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Author Topic: [D&D 4e] Chapter 1: Rescue at Rivenroar  (Read 129266 times)

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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1125 on: March 20, 2014, 01:13:14 pm »

Move action: Stand.
Standard action: Second Wind.
Action point!
Standard action: Luring Strike on Grunt at L8. Moving myself to K7.
Rolled 1d20+7 : 4 + 7, total 11

Rolled 1d8 : 4, total 4


Minor action: mark of shielding on grunt at L8 if I missed him, mark of shielding on grunt at L9 if I killed the other grunt.
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1126 on: March 20, 2014, 01:30:17 pm »

Dice are cold again. Let's hope I find a hot pocket.

Minor: Draw battleaxe/hand axe.
Move: Move to M7.
Standard: Twin Strike M7.


In the unlikely event that M7 drops after my battleaxe, I'll use the second part of Twin Strike to chuck the hand axe at his buddy.

battleaxe 1d20+6 : 4 + 6, total 10
Rolled 1d10+1 : 5 + 1, total 6

hand axe 1d20+6 : 13 + 6, total 19
Rolled 1d6+1 : 4 + 1, total 5


Unfortunately, being in the back row means I couldn't move and quarry. And my little quarry buddy is dead.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1127 on: March 20, 2014, 04:46:36 pm »

[That only leaves everybody's favorite sorcerer to act this round. While I'm thinking about it, two notes:

1) Everyone's going to get another action point after this fight.
2) When you level up (another 2 or 3 fights, depending which way you go), the same powers that grant you increased abilities (divine, magical, whatever; we'll see what makes sense at the time) will also restore your health and surges. Otherwise, you wouldn't have the ghost of a chance of cleaning this whole place out without leaving and coming back another day. If anyone objects to this, let me know, but I suspect you won't...]
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1128 on: March 20, 2014, 04:53:02 pm »

[That sounds good to me.]
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1129 on: March 25, 2014, 05:37:52 am »

I will move to I5 and use Frostbind on the Archer.

vs Fort
Rolled 1d20+4 : 4 + 4, total 8


Damage
Rolled 3d6+7 : 5, 3, 4 + 7, total 19
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1130 on: March 25, 2014, 05:38:12 am »

Drat.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1131 on: March 26, 2014, 06:34:28 pm »

The surviving hobgoblins leap back into battle, as the one atop the stairs charges Merik and the other steps back into combat with Veonis. The hobgoblin archer circles, fitting an arrow to his string and firing at Veonis as well.

Charging grunt:
Rolled 1d20+8 : 2 + 8, total 10

Other grunt:
Rolled 1d20+6 : 20 + 6, total 26

Archer:
Rolled 1d20+9 : 11 + 9, total 20
Rolled 1d10+4 : 9 + 4, total 13


Also, a small green guard drake reaches the top of the stairs. It seems to be on a long leash. Whatever is holding the leash still isn't visible.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1132 on: March 26, 2014, 06:38:16 pm »

[Aaaand another crit. Eesh.]

Veonis goes down to the arrow, his song abruptly cut off.
« Last Edit: March 31, 2014, 07:48:43 pm by WinterSpartan »
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1133 on: March 26, 2014, 07:19:39 pm »

I'm going to attack the Grunt first because if I hit it or not will determine the rest of my moves.

Standard Action:
Booming Blade on Grunt at J7.

Rolled 1d20+7 : 7 + 7, total 14

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

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1134 on: March 26, 2014, 07:20:45 pm »

Sigh.

Minor Move: Mark the Grunt.

Keep standing where I am.
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1135 on: March 28, 2014, 09:33:52 am »

Vanguards Lightning at I8

roll for archer hit first, goblin hit second
Rolled 1d20+4 : 5 + 4, total 9
Rolled 1d20+4 : 7 + 4, total 11
Rolled 1d6+4 : 4 + 4, total 8
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1136 on: March 28, 2014, 09:34:07 am »

[misses all around :(]
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1137 on: March 28, 2014, 11:37:14 am »

Drakes have animal intelligence?

I will cast Burning Spray on G6 - J8

vs Warrior
Rolled 1d20+4 : 7 + 4, total 11

vs Shooter
Rolled 1d20+4 : 6 + 4, total 10


Damage
Rolled 1d8+7 : 7 + 7, total 14
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1138 on: March 28, 2014, 12:37:20 pm »

[Can't buy a bucket.  :(]
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1139 on: March 28, 2014, 02:42:58 pm »

[Can't buy a bucket.  :(]

Well, we better buy it soon, because we're going to kick it.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1140 on: March 28, 2014, 04:58:11 pm »

Drakes have animal intelligence?

[Yes. They're nonsentient.]

A hobgoblin soldier comes up the stairs, holding the drake's leash. He releases it and bellows a command.

Map update Monday - before if I find time this weekend.

Hroksull and Veonis are up. Veonis is going to have to roll a save vs. death, unless Hroksull has some healing ability I'm overlooking.
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1141 on: March 29, 2014, 08:08:55 pm »

Move to L8
Twin Strike on goblin grunt


battleaxe 1d20+6 : 4 + 6, total 10

damage 1d10+1 : 6 + 1, total 7


If he drops, I chuck my handaxe at the grunt at J7, which will make this attack roll 2 lower.

hand axe 1d20+6 : 1 + 6, total 7

damage 1d6+1 : 2 + 1, total 3
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1142 on: March 29, 2014, 08:10:32 pm »

Actually, let's Action point that. Same as last time but with better numbers.

battleaxe 1d20+6 : 9 + 6, total 15

hand axe 1d20+6 : 20 + 6, total 26
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1143 on: March 29, 2014, 08:12:47 pm »

Well, I would have liked to take down both grunts, but I'll take what I can get. Since the sarcophagus provides me cover, I'll hold off on using Stone's Endurance until I get into the middle of things (unless I misinterpreted the battlefield and I did not drop the guy next to me, in which case I'll use it).

So I'll use my minor to quarry the grunt, not that it matters.
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Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1144 on: March 30, 2014, 04:16:13 am »

Rolled 1d20 : 4, total 4

WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1145 on: March 31, 2014, 07:51:30 pm »

The hobgoblin arriving atop the stairs takes a moment to get his bearings, keeping a tight hold on the drake's leash. [Delayed the soldier's actions to get him to reach the same initiative block. This will let the party go in whatever order - and incidentally held back the drake a bit.] The remaining grunt continues trying to find a weakness in Merik's defenses, while the archer takes aim at Beleren.

Grunt:
Rolled 1d20+6 : 15 + 6, total 21

Archer:
Rolled 1d20+9 : 17 + 9, total 26
Rolled 1d10+4 : 1 + 4, total 5
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1146 on: March 31, 2014, 07:56:06 pm »

[Good grief. Have I missed yet this combat?]

Merik is once again wounded. Like Hroksull, his stamina is draining. Veonis continues to bleed out on the floor... [He'd probably appreciate a Heal check from Derath; since he hasn't used his Second Wind yet this encounter, it's only a DC 10 to get him on his feet. Standard action. Up to you, though.]
« Last Edit: April 03, 2014, 07:20:45 am by WinterSpartan »
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1147 on: March 31, 2014, 08:27:04 pm »

-> go G4 and Burning Spray on Drake and Gobo. Leave you guys with the other two, I cannot efficiently cast while you guys are near.

vs Drake, Cha vs Ref:
Rolled 1d20+4 : 15 + 4, total 19


vs Gobo
Rolled 1d20+4 : 20 + 4, total 24


Damage
Rolled 1d8+7 : 3 + 7, total 10
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1148 on: March 31, 2014, 08:49:54 pm »

Since I can't hit, I'd better heal

Rolled 1d20+4 : 7 + 4, total 11
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1149 on: March 31, 2014, 09:25:20 pm »

[there are no "confirm crit" rolls in 4.0, right?]
« Last Edit: April 01, 2014, 07:54:16 am by Grujah »
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