A Monster for Every Season: Summer 2
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    Ettin in the Playground
     
    ClericGuy

    Join Date
    Aug 2009
    Gender
    Male

    Default [4E] Grandpre Academy (OOC)

    Old OOC Thread
    Game informations :
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    Recruit thread post (for references) :
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    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 you’re 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 challenge…



    Campaign infos :
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    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 don’t 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 :
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    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 – only the major feature are on the maps).
    For the landscape names, I couldn’t 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

    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 aren’t 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 :
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    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.
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    You’re 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 isn’t written in the rules books. But all in all, I abide by the book rules. I don’t mind being corrected when I am wrong with rules, in fact I expect it – I like to know the correct ruling.
    In the games I make, being an adventurer is dangerous. I don’t plan to kill my players, but death can happen. And please, don’t 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
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    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 : Korégore (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
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    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
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    ====== 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)

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

    STARTING ABILITY SCORES
    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

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

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

    FEATS
    Human: Vistani Heritage
    Level 1: Beginner's Luck

    POWERS
    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

    ITEMS
    Staff Implement
    http://www.myth-weavers.com/sheetvie...sheetid=191603

    Bolerum..................... Human Paladin (Kord)................. Defender......................Leewei
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    Human Paladin (Multiclassing into Barbarian) worshipper of Kord.[/QUOTE]

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

    No resists.

    Languages: Common, Giant



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

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

    STARTING ABILITY SCORES
    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

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

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

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

    POWERS
    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

    ITEMS
    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

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

    Text inside the letter, with different handwritting
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    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.
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    This is what the seal look like

    Tattoo one "Green" Left shoulder (Part2 - Post 216) :
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    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)
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    Orc map drawn on a wolf pelt (Part 2- post 638)
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    Letter found in Gramliz hut - Goblin camp in the forest (in goblin tongue) (Part 2 - Post 807) :
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    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 :
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    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) :
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    NOTE : This goes with Lenor's rod.


    Portal and undead ward in the fallen tower (IC3, Post 212)
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    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


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


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


    Book content :
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    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 didn’t 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 isn’t 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 Ekneverth’miar. 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 ekneverth’miar).

    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 doesn’t 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) :
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    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):
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    After the twin shooting stars descent...
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    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,...
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    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 ...
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    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.
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    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...
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    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.
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    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...
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    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...
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    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
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    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 :
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    May 23rd, 1500 :
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    Meeting with Grandpre Academy headmaster about their final exam mission.
    Depart from Grandpre academy for Grandvents

    May 24th to June 9th , 1500:
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    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 :
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    Meet With Filass De l'Aurore to get mission : Get back his falimy Crest banner form Kobolds.

    June 10th – 11th , 1500 :
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    Investigation and skill challenge to find out kobold camp.

    June 12th, 1500 :
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    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 :
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    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 – 17th, 1500 :
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    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 :
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    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 :
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    The heroes ambush the kobold warchief (Booktooth rival) and slaughter him.
    They the travel back to Bartos

    June 22nd - July 4th, 1500 :
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    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 :
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    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 :
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    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 don’t 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 :
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    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 :
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    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 doesn’t affect them.

    July 13th, 1500 :
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    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 – 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 :
    Spoiler
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    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 :
    Spoiler
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    Travel on boat safely and sees some goblin patrol on shore.

    July 16th, 1500 :
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    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 :
    Spoiler
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    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 :
    Spoiler
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    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 :
    Spoiler
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    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 :
    Spoiler
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    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

    IC thread - Part 1
    IC thread - Part 2
    IC thread - Part 3

    Total XP : 8700
    Last edited by Dekkah; 2013-04-17 at 12:18 PM.

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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    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)

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    Default Re: [4E] Grandpre Academy (OOC)

    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 .
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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    Well you can submit it and I'll update it :)

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    Default Re: [4E] Grandpre Academy (OOC)

    I never really updated Ace in the character builder. His MythWeavers sheet is always the most up-to-date information about him.
    My Homebrew
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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    Alright, good enough for me.

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    Default Re: [4E] Grandpre Academy (OOC)

    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.

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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    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).
    Last edited by Dekkah; 2012-12-12 at 04:17 PM.

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    Default Re: [4E] Grandpre Academy (OOC)

    Oh yeah, Bol's charging!

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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    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)

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    Default Re: [4E] Grandpre Academy (OOC)

    Hey, the good news is, Bol can now be healed.

    Edit: Actually, here's a thought. Readied actions are immediate reactions. Did Bol's charge hit the critter before he got banished?
    Last edited by Leewei; 2012-12-12 at 05:23 PM.

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    Default Re: [4E] Grandpre Academy (OOC)

    Quote Originally Posted by Leewei View Post
    Hey, the good news is, Bol can now be healed.

    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.
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    Default Re: [4E] Grandpre Academy (OOC)

    Quote Originally Posted by Shadow_Elf View Post
    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?
    Last edited by Leewei; 2012-12-12 at 05:32 PM.

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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    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)

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    Default Re: [4E] Grandpre Academy (OOC)

    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.
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    Default Re: [4E] Grandpre Academy (OOC)

    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.
    Last edited by Leewei; 2012-12-12 at 05:35 PM.

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    Default Re: [4E] Grandpre Academy (OOC)

    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 enemy’s 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 character’s 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 enemy’s movement, the readied action interrupts the movement, allowing the character to attack before the enemy does.
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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    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 doesn’t occur or the creature chooses to ignore it, the creature can’t 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 enemy’s 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 character’s 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 enemy’s 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.
    Last edited by Dekkah; 2012-12-12 at 05:41 PM.

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    Default Re: [4E] Grandpre Academy (OOC)

    Thanks, guys. I see how that works, now.

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    Default Re: [4E] Grandpre Academy (OOC)

    As I wrote the ic reply, I noted that you also took 5 fire damage... so you are at -8.

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    Default Re: [4E] Grandpre Academy (OOC)

    Since all this is resolved on Bol's turn, he also needs to make a Death Save: (d20)[17]

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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    Oh, yeah, forgot about it. Well you make it.

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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    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 (1D20+1)[7]
    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)

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    Default Re: [4E] Grandpre Academy (OOC)

    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).

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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    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

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    Default Re: [4E] Grandpre Academy (OOC)

    You can roll if I haven't already done so. Best to keep things moving.

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    AssassinGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    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?

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    Default Re: [4E] Grandpre Academy (OOC)

    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.

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    ClericGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    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).

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    AssassinGuy

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    Default Re: [4E] Grandpre Academy (OOC)

    Ashe's speed is currently 9, not that it matters though

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