Area Effects, unless something says otherwise, operate in 3D. Doesn't happen much in the early days, but yes, a Burst 1 is 3x3x3.
If #4 didn't complete its movement when provoking that OA from Ryldfeine means the atack and the push into the vines didn't happened so no vine restraint damage. Is my combat card accurate which shows there's was no damage to Festus during this last combat encounter?
Also I have my last movement before the last turn I've posted as to Q27. Is this more trivial info now correct.
There were 2 pushes blast attacks, both of them pushing.
+6, +5, and +4?????!!!!! Are you serious, or do you mean level 6,5, and 4?
Oh good! Because if it was the former, I was really wondering what kind of crazy and horrific fiend you were going to throw at us.
@Whisper: I'm sorry. I must've read that wrong or not at all. I will update later with a new Item.
Spidersilk Mantle Level 3+ Uncommon
Spun from the silk of a demonweb terror, this mantle grants you a spider's effortless ability to climb.
Lvl 3 +1 680gps
Enhancement Bonus: Fortitude, Reflex, and Will
Power Encounter (Minor Action)
Effect: You gain a climb (spider climb) speed equal to your speed until the end of your turn.
Kanezh has discovered ye old adventurer's corpse clutched a
Level 4 wondrous item Bridle of Conjuration
Power (Daily Conjuration) As a standard action, you conjure a riding horse (MM 159) in a space adjacent to you. The bridle transforms into the mount's tack and saddle. The horse serves you, obeying your spoken commands to the best of its ability, though it does not attack, even in defense. The horse disappears after 12 hours or if reduced to 0 hit points.
from MM 159:
Riding horse, large natural beast, level 1 Brute xp 100
AC 14, F 15, R 13 W 10
Kick (standard; at-will)
+4 vs AC; 1d6+4 dmg.
but attacks are irrelevant for this riding horse...
senses +5, low light vision, initiative +1
Str 19 (+4) Dex 13 (+1) Wis 11 (+0) Con 16 (+3) Int 2 (-4) Cha 9 (-1)
Using 1 surge as a spent second wind before encounter ends placing Festus' hps total at 42 and minus an action point unless you rule the item power as ineligible for the skill challenge you presented.
Adjusted Festus' iPlay4E page with what posted above plus added on the Spidersilk Mantle (Neck Item)
Festus now has an encounter power of spiderwalk up to speed for an end to end round.
All of Festus' shurikens are already treated (hence starting w/21+Shurikens) but its looks like there's two less shurikens. Which this info brings up the following questions:
Q: Can Festus recover used shurikens after they are used?...
Q: ...And if so does the shuriken retains their treatment if the recovered shuriken misses?
I'll role-play all of the adjusted continuous(-es) from above after you confirmed the intergrity of what I going to role-play.
I will be taking the level 5 Helm of Seven Deaths! Sounds cute, doesn't it?
Yes, ammo can be recovered.
Is the condition/treatment retained? what do the rules say?
For covering my question the desciption is kinda vague:
Poison Vector: Poison can be applied with a weapon, to a trap, to darts or needles, smeared in such a way as to seep in through the skin, or dispersed in a powder or gas so it’s inhaled. Poison in food or drink takes effect when it’s ingested unless otherwise noted. The poison attacks the victim when it makes contact through any of these means. Some poisons, as noted in their descriptions, can be administered only by specific means, such as in food or by a weapon that has been coated with the poison.
Poison Characteristics: Poisons are consumable items (similar to magic items). They affect you with an attack power. Some poisons have aftereffects, which apply after you save against the initial attack.
Poisoned Weapon Attacks: You must apply a poison to a weapon. The poison takes effect the next time the weapon hits and deals damage. The poison’s effect is a secondary attack against the same target. If a poisoned weapon hits multiple targets, the poison attacks only the first target hit.
Apply a Poison:Apply poison to a weapon. This is a standard action. Poison applied to a weapon loses its potency at the end of the encounter or after 5 minutes have passed.
Published in Dungeon Master's Guide, page(s) 50.
Well, this encounter is over. People are taking multiple second winds/sort rests.
And its looks like the next time Festus misses the target with a specimen he can retrieve the object in question and try again even against any target as long as it before a five minute window or before the end of the encounter and of'course whichever expires first. (I think?)
Excuse me, but can you please have Cal'Kulas to close the door now.
Since none of the characters have a Magic Missile I guess its comes down to the main focus of this questionable challenge that is at hand. Do anyone's character have an auto-hit attack power, I mean its only a minion. right?!
(C'mon guys I missed playing Munro too but this getting ridiculous. Someone esle character here also should have an auto-hit, well, better have an auto-hit.)
Well, not in game mechanics terms.
Of course, the numbers in the encounter are just place holders. It doesn't really have AC, REF, FORT or WILL in the 40s.
I went back and reopened the door again, unless someone else wants to react before me. I will delete the post if someone does.
What the DC climbing to the high windows of the silo looks like
Festus can move up a wall for 16 feet before relying on a rope or a hold. If the distance to the roof is 25 feet or less this should make the windows lower so Festus will able to move up the wall first then try something to get the rope in place or do something to secured a safe transverse for the rest of the way. (With stealth rolls I hope!)
Is Ryllie coming up too?
Sorry for not updating! Florida + Spring Break = busy people in the service industry. I will be absent for at least 2-3 more days.
Climbing walls: DC12.
Windows are not visible or accessible from the outside. It looks like a solid stone structure.
At first glance from a distance one might not peg Wraight as a Shade however under close inspection her tell tale inverted eye color, rather dark if not deathly pale color and just general bearing tends to give her true race away. Having been born a rather sickly albino in her earlier life and becoming the unintended subject of a create Shade ritual has left her color a touch on the odd side for one of her race. Wraith's hair is a stark bright white, her colorring nearly white as snow and her shade like black eyes left with bright white pupils like specks of snow on a slate backdrop. Standing at 5'3" Wraith is a rather petite catlike woman with a bright grin and lithe fingers. Currently however to avoid notice and to keep from spooking the locals she's dyed her hair a dark brown and taken to wearing fake specticles. However it doesn't take long for her usual white strands to peak through and constant maintance is needed to keep up the appearance.
Character Sheet Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Wraith, level 4
Build: Cunning Bard
Bardic Virtue Option: Virtue of Cunning
Harper Pin Option: Mielikki's Endurance
Early Life - Imprisoned (Thievery class skill)
Theme: Vile Scholar
FINAL ABILITY SCORES
STR 10, CON 11, DEX 14, INT 17, WIS 10, CHA 19
STARTING ABILITY SCORES
STR 10, CON 11, DEX 14, INT 14, WIS 10, CHA 16
AC: 19 Fort: 12 Ref: 16 Will: 17
HP: 38 Surges: 6 Surge Value: 9
Acrobatics +8, Arcana +12, Bluff +11, Stealth +10, Streetwise +11, Thievery +8
Athletics +2, Diplomacy +7, Dungeoneering +3, Endurance +2, Heal +3, History +6, Insight +3, Intimidate +7, Nature +3, Perception +3, Religion +6
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Vile Scholar Attack: Dark Speech
Shade Utility: One with Shadow
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Bard Attack 1: Jinx Shot
Bard Attack 1: Staggering Note
Bard Attack 1: Prophesied Strike
Bard Attack 1: Arrow of Warning
Bard Utility 2: Bardic Lore
Bard Attack 3: Entangling Opening
Level 1: Ritual Caster
Level 1: Weapon Proficiency (Superior crossbow)
Level 2: Speed Loader
Level 4: Hidden Sniper
Bard's Songbow Superior crossbow +2 x1
Shadow-Shroud Chainmail +1 x1
Harp of Deeper Slumber
Catstep Boots x1
Hedge Wizard's Gloves x1
Backpack of Concealment
Create Holy Water
Last Sight Vision
Hidden item compartment
Crossbow Bolts x40
Signal ammunition x5
Flask (empty) x3
Oil (1 pint) x3
Chalk and slate
Standard Identification Papers x3
====== End ======
Combat Stat Block Show
Wraith was born the youngest child of the powerful wizard and ritualist Alteraz along with her older brother Hertz. When she was still a baby her mother abandoned the family blaming Wraith's pale coloring and sickliness on exposure to her husbands magical experiments. Thanks to her fathers magical knowledge Wraith's wasting sickness was able to be subdued with constant doses of potions and while she was still weak and confined to their home she was at least alive. While Wraith's older brother apprenticed under a local knight abd became a squire Wraith showed quite the gift for magic and rituals and when she had the energy would study under her father. When she was 13 a magical accident claimed their fathers life leaving the newly knighted Hertz to care for his younger sibling, but without their fathers skill in magic it became clear that Wraith would not live to see the first snows of winter. Desperately Hertz searched through his fathers magical archive finally managing to turn up a ritual that he believed would save his sibling. However the young knight was far to unskilled to cast the ritual and with his sister growing weaker by the day he began to desperately search for anyone who could. His search however caught the unwanted attention of a necromancer who sought to use the ritual to turn himself into a Shade and prove himself powerful and worthy of the secrets of undeath earning his place by his masters side in eternal life. In the dark of the night the necromancer and his cult ambushed their home stealing the scroll and kidnapping Wraith as a sacrifice for the ritual.
Desperate to stop the cult and retrieve his sister Hertz gave chase tracking the band down and jumping the cultists right as they were finishing the ritual. As he ripped his way through the necromancers followers he cut his sister free of her bonds ordering her to run as he challenged the necromacer to single combat. In a haze of horror and shock Wraith watched as her brother was cut down his life blood spilling into the circle and taking his sisters place as the last component needed to complete the ritual. Laughing at his triumph the necromancer watched as the magic circle began to seal itself and the ritual begin only to be interupt with a scream of fury as with the last of her waning strength Wraith threw herself into the circle her meager magic blazing as she enacted a wizards duel.
The duel never began though as with the first half muttered spell the ritual completed itself and a magical blast tore through the area shrouding it in shadow and darkness as a new battle began. Only one of them would walk out a shade and when the magic finally crackled to a halt two bodies landed at the necromancers master's feet as the dark lich, bound to his Dread domain peered with renewed interest at this turn of events. Lifting a hand he signalled his servants stand down and lacing his bony fingers leaned back in his throne to wait and see which of the two lived. In the end amazingly Wraith's will proved superioir and as the human girl now turned strange shade sat up her awakening met with a hollow undead, but highly amused laugh. "I'll take you on too!" She spat up at him in spitefire defiance which was met with further delighted if not unnerving amusement and so became Wraith's life.
Among the dark, dank coridors and the smell of death Wraith grew from a girl into a young Shade woman her transformation granting her the health and resiliance of body she had lacked in life to compliment her resliance of mind. There she was kept as a 'companion' of sorts her quick wit and definace proving a distracting amusement to her new Lich master who trapped in his domain had grown bored with the petty in-fighting of his apprentice and the day to day duties of his domain. To mosts surprise Wraith was treated more as a guest or entertainer then a prisoner though any attempt to leave the castle was quickly dealt with. The fact the woman's presence proved a constant insult and annoyance to his underlings served purpose enough and Wraith was often refered to as his 'apprentice' since the girl had unwittingly offed his most aspiring follower in one fell swoop replacing him as he saw it. However apprentice or no Wraith had no plans of remaining in the Lich Lords castle any longer then she had to and with her Master suddenly growing more and more intent on keeping her in his company Wraith knew the sudden attention could mean nothing good for herself. Faking complience to her fate and interest in her masters workings she managed to get access to the library, a gift to her, as the Lich put it, but what kind of gift Wraith had no wish to find out. Finally her studies provided a loophole to the castles enchantement allowing Wraith to outwit the magical barriers confining her to the castle and escape into the mist whisked away in a cloud of fog from the Domain and into some other unknown part of the Shadowfell finally free of the Liches icy cold grasp. Paranoia however still plagues Wraith and she's careful to disguise herself covering her tracks at each turn to avoid detection by her former master and his guards. After all as a Lich he has nothing, but time
Welcome ChimeraStrike and Wraith. A leader, Woohoo!! Now we can proceed recklessly. Scratch that - and substitute it with - Recklesslier!
Wraith's not that kind of leader. She's more the "Oh? It's explosive? Let's poke it with a stick then throw it at something and see what it does." Kind of leader. I'm jut waiting on the DM to give me the go ahead to post and I'll be dropping some lines in the rp. ^_^
Rolling streetwise to see if my characters heard any interesting tidbits about the necromancers while following the trail of destruction towards the rest of the party and rolling bluff to pass off as human to the adventuring party.
Do I need to roll any pereption rolls to find you guys? Or am I allowed to go with what I wrote and just follow the rather nice trail of destruction? I can edit if need be.
No, I think we can have a basic perception check say you found the trail--it wasn't like they said they were hiding or covering their tracks. Well, except for someone critting his stealth roll.
Gave you the info on your streetwise check.
Thank you! So I dont need to roll perception then? And yeah I doubt I'd find someone who rolled a crit on their stealth roll. However I'm hoping the crit on my bluff roll will convince them that Wraith is ALL THE HUMANS!
Is Wraith going to join Munro's on that scouting party (The second team?) you said you putting together?
Joran has unfortunately had to drop out because of the evils of real life. Thus Garrik will be heading back to town to join one of the scout/messenger parties.
No, Wraith does not need a perception roll.
I leave bluffing to actual RP.
Thanks Nahab. ^_^
Rolling perception to try and spot what's inside the building that's got the group so riled and history check on the building and anything she might be lucky enough to spot.
Do I notice anything about the golumn with the arcana roll? I'm assuming witha roll of 30 I at least know it's a golumn right?
It's a golem. No other information beyond what Cal'Kulas got. Mainly because he got everything.
Lol just so you know, I don't mean that in any way, just being in character. Drow are iritable, after all.
Are these rolls below still good for the silo's area and I'm done searching the silo or do I have roll for each detailed noted for the Silo's?
THE DC NEWS Show
Festus continued his investigation of the inside the building as well as examined what he saw and found while inside the building using his skills set that he is applying.
DC 14 Thievery
DC 17 Stealth
DC 22 Perception
(1d20+7=14, 1d20+14=17, 1d20+9=22)
These are the skills' rolls applied as part of Festus' investigative process.
DC 29 Arcana
DC 12 Insight
DC 21 Nature
(1d20+9=29, 1d20+9=12, 1d20+4=21)
At this point, you are all pretty sure you have found everything you are going to find.
Seems like we have found everything we are going to find in this area.
I vote that we get ready to signal the bandits, then abush them either at the ship or when they come ashore in the cavern.
What's everyone elses thoughts on the matter?
Kanezh thinks ambushing the bandits coming ashore in the cavern is a good idea.
Can we at least entertain the idea of taking over their ship before we set-up the ambush?
My thought was to reduce their numbers first with an ambush on shore, and then go and finish off the rest on the boat.
That was instead of attacking them head on, on home turf, and with a full compliment of sailors.
Yah...tactics. I know it seems a bit out of character, but if we can make things a bit easier for us before we put ourselves in harms way on a rowboat, in the middle of the harbour, with a wizard with an Athletics of 1 (swimming is not Cal'Kulas's main skill); I think the next few fights will be more pleasant for us.
@BT: Stealth...most definately! I was hoping to wait in the dark (I think a few of us have darkvision and some pretty effective hiding powers) and totally surprise them before wiping them out.
If we had some more time Cal'Kulas could master a few of those rituals we found and totally mess up whoever tries to land in the hidden cave. But, alas, we only have a few hours. sigh!
Well, I could be disguised as one of their associates. Though I will lose my CA from sneaking, I have a decent Bluff check (of +10).
I was thinking that Wraith (Bluff +11) and Cal'Kulas (Bluff +13, penalties to enemies Insight checks -2) might disguise and then distract them. I think if we take advantage of the dark for a round then illuminate the area for those of us who don't have darkvision, we could take care of them quickly and relatively quietly. But we will probably have to improvise quickly, because nothing ever goes according to plan.
I posted earlier Kanezh likes the idea of ambushing them as them come ashore. Hitting their boat strikes both her and me as a much more difficult and dangerous idea. Ligeti's suggestions above seem very workable. We will have to play it by ear once combat starts.
I agree with Kanezh. And, since two of you are going to it, I will hide in the darkness near to you.
Looks like we have a plan. I'll figure out what formulas to make and whoever want's to either be in the "greeting" party or in the shadows, announce your intentions (I'll assist anybody's bluff roll for disguise).
Then let the mayhem begin.
Woot! I can finally use my potion of dragon's breath!
Sorry guys was out larping this past weekend. Getting caught up now.
So I had an idea. Those of us who do not go out to meet them and disguise themselves could wait in the other room hiding in coffins. That way, we could cut them off there, and they would have little room, as they would have to leave that halway in a single-file line, and we would catch them completely unawares, unless our bluffing frieds don't bluff so well.
That would be great, except that the party would be split. And if you remember waaaay back to first encounter in the game...that almost went very badly for me, Garrick, and Blyne. I think if those of you sneaks were a bit closer, we'll either bring them to you on a silver platter (Bluff willing) or scream bloody murder, and you won't be so far away to save our butts.
Wraith in in the Square to Cal'Kulas's right. Can't leave the Wizard out there hanging all by his lonesome now can she? ^_-
I ment to be signaling from square H30 in the tunnels and caverns. Sorry, I guess I wasn't specific enough. If I need to be outside signaling then I make my way down to B23 (tunnels and caverns) after I receive a response.
If I can signal from the dock area, then I'll stand at B23 (tunnels and caverns) and signal so that we are all together!
No problem. Signal from the tunnels it is. Will be sure to update accordingly.
I'll be away for a few days. I should be able to post on Sunday, but I may not be able to until Monday.
And please remind me never to plan so much in advance.
@ Whisper: What are your rules on casting rituals straight out of a ritual book as if it was a ritual scroll? I can't seem to find an "official ruling", but I was wondering if you had a house rule.
I believe that it is either a prepared ritual, or a scroll. If you have prepared it, you use your modifiers and your supplies/components, whereas the scroll has it already used and is a one-shot.
Unless I am mistaken, you can't use your book as a scroll.
If there is a counter ruling someone can find/cite source on, we go with that rule.
OK, well, combat has started, so at this point, even if you roll high, take your turns now.
What the ceiling height?
Festus has Total Concealment on F22 with his kurasi-gama ready.
Minor: Activated Spidersilk Mantle to gain a climb (spider climb) speed 6 until the end of turn.
Move: DC Athletics roll as part of this move action (w/Ghostfoot Item bonus) from either wall at A/B23 10 feet up or from Ceiling at B24 (Depending on Ceiling height)
Long Jump With a Running Start: If the creature moves at least 2 squares as part of the action and then jumps, double the result before dividing by 10 (or simply divide the result by 5).
DC 44 Athletics (1d10+7+5=22) equaling up to 5 squares (Since the landing square is one beyond the clearing amount of squares.)
Standard: Five Storms vsEnemies only if Whispers doesn't converted the above move action into a charge.
And anymore question you like to ask me on about what I'm doing here?
I'm now awaitng Whispers' ruling before finishing rolling this turn.
tunnels are 10 ft tall.
Cavern is rough rock, 15-25 tall.
Not sure what I'm supposed to decide/rule on. Looks like you have a minor, a move, and a standard.
By the way, everyone, the Golum was a skill challenge, so everyone has an action point. If you didn't spend one at the long house, you have 2.
A23 and B23 looks to be 10 feet high tunnel and sloping into the dock area. But the is this true and does this means that the dock area (esp. B24) is 25-30 feet?
B-F 26-29 is where the cave is taller than 20 feet. The ceiling is irregular, rough stone.
Rolled up my initiative and took my turn. Sorry for the wait. Powers been out and BF came down to visit and air conditioner needed to get replaced ect. All the wonderful rl drama.
Thx for the info, its looks like Festus going to use the Five-Storm attack by changing the minor action from the Spidersilk Mantle item power to the Fleeting Shade power to gain invisibility condition then the move action with the DC Athlethics roll to jump off the wall and over the werewolves to D25 (next to Ted) for the attack from there.
If this is confusion then don't worry about the changes and lets use the spiderslik mantle with provoking OAs dued to the low ceiling follow by Five storm attack.
Either way tthere's will be an actiom point use as a Whirling Kusari-gama vs C24 to prone shifting to strike and set0up flanking for Kanezh against F26 at the end of the turn.
but then again the invisible Castle is down again so this can only be talk right now.
Invisible castle is up and running.
I need to know what Festus is doing.
As clear and simple as possible please.
Where is Festus? What is he attacking? What are his attack rolls? What are the damage rolls? What are the other effects?
40 damage in an attack that wasn't a critical hit at level 4?! I couldn't ask for anything more beautiful.
A non-crit that kills in a single hit (OK there was already some damage) is nothing to snear at.
Well, they're all dead. Except for the one minion who dove into the water and is trying to swim for it.
Correct me if I'm mistaken, but this would be Festus' 2nd round of actions and his imtiative is higher then all the bad guys. Festus attack would happened before the last one jumped off the boat and if his hps is under 10 after the hit he would have died right then.
Or was it the bad guy's first round of actions that was used for the diving off the boat.
Minions don't just die because the Assassin walks past. You have to make an actual attack.
We're on Round 3 of combat.
So how would you feel if I rolled a perception check to find out his general location, then used my dragon's breath area attack to warm the water around him to make him swim to the surface and there we could capture/kill him?
If you target the square he is in, and hit him, you have the choice of KO or Kill.
Did you read the part about having 3 chances to find him?
No I did't! Woo-hoo. Next two unsuccessful tries in my previous post.
Yay! Laptops back! Time to play catch up and see what you wonderful bloaks have been up too! Cannot even begin to describe how overjoyed I am to have frikkin internet again.
Warning weapon item's power makes hiding impossible in water and this ends this combat encounter! (I hope.)
Just ak me questions here on what I done and I will try to explained it.
Unless B_T and I get out-voted I think we should switch boats for this plan.
I think I will wait to see someone esle's translations of the skill challenge's instructions before I make 13 1d20 rolls just for clarity's sake.
Everyone must make an endurance check. Everything else is optional.
I guess until you, (ChimeraStrike) roll the DC Athletics check we really can't board the ship from starting alongside of ship using only our DC Perception and DC Stealth alone sinc the DC Athletics and DC Stealth rolls looking to decide how close we are to the ship.
Since Chims DC Athletics rolls are pending and with B_T's DC Athletics roll is coming up short as one of the ideal two rowers for the rowboat we in I uess I will updated Festus last posting with an initiative roll for you to have for the encounter tracker.
The initiative roll is 21
Yah, I missread that as well. But you're right, it is funnier if both are seasick.
Well, if you are unfortunate enough to be around someone else's fresh vomit, the gag reflex is often enough to cause you to vomit as well. Sympathetic projectile stomach emptying procedure 1.
Still waiting for someone to clarify:
A: was a 2nd boat used
B: who was in the 2nd boat
C: where that 2nd boat is
D: if not in the 2nd boat, where are the other 3 sitting?
If there is a 2nd boat, the first person to post a reply with that information now officially has the priviledge of answering all the questions and assigning where the other characters are.
Let's get this moving.
hey, that too much authority on another's player's character for any player in a game to have as well as its always been the DM's special priviliege alone to make these kind of calls.
I'm no longer antsy about waiting for players to post and this is my new policy for beatifying and making the games I'm DM more comfortable for everyone.
May I suggest pming the player in question to do something with information on what will be done in that player's stead?
I have asked for that information 3 or 4 times now from 3 players. And there has been over 2 weeks to post answers.
So yes, it may be intrusive. Someone may not like the decision made. 2 weeks is more than enough time to post a reply. Before I can continue, I need to know.
Alternatively, I can make an arbitrary decision. At least this one, 1 player will certainly get what he or she wants.
Ooops! My apologies, for I rush-typed-typos-a-mess again; Here's a correct message I was conveying:
May I suggest pming the player in question to do something and added in the message the information on what will be done in that player's stead if something isn't done?
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