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Author Topic: [D&D 4e] Chapter 1: Rescue at Rivenroar  (Read 151421 times)

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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1250 on: May 06, 2014, 12:19:41 pm »

Heal up (don't forget my familiar bonus :P).

I'll aid anybody who tries to save Merik.

After that, I want to check the graves - what do they look like, engravings, have they been opened recently, can they etc..
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1251 on: May 06, 2014, 04:14:12 pm »

Hroksull lurks at the top of the stairs, listening for any other hobgoblins. He holds a large rock in his hands and prepares to fling it onto the heads of anyone sent to investigate.
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Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1252 on: May 07, 2014, 06:45:03 am »

Veonis searches the bodies of the hobgoblins to see if there are any thing useful.

Cooperating with probably Derath to heal Merik
Rolled 1d20+4 : 7 + 4, total 11

Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1253 on: May 07, 2014, 12:12:43 pm »

[From beyond the grave: Wasn't there treasure in the corner of the room?]
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1254 on: May 07, 2014, 01:52:19 pm »

Veonis searches the bodies of the hobgoblins to see if there are any thing useful.

Cooperating with probably Derath to heal Merik
This dice roll may have been tampered with!
Rolled 1d20+4 : 7 + 4, total 11

any more assistnece?  I can do the check once people chime in.
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1255 on: May 07, 2014, 03:05:32 pm »

Before picking up a large rock to pelt any upcoming hobgoblins, Hroksull looks over the wounds. Very messy. This is definitely something the village healer is much better at. Still, Hroksull had to endure similar wounds on his own body.

Rolled 1d20+2 : 2 + 2, total 4

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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1256 on: May 07, 2014, 03:06:16 pm »

"Doesn't look too dangerous. Rub dirt in it. The stinging means it's helping."
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1257 on: May 07, 2014, 03:26:11 pm »

Sounds legit.
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1258 on: May 07, 2014, 06:32:44 pm »

The stairs are clear, for now. While Hroksull's "help" distracts Derath from attending to the wounds, Beleren looks around the room. These graves belonged to members of the Rivenroar family proper, though not the leaders of the family, and the hobgoblins have definitely tampered with them. There's a pile of their findings in the corner. There are some gems, coins, and gold or silver baubles of little value - about 170 gp worth in total, he estimates - as well as an obsidian-bladed axe that radiates dark energy. Near the pile is the only other item of interest in the room, an altar that the hobgoblins have desecrated.

Lifedrinker Battleaxe +1
+1 to attacks, +1 damage, +1d6 necrotic damage on a critical hit
When you kill an enemy with this weapon, +5 hit points
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1259 on: May 07, 2014, 06:41:50 pm »

[Let's go kill some ants with the battle axe.  ;D]
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1260 on: May 07, 2014, 07:10:05 pm »

[I had been lamenting not having a second battleaxe. Any objections to me using that one? I do get +1 damage with axes.]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1261 on: May 08, 2014, 04:39:36 pm »

[Let's go kill some ants with the battle axe.  ;D]

[Ants aren't enemies :P Nice try though!]
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1262 on: May 12, 2014, 09:36:16 am »

[So no objections were raised about Hroksull wielding the shiny new battleaxe. May he bring honor and glory to the party.

An alternative would be to let Merik use the battleaxe to try to get HP out of enemies, but that's kind of risky since he'll drop the first time he's hit. Maybe…just maybe we could stage the fight so that Hroksull hands the axe over to Merik to use on a bloodied foe and try to get him some hit points. And hey, minions are easy to drop.

Once we heal Merik, we should probably determine if we want to press on or turn tail. Numerically, things are looking bad for us. But adventurers are a foolhardy bunch. I'd be fine with pushing on and taking whatever consequences come about, but I'm also not the one with only 1 hit point, though I do have 0 surges, so I'm not looking so good either.

We're so close to leveling that it does seem appealing to escape and rest up, but I fear this may mean the end of the remaining prisoners. No local heroes we.

Speaking of healing Merik, I guess shraeye should go ahead and attempt the heal? If that fails, I'll assist again next round. Guarding the stairs will just have to wait.]
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Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1263 on: May 12, 2014, 09:49:13 am »

Is that axe not, by any chance, one of the artefacts that we need to "bring back" ?
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shraeye

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1264 on: May 12, 2014, 10:13:19 am »

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

healcheck
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Gveoniz

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1265 on: May 12, 2014, 10:18:20 am »

This probably belongs to the Rivenroars instead of the Hall of Great Valor, and we do have a list of artifacts:
There's also a list detailing the stolen treasures from the Hall of Great Valor. It appears that the taken items you've been contracted to bring back include an ornate, gilded dragonhelm once belonging to Azarr Kul (the hobgoblin general); Azarr Kul's iron gauntlets; a ceremonial platinum longsword (of no use as a weapon); three large shields with the Red Hand insignia, badly battle-damaged; and the standard of the victorious


Veonis looked around and remembered the inscription he saw when entering the chamber.
Quote
"Here lie the Rivenroars until the Day of the Black Sun. If you seek their monument, look to the lands around you."
Do Veonis understand (or remember) what it mean by black sun and the monument to the lands around you?

History
Rolled 1d20+6 : 18 + 6, total 24


And what can be seen on the other path that we cannot see on the map?

Grujah

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1266 on: May 12, 2014, 11:18:35 am »

Yeah, we are pretty beaten up, we'll only be able to stand for a few more fights.

What kind of altar is it? What happened to it?

I ask the big guy to remove the lid from one of the graves. I want to know what did goblins did to it (you said they've been tampering).
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1267 on: May 12, 2014, 11:41:47 am »

Is 16 big enough to get me back on my feet?
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1268 on: May 12, 2014, 01:59:49 pm »

16 is enough to get Merik back up (with 1 hp). Remember that when you level, you'll also fully heal (I'll deus ex machina it if I have to; makes a better story than running away).

The Day of the Black Sun is a legend something like Ragnarok, where the world ends. The Rivenroar's monument being the lands around them is an unintentionally ironic statement - it was intended to refer to strong castles, bustling villages, and prosperous farms being the Rivenroar's legacy. Now, however, their lands are under the swamp, and the castle is nothing but a ruin...

That other path isn't really a path, just an alcove that holds the desecrated altar. You can't tell who the altar was originally dedicated to (at least, not without a religion check), but the hobgoblins have smashed some symbols and drawn their own, repurposing it for a different deity.
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1269 on: May 12, 2014, 02:29:56 pm »

Merik gingerly gets to his feet. Holding his hand over a wound.

He looks down the staircase where the goblin disappeared and came back with the drake.

"We could probably explore down there safely. Any other goblins that were down in that room would have come up to fight us when he grabbed the drake."
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1270 on: May 12, 2014, 02:31:25 pm »

[Do I have time to switch to Earth Form? Fire form isn't going to help me stay alive at all. Earth Form probably won't either, but it might make the difference if something attacks vs Fortitude.]
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Kuildeous

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1271 on: May 12, 2014, 02:56:08 pm »

Did not realize hit points return when leveling. I presume all daily abilities are still spent, though?
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1272 on: May 12, 2014, 03:56:43 pm »

[How much XP does the average creature dropped provide? I haven't really been paying attention to the XP charts.]
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WinterSpartan

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1273 on: May 12, 2014, 05:27:32 pm »

[Yes, you have time to switch forms. XP depends on enemy level - most goblins are level 2, most hobgoblins level 3, so they're worth 25-30 xp each. Minions (the 1-hp ones) are worth less. I also awarded some XP for rescuing Zerriksa alive.]

[The default rules don't provide for healing when leveling. They also don't assume more than ~5 encounters in a day. I'm going to refresh all hit points and daily abilities when leveling, so it will be like a new day started.]
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Jorbles

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Re: [D&D 4e] Chapter 1: Rescue at Rivenroar
« Reply #1274 on: May 12, 2014, 06:51:59 pm »

[Yes, you have time to switch forms. XP depends on enemy level - most goblins are level 2, most hobgoblins level 3, so they're worth 25-30 xp each. Minions (the 1-hp ones) are worth less. I also awarded some XP for rescuing Zerriksa alive.]

[The default rules don't provide for healing when leveling. They also don't assume more than ~5 encounters in a day. I'm going to refresh all hit points and daily abilities when leveling, so it will be like a new day started.]

No new surges though?
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