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


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"This is a good place to stop. I'll take first watch," Halleck said.

[sblock=Action Block, Mini-Stats]
Endurance check: 1d20-1=17 +2 = 19
Heal Check: 1d20+6=7

As unlikely as it seemed at the onset, Endurance it is!

[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: 7/8
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]
 

Even though it has been a while since paladins could automatically cure diseases, you would not think so with Brenwar looking after the party. Using a few herbs he acquired and the fresh water from the spring, Brenwar brews up a home remedy that leaves everyone sleeping soundly with their fevers under control. He pays particular attention to Karma and Shale, who were looking none too well. Once Karma recovers enough for his watch, he helps Shale clean the jungle infestation from himself once and for all.

[Sblock=Diseases]
  • Brenwar: Endurance 26, Heal 32 (nat 20)
  • Shale: Endurance 17, Heal 11
  • Kavac: Endurance 26, Heal 15
  • Shrakk: Endurance 18, Heal 8
  • Karma: Endurance 0, Heal 23
  • Halleck: Endurance 19, Heal 7

Brenwar and Kavac get better on their own. Brenwar's heal check is good enough to tend to both Shrakk and Karma, improving their condition. Once Karma is better, he uses his heal to improve Shrakk's condition another step. Shrakk, Halleck and Karma are still recovering, but haven't gotten any worse. You are out of the jungle and don't need to worry about catching Jungle Fever anymore.

  • Brenwar: Fine
  • Shrakk: -1 healing surge
  • Halleck: -1 healing surge
  • Karma: -1 healing surge
  • Kavac: Fine
  • Shale: Fine[/sblock]
 

GM: Sorry this update is sort of a mega-post, but I wanted to get things moving after a slow weekend.


The next morning, you are set upon by a thick fog and all you can do is continue on into the mountains. It is a short hike later that you enter some sort of wide mountain pass and find ancient way-points made of stone marking the path. The area now seems to be mostly free of vegetation, consisting mostly of rock and gnarled, burnt poles of what were once living trees. The walk becomes dull, and after a while the group both runs out of things to talk about and wonders if they are lost. Then, while everyone is taking a short rest, Shrakk notices a strange formation looming in the dense fog. The group moves to investigate.

To your amazement, you see that the formation is what seems to be an enormous stone construction of a lizard laying prone on the ground, as lizards tend to do. It is the size of a small mountain.[sblock=Perception DC 12]Further investigation reveals that the lizard was not merely carved out of rock, but that it was carved out of gigantic stone blocks fit together, each one weighing at least a ton. A project like this must have taken dozens, if not hundreds of laborers years to build.[sblock=DC 17]The monument has no entrances nor unusual markings. The giant lizard has no discernible purpose.[/sblock][/sblock]After studying it for a while, you move on.

By late-afternoon, the fog subsides and to your surprise it begins to snow, but you soon realize the snow is actually light ash falling from the sky - it soon coats you. Eventually you descend out of the mountain pass and into a small valley or large basin. It is surrounded by steep, craggy mountains forming an immense natural wall. The floor of the valley is devoid of any sort of life. It is rocky, uneven and covered with sharp, black lava rock and layers of fresh ash fallen from the sky. The air is full of ash and smoke. On the far side of the basin you see sharp cliffs jutting out of the ground with various vents billowing smoke and ash into the sky.

Descending further, your footsteps crunch in the porous black rock. The ash gets into your nose, mouth and lungs. It makes you cough and your eyes water. This is a dead place.[sblock=Nature DC 14]The lava field is very young in geological terms. It was formed less than 100 years ago. It also looks like it has many layers, like this place has been flooded with lava repeatedly over the years.[/sblock][sblock=Perception DC 12]The lava rock is littered with the jutting bones of creatures. You cannot walk 10 feet with out stepping on a bone.[sblock=Nature DC 14]Most of the bones are animals, some are humanoid.[/sblock][/sblock]

Eventually you close with the far side. There is an obstacle blocking your path - a wide river. There is evidence that there was once a bridge that spanned it, but now it is gone. The river is thick with fine, silt-like ash, giving it the consistency of thick mud. Yet, the river is moving alarmingly quickly. You will have to cross the river to continue. It is probably the most difficult challenge you have ever faced.[sblock=The River]Oh dear god. Except for Kavac you are all a sorry bunch of swimmers.

Okay, time for a mini skill challenge. I'll make it easy for you:
  • The DC is 12.
  • Each of you must roll Athletics or Endurance to swim across the river.
  • You must each get 4 successes before you get 3 failures.
  • You may use a different skill once if you can justify it with a good description. Example: Using nature to gather together wood to make a raft. Or using straight intelligence+half level to come up with some other clever solution.

If you succeed, you make it across. If you fail... well just let me know if you fail.[/sblock]

On the far side, about a two hundred yards from the river is a large fortification with a gate built into the side of the cliff. Near it are what appear other entrances and caves as well.
 

These new places are all alien to Shale. His ignorance of the outside world sometmes amaze the rest of the party, as he continues to make logically sound but totally innacurate deductions about what they find in the way, or just think on important things as trivial and doesn't care about them.

He'd be funnier if he (it?) at leat prentended to be a bit concerned about the ash.

[sblock=ooc:]utterly failed all rolls[/sblock]

The river stops the party on their tracks. While everyone is thinking on how will they risk their lives on the treacherous muddy waters, he simply says "I can cast 'Tenser's Floating Disk'"

[sblock=ooc:]If I have everyone assisting with the Arcana check, my disk can hold a maximum load of 1000 pounds even if I roll a 1, wich should be more than enough to carry me and another party member. Carefulliy reading the ritual I think I should be able to ferry everyone to the other side (Notice that I can command the disk to move my speed as a move action, etc) and maybe skip the challenge entirely or at the very least use Arcana in the resolution; tell me how do you want to treat the ritual, Sanzuo[/sblock]
 
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[sblock=ooc:]If I have everyone assisting with the Arcana check, my disk can hold a maximum load of 1000 pounds even if I roll a 1, wich should be more than enough to carry me and another party member. Carefulliy reading the ritual I think I should be able to ferry everyone to the other side (Notice that I can command the disk to move my speed as a move action, etc) and maybe skip the challenge entirely or at the very least use Arcana in the resolution; tell me how do you want to treat the ritual, Sanzuo[/sblock]

GM: Alright, after reading the ritual. I've made the following decision; The disc is only large enough to carry one person at a time (3 feet in diameter is too much of a squeeze for 2 medium-sized creatures and all their stuff), and the river is too wide for Shale to command the disc from the other side (50 feet or 10 squares). So I'll rule that using the disc, Shale may make it across safely by himself, automatically succeeding at the challenge.

Edit: Actually, I'll allow one use of Arcana from Shale for one of each of the other character's rolls, to represent that the disc can help once they've reached the halfway point.
 
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