6 Eagle Down (Judge : Garyh)

[sblock=OOC-Phoenix]First - when Damien makes an attack against Kama'zer, Soldier gets to attack Damien due to Soldier's mark and Soldier is no longer dazed. Secondly - Mri'Thas dealt 14 damage, not 13[/sblock]
 

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[sblock=Ozy]:lol:

I appreciate your rules lawyer abilities and attention to details; they have come in very handy so far. But surely you'll admit that this one, you could have let slide! Phoenix gave us a suiting epilogue to the fight and I'll let it stand as is.

;)
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[sblock=Lead the Attack]Fight is over, but this power is sure to get used again in this adventure since you wil now get an extended rest.

So for the record; I assume that the bonus to hit granted by Lead the attack is not granted until the end of the fight to all allies who were within 5 squares at the time the power was used. It is granted to each ally who is within 5 square of the warlord when they make their attack until the end of the fight.

So if you were within 5 square of Kama'Zer when she used Lead the Attack but then moved ten squares away and make a ranged attack, you no longer have the bonus. Conversely, if you were 10 square away when she used the power but then moved within 5 square of her to make your attack, you do get the bonus. Therefore if Kama'Zer wins the initiative, moves five square forward and wacks the BBG with lead the attack, she hasn't screwed everyone out of the bonus; Just join her and go get your +5 by fighting within 5 square, that's all. On the other hand, don't stick to her until she use the power and then scamper on the other side of the map, that won't work (There is no range 20/40 rangers here so it's not much of an issue, but still...)

I actually believe that this is the correct interpretation (and it match the fluff; the warlord is directing his allies so presumably he is constantly communicating with all nearby allies) but it has caused arguments in the past at the gaming table so I spell it out up front.
[/sblock]

The party stands victorious. Castor alongs with a few patrons who hadn't been able to exit peek out cautiously from under the tables where they had found refuge.

A swift rush to the basement by some of the adventurers finds it empty. Not fooled, the team search for a secret passage of somekind. When a light source is brought to bear, a trapdoor is finally found after about a minute of searching. By the lack of odors, it doesn't lead to the sewers. A quick check shows it is a smuggler's tunnels and a query to Castor reveals that it leads to a house near the customs less than a hundred yards away. The mage is now long gone. At least they have Castor well in hand. And in light of his allies betrayal, he is very talkative, even grateful.

[sblock=OOC or, Man, you guys are blind as a bat!]Obviously, the mage couldn't have gone far. There had to be a trap door / sliding panel real close to the base of the stairs.

I decided that the DC to spot it in the dark was 21 and with a source of light it was 16 (Level 2 DC check, Hard and Medium) and that you'd get a chance to spot it at first glance (without a 1 minute search) or even spot it automatically if your passive perception was high enough.

Turns out that Tsi'Ri, who could arrive almost on the tail of the mage, has +0 perception and couldn't succeed the first check.

Once light was brought to bear (be it a light spell or a sunrod), I allowed the best perception of the team (there are 3 contenders at +3) to get a shot to spot it immediately.

Perception (1d20+3=8) fail.

After that, well, of course you are all allowed a standard 1 minute search check and the DC is 16 so I didn't bother with it. Someone out of 6 checks was bound to beat 16.

So that leaves you a bit over 1 minute behind the mage. Let's say she's gone. Meh. Castor knows plenty enough to keep the story moving, it's no big deal.

Also, I have just discovered that stealthy enemies will be your bane!
[/sblock]
 

OOC: yeah, I was going to let it slide anyway as I didn't bother to roll on IC and post it but I thought I should mention it anyway. Superb Ending, Phoenix, very cinematic:cool:!
 

[sblock=XP and Treasures]
Fight

Damien 350 1 350xp
Ruffian 125 5 625xp
GH 150 2 300xp
Zombies 125 4 500xp
Tina 150 1 150xp

Total: 1925 * 2 = 3850 XP

As big fight go, it was easier tan it could have been because they came in wave but you still earned it, IMO. A few lucky roll here and there and things could have been very different. Beside, I won't necessarily give more XP if the tactical condition were harder so it evens out.

Skill Challenge:

Level 3, COmplexity 3: 450 * 2 = 900XP

Group Total:

900+3850 / 6 = 792 XP each

Time XP (I calculate it to the day, if it's all right with the judge, especially since Soldier needs that extra but of XP to go to level 3!):

24 days

Soldier : 24 / 365 * 1250 = 82 XP

7 Rabbit, Callen, Tsi'ri, Mri'Thas = 24 / 365 * 1500 = 97 XP

Kama'Zer = 24 / 365 * 1750 = 115 XP

Total

Soldier : 874 XP

7 Rabbit, Callen, Mri'Thas, Tsi'Ri : 889 XP

Kama'Zer: 907 XP

Treasures: Still working on it.
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[sblock=OOC]Level Up!!! lvl up!! WOOO![/sblock]

Soldier wanders back to Castor and says, "Now apologize to Ts'iri for calling her a name OR ELSE!!" in a terrifying way


[sblock=Details]
Intimidate check:21
[/sblock]
 

[sblock=OOC]Cool on your level up, Ozy. I could spend 6 of my DM Credits and level Kama'zer up to 5th... but I think I'll spend them on my new 2nd character instead.

Mal, for whenever it becomes important, I have a Magic Item Wishlist on Kama'zers character wiki as of today. If you take suggestions from wishlists that is. :angel:[/sblock]
 

[sblock=OOC]I modified the adventure to get Soldier to level up early and join the others at level 3. The original proposal called for a easier fight at the tavern but no extended rest before moving on.[/sblock]

-''Calling who what names?'' Castor says, taken aback and interrupted while he was profusedly thanking Kama'Zer and the rest of the team for saving his life. But looking at the threatening Soldier, he thinks fast. ''Oh, but of course, you shouldn't judge a book by his cover!''

He turns to 7 Rabbit, takes a solemn expression and sasy:

-''Sir dwarf, I apogize for calling you a 'loony'. It was both rude and innacurate. Whatever your eccentricities might be, it is obvious you are both competent and knowledgeable in your various fields of expertise.''

Castor throws a quick nod to Soldier, indicating he had complied with his demands. Then he seems to hesitate for a moment, struggling between gratitude and greed but suddenly makes up his mind.

-''As a reward for your efforts on my behalf, however accidental they might have been, I will let you have the items I was trying to fence away at this time. Wait a moment.''

He moves to the kitchen and comes back with a package that he carefully unwraps, revealing a short staff with runic inscriptions, a green robe with golden threads that simmer and wave randomly, a plan dagger and dirty grey wool cloak with blood stain.

-''The real prize here is the staff. If I had found a seller, I would have sold it for more than all the others combined. It belonged to a dwarf wizard. Yeah, no too much of them around, but this one knew his craft. It is a defensive staff of some power. This green robe also is for wizards. It is thread with gold mined in the feywild and wove by an eladrin mage. It has been identified as a contingency robe. The dagger... well, frankly I don't think I can move it. I couldn't tell what it is except that there is a small sigil written in supernal that apparently means 'Remember the Price'. That's devil stuff, I expect. If you don't want it, I'll probably end up getting rid of it. And the cloak is, well, don't mind the blood stain, they can't be washed off. I tried everything. It's called a cloak of the Walking Wounded. Helps you keep going no matter what. So... there.''

Castor then seems to remember something forgotten in all the excitement.

-''Hum... could you... you know... the curse?''



[sblock=Treasures]

Defensive Staff +2 (2600gp)
Contingency Robe +1 (840gp)
Pact Dagger +1 (680 gp)
Cloak of the Walking Wounded +1 (840 gp)

Recommended wealth based on your level, according to the charter:

Level 2 : 1068 gp for the level
Level 3 : 1524 gp for the level
Level 4 : 2100 gp for the level

Wealth the PC should have accumulated so far:

874 XP / 1250 XP * 1068 : 747 gp
889 XP / 1500 XP * 1524 : 903 gp
907 XP / 1750 XP * 1500 : 1088 gp

7 Rabbit : 0 / 903 gp
Callen : 2600 /903 gp
Kama'Zer : 0 / 1088 gp
Mri'Thas : 840 /903 gp
Soldier: 840 / 747 gp
Tsi'Ri: 680 / 903 gp

See those as a barometers. You can be grossly under or over these targets after one encounter but by the end of the adventure you should be within 10% of the target (I am not aiming for 100% accuracy, here).

Obviously, with two war mage, items are interchangeable. But I intended the staff for Callen (he was under equipped by about 500gp before this fight) and the robe for Mri’thas.

The cloak is also useful for many but intended for Soldier.

The dagger is obviously only useful to Tsi'Ri
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[sblock=OOC]Cool on your level up, Ozy. I could spend 6 of my DM Credits and level Kama'zer up to 5th... but I think I'll spend them on my new 2nd character instead.

Mal, for whenever it becomes important, I have a Magic Item Wishlist on Kama'zers character wiki as of today. If you take suggestions from wishlists that is. :angel:[/sblock]

[sblock=OOC]Well, I'd rather no one spent DM credit during the adventure. We started with a certain XP gap between lowest and highest, wihich I implicitly accepted, but I'd rather it not keep increasing.

We started with a gap of 2 levels between highest and lowest PC, I made a point of fixing it early. If you spent DM credits during the adventure, not only are we back to a 2 level gap (this time between you and the whole party), it might increase to a 3 level gap at some point.

So... I'd rather not. DM credits ought to be spent between adventures so that when you start a new one, you can join with PCs of appropriate level.
[/sblock]
 

[sblock=OOC]
I'm ok (And quite happy) with the treasure distribution you proposed. Of course, it's up to Callen. If he thinks something else, I'm open to suggestions. Yiey! We won. [/sblock]
 

[sblock=xp and treasures]
fight

damien 350 1 350xp
ruffian 125 5 625xp
gh 150 2 300xp
zombies 125 4 500xp
tina 150 1 150xp

total: 1925 * 2 = 3850 xp

as big fight go, it was easier tan it could have been because they came in wave but you still earned it, imo. A few lucky roll here and there and things could have been very different. Beside, i won't necessarily give more xp if the tactical condition were harder so it evens out.

skill challenge:

level 3, complexity 3: 450 * 2 = 900xp

group total:

900+3850 / 6 = 792 xp each

time xp (i calculate it to the day, if it's all right with the judge, especially since soldier needs that extra but of xp to go to level 3!):

24 days

soldier : 24 / 365 * 1250 = 82 xp

7 rabbit, callen, tsi'ri, mri'thas = 24 / 365 * 1500 = 97 xp

kama'zer = 24 / 365 * 1750 = 115 xp

total

soldier : 874 xp

7 rabbit, callen, mri'thas, tsi'ri : 889 xp

kama'zer: 907 xp

treasures: Still working on it.
[/sblock]

[sblock=treasures]

defensive staff +2 (2600gp)
contingency robe +1 (840gp)
pact dagger +1 (680 gp)
cloak of the walking wounded +1 (840 gp)

recommended wealth based on your level, according to the charter:

Level 2 : 1068 gp for the level
level 3 : 1524 gp for the level
level 4 : 2100 gp for the level

wealth the pc should have accumulated so far:

874 xp / 1250 xp * 1068 : 747 gp
889 xp / 1500 xp * 1524 : 903 gp
907 xp / 1750 xp * 1500 : 1088 gp

7 rabbit : 0 / 903 gp
callen : 2600 /903 gp
kama'zer : 0 / 1088 gp
mri'thas : 840 /903 gp
soldier: 840 / 747 gp
tsi'ri: 680 / 903 gp

see those as a barometers. You can be grossly under or over these targets after one encounter but by the end of the adventure you should be within 10% of the target (i am not aiming for 100% accuracy, here).

Obviously, with two war mage, items are interchangeable. But i intended the staff for callen (he was under equipped by about 500gp before this fight) and the robe for mri’thas.

The cloak is also useful for many but intended for soldier.

The dagger is obviously only useful to tsi'ri
[/sblock]

Judge APPROVED!
 

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