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[Adventure] The Paper Chase (Judge: renau1g)

[sblock=OOC]
Grys could knock out the local combatants instead, then again, I was wondering why they didn't head for the hills once fire started flying around the room two rounds ago. These locals are pretty darn stupid and stubborn and if they hit Grys one more time, he's going to kill them outright. I'll change what Grys says to reflect that since the Harpy falls before Grys' turn.
[/sblock]


[sblock=OOC]They're drunk, having a good brawl, and nobody has even died yet, so by Khyber's Gate standards things are very tame. ;)

Feel free to kill them if you want, but even in Khyber's Gate, burning a whole bar full of people to death tends to attract undesirable consequences...[/sblock]
 

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Baracus laughs as the harpy finally gets what's coming to her, but the brawler still finds his legs not responding to him, his right foot is still tapping the beat of her song. Growling, Baracus picks up a chair next to him and hurls it at the ogre.

"Hey big, dumb, and ugly, come get some" Baracus taunts as he finally breaks free of the harpy's music

[sblock=OOC]
Minor: Pick up a chair
Standard: THrow the chair at the ogre - throwing a chair...yes a frickin' chair (1d20+7=21, 1d8+5=6) assuming it's heavy thrown. Hits AC 21 for 6
Free: Mark ogre

save (1d20=10) saved :)
[/sblock]

[sblock=Stats]

Baracus[Sblock=stats]
Male Human Fighter 4
Medium natural humanoid
Initiative +3; Senses Passive Insight 14, Passive Perception 14
HP 33/52hp, Bloodied 26, Surge Value 13, Surges 10/11
AC 22; Fortitude 23, Reflex 16, Will 16
Speed 5
Action Points:0
Second Wind: Used

Powers:
At will:
Grappling Strike
Knockdown Assault
Dual Strike

Encounter:
Takedown Attack
Slamming Rush
Forceful Drag


Daily:
Villain's Menace
Dwarven Scale Armor +1

[/Sblock][/sblock]
 


[sblock=OOC]
Feel free to kill them if you want, but even in Khyber's Gate, burning a whole bar full of people to death tends to attract undesirable consequences...[/sblock]

[sblock=patrons]
Are they only attacking us? If they are attacking each other, then shouldn't they be knocking each other out and lowering the amount of damage that we take?

The amount of damage we are taking from them seems a bit excessive (auto 1d6+4 is a 18 str foe with a club who never misses), the fact that high AC and/or Reflex doesn't matter, and the fact that they don't run away from fire and other magical forces being thrown around the bar seems a bit strange as well.

Next adventure we go on, we're taking a boatload of bar patrons with us to wipe out the monsters with. These guys are fearless and they always hit. We're all in the wrong business. Being a bar patron is better because you also get to drink on the job. :lol:
[/sblock]
 

[sblock=ooc]
You can still drink as an adventurer, there's no mechanical penalties that I can tell for drinking a whole keg of ale [/sblock]
 

[sblock=OOC]raion - Serris's held action got triggered when the Ogre stepped up to attack Mythra, roll that with your next round's actions. If you knock the Ogre out with that attack then Mythra won't get hit, and I'll do some retconning.[/sblock]


Serris replants his feet after an ill-aimed strike and the hypnotic call, and keeps watching his foes.


"Hold on, little mage, all is not lost! See, universe writes off your wounds as nothing!"
Orsik sketches the rune, but this time in the air and it flies toward Mythra, pulling away some of his wounds. Again tinkling of blood shards can be heard as each companions gets extra power.

The runes on his maul pulse angry red and he barrels through the patrons hitting the harpy. Her song terminates in a startled squawk as she finally drops unconscious to the bar room floor.


"If all of you do not stop fighting now, I will burn you where you stand!" Grys shouts to the fighting crowd around him. He then blasts the Ogre with a massive ball of fire.


kal'Tarron raises fist, extending his first and pinky finger int he horns of Balinor. "You hve offended my lord. I will dispense his justice upon you". His holy symbol glows again and fires a bolt of radiant vengeance against the ogre. With a burst of speed he unleashes another bolt, but both go wide of the brute.


Unable to move Mythra flicks his fingers and small winged creatures appear. I think it is about time we finished you, oaf! he shouts. The Ogre starts to swat at the small creatures, who only seem to attack him.


Baracus laughs as the harpy finally gets what's coming to her, but the brawler still finds his legs not responding to him, his right foot is still tapping the beat of her song. Growling, Baracus picks up a chair next to him and hurls it at the ogre.

"Hey big, dumb, and ugly, come get some" Baracus taunts as he finally breaks free of the harpy's music


* * *

The ogre roars with rage, clearly recognising his own defeat but unwilling to submit quietly. Heedless of the threat of Serris's spear, he closes the distance and swings at Mythra, who just about has time to see the enormous club coming before it smashes into him and knocks him out cold. The ogre gives a triumphant laugh.

The happily brawling patrons, meanwhile, are showing few signs of slowing down. Grys's dire threats fit in quite nicely with the general hubbub as fists, chairs, bottles and oaths continue to fly across the room.


[sblock=Enemy Actions]Ogre's Angry Smash fails to recharge.

Ogre moves 1 square south, provoking Serris's readied action, and attacks Mythra. 1d20=9+? = hit vs AC (including -2 for Serris's mark). Damage 2d10+5=13, putting Mythra on 0 hp.[/sblock]

[sblock=Crowd Damage]Everyone starts their next turn in a square occupied by brawling patrons and takes 1d6+4 damage. Baracus: 6, Serris: 5, Grys: 5, kal'Tarron: 6 Orsik: 8


Mythra avoids this damage since he's prone at the start of his turn.[/sblock]


[sblock=Combatants]Mythra - 0/38 hp, bloodied, unconscious, dying
Baracus - 24/52 hp, bloodied
Serris - 24/45 hp
Ogre - 90 damage taken, bloodied, marked by Baracus
Harpy - incapacitated
Lackey 1 - incapacitated
Lackey 2 - fled
Lackey 3 - incapacitated
Lackey 4 - incapacitated
Orsik - 13/45 hp, bloodied
kal'Tarron - 12/44 hp, bloodied
Grys - 22/39 hp[/sblock]


[sblock=Map]
innmap.jpg
[/sblock]
 
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[sblock=OOC - The brawl]Okay, so, KD has expressed some concerns. I'd be inclined to respond via PM rather than clog up the IC thread with OOC discussion, but I want to give other people a chance to chip in if they also had a problem with the way I ran things.

So, yes, for the sake of simplicity, the patrons were run in a rough-and-ready fashion. I wanted to run a fight that took place in the midst of a raging bar room brawl, and give some rules reflection of that, but I didn't want to make things massively complicated.

Yes, they hit each other; no, that doesn't lessen the amount of damage that their squares do to the PCs. Why? Because that'd be a pain to keep track of, and for the brief few rounds that this fight has lasted, it doesn't seem unreasonable that the brawl is ongoing.

Yes, this means they do more damage to the PCs than to each other. And yes, they do damage comparable to a beefy guy hitting you with a club. Is this realistic? Probably not, but it's in line with the DMG's guidelines for environmental damage (low regular expression for your level), and I don't feel that it made the fight an unreasonable challenge.

If anybody really had a problem with the way I ran things - any of the players, or r1 - then please PM me with your concerns. If you think I ran this badly and you didn't have fun, that's feedback that I'd really like to have. I'm new to DMing 4E and I don't have all the answers.

That aside, let's move on. :)[/sblock]
 

[sblock=ooc]Made my save vs. Immobilize on my last turn.[/sblock]
[sblock="rolls for held action"] Spectral Legion vs. Ogre AC; Damage (1d20+9, 1d10+4=[20, 9], [1, 4])
Critical Damage on Held action (1d6=1)
Critical, 15 damage, Ogre grants Combat Advantage to adjacent allies[/sblock]

Serris gets a solid strike on the Ogre as it approaches and it begins to react to foes only it can see.
If it still stands, he calls out "Close in, he's vulnerable!"

[sblock="actions during serris' turn"]
Move: Move adjacent to Ogre
Standard: Energizing Strike Aug 2, to get Mythra back up.[/sblock]
[sblock=rolls]Energizing Strike w/ Combat Advantage vs Ogre AC; Damage w/ Rune benefit (1d20+9+2=30, 2d10+4+2=14)[/sblock]
[sblock=stats]Serris - Male Human Ardent|Battlemind (Mantle: Elation) 4
Passive Perception: 13, Passive Insight: 13
AC:20, Fort:18, Ref:18, Will:20 -- Speed:5(6 w/ pp)
HP:29/45, Bloodied:22, Surge Value:11, Surges Left: 11/11
Power Points: 1/4, Action Points: 1, MI Daily Uses: 1, Second Wind: not used
Powers: Ire Strike, Energizing Strike, Whirling Defense
Battlemind’s Demand, Mindspike, Spectral Legion
Ardent Surge, Implanted Suggetion, Feather Step
Byeshk Spear Power
Mantle of Elation: Serris and each ally within 5 squares has +3 to damage rolls for opportunity Attacks. Each ally within 5 squares gets +2 to diplomacy and intimidate.
Conditions: None[/sblock]
 
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OOC: ADD 2 TO ATTACK (19 vs AC) I didn't see raions post...

PROTECTION: all adjacent allies gain DR 2/-

OOC: I don't mind the damage. If you put lava pits that do damage when adjacent no one would complain.
I do, however have a question: does that damage counts as melee? Orsik if hit in melee gets +1 to AC due to Reinforcing Armor


Orsik wades again through the melee, throwing away few brawlers in the process, toward the brute. He swings his maul and utters a word that resonates around ogre. There is rippling around the ogre and it is pushed away.

[sblock=Actions]
Move: to E9.
Standard: Divine Rune of Thunder vs Ogre AC (1d20+10=17, 2d6+6=12) - (+2 CA; forgot +2 damage from rune of mending too) - if hit ogre is pushed to D6-E7 and is dazed
AP: Second Wind with Amulet of Life (regain 20hp, gain +2 to all defenses)

OOC: Antithetis: I thought I spent the encounter and in the roll it says Word of diminishment. If you allow the change, roll and damage stay the same, just effect is different. If ogre is pushed, everyone can charge and get out of the crowd.

If you dissalow change and ogre is hit, he's at -3 to damage rolls TENT

[/sblock]

[sblock=Orsik]
RUNESTATE: PROTECTION
DR 2 to adjacent allies
Orsik is at +2 to all defenses and potentially AC additional +1

Initiative +3; Senses Passive Insight 21, Passive Perception 14
HP 33/43 Bloodied 21, Surge Value 10, Surges 7/10
AC 20; Fortitude 18, Reflex 14, Will 18
0 AP
Speed 6 (5)

Word of Binding
Word of Dimishment


Stone's Endurance
Rune of Mending
Rune of Mending
Divine Rune of Thunder
Symbol of the Wrath Reversed


Rune of Endless Fire
Endure Pain



Vengeful Maul
Amulet of Life

[/sblock]
 
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