Book One: Chapter One: "Dark Skies"

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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:27 pm

151prooftattoos wrote:WoeVangg: HP 20/26 AC:16 Fort:12 Ref:10 Will:16

"Bedamned Bottomfeeders!" the dwarf bellows.

Vangg casts Healing Word on Agatha.

He makes the save: 22

"... Me drinks poisons fer breakfast!"


Standard: Healing Word on Agatha
Minor: None
Move: None
Free: Speaks
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:27 pm

Swifthand wrote:Davin: HP 26/26; AC 16 Fort 13 Ref 15 Will 14

Round 3 breakdown...

*Laughing in response to the horn call* "That's going to be a problem..."

Ok, considering the caster the greatest current threat, I fire my bow at L5.

The first arrow goes completely through the hand holding the horn to his lips, continuing to embed itself deep in his eye. The second thunks soundly in his thigh.

Move Action - Move forward to P14 (this puts me closest to L5, activating Prime Shot)
Minor Action - Skip (L6 is still up)
Standard Action - Twin Strike L5

Twin Strike 1=27(natch!), Twin Strike 2=24
TS Damage 1=11 (no roll), TS Damage 2=2

Arrow Count: 54

-Swift
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:27 pm

Malazek wrote:
151prooftattoos wrote:Vangg casts Healing Word on Agatha.
She spends a Healing Surge and regains her Surge Value, plus a d6, plus 4 more from your Healing Lore.
She's fully healed, now. "Thank ye, Vangg; 'preci'ted!" she says with gratitude.

151prooftattoos wrote:"... Me drinks poisons fer breakfast!"
OOC: Lawl!
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:27 pm

magicspellz12 wrote:OOC: You appear to be forgetting the proficiency bonus to your attack roll.
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:28 pm

Malazek wrote:
magicspellz12 wrote:OOC: You appear to be forgetting the proficiency bonus to your attack roll.
That's directed at the Ranger?
Yes, you are correct. He needs another +2 in there
.
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:29 pm

Swifthand wrote:O.O.C. - ooooo, thanks Magic, good catch! Adjusting now...

-Swift
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:30 pm

Malazek wrote:Round 3 SO FAR ..

Init 18
Agatha drives the wagon to it's current position.
Vangg heals Agatha and makes a witty remark.

Init 16
Kardan viciously stabs the Lizardman; and then tears it from his foe's side before checking for submerged foes.

Init 12
The closest stranger climbs onto wagon and sits next to Agatha.

Davin moves closer to the marsh Mystic and pins it's hand to its face with an arrow, and then he sends another arrow into its thigh. The Marsh Mystic is bloodied.

The Kid with the Bow looks sick (takes 5 ongoing damage), but manages to fire another arrow at L4 (and Hits, doing 3 more damage). Then, he pukes (makes his save).

The third stranger climbs onto the distant wagon.

L6 takes 2 damage from the Ice Spikes, and then stabs Kardan with a spear ... CRIT!, 10 Damage.

L1 and L2 dive beneath the bog. Perception rolls will be necessary to see them.

L4 blows another dart at the kid with the bow. CRIT!, 2 Damage and the kid is Poisoned again!

The Marsh Mystic howls in pain, and then blows the horn again.
(His Bog Cloud failed to recharge, so he has no ranged attacks this round).

Alex wraps his icy Water Whip around the Marsh Mystic's throat. The Marsh Mystic DIES a frosty death!
Alex also extends the duration of the Ice Spikes.

Init 2
Since none of the Lizardfolk are in range, Ayrikai waits until they are.
Standard: Readied Action: When a Lizard is in range use Flames of Phlegethos.
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:30 pm

Malazek wrote:ROUND 4 begins ...

Agatha continues to drive the wagon forward, until she has to veer to avoid hitting the other horses, thus putting the wagon partially off the path; if this wagon doesn't actually float like a boat, you're going to get stuck!


Ayrikai's readied action goes off ...
... mumbling a curse at the closest foe, he calls forth a rain of fire, which washes over his enemy in brilliant anguish.

Minor: Curse L4
Standard: Flames pf Phlegethos vs L4. 12 vs. Fort, 21 Damage and 5 Ongoing (Save Ends).
Move: None!
His Initiative is now 18, alongside Vangg and Agatha
.

L4 DIES.


Vangg's up. Then Kardan. Then everyone else.
This is how we're looking:

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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:30 pm

151prooftattoos wrote:OOC: First, does Vangg see L1 / L2 ??

Perception Check = 18 (14+4)

...
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:31 pm

Malazek wrote:Nope. You don't see them.

EDIT: But You have initiative. Did you want to READY an action, in case they show themselves?
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:31 pm

Malazek wrote:Well, I don't think Kardan will be back from camping today, so I'll go ahead and post for him (Initiative 16) ...

With wicked jabs, Kardan pokes his spear at the Lizardfolk; and though the creature parries, Kardan's spear still cuts into the monster's hands and forearms.

Standard: Reaping Strike vs. L6. Attack = 9 (Miss), but does 4 Damage anyway. And L6 is Marked.
Move: None (staying to make sure L6 doesn't escape the Ice Spikes).
Minor: None
.
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:31 pm

Swifthand wrote:Davin: HP 26/26; AC 16 Fort 13 Ref 15 Will 14

Round 4 breakdown...

Minor Action - Designate L6 my Hunter's Quarry
Standard Action - Twin Strike L6
Move Action - Climb back up on the wagon next to Alex (N11)

Twin Strike 1=18, Twin Strike 2=17
TS Damage 1=9, TS Damage 2=6
Hunter's Quarry Damage=5

If someone kills L6 before my attacks go off, I make a Perception check. I don't know if it a Minor, Move, or Standard, but apply it where it needs to go and then apply what makes sense from the above to the new target. If I am the closest to the new target, add +1 to my attack rolls (Prime Shot).

Perception check=22

If I miss any of these shots, I would like to use my Elven Precision.

Arrow Count: 52

O.O.C. - Sorry 'bout the late post. Had a late night last night (or early morning , depending on your point of view).

-Swift
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:31 pm

magicspellz12 wrote:Alex: HP 21/21; AC 17 Fort 11 Ref 16 Will 15

Alex smiles as his water whip chokes the life out of the spellcaster, truely his aquatic powers are not matched by the shamanistic abilities of the swamp creature. He pivots on his feet, hearing the clashing of swords behind him, and restores his Ice Spikes with a clenching fist as Kardan continues to battle. His face drops as the ice fails to form, the water just churning a little.

-------------------------------
Standard: Ice Spikes; Attack 7 vs. Fort on L6 (presumably a miss); Damage 7
Move: None
Minor: None
http://invisiblecastle.com/roller/view/1686049/

If I can see anyone else I'll try a Ray of Frost on them instead, but I miss anyway so *shrug*
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:32 pm

151prooftattoos wrote:WoeVangg: HP 20/26 AC:16 Fort:12 Ref:10 Will:16

Unable to see the hidden Lizardfolk, Vangg kneels down by Jack and inspects his injuries. (... Tries to inconspicuously take some cover)

He also prepares to cast Healing Word if necessary.

Standard: Readies Healing Word in case anyone needs it
Minor: None
Move: Kneels down and inspects Jack
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:32 pm

Malazek wrote:Okay, so after Agatha drove the wagon forward, Vangg inspected Jack's body, and Ayrikai slew the last Darter ... Kardan stabbed at the Hunter (as described above). Then, Alex's Ice Shards (extended last round) kill the last hunter (L6).

So, Davin and Alex aren't actually able to target him (because he's dead). Instead, Davin scans the water for evidence of the two missing Darter's, and sees one! Qucikly, he fiers two arrows into his quarry (L1).

Seeing this, Alex attempts to summon more Ice Spikes, but the attempt fails.

The kid with the bow collapses from the poison in his system; the other strangers look mortified, but take no actions. Fortunately, Vangg was ready with Healing Word. After regaining consciousness, the kid makes his save.

Now, (Initiative 11) the Darters retreat. Only Davin can see them beneath the brackish waters, but remembers the baleful horn of the Marsh Mystic; more are probably on they're way!

250 Xps for the Lizardfolk ...
... Plus 40 more for the Minor Quest of saving the Strangers
.
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:32 pm

Malazek wrote:With combat over, Agatha pulls your wagon alongside the wagon of the strangers. "Looks like yer 'avin' a bit o' trouble?" she says.

"Yeah," one of the strangers admits. "We're stuck."

"Well," she responds, "we aints got room fer three mo' ... wish we did."

"Can you help us get the horses loose?" the kid asks.

Agatha turns and looks to all of you. "What che think?" she asks.

Freeing the horses will be time consuming, and there's no gaurantee it'll work; they're nearly shoulder deep in the mud, and horses are known to panic counterproductively when people try to get them out of mires; so you might not even be able to get them out. To make matters worse, if you take too long trying, you'll certianly b set upon by more Lizardfolk.

Let me hear voices of opinion; and realize that freeing the horses will be treated as a Skill Challenge! (not really sure how welll this will work online, but we can find out if you like).
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:33 pm

Swifthand wrote:Initially ignoring Agatha's query, Davin jumps down from the wagon and goes over to the body of the dead marsh mystic. Kneeling down, he performs a cursory examination of the body, and then stands up with the Mystic's horn. You hear him say "waste of a perfectly good hunting horn..." under his breath.

Returning to the wagon, polishing the horn with the back of his dirty sleeve, he says, "I am in your employ, Agatha, though I must say, I do not like the prospect of leaving these three to the mercies of the lizards. Better, and cleaner to put them down ourselves. I say we do what we can."

Can I use Nature to keep the horses calm as others work to free them?

Nature check=12

O.O.C. - Natural 1! Could use some aid here!
O.O.C. #2 - Mal, can I recover any of my arrows?


-Swift
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:33 pm

151prooftattoos wrote:WoeVangg scratches his beard and eyes the strangers suspiciously.

"First, ye keels Redwood Jack w' yer bad aims... den, ye's summons da Bottomfeeders from out o' da bedamned Madbog ..."

The dwarf shakes his head, "... So fars ye's introducings is ghastly. An's ... Ye's likely ridin' in da thievened wagon w' thieved goods ... an' da bedamned Imperialistics is on da ways an' whilst calls me's in cahoots w' da thieveries!"

Vangg checks to see if Jack has anything valuable that could help the party, and mumbles under his breath, "Me thinks 'em is full o' da bad mojo curses ..."
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:33 pm

Malazek wrote:
Swifthand wrote:Can I use Nature to keep the horses calm as others work to free them?
Nature check=12 ... Could use some aid here!
12's not good enough, but the horses aren't panicked yet; because nobody has tried to get them out of the muck yet.



Swifthand wrote:O.O.C. #2 - Mal, can I recover any of my arrows?
Any that stuck into a Lizardfolk who died can potentially be recovered. (A perception check is normally needed to find them, but your Passive total will succeed automatically). ... but a few are broken (make a save for any arrows you find).

BUT here's the problem: you're in a tme crunch. Each round you spend looking for arrows brings the Lizardfolk tribe that much closer (in otherwords, it counts a S.C. failure).


151prooftattooes wrote:Vangg checks to see if Jack has anything valuable that could help the party
I'll PM you what he has; but it's not much.
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:34 pm

Malazek wrote:"If ye'd like, we can free da 'orses; but we mus' 'urry!" is Agatha's response.




Here's how we'll do the skill challenge ...

Each "round" every PC must do SOMETHING. You can make up your own options, and I'll figure out a DC; but, I am going to present a list of suggestions (which will have easier DCs).

You need 12 successes before 3 failures (I chose the hardest S.C. complexity, because I know people are going to end up posting 3 or 4 rolls at a time, anyway; so you might as well get the max Xps, right?)

Suggested Options:

*Nature (DC 15) to help keep to horses calm. One person MUST make this roll every round, or the horses freak out, struggle, and get themselves more stuck (counts as one failure if nobody makes a successful Nature check).

*Athletics (DC 15) to help pull, lift, push the horses from the mud, and/or dig them out. Atleast one person will probably need to make this roll every round, unless you have another way to move a 700 pound horse?

*Nature (DC 10) can be used to give another PC a +2 to their Nature OR Athletics check, but does not count as a success or failure.

*Athletics (DC 10) can be used to give another PC a +2 to their Athletics check, but does not count as a success or failure.

*Endurance (DC 10) can be used to give another PC a +2 to their Athletics check (basically by "holding" whatever progress has been made; very tiring), but does not count as a success or failure.

*Insight (DC 10) can be used to give another PC a +2 to their Nature or Athletics check; basically by predicting when the horses are becoming frightened and warning the other PC; but does not count as a success or failure.

*Bluff (DC 10) can be used to give another PC a +2 bonus to their Nature check; basically by distracting the horses keeping them unaware of what's going on; but this not count as a success or failure.

NOTE: Using Intimidate automatically counts as a failure.
NOTE: Choosing not to participate automatically counts as a failure.

Success: Each success brings the horses that much closer to being free.
NOTE: If you get atleast 8 successes, you free ONE of the horses (Half Xps).

Failure: Each failure gets the horses that much more stuck and allows the Lizardfolk time to get that much closer.

HINT: Ropes will give you a +2 to your Athletics check; and there is another item in the party's possession that will give a +2 to your Nature rolls (but I'm not telling what it is)!




Go ahead and post three rounds at a time, and I'll work out the resolution.
This Skill Challenge is worth 200 XPs each
.
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:34 pm

151prooftattoos wrote:Vangg takes Jack's healing potion, 6 copper, his sword, and his bag of apples.

"Poor ol' Jack ain'ts be needin' dis anymore, bein' headless an' all ..." the dwarf says.

He tries to roll Jack's body out the back of the wagon. (8 strength, almost not worth rolling)

Fails!


"Bein' squished fer time ..." he says with a grunt, failing to move Jack at all, "... gotta leave da poor man heres - dead weights! Kin one o' ye gimme a hands?"

Vangg stands, rubs his eyes, and in a panicked tone says, "Da bedamned Muckfeeders er on da ways! Me says leaves ol' Red Jack here, put one o' da mens in Jack's place on da wagon, an' da other two kin rides on our horses! Or cuts 'em horses loosed an' bribe 'em out w' Jack's bedamned apples ... or ... Davin shoots da whole lot o' em an' we gets da bedamned hell outta heres!"
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:34 pm

Ashimar wrote:OOC: I'll bluff to assist whoever is calming the horses. First 3 totals are 25, 29, 22.
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:35 pm

Swifthand wrote:Turning to Vangg, I say, "Hey, let me have a few of those apples." I whisper quietly to the horses and feed them apples to distract them while keeping them calm.

Nature check 1=23, Nature check 2=21, Nature check 3=21

Arrow Count: 52

O.O.C. - I didn't add any conditional or aid modifiers to those rolls.

-Swift
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:35 pm

151prooftattoos wrote:After handing the bag of apples to Davin, Vangg aids with Insight.

Insight Check =12
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Re: Book One: Chapter One: "Dark Skies"

Post  Malazek on Sun Aug 16, 2009 1:35 pm

Malazek wrote:I think MagisSpellz is still having trouble with her computer, so I'll post for Alex ...

With help from Ayrikai, and an armful of apples, Alex also attempts to calm the horses.
Nature checks = 20, 21, 25

We'll give Kardan a few more hours, because I think he's supposed to be back tonight. Since no-one else has actually MOVED the horses, I guess it's up to him make the Athletics checks.
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Re: Book One: Chapter One: "Dark Skies"

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