[Adventure] The Lost Treasure of House Cannith (Judge: Evilbob)

As the party members pool their money for passage, Thalin sheepishly points out he doesn’t have the 10 GP for his portion of the passage, I spent all my advance on ritual components and this beaten up bedroll, I’ve got 6 if everyone else is willing to add one extra? It was kind of the reason I was hoping to barter my services for cheaper passage…

On the far shore, the half elf wraps a bit of cloth around his nose and mouth, Probably won’t help, but it can’t hurt right? While 354b summons up his disk, Thalin slowly raps away on his drum, mumbling seemingly frivolous lyrics to himself. The tempo of the rhythm increases as the song progresses, and the party finds themselves lighter of foot, and able to march in time with the faster tempo.

[sblock=OOC]Free Ritual cast: Traveler’s Chant, no roll needed, Groups travel speed increases by 2 (not combat speed though) for the next 8 hours. Thalin will be smack in the middle of the group.[/sblock]
 

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[sblock=ooc]Just want to make sure everyone agrees to paying the extra gold for Thalin before I proceed with the next update.[/sblock]
 





Thalin begins his song and you all proceed on down the road at a considerable rate. You are fairly certain that you're headed in the right direction given what you recall of the map and Karananak's assessments of your surroundings.

As you travel, you note that The Mist is heavy around you, although it seems to ebb and flow. In some areas you can barely see each other through it and in others it is nothing but a light fog. Most of the land looks the same: dull and gray.

After about an hour, having seen nothing around you but dead foliage, you spot something else on the road ahead of you. It appears to be a group of dark blobs with many limbs. They are still too far away to see clearly, but you definitely don't think they are at all friendly. Having also spotted you, they begin to move quickly in your direction and you can just make out the sound of faint grunts or hissing.

[sblock=ooc]This is initiative, and although I will roll it for you, before I do, I need to know if 354b plans to use his Strategist's Epiphany power. This is so I can avoid retconning the whole start of the fight if the monsters ended up acting first and then he decided to use it.

You do not have time to ready actions at this time. There is no surprise round on either side.

A couple notes for combat:

Regarding Majestic Word - The final say on where Thalin slides a PC as a result of this power is his. You may discuss it before it happens in OOC blocks, but I'd prefer not to retcon this after the fact as it can affect other people's turns.

Regarding Interrupts - I would like anyone who has interrupt powers to place an OOC block stating how they wish to use the power into a post prior to it's use. This doesn't necessarily have to be the first post of the combat, but as soon as you have an idea when you might want to use it. I will not allow the retconning of interrupt powers, since by definition you cannot know the results of rolls before deciding to use those powers.

I will be rolling all AoO during the monster's turn to help speed things along. If you have an at-will that can be used in place of a basic attack and want that used as your staple AoO, please let me know ahead of time.

If there's any other questions, let me know. As soon as I hear from turtle about that power, I'll roll up initiative, post the map, and get things started.[/sblock]
 

[sblock=OOC about OAs]Savage Rend is Karananak's Melee Basic Attack and targets Reflex. If the enemy is granting Combat Advantage it deals 1d6+1d8+1d10+7 :angel: and he will always slide an enemy to an adjacent square farthest from the rest of the party, or into flank so keeps his CA. I am a controller after all, since the attack slides the target 1 square.[/sblock]
 

[sblock=occ]I'm tempted to use it but I think I'll wait since we have a long way to go in one day. No use using all of our resourses right away.[/sblock]
 

[sblock=Initiative]Alrighty then, here we go:
Karananak: 1d20+2=22
Kaelen: 1d20+7=24
Colgrave: 1d20+3=12
Thalin: 1d20+2=7
Experiment 354b: 1d20+2=9
Baddies: 1d20+8=23 1d20+6=7

Baddies got 2 rolls due to special circumstances behind some of the monsters. I wasn't sure the best way to work it with everything going in blocks and decided this made the most sense.

Final order is:
Kaelen
Baddies
Karananak
Colgrave
354b
Thalin

So, Kaelen can take his turn, then the monsters will move.

I've included the monster knowledge blocks below in case people feel like making the rolls. If you do, link them and use the knowledge gained however you like. If you don't, that's cool, but I see no reason not to put the info out there so you have the option if you want it. :)[/sblock]

[sblock=Terrain and other Environment Info]Trees & Rocks: Provide cover in the normal way. You can stand in the squares that have branches in them, but not the actual rocks or tree trunks, unless the rock is in only a tiny fraction of the square.

The Mist: Is a bit like a thick fog. Any creature more than 20 feet away is considered to have concealment unless you have blindsight.

There is no difficult terrain or anything. Just a road with a lot of low, dead grass around it. The map is attached. I apologize for my abysmal drawing skills. If you need clarification on what anything is, please ask.[/sblock]

[sblock=Monster Knowledge Check: Dungeoneering 15]These are all aberrant creatures. You recognize the tentacle covered humanoid as something called a dolgaunt. The small, 2-headed creatures appear to be dolgrim, and you've heard that warriors of their ilk lurk in The Mournlands. The large ooze is more of a mystery, but you think it may be what the stories refer to as living darkness. It is certainly large an black enough to have earned the name.
[sblock=Dungeoneering 20]You've heard that the dolgaunt can suck the life from a person with its long tentacles.
The dolgrim are simple creatures, from what you remember, but very strong. You also remember a story about each head seeming to act on its own.
Living darkness isn't something many people have encountered and lived to tell about. You suspect that, like most other ooze creatures you've encountered in your travels, it will attempt to absorb its prey.
[sblock=Dungeoneering 25]Living darkness is immune to gaze and poison effects, and it's jelly-like nature seems to make most attacks less effective than normal. It is known to be vulnerable to radiant damage.
The dolgrim, with their warring heads, are likely weak against psychic attacks.[/sblock][/sblock][/sblock]

[sblock=Monster Status]Tentacles:
HP: ?? AC: ?? Fort: ?? Ref: ?? Will: ??
Conditions:

2-Heads 1:
HP: ?? AC: ?? Fort: ?? Ref: ?? Will: ??
Conditions:

2-Heads 2:
HP: ?? AC: ?? Fort: ?? Ref: ?? Will: ??
Conditions:

Ooze:
HP: ?? AC: ?? Fort: ?? Ref: ?? Will: ??
Conditions:
[/sblock]

[sblock=Player Status]Kaelen:
HP: 41/41 Surges: 9/9 AP: 1 MI Daily Uses: 1
Conditions:

Karananak:
HP: 45/45 Surges: 11/11 AP: 1 MI Daily Uses: 1
Conditions: Beast Form

Thalin:
HP: 43/43 Surges: 10/10 AP: 1 MI Daily Uses: 1
Conditions:

Colgrave:
HP: 32/32 Surges: 6/6 AP: 1 MI Daily Uses: 1
Conditions:

Experiment 354b:
HP: 40/40 Surges: 9/9 AP: 1 MI Daily Uses: 1
Conditions:
[/sblock]
 

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