Thomas yells a deafening shout, and bangs his blade on his shield. The power and confidence in his war cry shocks some of the rats into death.
Actions
Shout of triumph(blast 3). Will effect R9, R3, R6, R7, R0(dice rolled in that order). Attack rolls: 13, 18, 8, 18, 23 (vs fort). 8 damage. Roll Lookup
Immediate to an let an ally gain 3 temp hp that doesn't have temp hp and bloodies or or kills an enemy on their turn. Also, Walking Dad had to leave Enworld, issues with work.
Thanks for the info. Morgran shall be played as an NPC for now, if no one replaces him. He may leave eventually...or provide important backstory...heheh...Or someone may take control of him once again. Time shall tell! Kudos to Walking Dad for a very good character.
MAIA's halberd swings down past Thomas and Mei Ying, but the handle whacks the stair railing, and the blade stops short just above the rat! The vermin looks up at its attacker, distracted by this new menace.
OOC
Thomas' shall use his Shout when his turn arrives, but for now, Boldo is next. If a new situation presents itself (and this goes for all, by the way) and you want to change your move, post a different move or an addition or subtraction, and it will override your last proposed move.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
Boldo looks about, trying to strategize a difficult situation, as the rats close in. Seeing the behemoth's wild swing, Boldo leaps into the side of the flailing halberd, rebounding off the flat of the business end, landing in a handstand on the back of a giant rat, sinking his dagger into the beast's hide, and coming to a stand ready to kill another rat.
OOC: Boldo attacks R1 with a sly flourish: 1d20+8=22 to hit AC, 1d4+4+3=10 damage. Boldo doesn't actually "move." I assume this kills the rat, but I didn't remove it from the map.
Also, I cleaned up the map and added out initiatives, so people might want to copy this map for future use. It's really nice to have the initiative easy to find.
Mei-Ying lifts her hand and speaks in a fluid, lyrical language. She finishes by pushing her hand forward, as if shoving something...
There is a blue-white pulse that ripples through the air out from her hand. It makes a roar like thunder and a gust of wind that shrieks through the cellar for a brief moment. The blast tears at the rats, prying them off the floor and sending them tumbling back away!
(Thunderwave! Does 10 to R3, and 5 to any other hit. Roll Lookup
To hit: 24, 19, 6, 8, 23 on R3, R6, R9, R7, R0 in that order, all vs Fort. Roll Lookup )
As Boldo slices at the rat, Mey Ying unleashes a boom of thunder. Three rats drop dead from the deafening noise, and Boldo kills his rat as well. Thomas bursts into songs of valorous heroes, filling Mei Ying, standing next to him, with determination. Then Thomas unleashes his own attack. His song swells into a thunderous shout, killing the two rats standing before him.
Morgran shoots a blast of eldritch energy at the rat standing in front of MAIA, and it is charred into a smoking pile of ash and bones.
The one rat remaining squeals and runs off into the darkness.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
The rat is actually too far away for MAIA to reach in two movements. The farthest MAIA can get is here, 1 north of the left column of crates:
Map
Boldo (22), Mei Ying (22), Thomas (16), Morgran (12), MAIA (10) A B C D E F G H X.X.X.X.X.X.X.X.X.X
1X.R4 . . . . . . .X 2X. . .M. . . . . .X 3X. . .c. . .c. . .X 4X. . .c. . .c. . .X 5X. . .c. . .c. . .X 6X. . .c. . .c. . .X 7X. . .c. . .c. . .X 8X. . .c. . .c.B..X 9X. . . . . . .T.M.X 10X. . . . . . .M.s.X X.X.X.X.X.X.X.X.X.X
MAIA started in H8. Moving 5 north brings him to H3. Moving 5 more west brings him to C2, but the rat is at A1. Do you move there, or stay back farther?
Boldo looks around, but can not find anything suspicious, except maybe some canned vegetables that may have gone bad.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
The rat is dead. Very dead. Now, the group can search for the entrance to the supposed tunnels. Since MAIA was carrying the light source, as he turned the corner around the crates, the others were plunged into darkness.
MAIA, having light, glances at this far corner of the room. There seems to be nothing suspicious. The rats had nibbled at some boxes on the shelves, but nothing serious that couldn't be restocked, he was sure. Not that a warforged would know anything about business, but still!
XP
A rather easy battle to begin with, but the real fun is just around the corner! Or underneath the floorboards, same difference. Everyone gets 50 XP! (Oh, yeah, woohoo...sarcasm.)
So, the search began. As the characters search, each must pick a certain area to search, but do not make a Perception check. I make such checks, so it is a mystery to you whether you did a thorough search or not (as in MAIA's search above). Searching takes about a minute.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
Thomas notices some loose floorboards. He pulls them up and they all move together, revealing a small tunnel! It looks to be only wide enough for one person at a time.
Short Rest
I almost forgot, if anyone got injured, you can spend healing surges now to regain hit points if you want.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
Mei-Ying holds her hand out, and a cold aquamarine light appears a few inches above her palm, casting the cellar around her in an unearthly glow. She paces up the aisle between the casks until Thomas cries out that he's found something. At that point she goes to join him.
"I can send my light down ahead," the sorceress offers. "Though it may warn whatever's down there that we're coming."
OOC: No problem, you've got a little more to keep track of than we do.
OOC2: Rather than take a short rest to spend a healing surge, MAIA will skip the short rest and keep the Temp HP (Temp HP don't expire until you take a rest.
MAIA moves over to look down the tunnel to see how far down it goes.
"If They Are Close Enough To See The Light They Would Have Heard Your Battle Magic Already Anyway. We Should Look Before We Leap."
The tunnel descends a short distance, about 5 or 6 feet, then turns sharply horizontal and disappears to the south (left on the map, but it wasn't positioned according to north/south/east/west).
MAIA urges the group onward, and as soon as everyone is ready, you shall descend into the tunnel.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
Blade drawn, Thomas lowers himself into the pit. "Better for us to have light to see by. If things lurk down here, they can already seen fine. We can't."
He takes up the space behind the warforged and keeps his eyes open for threats.
Once Mei-Ying has sent her light down the tunnel and everyone has had a chance to look down MAIA lowers himself into the tunnel, his sunrod providing plenty of light to see by.
The tunnel goes down a few feet, then levels off into the darkness. It becomes clear by the light of MAIA's sunrod and Mei Ying's light that the tunnel was naturally very short, but was excavated farther by intelligent beings.
The tunnel suddenly opens up into a small cavern. In opposite corners of the cavern are two platforms, like blocks stuck in the corner of the room. They are poorly made, so climbing them looks like not too difficult a task, but there are ladders reaching the tops.
What really attracts your attention are the green, scaly creatures standing knee-high (except for Boldo, for whom it is more like neck high) in front of you. They are clearly the kobolds. On the ground floor are seven of them, wielding javelins. On the nearest platform are two more, and on the farther platform, one, who are holding slings that they clearly plan to use on you. Here is what you know about the kobolds:
Kobolds
Kobolds often dwell near a dragon's lair, maintaining a safe distance but bringing sacrificial offerings to their "god." Most dragons ignore kobolds, as a crocodile ignores the birds that pick its teeth clean. Once in a great while, however, a young dragon takes an interest in its kobold cult, which then becomes a real menace to the dragon's enemies.
Kobolds are skilled at making traps, which they use to capture prey and to acquire sacrifices for their dragon lords.
Kobold minions carry javelins and wear hide armor for protection. Kobold slingers are more dangerous, as they can attack from afar, and with deadly accuracy. They wield slings and wear leather armor. Kobold slingers typically carry special sling bullets called pots that carry additional effects, such as fire or a rank stench, to hinder their enemies. When push comes to shove, kobold slingers can fight with daggers in melee combat. All kobolds are extremely dexterous, able to slip in between enemies without letting their guard down.
The kobolds apparently heard the battle with the rats, and have prepared for your entrance into their caverns.
Initiative and Map
Initiative: Boldo (16), Mei Ying (15), MAIA (15), Thomas (14), Morgran (12).
MAIA = Grey, Thomas = Blue, Boldo = Orange, Morgran = Red, Mei Ying = Green
Kobold Minions = K1-7, Kobold Slingers = S1-3
P = Platform. The platforms are 10 feet (2 squares) high, and are able to be climbed (with an Athletics check).
L = Ladder. The square is normal terrain, but a ladder leans up against the platform in that square.
You come from the tunnel to the lower right (obviously), and the only exit is the tunnel to the upper left, leading deeper into the caverns, and lower into the earth.
Take a look at Althai, my D&D 4e campaign setting, and The_Heroes of Althai, the dramedy of the heroes who did and will affect Althai. (Both on the backburner for now.)
Last edited by Camelot; 26th May 2009 at 02:22 PM..
Reason: Map correction