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Author Topic: [D&D 4e] Chapter 1: Rescue at Rivenroar  (Read 129311 times)

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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1100 on: March 12, 2014, 11:44:53 am »

two surges; what's Hroksull's status?
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1101 on: March 12, 2014, 11:56:32 am »

Hroksull is wounded and winded. He obviously won't be able to handle many more attacks. Fortunately he has a crossbow that he may rely upon until he knows that Merik has the enemies tied up. Then the axes come out.
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1102 on: March 12, 2014, 11:59:14 am »

I'll use 1 Surge.

I don't suppose any Goblin is able to talk? I'd rather go to where the warriors came from, unless we split, which might not be bright.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1103 on: March 12, 2014, 12:50:43 pm »

No, the goblins are slightly preoccupied with being dead. (Hobgoblins, too.)
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1104 on: March 12, 2014, 01:14:22 pm »

[If no one voices opposition to me opening a door, I open the door at the top of the room.]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1105 on: March 17, 2014, 06:38:42 pm »

The chamber contains four stone sarcophagi and five startled hobgoblins, though they seem to have already been on their guard. This ornate burial chamber apparently belonged to the Rivenroar family itself, given the inscription running around the ceiling: "Here lie the Rivenroars until the Day of the Black Sun. If you seek their monument, look to the lands around you." An alcove in the north wall holds a wrought-iron spiral staircase, leading downwards; an alcove in the east wall holds two black marble altars.

The Rivenroars haven't fared as well under hobgoblin occupation as the Von Urstadts did; the lids have been ripped from the sarcophagi and an untidy heap of treasure is piled in one of the corners. Judging from the assorted garbage, the bedrolls, and the smell, this room has also served as the hobgoblins' main living quarters.

At the sight of Merik, the hobgoblins raise their weapons and begin to shout, whether in alarm or challenge he cannot tell.

Initiative:

Hobgoblin Grunts:
Rolled 1d20+4 : 14 + 4, total 18

Hobgoblin Archer:
Rolled 1d20+7 : 16 + 7, total 23

? #1:
Rolled 1d20+7 : 2 + 7, total 9

? #2:
Rolled 1d20+3 : 12 + 3, total 15


Beleren:
Rolled 1d20+1 : 12 + 1, total 13

Derath:
Rolled 1d20 : 3, total 3

Hroksull:
Rolled 1d20+3 : 19 + 3, total 22

Merik:
Rolled 1d20+1 : 14 + 1, total 15

Veonis:
Rolled 1d20-1 : 4 - 1, total 3
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1106 on: March 17, 2014, 06:49:26 pm »

[I'll delay the archer slightly on the first round for the purpose of getting the party into two blocks in initiative order instead of three. This means Hroksull is first to act. Merik is on the map; the rest of you are in row N or points south. Hroksull, the hand crossbow you picked up will, since it's based on dexterity, be -2 to hit and -3 damage compared to the hand axes on your character sheet. Don't forget that you can throw the hand axes, though!]
« Last Edit: March 24, 2014, 11:03:25 pm by WinterSpartan »
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1107 on: March 17, 2014, 09:28:25 pm »

Considering my lack of surges, does anyone object to Hroksull being safe in O8 until the boundaries of the skirmish are established? If two people would really, really rather be in row O, I can be in row N.

In any case, Hroksull pulls out two handaxes and hurls them both into the room (as I recall, allies helpfully move out of the way so there is no chance of hitting an ally in the way; if I'm wrong, then I'll definitely choose to be in N7 and replace Quarry with Stone's Endurance).

Minor: Quarry hobgoblin in K7
Move: Draw axes
Standard: Twin strike (second shot on I8 if K7 should somehow drop)


first attack 1d20+4 : 4 + 4, total 8
second attack 1d20+4 : 4 + 4, total 8

first damage 1d6+1 : 1 + 1, total 2
second damage 1d6+1 : 3 + 1, total 4

quarry damage 1d6 : 2, total 2
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1108 on: March 17, 2014, 09:29:02 pm »

And Hroksull apparently just flings open his bag, and a couple of axes tumble out.
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1109 on: March 17, 2014, 09:33:01 pm »

I plan to run up and get in their faces. Hopefully this will keep you safe, I think you should stay on the back row as you have no surges left.
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1110 on: March 17, 2014, 09:35:29 pm »

I fully intend to make use of Merik's marking ability so that I can harry them. But first I need to make sure they're safely beating on Merik before I chance it. 
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1111 on: March 17, 2014, 11:05:40 pm »

The archer fires a shot at Merik, the only one in his field of vision. Three of the grunts then charge at the genasi, while the other runs towards the steps and calls down. The pounding of feet echoes on the staircase.

Archer:
Rolled 1d20+9 : 13 + 9, total 22
Rolled 1d10+4 : 10 + 4, total 14


Grunts:
Rolled 1d20+6 : 13 + 6, total 19
Rolled 1d20+6 : 20 + 6, total 26
Rolled 1d20+6 : 20 + 6, total 26


Firepulse (assuming Merik wants, as usual, to use it, and that at least one grunt hits him:)
Rolled 1d20+5 : 20 + 5, total 25
Rolled 1d6+3 : 5 + 3, total 8
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1112 on: March 17, 2014, 11:15:42 pm »

Struck deeply by the arrow, Merik is distracted and his defenses are unprepared for the rush of hobgoblins. The first to strike is roasted by a jet of liquid flame, but Merik is beaten to the ground in front of his allies. The surviving hobgoblins cheer.

[The entire party can go now - both of the "question marks" are still making their way up the stairs this round.]
« Last Edit: March 24, 2014, 11:03:36 pm by WinterSpartan »
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1113 on: March 18, 2014, 03:17:44 am »

[Ouch. Those Grunts are mean.]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1114 on: March 18, 2014, 06:31:37 am »

[I was a bit surprised too. I still have the best dice of the party - that was 3 crits in 5 attack rolls.]
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1115 on: March 18, 2014, 06:40:00 am »

[what are the rules on walking on Merik's tile]
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Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1116 on: March 18, 2014, 06:40:24 am »

[Do Merik wants to be slid (and healed)?]

WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1117 on: March 18, 2014, 10:36:15 am »

[what are the rules on walking on Merik's tile]

[Walk right over him, no problems. Just don't end your move there.]
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1118 on: March 18, 2014, 10:37:32 am »

[Do Merik wants to be slid (and healed)?]

Healed, yes definitely. Slid, whatever you think works.
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Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1119 on: March 18, 2014, 10:50:23 am »

Minor: Majestic words on Merik, sliding him to L7
Move: Move to M8
Standard: Guiding Strike on L8 (penalize AC)

Vs AC
Rolled 1d20+7 : 4 + 7, total 11

Damage
Rolled 1d8+4 : 2 + 4, total 6

WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1120 on: March 20, 2014, 08:12:03 am »

[Bump? Anybody but Veonis?]
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1121 on: March 20, 2014, 09:02:49 am »

Vanguard's Lightning on the archer:

Rolled 1d20+4 : 10 + 4, total 14
Rolled 1d6+4 : 6 + 4, total 10
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1122 on: March 20, 2014, 09:08:52 am »

Whew, I'm glad you slid Merik there. That gives us some breathing room so that we don't get hemmed in.

Merik, will you be marking the one in L8? What you do may determine which power I use. In any case, I'll likely move to M7; I just might not stay there for long.
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1123 on: March 20, 2014, 12:33:36 pm »

I'll mark the L8 orc if it's still standing when I get my turn, otherwise L9. Am I able to act or do I have to spend a turn recovering?
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1124 on: March 20, 2014, 01:00:24 pm »

I'll mark the L8 orc if it's still standing when I get my turn, otherwise L9. Am I able to act or do I have to spend a turn recovering?

Standing up takes a move action, but you have HP back and are otherwise good to go. First post updated.
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