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Locked: My First Anniversary Game @PbP Haven Game (Chaos Scar-Down The Goblin Hole) IC
1 year ago  ::  May 14, 2012 - 5:28PM #181
Astromath
Date Joined: Sep 20, 2007
Posts: 6,186
I'm borrowing my son's computer at the moment.  I'll be back up and running hopefully tomorrow.  The downside, my hard drive was completely fragged.  I lost everything, including all the maps I use for the PbPs.  It'll take time to recreate those.  Again, thx for your patience.
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Keep on the Shadowfell PbP Group 1 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483461/4e_IC_Keep_on_the_Shadowfell_with_Essentials
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483501/4e_OOC_Keep_on_the_Shadowfell_with_Essentials
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27483565/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials

Keep on the Shadowfell PbP Group 2 Show
IC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947981/4e_IC_Keep_on_the_Shadowfell_with_Essentials_Group_2
OOC:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27947997/4e_OOC_Keep_on_the_Shadowfell_with_Essentials_Group_2
Encounter:  http://community.wizards.com/play-by-post_haven/go/thread/view/75801/27948001/4e_Encounter_Keep_on_the_Shadowfell_with_Essentials_Group_2
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1 year ago  ::  May 15, 2012 - 8:04PM #182
TheHumanHydra
Date Joined: Apr 30, 2011
Posts: 175
Thanks for keeping us posted. I'm sorry to hear about that.
Demogorgon ain't got nothin' on me.
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13 months ago  ::  May 21, 2012 - 12:10PM #183
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,469

IC @Everybody: A Note Show

To target any adversary from the Webwall that is on the cavern's floor L.O.S. must established by entering or passing below the #4 Column on the map.


Moving on the webwall PCs must make a DC 10 Athletics or DC 10 Acrobatic to considered under the slowed condition unless under factors are applied like shifting, climbing-assist equipments, flying, teleporting, DC Hop Down, Sliding as DC Reduce Falling.


Hop Down 15 and Reduce Falling Damage is from the rules compendium which states a PCs can make this DC Acrobatic roll to jump down 10 feet as part of an movement. Show


HOP DOWN (DC 15 Acrobatic)
Make an Acrobatics check to hop down 10 feet and land standing.

Action: The check is usually part of a move action, but it can be part of any of the creature’s actions that involve the creature moving.
DC: DC 15. The creature can make this Acrobatics check only if the drop is no more than 10 feet.
Success: The creature hops down, lands standing, and takes no falling damage. The downward move uses no movement from the action.
Failure: The creature falls.

REDUCE FALLING DAMAGE (Trained in Acrobatics only)
If a creature that has training in Acrobatics falls, it can make an Acrobatics check to reduce the amount of falling damage it takes. The creature can make this check whether or not the fall is intentional.
Action: Free action. The check is a response to falling.
Result: The amount of falling damage that the creature takes is reduced by one-half the check result (rounded down). If the falling damage is reduced to 0, the creature lands standing.


Special: When this roll is used for sliding down an slope wall than regardless of the DC results; the falling distance is automatically reduced by 5ft damage for first 20ft and 5ft for every 15ft of distance afterward.



Since I'm granting your PCs one free action for DC Skill only per turn while navigating the Webwall during this combat encounter but do remember you have these options with its Special Plus and Hop Down DCs must be roll with no passive scores accepted here and failing it; cause the falling and proned conditions, so planned the DCs before making well.


===========================================================

DETAILED MAP VIEW←(click here)




#s inside a square or an object on the map always denotes height
• = Stratum Cone Rises' centers.

Features of the Area. Show



Illumination:
While the steep-sided ravine is in shadow, it’s still considered brightly illuminated.


Hole:
The Hole leads to the cavern under the land rise hidden in the trees behind the hole's cave-like hood.

The wall is 35 feet from cavern floor to hole opening and a character who falls takes 1d10 damage per 10 feet fallen.

Athletics/Acrobatic DC10 grants PC climb-speed on wall at half the PC's normal speed.


Passive Scores of Athletics/Acrobatics 14 earns climb-speed bonus automatically with no DC.

Stalagmites (Stratum Cones):
Stalagmites does block line of sight, has squeezing rules when enter or exiting squares with its center in it {=•} and grants the hidden condition with the Line Of Sight rule. The height of the Stalagmites are inside the stratum cone's space on the map.

Web-Covered walls on the side of the hole located on the map as E, F, G, H ,I and J of 00, 01, 02, 03, 04, 05 and 06:
Moving along this wall requires an Athletics DC10 or Acrobatic DC10 to move at half speed. Remember that characters grant combat advantage while climbing. Characters who are pulled or pushed off the wall or who are knocked prone will fall unless they make a saving throw to catch themselves.

The line of sight from outside of the hole's entrance on a square adjacent to the opening on the Poison Vineyard map (the new extension map for the Webwall map,) where the webwall (cliff) descends into and toward the open cavern area below is treated as Heavy Obscured Terrain because of the heavy thick webbings intertwined throughout the openings's space.

LIGHTLY OBSCURED CONDITIONS:
Squares of the 00, 01, 02 and 03 columns on the webwall map when the square is less than three squares from a creature occupying square and isn't an adjacent square are treated as a Lightly Obscured square by that creature.

If a creature is located on the wallweb map and isn't either on a square of the 00, 01, or 02 columns' squares then all squares of the 04, 05, 06, and 07 columns' squares on the webwall map are treated as a Lightly Obscured squares from that creature's occupying square.

HEAVILY OBSCURED CONDITIONS:
Squares of the 00, 01, 02, and 03 columns on the webwall map when the square is either three, four, five or six squares away from the creature occupying square are treated as a Heavily Obscured square by that creature.

Also unless a creature is on a square of the 99th column when intersecting with either E, F, G, H, I or J row on the the Poison Vineyard Map then all squares on the webwall map that are within four squares from that creature's occupying square are treated as Heavily Obscured squares.

CONDITIONS WHEN WEBS ARE BLOCKING TERRAIN:
If a creature isn't located on the wallweb map then all squares that are on the webwall map beyond the 07 column are considered from that creature's occupying square out of line of sight by blocking terrain.

Or when a creature is on a square of the 99th column when intersecting with either E, F, G, H, I or J row on the the Poison Vineyard Map then all squares on the webwall map that are four, five or six squares from that creature's occupying square are treated as behind Blocking Terrain as blocking line of sight.



THE COMBAT ENCOUNTER'S TRACKER Show

This Color denotes = Spider's Posion Effect: If the target already has vulnerability to poison damage, increase the vulnerability by 2.

Token - (Map placement) PC's Name -- Player's Name {HP remaining/HP TTL} --(Intiative)

D
- (E04) Dream -- Astromath {27/30} -- (I=24)

Dream's Def's Show
AC: 18/18 Fort: 13/13 Ref: 1616 Will: 17/17 HS: 6/8

_____________________________________________________________

N - (I04) -- Salano -- LordAchaonYur Up! {12/34}bloodied -- (I=24)
If Salano moves, he takes 3d6+1 damage (save ends)
Salano's Def's Show
AC: 18 Fort: 15 Reflex: 14 Will: 19 HS: 9/9
_____________________________________________________________

G3
- (A15) Goblin Sniper - NPC {1} --(I=21)
While in Vexing Cloud has Concealment from Enemies
Goblin Sniper Def's Show
AC 13, Fortitude 12, Reflex 14, Will 12

------------------------------------------------------------------------------------------

G4 (A17) Goblin Sniper- NPC {1} --(I=21)
While in Vexing Cloud has Concealment from Enemies
Goblin Sniper Def's Show
AC 13, Fortitude 12, Reflex 14, Will 12

____________________________________________________________

H (F16) Hex Hurler - NPC
{42/46} --(I=17)
While in Vexing Cloud has Concealment from Enemies
Hex Hurler's Defs Show
AC 17 Fort 14 Ref 15 Will 16


_____________________________________________________________

Z -
(H04) Zoe Arawan -- SirK8{10/33}bloodied -- (I=13)
5 ongoing and pending update is +2 to all Defenses until SoNT
Zoe Arawan's defs Show

AC: 22/20 Fort: 18/16 Ref: 16/14 Will: 20/18 Surges: 8/10


______________________________________________________________

E -
(E01) Eloyse – theHumanHydra←yur up {23/29}5temp.hps -- (I=13)

Eloyse's Defs Show

AC: 19/17 Fort: 16/14 Reflex: 19/17 Will: 19/17 HS:5/7


____________________________________________________________________

W1 - (F15) Goblin Warrior - NPC {22/29} -- (I=06)
While in Vexing Cloud has Concealment from Enemies
Goblin Warriors' Defs Show

AC: 17 Fort: 13 Ref: 15 Will: 15 Javelins: {3/5}


-----------------------------------------------------------------------------------------------

W2 - (G15) Goblin Warrior - NPC {25/29} -- (I=06)
While in Vexing Cloud has Concealment from Enemies
Goblin Warriors' Defs Show
AC: 17 Fort: 13 Ref: 15 Will: 15 Javelins: {5/5}


____________________________________________________________________

J -
(F07) Jade – Digiconda {20/35} -- (I=04)
Jade fell and is in prone condition also while on Fo7 she currently has no line of sight with any adversary and vice-versa.
Jade's Defs Show

AC: 22 Fort: 15 Ref: 16 Will: 15 Resist: 5 fire, 5 Necrotic HS: 09/12


THE ENEMIES STATS: Show


2 Goblin Warrior Level 1   Skirmisher
  Small natural humanoid XP 100


HP 29; Bloodied 14 Initiative +5
  AC 17, Fortitude 13, Reflex 15, Will 12 Perception+1
  Speed 6 Low-light vision


Traits


Great Position


If, on its turn, the goblin ends its move at least 4   squares away from its starting point, it deals 1d6 extra damage on its ranged   attacks until the start of its next turn.


Standard Actions


Spear (weapon) At-Will


Attack: Melee 1 (one creature); +6 vs. AC Hit:   1d8 + 2 damage.


Javelin (weapon) At-Will


Attack: Ranged 10/20 (one creature); +6 vs. AC Hit:   1d6 + 2 damage.


Mobile Ranged Attack (weapon) At-Will


Effect: The goblin moves up to half its speed.   At any point during that movement, it makes one ranged attack without   provoking opportunity attacks.


Triggered Actions


Goblin TacticsAt-Will


Trigger: The goblin is missed by an attack. Effect   (Immediate Reaction): The goblin shifts 1 square.


Alignment Evil Languages Common, Goblin
  Skills Stealth +10, Thievery +10
  Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
  Con 13 (+1) Int 8 (-1) Cha 8 (-1)
  Equipment: javelin x5, leather armor , spear .


 


Goblin Hex Hurler   Level 3 Controller (Leader)
  Small natural humanoid XP 150


HP 46; Bloodied 23 Initiative   +3
  AC 17, Fortitude 14, Reflex 15, Will 16 Perception   +2
  Speed 6 Low-light vision


Standard Actions


Staff (weapon) At-Will


Attack: Melee 1 (one creature); +8 vs.   AC
  Hit: 1d6 + 7 damage, and the goblin can slide the target 1 square.


Blinding Hex At-Will


Attack: Ranged 10 (one creature); +6   vs. Fortitude
  Hit: 2d6 + 1 damage, and the target is blinded until the end of the   goblin’s next turn.


Stinging Hex Recharge


Attack: Ranged 10 (one creature); +6   vs. Will
  Hit: The target takes 3d6 + 1 damage if it moves during its turn (save   ends).


Vexing Cloud (zone) Encounter


Effect: Area burst 3 within 10. The   burst creates a zone that lasts until the end of the goblin’s next turn.   Enemies take a -2 penalty to attack rolls while in the zone. Sustain   Minor: The zone persists until the end of the goblin’s next turn, and the   goblin can move it up to 5 squares.


Triggered Actions


Goblin Tactics At-Will


Trigger: The goblin is missed by a   melee attack.
  Effect (Immediate Reaction): The goblin shifts 1 square.


Lead from the Rear At-Will


Trigger: An enemy hits the goblin with   a ranged attack.
  Effect (Immediate Interrupt): The goblin can change the attack’s   target to an adjacent ally of the goblin’s level or lower.


Skills Stealth +10, Thievery +10
  Str 10 (+1) Dex 15 (+3) Wis 13 (+2)
  Con 14 (+3) Int 9 (0) Cha 18 (+5)


Alignment evil Languages   Common, Goblin
  Equipment: leather robes, staff implement .



 


 


4 - Spiderlings (S) Level 4   Minion Skirmisher
  Small natural beast (spider) XP 44 each


HP 1; a missed attack never damages a minion. Initiative   +6 AC 18, Fortitude 14, Reflex 16, Will 15 Perception:   +3 Speed 6, climb 6 (spider climb) Tremorsense 5


Standard Actions


Bite (poison) At-Will


Attack: Melee 1 (one creature); +9 vs. AC
  Hit: 2 poison damage, and the target gains vulnerable 5 poison until   the end of the spiderling’s next turn. If the target already has   vulnerability to poison damage, increase the vulnerability by 2.


Skills Acrobatics +9
  Str 11 (+2) Dex 15 (+4) Wis 12 (+3)
  Con 10 (+2) Int 4 (–1) Cha 7 (+0)
  Alignment unaligned Languages


 


2 Goblin Snipers (G) Level   1 Minion Artillery
  Small natural humanoid XP 25 each


HP 1; a missed attack never damages a minion. Initiative   +3
  AC 13, Fortitude 12, Reflex 14, Will 12 Perception   +1
  Speed 6 Low-light vision


Traits


Sniper


If the goblin misses with a ranged attack while hidden,   it remains hidden.


Standard Actions


Short Sword (weapon) F At-Will


Attack: Melee 1 (one creature); +8 vs. AC Hit:   4 damage.


Shortbow (weapon) F At-Will


Attack: Ranged 20 (one creature); +8 vs. AC Hit:   4 damage.


Triggered Actions


Goblin Tactics F At-Will


Trigger: The goblin is missed by a melee attack.   Effect (Immediate Reaction): The goblin shifts 1 square.


Skills Stealth +8, Thievery +8
  Str 13 (+1) Dex 17 (+3) Wis 12 (+1)
  Con 13 (+1) Int 8 (–1) Cha 8 (–1)
  Alignment evil Languages Common, Goblin


Equipment leather armor, short sword, shortbow,   20 arrows


 


4 Goblin Cutter   Level 1 Minion Skirmisher
  Small natural humanoid XP 25


HP 1; a missed attack never damages a   minion Initiative +5
  AC 16, Fortitude 12, Reflex 14, Will 11   Perception +1
  Speed 6 Low-light vision


Standard Actions


Short Sword (weapon) At-Will


Attack: Melee 1 (one creature); +5 vs.   AC
  Hit: 4 damage, or 5 damage if the goblin has combat advantage against   the target.


Triggered Actions


Goblin Tactics At-Will


Trigger: The goblin is missed by an   attack.
  Effect (Immediate Reaction): The goblin shifts 1 square.


Skills Stealth +5, Thievery +5
  Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
  Con 13 (+1) Int 8 (-1) Cha 8 (-1)
  Alignment Evil Languages Common, Goblin


Equipment: leather armor , short   sword.


 


 


2 - Deathjump Spider (D) Level 4 Skirmisher
  Medium natural beast (spider) XP 175


HP 52; Bloodied 26 Initiative +5
  AC 18, Fortitude 17, Reflex 16, Will 15 Perception   +7 Tremorsense 5
  Speed 6, climb 6 (spider climb)
  Resist 5 poison


Traits


Web Walk


The spider ignores difficult terrain composed of webs.


Standard Actions


Bite (poison) At-Will


Attack: Melee 1 (one creature); +9 vs. AC
  Hit: 1d6 + 3 damage, and the target takes ongoing 5 poison damage   (save ends).


Death from Above Recharge 4 5 6


Effect: The spider jumps up to 6 squares. This   movement does not provoke opportunity attacks. After the jump, the spider   uses bite, knocking the target prone on a hit.


Move Actions


Prodigious Leap Encounter


Effect: The spider jumps up to 10 squares. This   movement does not provoke opportunity attacks.


Skills: Athletics +9, Stealth +8
  Str 14 (+4) Dex 12 (+3) Wis 10 (+2)
  Con 12 (+3) Int 1 (–3) Cha 8 (–1)
  Alignment unaligned Languages


 



===========================================================



Jade's Stats Box Show


Standard Actions
Virtuous Strike (Basic, At-Will) Divine, Radiant, Weapon
Longsword: Melee, targets one creature
Attack: +10 vs AC,
Hit: 1d8+5 radiant damage and you gain a +2 bonus to saving throws until the start of your next turn.

Eldritch Strike (Basic, At-Will) Arcane, Weapon
Longsword: Melee, targets one creature
Attack: +10 vs AC,
Hit: 1d8+5 damage and you slide the target 1 square.

{1} Chains of Levistus (Encounter) Arcane, Cold, Implement
Wand: Ranged 10, targets one creature
Attack: +7 vs Fortitude,
Hit: 2d6+5 cold damage and if the target moves before the end of your next turn it takes 2d6 additional cold damage and you gain a +2 power bonus to your next attack roll against the target before the EONT.

{1} Burning Spray (Encounter) Arcane, Fire, Implement
Wand: Close blast 3, targets each creature in blast,
Attack: +7 vs Reflex,
Hit: 1d8+5 fire damage.

{1} Hellish Rebuke (Encounter) Arcane, Fire, Implement
Wand: Ranged 10, targets one creature
Attack: +7 vs Reflex,
Hit: 1d6+5 fire damage and if you take damage before the end of your next turn the target takes an extra 1d6+5 fire damage.

{1} On Pain of Death (Daily) Divine, Implement
Holy Symbol: Ranged 5, targets one creature
Attack: +5 vs Will;
Hit: 3d8+4 damage and once per turn the target takes 1d8 damage after making any attacks on its turn (save ends).
Miss: half damage and once per round the target takes 1d4 damage after making any attacks on its turn (save ends).

Move Actions
{1} Ethereal Stride (Encounter) Teleportation
Effect: Jade can teleport 3 squares and you gain a +2 power bonus to all defenses until the end of your next turn.

Minor Actions
Divine Challenge (At-Will)
Close burst 5, targets one creature in burst;
Effect: You mark the target. The target remains marked until you use this power against another target or you fail to engage the target. While the target is marked it takes a -2 penalty to attack rolls for any attack that does not include you as a target. The first time the target makes an attack that does not include you as a target before the start of your next turn, you can use an immediate reaction to deal 4 radiant damage to the target.

Warlock’s Curse (At-Will)
Effect: You place your warlock’s curse on the nearest enemy that you can see. If you hit a cursed enemy with an attack from a warlock power you deal an additional 1d6 damage. You may deal this additional damage only once per round.

Raven Queen’s Shroud (Boon):
{1} Mark of the Raven Queen (Encounter)
Effect: Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can re-roll the result of one damage die against that target. This re-roll does not alter the damage for other targets hit by an area or close attack.

{1} Raven Queen’s Shroud: (Daily) Teleportation
Effect: You teleport adjacent to the target that bears the mark of the Raven Queen.

Free Actions
Frost Weapon (At-Will) Cold
Effect: All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.

{1} Frost Weapon (Daily) Cold
Effect: Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.
 


LORDARCHAON YUR UP!! (This Round Thehumanhydra will handled Digiconda's turn.)


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11 months ago  ::  Jul 27, 2012 - 12:32PM #184
VoyRager
Date Joined: Nov 17, 2009
Posts: 4,469
ROLL CALL ON THE OOC THREAD!
Who/What Am I? Show
"I might have been a hmmm... eh-eh well, y'kno but, instead"
I'm a fighter...  --

peacekeepermedc.gif
                 -- ...not a lover.
This signature concept is from "http://www.pathguy.com/index2.htm"
html_removed
What I Doing Here? Show

@MTG Forums.
Contestant: A Contest Like No Other hosted by Fakeartist.
An Angelic Aspect In The Wild, Wild World Of The Mata Hari's Agency.

@DnD Forums.
Digital Artist In Training: What Do YOU Think MY Character Looks Like's Thread - @4e Character Development forum.
Player (Osborn) - Bounty Hunter (Fighter DnDNext): DnD presents The Walking Dead @Play By Post Forum.
Player (Shana Zorus) - Professional Bodyguard/Adventurer (Hybrid Warden/Paladin 4e): The Unhallowed Gate @Play By Post Haven Forum (DM by ffShadow)
Player (Krist Breeze) - Twiceborn War Mage/Imbuer (Hybrid Warlord/Wizard 4e): Castle Greyhawk - @Real Adventures (DM by Icanus)
Player (Blyne Munro) - Happy-Go-Lucky Scout/Explorer (Warlock 4e) Domain of Shadows-Darkness Falls - Play By Post Haven (DM by WhisperMagellan)
Player (Ansmril) - Vistani Blessed Psalmist (Bard/Shaman 4e) The Dragon Below Can't Have It This Good - (And I'm The DM)
DM - The Young Mercenaries/Ps'V-GoodShip Drow Diplomacy.
DM - The Unlikely Diplomats/Ps'V- GoodShip Drow Diplomacy.
DM - The Dragon Below Can't Have It This Good/Ps'V GoodShip Diplomacy.
Referee - People Of Oz @Dorothy's Kansas Games(inactive).
Oz League: The Ardent Lord w/People Of Oz @Dorothy's Kansas Games(inactive).
Ps'V = The Players' Vault Forum Group In Which I'm The Owner Of.

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