Ts'iri too remains silent. She really had nothing to add and understood that the warlord was much better at talking than she was. When they get to the door, she tries it only to find it locked. "Well, do we knock on the door or knock down the door?"
Shopping
Quote:
Originally Posted by JoeNotCharles
For the resistance potions: isn't it better to burn a healing surge and prevent a TON of damage than to burn a healing surge to heal up less than usual?
It's a gamble. If I'm not hit by necrotic damage and get beaten up by a normal zombie I lost a surge with nothing to show for it. I'd think about it for a normal adventure, but on one that the GM has told us is going to be rough on surges?
Add to that the fact that we don't know the place is full of undead. And even if we did, would we know it's the necrotic damage kind or the normal damage kind like zombies?
Quote:
Originally Posted by JoeNotCharles
Or if an important NPC dies, or we come across dead bodies that we don't want turned into Wraiths.
Again, we don't know about undead in the place. If there are, I'm more inclined to destroy a body to make sure it doesn't come back instead of spending 40gp on that. As far as the 'important NPC', I don't know of any of those.
Quote:
Originally Posted by JoeNotCharles
Not just 5 damage, my reading would be that it also negates Necrotic immunity - how can you be both resistant and vulnerable? This would actually let us use our encounter powers on undead.
My understanding is that you gain vulnerability but do not lose resistance. So if a tiefling has 5 fire resist and they gain vulnerability fire 5, that means they both take and remove 5 damage, effectively canceling each other out. A better example would be cold resist and vulnerability of 5. Damage would be normal, but wintertouched would work since the creature is still vulnerable to cold. Bottom line though, you'd only get +5 damage for one attack at best.
This would have no effect on immunity though. You don't trump 'never takes that kind of damage' with take 5 extra. No damage is done to activate the vulnerability.
Marching order
I should be either in the front or back since I can stand up in a melee fight and have melee attacks.
"Not inert door shall stand in our way" Says the until now silent wizard, as he chants a silent spell, and hits the door with the rear of his staff, sending a wave of sonic energy that batters it. The cracks spread from the point of contact and a shower od sprinkles falls over the group.
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
Ok, I will buy a Life Cloak, Glowstone and 2 Gravespawn potions for 340 gp total.
7 Rabbit shoulders his way to the front. "Get that door down! My brother may be locked up in there!" he cries, hammering on the door with his club.
Marching Order
7 Rabbit would like to be in the front, he seems himself as the leader. Not completely tactically sound, but he's pretty tough for a warlock. He could be convinced to go second if Soldier plays up the "bodyguard" aspect.
If we can walk 2-abreast, I'd say Warlock & Fighter, then Wizard & Wizard, then Warlock & Warlord. If single-file, Fighter - Warlock - Wizard - Wizard - Warlock - Warlord.
"Seven Rabbit, please, stay behind me so I can protect you" the warforged says while advancing towards the door with his axe readied and raised.
Marching Order
If we go single file then Soldier prefers him first , of course, then 7 rabbit, then Kama'zer, then Callen, the Mri'thas and last but certainly not least , Ts'iri.
However if we can go in a two person-wide column then he prefer it and in this way - Kama'zer(left front) and Soldier(right front) then Callen(left middle) and 7 Rabbit (right middle then he advances right forward in 45 degree angle (from Soldier) as he goes dexter when the battle begins) and lastly Ts'iri(left back and she will advance left forward in 45 degree angle (from Callen) as she is sinister) and Mri'thas(right back)
I thought you would just knock. I mean, I had to point out that the door could be battered down but still...
To blast this in record time, I feel that the thunderwaves and some powerful axe stroke are the best tools you have to break down the door in a timely fashion (Let's not think about game stats but just common sense, here). A few eldritch blast can't hurt either.
So I put both wizard on each side of the door with Soldier dead center. 7 Rabbit is right behind Soldier, so he can feel like he's in charge.
Anything to add?
If you want to use an encounter long power/item power, do so now.
"So down it is? Fine with me." Ts'iri puts several silver bolts of energy into the lock. It became quickly clear that more than the lock was holding them closed. "Well, if they are going to be that way about it..." Taking an educated guess about where a bar would be on the doors, Ts'iri fires at several times at the same place, trying to knock a hole through the door and get access to the bar.
Marching Order
That's fine.
OCC
I expected us it knock too, so I was 1/2 kidding about knocking it down. It's good to see everyone solving problems with brute force! It gives me a chance to use my head a little. You know, like a safecracker. Why knock the whole thing down if we can get to the bar?
The wizard peeks in, with an eyebrow raised. If there's no light, Mri'Thas will sap his fingers and create a magical light on Soldier's axe. "Interesting place..."
OOC: Because breaking all the door is more spectacular of course!.
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
While checking on your wiki page, I noted that you wrote that you had received 747 gp from Castor. You didn't! I guess it was alittle confusing, so I apologize (Though I would have been wildly generous to hand out both these items and this much money!)
Castor only gave the 4 magic items, valued at 2600, 840, 840 and 680 gp.
These were the first numbers before the dash. The number after the dash is how much wealth the PC should have accumulated at this point, based on the calculation I made just above. And as I wrote, my objective is to have these numbers match within about 10% toward the end of the adventure.
It's just a mechanic I use to keep track of how much treasure I should award to make sure the PC stay on the expected power curve. As I said, it's kind of a barometer. The reason some PCs have a higher target number is that they are higher level. You are supposed to get more wealth from level 4 to 5 and then 2 to 3. But this will be reflected through the items. The gold is of course going to be split evenly as far as possible.
I could have kept all that behind the scene but I am a fairly transparent DM so I prefer to be upfront, especially when gaming with strangers.
After Soldier gave the Cloak to Tsi'Ri, this barometer stands like this
7 rabbit : 0 / 903 gp
callen : 2600 /903 gp
kama'zer : 0 / 1088 gp
mri'thas : 840 /903 gp
soldier: 0 / 747 gp
tsi'ri: 1520 / 903 gp
Callen is grossly ahead, Tsi'ri is now a little ahead, Mrithas is smack on target while Soldier, Kama'Zer and 7 Rabbit need a pay day.
Last edited by Mal Malenkirk; 15th October 2009 at 12:44 AM..
Are you counting the Laughing Man and the 120 gp the noble whose name I'm forgetting already gave me?
Scales of War Spoilers
It's from one of the later adventures in the Scales of War, where it serves as a high-paragon level Temple of Tiamat. I was actually misremembering it as being the HOME of Tiamat, but actually it just houses one of her Exarchs. No biggie.
Are you counting the Laughing Man and the 120 gp the noble whose name I'm forgetting already gave me?
OOC
No. You were a real pauper for a level 2 PC so I just threw it in as a bonus.
Callen also was somewhat underequipped before getting his staff so he may end the adventure 500 gp or so above the barometer.
Scales of War Spoilers
It's from one of the later adventures in the Scales of War, where it serves as a high-paragon level Temple of Tiamat. I was actually misremembering it as being the HOME of Tiamat, but actually it just houses one of her Exarchs. No biggie.
Well, I can assure you that neither Tiamat nor her exarch are waiting for you behind those doors.
After less than a minute of efforts, The door bursts into splinter under the combined arcane might of Callen and Mri'Thas. This reveals a hallway with pillars and another open door at the end. There are a couple of guards in the hall shouting for reinforcement. On the other end, using the doorway for cover, there is a dwarf armed with a crossbow that the guards seem to be deferring to. As he sees the heroes, the dwarf's expression is stunned.
-''Giths! The Giths are coming for him! Go warn Krestos, now!'' he orders and an unseen man shouts in agreement. The dwarf takes aim toward the heroes.
To their left, a howling pack of guard dogs comes into sight.
This is going to get hot, but the party is on edge and reacts first.
The undead dog icon has been recycled. This is now a swarm of living dogs.
The ruffians icons will also stand for the Asylum's guard.
I intend to find a dwarf token for the dwarf but until then, Damien's old icon will do.
Dwarf Bolter
Perception 18; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison effects
OA Warhammer (Standard, at-will) Weapon (if drawn)
+8 vs Armor Class; 1d10+2 damage.
creatures that don’t have cover.
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.
Pack of Hounds
Perception 18
Harry aura 1; while an enemy grants combat advantage to the pack of hounds, any enemy that starts its turn within the aura is slowed until the end of its turn.
HP 72; Bloodied 36
AC 22; Fortitude 19, Reflex 17, Will 18
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
OA Bite (Standard, at-will)
+13 vs Armor Class; 1d8+5 damage.
Guards
Perception 10
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 12, Will 12
OA : Club (Standard, at-will)
+7 vs Armor Class; 4 damage.
Mob Rule
The scurvy dog gains a +2 power bonus to all defenses while at least two other scurvy dogs are within 5 squares of it.
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
7 Rabbit shoves his way past Soldier and through the doors, ducking between two pillars for cover. A bright light flashes from his hands and hurtles towards the guards, resolving itself into a pair of tiny stars that swing into orbit around the nearest guard's head. The stars are followed by a blast of pale radiance that seems to draw the light out of the alcove and leave it swathed in shadows. When the light clears, there is no trace of the guard.
OOC
Move: to L12, activating Shadow Walk for concealment until EONT
Minor: Warlock's Curse on the guard at H11
Standard: Dire Radiance on the guard at H11: Dire Radiance (w/+1d6 for Curse) (1d20+5=17, 1d6+5+1d6=11) Hits AC 18 (forgot Prime Shot) for 11 damage.
Oh, it's a minion so the damage doesn't matter. Killed it and gained +2 Fate of the Void for next turn. Damn, I thought I was in a good position for Dire Radiance it if it moved closer, but it wasn't even necessary.