AC:
Rolled 1d20+7 : 14 + 7, total 21

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


[Prep Firepulse for any melee attacks.]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1009 on: February 19, 2014, 10:37:54 pm »

[Veonis killed that Grunt - please redo your move so that you can attack someone else.]
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1010 on: February 20, 2014, 10:35:35 am »

[I guess I just stand still and swing at the grunt at C3 then? Do you want me to reroll?]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1011 on: February 20, 2014, 11:14:56 am »

[I guess I just stand still and swing at the grunt at C3 then? Do you want me to reroll?]

[No, your roll's fine. He's down too. Hroksull's up, and conscious thanks to Veonis - I'll update his HP on page one.]
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1012 on: February 20, 2014, 01:34:35 pm »

[As a group, how do we want to split our attacks? I could easily move and then charge west into the fray. I could jump the pit, but there's about a 25% chance I'll fall, and I'm in no position to handle that.

Oh, first I need to stand up, which means I probably won't be charging the goblins this turn.

In all the chaos, I haven't kept track of people's preferences. Merik is melee, as am I. Anyone else want to jump into that mess?]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1013 on: February 20, 2014, 01:57:33 pm »

[As a group, how do we want to split our attacks? I could easily move and then charge west into the fray. I could jump the pit, but there's about a 25% chance I'll fall, and I'm in no position to handle that.

Oh, first I need to stand up, which means I probably won't be charging the goblins this turn.

In all the chaos, I haven't kept track of people's preferences. Merik is melee, as am I. Anyone else want to jump into that mess?]

[You do have a pending 1-space slide, if you want it, thanks to Veonis.]
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1014 on: February 20, 2014, 02:17:40 pm »

Sliding to B13 would help me no matter which course of action I take, so slide me there.

That wouldn't be enough to be considered a running start, would it?
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1015 on: February 20, 2014, 02:22:16 pm »

[I think I should stay here and tank the patrol. I'll hold em off as long as I can, if we pick off all the grunts first I can probably go 1-on-1 with the soldier.]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1016 on: February 20, 2014, 05:21:50 pm »

Sliding to B13 would help me no matter which course of action I take, so slide me there.

That wouldn't be enough to be considered a running start, would it?

No, a running start is at least 2 squares of movement.
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1017 on: February 20, 2014, 06:52:38 pm »

In any case, I have to stand up, which will take a Move Action.

My Standard Action could be to move to C10, which will put me in range of the grunts or C12, which will put me in range of the sharpshooters.

I'm thinking that I should work on a wall with Merik and let the others have a firefight with the sharpshooters, but if they suck at melee, then having me in their face would be great. The problem being that they could just back up and shoot me, and I think they'd succeed.

So I'm leaning toward C10. Any input before I lock it in?
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1018 on: February 20, 2014, 07:38:39 pm »

[Getting you out of range of the bowmen is probably a good idea. If I had known you were coming down here I would have marked the soldier, but hopefully you don't get picked off by him or a grunt.]
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1019 on: February 20, 2014, 08:47:18 pm »

[so i'll just work on climbing that rope and all]
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1020 on: February 21, 2014, 09:01:38 am »

[so i'll just work on climbing that rope and all]

I got the impression that everyone made it up top:

Beleren reaches the top in time to steady it and - finally - help pull the priest up behind him.

If that's not the case, then that will change my action.

I didn't expect to be there either, Jorbles. But I'm not in the fight yet. I still have to stand up and draw weapons. I think I will end on C12. That gives me room to engage the sharpshooters if they are weak. I can also reach the grunts with some fancy footwork.

I could spend an Action Point, but that would be used for charging, which is not the best use of an Action Point, IMO.

Tentatively, my plan is to:

Standard: Stand up
Move: Move to C12
Minor: Draw weapons

That changes if Shraeye is not with us, but the map seems to indicate that he is.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1021 on: February 21, 2014, 01:59:39 pm »

He is - I rolled Athletics checks for him and Beleren on their initiative, and they both passed.
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1022 on: February 21, 2014, 02:05:00 pm »

Okay, that confirms my decision.

Standard: Stand up
Move: Move to C12
Minor: Draw weapons

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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1023 on: February 21, 2014, 03:22:22 pm »

As the first two hobgoblins fall, another charges Merik:

Rolled 1d20+8 : 19 + 8, total 27
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1024 on: February 21, 2014, 03:22:53 pm »

His aim is true, but the cut on Merik's arm unleashes a gout of flames towards the hobgoblin's face:

Rolled 1d20+5 : 5 + 5, total 10
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