[Adventure] KOGANÙSAN (DM: Sanzuo, Judge: TwoHeadsBarking)

[sblock=Moving on...]Okay, I'm going to advance the plot by the end of the day (10 hours or so). Where it goes depends on you guys.

So as far as I can tell the votes so far are:
  • Stay - 1 (Halleck)
  • Continue - 3 (Shale, Karma, Halleck)
  • Something else - ?

(I'm not sure what Tenchuu wanted so I put him in both.)[/sblock]
 

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"I say we move on as that short rest has got me back on my feet, I'd rather get moving and avoid that animal for now," says Kavac as he stands up and gets ready to march again by checking his load and newly tied bandages.
 

"I don't like the sound of that, I'0ve heard of gigantic elephants in my travels and that does sound like one. As much as we need to get our strength back, it would be very unwise to rest longer in here. I wouldn't want to be stomped dead while sleeping."

[sblock=Rolls]Healing surge: 8 + 4 + 2 = 14 HP healed.

Nature Roll (1d20+5=25)[/sblock]

[sblock=Combat Stats]Shrakk, Githzerai Avenger 2
Speaks in DarkOrange
HP 31/35 Temp HP 0
Initiative +4
AC 18, Fort 14, Reflex 16, Will 16
AP 0, Surges 5/9
Second Wind [X]
Iron Mind [ ]
Angelic Alacrity [X]
Distracting Flare [ ]
Channel Divinity: Divine Guidance [X]
Channel Divinity: Abjure Undead [ ]
Aspect of Might [X]

Special
Shift 3 when using second wind.
+2 bonus to saves vs. daze, dominate & stun.
[/sblock]
 

"I don't like the sound of that, I'0ve heard of gigantic elephants in my travels and that does sound like one. As much as we need to get our strength back, it would be very unwise to rest longer in here. I wouldn't want to be stomped dead while sleeping."

"Elephants? The grey monsters with two tails that walk on pillars? I believed them a myth" says Shale.

"I've been thinking also - I know you, speaking broadly, need to consume food. I was wondering if those dead monkeys could be turned into such, which would be convenient since I've noticed your reserves are waning."
 

"You cannot be serious," Halleck said, a bit disgusted at the though of eating the monkeys they just slaughtered.

[sblock=Action Block, Mini-Stats]
Starting Health: 2
Healing Surge: 14
Healing Surge: 13

So, 2 used, plus 1 during fight, leaves 5. I'm cool with moving on. I think I just misinterpreted the group discuss. Sorry for the derail.

[sblock=Action Block/Ignore]
Move: Shift to D9
Minor: Inspiring Word on Karma (Healing Surge + 4)
Standard: Shout of Triumph (fort)

  • Target: Alpha Monkey
  • Attack: 1d20+4=23 Hit
  • Damage: 1d6+4=8 damage
  • Effect: Push C10 to B9; Push Alpha (E10) to F9. Slide each ally in blast 1 square.
[sblock=ignore]
Against the target of this exploit, you gain a bonus to defenses equal to your Charisma modifier (+4) until the start of your next turn (due to Feat). The target can make a melee basic attack against you as a free action and has combat advantage for the attack. If the target makes this attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.
[/sblock]
[/sblock][sblock=Halleck Stat block]Viscount Ambrose Halleck - Male Half-Elf Hybrid Bard/Warlord 1
Initiative: +0, Passive Perception: +12, Passive Insight: +14

Defenses:

AC: 18, Fort: 13, Reflex: 13, Will: 15 -- Speed: 5 (-1 Pen from armor)

Vitality:
HP: 25/25, THP: 0/8 Bloodied: 12, Surge Value: 6, Surges left: 5/8
Action Points: 1/1, Second Wind: not used
Languages:
Common, Elven, Goblin

Basic Attacks
:
:bmelee: Basic Melee Attack: +6 vs AC - Longsword 1d8+3
:ranged: Ranged Basic Attack: N/A

Powers:
At-Will:
Brash Assault, Vicious Mockery
Encounter: Righteous Brand, Inspiring Word, Majestic Word, Shout of Triumph, Battlefront Shift
Daily: Stirring Shout

Weapons:
Longsword

[/sblock]
[/sblock]
OOC: Actually, my two encounter healing powers: one of them is surge value + 4, and the other is surge value +1d6. I don't think you could get both at the same time for one HS spent. So, I think Karma's healing is still the best way to go.
 
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OOC: Actually, my two encounter healing powers: one of them is surge value + 4, and the other is surge value +1d6. I don't think you could get both at the same time for one HS spent. So, I think Karma's healing is still the best way to go.

GM: Oh yea, you're right.
 


After nursing their wounds the party decides that, though the clearing seems like an appealing place to camp, it is also a dangerous one. You gather your belongings and grimace at your injuries, but soldier on...

After a few more hours of pushing through the brush, it becomes clear that you are climbing in elevation. You slip on the moist rocks and sink to your ankles in the mossy earth. It is slow going and all the while the insects are relentless, stinging, biting and robbing you of your precious bodily fluids. Suddenly and almost without transition, you break through the jungle. You are standing on a bare hill at the base of what looks like a steep ascent up some foothills into craggy mountains ahead of you. There is also what appears to be a very old road that traverses up the side of the hills back and fourth dozens of times. It looks like an arduous climb.

If that wasn't bad enough, it appears that Brenwar, Shrakk, Halleck and Kavac are all beginning to feel the effects of the strange sickness that has been affecting Karma. Also, Shale has been making some strange noises moving around since the battle. Hopefully they can fight off its effects.

[sblock=Jungle Fever!]Brenwar: -1 healing surge
Shrakk: -1 healing surge
Halleck: -1 healing surge
Karma: -1 healing surge, -2 to attacks and skill checks
Kavac: -1 healing surge
Shale: -2 healing surges, -2 to attacks and skill checks

On an extended rest, everyone who is sick rolls an endurance check to fight the effects of the disease. Anyone trained in heal may ALSO roll a heal check as they tend to the ill. The result that is used is the higher of the endurance or heal checks.

And remember, drinking the water gives you a +2 bonus on your next endurance check for either the skill challenge or vs. the disease.[/sblock][sblock=Skill Challenge: Final Stage]Stage 1: 3 Successes
Stage 2: 2 Successes


Assuming you all wish to continue up the mountain, you may roll one of the following for the last part of the skill challenge. (This is a very physically demanding challenge, but there will likely be other kinds of challenges later for you braniacs.)

Stage 3: Last Leg
Athletics: Climb up the steep mountain
Endurance: Keep pace with the party
Heal: Mend blistered feet and scraped knees
Perception: Watch for alternate routes
Social (Cha): Encourage/Bully the party into continuing[/sblock]

GM: I will wait till everyone has posted before continuing on.
 

Moving so quickly from the wizard's tower to the humid jungle is something Shale's constitution is going to take some time to get adapted to; and the steep clmb is using most of his energy. He tries his best to help keeping watch while the rest march on, and does a good job.

[sblock=ooc:]Aid another who's making Perception rolls, success. I'll be using Invisible Castle, since I like to know how well I did before posting - it saves editing the post[/sblock]
 

[sblock=by the way]As I said before, I intend to overhaul the character and have it ready to do so as soon it's convenient or not disruptive for you or the adventure. Let me know when it'd be a good moment.[/sblock]
 

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