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[Adventrue] Lord Ogglebottoms Odd Tasks II: The Mysterious Imlach Island
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<blockquote data-quote="DMDanW" data-source="post: 5277058" data-attributes="member: 55230"><p>Joesph leads you out of the hall and out through the towns lone gate, which faces north towards the interior of the island. You pass by a few farms before you enter into a forested area. It is not long before Joesph is visibly nervous, constantly glancing about at the slightest sound. It is not long before he stops and turns to face the group.</p><p></p><p><span style="color: SandyBrown">"This is as far as I go. Keep heading north and stay to the right of the hills, and watch out, the jungle is not safe."</span> He strides past the group and begins to make his way back to town. Before anyone can ask the question he adds <span style="color: SandyBrown">"You don't need to find them, they will find you."</span> He then quickens his pace and disappears into the foliage.</p><p></p><p>You continue on, pushing through the forest for some time until you enter into a clearing. A few steps in Zharne's keen senses spot danger and he calls out <span style="color: DarkGreen">"Stop"</span>. He points across the clearing and through a grown of ferns you all spot the danger. Before you are two mangy creatures, their fangs bared and their dark beady eyes upon you.</p><p></p><p>[sblock=Combat Time]</p><p>O.K., here is the first combat encounter. Below is the initiative order. As system as before, so Thorn and Zharne will act first, then the bad guys and then everyone can go and so forth. I will provide the stats for Leonard and anyone can run him - it does not matter to me who does it as long as one of you provides actions for him. If no actions are provided he will just stand there doing nothing.</p><p><u></u></p><p><u>Initiative</u></p><p>Thorn = 21</p><p>Zharne = 21</p><p>Hyenas (Bad Guys) = 20</p><p>Minharath = 19</p><p>Martelai = 18</p><p>Gellan = 15</p><p>Gloom = 13</p><p>Leonard = 6</p><p></p><p>[sblock=Leonards Stats]</p><p>Leonard Ogglebottom, Human rogue level 1</p><p>Hit Points:20, Surge Value:5, Surges per day:1</p><p>AC:16, Fort: 12, Reflex: 17, Will: 13</p><p>Skills: Thievery +9, Stealth +9</p><p></p><p>Class Features:</p><p>First Strike = at the start of the encounter you have combat advantage against any creature that has not acted yet.</p><p>Sneak attack = deal +2d6 damage against creatures you have combat advantage against.</p><p></p><p>Powers: </p><p><em>At Will</em> = Deft Strike; melee or ranged 5/10; +8 vs AC, 1d4+4 damage. Can shift 2 squares before the attack.</p><p><em>Encounte</em>r = Shadow Strike; melee or ranged 5/10; +8 vs AC, 1d4+4 damage. If you are hidden when you make the attack make a stealth check to remain hidden after the attack.</p><p><em>Daily</em> = Trick Strike; melee or ranged 5/10; +8 vs AC, 3d4+4 damage & you slide the target 1 square. Effect: Until the end of the encounter each time you hit you can slide the target 1 square.</p><p></p><p>Equipment:</p><p>Leather Armor</p><p>10 Daggers</p><p>[/sblock]</p><p></p><p>[sblock=Bad guy Stats]</p><p>OK I have decided to provide the stats as you discover them, NOT all up front. True it is not as true to the Mal Combat rules as I have said I am using, but what I'm going with for now.</p><p></p><p>Hyena W1: Hit Points ? AC ?, Fort ?, Reflex ?, Will ?</p><p>Hyena W2: Hit Points ? AC ?, Fort ?, Reflex ?, Will ?</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Map]</p><p>Squares that are at least 50% trees or bushes provides concealment. Squares that are covered in trees or bushes provide concealment and is considered difficult terrain.</p><p></p><p><img src="http://www.enworld.org/forum/attachment.php?attachmentid=44957&stc=1&d=1281473618" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="DMDanW, post: 5277058, member: 55230"] Joesph leads you out of the hall and out through the towns lone gate, which faces north towards the interior of the island. You pass by a few farms before you enter into a forested area. It is not long before Joesph is visibly nervous, constantly glancing about at the slightest sound. It is not long before he stops and turns to face the group. [COLOR=SandyBrown]"This is as far as I go. Keep heading north and stay to the right of the hills, and watch out, the jungle is not safe."[/COLOR] He strides past the group and begins to make his way back to town. Before anyone can ask the question he adds [COLOR=SandyBrown]"You don't need to find them, they will find you."[/COLOR] He then quickens his pace and disappears into the foliage. You continue on, pushing through the forest for some time until you enter into a clearing. A few steps in Zharne's keen senses spot danger and he calls out [COLOR=DarkGreen]"Stop"[/COLOR]. He points across the clearing and through a grown of ferns you all spot the danger. Before you are two mangy creatures, their fangs bared and their dark beady eyes upon you. [sblock=Combat Time] O.K., here is the first combat encounter. Below is the initiative order. As system as before, so Thorn and Zharne will act first, then the bad guys and then everyone can go and so forth. I will provide the stats for Leonard and anyone can run him - it does not matter to me who does it as long as one of you provides actions for him. If no actions are provided he will just stand there doing nothing. [U] Initiative[/U] Thorn = 21 Zharne = 21 Hyenas (Bad Guys) = 20 Minharath = 19 Martelai = 18 Gellan = 15 Gloom = 13 Leonard = 6 [sblock=Leonards Stats] Leonard Ogglebottom, Human rogue level 1 Hit Points:20, Surge Value:5, Surges per day:1 AC:16, Fort: 12, Reflex: 17, Will: 13 Skills: Thievery +9, Stealth +9 Class Features: First Strike = at the start of the encounter you have combat advantage against any creature that has not acted yet. Sneak attack = deal +2d6 damage against creatures you have combat advantage against. Powers: [I]At Will[/I] = Deft Strike; melee or ranged 5/10; +8 vs AC, 1d4+4 damage. Can shift 2 squares before the attack. [I]Encounte[/I]r = Shadow Strike; melee or ranged 5/10; +8 vs AC, 1d4+4 damage. If you are hidden when you make the attack make a stealth check to remain hidden after the attack. [I]Daily[/I] = Trick Strike; melee or ranged 5/10; +8 vs AC, 3d4+4 damage & you slide the target 1 square. Effect: Until the end of the encounter each time you hit you can slide the target 1 square. Equipment: Leather Armor 10 Daggers [/sblock] [sblock=Bad guy Stats] OK I have decided to provide the stats as you discover them, NOT all up front. True it is not as true to the Mal Combat rules as I have said I am using, but what I'm going with for now. Hyena W1: Hit Points ? AC ?, Fort ?, Reflex ?, Will ? Hyena W2: Hit Points ? AC ?, Fort ?, Reflex ?, Will ? [/sblock] [sblock=Map] Squares that are at least 50% trees or bushes provides concealment. Squares that are covered in trees or bushes provide concealment and is considered difficult terrain. [IMG]http://www.enworld.org/forum/attachment.php?attachmentid=44957&stc=1&d=1281473618[/IMG] [/sblock] [/sblock] [/QUOTE]
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[Adventrue] Lord Ogglebottoms Odd Tasks II: The Mysterious Imlach Island
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