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OK, I am back now, I will need Nakir surge spending and one of you to do a perception group check please (roll for everyone). Here is the link to the skill table:
Skill Table
How exactly does attacking for the primary skill check work?
Just a simplified system based on ratios of number of followers divided by number of guards, rounded down. Half-Giants and Templars count for two. At 1:1 the crowd will not attack. I don'twant to give out all the details but various outcomes happens at 2:1, 3:1, 4:1, 5:1. Right now with 11 vs 3 you are at 3:1.
Let me know if I need to bring clarification... in a live session this part is supposed to be played fast / rushed by the DM, forcing players to give answers quickly to reflect the panic... Obviously hard to convey in PbP... In a nutshell no need to overthink it, but you have to choose between investing (spend more rolls on convincing more to come) or attacking, the more you out number, the easier / least costly in terms of victims, the victory is.
If you have questions please shoot.
Sorry man, school started this week and I have had almost no time for PbP. I will post as soon as I can, feel free to delay Tak-Tha until last.
Question: If I pick up weapons, can I give some of them to other members of the group (IE give Zaffa a greatclub and Mika a dagger?)
Yes. Your action would involve picking them up and distributing them the way you guys want.
Joys of working with no days off for me. I'll try to get a post in this weekend but am working all the way through it as well pretty much open to close.
Since you gave a sign of life, it is Alex' character that I NPC'ed, as I am now hopeful that you will post (pressure pressure
)
I'm waiting because Tak-Tha would let the others take the lead.
Scyner, how does that +2 to next check work with a group check?
Zaffa gets a crit success... but bad combo of "need to make a new map" + "lots of work and personal stuff", so I will TRY to post before the weekend, but it may be very hard to do so... Stay tuned...
Are there any secondary skills this round? If not, can I assist on a primary check?
Would I be able to say..cast Spirit of the Healing Flood (standard) and Spirit's Sacrifice (minor) to help with the healing and keeping Iandak up and moving and show the foaming masses the power of LIFE!!!? If not I'll try to save Iandak's heart for later snacking.
Sorry, but Zaffa and Iandak are out of HS, so no more healing possible for these two...
Heading back to the other side of the world, so I won't be around for the next... two, three days tops.
Enjoy the trip top China! If there is a need to play Zaffa, we will NPC her
EDIT: what terrible rolling on Thunderwave Harn! I was going to give you mechanical credit for it... but can't with such abysmal rolls!!!
Any questions on the next part of the skill challenge?
Basically: - Pick an option, - Roll the group roll (minus the main roller) for the support skill (success is if 2 out of 4 succeed at the medium DC level) - Roll the Main skill individual roll applying the bonus derived from the support group roll above (in addition the +2 earned from previous crit) For decision making re: best option: Alex seems to be out of reach, but clearly his character is the best for the door opening option. Mighty is out of reach for a few days travelling to China. So it's up to Harn/Klock/Vsteel to decide on the best course of action (maybe here in OOC). Then if your character is the main roller, then just roll, otherwise, if it's Mika or Zaffa as main roller, then do it for them. The turn that will be used is the turn of the main roller for the option you pick.
I'll be able to post this weekend. School is keeping me super busy.
@Harn: if you go for option 1 then someone needs to roll Athletics for averyone except Mika, then roll Mika's Thievery with the +/-2 coming from the Athletics check. You have +2 from previous crit. You get -2 from no tools (unless you find a way to create tools *COUGH* *COUGH*)
@Vsteel: when you are as old as I am, you will realize that school was when you had time to do stuff. True Story!
/rips a few ribs from a Templar. "Here! Tools!"
ahem... not what I thought... but maybe something Alex thought about during Mika's creation... COUGH
Well, I'm able to post now, but looking at the skills, we should make a group Athletics check, and Mika should go for the Thievery. So I guess I will wait for Mika.
Alex has not posted in any of his games in a long while and left no notice. He's already been replaced in another game. So I posted in the recuitment thread to find someone else to take Mika over.
I think for now we should make a group athletics check and she should do thievery. Mind if I do the rolls?
Looks like noneedforaname wants to pick up either Mika from this game or Sand from my other Dark Sun game or both... so maybe we'll have a player for Mika soon.
Small explanation on fight mechanics for noneedforaname: players contiguous to each other in the initiative block can jump ahead of each other. For instance, right now, Iandak, Tak-Tha and Nakir can all act. It is a nice way to accelerate PbP posting, whoever is ready next can post... however, keep in mind that doing so causes the players who are relegated lower to delay up until the point they post (has an impact on ongoing damage timing for instance).
If Tak-Tha could go first and position the opponents more desireably (or just wreak havoc without us in the way), that seems like it would be a good idea.
I can't post until Saturday, so Tak-Tha will delay for now.
This seems to make sense... probably have Iandak jump-in only if he sees that he can finish off quite a few quickly, otherwise hang in the back sending followers instead. Last thing I want to do is kill a player, but if he is like a sitting duck in the middle of 2 surviving templars, they will take a shot at him if he is a theat...
Since Klock corrected his post with the +2 bonus, the group skill scheck is a success by an inch as opposed to a miss by an inch...
Just posting here too warn that I therefore deleted my post in IC and replaced it with a fresh one describing the next events to unfold.
No sign from Mighty yet... Can someone go ahead and do the rolls for him? (I can't, b/c there is too much at stake)...
You should: 1- Roll intimidate +8 to rally 2d10 more troops (roll above DC hard grants +2 to next roll) 2- Use AP to do the charge - if roll 1 above was successful no roll is necessary - if roll 1 above was unsuccessful roll intimidate+8 again: - success: charge happens but HS losses will be assigned randomly (fatal if Iandak is hit) - fail: the crowd do not react and you start another turn with everyone losing a HS I can't bring myself to do these two rolls sorry, character's life at stake....
This adventure is pretty much finished. Kalak is dead, there is a new king in Tyr, but slavery has been abolished.
I still have an epilogue to write with a bit of roleplay for you to introduce the next adventure: Road to Urik, which is the 2e adventure that was published as a sequel to Freedom and coincides with the second book from the Prism Pentad "The Crimson Legion". The characters will be recognised as minor heroes for: 1- their prowess in the arena 2- their leadership during the ecape from the arena 3- helping Kalak's assassination with their preliminary sabotage work done in the ziggurat during the night raid Before we wrap this all up with the epilogue, I want to check who wants to stay in and who wants to drop for Road of Urik. Also, in the case of noneedforaname, since you expressed a desire to submit your own character, please let me know if you want to stick with Mika or change. I need to know this to see which PCs will switch to NPC and see how to introduce the new ones. I actually haven't decided yet whether I do all this in the Epilogue of Freedom or at the begining of Road to Urik... Anyway, please post your intentions here, and for noneedforaname, see below the submission guidelines I had posted for Freedom, please follow them for your character submission. Everyone will level up as well. submission guidelines Show Players: I would like players who truly enjoy the Dark Sun Setting. No knights in shining armor here. You must be familiar with the setting (having read the 4e DSCS helps, the 2e material was fantastic fluff too). Metagamers & optimizers please abstain (nothing wrong with optimizing, but please let it not be the #1 reason to play the game) Last but not least: To the best of my ability, I will try to post at least once a day in the evening except when I am traveling on vacation. I would like players who can do the same ideally. Party: 4-5 characters, with at least one of each role represented Level: 4th, Array for Abilities, and one bonus from Background Race: Authorized: Dwarf, Half-Giant(Goliath), Half-Elf, Halfling (Max 1), Human, Mul, Thri-Kreen (Max 1), Eladrin (Max 1), Elf. Banned: All others Class: Banned: All Divine classes, All Shadow classes Authorized: All others For flavor, having at least one Psionic Power source in the group would be a plus Books: PHB1 PHB2 PHB3 MP1 MP2 AP PrP PsP... I would prefer to avoid Essentials if possible Theme: Must be a theme from the DSCS. Please avoid Templar theme unless you have a great angle/story. Max one Templar in the group no matter what. Wild Talent: Submit your 1d10 roll and pick in alphabetical order
I am interested in continueing on the adventure if you'll have me.
Of course I'll have you, silly.
Harn & Klock, you can start working on your level up and posting your proud level 4 characters now. While it's ahead of the IC, you can re-equip with 200gp, and keep your magic objects (amulets for everyone, except Nakir who has a magic totem). I know I am cheap, but remember, we play with the enhancement bonuses.
It looks like this semester I will only be able to post on Saturdays/Sundays, unfortunately. During the week I am doing homework from the time I get home to the time I go to bed.
With that in mind, I think I'm going to have to drop the game, at least until the summer. When the semester is over, I might rejoin if you are open to the suggestion.
OK no problem. In this scenario, depending on the timing of your reapparition, it might be possible.
Nakir [Harn]: in Iandak [Klock]: in Zaffa [Mighty]: ? Mika [Noname]: potential change of character Tak-Tha [Vsteel]: out
I'd hate to leave Zaffa behind, and Urik is just the place she'd be wanting to go at this point in time. My RL things have settled down too, so I'm in.
Hate to say it but I need to think about whether I'll stick with this character or not. I'll give you a definitive answer tomorrow (when I'm a bit more sober).
I've got Zaffa pretty much leveled up, but two related questions first:
1. Is retraining alright? 2. Is the feat Bludgeon Expertise from HotFL and HotFK too Essentials-y? For future reference: Zaffa Show Race: Mul Class: Battlemind (Resilient Battlemind), level 4 Alignment: Good Languages: Common, Dwarven Background: Tattooed Warrior (+2 to Intimidate) Theme: Gladiator Wild Talent: Object Projection Abilities STR 13, CON 19, DEX 16, INT 8, WIS 15, CHA 10 (base: 13/16/15/8/13/10) hp 52, healing surges 14, surge value 13 AC 22 (+7 Armor, +2 Shield, +2 level, +1 enhancement bonus), Fort 17, Reflex 18, Will 17; Speed 5(6); Init +4 Skills trained Athletics +6(+8), Endurance +11(+13), Intimidate +9, Perception +9; untrained Acrobatics +3(+5), Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +4, Heal +4, History +1, Insight +4, Nature +4, Religion +1, Stealth +3(+5), Streetwise +4, Thievery +3(+5) Feats Bludgeon Expertise, Defender of the Wild (Perception), Melee Training (Constitution) Qualities Born of Two Races (Human), Fixed Enhancement Bonus (+1/+1), Mul Vitality, Psionic Augmentation, Tireless Powers Battlemind's Demand, Blurred Step, Lodestone Lure, Mind Spike, Object Projection, Twisted Eye, Vicious Cobra Strike, Battle Resilience, Disrupting Advance, Incredible Toughness, Accelerating Strike, Inspiring Fortitude; pp 4 Possessions Amulet of Health +1, Backpack, Bedroll, Belt Pouch, Filter Mask, Fire Kit, Giant Hair Rope, Heavy Shield, Sack (x2), Scale Armor, Survival Day (x10), Warhammer, Waterskin, Throwing Hammer (x2), Torch (x2); 52gp, 7sp Changes Show 2nd
Show
Level Bonus: +1 (attacks, defenses, skills, initiative) Fixed Enhancement Bonus: +1 enhancement to attacks and damage HP: +6 (39); surge value +1 (9) Feat: Weapon Expertise (Hammer) Power: Inspiring Fortitude Equipment (Bought): Desert Clothing (10gp), Filter Mask (1gp), Giant Hair Rope (10gp), 4 Survival Days (20gp) 3rd Show HP: +6 (45); surge value +2 (11) PP: +2 Power: Lodestone Lure Equipment (Found): Amulet of Health +1 4th Show Level Bonus: +1 (attacks, defenses, skills, initiative) Fixed Enhancement Bonus: +1 to defenses Abilities: +1 CON, +1 DEX HP: +7 (52); surge value +2 (13) Feat: Melee Training (Constitution) Retraining (Feat): Weapon Expertise (Hammer) -> Bludgeon Expertise Alignment: Unaligned -> Good Equipment (Bought): Backpack, Bedroll, Belt Pouch, Filter Mask, Fire Kit, Giant Hair Rope, Heavy Shield, Sack (x2), Scale Armor, Survival Day (x10), Warhammer, Waterskin, Throwing Hammer (x2), Torch (x2); 52gp, 7sp left over of 200gp. Background Show Zaffa was born as a slave in Urik, bred for psionic power and raised to fight for the entertainment of others. Much of that, however, was beyond the walls of any arena: Zaffa instead took part in open-air skirmishes in the wastelands beyond the city. She and whatever team of slave gladiators she was assigned to didn't always win, but she always survived -- and she always learned something. Then there came a day when there weren't quite as many guards around the makeshift battleground as usual; the spot the slave masters had chosen didn't form a natural enclosure as it normally did; the gladiators were not as focused on one another in their thirst for blood as they generally were. Both teams joined together to fight their way through their guards and made a break for the Tablelands. But the slaves had neither the skills nor the resources to survive a trek through the desert. One by one they began to grow weak and drop. When their pursuers caught up to them, though her strength had dwindled, Zaffa managed to survive the encounter -- alone. With no other option, she plodded on through the wasteland. Zaffa awoke from her semi-conscious state as she fell face-first into a pool of water. She looked up to find herself at a small oasis. After inhaling mouthfuls of water greedily and tearing open the strange fruit she'd found there, she slept sprawled out in the shade. She felt a presence nearby as she awoke. A humanoid creature with blue, fishy skin stood atop the pool. Zaffa leapt to her feet and readied her weapons, barking a challenge. The creature stared into her eyes, calming her, and explained, "This world has fallen. Once all of Athas was like this oasis, and now that is all gone. But it shall rise again. "You... are not ideal. But you have the potential to help heal this world, and that is why my power will now be yours." Zaffa felt more aware as the strange creature vanished. After staring in awe at the world around her and adapting to how much more of it she could see, Zaffa leaned down to get another drink and noticed that her slave master's mark on her forehead was now gone. After packing up a few pieces of fruit, she once more stepped out into the wasteland. After a few days' walk, Zaffa came across the town of Altaruk, where she found work and companionship. After a night of partying with her newfound drinking buddy, the half-elven bard Ekspery, Zaffa found herself hired by House Wavir to fetch a lost caravan along with a few others: Tak-Tha the Thri-Kreen hunter, Saranikta the seeker of knowledge and Gotho the benevolent monk. Tracking down the wagon and dealing with interlopers along the way proved to be a challenge, but it was one of which the group proved themselves very capable. They were able to find the wagon, rescue a few House Wavir employees, catch up to and tame inixes in the wastes and get the wagon back to Altaruk before nightfall. Having proven their worth, the group (minus the monk Gotho and with the addition of the House Wavir agent Mika) found themselves hired to escort a caravan into Tyr -- and straight into a string of misunderstandings that led Zaffa back into slavery and her companions along with her. Tasked to build King Kalak's pyramid, they suffered under toil and anguish but met new friends: Iandak and Urrgos, both of giant blood. Saranikta, however, has not been seen since. Two opportunities presented themselves: first, a Veiled Alliance plot to sabotage the pyramid, Ekspery having arranged for the group's involvement before disappearing himself; second, a bout of workyard violence that got them noticed and sent to the arena. Zaffa, in spite of herself, felt at home fighting for others' pleasure. She, Tak-Tha, Mika, Iandak, Urrgos and the halfling shaman Nakir bested their enemies and, in the end, were declared champions. But this paled in comparison to what they experienced next: they witnessed the wounding and fall of Kalak, King of Tyr, heretofore thought to be untouchable. As his death spasms rocked the arena and threatened to kill all in attendance, the champions rallied slaves and freemen alike to fight their way to safety. With Kalak dead, Zaffa -- and all Athas -- knows that the sorcerer tyrants are not invincible. A tortured existence under their thumbs is not inevitable but can be cast off. Born into slavery and thrown back into it on the whims of a single noble, Zaffa is determined to do whatever she can to spread Tyr's newfound freedom. And Urik is the first place she can think of. Appearance Show Zaffa is tall and broad, well-muscled and strong, with skin that was dark in the first place and is tanned even darker. She has a topknot of thick copper hair and wild eyes that match except for a slight greenish tint. Her features are very squared off, with a prominent jaw and a high-bridged nose. Her body and face are covered in all manner of tattoos; though most are simply black or light gray in plain geometric patterns, there are a few spots in bright colors with pleasing designs. Her ear lobes are stretched out by round bone earrings. Despite all of this, she is not necessarily ugly; there is, if nothing else, a touch of primal, exotic beauty to her. Also, in spite of the circumstances of her birth and the life she's lived, she has fairly few scars. The habits she formed because of her birth, the environment in which she lives and the pride she has in her tattoos means that Zaffa exposes more skin than not. Her chest, throat, waist and extremities are adorned with kank hide, with a red loincloth adorned with kestrekel feathers. A mixture of horn and scales of various animals also cover the vitals, as well as her left lower arm and leg and right shoulder. She wields a warhammer and throwing hammers made of bone and dense rock, as well as a large, oval-shaped shield made of baazrag leather, inix bone and a large shell. Personality Show Zaffa is ignorant of many things, but battle is one thing she knows inside-out. She knows the value of a companion. She knows when it is best to keep a clear head and when it is best to go all-out. She knows what to watch out for. Zaffa has a gruff nature, but she is not uncouth. She is as given to boisterousness as she is to reticence, depending on the situation. She loves to laugh with her comrades-in-arms and to curse at her enemies, understanding that at some point those roles may change. She often can tell when others are lying and has a pretty good idea of when to point it out and when to let it pass. Zaffa almost enjoys taking a beating, proof to her of just how tough she is. Her experiences since her first escape from slavery have softened her demeanor considerably. Seeing King Kalak deposed has led her to believe that she must use her strength to fight tyranny and end slavery wherever it is found. Combat Statblock Show AC 22, Fort 17, Reflex 18, Will 17; Speed 5
HP 52/52 Healing Surges 14/14 (13) Init +4 Status Resist Poison 2 Action Points 1 [ ] Power Points 4/4 []Minor Action []Move Action []Standard Action []Immediate Action Skills Show Endurance +11(+13), Intimidate +9, Perception +9, Athletics +6(+8), Dungeoneering +4, Heal +4, Insight +4, Nature +4, Streetwise +4, Stealth +3(+5), Thievery +3(+5), Bluff +2, Diplomacy +2, Arcana +1, History +1, Religion +1 Powers Show Melee Basic Attack
Show
Standard Action, Warhammer +10 vs. AC Target One creature Hit 1d10+3 damage Critical +1d6 damage Ranged Basic Attack Show Standard Action, Throwing Hammer +7 vs. AC Target One creature Hit 1d6+2 damage Critical +1d6 damage Battlemind's Demand Show Minor Action, Close burst 1 Target One creature in burst Effect Zaffa marks the target until she uses this power again or until the end of the encounter. Augment 1 Target One or two creatures in burst []Blurred Step Show Free Action, Personal Trigger An adjacent enemy marked by Zaffa shifts. Effect Zaffa shifts 1 square. Special Zaffa can use this power only once per turn. Lodestone Lure Show Standard Action, Melee 2 +10 vs. Will Target One creature Hit 5 damage, and Zaffa pulls the target 1 square. Until the end of her next turn, the target can move only to squares that are adjacent to her. Augment 1 Range Melee 5 Hit As above, but Zaffa pulls the target 4 squares. Augment 2 Range Melee 5 Hit 1d10+5 damage, and Zaffa pulls the target 4 squares and knocks it prone. Until the end of her next turn, the target can move only to squares that are adjacent to her. Mind Spike Show Immediate Reaction, Melee 1 Target The triggering enemy Trigger An adjacent enemy marked by Zaffa deals damage to her ally with an attack that doesn't include her as a target. Effect The target takes force and psychic damage equal to the damage that its attack dealt to Zaffa's ally. Object Projection Show Minor Action, Personal Effect Zaffa teleports an object she is holding in one hand to an unoccupied square within 10 squares of her or to a willing creature within 10 squares of her. Twisted Eye Show Standard Action, Warhammer +10 vs. AC Target One creature Hit 1d10+5 damage. Until the end of Zaffa's next turn, the target takes a penalty to attack rolls equal to the number of Zaffa's allies adjacent to it. Critical +1d6 damage Augment 1 Special When making an opportunity attack, Zaffa can use this power in place of a melee basic attack. Augment 2 Hit 1d10+5 damage, and the target is blinded until the end of Zaffa's next turn. Vicious Cobra Strike Show Standard Action, Warhammer +10 vs. AC Target One or two creatures Hit 5 psychic damage, and Zaffa marks the target until the end of her next turn. If she targets only one creature with this power, the attack deals 1d10 extra damage. Critical +1d6 damage Augment 1 Hit As above, and Zaffa also marks one enemy adjacent to the target until the end of her next turn. Augment 2 Attack Type: Close burst 1 Target Each enemy Zaffa can see in burst Hit 1d10+5 psychic damage, and the target is marked and takes a -2 penalty to attack rolls until the end of Zaffa's next turn. []Battle Resilience Show Free Action, Personal Trigger An attack hits or misses Zaffa for the first time during an encounter. Effect Until the end of her next turn, Zaffa gains 5 resistance to all damage. []Defender of the Wild Show Free Action Effect Zaffa marks each enemy adjacent to her until the end of her next turn. []Disrupting Advance Show Standard Action, Warhammer +10 vs. AC Target One creature Hit 2d10+5 damage, and Zaffa pushes the target 2+1 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of Zaffa's next turn. Critical +1d6 damage []Incredible Toughness Show No Action, Personal Trigger Zaffa starts her turn. Effect Zaffa ends any ongoing damage or any dazed, slowed, stunned or weakened condition currently affecting her. []Second Wind Show Standard Action, Personal Effect Zaffa spends a healing surge to regain hit points and gains a +2 bonus to all defenses until the start of her next turn. []Accelerating Strike Show Standard Action, Warhammer +10 vs. AC (Zaffa has combat advantage for this attack.) Target One creature Effect Before the attack, Zaffa shifts her speed. She can move through enemies' spaces during this movement. Hit 2d10+5 damage. Zaffa's movement does not provoke opportunity attacks from the target until the end of the encounter. Critical +1d6 damage Miss Half damage. Effect Until the end of the encounter, Zaffa gains a +2 power bonus to speed. In addition, when she shifts, she shifts 1 extra square. []Inspiring Fortitude Show Standard Action, Close burst 5 Target Each ally in burst Requirement Zaffa's second wind must be available for her to use. Effect Zaffa uses her second wind, and each target gains 14 temporary hit points. Equipment Show Amulet of Health +1, Backpack, Bedroll, Belt Pouch, Filter Mask, Fire Kit, Giant Hair Rope, Heavy Shield, Sack (x2), Scale Armor, Survival Day (x10), Warhammer, Waterskin, Throwing Hammer (x2), Torch (x2); 52gp, 7sp
@Noname: Actually, don't feel bad if you want to change from Mika, I don't think shadow characters are such a great fit for Darksun. Shadow power is borderline magic and it doesn't even defile (arguably, shadow characters being a more sinister lot, should be even more tempted to defile than arcanists IMHO). So fluff-wise, it's a bit problematic to me.
Mika is a sleeping agent for House Wavir so we can fin her a reason to go back to work for Wavir, or become an NPC that would now be your contact with this house. @Mighty: Glad to have Zaffa in! Looks like she will be the only character that has been in since the very start We will probably have to discuss how she feels about Urik, etc. Does she want revenge against specific owners / tormentors? Did she make specific enemies/allies while fighting other teams of slaves/gladiators? Does she want to look for her "mentor's" oasis? Or only interested in spreading the Freedom movement to Urik?I like a lot how you updated her background with what happened in the adventures. Keep it going! Refering to your questions: 1- Rules say you can retrain one power or skill or feat per level. Is that enough? 2- Bludgeon expertise: no problem @VSteel: for Tak-Tha's "exit", basically, characters will have to stay in-town for a little while and then will have fairly "urban" stuff to do, so the simplest exit path is to have Tak-Tha want to go back to the wilderness / hunting life. Recap: Nakir [Harn]: in Iandak [Klock]: in Zaffa [Mighty]: in Mika [Noname]: potential change of character Tak-Tha [Vsteel]: out
Here's the updated character. Took Two-Weapon Defense for my feat. Will update and post background etc. when I get the chance. I left the equipment section there for my own benefit (ignore it) and the stats reflect ideal weapons/armor.
Character Sheet Show level 4 Half-Giant, Barbarian Build: Whirling Barbarian Feral Might: Whirling Slayer Background: Ringing Mountains - Mountain Tribe +2 Nature Theme: Primal Guardian Wild Talent: Body Equilibrium 1d10=1 FINAL ABILITY SCORES Str 19, Con 14, Dex 17, Int 8, Wis 12, Cha 10. STARTING ABILITY SCORES Str 16, Con 12, Dex 16, Int 8, Wis 12, Cha 10. AC: 21 Fort: 19 Reflex: 18 Will: 15 HP: 47 Surges: 10 Surge Value: 11 TRAINED SKILLS Endurance +8, Nature +12, Athletics +12 UNTRAINED SKILLS Acrobatics +4, Arcana 1, Bluff +2, Diplomacy +2, Dungeoneering +3, Heal +3, History 1, Insight +3, Intimidate +2, Perception +3, Religion 1, Stealth +4, Streetwise +2, Thievery +4 FEATS Level 1: Weapon Proficiency (Bastard sword) Level 2: Two-Weapon Fighting Level 4: Two-Weapon Defense FEATURES Mountain's Tenacity (Racial): +1 Racial bonus to Will Powerful Athlete (Racial): Roll twice and use either result when making an Athletics check to jump or climb. Barbarian Agility (Class): Gain +1 AC and Reflex when not wearing heavy armor Rampage (Class): Critical hit on a barbarian power grants a free MBA once per round. Whirling Slayer (Class): You can wield a one-handed weapon in your off-hand a treat it as an off-hand weapon. Once per round, when you bloody an enemy you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn. Attack - Bastard Sword = +10 attack (+4 Strength, +3 Proficiency, +2 half-level, +1 enhancement) Damage - 1d10 + 6 damage (+4 Strength, +1 enhancement, +1 untyped for TWF) POWERS Primal Guardian Power: Mark of Thunder (DSCS p. 58) Barbarian at-will 1: Whirling Rend (Primal Power p. 11) Barbarian at-will 1: Pressing Strike (PHB2 p. 51) Barbarian encounter 1: Whirling Frenzy (Primal Power p. 11) Barbarian daily 1: Thunder Hooves Rage (Primal Power p. 12) Barbarian utility 2: Combat Sprint (PHB2 p. 52) Barbarian encounter 3: Whirling Step (Primal Power p. 13) ITEMS Backpack, Bedroll, Belt-pouch, Waterskin, Fire Kit, Hempen Rope (50ft), Hide Armor, 2x Bastard Swords, 2x Javelin, Filter Mask, Climber's Kit, 6x Survival days, 4x Torches, 10gp 5sp Iandak's Combat Statblock Show AC: 21 Fort: 19 Ref: 18 Will: 15 Speed: 6 HP: 47/47 Healing Surges: 10/10 Healing Surge Value: 11 Resist: 2 Poison Initiative: +5 Status Effects: Action Points: 1 [] Failed Death Saving Throws [] [] [] Whirling Slayer Feature Show Once per round, when you bloody an enemy you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn. Powers Show Melee Basic Attack Show Standard Action, Bastard Sword Target: One Creature Attack: +10 vs. AC (+4 Strength, +3 Proficiency, +2 Half-level, +1 Enhancement) Hit: 1d10 + 6 (+4 Strength, +1 Enhancement, +1 Untyped from TWF) Ranged Basic Attack Show Standard Action, Javelin Ranged: 10/20 Target: One Creature Attack: +9 vs. AC (+4 Strength, +2 Proficiency, +2 Half-level, +1 Enhancement) Hit: 1d6 + 5 (+4 Strength, +1 Enhancement) Pressing Strike Show Standard Action, Bastard Sword Target: One Creature Effect: Before the attack, you shift 2 squares. You can move through an enemy's space, but you can't end there. Attack: +10 vs. AC Hit: 1d10 + 6, and you push the target one square. If you are raging, the attack deals 1d6 extra damage. Whirling Rend Show Standard Action, Bastard Swords Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6, and an enemy adjacent to you other than the target takes 1d10 + 2 damage. If you are raging, add your Dexterity modifier (+3) to both damage rolls. Body Equilibrium Show Move Action Effect: You move your speed. During the move, You gain a +5 power bonus to acrobatics checks to balance and do not sink when moving over soft and brittle terrain, such as dust, silt, mud, snow, or thin ice. []Whirling Frenzy Show Standard Action, Bastard Swords Close burst 1 Target: Each Creature in burst Attack: +10 vs. AC or Ref Hit: 2d10 + 6 damage Miss: You take 1d6 damage, with no modifiers []Whilring Step Show Standard Action, Bastard Swords Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6 damage Effect: You shift Dex mod squares (3). If the attack hit, you deal 1d10 + 2 damage to one or two enemies that are adjacent to you at some point during the shift. []Mark of Thunder Show Standard Action, Bastard Sword Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6 thunder damage Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that doesn't include you, it takes 5 thunder damage. []Whirling Lunge Show Free Action, Bastard Sword Melee 1 Trigger: Your attack reduces an enemy to 0 hit points. Effect: You shift 2 squares and then deal 1d10 + 2 damage to an enemy adjacent to you that you can see []Stone's Endurance Show Minor Action Effect: You gain resist 5 to all damage until the end of your next turn []Combat Sprint Show Move Action Effect: You move your speed +4. You gain a +4 bonus to all defenses against any opportunity attack you provoke with this movement []Second Wind Show Standard Action Effect: You can spend a healing surge to regain hit points and gain a +2 bonus to all defenses until the start of your next turn. []Thunder Hooves Rage Show Standard Action, Bastard Sword Target: One creature Attack: +10 vs. AC Hit: 3d10 + 6 damage Miss: Half damage Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through 1 or 2 enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage. Skills Show Passive Perception: 13 Passive Insight: 13 Trained Skills: Athletics: 12 Endurance: 8 Nature: 12 Untrained Skills: Acrobatics: 4 Arcana: 1 Bluff: 2 Diplomacy: 2 Dungeoneering: 3 Heal: 3 History: 1 Insight: 3 Intimidate: 2 Perception: 3 Religion: 1 Stealth: 4 Streetwise: 3 Thievery: 4
Cool, keep submitting the levels up. I think Jewels is going to create a character to take the spot left by Tak-Tha. Keep in mind y'all will only have 200gp to re-equip.
====== Created Using Wizards of the Coast D&D Character Builder ====== Nakir Tiki-Tiki, The Flensing Wind that Howls, Level: 4 Halfling, Shaman Build: Animist Shaman Companion Spirit: Elemental Spirit Versatile Expertise: Versatile Expertise (Staff) Versatile Expertise: Versatile Expertise (Totem) Background: Hunter Benefit: Intimidate Theme: Elemental Priest Level Four Score Modifiers: Wisdom and Intelligence. STARTING ABILITY SCORES
TRAINED SKILLS UNTRAINED SKILLS FEATS POWERS ITEMS Personality/Appearance/History Show Pending music to listen Nakir Tiki-Tiki proudly serves Chief Urga-Zoltapl as one of the selected two hundred halflings chosen to serve Hamanu the King of Urik. Nakir has learned quite a bit in his short time of some of the customs of humans and others and is curious to observe and learn more. He finds the horror that many regard him and his kind amusing almost to the point of hilarity. Still ever advantage is key in the service of Chief and King and well, Nakir is one of those halflings that consumes that which he kills. Yellow cat-eyed and tanned, Nakir is content to follow the commands given at this time though he does miss the Forest Ridge and all of its splendors. Nakir has come to Tyr under orders of Hamanu and has managed to get himself captured in order to carry out his instructions. One of his orders is to not starve himself to death as halflings are wont to do in slavery. His appearance is as the image shows, and he has blood red tattoos and tribal markings over much of his body and his teeth come to slight points due to the filing and curing in his role of witchdoctor. Curious yet vicous, wise and almost fiendishly clever he has bound himself to the spirits of Athas and then in turn have bound themselves to him. He is fond of tribal tunes and is adept at the flute and drum and can easily craft most of the items he needs to wear and use given the most basic of tools. Having now experienced gladiatorial battles and witnessing the same from the arena seats not to mention the very exciting personal interaction of group dynamics with a Thri-Kreen, Nakir is ready to experience more of the varied cultures and customs. Having also succeeded in his mission by the God King Hamanu of Urik it is also time to report his missions success. Not many other of his kind manage to survive the arenas let alone help bring down a Sorcerer King. The spirits whisper greatness about his arena companions and so he will watch over them and guide their spirits and claim them when they should fall. Combat Stat Block Show
Mount Show Chi'Keen
Erdlu
Erdlu
Traits Medium Steed A Small character can use an erdlu as a mount. Escape Sprint
Attack: Melee 1 (one creature); +6 vs. AC Str 16 (+3) Dex 16 (+3) Wis 13 (+1) Alignment Unaligned Languages -
@noneedforaname: If you are going to replace Mika, please let me know what you have in mind. It would be worth discussing with Jewels (jrmabie) as well because she will be replacing Tak-Tha with another character.
This means we will have 1 leader, 1 striker, 1 defender and two spots to fill. One at least will have to be a controller and the last spot either a striker or hybrid striker/something else or something else.
Unfortunately I was having some trouble with the character builder earlier, but I was working on a hybrid bard/warlock that had a lot of AOE powers to cover the controller role and provide a bit more healing but I haven't completely made up my mind. Regardless, I was thinking that I'd be one of the escaped slaves so if you want to move the story forward I can jump in with some RP.
Ok so we can work on an exit for Tak-Tha & Mika then... I suggest noneedforaname & jrmabie coordinate here or via PM to select their characters...
Again for now we have: Defender: Zaffa: Mul Battlemind Gladiator Leader: Nakir: Halfling Shaman Elemental Priest Striker: Iandak: Half-Giant Barbarian Primal Guardian Controller: ---
Not that I care that much, but Iandak is a primal guardian.
Sorry, tried to wing it on the top of my head and screwed up.
Here is the character I've been working on. I'm still thinking about some of the powers and feats, but the basic idea is that Azimuth was a Drey merchant who'd gotten enslaved, and was being trained to be an entertainer for some wealthy noble. In secret though he had warlock powers that had been passed down to him from his father. He's scrawny and easily mistaken for sickly but also a shrewd calculating buisnessman.
Spoiler: Show ====== Created Using Wizards of the Coast D&D Character Builder ====== ====== End ====== A few questions: I wasn't sure which warlock pact to give him as many don't really work for the setting. I was tempted to go with Sorceror King pact since it is Dark Sun specific but it didn't really make sense to me that a former slave would get powers from a (recently deceased) evil entity. I went with Vestige, thinking that the mysterious entity might be an ancient ancestor, or just a complete unknown. Any ideas would be appreciated. I am also a little fuzzy on the rules of Defiling magic. I tried looking for them in the compendium but didn't have much luck and my books are in storage. I have the Arcane Defiling power on my character sheet, but is there anything more to it than rerolling Daily powers? I didn't give him any equipment yet as I don't think any of the other characters have anything they didn't pick up recently. Should I equip him normally or do you plan on handing out equipment? I don't really need anything except for maybe some kind of implement. So I'm still working out the details, he isn't as controllery as I would've liked him to be, he's got a few close blast powers, but I think he'll be a good support character for buffing/debuffing and emergency healing. If you have any imput toward the build or the backstory I'd certainly appreciate it. I can start roleplaying as soon as you'd like and I'll try to have everything ironed out soon.
There is Dregoth that your pact could and probably would be with. Defiling is a lot different in 4E than it was in previous editions. I'd see what Scyner is doing with it as the way it is written now as the negatives far outweigh the positives.
@noname: Looks fine, I just replicated it right now in CB for validation.
I will need your gear selection: You can have one discreet magic object (like amulet, ring, bracelet, that you could have snuck in as a slave) and 200gp to spend. Also roll 1d10 to determine your wild talent. Re: Pacts: The compendium entry for Warlock is so messy with additions I have a hard time figuring out what the pacts are... But here are some quick thoughts (open to further discussion): Fey: Nope (fairies and the like took a beating during the cleansing wars) Star: I can see that. Especially as a merchant / dune trader. He could have been using the stars for guidance in the desert. Infernal: Nope. Tough in a god-less world. Sorcerer-King: While clearly Dark Sun, it would be hard to fit in this scenario with Kalak dead and Tithian not a true Sorcerer-King (so he can't grant the powers). Dark: Nope (Drow linked) Elemental: Definitely works fluff-wise in Dark Sun, as elements are worshiped in lieu of gods. Vestige: Yep. Could be vestiges from powerful Halfling Spellcasters from the Blue Age. Hybrid characters: I actually have a question for everyone here: Why is there a need to create hybrids when there is already such a wealth of classes (and races)? To me, it seems that a lot of classes can do a lot of multitasking already, so why add the hybrids? I am totally cool with noneed playing one, just wondering the thought process, i.e. do they really achieve something cool, otherwise not possible with another class? Don't you lose some efficiency in the process (attack bonuses not as high as could be)? @Jewel: now that you have an idea of Noneedforaname's toon, I guess it narrows down a bit more what the last spot should be.
Working on it right now - she'll be the controller then.
Pending DM approval...
Luusi, Eladrin Sha'ir, Athasian Minstrel Wild Talent roll: 2 Character Sheet Show ====== Created Using Wizards of the Coast D&D Character Builder ====== OTHER NOTES: Familiar: Djinnling Coins: 5 gp Background Show Luusi was once a noble born daughter of one of the Houses of the Wind -- a legendary point of light in the ever disappearing world of the feywild. As the void encroached on her home, her father begin sending his children out to 'keep an eye' on the nearby land in Athas, to make sure that intruders didn't accidentally discover their home. In reality, he was preparing his offspring for their new lives in the harsh environment of Athas because he knew that it was just a matter of time before their home was gone forever. Luusi was out on patrol when the wardings failed around the area that had been her home. All at once, she began to hear stories of a ruin deep in the wasteland that had not been there before. Rushing home with the utmost of dread, she discovered what she had feared to be true -- the place her heart dwelled was gone. She traveled to another bastion of her people, even though the journey was long and dangerous. Now that the areas of the feywild were no longer connected, she had to sojourn across the harsh climate of Athas in order to reach it. She thanked the foresight of her sire that he had made her learn how to survive in the desert. Upon her arrival, she was told that all of the feywild was shrinking -- it had not just been her home. Soon, none of it would exist anymore, and her people would be exiled and doomed to live out the rest of their lives with the other races of Athas. An anger was born in her that day -- anger at the defilers that had ripped the magic out of the land and destroyed not only Athas but her world as well. She made a promise to herself and her vanishing kin that she would protect the areas left and avenge those already gone from that day forward. Now, Luusi traverses the length and width of Athas, keeping an eye on the Sorcerer Kings -- whom she considers to be little better than parasites -- and biding her time while planning how to get rid of them. When she hears tales of other arcane users, she hunts them down and destroys them, further protecting what is left of her home and hopefully prolonging the life of the feywild as long as possible. Appearance Show Graceful dancer's build, small stature (5'3" -- short for an eladrin), long brown hair, purple pupil-less eyes. Mostly wears red and blue silks in the cities while she's performing, but otherwise wears linen pants, tank top and a wrap to pull over her head while traveling. Second language is Primordial. Her djinnling familiar is called Aejej, which means 'whirlwind in the desert' and even though she's a tiny thing, she can definitely stir up lots of trouble even unprovoked. Combat Stat Block Show Luusi Pavana
Aejej, Luusi's Djinnling familiar Show Speed: 6, fly 4 (hover) Constant benefits: Forceful Gusts -- You can slide one ally adjacent to you or to the djinnling 1 square as a minor action. Active benefits: Gift of Wind -- When you use an arcane daily attack power, you slide one creature adjacent to the djinnling up to 2 squares, and the djinnling shifts up to 2 squares. Elemental Conduit -- Once per encounter, you can use your familiar's space as the origin for a close arcane attack power.
@Jewel: Shouldn't Luusi's AC be 18 (10 + 5 INT + 2 half-level bonus + 1 Inherent Bonus)?
Sorry for being a slow poster here, I was waiting for the characters (still need noneedforaname to polish his and pick a pact) and now I have to think hard on how to integrate them.
Since they both have to be in Tyr, they could have been captured as slaves on the ziggurat (90% odds) or been part of revolutionaries... In the case of Luusi, if you don't want her as recently enslaved and therefore part of revolutionaries, she could have joined the Veilled Alliance: When she reached Tyr and discovered this secret cast of arcane users who hunt defilers, she did everything to join them. If you like this route, then veilled alliance theme might fit better fluff wise, but if she is athasian minstrel for mechnical reasons, it totally works too (you're like a Veilled alliance assassin)... Just throwing this idea out there. Anyway, even then I have to think about the integration into the group, so I will sleep on it. PS: @Jewels can you email me the original picture, I keep folders of athasian portraits and that's one I do not have.
The theme that was picked was done because Luusi was a spy for the eladrin. I suppose she could be a double agent (being part of the Veiled Alliance so that she can keep an eye on their arcane use). Even though she uses arcane magics, she doesn't consider it to be the same thing because she gets her power through her djinnling Aejej.
Also, Steph is working on sending you Luusi's original picture (it's in his files). In the orginial, she's holding a shield and a metal-headed spear, so, it's not technically 'Athasian', but cropped to look that way.
Sorry about the delay, I'll get it done tomorrow afternoon.
Star Pact
You have mastered the astrologer’s art, learning the secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the night sky. Dire Radiance: You know the dire radiance spell. Fate of the Void: You have the Fate of the Void pact boon. Your curse intermingles with the lost vitality of a cursed enemy to reveal a glimpse of the future to you. When an enemy under your Warlock’s Curse is reduced to 0 hit points or fewer, you gain a +1 bonus to any single d20 roll you make before the end of your next turn (attack roll, saving throw, skill check, or ability check). If you don’t use this bonus by the end of your turn, it is lost. This bonus is cumulative; if three cursed enemies drop to 0 hit points or fewer before your next turn, you gain a +3 bonus to a d20 roll during your turn. ====== Created Using Wizards of the Coast D&D Character Builder ====== Azimuth, level 4 Dragonborn, Bard/Warlock Hybrid Bard Option: Hybrid Bard Will Eldritch Pact (Hybrid) Option: Star Pact (Hybrid) Hybrid Warlock Option: Hybrid Warlock Will Hybrid Talent Option: Bardic Virtue Bardic Virtue Option: Virtue of Valor Dragonborn Racial Power Option: Dragon Breath Dragon Breath Key Ability: Dragon Breath Constitution Dragon Breath Damage Type: Dragon Breath Lightning Dark Sun, Inherent Bonuses Theme: Dune Trader FINAL ABILITY SCORES STR 9, CON 16, DEX 10, INT 16, WIS 12, CHA 18 STARTING ABILITY SCORES STR 9, CON 14, DEX 10, INT 15, WIS 12, CHA 15 AC: 18 Fort: 16 Ref: 16 Will: 19 HP: 43 Surges: 9 Surge Value: 13 TRAINED SKILLS Diplomacy +11, Heal +8, Insight +8, Streetwise +11 UNTRAINED SKILLS Acrobatics +3, Arcana +6, Athletics +2, Bluff +7, Dungeoneering +4, Endurance +6, History +8, Intimidate +9, Nature +4, Perception +4, Religion +6, Stealth +3, Thievery +3 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Dune Trader Feature: Quick Formation Dragonborn Racial Power: Dragon Breath Bard Feature: Majestic Word Warlock's Curse Power: Warlock's Curse : Arcane Defiling Bard Attack 1: Staggering Note Warlock Attack 1: Echoing Dirge Warlock Attack 1: Clarion Call Bard Attack 1: Stirring Shout Dune Trader Utility 2: Slick Negotiator Bard Attack 3: Song of the New Dawn FEATS Level 1: Enlarged Dragon Breath Level 2: Hybrid Talent Level 4: Strength of Valor ITEMS Leather Armor x1 Rod Implement x2 Viper Belt x1 Waterskin Broy ====== End ====== I'll finish up the background in an hour or two.
I will be contacting Jewels & noname via PM to sort out the background/how their cahracters come into play.
To be fair, I probably should've included noneed in my PM to Scyner about how Luusi is gonna fit into the group. Most likely scenario (hopefully, if his great DMness approves) is that she'll be watching you Azimuth. Hehehehehe....
We're experiencing heavy thunderstorms here and hoping we don't lose internet access. If I'm quiet this weekend, that's why. If anyone else is in the path of these storms, stay safe!
Reading Jewel's suggestion in PM, and reading Azimuth's background I just had an idea that should be compatible with both backgrounds and integrate the two with the group, I will PM you both again.
@Scyner: Since the Freedom adventure is over, I looked up the original module the other day and read through it myself. Pretty brutal even compared with what our characters went through.
I like that you left out what you chose to leave out: particulary the whole heavy-handed Kalak-throws-nobles-to-the-slaves thing and the sequence where it's possible to leave the construction area, choose not to go back and basically either have to get captured again or break the adventure. The sabotage mission was a good addition, and the chance for everyone to get into the arena and ultimately achieve something there was great. We not only gained control of the riot and escaped the arena but also contributed to the ziggurat's sabotage and were arena champions. Because of this, I didn't feel like our group of characters achieved any less than the Verdant Passage protagonists. The original module as written seems like it wouldn't have given me that feeling, so that was pretty cool. Note to everyone: reading the Freedom module afterwards doesn't seem to spoil any future adventures, but the Wikipedia article on Dark Sun somehow manages to....
@Jewels & Noneedforaname: while technically Zaffa (or Iandak / Nakir) are expected to speak next, you can jump in and have your characters say a few additional words before the rest of the group gives their answer... No nee dto post your final blocks etc. as the adventure draws to its conclusion, we will have them posted at the beginning of Road to Urik.
@Mighty: Thanks for all the feedback, actually goo initiative; I was thinking of asking, and sharing some of my thoughts... By the way thank you as well for your answer the other day on multi-classing, it was very helpful. @noneedforaname: by the way, I have to say I hate typing your full name or absence thereof... Do you have another -shorter- name of nick name or pseudo that we could use? Thanks! ***FEEDBACK*** Now here is for my collection of feedback / sharing of thoughts on Freedom... hopefully it will help me make the sequel better (though it will be totally different in terms of dynamics anyway). First off, I had run this scenario many years ago (2e days when grunge was cool) and recently read critics online that concurred with my own personal experience. If run exactly like the booklets instruct, the feeling of oppression, lack of ability to influence their own fate, let alone the meta plot, was what frustrated most of the players. The scenario, still did not fail to frustrate one of the players, who played the joyful Bard Ekspery. He still did not like being captured by an overwhelming force at the very beginning, which bring me to the first part (I will go part by part) The capture: I was split here, between giving you a fight with impossible odds that get you knocked out or trapped quickly or giving you a closer fight... The closer fight removes the feeling of "unfairness" but then you run a risk of characters fighting themselves to the death, or the risk of them escaping... It is fine if that happens, as you just do another tougher encounter, but the sentiment of unfairness might be even worse then "well Mr. DM, you could not get us the first time, so you just built a 'revenge encounter' with monsters 4 levels up". Also I had the complexity of 3 parrallel threads, and if one group were to escape, it could take weeks of actual time to capture them, while the other players can't play. In the slave pits: There was a bunch of modular encounters. Urrgos: First was saving the half giant Urrgos from the bullying from the elves. Not much to say there, other than maybe comments on the hook, and the fight, or maybe what could have made it more interesting. Mad overseer: when Eksperry commits a mistake and the dwarven overseer intends on whipping him to death. The dwarf is killed and Zaffa made overseer. Then three parallel threads: 1- Mika: follows a traitor / spy at night. It was quickly defused as she killed him. I also tried to have you bite on the secret meetings about groups discussing an organized riot, but somehow, you did not follow through / try to attend the meetings. 2- Ekspery: I added the part about the veiled alliance because 1- I wanted the characters to have a more active role in the killing of Kalak, and 2- wanted to put Ekspery under the spotlights as his player had expressed frustration. I think the sabotage mission went well, I hope it was not too frustrating for the players to not know what it achieved (let me know). I still can't tell you because it yet has to be revealed in IC. Ekspery played along but not as much as I hoped/wanted... I thought he'd be more eager to help the Veiled Alliance since he was a member of the Altaruk cell. 3- Urrgos: Trying to make a friend of Iandak and learn from him, that did not go extremely far. I ended up dropping him over time. The "meta" skill challenge to build the pyramid fast (over several days): I kinda like it. Let me know if you did or did not. Since 2e has no skill challenges, I made this one from scratch. Your morality as a bit tested there as you could steal tools from other crews. Girl fight: You save Lissan from Kanla as the two female gladiators fight over their male arena partner. This fight got you in a skill challenge to avoid being killed or sent to the hole by the templar who intervened. Generally speaking, let me know who you feel about those mini fights, should they be handled less mechanically / more roleplay to move along faster? This part eventually got you noticed for the arena and extracted you from you misery of building the pyramid. The night mission: Involved a skill challenge to get to the pyramid, quickly and discreetly and place the amulet. Then a series of fight to get to the chamber and place the amulet in its spot... I guess here, just looking for feedback on the challenge and the fights. In the Gladiator training Camp: The fight against the Id Fiend: Well it was much less fun and challenging that I though as he got pinned down very easily... but I gues thats the problem with most solos. I had hoped we would put the terrain with the spikes to better use. I could have run more training or more interaction / roleplay... let me know The three fights in the arena: The big melee: I did not enjoy that one that much... too messy, lost of work for me, and I had intended that there would be some alliances made, survivor style, but it did not happen. The way it went down, I could have easily TPK'ed... I did not fudge the dice but made the baddies act stupid on a couple occasions. The spinning wheels: I actually still like the idea. I should have made the wheel a bit bigger for the impact on the movement to be more felt. Also I would have wanted to see a win by flag stealing / running out rather than killing all the baddies first. I did some online research on the topic, and one way would have been to make the baddies much stronger than you, but maybe a bit less mobile, and give you no choice but to win by stealing the flag, rather than kill them all. The pyramid fight: It was OK, better than big melee but I still I was not too thrilled about my performance there. I would have wanted the terrain to interact more with the fighters. My rules for moving were too complex. Also, it ended up in a slaughter rather than tactical positioning at the top to win by keeping everyone else away... Thoughts on making that happen? give more bonus/benefit for staying on top of the pyramid? Also, was this part too many fights in a row? I think I asked at some point but got no complaints, so I kept going with my agenda The escape from the arena skill challenge: I knew this part to have the potential of feeling very anti-climatic, so I busted my @ss trying to not make it so. Just let me know how it went. Did the adventure need a big final fight against a super baddie? Like an enemy from the slave pits catches up during the escape for a final showdown? Whew, tired!
Ha! When I made my name I thought i'd be able to go back later and change it to something cooler. Some people shorten it to NNFN which is better than noneed (kinda makes me sad) but you can call me Charles if you like, or Chuck, I go by both.
I read the PMs you sent and they sound just great. I would've responded but this site is really hard to work with via phone, which is how I usually play. I can do pretty much everything I need to but make a character. Which is why it took me so long to finish Azimuth. But the plus side is I can check up on the game any time (work? What's that) but I do have some trouble logging on sometimes. I also need to find a way to make status blocks. Do you use iplay4e because I can use link to it to show you my status.
@Chuck: Chuck it is then, thanks! I do not use iPlay4e... I suppose an App I have to pay for on iPhone? Could you link to this site and I would see the results or no? Best is to have sblocked character combat blocks. I do keep tract of everything in Maptool though, so I only look at those characters block for double checking...
Glad you like the background, so please make sure you integrate the part i suggested at the end of your own section. The good news is that you have time to polish your character submission, as you will only need it once Road to Urik is fully set-up (I expect this week) once we finish the Epilogue in Freedom. Meanwhile, feel free to roleplay in Freedom.
@Chuck: By the way, please try to submit a token or a portrait, If you can't find one or if it is too hard to do, I can make you a token, please let me know your preference.
I've decided to go another route with Zaffa's level-up. Instead of taking Melee Training (Constitution) now, I'll take it at level 6, retrain Twisted Eye to either Conductive Defense or Bull's Strength at the same time, then go on for Hammering Iron -> Sudden Roots. This way I keep the 1pA Twisted Eye as an OA until I don't need it anymore. In the meantime I'll take Improved Defenses at level 4.
Here's what she looks like the new way. Also note some changes under appearance. Zaffa Show Race: Mul Class: Battlemind (Resilient Battlemind), level 4 Alignment: Good Languages: Common, Dwarven Background: Tattooed Warrior (+2 to Intimidate) Theme: Gladiator Wild Talent: Object Projection Abilities STR 13, CON 19, DEX 16, INT 8, WIS 15, CHA 10 (base: 13/16/15/8/13/10) hp 52, healing surges 14, surge value 13 AC 22 (+7 Armor, +2 Shield, +2 level, +1 enhancement bonus), Fort 18, Reflex 19, Will 18; Speed 5(6); Init +5 Skills trained Athletics +6(+8), Endurance +11(+13), Intimidate +9, Perception +9; untrained Acrobatics +3(+5), Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +4, Heal +4, History +1, Insight +4, Nature +4, Religion +1, Stealth +3(+5), Streetwise +4, Thievery +3(+5) Feats Bludgeon Expertise, Defender of the Wild (Perception), Improved Defenses Qualities Born of Two Races (Human), Fixed Enhancement Bonus (+1/+1), Mul Vitality, Psionic Augmentation, Tireless Powers Battlemind's Demand, Blurred Step, Lodestone Lure, Mind Spike, Object Projection, Twisted Eye, Vicious Cobra Strike, Battle Resilience, Disrupting Advance, Incredible Toughness, Accelerating Strike, Inspiring Fortitude; pp 4 Possessions Amulet of Health +1, Backpack, Bedroll, Belt Pouch, Filter Mask, Fire Kit, Giant Hair Rope, Heavy Shield, Sack (x2), Scale Armor, Survival Day (x10), Warhammer, Waterskin, Throwing Hammer (x2), Torch (x2); 52gp, 7sp Changes Show 2nd
Show
Level Bonus: +1 (attacks, defenses, skills, initiative) Fixed Enhancement Bonus: +1 enhancement to attacks and damage HP: +6 (39); surge value +1 (9) Feat: Weapon Expertise (Hammer) Power: Inspiring Fortitude Equipment (Bought): Desert Clothing (10gp), Filter Mask (1gp), Giant Hair Rope (10gp), 4 Survival Days (20gp) 3rd Show HP: +6 (45); surge value +2 (11) PP: +2 Power: Lodestone Lure Equipment (Found): Amulet of Health +1 4th Show Level Bonus: +1 (attacks, defenses, skills, initiative) Fixed Enhancement Bonus: +1 to defenses Abilities: +1 CON, +1 DEX HP: +7 (52); surge value +2 (13) Feat: Improved Defenses Retraining (Feat): Weapon Expertise (Hammer) -> Bludgeon Expertise Alignment: Unaligned -> Good Equipment (Bought): Backpack, Bedroll, Belt Pouch, Filter Mask, Fire Kit, Giant Hair Rope, Heavy Shield, Sack (x2), Scale Armor, Survival Day (x10), Warhammer, Waterskin, Throwing Hammer (x2), Torch (x2); 52gp, 7sp left over of 200gp. Background Show Zaffa was born as a slave in Urik, bred for psionic power and raised to fight for the entertainment of others. Much of that, however, was beyond the walls of any arena: Zaffa instead took part in open-air skirmishes in the wastelands beyond the city. She and whatever team of slave gladiators she was assigned to didn't always win, but she always survived -- and she always learned something. Then there came a day when there weren't quite as many guards around the makeshift battleground as usual; the spot the slave masters had chosen didn't form a natural enclosure as it normally did; the gladiators were not as focused on one another in their thirst for blood as they generally were. Both teams joined together to fight their way through their guards and made a break for the Tablelands. But the slaves had neither the skills nor the resources to survive a trek through the desert. One by one they began to grow weak and drop. When their pursuers caught up to them, though her strength had dwindled, Zaffa managed to survive the encounter -- alone. With no other option, she plodded on through the wasteland. Zaffa awoke from her semi-conscious state as she fell face-first into a pool of water. She looked up to find herself at a small oasis. After inhaling mouthfuls of water greedily and tearing open the strange fruit she'd found there, she slept sprawled out in the shade. She felt a presence nearby as she awoke. A humanoid creature with blue, fishy skin stood atop the pool. Zaffa leapt to her feet and readied her weapons, barking a challenge. The creature stared into her eyes, calming her, and explained, "This world has fallen. Once all of Athas was like this oasis, and now that is all gone. But it shall rise again. "You... are not ideal. But you have the potential to help heal this world, and that is why my power will now be yours." Zaffa felt more aware as the strange creature vanished. After staring in awe at the world around her and adapting to how much more of it she could see, Zaffa leaned down to get another drink and noticed that her slave master's mark on her forehead was now gone. After packing up a few pieces of fruit, she once more stepped out into the wasteland. After a few days' walk, Zaffa came across the town of Altaruk, where she found work and companionship. After a night of partying with her newfound drinking buddy, the half-elven bard Ekspery, Zaffa found herself hired by House Wavir to fetch a lost caravan along with a few others: Tak-Tha the Thri-Kreen hunter, Saranikta the seeker of knowledge and Gotho the benevolent monk. Tracking down the wagon and dealing with interlopers along the way proved to be a challenge, but it was one of which the group proved themselves very capable. They were able to find the wagon, rescue a few House Wavir employees, catch up to and tame inixes in the wastes and get the wagon back to Altaruk before nightfall. Having proven their worth, the group (minus the monk Gotho and with the addition of the House Wavir agent Mika and fellow Mul Corinth) found themselves hired to escort a caravan into Tyr -- and straight into a string of misunderstandings that led Zaffa back into slavery and her companions along with her. Tasked to build King Kalak's pyramid, they suffered under toil and anguish but met new friends: Iandak and Urrgos, both of giant blood. Saranikta and Corinth, however, have not been seen since. Two opportunities presented themselves: first, a Veiled Alliance plot to sabotage the pyramid, Ekspery having arranged for the group's involvement before disappearing himself; second, a bout of workyard violence that got them noticed and sent to the arena. Zaffa, in spite of herself, felt at home fighting for others' pleasure. She, Tak-Tha, Mika, Iandak, Urrgos and the halfling shaman Nakir bested their enemies -- even taking down an id fiend -- and, in the end, were declared champions. But this paled in comparison to what they experienced next: they witnessed the wounding and fall of Kalak, King of Tyr, heretofore thought to be untouchable. As his death spasms rocked the arena and threatened to kill all in attendance, the champions rallied slaves and freemen alike to fight their way to safety. With Kalak dead, Zaffa -- and all Athas -- knows that the sorcerer tyrants are not invincible. A tortured existence under their thumbs is not inevitable but can be cast off. Born into slavery and thrown back into it on the whims of a single noble, Zaffa is determined to do whatever she can to spread Tyr's newfound freedom. And Urik is the first place she can think of. Appearance Show Zaffa is tall and broad, well-muscled and strong, with skin that was dark in the first place and is tanned even darker. She has a tuft of thick copper hair on top of her head (after having had her head shaved before entering back into slavery) and wild eyes that match except for a slight greenish tint. Her features are very squared off, with a prominent jaw and a high-bridged nose. Her body and face are covered in all manner of tattoos; though most are simply black or light gray in plain geometric patterns, there are a few spots in bright colors with pleasing designs. Her ear lobes are stretched out by round bone earrings. Despite all of this, she is not necessarily ugly; there is, if nothing else, a touch of primal, exotic beauty to her. Also, in spite of the circumstances of her birth and the life she's lived, she has fairly few scars, something she owes to her psionic abilities. Zaffa's chest, throat, hips and extremities are protected by kank hide, with a red loincloth adorned with kestrekel feathers for less practical purposes. A mixture of horn and scales of various animals also cover the vitals, as well as her left lower arm and leg and right shoulder. Befitting her new role (and to cover the loss of her topknot, which she has become sensitive about after regaining her freedom), Zaffa wears a light cloak and hood that matches her loincloth. Everywhere else (her midsection and thighs) is left bare. She wields a warhammer and throwing hammers made of bone and dense rock, as well as a large, oval-shaped shield made of baazrag leather, inix bone and a large shell. Personality Show Zaffa is ignorant of many things, but battle is one thing she knows inside-out. She knows the value of a companion. She knows when it is best to keep a clear head and when it is best to go all-out. She knows what to watch out for. Zaffa has a gruff nature, but she is not uncouth. She is as given to boisterousness as she is to reticence, depending on the situation. She loves to laugh with her comrades-in-arms and to curse at her enemies, understanding that at some point those roles may change. She often can tell when others are lying and has a pretty good idea of when to point it out and when to let it pass. Zaffa almost enjoys taking a beating, proof to her of just how tough she is. Her experiences since her first escape from slavery have softened her demeanor considerably. Seeing King Kalak deposed has led her to believe that she must use her strength to fight tyranny and end slavery wherever it is found. Combat Statblock Show AC 22, Fort 18, Reflex 19, Will 18; Speed 5
HP 52/52 Healing Surges 14/14 (13) Init +5 Status Resist Poison 2 Action Points 1 [ ] Power Points 4/4 []Minor Action []Move Action []Standard Action []Immediate Action Skills Show Endurance +11(+13), Intimidate +9, Perception +9, Athletics +6(+8), Dungeoneering +4, Heal +4, Insight +4, Nature +4, Streetwise +4, Stealth +3(+5), Thievery +3(+5), Bluff +2, Diplomacy +2, Arcana +1, History +1, Religion +1 Powers Show Melee Basic Attack
Show
Standard Action, Warhammer +7 vs. AC Target One creature Hit 1d10+2 damage Critical +1d6 damage [][]Ranged Basic Attack Show Standard Action, Throwing Hammer +7 vs. AC Target One creature Hit 1d6+2 damage Critical +1d6 damage Battlemind's Demand Show Minor Action, Close burst 1 Target One creature in burst Effect Zaffa marks the target until she uses this power again or until the end of the encounter. Augment 1 Target One or two creatures in burst []Blurred Step Show Free Action, Personal Trigger An adjacent enemy marked by Zaffa shifts. Effect Zaffa shifts 1 square. Special Zaffa can use this power only once per turn. Lodestone Lure Show Standard Action, Melee 2 +10 vs. Will Target One creature Hit 5 damage, and Zaffa pulls the target 1 square. Until the end of her next turn, the target can move only to squares that are adjacent to her. Augment 1 Range Melee 5 Hit As above, but Zaffa pulls the target 4 squares. Augment 2 Range Melee 5 Hit 1d10+5 damage, and Zaffa pulls the target 4 squares and knocks it prone. Until the end of her next turn, the target can move only to squares that are adjacent to her. Mind Spike Show Immediate Reaction, Melee 1 Target The triggering enemy Trigger An adjacent enemy marked by Zaffa deals damage to her ally with an attack that doesn't include her as a target. Effect The target takes force and psychic damage equal to the damage that its attack dealt to Zaffa's ally. Object Projection Show Minor Action, Personal Effect Zaffa teleports an object she is holding in one hand to an unoccupied square within 10 squares of her or to a willing creature within 10 squares of her. Twisted Eye Show Standard Action, Warhammer +10 vs. AC Target One creature Hit 1d10+5 damage. Until the end of Zaffa's next turn, the target takes a penalty to attack rolls equal to the number of Zaffa's allies adjacent to it. Critical +1d6 damage Augment 1 Special When making an opportunity attack, Zaffa can use this power in place of a melee basic attack. Augment 2 Hit 1d10+5 damage, and the target is blinded until the end of Zaffa's next turn. Vicious Cobra Strike Show Standard Action, Warhammer +10 vs. AC Target One or two creatures Hit 5 psychic damage, and Zaffa marks the target until the end of her next turn. If she targets only one creature with this power, the attack deals 1d10 extra damage. Critical +1d6 damage Augment 1 Hit As above, and Zaffa also marks one enemy adjacent to the target until the end of her next turn. Augment 2 Attack Type: Close burst 1 Target Each enemy Zaffa can see in burst Hit 1d10+5 psychic damage, and the target is marked and takes a -2 penalty to attack rolls until the end of Zaffa's next turn. []Battle Resilience Show Free Action, Personal Trigger An attack hits or misses Zaffa for the first time during an encounter. Effect Until the end of her next turn, Zaffa gains 5 resistance to all damage. []Defender of the Wild Show Free Action Effect Zaffa marks each enemy adjacent to her until the end of her next turn. []Disrupting Advance Show Standard Action, Warhammer +10 vs. AC Target One creature Hit 2d10+5 damage, and Zaffa pushes the target 2+1 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of Zaffa's next turn. Critical +1d6 damage []Incredible Toughness Show No Action, Personal Trigger Zaffa starts her turn. Effect Zaffa ends any ongoing damage or any dazed, slowed, stunned or weakened condition currently affecting her. []Second Wind Show Standard Action, Personal Effect Zaffa spends a healing surge to regain hit points and gains a +2 bonus to all defenses until the start of her next turn. []Accelerating Strike Show Standard Action, Warhammer +10 vs. AC (Zaffa has combat advantage for this attack.) Target One creature Effect Before the attack, Zaffa shifts her speed. She can move through enemies' spaces during this movement. Hit 2d10+5 damage. Zaffa's movement does not provoke opportunity attacks from the target until the end of the encounter. Critical +1d6 damage Miss Half damage. Effect Until the end of the encounter, Zaffa gains a +2 power bonus to speed. In addition, when she shifts, she shifts 1 extra square. []Inspiring Fortitude Show Standard Action, Close burst 5 Target Each ally in burst Requirement Zaffa's second wind must be available for her to use. Effect Zaffa uses her second wind, and each target gains 14 temporary hit points. Equipment Show Amulet of Health +1, Backpack, Bedroll, Belt Pouch, Filter Mask, Fire Kit, Giant Hair Rope, Heavy Shield, Sack (x2), Scale Armor, Survival Day (x10), Warhammer, Waterskin, Throwing Hammer (x2), Torch (x2); 52gp, 7sp
"It'd be cool to run into some of the old PCs at some point."
I definitely have that in mind. I can't promise it will happen, but it's my intention to, if circumstances allow. Eksery was going to be your VA contact, but with the backgrounds we worked on for Luusi & Azimuth, the group's link to the "lead revolutionaries" might just be Agis himself now, though he is not of the VA. Ekspery is very liekly to reappear though (too bad Mika is out, because she was the most upset about is "abandonning the group"). Mika is on a mission for for House Wavir, and considering you now have a good relationship with House Wavir, she may become your contact with them rather than Rothan Vor (though I don't think your characters know she is a sleeping agent of Wavir yet). Gotho is long gone and in the Altaruk region... who knows what he has been up to? Corinth is not that important to meet again since he only stayed very briefly. Tak-Tha will be missing the wilderness and leave Tyr to go back to a more Thri-Kreen life. He may be met in the wild some day... He definitely will repect Zaffa for life now, so should their paths cross again, he will go out of his way to help her. Dunno if you remmeber, but Saranikta was also a Templar of Nibenay, on the road to learn... Now what would a Templar of Nibenay do in Tyr, now that it is free and fragile... hummm... Anyone said plot hook?
Having Ekspery pop up with VA-related stuff will be cool. Corinth... well, I pretty much completely forgot about him until I started rereading the game threads after Freedom came to a close. But for some reason I'd like to run into Gotho sometime -- way, way low on the priority list though, obviously.
Iplay4e.com is a site you can use with any device, you just have to have (if I remember correctly) a google account. Its a great way to track your character and you can make parties so that other players can easily keep track of each other. You can even roll with it but it doesn't keep track of the rolls (which is the only thing bad I can say about it). Here's how it'd look if I put in a IC post...
Status Spoiler: Show iFrame Removed
@Chuck: You get Object Projection as a wild talent.
Also I don't really need you to keep a stat block in your posts, as I keep track of pretty much everything. However I DO make mistakes, and when I am not certain I usually use player's own blocks to double check... Here you would be putting your character's fate entirely in my hands. What I do need though is a blocked mechanics post with links to rolls. Any OOC comments has to be hidden in that block as well if you need to have an OOC comment in the IC thread.
Here you would be putting your character's fate entirely in my hands.
Don't we already do that anyway???
shush you! I meant at the mercy of my mistakes... Oh well no come back from that one ... Re-
That's right -- just keep on digging yourself deeper into the hole.....
OK so Freedom's epilogue is over, and the IC thread for Road to Urik can be found HERE >> Road to Urik <<
I will be waiting for all five of you to submit your characters in the IC thread, (starting with your token). Here is a link to what I am looking for in terms of presentation LINK Once all 5 characters are posted, clean and complete, I will start the adventure... Finally if anyone needs me to make them a token, please say so, it doesn't take me long (I think only Azimuth doesn't have one). @noneedforaname: I did not have a color for your speech and thought, so I picked orange, as it was Mika's.
Yeah, if you could make a token from character pic i'd appreciate it. And orange works for me. I'll have my character post up tommorrow morning.
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