D&D 4th Edition And the Uppity Shoeshine... (DM:twilsemail; Judge: renau1g)




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  1. #1
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    And the Uppity Shoeshine... (DM:twilsemail; Judge: renau1g)

    And the Uppity Shoeshine…

    Cast
    Eithal (H.M.Gimlord) - Goliath Warden 7
    Fredrock (Xeterog) - Dwarf Battlemind 6
    Kaz (Luinnar) - Elf Avenger 6
    "Scarmiglione (Mewness) - Kenku Rogue|Sorcerer 6
    Toeto (Dekana) - Lizardfolk Shaman 6
    Yishim (ronakshah2000) - Human Wizard 6

    To Locate a Missing Son

    The group has been gathered to locate the lost son of the self-styled merchant lord Sasha Rustavich.

    Game Stats


    Date started: 19MAY2011
    Judge: renau1g

    XP

    Treasure

    Quests
    - Major: Locate the body of Mikhael Rustavich.
    - Minor: To be revealed a bit later.


    DM Requests
    Welcome to the hunt!

    I would appreciate it if you could all include a stat block in your first post. Also, if those blocks could be included during combat and kept at least mildly up to date. An example follows:

    Tondrek
    Tondrek—Male Half-orc Artificer 6
    Initiative: +7, Low-Light, Passive Perception: 19, Passive Insight: 14
    AC: 22, Fort: 19, Reflex: 19, Will: 17 — Speed: 6, 8 when charging
    HP: 53/53, Bloodied: 26, Surge: 13, Surges left: 9/10; Half-orc Resilience
    Action Points: 1, Second Wind: Not Used
    Powers -
    Magic Weapon
    Static Shock
    Scouring Weapon
    Repulsion Strike
    Icebound Sigil
    Flameheart Defender
    Healing Infusion x2
    Swift Mender
    Furious Assault
    Regeneration Infusion
    Battle Staff +1 (daily)
    Targeting Crossbow +2 (daily)
    Point Blank Repeating Crossbow +1 (encounter)
    Skald's Leather Armor +2 (daily)
    Onyx Dog (daily)
    2 Clockwork Bombs
    2 Woundpatches
    2 Alchemist's Acids

    Doggie—Construct 4
    Initiative +7; Low-light, Passive Perception 17
    AC: 16, Fort: 15, Reflex: 14, Will: 13 — Speed: 8
    HP: 22/9; Bloodied 4

    Full character sheet


    props
    Thanks to R1 who I am shamelessly copying this from. He, in turn, shamelessly copied from SG. Thanks to him as well, then.
    Last edited by twilsemail; Monday, 18th July, 2011 at 02:46 PM.
    "It appears my hypocrisy knows no bounds"
    Doc Holliday as portrayed by Val Kilmer in Tombstone

    LEB: Playing Mal
    L4W: Playing Felix
    L4W: Playing The Dartmoor Irregulars

  2. #2
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    Very shortly after Reeve departs a large carriage, easily large enough to carry the party, arrives at the Hanged Man. The driver takes them down near the water, to a house that is more a statement than an abode. The intended statement is fairly obviously I am better than you.

    A well-groomed footman opens the door and offers a hand to any who might require it. Reeve stands beside a magnificent doorway, waiting to lead you all inside. My master awaits within.
    "It appears my hypocrisy knows no bounds"
    Doc Holliday as portrayed by Val Kilmer in Tombstone

    LEB: Playing Mal
    L4W: Playing Felix
    L4W: Playing The Dartmoor Irregulars

  3. #3
    As the party is leaving the tavern, one of the wenches turns and waves "May Juna judge your efforts just" she says.

    OOC: I can judge

  4. #4
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    Might as well see what this is all about. Fredrock says as he gets out of the carriage.

    OOC: Still awaiting approval..PC:Fredrock Hammersmith (Xeterog) - L4W Wiki



    Fredrock


    Fredrock Hammersmith - Male Dwarf Battlemind, level 6
    Passive Perception: +17, Passive Insight: +22 Senses: Low-Light
    Init +2, Speed:5
    AC:23, Fort:19, Reflex:19, Will:23
    HP 64/64, Bloodied:32, Surge Value:16, Surges left:13/13
    Action Points: 1/1, Power points 4/4
    Powers-
    Blurred Step link
    Battlemind Demand link
    Mind Spike link
    Bull's Strength link
    Iron Fist link
    Mist Weapon link
    Second Wind link
    Battle Resilience link
    Telepathic Challenge link
    Psionic Ambush link
    Aspect of Elevated Harmony link
    Beckoning Strike link
    Beckoning Strike attack

    Item powers
    Dwarven Scale armor link
    Manifestor Weapon link

    MBA +12 vs AC, 1d10+8 (brutal 2)
    RBA +2 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
    Last edited by Xeterog; Thursday, 19th May, 2011 at 09:53 PM.
    -Xeterog

  5. #5
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    Scarmiglione can't help himself: he simply must find out what is going on with this Lord Rustavich. He knows precious little about the man--not even whether the fellow is an opera buff--and during the entire carriage ride he has been burning with curiosity. What could the problem be? Missing wife? Traitorous heir? Pregnant housemaid?--no, no, he'd hardly want a group of people like this to deal with something like that. "But whatever could it be!" he murmurs to himself.

    Scarmiglione steps from the carriage with barely a thought about being recognized, despite the flimsiness of his identity as "Harold Smith."

    MiniKenku
    Scarmiglione Male Kenku Rogue|Sorcerer 6
    Initiative: +7, Passive Perception: 18, Passive Insight: 13, Senses: Low-light vision
    AC:21, Fort:16, Reflex:20, Will:19; Resist 5 psychic
    HP:49/49, Bloodied:24, Surge Value:12, Surges left:7/7
    Action Points: 1
    Blazing Starfall
    Sly Flourish

    Wave of Light
    Low Slash
    Swift Parry
    Songmasters Boon (item)
    Second Wind

    Blinding Barrage
    Thunder Leap
    Deep Shroud
    Shadowdance Armor (item)
    Lucky Charm (item)


    Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
    Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
    Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant

    First Time Bloodied: Change immediately to next phase.

    Conditions: phase of the moon

    Full sheet: Scarmiglione

    Not yet approved for level 6.
    Papolstaanas (babbling kobold); Pharodeys (living statue); Scarmiglione (singing kenku)

  6. #6
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    Ignore H.M.Gimlord
    Following after her friends Eithal emerges from the hanged man, "Wayt foah me!" The carriage groans under the warden's weight as she steps inside.

    Hunched inside the vehicle, she fights the feeling of claustrophobia as it rambles down the streets. When she emerges, the footman swears that the underside of the carriage is not nearly as high as it was at the beginning of the trip. Eithal, however, takes no notice, "Awlrightie! Whayel, whayah's - ooooooooooh," the awesome sight of the dwelling takes Eithal's last statement and throws it back down her throat, "Layand saykes! Thayat's a beeeaaaautie of a hayouse!"

    Eithal's Ministats
    Eithal Lemindt Arehei Female Goliath Warden Level 7
    Initiative: +3
    Speed 6
    Passive Perception: 18; Passive Insight: 13; Senses: Normal
    Powerful Athlete: Roll twice for Jump/Climb Athletics checks
    AC: 21; Fort: 21; Reflex: 15; Will: 17
    HP: 78/78
    Surge Value: 19; Surges left: 13/13
    Action Points: 1

    At Will Powers:
    Strength of Stone link
    Thorn Strike link
    Warden's Fury link
    Warden's Grasp link


    Encounter Powers:
    Grasping Winds link
    Relentless Panther Attack[/s]
    link
    Burst of Earth's Fury link
    Mountain Hammer link
    Stone's Endurance
    link
    Warden's Tempest link
    Second Wind


    Daily Powers
    :
    Form of the Relentless Panther link
    Storm Strike link
    Bear's Endurance link

    Feats:

    Sudden Roots: Whenever Eithal hits an enemy with an Opportunity Attack, that enemy is slowed until the end of its next turn.

    Crushing Earthstrength: When Eithal uses her second wind, she gains a +4 bonus to her weapon damage rolls until the end of her next turn.


    Guard of Stone: While Eithal is under the effect of her stone’s endurance racial power, each enemy marked by Eithal takes an additional penalty to attack rolls for attacks that don’t include Eithal as a target. The penalty equals her Constitution modifier and lasts until the end of her next turn.

    Courage of the Lone Stag: When you mark three or more enemies with Nature’s Wrath, you gain a +2 bonus to weapon damage rolls against creatures you mark until the start of your next turn. This bonus increases to +3 at 11th level, and to +4 at 21st level.
    Last edited by H.M.Gimlord; Friday, 20th May, 2011 at 04:09 AM.
    LEB Character: Arkavas - Deva Artivicer 5
    L4W Character: Mikara Li Mesadh - Elf Ranger 7
    L4W Character: Eithal Lemindt Arehei - Goliath Warden 10
    L4W Character: Ixenvalignat - Dragonborn Warlord 3

    "Taking one's chances is like taking a bath, because sometimes, you end up feeling comfortable and warm, and sometimes, there is something terrible lurking around that you cannot see until it is too late, and you can do nothing else but scream and cling to a plastic duck." -Lemony Snicket The Slippery Slope

  7. #7
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    Quote Originally Posted by Scarmiglione
    "But whatever could it be!" he murmurs to himself.
    Toeto, next to exit the carriage, nods slightly as she wonders about the same thing. She rather suspects that the task must be dangerous and quite violent. That's enough to make her sigh.

    Her eyes go right past the house and instead to the river. "Nice view" she comments.

    Stat block/Actions
    Actions
    ...

    PC:Toeto (Dekana) - L4W Wiki - Female Lizardfolk Shaman 6
    Initiative +5, Senses: Insight +7, Perception +12; low-light vision
    HP 53/53; Bloodied 26, Surge Value 13, Surges 10/10
    AC 22; Fortitude 18, Reflex 16, Will 19
    Speed 5
    Action Points 1 (encounter)

    Conditions

    Powers
    Spirit's Shield (OA from spirit companion)
    Call Spirit Companion, Imposter's Finemail, Protecting Strike, Voice of Battle
    Certain Threat, Healing Spirit x2, Lizardfolk Recovery, Speak with Spirits, Spring Renewal Strike, Sudden Restoration
    Healing Word, Hungry Spirits Totem, Protective Roots, Spirit of the Healing Flood, Wind of Pain and Succor

    Notes
    Any ally adjacent to Toeto's spirit companion regains +3 additional hit points when he or she uses second wind or when Toeto uses a healing power on him or her.
    Boon: When Toeto summons Sprout, enemies adjacent to her take 1 radiant damage and allies adjacent to Sprout gain 1 THP.

    Spirit Companion notes
    The spirit companion is treated as a conjuration with some exceptions.
    • It occupies 1 square like an ally does.
    • It is only affected by melee or ranged attacks (not close/area attacks or zones).
    • It is dispersed if it takes 13 or more damage from a single blow, and Toeto takes 8 damage. It is otherwise unaffected by attacks. It uses Toeto's defenses.
    • It cannot be flanked and it does not grant flanking.
    • The companion can move 5 squares whenever Toeto takes a move action. It is not affected by difficult terrain.
    close the world, .txEn eht nepo

  8. #8
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    The party leaves Rustavich in the library and departs to begin their investigation, but where will they begin. There was mention of Reeve, the merchants seneschal, and the Tavern.

    Finding Mikhael

    I am using the skill challenge system presented by Iron Sky in this post.


    Rounds: 3

    Individuals' Skill Rolls

    15-: 0 points, -2 on next round's skill check
    16-20: 1 point, -1 on next round's skill check
    21-25: 2 points, +1 on next round's skill check
    26+: 3 points, +2 on next round's skill check
    Natural 1: -1 point, lose a healing surge
    Natural 20: +1 point, gain a healing surge/AP/treasure parcel as appropriate

    Round Totals
    0-5 points: 0 Victory Points and Disaster: -2 cumulative penalty to all future skill checks
    6-11 points: 1 Victory Points and Complication: -1 cumulative penalty to all future skill checks
    12-17 points: 2 Victory Points and Advantage: +1 cumulative bonus to all future skill checks
    18+ points: 3 Victory Points and Miracle: +2 cumulative bonus to all future skill checks

    Final Victory Points
    0-2 total points: Disaster, appropriate consequences
    3-5 total points: Complication, appropriate result and consequence
    6-8 total points: Advantage, appropriate result and benefit
    9+ total points: Miracle, appropriate benefits


    Individual Actions

    Repeating Skills
    Repeating a skill two or more rounds in a row results in a cumulative -2 penalty to the skill roll.

    Action Points
    Action Points may be spent to roll an additional skill roll for the round. It must be different from the skill already used.

    Aid Another
    PCs may take -3 on a roll to grant an ally a reroll this round.

    Heroic Effort
    A PC may decide to expend a healing surge to gain +3 to a check before it is rolled or to apply +1 to a check after it is rolled or both for two surges.


    Finding a lead
    Im open to all skills being used, as long as their use is reasonable. Im using athletics to flex and impress Reeve with my muscle-y-ness is not particularly reasonable. The PCs are, at the moment, trying to find a place or person that might have info on where the boy went.
    "It appears my hypocrisy knows no bounds"
    Doc Holliday as portrayed by Val Kilmer in Tombstone

    LEB: Playing Mal
    L4W: Playing Felix
    L4W: Playing The Dartmoor Irregulars

  9. #9
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    ooc
    We should probably have one of the perceptive folks search the lad's room as well.

    Maybe Yishim and Fredrock can talk to Reeve (just noticed that Fredrock has good Insight). Scarm can go pester the neighbors on his way to the Hanged Man?
    Papolstaanas (babbling kobold); Pharodeys (living statue); Scarmiglione (singing kenku)

  10. #10
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    ooc
    Good idea. Toeto is decently perceptive, so I'll give it a try.


    "Will it be alright if I check your son's room for clues?" Toeto asks. She thinks it's a good place to start, but she wouldn't want to just barge in uninvited.

    Assuming Master Rustavich agrees, Toeto asks for directions and heads to the boy's room. She looks around for any hints as to where he might have gone.
    close the world, .txEn eht nepo

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