View Full Version : [4E] Grandpre Academy (OOC)

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2012-12-12, 01:49 PM
Old OOC Thread (http://www.giantitp.com/forums/showthread.php?t=249051)
Game informations :
Recruit thread post (for references) :
Campaign teaser :

It have been 5 long years of studies and training at the Grandpre academy, but you finally made it: tomorrow's your final exam. Looking back, you remember well the day you first arrived.
Like most of the other 253 new students of your year, your goal was to become a Grandpre adventurer graduate. Not only it held some prestige, but Grandpre adventurers are known to be able to survive the hard challenge adventure is. You were so proud and confident to have been accepted. During the first half year of classes, where nearly half of the students either washed out or decided to drop to an easier training to become lowly guards or the like, you humbled quite a lot. As the year passed and the classes continued to thin, you gained not only the trainings, but a confidence from experience instead of innocence.
Now, of the 253, only 6 remains, and your one of them. As you and your 5 fellow classmates go meet the headmaster to receive your final task, you realise that it have been nearly half a year since youíre the only 6 remaining students in the adventurer program. You know them well, know you can trust them to hold their share in battle or in most situation. As you enter the headmaster office, you realise your ready for the final challengeÖ

Campaign infos :
1. What game system are you running?
D&D 4.0

2. What 'type' or variant of game will it be? What is the setting for the game?
I use a world of my own making, using the core books gods.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
5 players

4. What's the gaming medium?
These boards.

5. What is the characters' starting status (i.e. experience level)?
Level 1, preferably young (18-25) but older is ok if justified in the background.

6. How much gold or other starting funds will the characters begin with?
Standard (100 GP)

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Anything in the up to date character builder is fine.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
PHB1, PHB2 and Eberon races are fine. If you want to play a monster race (even the ones in the builder), you have to ask me first.

9. By what method should Players generate their attributes/ability scores and Hit Points?
Standard point buy.

10. Does your game use alignment? What are your restrictions, if so?
Standard alignment (no Evil or Chaotic Evil). I use alignment as a guideline, rarely enforce it.

11. Do you allow multi-classing, or have any particular rules in regards to it?
Multi-class and hybrid is ok.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
The rolls will be made on the forum.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
No house rules to begin with.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
I want a background (can be short and sweet or long and detailed). It is essentially your origins (family, place of birth and stuff). Feel free to have some juice for me to play with (I like to include players backgrounds within the story), but remember that you were not a hero before. It must end with how/why your going the Grandpre academy to train as an adventurer.

NOTE : You can take a background from scale of war in the character builder, but it must match your backgrounds.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
All of the above.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
As I said before, if it is in the character builder, I am fine with it. If you donít have the character builder, I'll make sure your character is fine when it is submitted.
Also, since I use the builder, the erratas are included.

The world :

I made the original map in French (my primary language). I translated the index directly on the map. The area without color are either plains or hills (and can have a small amount of anything Ė only the major feature are on the maps).
For the landscape names, I couldnít change them all easily without erasing too much. When I'll use them in a post, I'll translate them and add in brackets the name you can see on the map.
Exemple : The Green forest (La Foret Verte) is located east of Bord-Eau.
The Town names will stay as written on the map (even if they can be translated).
Map link :
Westernlands (http://picasaweb.google.com/Dekkah1/Westernlands#5436305193319591250)

The country of The Westernlands (Les Terres de l'Ouest) is one fifth of the continent of Mylthan.
Most of it is controlled passively by Torres, the capital city located in its center. Torres is mainly a military and trade city. It offer protection for taxes to almost all the towns of the country, but leave each ones of them govern themselves.
The Elven city of Yarten, Located within Ter'yav forest (La foret de Ter'yav), is independent. They still have very good relations with Torres.
Only three regions arenít controlled by Torres.
One of the three regions is located south-east and include the City Grandport and its two towns : Vuesurbaie and Auflanc. They are separated from the rest of the country by two major natural features. To the east and north is the Stone edges (L'equerre rocheuse), a huge mountain chain. To the west are the Spiny Plains (La plaine epineuse), which is a very dangerous natural area.
The second independent region is to the north-west. It is the city of Pifville with the towns L'Oeilnoir, Huville and Rocville. These fare well enough by themselves. They control most of the north trade done with boats and Rocville is have an important gem mine..
The last regions is the south-west peninsula. It is controlled by Bord-Eau with the small town of Grandpre and the fort named Fort-Du-Col. That regions is protected by the Neck Peaks (Les monts du col), an impassable chain of mountains, and the Black Marsh, a goblin infested marsh. That regions is blessed with a very fertile land. The fort control whatever want to come in. Grandpre is housing an academy which train adventurers. They use the lands to train and mostly keep it clean of any monsters. Bord-Eau is well located to do trade by boat and exploit the area well..

Game rules :

1) I will post, at least once a day every weekday if the situation calls for it, please adhere to this schedule as well. Try to get at least one post in every weekday.

2) If you will be gone for some time, try to give as much notice as possible. You can either then give control of your character to one of the other players or a friend or you can just have them go on standby. If we're in the middle of a battle or a social situation where you're heavily involved you must get a stand in or I'll take over your character until they are no longer needed this way.

3) If you leave for a long period of time (3+ days) without notice either I or one of the characters will take over for you until either you come back or we reach a point where your player can fade into the background.
Characters will be removed from play if you're gone for over a week without notice. If you come back after we'll see if we can negotiate.

4) Roleplaying is a big part of this game. This shouldn't be an issue but I want to make it clear you should know how to roleplay and be willing to. You don't need to speak in olde english or what have you to do this though. I am all for roleplay within yourselves.

5) OOC discussion should be limited to the OOC thread. Rolls and quick comments should be put in spoilers at the end of your IC posts.

6) It's just a game, you might die or something funny might happen...whatever. Just play and have fun. Don't take things too personally.

7) Grid based battles will be handled via images or code tags. I'm hoping images but since I might have to update from work I may need to use code tags. We'll see.

9) If you have an idea, run it past me, chances are I'll let you try anything as long as it's actually possible. It might even work and accomplish what you want or give you a bonus to another roll.

10) The game will move at the speed it is resolve by players. When it is solely roleplay situations, I might make it move forward without the post of everyone (when most of you seem to have done what they wanted). For combat, I will wait for everyone to post tough.

When you post your background, you can PM it to me if there is parts you dont want to initialy share with others (just post what you want others to know - it is assumed they know what you openly submit)

I usually post mainly during week days (monday -friday) and work hours (8:00-16:00). I'd prefer players who are active around that time (easyer to do multiples replies during the day and make the game move forward), but I dont really mind as long as you can submit the the game rules above.

Post interest with what you'd like to do (and character when possible).

PS : Also, dont read the other IC game that is already started, would spoil the fun ;).

Some info about the game.
Youíre the 4th group to play it. One of my other group is level 14 now, the other one is level 6. I also started it PBP a month ago with an other group. So unless something turn bad, you can expect it to be a long term campaign.
As I said in the recruit thread, my main language is French, so if I make grammar/sentence form/etc. mistakes you'll have to endure them :).
I like to go with the flow, I play by the rules, but still like to create my own stuff. So at some point, you might find some stuff that isnít written in the rules books. But all in all, I abide by the book rules. I donít mind being corrected when I am wrong with rules, in fact I expect it Ė I like to know the correct ruling.
In the games I make, being an adventurer is dangerous. I donít plan to kill my players, but death can happen. And please, donít play expecting every opponents I throw at you to be beatable. Retreat can be an option, keep that in mind ;).

Alright, my warnings are done now.

About the academy
The adventurer formation is 5 years long.
Each summers, you got 3 months off. At those time, you returned home (or where ever you wanted).
The academy is known for its Adventurer program, but it mainly form people for any kind of jobs(guard, entertainment, healers, etc.).
The adventurer program is the hardest and, as the campaign spoiler said, most of the people leave in the first 6 months.
Since adventuring is a team effort, so is the formation. It is made so you all meet each other, and as time passes, learn to work together.

There are many reasons for you to know each others:
Same roles have basics class together in the first year.
Skills are taught in class(so anyone with athletics could have met in that class).
You all have one roommate (same gender).
From second year and after, there is tactical classes, where they teach group tactics and make some random groups and make them face each others.
And of course, you've been only ones left for the last 6 months.

There is more teachers that this, but here are the teacher leader of each class :
Fighter : Fernand Gallion (Human)
Cleric / invoker : Medrash Zzlarsh (Dragonborn)
Paladin / avenger : Gurda Ironedge (Dwarf - Female)
Ranger : Malaggar (Dark Elf)
Rogue : Tibius Malroche (Human)
Warlock : Korťgore (Thiefling)
Warlord : Mara-Pai (Genazi - Female)
Wizard/ swordmage : Jymo (Eladrin)
Barbarian / warden : Brutal Roche (Human)
Bard / artificer : Ajar (Gnome)
Druid : Mal Thais (Human)
Shaman : Beal Beaudoin (Human)
Sorcerer : Che Cosa (Halfling)
Monk/(all psionic power source) : Borris Plante (Human)

The headmaster is Fernand Gallion (fighter leader).

You all know that after succeeding the final test, you'll all receive a ring (not magical) personalised with your name, bearing the academy symbol. It is prestigious.
Also, each students receive a magical items, decided by its class leader.
Not every years succeed it. And it happened that beside failing some even died (A fighter died during the last exam 3 years ago).

About the world
The whole country is at relative peace. Torres have a slight grasp on most of the middle of the country, but still, each town does as they please.
Last harvest season have been a disaters (an early winter wasted most of the crops and the winter have been long and hard). Bord-Eau region havent escaped this, but they fared better than most places (they had enough food for their population, but less to export).
The world is mainly populatyed by humans. There is one elven city (Yarten) and 4 dwarven cities (Krom-Dac, Torkdeck-Rac, Kadrin-Rac, Borlen-Rac). Other races are scattered among the human cities. Some elves and dwarves also live among human, but most of them stays into their city.
Deva is a nearly extinct race.

Alright, this is about it for now. Any questions?

Use this thread to discuss among yourselves, learn each other strategy (you should know each other well - this is one of the reasons I decided to start with an academy :) so players have a reason to stick with each others).
The Team :

The aces of spades...Human Sorcerer..............Shadow Elf
====== Created Using Wizards of the Coast D&D Character Builder ======
Ace, level 1
Human, Sorcerer
Build: Chaos Sorcerer
Spell Source: Wild Magic
Background: Occupation - Criminal (Thievery class skill)

Str 8, Con 10, Dex 16, Int 12, Wis 12, Cha 18.

Str 8, Con 10, Dex 16, Int 12, Wis 12, Cha 16.

AC: 13 Fort: 11 Reflex: 14 Will: 17
HP: 22 Surges: 6 Surge Value: 5

Thievery +8, Arcana +6, Insight +6, Diplomacy +9, Bluff +9

Acrobatics +3, Dungeoneering +1, Endurance, Heal +1, History +1, Intimidate +4, Nature +1, Perception +1, Religion +1, Stealth +3, Streetwise +4, Athletics -1

Human: Vistani Heritage
Level 1: Beginner's Luck

Bonus At-Will Power: Energy Strobe
Sorcerer at-will 1: Chaos Bolt
Sorcerer at-will 1: Arcing Fire
Sorcerer encounter 1: Mists of Disarray
Sorcerer daily 1: Shocking Magnetism

Staff Implement
Bolerum..................... Human Paladin (Kord)................. Defender......................LeeweiHuman Paladin (Multiclassing into Barbarian) worshipper of Kord (http://www.myth-weavers.com/sheetview.php?sheetid=274623).[/QUOTE]

Ini : +3
HP : 35
Number of surges : 12
AC: 20
Fort: 16
Refl: 15
Will: 15
PP : 12
PI : 17

No resists.

Languages: Common, Giant

Ashe.........................................Elf Avengerof Kord...............GillricAshe, level 2
Elf, Avenger
Avenger's Censure: Censure of Pursuit
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Light Blade)

Str 10, Con 11, Dex 18, Int 13, Wis 18, Cha 8.

Str 10, Con 11, Dex 16, Int 13, Wis 16, Cha 8.

AC: 20 Fort: 13 Reflex: 17 Will: 17
HP: 31 Surges: 7 Surge Value: 7

Religion +7, Athletics +6, Acrobatics +10, Perception +14

Arcana +2, Bluff, Diplomacy, Dungeoneering +5, Endurance +1, Heal +5, History +2, Insight +5, Intimidate, Nature +7, Stealth +5, Streetwise, Thievery +5

Level 1: Improved Armor of Faith
Level 2: Versatile Expertise

Avenger at-will 1: Bond of Pursuit
Avenger at-will 1: Focused Fury
Avenger encounter 1: Rictus Grin
Avenger daily 1: Argent Mantle
Avenger utility 2: Righteous Pursuit

Inescapable Greatsword +1, Robe of Eyes Cloth Armor (Basic Clothing) +1, Amulet of Protection +1, Cannith Goggles (heroic tier), Adventurer's Kit, Climber's Kit, Everburning Torch, Footpads, Thieves' Tools

Languages :
Common, Elven

Monique D'eta........................Changeling Bard.................................NoScaryBats
Monique D'eta (http://www.myth-weavers.com/sheetview.php?sheetid=344438)

Found/seen items/documents : (In order you found/seen them)
World Map
Grandpre Academy Seal
De L'aurore new Family Banner
Banners seen in Histak Hut (Kobold village)
King August royal seal (on official papers - given to Filass de l'Aurore)
De l'Aurore Family seal
Sheet of Paper found on Histak (Kobold warleader)
Statue with text: (Post 385)
Undead ward sealed door : (Post 385)
Bord-Eau Map (Post 396) :
Smith Mark on goblins weapon (Post 542)
Sheet of paper found on goblin patrol during Bord-Eau attack (Post 607)
Map of the unseen lands when originaly found (Post 1156)
Maps of unseen land for skill challenge - Bord-Eau area (Post 1204)
Letter found on "Green" (Part 2, post 216) :
Written on the letter.

86 Dove street
Deliver to Green Dagger.
Fee already paid for.

Text inside the letter, with different handwritting

Crocodile, Men, Rattle, Odd, Myself, two
Befoul, Promise, Gore, three
Formation, Origin, Off, Dinner, one
Bruise, Stone, Woman, Remedy, five
Last, Before, four
Failure, Envy, Never, Ram, Italic, Snake, one
Wax seal stamped on the lower right corner of the letter.
This is what the seal look like
Tattoo one "Green" Left shoulder (Part2 - Post 216) :
This is what Green tattoo look like.
Sheet of paper found hidden on Screaming Leather armor in the 3 blue dragons lair (Part 2- post 469)
Orc map drawn on a wolf pelt (Part 2- post 638)
Letter found in Gramliz hut - Goblin camp in the forest (in goblin tongue) (Part 2 - Post 807) :
salu chaif de guerr gramliz je sui contan dai prograi fai par nos trouppe l'attac su le faur sera fai com praivu a la deuxihem nuis aprai la gran lunn. Barsk sera an pozission ent lai montagn avek lai armai rassemblai i fau ke tu soie prait.

gran chaif du clan du serpan. brookla
Lenor's rod, found in Tiamat temple by Ace, seen in post 1394 :
The metallic is 1 foot and half long. The round shaft is about 2 inches wide. Around the middle, there is a notch 2 iches long reducing its width in half. Along the rod, there is some runes carved into the metal.

Key hole in Magdebourg Pelor temple altar, (IC3, Post 101) :

NOTE : This goes with Lenor's rod.

Portal and undead ward in the fallen tower (IC3, Post 212)
The grey is the north wall.
The dark brown is the access to the next room.
The black circle is the pillar.
The two circles with runes are Orange and light Grey
You can see the stairway (black empty squares)
The red stick caracter is you :smalltongue:

Dol Dorn Holy Book, (IC 3, Post294) :
The first one is bigger than the regular books and have a leather cover with this symbol embroided into the cover.

Magdebourg Log, (IC 3, Post294) :
The second one is a little smaller, but thicker, with a sun within a shield symbol drawn upon it.

First page in the book :
Magdebourg Log
By Bill Foan
Headmaster of the Arcana Stellar Academy.

Book content :
At the beginning of the logbook, Bill mention that some tyrant named Ralmor Nilart, a priest of Bane was in partial control of the peninsula. While he was not the official ruler, he did have his hands into the affairs of the city. Bill struggled for quite some time trying to bust out his contact and foil the bane priest actions and plans.

Around year 492, Bill wrote that he fore see some terrible fate for the city. From that point, many entries mention his attempts to change thing, but to no avail.

In 497, Bill started his research on a legend that might help him : The chest of never.

In 502, some heroes managed to find Ralmor and killed him, removing the thorn in the foundations of Magdebourg. Sadly, Bill write a few days later that this didnít correct the wrong that he foresaw.

In 504, Bill found some important clues about the chest of never, the roots of the legends, which were an thousand years old or so at that time. Unlike the legend says, it isnít some sort of chest that simply grants wishes, but a group of 6 items. From what he found out, these items were used by a group of 6 heroes who defeated a ancient Djinn named Ekneverthímiar. The Djinn was so powerful, that even once defeated, the heroes could not slay it. The heroes had to perform some ritual to seal the creature into 6 items. To perform the ritual, they took a rib from the defeated monster chest and create an item with it so seal the monster power. Once the power was sealed, the items when reunited , could be used to summon the monster Djinn spirit and deal with him. While the creature is sealed, it still retained most of his power and could grant about anything for the right price. The heroes, fearing one vile person would gain access to that power, each took an items and decided to split up. In time, the original legend was deformed and lost, leaving only the part about the wish and the name Chest of Never, for where the bones were taken (in the chest of ekneverthímiar).

In 505, Bill assembled many of his old friends, that he simply mention as retired adventurers, and ask them to look for the 6 items. They formed 6 different teams and scattered around the country, and even beyong , looking for the Chest of never. There is many names written in those pages, and you have the feeling that he deliberately omitted to say which ones where his friends to protect them in case this book fell into enemies hands. Still, one comes often and you are sure that he was among Bill friends and the searching crew : some mage named Furtimanius.

Around 509, Bill write that some of the Bane cult who were following Ralmor Nilart gathered and were trying to reform their covenant, fighting for leadership and hoping to regain their power over the region. Bill worked to try and prevent that. At that point, two of the chest of never items had been found, and two more potentially located.

In 511, four item of the chest of never is found. He is fearing that someone may try to steal the relic from his group, so he ask 4 of his closest friend to take them in their custody and hide them until the other manage to find the rest.

In 512, 5 of the 6 items are found. Most of Bills multiples attempts to counter the priest end in vain and it is noted that they are gaining power over the city council. Many entries are comments about important city people being either assassinated or more than likely corrupted by the bane cult. Still, Bill managed to save a few in the council and they did manage to halt the Bane cult and struggle with them for the city control. In the end, the Bane cult made a pact with demons and let them free in the city by opening some rifts between this world and the Abyss. Apparently, they stupidly thought they could control the demons, but in the end they lost control and the creatures are getting more numerous and are rampaging the city. The last entry of the city written by Bill, written november 11th, 512, says he doesnít see any way to stop what he have foreseen now as there is too much chaos to actually use his gift, but he still will try to buy some more time, hoping his friends will manage to finish what he started and gather the items.

Book of Prophecies, (IC 3, Post294) :
The last one is a regular sized, but a little thin. A staff topped with a red eye is drawn upon the cover.

Book content (Include Bolerums analysis):
After the twin shooting stars descent...
After the twin shooting stars descent
The Westernlands healer will appear
Left on the shore by Melora's hand
He will purify the land
And prevent final destruction

As far as I can tell, this hasn't happened yet.

The honor of the forest people,...
The honor of the forest people,
Taken by the killing shadows
Is avenged by its future
Right now in what is his past.
The chosen one will thus save the heritage
Before it is completly lost .

This looks a lot like Ashe's story.

The reign of the oak fruit tyrant will be stopped by a masked eye, in the year ...
The reign of the oak fruit tyrant will be stopped by a masked eye, in the year when the time is pierced by the stormy sea. Helped by faceless, traveler, strength and forest descendants, the masked eye will take his rightful place.

Faceless: Monique (i.e. changeling)
Traveler: Ace (Vistani)
Strength: Bol (not very bright but can lift heavy things)
Forest: Ashe (Elf)

Masked Eye: Unknown as of yet.

The battlelord disciple will reach the city of light in the year of the storms. The battlelord disciple will reach the city of light in the year of the storms.
His brass blood will be the key of the survivor of the time, sending his enemies to the heavens.

Battlelord disciple: Sounds like a powerful follower of Kord -- maybe Bol himself after he gets a bit more seasoned. Time will tell.

The sun will shine upon the desert of a fallen king...
The sun will shine upon the desert of a fallen king. The saviors will surface through the unbidden flow of the dunes. They will thus vanquish the great snake, giving up on a few to save many.

Maybe literally a great snake -- or perhaps the Snake Clan.

At winter's Soltice, Magdebourg tyran twill be overcome in his own lair.
At winter's Soltice, Magdebourg tyran twill be overcome in his own lair. Defied by warrior of an other time, his soul will be put to final rest that was overdue.

This may well refer to the lord of the shadowlands city where we're camped out. From the sound of things, he may have met a fate similar to the guardian we just killed.

The queen city of the westernlands...
The queen city of the westernlands, destroyed and rebuilt so many times, will see the masked eye ascension after it darkest time. Taken in hand of mens of vision, the masked eye will bring benefaction until its next corruption.

Queen City: Magdebourg?
Masked Eye: Erm, the Vistani? Ace?

As the world shake and eat him up...
As the world shake and eat him up, the battlelord disciple will meet his destiny, joining up with the brass lord son.

Battlelord Disciple: Bol (maybe)
Brass Lord's Son: Greenbane?

The rest
In the time when the high winds will blow into the dwarven peeks, the sea son will bring destruction to the shores. In those darks times, many will loose their will and will submit to whoever will give them protection.

The end of the eyes fate will come with the undead demon forces fall. Many will be lost to stop this scourge of life.

Grim stuff ahead for all.

Game Events summary :
May 23rd, 1500 :
Meeting with Grandpre Academy headmaster about their final exam mission.
Depart from Grandpre academy for Grandvents
May 24th to June 9th , 1500:
Meet with the caravan they got to escort and the mercenaries group : The eagles
Travel up to Grandvents town.
You stopped by Fort-Du-Col, Villenoire, Torres and Bartos.
June 9th, 1500 :
Meet With Filass De l'Aurore to get mission : Get back his falimy Crest banner form Kobolds.
June 10th Ė 11th , 1500 :
Investigation and skill challenge to find out kobold camp.
June 12th, 1500 :
Battle some kobold, find out the banner (make a deal with Kobold leader (Booktooth) to prevent an all out battle bloodshed).
June 13th-14th, 1500 :
Travel back to Grandvents.
Complete mission (return Banner)
Get reward and note from Filass that you completed mission to give the headmaster of Grandpre Academy.
June 15th Ė 17th, 1500 :
Travel up to Bartos.
Learn about the Dragon (Razcoreth) living in Ter'Yav forest.
Decide to go see the kobold village in the forest again (because their attacked Bartos as well)
June 18th - 19th, 1500 :
Travel in Ter'yav Forest to the Kobold village again.
Ace secretly go strike a deal with Booktooth : Help the Kobold regain complete control of his clan by killing his rising rival, then he will keep his kobold from attacking the towns around.
June 20th - 21st, 1500 :
The heroes ambush the kobold warchief (Booktooth rival) and slaughter him.
They the travel back to Bartos
June 22nd - July 4th, 1500 :
Plan the return to the academy.
Travel back to Torres.
Find an escort job with the mercenary group (The eagles) back toward Bord-Eau.
Escort a caravan all the way down to the peninsula (through Villenoire and Fort-Du-col).
Split up a few days from Bord-Eau and head up to Grandpre academy.
Jully 5th, 1500 :
Reach the Academy.
Meet the Headmaster and the few teachers still there (summer break).
Get some graduation gift from the school.
Get a voucher to get their graduation ring at a Bord-Eau jeweller
July 6th- July 10th, 1500 :
Empty their room from the Academy and leave for Bord-Eau to go get their official rings.
A few miles before reaching the city, spot an hole in the ground (in a small grove).
Discover a room with a broken statue in the hole.
Eliael find a magical sword named Greenbane in the rubbles.
There is also a sealed door (access to the undead filled bane temple). You donít explore it right away.
Get to Bord-Eau and go meet the jeweller (will get their ring ready for the next day)
July 11th, 1500 :
Goblin attack the city in the middle of the night (1 AM)
Defeat goblins in the street.
Clear goblins and help secure the north tower (meet Sergent Malcom)
Go regain the north gate control. (Meet Captain Brasseur and Kallik die)
Take some rest after the goblin assault.
Meet the Erathis high priest at noon to have Kallik raised.
Kallik decide to stay with the Erathis priest and leave the group.
See again and get information from Captain Brasseur.
The group split to gather information in the city : (Ace find Tiamat temple, Tam/Eliael thieves guild, Baldric/Malai inspect stolen granaries)
Meet with Flammemorte (missing wizard) apprentice.
Whole group meet with thieves guild members and offend them (making things difficult)

July 12th, 1500 :
Ace investigate on the hidden Tiamat temple and return to talk with thieves alone, while rest of group try to track down the food that have been stolen in the city.
The heroes all (including Ace) end up in front of the Fil D'Or Inn with their investigation.
They agree to let the thief guild watch over the man possibly implicated to locate where the stolen food is.
Decision to go explore the hole they found north of the city (with the broken statue).
Break the seal and explore the ruins filled with undeads.
Learn it is an old Bane temple with some life draining magic using to keep rising undead.
They take some rest at the entry where the life draining magic doesnít affect them.
July 13th, 1500 :
Clear the rest of the ruins.
Find treasure (magic map with ancient mapping).
Locate source of draining magic (shard in altar) and neutralise it (removing the shard).
Meet Lei Grall as they leave the ruins.
Accept to help her escort some farmers safely back to town.
Escort the farmers then split up to battle/hold up enemies (Skill challenge) splitting up with Eliael, Tam and Baldric.
Learn about the goblin horn code.
Rejoin the farmers and finish escorting them to the city and learn that Eliael, Tam and Baldric are missing (they took as Stand).
Part of the group take some rest, while others does shopping and meet with contacts.
Marius meet up with Marcil Whitehand (Torres emissary)
Ashe have a weird dream about some elven ghost.
Lei Grall and Humffrey split up with the heroes to go search for the missing heroes (Eliael, Tam and Baldric).
Meeting with Captain Brasseur to get latest news.
Ace met Julian and get a message form Zorana.
Group go meet Zorana who found out where the stolen food is.
Investigate, defeat and capture the food thieves and wererats
Meet Captain Beaudoin (and Lieutenant Bernier) and let him take over the food and prisoners (Ace leave with them Ė Split up).
Explore a possible city security breach in the warehouse (dug hole leading into natural caverns).
Find a dragon den, kill the dragons and a Tiamat priest and meet with new ally (Jieung)
Finishing exploring the caverns and find out an exit out of the city (disable the crane system)
Return to the city and meet up with Ace to discuss options.
Ace decide to split up with the group and investigate in town.
Jieung join the group.
July 14th, 1500 :

Meet up with William Brasseur and decide to go in the Green Forest in search of the magic circle and information on the enemies.
Plan the trip (boat) and heads out at noon.
Sail safely the rest of the day.
July 15th, 1500 :

Travel on boat safely and sees some goblin patrol on shore.
July 16th, 1500 :
Sail safely again under a rainy sky.
At the end of the day, they finally spot what they were seeking (the dock ruins).
Once on ground, Ashe start guiding them toward the druid stones.
Jieung fly and spot what look like a camp to the north.
Monique use her senses and feel the magic that should be related to teleportation to the north.
Follwing Monique, Ashe guide them north.
They find some orc band with slave digging some ruins and slay them.
The salves goes south where the heroes left their boat.
They keep moving north and find a large goblin camp in construction.
They encounter the hobgoblin Axe Clan and discuss with Narth (Warleader).
They come to an agreement and do a joint attack on the Snake clan camp.
The heroes learn about a possible attack on Fort-Du-Col.
When the clan is cleared, Narth leave with his Hobgoblins and the heroes investigate in the ruins bellow the goblin camp.
You find some large cavern in a secret passage with ruins of a street and a tower, but return to the goblin ruins to finish searching them.
Finaly find the bottom of the ruins with the portal.
Move to the large cavern to rest (in a small cave)
July 17th, 1500 :
Wake up mid morning and decide to go to Fort-Du-Col
Find a goblin camp with some stone dome (ignore it)
Travel the whole day up to the forest borders and spot a goblin army.
Decide to send Jieung to the fort flying, while the rest go around by the north (crossing the lake)
Make a forced march in the Big Wood
Get to sleep relatively tired (Ashe fall asleep on guard)
July 18th, 1500 :
Wake up late, spot the army on the move on the west side.
Travel east toward the fort.
Get attacked by an orc ground.
Ung Help them defeat the orc and join them.
Capture a goblin messenger.
Jieung rejoin the group.
Heroes decide to go ambush the whole army, dropping some rocks to kill goblins and block their war machines path.
The heroes sneak back down the mountain and attack the goblins that left behind trying to clear the path (kill a lot and force other to retreat)
They disable a few machines before they have to climb back into the mountain as more enemies comes.
Having done their best, they sneak back down again and heads onto the northen side of the mountain.
They spot a group of werewolf with a goblin emissary.
They intercept and discuss with the werewolves (Monique Duel the goblin)
They obtain a token for future negociations with werewolf clan.
The group rest.
July 19th, 1500 :
As they wake up (around still at night), the enemies prepare for the assault.
The group head into the Fort to help the humans defend it.
Jieung sneak into the enemy camp and poison Gramliz
The group meet up with the Fort-Du-Col leaders and give new information about enemies.
The defenders discover the goblins sneaking up to them from behind and the battle start.
The fort is overtaken and the defenders forced to flee by a secret passage in the mountains.
The humans exit the mountains and make camp into the Big woods.
The Fort-Du-Col constable ask the heroes to deliver a report to Bord-Eau.
Jieung leave for Torres alone (leave the group)
The heroes travel into the Green forest to gather the food in the goblin camp for Bord-Eau.
Intercept a messenger making them learn that the goblin seek the Chest of never.

House Rules :
1 - Corpses count as difficult terrain.

2 - Being unconcious disarm you. Require minor action to pick up weapon.

3 - A corpse can be slid 1 with a minor action.

4 - Common items are sold for 20% of their value (or yeild that value in residium if disenchanted) and can be made/bought without any problems.
Uncommon items are sold for 50% of their value (or yeild that value in residium if disenchanted) and can be made/bought with restriction. They require some research, so ask me when you want those and I'll tell you the skill and DC needed if any.
Rare items are sold for 100% of their value (or yeild that value in residium if disenchanted). They cannot be bought unless some NPC offer them to you (have them in stock). Making them is hard and require lot of reseach and some questing.

5 - Also, you might find some items quite higher than your level (rare, but may happen). If those items have an enhancement bonus (Weapon, Armor or neck), the bonus you receive from them depends on your level (it is capped at 1 + the enhancement bonus of an item of your level). So basicly, the weapon is locked up by your character power (level) keeping you in par with the other (for balance purposes) at +2 (level 1-5), +3 (Level 6 - 10), +4 (Level 11- 15), +5 (Level 16-20), +6 (level 21+). Of course, as you level and reach a threshold, the weapon get stronger until it reach his real enhancement. This doesnt affect the weapon propreties and powers unrelated to enhancement. It also doesnt affect items without enhancements, which work without problems.

Group Loot Bank Link (http://www.giantitp.com/forums/showthread.php?p=12332574#post12332574)

IC thread - Part 1 (http://www.giantitp.com/forums/showthread.php?t=145454)
IC thread - Part 2 (http://www.giantitp.com/forums/showthread.php?t=224051)
IC thread - Part 3 (http://www.giantitp.com/forums/showthread.php?t=258882

Total XP : 8700

2012-12-12, 01:57 PM
Here are the revelant stuff from last OOC post during the last battle :

Monique is on delay (can post whenever).

I am waiting on bolerum to confirm if he still does his charge attack knowing he wont ba able to use the endure pain power (cannot use on his turn) and that Tg can completly foil his attack (since he will attack before him)

2012-12-12, 02:04 PM
Signing it at the new OOC thread.

Also, haha, I just realized... but that character builder summary for Ace hasn't been updated in years... literally :smalltongue:.

2012-12-12, 02:12 PM
Well you can submit it and I'll update it :)

2012-12-12, 02:45 PM
I never really updated Ace in the character builder. His MythWeavers sheet is always the most up-to-date information about him.

2012-12-12, 02:51 PM
Alright, good enough for me.

2012-12-12, 03:56 PM
Checking in. 53 HPs on Bol now, by the way. And yeah, no Immediate Action until Bol's turn is done. I figured he'd eat the damage from leaving the zone -- he needs to stay conscious until his next turn, and TG is pretty peeved at him. :smalltongue:

2012-12-12, 04:16 PM
So are you still charging him? Or simply leaving the zone or do something else entirely.?

Frm the status you are at 21 on 53 right now (before taking any damage on your turn).

2012-12-12, 04:19 PM
Oh yeah, Bol's charging!

2012-12-12, 04:44 PM
Alright then,

bolerum charge, take 7 fire/necrotic damages (puting him at 14 on 53)

As he charge the monster, his readied action trigger.

Banishing blade on bolerum : 23 VS AC (hit), 17 necrotic damages , teleport bolerum to F3 and make a secondary attack(chains that bind)
21 VS reflex, bolerum is slowed and cannot shift (until escape)

Bolerum is unconcious (-3) (mark ends as well)

That was a vaillant effort.

That still droped him 2 spot on the ini and Ashe and Ace will both play again before him.

It is Monique turn.

I'll wait for her up to tommorow morning where I,ll lay for her (I have a decent idea of what a decent basic turn would be for her)

2012-12-12, 05:22 PM
Hey, the good news is, Bol can now be healed. :smallsmile:

Edit: Actually, here's a thought. Readied actions are immediate reactions. Did Bol's charge hit the critter before he got banished?

2012-12-12, 05:24 PM
Hey, the good news is, Bol can now be healed. :smallsmile:

Edit: Actually, here's a thought. Readied actions are immediate reactions. Did Bol's charge hit the critter before he got banished?

The trigger was set to your motion, so it interrupted your attack.

2012-12-12, 05:31 PM
The trigger was set to your motion, so it interrupted your attack.

A readied action is an immediate reaction, not an immediate interrupt. Wouldn't the triggering action (a charge) be resolved first? If the triggering action was Bol's escape, he would not yet have charged when the readied action struck him -- blowing past the prison barrier would not have been a good option at that point.

If I'm wrong, could someone post the relevant text regarding immediate reactions?

2012-12-12, 05:31 PM
As Shadow said, it was set on you moving beside him (see the last OOC post, I posted the readied action and bolded revelant part)

2012-12-12, 05:33 PM
Her thing was this:

Trigger: An enemy enters an adjacent square
Response: Banishing Blade

She responds to you entering the adjacent space, so she attacks, when your charge resolves. However, since her attack teleported you away, it invalidated your attack roll and spoiled it.

Ace has been known to do something similar by readying Storm Step to negate charges.

2012-12-12, 05:34 PM
All this is understood; maybe I'm not making my point well. As I understand it, reactions don't resolve until after the triggering action. Bol's charge wasn't just a move; it was a charge, including a MBA. Readied actions got seriously nerfed from 3.x where you could do all sorts of cheesy stuff.

2012-12-12, 05:38 PM
Hmm, that's an interesting point, but I don't think it works that way. From the compendium:

Interrupting with a Readied Action
Often a player wants his or her character to use a readied action to attack before an enemy does. In this situation, the action should be readied to respond to the enemyís movement. That way, if the enemy moves before attacking, the readied action will be triggered by a portion of that movement, allowing the character to interrupt it and attack first. Readying an action to be triggered by an enemy attack means that the readied action will occur as a reaction to the attack, so the characterís attack happens only after the enemy attacks.
An enemy might use a power that lets it move and then attack with a single action. If a character readied an action to attack in response to that enemyís movement, the readied action interrupts the movement, allowing the character to attack before the enemy does.

2012-12-12, 05:39 PM
I understadn what you said, and I had to check out readied action to actually know how it worked when you charged (I did not plan this to block charge, simply to attack if anyone of you dared go out - aka move adjacent to him)

Here is the readied action text. I bolded the important part.

Ready an Action
Action: Standard action. To ready an action, a creature follows these steps.
1. Choose Action to Ready: Choose the specific action the creature is readying (the attack it plans to use, for example), as well as the intended target, if applicable. The creature can ready a standard action, a move action, or a minor action. Whichever action is chosen, the act of readying it is a standard action.
2. Choose Trigger: Choose the circumstance that will trigger the readied action. When that trigger occurs, the creature can use the readied action. If the trigger doesnít occur or the creature chooses to ignore it, the creature canít use the readied action and instead takes its next turn as normal.
3. Immediate Reaction: Using a readied action is an immediate reaction, so it takes place right after the trigger finishes.
4. Reset Initiative: When the creature finishes the readied action, its place in the initiative order moves to directly before the creature or the event that triggered the readied action.

Triggering Opportunity Actions
If a creature readies an action that normally triggers opportunity actions, it triggers them twice: when it readies the action and when it takes the action.
Example: If an adventurer readies a ranged attack while adjacent to an enemy, he provokes an opportunity attack from that enemy. If he is still adjacent to an enemy when he makes the ranged attack, he provokes an opportunity attack again.

Interrupting with a Readied Action
Often a player wants his or her character to use a readied action to attack before an enemy does. In this situation, the action should be readied to respond to the enemyís movement. That way, if the enemy moves before attacking, the readied action will be triggered by a portion of that movement, allowing the character to interrupt it and attack first. Readying an action to be triggered by an enemy attack means that the readied action will occur as a reaction to the attack, so the characterís attack happens only after the enemy attacks.
An enemy might use a power that lets it move and then attack with a single action. If a character readied an action to attack in response to that enemyís movement, the readied action interrupts the movement, allowing the character to attack before the enemy does.
Published in Player's Handbook, page(s) 291, Rules Compendium, page(s) 247.

That is what I did, ready an action on when one of you would move beside him (in his reach) to strike before the attack. I was not sure for charge, but it is pretty clear in the explanation thext bolded when I read it.

2012-12-12, 05:56 PM
Thanks, guys. I see how that works, now.

2012-12-12, 05:57 PM
As I wrote the ic reply, I noted that you also took 5 fire damage... so you are at -8.

2012-12-12, 06:00 PM
Since all this is resolved on Bol's turn, he also needs to make a Death Save: [roll0]

2012-12-12, 06:09 PM
Oh, yeah, forgot about it. Well you make it.

2012-12-13, 07:51 AM
In the spirit of moving things, and because I think Monique turn is quite obvious, I'll take control of her turn.

Move : try to escape [roll0]
minor : Majestic word on Ashe (Spend a surge +4 hp, slide Ashe to B4
Standard Second wind (spend a surge +2 all defenses)

It is Ashe turn.
Remember that you are prone, movement affected (slow no shift) and unarmed (you can still pick up your weapon even if it is on the other square)

2012-12-13, 08:54 AM
When revived, if still in combat, Bol's next action will be to kick off Invigorating Presence (2nd wind and grant 12THP to allies within 5).

2012-12-13, 09:54 AM
Bolerum, do you want me to roll your saves on your turn?

I am not sure you will have to tough... Ace have a potion... not sure if he will decide to heal you or attack the monster on you turn... we will see

2012-12-13, 10:06 AM
You can roll if I haven't already done so. Best to keep things moving.

2012-12-13, 12:26 PM
ok, so as soon as I leave the soon I am no longer slowed. This means my speed goes back up and I can finish my move action with my regular speed?

2012-12-13, 12:37 PM
That makes sense.

Say, since Readied actions resolve as they do, that'd also mean that you could ready an attack that slows an enemy to smack them when they've moved 2 or more squares.

2012-12-13, 12:58 PM
I am sure that if you get slowed during you move and have done 2 or more squares, you stop... so I can only assume the other way aroudn also is true.

So walking out end slow, and you can finish your move (7 squares).

2012-12-13, 02:18 PM
Ashe's speed is currently 9, not that it matters though

2012-12-13, 02:27 PM
use Bloodied Determination for a reroll

2012-12-13, 02:41 PM
Did you account for the charge bonus? (+1 )

Because it will make a difference (his Ac is 21)

2012-12-13, 02:44 PM
And what the hell did you do the the dice god to roll like that.?
Did you torture and slay his cute little puppy or something?

2012-12-13, 02:50 PM
I think I'm stuck with a 20, and you seem surprised that I got crappy rolls......

2012-12-13, 02:55 PM
Looking at Ashe's sheet, we have:

+4 Wis
+3 Proficiency
+1 Enhancement
+2 Level/2
+1 Charge
+11 Total

Mods for which I might not be accounting:
+2 Enhancement (if he got his Fullblade further enchanted -- did he?)
+1 Feat (I didn't see Expertise on the sheet)
Any sort of misc debuff on TG (I believe the Daze and -2 AC are long gone)

2012-12-13, 02:55 PM
Well I knew, but damn, that is 4 rolls under 10..... in a row.

I know you're seem to be unlucky, but the group overall is doing ok, so I loose sight of you poor chance, and with you duals rolls. you still hit from time to time (probably less that you should all things considered).

I am unsure if the charge should be legal, since when you declare it you only have 2 square of movement (bascily not enough), but I'll allow it (I doubt there is a official RAW rule about it) because it still make sense (your goal is to charge it, and if the situation would be the other way around - you charged and got slow ending up short it would work).

SO in the end:

Ashe takes 7 fire and Necrotic damages. (9 HP left)
Ashe slow/no shift effect end (when he leave the zone).
Ashe miss TG.

It is Ace turn.

2012-12-13, 02:57 PM
oh lol, did he get his weapon upgraded and forgot about it? That would make a difference ...

(In any case it wont kill Tg... but it will change the position a little -see Ashe text).

It is Still Ace turn.

2012-12-13, 02:59 PM
nope, I'm stuck running around with pretty much a complete set of under powered equipment

2012-12-13, 05:34 PM
If I didn't know better, I'd say Ace was the party healer :smalltongue:. That's the second turn in a row he's spent helping people get back up.

EDIT: TG seems to have a healthy loot pile to guard, and is wearing a set of no-doubt magical accoutrements. Hopefully everyone will get something good from this patch of treasure to help with our attack and defense scaling.

2012-12-13, 05:38 PM
Sure the pick and give is a good idea. (it will be a free action for Bolerum to ready his weapon on his turn).

Ummm I dont have time to write a full Ic reply.... I'll tr yto do the roll and see the results.

2012-12-13, 05:40 PM
TG attack on Ashe [roll0] [roll1]

Bol [roll2]
Ace [roll3]
Monique [roll4]

2012-12-13, 05:41 PM
Minions1 on AShe [roll0]
Minions2 on AShe [roll1]

2012-12-13, 06:07 PM
If I didn't know better, I'd say Ace was the party healer :smalltongue:. That's the second turn in a row he's spent helping people get back up.

EDIT: TG seems to have a healthy loot pile to guard, and is wearing a set of no-doubt magical accoutrements. Hopefully everyone will get something good from this patch of treasure to help with our attack and defense scaling.

For the loot to matter, we would have to win and I gotta say, don't see it happening

2012-12-13, 07:11 PM
This thing has taken serious damage. The minimal Radiant vulnerability is 5, the way I see it, which means probably at least 25 bonus damage minimum. It hasn't broken even overall with Leaking Soul in terms of health regeneration, though Ace's out of non-Chaos Bolt AoE powers, which is probably another 10 or 15 damage on top.

Some basic math shows that the solo probably has about 210 HP or so. Since we bloodied it (105 or less HP), we've hit with Diamond Flush (16), Ashe's Daily (20), Bole's Daily (24 at least /w vulnerable) makes 60 damage. I'd say this thing has 40 health or less. We've got this under control, I think. We do need to stop running out to fight it, though. That 7 damage for leaving or targeting outside the prison will be the death of us, and he'll just keep Banishing Blading us back anyway. We should just sit in the prison and ready actions to kill things. It'll kill itself with Leaking Soul or be forced to fight us and take a bunch of damage.

Of course now that Ashe is bleeding out outside the prison, that plan's not going to end well. It'll cost Monique 7 HP to even heal him...

Here's a plan of sorts.

Bolerum: Second Wind, give us all 12 THP (incl. Ashe, which will shield his negative hitpoints somewhat), move forward and use Lay on Hands on Monique to keep her safe.

Monique: Majestic Word (lose 7 of the 12 THP) and slide Ashe back, healing him back awake.

Ace: Draw a potion for off-hand, move into position, Hearts and Clubs on TG and a minion, take advantage of Radiant vulnerable and get to spend a surge for more healing.

Ashe: He'll be up now, with 12 shiny THP and a Majestic Word of regular HP. He can grab his weapon, stand up, and take out the other minion.

Hopefully, this puts us in the following position:

Bolerum: 22 HP, 12 THP, In Prison
Monique: 30 HP, 5 THP, In Prison
Ace: 32 HP, 5 THP, Out Prison
Ashe: 16 HP, 12 THP, Out Prison

Then we have everyone up, mostly healthy, a pretty substantial buffer of THP, and this thing will have hopefully been hit for 3d6+9 radiant on top of the other damage it has taken. Everyone up for that?

2012-12-13, 07:19 PM
Couldn't get to Monique (restrained). Bol's up to 38 HP and is raring to go.

2012-12-13, 07:21 PM
You're actually just Slowed. That turn would work better if you walk 2 squares north instead of trying to escape. That way, Ashe gets the 12 THP, which is worth an awful lot to him right about now.

2012-12-13, 07:25 PM
You're actually just Slowed. That turn would work better if you walk 2 squares north instead of trying to escape. That way, Ashe gets the 12 THP, which is worth an awful lot to him right about now.

Status shows Restrained. If Bol is just Slowed, I'll revise my turn accordingly.

2012-12-13, 07:26 PM
I could have sworn it said slowed and no shift (until escape). Maybe I read the wrong post.

2012-12-13, 07:34 PM
both Leewei and Monique were restrained. This means Monique will not be healing Ashe.

Also, if we just sit inside the prison, TG will eventual succeed on the recharge roll. Then we are looking at Daze and Ongoing/No healing as potential problems.

2012-12-13, 07:52 PM
Ahh, of course. I will wait for Dekkah to update the map so I can determine Cover and such for my turn. If I can get at least one hit on Hearts and Clubs, I'll spend a healing surge.

Or would it be more helpful to continue playing support and fly Bolerum out of the prison?

2012-12-13, 07:54 PM
Reviewing the actions, Banishing Blade apparently automatically cascades into Chains that Bind. Bol's been hit twice by that, so he's restrained.

2012-12-13, 10:10 PM
ashe should be in -B5 and not -B6

2012-12-13, 10:24 PM
Bol will activate Endure Pain as an Immediate Interrupt when hit by Chains that Bind. I checked -- trigger is being hit by an attack. He gains Resist All 7 UENT. Assuming the zone still only deals 7 damage when crossed, I get to be all cheap with movement next turn. :smallamused:

Plan for next turn:
(With Resist All 7) Move to D2, breaking Chains effect, then continue to -B5 on top of Ashe. If this isn't possible, instead move to -B6. SDs will have OA on him, but that and the zone damage effect should be soaked by resist.
Lay on Hands (paladin jumper cables) to Ashe.
Ready an action to attack TG with Pressing Strike as soon as it takes a move or standard action.

2012-12-14, 07:33 AM
You realise that he can teleport out of your each (in the prison) right.

While you can place the action trigger to when the monster move one square... if he teleport, that square can be out of your shift 2 reach...

Remember than it isnt an interrupt... you need to pick a trigger and will play after it happens (if on move, the best you can do is after he move 1 square).

You could choose after he summon his minions (but with Ashe in -B5,the map is mistaken as Ashe pointed out, he could summon them in your way and block you)

2012-12-14, 11:06 AM
Reading the monster stat again, I noted that I made a mistake on the attack on Bolerum outside the prison. He shoudl not have been targeted by the secondary attack.

Master of the Prison
The Tower Guardian has combat advantage against all enemies within its Hellfire Prison zone. Whenever it deals damage to an enemy within the prison with Banishing Blade, that enemy is directly targeted by Scathing Incineration or Chains That Bind, ignoring their usage limits.

The underlined part mention that you need to be in the prison when I deal damage, which you arent.... it is Damge, teleport, then secondary ....

So basicly, instead of restrained, Bolerum should have been slowed/no shift on his turn.

This actually change a few things.... he can move 2 squares instead of trying to free himself from slowed condition (maybe even more if he wants to dare take 7 damages and move out to remove it)

You can let your turn as is if you want or redo it completly if you want (note very important since Monique did not play yet).

If you redo it, remember that you are in F3. You may have used the endure pain idea to resist the firewall damage as you mentionned doing for next round), but keep in mind that it will fade at the end of that turn.

I dont belevie that I made that mistake anywhere else, if I did , sorry guys.

2012-12-14, 11:19 AM
Bolerum :
Also, to be really clear on Endure pain activation.
It last UENT, so if yo uactivated it on the last chains that bind attack, it ended on your turn (since you play after him).
If you just told me that you will use it when the monster hit you next round with chian that bind (or any other attack), that is fine, but there is a possibility that I miss you... but I guess that we will cross that bridge when we arrive there lol.

2012-12-14, 11:37 AM
ashe should be in -B5 and not -B6

Right you are.
I just corrected the last map to reflect this.

2012-12-14, 11:42 AM
I changed Bol's last turn so Ashe now gets 12 THP as well. He should still be up because of this. Bol is presumably restrained due to the last Chains that Bind attack, and is at B4.

2012-12-14, 11:53 AM
The THP won't get Ashe back up, and they were granted after TG took him down. So he's still unconscious, he just has a health shield of sorts.

2012-12-14, 11:59 AM
Well if Monique manage to free herself somehow and move to heal him , it may make a difference... it also will give Ashe a little bit more time to survive (let s just prentent that the monster summon two more shadow around the nearly defensenless Elf... that is 20 damages (assuming they all hit, but unconcious, that should not be too hard, and considering Gillric luck too that is pretty sure.).

Of course, there is still Ace turn that can change a lot of things too...

2012-12-14, 12:01 PM
If Ace is in A4, does TG have cover from him? I'd prefer to save my remaining daily power for an unhindered attack, since it's my only instance of healing and of radiant damage.

2012-12-14, 12:09 PM
I updated the map with Bolerum turn change.

It is Monique turn.

Shadow : Unless you remove the minion 5, he have cover (-2) because of the creature.

2012-12-14, 12:12 PM
If my spell targets two enemies simultaneously, does that somehow interact with cover?

2012-12-14, 12:12 PM
Note that in -A5, you would had a clear line (using the north-west corner of that square you can reach every corners without going throught obstacles)
But that means you are beside the minions

2012-12-14, 12:13 PM
Ummmm. Good question.
Do you have the exact power wording?

2012-12-14, 12:16 PM
I wasn't sure how much rubble had to be in a square for it to be difficult terrain, so I didn't know if I could get that far up. Because of my Expertise Feat, I don't have an issue being beside the minions.

Hearts and Clubs (Moon and the Stars)
Daily Arcane, Implement ; Varies
Standard Action Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex
Hit: 3d6 + Charisma modifier cold or radiant damage. The damage type you choose determines the attackís additional benefit.
Cold: The target is slowed and cannot shift (save ends both).
Radiant: You can spend one healing surge (even if you hit two targets).
Miss: Half damage (your choice of cold or radiant).

2012-12-14, 12:16 PM
I note that Chains that Bind is a close burst 2. Does TG have some sort of special ability allowing it to originate attacks from within its zone?

2012-12-14, 12:30 PM
Well yeah, the close burst line is :

Effect: The Hellfire Prison zone makes the following attack:
Attack: Close burst 2 centered in the Hellfire Prison(each enemy in the burst); +11 vs. Reflex

BUT you just made me realise (as I've gone to copy the line) something really important.... damn I cheated on the last two turns....

Chains that Bind * At-Will (1/round, cannot be used if Scathing Incarceration have been used this turn)
Requirement: The Tower Guardian must be within the Hellfire Prison zone.Effect: The Hellfire Prison zone makes the following attack:
Attack: Close burst 2 centered in the Hellfire Prison(each enemy in the burst); +11 vs. Reflex

I just check this all and here is the impact it had.

First use :
Ashe was slowed (didnt really affect him since it automaticly broke when he moved out to pursue the monster)
Ace was slowed (He actually lost a move action to get free....)
Monique was already restrained (doesnt cahnge anything)
Bolerum became restrained (it kinda forced him to break free the round after, but he would had to anyway to reach the monster - I understand that he might have tryed something else ...)

Second use :
Bolerum got slowed.... so in the end, Bolerum, you arent even slowed. so you dont have to run to get where you are and can even walk out of the zone right away if you want....

2012-12-14, 12:41 PM
I'd say that since you roll the attack roll simultaneous, then you apply the damage. the cover stays since the blocking.monster is stil lalive when you roll the attacks.

A square with rumbbles is difficult terrain so you probably cannot move up to the square (unless you jump like Bolerum)

To correct the wrong I cause becasue of my misused of Chains.

I'll grant Ace a +2 to his next attacks (to compensate for his movement lost ).

Bolerum can still adjust his own move knowing he wasent slowed (He at least is running and doeasnt Grant CA and have -5 to all attack until the start of his next turn)

Sorry for these mistakes... I often en up posting quickly and doesnt always reread my monster powers (when I assume I know what they do).

2012-12-14, 12:55 PM
I remember when we battle the dragons in the Bord-Eau tunnels, you allowed Jieung to use Acrobatics stunts for short 5 foot jumps. What would the DC be for Ace to do that here and avoid some difficult terrain?

2012-12-14, 01:07 PM
Ummm the terrain you have to cross is 10 feet (the shortest part), so I'd set an acrobatic Dc 15 (to use atheltic would be 10 with 2 square movement first)

2012-12-14, 01:48 PM
Updated Bol to walk to B4, jumping over bad terrain. The rest of the round stands -- all allies should now have 12THP. I take it that it skips its Minor Action?

2012-12-14, 02:11 PM
Well yeah, that is my fault anyway for forgetting this part of the powers... beside, the only one that he could really use is the imprison.... and he dont want to send Ashe back into the prison ( he wants to sap him dry out of his life!!)

2012-12-14, 02:34 PM
Note that from Bol's updated position, Ashe also gained 12THP prior to being attacked. He should still be up now.

2012-12-14, 02:39 PM
Saddly for you all he is not, you play after TG.... so when you moved, the minions already did their works.

But as I said sooner, you still give him the 12 THP... which will iether protect him against further attacks, or be useful if Ashe get healed by Monique (if she can get free to move).

2012-12-14, 02:41 PM
In case you wonder why he plays right before you, it si beacuase that you trigger his readied action when you charged him and he changed position to just before you.

It was actually good as it gave Ashe and Ace a free round over him.

2012-12-14, 03:11 PM
Crud, you're right. I see the small post where he was dropped. I'm used to seeing the detailed DM turn posts and missed it, earlier.

2012-12-14, 03:22 PM
Ok lol... yeah I was in an hurry when I played Tg's turn (which is one of the reason for the multiples errors). I did post the quick result so you can ply your own turn, but instead of edited it in, I posted the result after your turn (including your own turn result).

Now I'll wait for Monique Reply (wont rush anything until next Monday).
I'll try to reply this week-end, but I have a few parties to attend, so I might be slow on replies.

2012-12-16, 12:33 AM
Ok, I guess this is Ashe turn now (death save and all).
After , it will be Ace turn.

2012-12-16, 01:11 AM
and here comes strike 2

2012-12-16, 10:15 AM
Well you save.

It is Ace turn.

2012-12-16, 08:41 PM
Wow, I barely make the Athletics check, but then I horribly miss both my attack rolls. That's depressing. It still inflicts 10 Radiant damage on a miss (though of course the miss does not damage the minion). I can't believe I've missed both my dailies this encounter... the dice are really hating us this time around.

EDIT: And since neither hit, I don't even get to spend a healing surge. Damn, missing with limited-use powers is a pain.

2012-12-17, 09:25 AM
Ok, Ace miss both targets (still deal some damage to TG : 10 + vulnerability)

TG summon 2 minions , unsummon the prison (free - which also release Monique!!) and drop it again over Ashe, Ace and Bolerum).

He miss Ace (hit the other two)... Ace you have to choose where you want to be teleported outside but adjacent to the zone.

Note that the position things are right now are the position as he drop the prison (he will telelport Bolerum and Ashe where he wants and he still have his own move and minor to do + the minions have their round to do)


I'll wait forAce to decide his position before posting my IC reply.

2012-12-17, 09:30 AM
Bolerum also have two saves VS prone to do (from terrain)

2012-12-17, 10:57 AM
Bolerum also have two saves VS prone to do (from terrain)

[roll0], [roll1]

I take it Bol got punted into one of the blue-tinted corner squares?

Also, no need for Bol to pop his Endure Pain at the moment. He'll keep it in reserve.

2012-12-17, 11:06 AM
To keep the game moving, I'll post the Ic reply now.

Shadow: If you read this first, you can use the map above to position yourself, if you alrady saw the IC new map, I trust that you can choose without taking into account where everyone ends up in the ends.

2012-12-17, 11:23 AM
Man, I cant belevie I missed an unconcious target... lol. Stop moving in your unconciousness Ashe!

2012-12-17, 11:59 AM
If that 19 misses a minion, I'll burn Heroic Effort (retroactive +4 to the attack roll).

2012-12-17, 12:01 PM
I think someone missed the part where they are:

Dazed, Slowed, Can't shift.....

2012-12-17, 12:02 PM
Ummm, you are dazed, slowed and cannot shift...

So you only have a standard... pressing strike movement (shift) is blocked).

But 19 VS AC hit and would kill a minion (no need for the +4).

Shoud I assume still attack the minion (and if so which one)?

2012-12-17, 12:15 PM
Ace would teleport next to TG and the treasure pile in the north part of the cave.

2012-12-17, 12:18 PM
That is where I was expecting you to go lol.

2012-12-17, 12:52 PM
What sort of check would it be to see whether anything in the loot pile could help us beat this thing?

2012-12-17, 01:04 PM
Active perception .

2012-12-17, 01:25 PM
So, a Minor Action. To actually grab something from the pile would be another minor, right? So, it might not be worth it... but I should at least spend the minor to see. Would you like Arcana as well, to see what the thing I notice does?

2012-12-17, 01:29 PM
Sorry, desperately busy at work. I'm a bit dismayed at our enemy's relative action economy. Sure, smack a minion with Valiant Strike (net +1 to the attack).

2012-12-17, 01:30 PM
Yep, you can do that... it will also tell you what is magical.
You also can put in an history check... might be revelant

2012-12-17, 01:34 PM
Alright, Monique and Ashe still have to take their turns, but I will roll those checks as a Minor Action on my turn.

2012-12-17, 01:35 PM
death save:

Well, don't have to worry about my turn now

2012-12-17, 01:36 PM
NP Leewei... work is more important that a game .

I'll have you kill SD1 (to open up the passage for Monique (or give her line of attack on SD5 if she wish so).

It is Monique turn (finaly a turn without any restraints - but keep in mind that you dont see in the prison unless you move in it)... here is the updated map


BTW Shadow_elf, you can roll your skills (Perception, Arcana, History) checks now if you are sure you will do it. That way I'll tell you right now what you know and wont have to wait for my reply on your turn.

2012-12-17, 01:37 PM
Monique goes before you and still has a Majestic Word. She'll be able to revive you and you'll likely get to kill a minion on your turn.

2012-12-17, 01:40 PM
Perception: [roll0]
Arcana: [roll1]
History: [roll2]

2012-12-17, 01:43 PM
dazed and no weapon. also, monique will have to enter the zone to heal me which could go badly

2012-12-17, 01:44 PM
Yeah, I see Ashe, unarmed and on his back, kick the minion in the balls ... wait the shadows are duplicated of a female, does it still works? :smallbiggrin::smallwink:

Seriously, remember that you are unarmed and prone (calculate your attack roll accordingly if you decide to attack).

2012-12-17, 01:45 PM
If she doesn't enter the zone, she can't do anything. At the very least Ashe will be conscious and standing upright; that's a net, like, +9 to his defenses.

2012-12-17, 01:46 PM
+5 only, still grant CA from the dazed and they have the trait to get it anyway. Also, CA never stacks, it is +2 no matter who many times you get it.

2012-12-17, 01:46 PM
Well I really doubt Monique will stay out... nothing much she can do from there (well unless she dont mind superior concealment penalty to attack.... and dont mind to be able to use most of her features that need to target).

2012-12-17, 01:47 PM
Prone gives them +2 to attack as well. Though I had forgotten about the daze granting CA. That's still +7, which is significant.

2012-12-17, 01:48 PM
The trait is only for TG.... SD doesnt have the trait (but dazed or prone does work to give CA)... so your right on that part.

Beside, we will see what Moniques decide to do in the end :) she might blow our minds with something we dont even know about lol.... she was pretty much locked down for quite some time... she might have some more interesting ressources we dont know about.

2012-12-17, 06:21 PM
Well... that might actually be a hit.

2012-12-17, 06:30 PM
Ashe is healed (yay, you got a turn this round... only 1 standard, but still... better than a death save).

Monique hit TG (so you guys regain 4 HP when you hit him now).

It is Ashe turn .

and well this is a good turn.. 14 damages is quite good.

2012-12-17, 06:35 PM
Elan says, "Yay! I'm contributing!"

2012-12-17, 06:40 PM
Question(problem), where do you move exactly?

G4 is out of the zone (which means you wont see Tg at all (that is a net -7 (sup concealment and cover).

If you meant A4, yeah you would provoke Oa from SD3 for the move... then youd provoke OA from SD5 and Tg for the ranged attack.... are you sure you want to do that?

If Tg hit you, he will surely teleport you out of sight (which will foil your attack...)

And the healing thing is an Effect, so it happens even on miss

2012-12-17, 06:46 PM
Huh weird. iI meant b4, where the enemy bol killed was, just north of the other minion.

2012-12-17, 06:49 PM
That would take 6 move because of difficult terrain, but i think there is a solution (weird situation).

If you jump the last square you will end up in it (not jum over but in it..... that seem like an abuse though. Anyway, let see if you can manage a Dc jump check first [roll0] which would make thing certain.

EDIt : Ok, She make it to B4 and her turn is legal.. she gets hit by SD3 (22 VS AC , she takes 5 damages and Tg gain 5 HP).

2012-12-17, 07:04 PM
Ok, to resume again :

Monique move jumping in B4 (Provoke Oa and get hit for 5 necrotic damage (Tg regain 5 HP).

Monique heal Ashe (spend a surge +4)

Monique hit TG, and grant 4 HP to you when you hit him UEE

It is Ashe turn (1 Standard because of daze)

2012-12-17, 07:10 PM
total defense

2012-12-17, 07:12 PM
and as far as awesome powers, that should always be your go to power against solos. Us regaining hp every time we hit can make a huge swing in a battle

2012-12-17, 07:20 PM
Out of curiosity why use total defense instead of second wind?

It is Ace turn

2012-12-17, 07:37 PM
forgot I still had second wind, use that instead then

2012-12-17, 08:45 PM
yeah, it is my best choice vs a single, big monster. The reason iI hadn't used it earlier, is because no one could regain hp, and iI felt iI had other things worth doing (that missed lol)

2012-12-18, 12:41 AM
Eventually, Ace is going to crit this thing, and then it is going to explode :smallannoyed:. Until then, I'll just roll only numbers lower than 10.

2012-12-18, 10:12 AM
Gillric, you have to roll a save (vs the zone) beacuse Monique will try to slide you out (She autorised me to use her Sliding when fitting).
I think it is worth the try to remove Chains that bind from you and you cannot really be teleported anywhere much worst that where you are anyway.

Bolerum also have to roll a save not to fall prone.

2012-12-18, 10:13 AM
WAit Gillric, NM, she would try to slide Ace instead (to place him out of reach of Tg melee attacks). Shadow roll a save.

In the end, it can only be Ashe... I mixed my rolls.... why do you have to have nearly identical names lol.

2012-12-18, 10:38 AM
I am waiting on Bolerums and Ashe saves (one each) to post my reply.

Note that I think you can forfeit the save if you want (if Ashe doesnt want to be slid outside)

2012-12-18, 10:46 AM

save save save

2012-12-18, 11:03 AM
Save: [roll0]

Dekkah, feel free to roll save or prone for Bol for the remainder of the combat so I'm not holding up the works.

2012-12-18, 11:09 AM
Given that Ashe's weapon is in that square, I don't think Monique would try to slide him.

2012-12-18, 11:19 AM
Actually, AShe weapon is in Monoique square (-C5) where he fell unconcious.
Since he is out of reach anyway,I think it was worth it to havea chance to remove the slow no shift condition).

Leewei, also keep in mind that B5 square is difficult terrain (Pressing strike shift wont cut it to shift there... thought you might want to jump..... which rise a question, can you use jump during a shift??

2012-12-18, 11:24 AM
Cannot jump while shifting that I know of. Moot point, since Bol's still restrained. He slaughtered the heck out of that minion, though.

2012-12-18, 11:26 AM
Fail to escape... so the difficult terrain and jumping arent important to determine for now (i'll still ask in the quesiton thread).

Man, this is sad to waste a crit on a minion, but at least it is dead I guess (better than rolling 1)

It is Monique turn (remember that you are on fire (5 fire damage at start of your turn and cannot get healed) and you are slowed /cannot shift).

2012-12-18, 11:26 AM
Actually, AShe weapon is in Monoique square (-C5) where he fell unconcious.
Since he is out of reach anyway,I think it was worth it to havea chance to remove the slow no shift condition).

Leewei, also keep in mind that B5 square is difficult terrain (Pressing strike shift wont cut it to shift there... thought you might want to jump..... which rise a question, can you use jump during a shift??

No, I don't think you can jump during a shift, but it depends I suppose on whether you count shifting as "moving".

We need something that can clear out these minions, they're seriously increasing her damage output while reducing ours. I can keep trying to Wild Card... but at the rate my rolls have been going, it won't even hit the Keeper, let alone clear any minions.

2012-12-18, 11:33 AM
Hmm. Shifting is moving, albeit with special rules. If you've moved less than 10' -- likely when shifting -- the DC would be 10. Still, it's a moot issue at the moment.

2012-12-18, 11:34 AM
Maybe the other should all delay after you too see what you manage to clear out (Just a tought lol).

I also hope Monique have some melee power, because she is in a bit of a jam there.

2012-12-18, 11:35 AM
20, actually, since you would not have a running start.

We're critting minions, and rolling nothing above 10 when it matters. The dice gods really want our characters dead...

2012-12-18, 11:37 AM
20, actually, since you would not have a running start.

We're critting minions, and rolling nothing above 10 when it matters. The dice gods really want our characters dead...

I'd already doubled the DC. Jumping is normally DC5 per 5 foot square. Shifting is normally just 1 square.

2012-12-18, 11:37 AM
AS for the shift/jump.... I dont have the compendium description, but it the original book, it is written thus :

Long Jump: Part of a move action.

This would imply that yuo can only jump when you take a move action (so it would work on a power which is a move action or a regular shift, but not during a other type of action that grant movement. While it is a little weird and may have been errated, it also make a little sense as you have to devote your movement action to jump.... I think I'll simply ask in the FAQ.

2012-12-18, 11:38 AM
Killing 2 minions per round at least gets us to break even. Still, I think it's a better plan to dump everything we have on TG.

2012-12-18, 11:42 AM
Here's the compendium entry:

Action: The check is usually part of a move action, but it can be part of any of the creatureís actions that involve the creature moving.

Do Ashe and Monique want to delay until after Ace to see if he can clear out some minions?

2012-12-18, 11:42 AM
Yes, these minions are a pain, I know, but I the keeper want you to be in pain!:smallwink:

While they do add to the damage, they at least did not grant Tg too much bonus HP yet (I think he net a gain of only 5 HP so far when you count the 5 HP per minions he pays)

2012-12-18, 11:44 AM
Well in the light of Ace post, I think you could try to jump over a 5 feet square with rubble with shift 2 (Dc 10 skill check)... that is unless some other rules in jump or anywhere else say other wise.

2012-12-18, 11:55 AM
Shadow : Do you know when you free save happens when you do your attack roll and rolling Odd? I ask because it will be revelant in the next attack since you have the ongoing 5 no healing (save ends) debuff and you might have a chance to win HP on hitting TG..... if save is first you can gain it, if not you wont.

2012-12-18, 12:04 PM
Here's the relevant text. IMHO, it's a bit ambiguous.

Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.

2012-12-18, 12:10 PM
Well it seem linked to your dice roll. which kinda happen at laest at the same time (probably even before) we determine if you hit or not (to regain the HP).

So I guess that if you get lucky (roll odd) and manage to save, you will regain the HP... lot of ifs, but still.

2012-12-18, 12:37 PM
yeah, if ace can kill some minions, open in a a path (my spd is 2) to attack the guys on bol, I can maybe kill those 3.

So yes, iI will delay.

2012-12-18, 12:51 PM
Just waiting to see if Ashe delays, and then I'll take my turn.

2012-12-18, 01:22 PM
sure, go ahead

2012-12-18, 01:59 PM
Good new is that you hit (18 damage... ouch), save and regain 4 HP.

Bad news is that you dont bounce.

Were you done? May I suggest if you have nothing to do on movement, an attempt to escape .... because next round you might be restrained if you get hit again by chains that bind....

If you are done, it is Monique or Ashe turn (both on delay so anyone of them can go... order have little impact at this point anyway unless I ready or delay myself.).

2012-12-18, 02:02 PM
Damn... at least I probably hit TG with that, and the damage roll was pretty high. It bounced, but missed the minion... which is basically the worst result. No bounce and saving throw + HP would have been good, and bounce + killed some minions would also have been good.

Move Action Escape: [roll0]
Minor Action Draw Potion

Saving Throw @ End of Turn: [roll1]

EDIT: Pretty sure that the odd/even thing is based on the die roll, not the result.

2012-12-18, 02:05 PM
Ok yeah, it bounce... I compared the damage instead of the attack to check the odd/even.

So it hit TG (18 damages) bounce, but miss the enxt target.

You fail the escape and the save VS fire.

It is Ashe (Prone, Slowed/no shift) or Monique turn (5 fire/no heal, slowed/no shift) (who ever want to go first)

2012-12-18, 03:04 PM
Also, A small detail, when Bolerum spoke, the keeper froze for half a second, as if stunned/suprised by something (note that she isnt stunned like the loose your turn status, simply as facial expression)

2012-12-18, 03:13 PM
Oh... oh wow. I just thought of something. We can interact with the enemy RP-wise. And she's bloodied... We could use Intimidate to try and get her to surrender. The DC would be well over 20, but Monique or Ace might be able to hit it. Now, I want this bitch dead as much as the rest of you... but if things are looking grim, putting on a strong face and verbally browbeating her may be our best bet at TPK evasion.

2012-12-18, 03:20 PM
oh, trying to spook my solo monster will ya eh? You'll have to try and succeed on the roll to see if this can work ...:smallamused:

2012-12-18, 03:22 PM
for a hostile monster, we would be looking at Will plus 10 for the DC for a standard action intimidate check. Will is probably between 17 and 20 so we would be looking at 27 to 30 for the check.

What are your mods for it? And it does eat a standard action.

2012-12-18, 03:25 PM
have I rolled higher than 11 this entire fight?

2012-12-18, 03:30 PM
(I think Invisble prevent Oa right?)

You forgot CA becasue you are invisible, but sadly will is the minions best defenses.... so you miss with 18 VS will .... it would have been a great attack though had it hit (killing two minions).

I thought the Dc was based on the Will defense of a monster for intimidate... might be wrong... have to look again.

Of course, I can add bonus (or give him penalty depending on the situation and good oleplay :smalltongue:)

It is AShe turn

2012-12-18, 03:38 PM
I turn visible at the end of the move, so it doesn't help my attack.

So if the W Def is at least 19... iI have a 55% chance of hitting @[email protected]

Ho hum oh well...

2012-12-18, 03:43 PM
At DC 30, Ace's Diplomacy only works on a 20... and his Intimidate is not even trained. Looks like that's not a likely avenue for success. He could Aid Another on Monique's check, but I still don't think it'd be worth the 2 standard actions to attempt a low-probability manuever.

Never mind, looks like it isn't a viable option.

2012-12-18, 04:48 PM

An adventurer can make an Intimidate check to influence others through hostile actions, overt threats, or deadly persuasion. (Monsters canít intimidate adventurers.)

Action: Standard action. Outside combat, the DM might allow an adventurer to make the check as part of another action.
Opposed Check: Against a monsterís Will. (Adventurers can also try to intimidate DM-controlled characters.) The monster gains a +5 bonus to Will against the check if it is unfriendly to the adventurer, or a +10 bonus if it is hostile. If an adventurer attempts to intimidate multiple monsters at once, make a separate Intimidate check against each monsterís Will. Each monster must be able to see and hear the adventurer.
If a monster doesnít have defenses specified, the DM should select an appropriate DC from the Difficulty Class by Level table, usually a moderate or a hard DC of the adventurerís level.
This check fails automatically against a monster that is immune to fear. The DM might decide that this check also fails automatically against a monster, such as a golem or a skeleton, that acts under some form of magical compulsion.
Success: The adventurer forces a bloodied monster to surrender, gets a monster to reveal a secret, or cows a monster into taking some other action. This skill is not mind control, so a cowed monster is unlikely to take any action that would cause immediate harm to itself.
Failure: In combat, the adventurer canít try again against the monster during the same encounter.
Target Becomes Hostile: Whether or not the check succeeds, using this skill against a monster usually makes it unfriendly or hostile toward the adventurer.

Get an unruly crowd to move out of the way (hard DC)
Badger allied soldiers into a fighting mood (moderate DC)
Goad a person into action (hard DC)

Since it is hostile, we are looking at something relatively high Dc yeah.

2012-12-19, 07:38 AM
Monique forgot her save VS fire [roll0]

2012-12-19, 08:17 AM
Leewei : You are hit by Tg (banishing blade attack), do you activate your endure pain power or do you keep it for later? (he teleport in front of you yelling in anger, pissed at what you said).

2012-12-19, 10:17 AM
If still restrained, do not activate it.

2012-12-19, 10:36 AM
Leewei : Before reading the spoiler bellow, I just want to be sure that you know that banishing blade is the weapon attack of the creature -after teleporting beside you in B6 (you might have assumed I spoke of the AOEs he is doing that doesnt deal damage). He also hit you with the chains that bind, but you had no real reason to trigger it at that point, so I did not ask about it. If you understood this when you answered my question, read the spoiler below with my next questions.

Ok then (you still are restrained), the blade attack hit you for 14 damages (brigning you at 14 HP on 53) and gain ongoing 5 Fire damages/no heal
Now, three minions gang up on you (the first one to attack hit you ), do you activate it?

2012-12-19, 11:28 AM
Leewei : Before reading the spoiler bellow, I just want to be sure that you know that banishing blade is the weapon attack of the creature -after teleporting beside you in B6 (you might have assumed I spoke of the AOEs he is doing that doesnt deal damage). He also hit you with the chains that bind, but you had no real reason to trigger it at that point, so I did not ask about it. If you understood this when you answered my question, read the spoiler below with my next questions.

Ok then (you still are restrained), the blade attack hit you for 14 damages (brigning you at 14 HP on 53) and gain ongoing 5 Fire damages/no heal
Now, three minions gang up on you (the first one to attack hit you ), do you activate it?

Grrr. If one of the minions hits, then activate it.

2012-12-19, 11:48 AM
I dont know about you, but i am kinda on the edge of my seat right now (have been since round 2 actually), unsure if you will prevail or not here....

At some point I thought you were completly done for, then things turned around to your advantage, but now I am not sure anymore if you will win or not...

I guess we will know soon... :smallamused:

2012-12-19, 12:02 PM
11 damage on it and Bol's just barely unbloodied AND can be healed. That mobility paladin concept is working far better than the suboptimal stats led me to expect.

2012-12-19, 12:07 PM
Well yeah, that is a nice turn... but not as good as you thought.... it was nearly disastrous... here is why.

You succeed on freeing yourself and jump back out (no trouble with jump).

The thing is that Tg is in the zone... and the fire necrotic damage while he is in the zone is 20.... reduced by 7 = 13 damages take.... you are at 1 on 53.

You heal yourself 14 (you are at 15 on 53)

You hit him for 11 damages (cripppling it a lot)

It is Shadow elf turn (note that you dont have line of sight/effect directly on TG, though I would accept that a rebound from one of the minions he can see (SD1 or SD2) can be aimed at TG (with Superior concealment - 5). That or you find a way to gain line of sight... not sure you have that option (teleport among other things)

2012-12-19, 12:12 PM
BTW, you can see that the monster is almost done for at this point (only the little ounces dark magic hold him toggether from all the wounds he have taken)

2012-12-19, 12:24 PM
Shadow : Also to answer some possible quesitons, since I can see this happening (escape and shift/attack power) , from row 5 you have line of sight and effect directly, but still have the superior concealment unless you are in A5 square where you have direct line against him (you are kinda adjacent to him from there.

2012-12-19, 12:27 PM
Bolerum : You probably have forgotten, but pressing strike have some push built in the strike... you might want to push him somewhere to give line of sight to your stuck range attack allies (Greenbane sure would remind it to you lol).

2012-12-19, 12:34 PM
I just noticed -- hitting TG also got Bol another 4hp -- he should now be at 19. Edit: Hmm. Actually, push to B4.

2012-12-19, 12:35 PM
Yep, forgot about it, will edit it in.

Do you wish t push him or do you keep it where he is?

2012-12-19, 12:36 PM
OK. It is Ace turn (unless he delay)

2012-12-19, 01:09 PM
You take no fire damage beacuse of your armor

I guess that you shifted to -A5 to have a line of sight and effect on Tg when you freed yourself from restrained (free with escape action).... but you sadly miss TG.

You also forgot you save VS fire [roll0]

It is Monique turn. ( note that you are restrained, on fire /no healing and have no line of sight or effect with TG).

I might not have time to reply in the next two hours so ,If Monique delays (or plays), Ashe can play his turn (restrained, ongoing 5 fire/no heal)

2012-12-19, 07:00 PM
Monique I think you forgot the -2 for the restrained (though if you dont use your move you may try to escape first).

Still, you hit the minion anyway with 21 (assuming it is SD2, other have superior cover from your position).

since you want to inspect the treasure pile, roll perception, arcana and History.

You also forgot to roll your save VS fire [roll0]

It is Ashe turn (Restrained (-2 to attacks), 5 ongoing fire/no heal).

2012-12-19, 07:04 PM
Ashe hangs himself.

EDIT: I don't think there is much I can do here that is helpful and not going to get me killed.

2012-12-19, 07:16 PM
Gillric, I think your Fullblade was in an adjacent square. Got a minor action to grab it? It would certainly increase the damage resulting from that lovely 19.

2012-12-19, 07:18 PM
I think its under the minion adjacent to you, don't think I can get to it and still hit him

2012-12-19, 07:19 PM
Oh, sorry, I thought it was in (-A)5.

EDIT: If it is in fact in that square, Dekkah, could I have used my turn's minor action to kick it closer to Ashe? If we can slide a body 1 with a minor, makes sense that we could slide a weapon 1 too, right?

2012-12-19, 07:20 PM
Yea, I couldn't come up with a way to get that for the attack. I could get it after but would have had to take another 7 damage

2012-12-19, 07:22 PM
Oh, and Gillric, did you remember that your Armor power triggered when you used Channel Divinity?

2012-12-19, 07:23 PM
it didnt, i forgot to use it at the time, and I dont think I could have regained HP then anyway

2012-12-19, 07:31 PM
it didnt, i forgot to use it at the time, and I dont think I could have regained HP then anyway

But the +2 AC UEE would be a real boon towards keeping you alive.

2012-12-19, 07:32 PM
i think it wouldn't have made the baddie miss any attacks so far

2012-12-19, 07:38 PM
I suppose so. Oh, since we got bumped to a new page, I don't want Dekkah t'miss my edit on the previous page.

Could I have used a minor on my turn to slide Ashe's fullblade closer to him? I would have done it, if I'd thought of the possibility sooner and knew I could do it.

2012-12-19, 07:47 PM
wrtting the next ic round right now.

2012-12-19, 08:06 PM
Before the enemy goes, Dekkah... could I have gotten Ashe his Fullblade? He would have inflicted considerably more damage with his attack in that case.

2012-12-19, 08:09 PM
Sure,I wrote it in, but Tg was at 6 HP, so it isnt relevant anymore :smalltongue:
Actually... it is, he could kill himself with the attack if he roll too high.

2012-12-19, 08:13 PM
Well done guys, I know that this was hard... it also was worth (1500 for monster + 100 bonus for terrain) ...so 1600 XP, so 400 each.

I have been afraid for you at many points during the battle, but you won in the end.

Here is the full monster stat if you are interested :
Tower Guardian - Level 7 Solo Controller
Medium Undead humanoid
Initiative +4 Senses Perception +4, Darkvision
HP 316; Bloodied 158
AC 21; Fortitude 18, Reflex 20, Will 19
Immune disease, poison; Resist 10 necrotic, 10 Fire; Vulnerable 5 radiant
Saving Throws +5
Speed 7, climb 7
Action Points 2

Master of the Prison
The Tower Guardian has combat advantage against all enemies within its Hellfire Prison zone. Whenever it deals damage to an enemy within the prison with Banishing Blade, that enemy is directly targeted by Scathing Incineration or Chains That Bind, ignoring their usage limits.

Leaking soul
At the start of his turn, the Tower Guardian can loose 5 hit points to create a shadow duplicate of himself within 5 squares that can act immediately (see shadow duplicate bellow). There cannot be more than 8 shadow duplicates active at any time, but the Tower guardian can use this ability twice per round and only while in combat. These duplicates last until destroyed or the end of the encounter.

Standard Actions:
Melee Basic; Banishing Blade (Necrotic, force) * At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 1d8 + 10 necrotic damage. If the Tower Guardianís Hellfire Prisonís zone is active and the target is within 10 squares of it, the target is teleported into an unoccupied square of the Tower Guardianís choice within that zone. This teleportation does not require line of sight or effect.

Melee; Wide Slash; * At-will
Make up to two Banishing Blade attacks. Must target different targets.

Hellfire Prison (fire, necrotic, zone) * Recharge when the zone created by this power ends.
Attack: Area burst 2 within 10 squares (each enemy in burst); +11 vs. Will
Effect: The burst creates a zone that lasts until the end of the encounter, the Tower Guardian is destroyed, ends a turn more than 10 squares away from it, or ends it as a free action. The zone blocks line of sight and effect to creatures outside of the zone. Whenever an enemy willingly and fully leaves the zone, or targets a creature outside of the zone, that enemy takes 7 fire and necrotic damage, or 20 if the Tower Guardian is within the zone. An enemy that is moved out of the zone with forced movement, make a saving throw or has the forced movement cancelled and is teleported to a square of the Tower Guardianís choice within the zone. The Tower Guardian and his duplicated have line of sight to all squares within the zone.
Hit: The target is teleported to an unoccupied square on solid ground of the Tower Guardianís choice within the zone and is dazed until the end of the Tower Guardianís next turn.
Miss: The target is teleported to a square of its choice outside of and adjacent to the zone.

Minor Actions:
Imprison (teleportation) * At-Will (1/Round)
Attack: Close burst 10 (one creature within the burst and within 10 squares of the Hellfire Prison zone); +11 vs. Will
Hit: The target is teleported to an unoccupied square of the Tower Guardianís choice within its Hellfire Prison zone.

Scathing Incarceration (fire, necrotic) * Encounter (recharge 5-6) (1/round, cannot be used if Chains That Bind have been used this turn)
Requirement: The Tower Guardian must be within the Hellfire Prison zone
Effect: The Hellfire Prison zone makes the following attack:
Attack: Close burst 2 centered in the Hellfire Prison (each enemy in the burst); +11 vs. Fortitude
Hit: The target takes 5 ongoing fire damage and canít regain hit points or gain temporary hit points (save ends both). If the target already has ongoing fire damage with a save ends duration, increase it by 5 instead of applying this ongoing damage. This effect ends immediately when the target isnít in the zone.

Chains that Bind * At-Will (1/round, cannot be used if Scathing Incarceration have been used this turn)
Requirement: The Tower Guardian must be within the Hellfire Prison zone.
Effect: The Hellfire Prison zone makes the following attack:
Attack: Close burst 2 centered in the Hellfire Prison(each enemy in the burst); +11 vs. Reflex
Hit: The target is slowed and cannot shift until escape (DC 17) or it isnít in the Hellfire Prison zone. If the target is already slowed by this effect it is restrained instead of being slowed.
Effect: If the target is already subject to this effect, the zone slides it 3 squares to a square within the zone, ignoring the restrained condition. No square of this forced movement can take the creature outside of the zone.

Move Actions:
Ward the Prison (teleportation) * At-Will
Effect: The Tower Guardian teleports to a square within the Hellfire Prison zone. The Tower Guardian does not need line of sight or effect to the destination space, but if it tries to teleport into a space that it cannot occupy, the teleportation is negated.

No Action:
Wardenís Reprieve
Requirement: Hellfire Prison must be active.
Effect: The Tower Guardian ends Hellfire Prison and makes a saving throw against all effects of its choice active on it. Effects that doesn't normally end on a save, still can be removed by this, but get a -5 penalty for their rolls.

Sheilding soul
Requirement : Must have one or more shadow duplicate active.
Trigger : You become affected by an effect (Once per effect).
Effect : The Tower guardian sacrifice a Shadow duplicate of his choice to make a saving throw against the triggering effect, even if that effect doesnít normally on a save.

Shadow Duplicate - Level 5 Minion
Medium Undead humanoid
Initiative +4 Senses Perception +4
HP 1 (Minion);
AC 18; Fortitude 19, Reflex 17, Will 21
Immune disease, poison; Resist 10 necrotic, 10 Fire; Vulnerable 5 radiant

Standard Actions:
Melee Basic; Draining Blade (Necrotic, force) * At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 5 necrotic damage. If the Tower Guardian is within 10 squares, he regain as much HP as the damage dealt by the attack and the Shadow Duplicate can sacrifice himself to teleport the target into the Hellfire Prison.

Move Actions:
Ward the Prison (teleportation) * At-Will
Effect: The Shadow Duplicate teleports to a square within the Hellfire Prison zone. The Shadow Duplicate does not need line of sight or effect to the destination space, but if it tries to teleport into a space that it cannot occupy, the teleportation is negated.

Note that what droped Ashe in the end is an item power.

2012-12-19, 08:21 PM
Actually, Ashe used athletics to get out of the restraints instead of acrobatics and should have been at -1 instead of -5 (not that it matters but I hit TG after ending the no heal so gained 4HP)

2012-12-19, 08:23 PM
Oh true.... and this means that even max damage with your full blade could not kill you (max is -22 on 49) so no need to roll that damage :smalltongue:

2012-12-19, 08:25 PM
clean up, collect loot, and I need an extended rest, I used pretty much everything that I could use

2012-12-19, 08:25 PM
And Ace potion is enough to bring you back up to 10 HP (no matter how near death you can be lol)

And you guys can act as you want now (ashe is saved!! hurray)

2012-12-19, 09:00 PM
Do you search the room, treasure pile before resting or not? (post Ic about your actions please).

Also, I'd like to know how/what you appreaciated (or disliked) this battle. My goal was to stress you out, challenge you to your maximum and make you fear for your character life. I've note that it might have been alittle too much as Gillric lost hope and got depressed (which was too much... sorry friend).

Fear not, I dont plan to do battle as hard as that often (that was at the far end of difficulty and I knew it), not sure I'd dare to go that hard ever again lol.... was so close from TPK.

Not that I did not knew before hand that it could turn to TKP ( I had a scene for your total defeat (as I often say I look to challenge you, prossibly kill you.... but not there to kill you all without solution). The good news is that I still have my backup plan idea free for a futur screw up in difficulty lol.

A fun fact from this battle, is that against all odd of you can all have thought (myself included) is that you would had had an other round being mostly all up. After bolerum turn, I rolled the next round of attacks to see if I had to start writting what happen in the defeated scenario... and I rolled so badly that I would not have droped any of you had that round been necessary : TG Attacks (http://www.giantitp.com/forums/showpost.php?p=14402538&postcount=181) and SD attacks (http://www.giantitp.com/forums/showpost.php?p=14402543&postcount=182) (I think only Monique would had fallem because of ongoing fire).

2012-12-19, 09:33 PM
While you took most of your powers and are mentaly tired, you took an extended rest roughly 5 hours ago.
I dont say you cannot extend rest again... but you arent really ready to sleep, soif you decide to try to extend rest, you will have roughly 8 hours of time to wait/spend before really sleeping to rest. if you do that, tell me (Ic) what you do durig that time (can be guard the door, study a ritual, chill out, clean you weapon, etc.)

2012-12-19, 09:37 PM
I am going to be either out of surges or have 1 left after a short rest. Have no daily powers left. So I would like an extended rest.

2012-12-19, 09:40 PM
Also, Ashe would like the Sanguine Vestments +2, I have no real interest in any of the other items

EDIT: if there is stuff no one else wants I can probably make use of it but its not anything I would take if someone else wants it.

2012-12-19, 09:52 PM
I could be wrong, but I think the intent of the he'll fire prison is that when you are in, you can't see out - not when you're out you can't see in.

This means 'escaping the prison' is what you're trying to do, but we just stayed in the prison the whole time because we couldn't do anything outside of it.

The wording is wonky "the zone blocks line of sight and effect to creatures outside of the xone" in my mind that means '... For creatures inside the zone' because it would say for creatures outside of the zone otherwise.

what do you guys think?

2012-12-19, 10:01 PM
I had doubts myself, but I asked the person who actually wrote this power in PM and he confirmed that those outside cant see in, but those in can see out.
The actual goal is to keep the players in, prisoner, and so that those outside cannot help them (you need to see to really be able to help (like heal someone). so those outside will end up going in themselve sif they want to help those inside.

But I do agree with you, it seem weird ... I guess seeing outside is an other way to tempt the player to attack (also give you a chance to do so once restrained... otherwise the monster could simply drag you adjacent to the wall and strike at you from outside (he have no trouble to see inside as mention in the zone effect)

2012-12-19, 10:09 PM
BTW, on the loot, I've tried to give everyone something from their loot list, but also some stuff they not necessary on them, but that they mentionned wanting/needing.

2012-12-19, 10:28 PM
If you try to identify the symbols, roll history

2012-12-19, 10:58 PM
That was certainly a rough fight. +11 against a NAD at level 5 is a very likely hit. Bol actually has pretty decent defenses due to character race and class. 10 + 2 (Level/2) + 2 (Race + Class) + 2 (most stats) + 1 (enhancement) = 17, which at +11 hits on a 6 or higher -- 75% of the time. The creature's action economy was comparable to a dragon, and it had very effective status bestowal. I won't quite claim that it was too hard for its level.

Its profile looks very comparable to Essentials encounters, which are especially brutal when run with standard earlier 4E builds -- which happens to be what we currently have in the party (PHB/PHB2 classes). The right builds would have found the encounter challenging without it being trivial. With our designs, we were put through the ringer.

2012-12-20, 11:49 AM
I have to agree with you on the NAd attack bonus.
It is even worst as most of the time, you are in the zone when I use them (actually, for the two AOe you have to be) and you automaticly grant the monster CA... so it is +13 ...

I am considering lowering at least the AOE (chains and Scathing) attack bonus by 1 or 2 points.

I must say that my maths on the first round of combat were off because I used other stat and upgraded them = +14 VS AC +12 VS NAD (I noticed immediatly and rectified them to the numberw to the ones I have now by checking other solo controller from his level)

2012-12-20, 12:18 PM
Dont forget to update your loot bank.

I think so far , this was claimed ;

Ashe : the Robe
Ace : Belt and dice

Note sure about the rest

2012-12-20, 01:03 PM
Ashe can certainly take that sword and have its enchantment transfered. If he doesn't want it, Bol may take it as a backup for Greenbane. (He doesn't want to offend his weapon, but a fact of life about artifacts is that at some point, they move on.)

2012-12-20, 01:08 PM
For the sword, if you decide to take that extended rest and that monique takes the 8 hours of free time to learn enchant transfer, it surely can be done... that is of course if Ashe wants that enchant.

I still am not sure if you all are ok with extended rest or want to keep going on for some reason.

2012-12-20, 01:17 PM
Bol's all for an extended rest.

Also, *facepalm*. Bol should be doing an extra +2 damage vs bloodied enemies. That fight should have ended earlier by a round or two.

2012-12-20, 01:23 PM
I want the cloak and the instrument. Yay for buffs!

2012-12-20, 01:23 PM
Maybe 1 round.

During its previous turn it was at 17 HP, the turn before around 35.

When the monster withdrawed out of the prison (round 3 or 4 ), it was because you've brought her under 100 HP or so and she had no minions.... she was buying time to summon more monsters so she can get more healing... it did not pay off that much becasue I think over all I barely made 10-15 HP out of them lol...
Still, they were not negletable at all as they force you to use attacks on them and did deal some damages.

2012-12-20, 01:25 PM
Psiclone : Do you agree for exended rest or do you want to push onward for the chest of never thing (if you push forward, you might want to do it IC... as I feel the other might need convincing)?

Also, if you want to stop, I assume you will learn a ritual... which one?

2012-12-20, 01:40 PM
Resplendent Cloak - Monique
Level 8+ Uncommon
This richly colored cloak shields you and your allies from powers that affect the mind.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Neck Slot
Enhancement Bonus: Fortitude, Reflex, and Will
You and each ally within 10 squares of you gain a +2 bonus to Will against charm, fear, and illusion attacks.

Belt of Sonnlinor Righteousness - Ace
Level 6+ Uncommon
This iron-plated belt was first crafted by the Sonnlinor to protect against the underhanded tactics of goblins and giants.
Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Lvl 16 45,000 gp
Waist Slot
You gain resist 10 to all damage when you have 0 hit points or fewer.
Level 16: Resist 20 to all damage
Level 26: Resist 30 to all damage
Power Daily (No Action)
Use this power when you would be reduced to 0 hit points by an attack. The attacker takes the same amount of damage that you took from that attack.

Helm of Battle - Bolerum
Level 9+ Common
This simple helmet enhances the initiative of you and your allies.
Lvl 9 4,200 gp Lvl 29 2,625,000 gp
Lvl 19 105,000 gp
Head Slot
You and each ally within 5 squares of you gain a +1 item bonus to initiative checks.
Level 19: Gain a +2 item bonus to initiative checks
Level 29: Gain a +3 item bonus to initiative checks

Sanguine Vestments +2 - Ashe
Level 2 Uncommon
The blood of wounded enemies only strengthens this deep red garment.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Armor: Cloth
Enhancement Bonus: AC
You gain a +1 bonus to all defenses while your oath of enmity target is bloodied.

Pile of treasure :

Mac-Fuirmidh Cittern - Monique
Level 5 Uncommon
The music of this magic lute lingers in the mind, providing vigor long after its tones have ceased.
Lvl 5 +1 1,000 gp
Wondrous Item
Enhancement Bonus: attack rolls and damage rolls
Bards can use this item as an implement for bard powers and bard paragon path powers. As an implement, it grants a +1 enhancement bonus to attack rolls and damage rolls, and it deals 1d6 extra damage on a critical hit.
Power (Healing) Daily (Standard Action)
Use this power during a short rest. At the end of the short rest, choose yourself or an ally who remained within 20 squares of you during the rest. Until the end of that character's next short rest or extended rest, he or she regains an additional 2 hit points when spending a healing surge.
Song of Rest: The additional hit points equal 4.

Vagabond's Die - Ace
Level 8 Uncommon
This die is well usedóthe images on its faces are almost worn away.
Wondrous Item 3,400 gp
Power (Varies) Daily (Minor Action)
You target a creature of your choice within 10 squares and roll a d6.
1: Drunkard's Mug. The target takes a -2 penalty to attack rolls until the end of its next turn.
2: Gambler's Dice. Roll a d20. If the result is even, the target takes damage equal to the result. If the result is odd, the target regains hit points equal to the result.
3: Jester's Chair. The target falls prone.
4-5: Soldier's Fist. The first attack that hts the target before the end of your next turn deals 2d6 extra damage.
6: Storm's Fury. The target and all creatures adjacent to it take 1d10 lightning damage.

Restful Bedroll
Level 1 Common
A good long rest in this magic bedroll grants you extra vigor.
Wondrous Item 360 gp
Whenever you complete an extended rest in the restful bedroll, you gain 1d8 temporary hit points.

Battle Standard of Healing - Bolerum
Level 3 Uncommon
This white flag is emblazoned with sigils of healing that restore the vitality of you and your allies.
Wondrous Item 680 gp
Power (Healing, Zone) Encounter (Standard Action)
When you plant the battle standard in your space or an adjacent square, it creates a zone of healing energy in a close burst 5. Whenever you or an ally spends a healing surge while in the zone, you and all allies in the zone regain 1 hit point.
This effect lasts until the end of the encounter or until the battle standard is removed from the ground. Any character in or adjacent to a battle standard's square can remove it from the ground as a standard action.

Potion of Vigor - Loot Bag
Level 9 Common
This vermilion liquid invigorates you, at least temporarily.
Lvl 9 160 gp Lvl 29 105,000 gp
Lvl 19 4,200 gp
Consumable: Potion
Power Consumable (Minor Action)
Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain 15 temporary hit points.
Level 19: gain 25 temporary hit points.
Level 29: gain 35 temporary hit points.

Vigilant Blade +2 (Longsword)
Level 9 Uncommon
Set with the symbol of an upright gauntlet with an unblinking eye in its palm, this blade bursts into burning white light in the hands of one sworn to bring justice to the wicked.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Heavy blade or light blade
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d8 fire and radiant damage per plus
Paladins and avengers can use this weapon as an implement for paladin or avenger powers and paladin or avenger paragon path powers.
Power (Minor Action)
The weapon casts bright light out to 4 squares until you end this effect as a minor action.
Power Encounter (Immediate Reaction)
Trigger: You use this power when an ally adjacent to you is attacked by an enemy adjacent to you.
Effect: You switch places with the ally, and the target grants combat advantage to you until the end of your next turn.

Potion of Cure Light Wounds - Loot Bag
Level 1 Uncommon
This potion covers your small cuts and minor bruises in dim silver light, causing them to heal over.
Consumable: Potion 20 gp
Utility Power (Healing) Consumable (Minor Action)
Effect: You drink the potion. If you have a healing surge, you must spend one. Instead of the hit points you would normally regain, you regain 1d8 + 1 hit points. If you are bloodied and donít have any healing surges, you still regain the hit points. If neither of these things is true, there is no effect.

Elixir of water Breathing - Loot Bag

breathe easily underwater.
Lvl 8 125 gp Lvl 18 3,400 gp
Consumable: Elixir
Utility Power Consumable (Minor Action)
Effect: You drink the elixir and can breathe underwater for 1 hour.

Money :
GP : 353
SP : 432
CP : 426

Valuables :
Gems : 3 Opal (45 GP each), 1 ruby (135 GP)
various ancient items of good quality (for a collector) : Weight 45 pound and is Worth 450 GP

2012-12-20, 01:44 PM
Ok, the helm is useful but Ashe already has a head slot item, whoever doesn't might as well take this item.

The bed roll and the battle standard are useful to have, something we can carry around in the loot bag if nothing else.

I will take the blade only if we can get the enchant put on my full blade.

How does that sound to everyone?

2012-12-20, 01:55 PM
The helmet was on Bolerum's loot list... so I assume he might want it... but i'll let him claim it if still the case.

If you store the battle standard in the group loot bank, it is only that one who carry it that can use int in battle (not that you plan on doing so, but in the rare interesting occasions that it could happen, only the person who have it on him can do it).

2012-12-20, 02:13 PM
Bol will take the standard and helm, I suppose.

2012-12-20, 03:52 PM
Remember, any item that is claimed needs to go on your sheet as it will not be added to the loot bank

2012-12-20, 04:02 PM
I'm cool with an extended rest; Ace will learn Object Reading during that time.

Dekkah, if I use Last Sight Vision on an undead, will it show me the end of it's life, or the end of it's unlife?

2012-12-20, 04:04 PM
Full power description please.

But i think it should be the last vision of its undead life.

2012-12-20, 04:06 PM
Ok, I shall fast forward an extended rest tommorow (or sooner if Monique also say she want to extended rest), unless Monique try to convince you otherwise IC tonight.

Bolerum, Ashe adn Monique.... asssuming extended rest, what do you want to do with your 8 hours to spend before the rest?

2012-12-20, 06:19 PM
Bol is thinking that it could be a nice gesture to get Mathilde Dumont's remains interred in the Pelorite crypt. Barring that, some of her possessions would be good to transfer there. He won't go there any time in the immediate sense, but he'd be looking to enshroud them.

2012-12-20, 06:36 PM
Last Sight Vision:
When you perform this ritual in the presence of a corpse or a skull, you witness an auditory and visual replay of the moments before the death of that creature, as seen from the creatureís perspective. You cannot perform this ritual on headless corpses. Once you have performed this ritual, you must wait until you have gained a level before using it again on the same remains.
Your Arcana or Religion check determines the length of time prior to the targetís death that you experience.

2012-12-20, 07:05 PM
Reading it, it does sound as if it would give you what she saw when she died and could only work on living creatures.
Ther eisnt any maximum time of death... so I guess you could see what she saw when she died long ago.

2012-12-20, 09:29 PM
Ace, can you roll your arcana or Religion check for the ritual.

2012-12-20, 10:09 PM
Arcana: [roll0]

2012-12-20, 11:57 PM
When I equip my Resplendent Cloak, I donate my Amulet of Physical Resolve +1 to the loot bank. It gives +1 to F, R, W, and +2 to saves vs poison, slow, weaken, and immobilize (but not restrain, consarnit!)

these are the rituals in Lenor's Book:
Lenor's Ritual book :
Comprehend Languages
Create holy water
Purify water
Gentle repose
Endure Elements
Calm Emotions
Enchant Magic items
Delay Affliction
Transfer Enchantment
Object Readings

I will memorize Transfer Enchantment and Transfer Ashe's Sword enchant, for the 8 hours of down time. I desperately need more time to memorize rituals D:

2012-12-21, 09:23 AM
How is everyone doing on Healing Potions? If someone doesn't have 1 now, we still have spares in the loot bank and should each carry at least 1.

2012-12-21, 09:24 AM
Ace still has two on him, and has the most immediate access to anything in the loot bank.

2012-12-21, 09:28 AM
I thought you were carrying around books in your bag of holding and most of the loot is in the one Ashe bought the last time we were in town?

2012-12-21, 09:35 AM
Oh, right. We never got around to getting those books appraised and sold... then yeah, you're correct, Ashe has most of the loot with him.

2012-12-21, 11:56 AM
I think we kept them for the bonus to knowledge checks in magdebourg if we study the books while making the checks. The 8 hours we have to kill for everyone except monique (she is going to learn one ritual) could probably be spent studying the historical texts.

2012-12-21, 01:06 PM
what is the cost for the transfer? We still have some components in the loot bank so I will subtract them.

2012-12-21, 01:10 PM
With the Belt of Sonnlinor Righteousness on, Ace can't wear his Viper Belt anymore. If anyone else wants Resist Poison and free saves vs. ongoing poison, it's all yours. If not, it can be added back to the group loot bank.

2012-12-21, 01:11 PM
I will take it if no one else wants it, I have the slot open so might as well put it to use.

2012-12-21, 01:56 PM
ok, so we have two checks we can make about magdebourg, any suggestions on what knowledge checks to make?

2012-12-21, 02:09 PM
BTw i shall move thing forward once bolerum and Ashe tell me what they wanna know (and roll their check) if they actually does some reading :smallwink:

Shall i asume that you will move forward in exploring the other side of the falen tower? (I ask so that when i post, I' can move things to the next point of interest)

If someone wants to do something after the extended rest, tell me.

Speaking of whichi, I guess Ace will want to probably use his aurgury... ask your quesiton in your private thread if so.

2012-12-21, 02:26 PM
Dekkah, Transfer Enchant costs25 gp right?
Did we decide I need to move Ashe's extant enchant to something else, then pput the new one on it in order to later get the residuum for disenchanting it? I don't remember what was ruled.

2012-12-21, 02:30 PM
Dekkah, Transfer Enchant costs25 gp right?
Did we decide I need to move Ashe's extant enchant to something else, then pput the new one on it in order to later get the residuum for disenchanting it? I don't remember what was ruled.

Transferring his original enchantment would be a good idea since we could recoup 20% of the cost of the enchantment.

2012-12-21, 02:32 PM
Ookay, my bad. I looked ic and you already ruled on that -- they'll switch places.

I think its 25gp you have to deduct from our component pool, Ashe.

2012-12-21, 04:35 PM
Ok, different opinions lol... so do you drop them or not?

2012-12-21, 05:11 PM
ok, that leaves us with 165 GP worth of components.

I have added the new longsword to the loot bank after the transfer and I will add the viper belt to my sheet as well.

That just leaves my check to make unless there is any other loot related issues. Also, during the extended rest, someone should use the restful bedroll for the THPs.

2012-12-21, 05:14 PM
I vote Ashe or Ace use it -- they seem to be the most fragile (Monique usually hangs out far enough from combat to mitigate her fragility)

2012-12-21, 05:28 PM
lol, Ashe is actually not fragile, I have defenses as good as Bolerume's for everything except Fortitude. And my AC will go up by 3 more when we hit level 6. Dekkah just rolled ridiculously against me that entire fight.

2012-12-21, 05:34 PM
So should I assume Ace will use the bag?

2012-12-21, 05:50 PM
The bedroll isn't particularly useful since Bol pretty much always opens with a smite for 6THP to everyone.

2012-12-21, 06:01 PM
hmm, yes, it should be anyone that expects to go before bolerum as they may get hit before he can smite and top the THPs back up.

2012-12-21, 06:02 PM
But doesn't it give 15 thp? That seems significant for me (more than doubles the thp you give)

I think I will use the Cittern on Bol and the Bandore on Ashe after / during our ext rest if I can.

Bol will get +4 hp whenever he spends a surge (til next rest)

Ashe will get +2 weapon damage (til next rest)

2012-12-21, 06:03 PM
til next extended rest or short rest?

2012-12-21, 06:18 PM
Yes, whichever comes first.

2012-12-21, 06:26 PM
Ok, you all sound as if you are ready to move on. I'll move thing forward soon.

2012-12-22, 09:19 AM
Ace roll for the second circle [roll0]

2012-12-22, 02:59 PM
Doies that mean you cimb up and go to the next part?