Adventure: Hey! That's Not Wayne's Basement! (DM: H.M.Gimlord, Judge: Ozymandias79)


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[sblock=marching order]So, does anyone object to the following order:

Rujah, Jin
Riardon, Fenwick
Talon (w/Dayna)

in that order?[/sblock]
[sblock=marching order]Looks good, so what about this single file:

Rujah
Jin
Riardon
Fenwick
(w/Dayna)
Talon

Staying in the middle for having the best light source.[/sblock]

Riardon

"Everyone ready?"

[sblock=OOC]
Token is fine, but a little big in respect of the others. What is he holding in his left hand? Normally, he is wearing a shield.

One small wish: Can you change the sword colour to something more golden / radiant?

-----
Has still to be approved to 2nd level.
-----

Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 17 Insight: 12 Low-light Vision
AC 19 Fortitude 16 Reflex 15 Will 14
Hit Points: 34 / 34 Bloodied: 17
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:6 Surges per day: 8 / 8
At-Will Powers: Commander's Strike, Opening Shove
Encounter Powers: Inspiring Word 2/2, Aid the Injured, Chilling Cloud, Warlords Favor, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition: -
[/sblock][/sblock]

[sblock=Tenchuu]
Does the roll include the +2 initiative bonus from my aura?
[/sblock]
 

[sblock=OOC,WD,HM]
Oops. You're right. That does not include the +2. Should be:

Initiative Roll: 1d20 + 3 (Alertness is 2, regional bonus 1) + 2 (Riardon Aura( = 9 (forgot the +2 for Riardon's Aura in my IC roll).

[sblock=Example Action Block]
Move: I7, J6, K5, L4, M4, M3
Minor: HQ on Goblin 1
Standard: Nimble Strike

  • Target: Goblin 1
  • Attack: 1d20+5+1 (PS) +2 (CA)...etc... = 27 Hit
  • Damage: 1d10+3 + 1d6 (HQ) = 7
  • Effect: Shift to M3
OOC comments or tactical discussion based on result...
[/sblock][sblock=Jin Stat block]Ashikaga Jin'emon - Male Human Ranger 1
Initiative: +3, Passive Perception: +19, Passive Insight: +13
Defenses:
AC: 15, Fort: 15, Reflex: 15, Will: 13 -- Speed: 6

Vitality:
HP: 27/27, Bloodied: 13, Surge Value: 6, Surges left: 6/6
Action Points: 1, Second Wind: not used
Languages:
Common, Elven

Basic Attacks
:
:bmelee: Basic Melee Attack: +6 vs AC - Katana 1d10+3
:ranged: Ranged Basic Attack: N/A

Powers:
At-Will:
Hunter's Quarry, Twin Strike, Shield of Blades, Hit & Run
Encounter: Off-Hand Strike
Daily: Jaws of the Wolf

Weapons:
2 Katanas (Bastard Sword Stats)
[/sblock]BTW: ready for next DM post.
[/sblock]
 

[sblock=Almost Ready]
I don't, I wasn't sure if we were able to go by twos or if we needed to go single-file.


Yeah. You're going to have to go through the barrel in single file, but not for too long.

Token is fine, but a little big in respect of the others. What is he holding in his left hand? Normally, he is wearing a shield.

One small wish: Can you change the sword colour to something more golden / radiant?

Got it:

  • Replace the horn (the thing in his left hand) with a shield
  • Glowing Golden sword.
BTW. Size doesn't matter;). In MapTool, tokens are automatically resized based on the picture's canvas size relative to the battle grid. I've checked it out, everyboby scales to about the same size.

The following characters still need to roll initiative:

  • Fenwick
  • Riardon
  • Rujah
It's not yet urgent, but I figured I'd let you know who has and who hasn't yet.

I'll post a map as soon as I get Riardon's Token done up purty:lol:.
[/sblock]
 

With no one objecting, Rujah swiftly led the way into the stinky wine cask, following the path as he began exploring it's 'depths'.

"Why would someone create a secret path to such a foul-smelling place?" He muttered to himself, his grip on his hammer shifting slightly as he anticipated something.

[sblock=OOC]
Initiative:
1d20=7
My luck blows. [/sblock]

[sblock=mini-statblock]
Rujah Neth Male Dragonborn Warden 1
Initiative: +0, Passive Perception: 10, Passive Insight: 10, Senses: Normal
AC:18, Fort:15, Reflex:12, Will:13
HP:34/34, Bloodied:17, Surge Value:11, Surges left:12/12
Action Points: 1
Powers:
Warden's Fury
Warden's Grasp
Thornstrike
Weight of Earth

Thunder Ram Assault
Dragon Breath

Form of Winter's Herald

Conditions:
Full bio in signature[/sblock]
 

[sblock=Theroc] That's actually a 9 (Not as bad as you thought. Though not all that much better). You forgot Riardon's +2 initiative bonus to his allies. [/sblock]

The lid of the cask opens, as if it were a large 9’ diameter door revealing a hollowed out barrel through which one person can easily pass, behind which lies a passageway that continues through the back wall of the cellar. Illuminated by Riardon’s sword, the passageway appears to be walled with block and mortar to a distance of about 10’ feet past the wall where it widens into a kind of antechamber turning off to the left making a corner around which you cannot see.

The first thought to enter your mind is that the Daunton health department would never have certified this inn if they knew about this. The fetid smell is surprisingly still faint, but every now and then a small breeze reminds you that you weren’t imagining things. On top of that, the air is dusty, and the floor of the passage and antechamber is littered with all kinds of debris: Broken furniture and wine bottles, discarded boxes, boards, rusted tools, scraps of food, and torn clothing.

[sblock=Map]

TheOpenCask.jpg


[/sblock]

[sblock=Jin, Talon, Riardon] You can barely make out numerous voices echoing faintly down the passageway off to the left. They sound jovial, but rough and uncouth.[/sblock]
[sblock=OOC]Illumination: Bright light (thanks to Riardon’s sword. I’m assuming you’re setting it for 20 squares of bright light).

Terrain: The area of the floor covered in trash is difficult terrain. We’re not talking paper here. We’re talking boards, bear traps, broken furniture, glass and cloth. Step careful!

Ceiling: Inside barrel: Wood 9 – 12’ depending, Beyond the back wall: Vaulted timber and earth 15’.

Walls: Sandstone bock (climb with Athletics DC 15 or DC 20 during combat)
[/sblock]

[Sblock=Status]

Rujah (9): K13 34/34 HS 12/12 AP 1
Jin (9): K12 27/27 HS 6/6 AP 1
Riardon: K11 34/34 HS 8/8 AP 1
Fenwick: K10 31/31 HS 11/11 AP 1
Talon (11): J10 26/26 HS 8/8 AP 1
Dyana (10): I10 22/22 HS 2/2 AP Uses Talon's

Still need initiative from:

  • Riardon
  • Fenwick
[/sblock]

[sblock=P8] Your initiative roll gives you a +3, but your character sheet has a +2 modifier. Riardon gives you a +2, so the total is 11 unless you can tell me where the other +1 came from? [/sblock]
 
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[sblock=OOC,Theroc]Naturally, your luck is tied to mine, since Jin is following you like a shadow. Same init score. Woohoo!
[/sblock]
 

"Fenwick prepared!"

[sblock=initiative]Including the +2 from Riardon's aura, 1d20+3=13
[/sblock]


[sblock=ministats]Fenwick Male Orc Barbarian 1
Initiative: +1, Passive Perception: 10, Passive Insight: 10, Senses: Low-light
AC:15, Fort:15, Reflex:12, Will:13
HP:31/31, Bloodied:15, Surge Value:7, Surges left:11/11
Action Points: 1
Powers:
Howling Strike
Recuperating Strike

Warrior's Surge
Roar of Triumph
Vault the Fallen

Swift Panther Rage

Important Stuff:
Feral Might: When Fenwick bloodies an enemy, the next attack by him
or one of his allies against that enemy gains a +3 bonus to the attack roll.

Conditions:

Full sheet: L4W:PC:Fenwick (BenBrown) - ENWiki [/sblock]
 

As they enter the cask, Jin quickly notices the bright light emitted by Riardon's sword. "How convienent," he mutters with a smile as he puts the sunrod away.

Rujah pauses at the end of the barrel, and they peer into the cluttered room ahead. The Ranger gripped his second blade with his left hand and slowly drew the weapon.

He waited for Rujah to move, letting the dragonman take point as decided. While doing so, Jin scanned the area ahead. Looking for traps or hazards amongst the debris.

[sblock=Action Block, Mini-Stats]
Being cautious at this point. Just scanning for trouble and staying in line.

[sblock=Example Action Block]
Move: K14, K14 (DT), K15 (DT)
Minor: Draw sword in off-hand
Standard: Perception Check = 20
[sblock=ignore this]saving this so I can c/p example in next post.

  • Target: Goblin 1
  • Attack: 1d20+5+1 (PS) +2 (CA)...etc... = 27 Hit
  • Damage: 1d10+3 + 1d6 (HQ) = 7
  • Effect: Shift to M3[/sblock] Jin will wait to move until after Rujah moves. I assume he is going to K16. If he doesn't move that far in, he'll stay one square behind Rujah.
[/sblock][sblock=Jin Stat block]Ashikaga Jin'emon - Male Human Ranger 1
Initiative: +3, Passive Perception: +19, Passive Insight: +13
Defenses:
AC: 15, Fort: 15, Reflex: 15, Will: 13 -- Speed: 6

Vitality:
HP: 27/27, Bloodied: 13, Surge Value: 6, Surges left: 6/6
Action Points: 1, Second Wind: not used
Languages:
Common, Elven

Basic Attacks
:
:bmelee: Basic Melee Attack: +6 vs AC - Katana 1d10+3
:ranged: Ranged Basic Attack: N/A

Powers:
At-Will:
Hunter's Quarry, Twin Strike, Shield of Blades, Hit & Run
Encounter: Off-Hand Strike
Daily: Jaws of the Wolf

Weapons:
2 Katanas (Bastard Sword Stats)
[/sblock] Two Star Wars related thoughts:
1. "It's a Trap!"
2. "Shut down all the trash compactors on the detention level!"
[/sblock]
 
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[sblock=HMG]Actually, my init on my character sheet is +3. My Dex is 16 which gives a +3 modifier. I didn't add in the +2 from Riardon, so it should be a total of 12. Here is Talon's sheet again if you'd like to double check.[/sblock]
[sblock=Actions/Stat block]Start=
Minor=
Move=
Standard=
End=
[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 1
Passive Perception: +13, Passive Insight: +18, Initiative: +3
AC: 16, Fort: 14, Reflex: 14, Will: 13 -- Speed: 6
HP: 26/26, Bloodied: 13, Surge Value: 6, Surges left: 8/8
Action Points: 1, Second Wind: not used
:bmelee: Basic Attack: +5 vs AC - Longspear 1d10+3
:bmelee: Basic Attack: +3 vs Reflex - Savage Rend 1d8+3 and slide target 1 square
:ranged: Ranged Basic Attack: +5 vs AC - Longbow 1d10+3
Powers-
At-Will:
Circling Strike, Predator Strike, Wild Shape
Encounter: Longtooth Shifting, Enclose the Prey, Savage Rend
Daily: Partnered Savaging[/sblock][sblock=Wolf Companion stat block]Dayna - Wolf Companion 1
Passive Perception: +17, Passive Insight: +12
AC: 15, Fort: 13, Reflex: 13, Will: 14 -- Speed: 7
HP: 22/22, Bloodied: 11, Surge Value: 5, Surges left: 2/2
:bmelee: Basic Attack: Bite, +5 vs. AC; 1d8+2 (Dex)
Racial Abilities: Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock]
 
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