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[Adventure] Artemis' Pact
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<blockquote data-quote="JoeNotCharles" data-source="post: 5551800" data-attributes="member: 79945"><p>[sblock=Initiative]</p><p>Someone: <a href="http://invisiblecastle.com/roller/view/3012250/" target="_blank">Initiative (1d20+1=11)</a></p><p>Artemis: <a href="http://invisiblecastle.com/roller/view/3012251/" target="_blank">Initiative (1d20+1=15)</a></p><p>Karma: 6</p><p>Gil: 12</p><p>Lilli: 2</p><p>Farmer Bob: <a href="http://invisiblecastle.com/roller/view/3012259/" target="_blank">Initiative (1d20+0=13)</a></p><p></p><p>Tommyknockers: <a href="http://invisiblecastle.com/roller/view/3012260/" target="_blank">Initiative (1d20+4=17)</a></p><p></p><p>Looks like they beat all of you! So they act immediately after the surprise round.</p><p></p><p>I'll wait to see if Lilli wants to take another action, or if anybody objects to the changes in positioning I made, before I post their actions.</p><p>[/sblock]</p><p></p><p>[sblock=Lilli's Nature Check]</p><p>Tommyknockers are old miners' tales of bogies lurking in the darkness of mines. They are said to hate the miners who encroach in their domain, and warn them away by knocking on the walls before causing cave-ins and other disasters. Some say they can be placated by leaving bowls of milk out for them, but others say this is mere superstition. Few people see them except as tiny figures lurking at the edge of caves, who disappear when approached. You have never been sure if they were real creatures or myths designed to explain odd sounds and illusions caused by the flickering lamps and shadows underground.</p><p></p><p>They are small, fey humanoids.</p><p>[/sblock]</p><p></p><p>One of the creatures' huge round eyes open even wider in shock. It clutches its head and vanishes, reappearing waist deep in the thick sludge. It immediately begins trying to force its way toward the edge of the pool, but it seems to be having trouble forcing its way through the ooze.</p><p></p><p>[sblock=Grasping Slime]</p><p>This black, viscous goo feeds on Underdark insects and vermin by trapping them in place and slowly digesting them. It poses no threat to larger creatures, but its clinging substance is hard to escape from. It is difficult terrain, and anyone moving through the slime must make a DC 12 Athletics check or end their movement immediately.</p><p>[/sblock]</p><p></p><p>The remaining tommyknockers turn to face the tunnel entrance, just in time for one to be struck by simultaneous waves of spite and fear. It sinks to its knees, burying its face in its hands, and bows its head in despair - bashing it firmly into the wall. Blood spurts from its self-inflicted head wound, but it is shaken out of its gloom as it recoils, and it picks up its pickaxe and scrambles snarling to its feet.</p><p></p><p>Gil rushes forwards and makes a plea for peace. The tommyknockers react by raising their picks threateningly and hissing. Their tongues click against daggerlike teeth in a rhythm similar to their knocking. The one on the ledge pulls a long dart, like a miniature javelin, from its coveralls. Gil, out in front, turns toward the ledge as it moves and sees two more tommyknockers behind it, near more patches of fungus.</p><p></p><p>[sblock=Actions]</p><p>[MENTION=5656]Someone[/MENTION]: You don't have line of sight to C18, so I teleported the Tommyknocker to D18 instead.</p><p>[MENTION=90808]Cute-Hydra[/MENTION]: J17 has partial cover from K25, so you have a -2 to hit. But that's countered by the +2 from Combat Advantage you didn't add, so it evens out.</p><p>[MENTION=100292]Neil1889[/MENTION]: Karma's already at K25, and so I started you at L25. (I was going to say K26, but both Tommyknocker 2 and Tommyknocker 3 have line of sight to you there, so Reactive Stealth wouldn't be as much use. I can move you if you want, though. Of course, you can't see them from there either, but I'll assume you peeked around the corner before the surprise round actually started and then backed off to be out of sight and hide.) Also, knowledge checks don't take an action - did you want to take an action as well?</p><p></p><p>Farmer Bob:</p><p>Begin the surprise round at M26</p><p>Standard: Full Defense</p><p></p><p>Tommyknocker 1 is hit for 9 damage and teleported to D18.</p><p>Tommyknocker 2 is hit for 17 damage, bloodying it, and takes -2 to all attack rolls until the end of Karma's next turn.</p><p>[/sblock]</p><p></p><p>[sblock=Unlocked Stats]</p><p>Farmer Bob: AC <s>17</s>19, Fort <s>13</s>15, Reflex <s>11</s>13, Will <s>11</s>13</p><p>Tommyknocker: AC ??, Fort 12, Reflex ??, Will 13</p><p>Tommyknocker Darter: AC ??, Fort ??, Reflex ??, Will ??</p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p>Artemis: 29/29 hp, 4/7 surges</p><p>Lilli: 20/22 hp, 3/7 surges, hidden with Stealth 14</p><p>Gil: 26/26 hp, 3/7 surges, readied action</p><p>Shale: 31/33 hp, 3/7 surges</p><p>Karma: 24/30 hp, 1/5 surges</p><p>Farmer Bob: 2/2 hp, 0/1 surges</p><p></p><p>Tommyknocker 1: 9 damage taken</p><p>Tommyknocker 2: 17 damage taken, bloodied, -2 to all attack rolls until the end of Karma's next turn</p><p>Tommyknocker 3: 0 damage taken</p><p>Tommyknocker Darter 1: 0 damage taken</p><p>Tommyknocker Darter 2: 0 damage taken</p><p>Tommyknocker Darter 3: 0 damage taken</p><p>[/sblock]</p><p></p><p><a href="http://tinypic.com/r/1sld8j/7" target="_blank">External Map Link</a></p><p>[sblock=Map]</p><p>The black slime is difficult terrain, and anyone moving through it must make a DC 12 Athletics check or end their movement immediately.</p><p></p><p><img src="http://i53.tinypic.com/1sld8j.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 5551800, member: 79945"] [sblock=Initiative] Someone: [url=http://invisiblecastle.com/roller/view/3012250/]Initiative (1d20+1=11)[/url] Artemis: [url=http://invisiblecastle.com/roller/view/3012251/]Initiative (1d20+1=15)[/url] Karma: 6 Gil: 12 Lilli: 2 Farmer Bob: [url=http://invisiblecastle.com/roller/view/3012259/]Initiative (1d20+0=13)[/url] Tommyknockers: [url=http://invisiblecastle.com/roller/view/3012260/]Initiative (1d20+4=17)[/url] Looks like they beat all of you! So they act immediately after the surprise round. I'll wait to see if Lilli wants to take another action, or if anybody objects to the changes in positioning I made, before I post their actions. [/sblock] [sblock=Lilli's Nature Check] Tommyknockers are old miners' tales of bogies lurking in the darkness of mines. They are said to hate the miners who encroach in their domain, and warn them away by knocking on the walls before causing cave-ins and other disasters. Some say they can be placated by leaving bowls of milk out for them, but others say this is mere superstition. Few people see them except as tiny figures lurking at the edge of caves, who disappear when approached. You have never been sure if they were real creatures or myths designed to explain odd sounds and illusions caused by the flickering lamps and shadows underground. They are small, fey humanoids. [/sblock] One of the creatures' huge round eyes open even wider in shock. It clutches its head and vanishes, reappearing waist deep in the thick sludge. It immediately begins trying to force its way toward the edge of the pool, but it seems to be having trouble forcing its way through the ooze. [sblock=Grasping Slime] This black, viscous goo feeds on Underdark insects and vermin by trapping them in place and slowly digesting them. It poses no threat to larger creatures, but its clinging substance is hard to escape from. It is difficult terrain, and anyone moving through the slime must make a DC 12 Athletics check or end their movement immediately. [/sblock] The remaining tommyknockers turn to face the tunnel entrance, just in time for one to be struck by simultaneous waves of spite and fear. It sinks to its knees, burying its face in its hands, and bows its head in despair - bashing it firmly into the wall. Blood spurts from its self-inflicted head wound, but it is shaken out of its gloom as it recoils, and it picks up its pickaxe and scrambles snarling to its feet. Gil rushes forwards and makes a plea for peace. The tommyknockers react by raising their picks threateningly and hissing. Their tongues click against daggerlike teeth in a rhythm similar to their knocking. The one on the ledge pulls a long dart, like a miniature javelin, from its coveralls. Gil, out in front, turns toward the ledge as it moves and sees two more tommyknockers behind it, near more patches of fungus. [sblock=Actions] [MENTION=5656]Someone[/MENTION]: You don't have line of sight to C18, so I teleported the Tommyknocker to D18 instead. [MENTION=90808]Cute-Hydra[/MENTION]: J17 has partial cover from K25, so you have a -2 to hit. But that's countered by the +2 from Combat Advantage you didn't add, so it evens out. [MENTION=100292]Neil1889[/MENTION]: Karma's already at K25, and so I started you at L25. (I was going to say K26, but both Tommyknocker 2 and Tommyknocker 3 have line of sight to you there, so Reactive Stealth wouldn't be as much use. I can move you if you want, though. Of course, you can't see them from there either, but I'll assume you peeked around the corner before the surprise round actually started and then backed off to be out of sight and hide.) Also, knowledge checks don't take an action - did you want to take an action as well? Farmer Bob: Begin the surprise round at M26 Standard: Full Defense Tommyknocker 1 is hit for 9 damage and teleported to D18. Tommyknocker 2 is hit for 17 damage, bloodying it, and takes -2 to all attack rolls until the end of Karma's next turn. [/sblock] [sblock=Unlocked Stats] Farmer Bob: AC [s]17[/s]19, Fort [s]13[/s]15, Reflex [s]11[/s]13, Will [s]11[/s]13 Tommyknocker: AC ??, Fort 12, Reflex ??, Will 13 Tommyknocker Darter: AC ??, Fort ??, Reflex ??, Will ?? [/sblock] [sblock=Status] Artemis: 29/29 hp, 4/7 surges Lilli: 20/22 hp, 3/7 surges, hidden with Stealth 14 Gil: 26/26 hp, 3/7 surges, readied action Shale: 31/33 hp, 3/7 surges Karma: 24/30 hp, 1/5 surges Farmer Bob: 2/2 hp, 0/1 surges Tommyknocker 1: 9 damage taken Tommyknocker 2: 17 damage taken, bloodied, -2 to all attack rolls until the end of Karma's next turn Tommyknocker 3: 0 damage taken Tommyknocker Darter 1: 0 damage taken Tommyknocker Darter 2: 0 damage taken Tommyknocker Darter 3: 0 damage taken [/sblock] [url=http://tinypic.com/r/1sld8j/7]External Map Link[/url] [sblock=Map] The black slime is difficult terrain, and anyone moving through it must make a DC 12 Athletics check or end their movement immediately. [IMG]http://i53.tinypic.com/1sld8j.png[/IMG] [/sblock] [/QUOTE]
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