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Author Topic: [D&D 4e] Chapter 1: Rescue at Rivenroar  (Read 129253 times)

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Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1150 on: April 01, 2014, 05:09:29 am »

Move: Stand up
Standard: Misdirected mark on I9
vs Reflex
Rolled 1d20+4 : 19 + 4, total 23

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

WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1151 on: April 01, 2014, 07:32:08 am »

[there are not "confirm crit" rolls in 4.0, right?]

[Nope, every 20 is a crit. So the soldier took 15 damage instead of 10. Did I miss some other effect you have on a crit?]
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1152 on: April 02, 2014, 05:30:14 pm »

Move: Move up to Goblin Archer.
Minor: Quarry Archer.
Standard: Evasive Strike on Archer. Shift back to my starting space behind the sarcophagus.


Battleaxe 1d20+6 : 10 + 6, total 16

Damage 1d10+5 : 8 + 5, total 13

Quarry 1d6 : 2, total 2
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1153 on: April 02, 2014, 05:40:26 pm »

I think that was a miss from Kuildeous?

Standard action: Booming Blade on J7.
Attack vs AC:
Rolled 1d20+7 : 2 + 7, total 9

Damage:
Rolled 1d8+4 : 3 + 4, total 7


(Will finish turn after I see whether I hit or not.)
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1154 on: April 02, 2014, 05:41:15 pm »

Minor: Re-mark this extremely skilled grunt.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1155 on: April 03, 2014, 07:18:03 am »

The hobgoblin soldier drops the guard drake's leash, and the two of them circle the sarcophagus to jointly attack Beleren. The archer drops back and fires another arrow at Merik, while the grunt (who's going to earn himself a name and a recurring villain badge, at this rate) continues to press his attack.

Soldier:
Rolled 1d20+7 : 6 + 7, total 13
Rolled 1d10+4 : 7 + 4, total 11

Drake:
Rolled 1d20+6 : 5 + 6, total 11
Rolled 1d10+3 : 9 + 3, total 12

Archer:
Rolled 1d20+9 : 3 + 9, total 12
Rolled 1d10+4 : 2 + 4, total 6

Grunt:
Rolled 1d20+6 : 9 + 6, total 15
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1156 on: April 03, 2014, 07:20:27 am »

But Beleren and Merik put up astonishing displays of defense, and nothing slips through to injure them. [I'm astonished, at least.]

Party's up. Derath, you should probably spend an action point at some time this combat - you have 2 and are getting another, and you can only spend one per combat.
« Last Edit: April 08, 2014, 05:32:20 pm by WinterSpartan »
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1157 on: April 03, 2014, 07:36:15 am »

Hmm, need a plan to protect Beleren. Merik is tied up with this grunt for the moment, so I'll try to free him up.

Move: K6
Standard: Twin Strike


Battleaxe goes to J7 no matter what.

Rolled 1d20+6 : 12 + 6, total 18

Rolled 1d10+1 : 1 + 1, total 2


...to be continued
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1158 on: April 03, 2014, 07:38:15 am »

Right, so that should drop the amazing grunt.

Minor: Quarry drake

Use the second part of Twin Strike to hurl a hand axe at the drake.


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

Rolled 1d6+1 : 3 + 1, total 4

Rolled 1d6 : 3, total 3
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Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1159 on: April 03, 2014, 08:57:36 am »

Misdirected mark on G7
vs will
Rolled 1d20+4 : 13 + 4, total 17

damage
Rolled 1d8+4 : 5 + 4, total 9

Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1160 on: April 03, 2014, 09:03:07 am »

Action point: Second Wind
Move: Move to L5
Minor: Sheath the sword (to switch to the bow next turn)

shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1161 on: April 04, 2014, 06:58:58 am »

so grunt is down?  archer, soldier, drake left?
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1162 on: April 04, 2014, 07:03:11 am »

Casting here triggers 2 AoOs? Also going over the coffin?
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1163 on: April 04, 2014, 07:06:37 am »

I'm going to try to push them off you, if you let me move first.
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1164 on: April 04, 2014, 07:08:51 am »

[Sure, otherwise I'll blame you guys for me getting cornered and having to resort to actually using derogatory technique of stabbing people with a dagger]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1165 on: April 04, 2014, 07:17:54 am »

so grunt is down?  archer, soldier, drake left?

Correct! The archer is bloodied, too (I haven't updated with the damage from Veonis).

Quote from: grujah
Casting here triggers 2 AoOs? Also going over the coffin?

Also correct. Hopefully Derath will save you from that fate, though.
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1166 on: April 04, 2014, 07:44:21 am »

OK, start by moving to I7.
Minor: cast Maledictor's doom (put the blast H7-D3) and it should cover all baddies.  -1 to attack and saving throws; fear attacks let me shift them 1 as a free action. Also, they're all hit with an encounter power, so they have -2 to attack rolls against me.

Standard: Whispers of Defeat (a fear attack!), attack vs will (burst 5 gets them all)

Archer (will 13)--If hit, shift to F6
This dice roll may have been tampered with!
Rolled 1d20+5 : 2 + 5, total 7
Drake (will 12)--If hit, shift to G6
This dice roll may have been tampered with!
Rolled 1d20+5 : 4 + 5, total 9
Soldier (will 16)--If hit, shift to F5
This dice roll may have been tampered with!
Rolled 1d20+5 : 13 + 5, total 18

Damagenot for this power, silly shraeye.
This dice roll may have been tampered with!
Rolled 1d6+5 : 5 + 5, total 10

Using action point as well; that's incoming.
« Last Edit: April 04, 2014, 07:49:18 am by shraeye »
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1167 on: April 04, 2014, 07:48:20 am »

Action point: (also +3 to attacks now)

Cast Visions of Blood (fear attack!), attack vs. will, burst from H7-F5.

Archer (will 13)--If hit, shift to F7
Rolled 1d20+8 : 13 + 8, total 21

Drake (will 12)--If hit, shift to G6
Rolled 1d20+8 : 4 + 8, total 12

Soldier (will 16)--If hit, shift to F6
Rolled 1d20+8 : 2 + 8, total 10


Damage
Rolled 1d6+5 : 3 + 5, total 8
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1168 on: April 04, 2014, 07:53:25 am »

Ok, results: [sorry about the edit; i forgot Whispers of Defeat has no damage...there's no way I would 'tamper' those rolls to suck so hard]

Soldier is now at F5 and has -3 to attack, -5 to attack against me (until next turn); if he misses, he takes 9 psychic damage, unless my +1 rod affects this as well.

Drake is now at G6, and has -1 to attack, -1 to defenses until my next turn; took 8 damage.

Archer is now at F7, has -1 to attack, -1 to defenses until my next turn; took 8 damage.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1169 on: April 08, 2014, 05:32:09 pm »

Maledictor's Doom lets you push, not slide, which forces you to move the enemies away from you (along at least one axis); this means the soldier's at E5 and was out of the range of Visions of Blood. Fortunately (?), you missed him anyway. Very impressive turn! Beleren and Merik are still up. Merik, note that your mark on the archer is from Veonis's Misdirected Mark spell - you're still free to put your Aegis of Shielding on whoever you'd like. And Beleren's nicely set up for a Burning Spray on everything. (Note for future reference that Burning Spray does NOT provoke attacks of opportunity - Ranged and Area attacks provoke, Close and Melee attacks do not.)
« Last Edit: April 09, 2014, 05:42:18 pm by WinterSpartan »
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1170 on: April 08, 2014, 05:36:50 pm »

I'm going to loop around behind the archer.

Move action: move to E8 (J7-I8-H8-G9-F9-E8)
Standard action: Booming Blade on the archer.
Minor action: Mark the drake with Sigil of Shielding

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


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

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1171 on: April 08, 2014, 06:21:59 pm »

(Note for future reference that Burning Spray does NOT provoke attacks of opportunity - Ranged and Area attacks provoke, Close and Melee attacks do not.)

Noted.

"Hah, just as I planned! Good work, Bard! Now, let's burn them to crisps!"

Move to H5, Burning Spray on all of em.

all vs Ref.
vs Archer:
Rolled 1d20+4 : 1 + 4, total 5

vs Drake:
Rolled 1d20+4 : 10 + 4, total 14

vs Fighter:
Rolled 1d20+4 : 8 + 4, total 12


Damage:
Rolled 1d8+7 : 8 + 7, total 15
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1172 on: April 08, 2014, 06:36:24 pm »

:-\
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1173 on: April 09, 2014, 07:51:26 am »

At least I burned the Drake. And damage roll was awesome!
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1174 on: April 09, 2014, 05:37:11 pm »

The hobgoblins dodge promptly out of the flames, though the guard drake is badly scorched. The archer twists out of the way of Merik's blade as well, nocks another arrow, and fires:

Rolled 1d20+8 : 20 + 8, total 28
Rolled 1d10+4 : 9 + 4, total 13


The guard drake heeds Merik's challenge and the archer's call, and shifts back to its master's side, snapping at the genasi's legs:

Rolled 1d20+5 : 9 + 5, total 14
Rolled 1d10+9 : 5 + 9, total 14


The hobgoblin soldier, mind confused from shadows Derath has summoned that only he can see, advances and lashes out at Beleren:

Rolled 1d20+4 : 13 + 4, total 17
Rolled 1d10+4 : 8 + 4, total 12
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