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PostPosted: Wed Nov 26, 2014 11:50 am 
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That is more than enough. You can finish your movement, moving more 3 squares and you still have a standard action.


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PostPosted: Wed Nov 26, 2014 12:02 pm 
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Will edit my post to add the 3 extra squares. thanks.

EDIT: Forgot to add the pact boon stuff in the last post. Hope it's ok to do it now.

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Last edited by felbatista on Wed Nov 26, 2014 12:27 pm, edited 1 time in total.

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PostPosted: Wed Nov 26, 2014 12:27 pm 
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Appears at J5, is immediately targeted by turret. Noooooo!

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PostPosted: Wed Nov 26, 2014 12:28 pm 
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What?

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PostPosted: Wed Nov 26, 2014 12:30 pm 
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the crossbow parapets attack whoever's closest, so you're in the middle of the room and a prime target at the moment. That's why Marek's pressed against the wall--out of sight, out of targeting range :)

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PostPosted: Wed Nov 26, 2014 12:36 pm 
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Dairon cannot use his curse this turn unfortunately since he needs to reequip his wand, and that is a minor action. You needed both hands free to climb the rope.


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PostPosted: Wed Nov 26, 2014 12:44 pm 
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AFAIK, he doesn't need the wand to cast his spells.

rstnme wrote:
the crossbow parapets attack whoever's closest, so you're in the middle of the room and a prime target at the moment. That's why Marek's pressed against the wall--out of sight, out of targeting range :)


Well, they are better targeting the healthier character anyway.

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PostPosted: Wed Nov 26, 2014 12:51 pm 
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And the zombie scratched, chopped, crossbow stuck barbarian just doesn't care!

...Watch Leskyn goes down this turn!

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PostPosted: Wed Nov 26, 2014 6:27 pm 
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felbatista wrote:
AFAIK, he doesn't need the wand to cast his spells.


After consulting the rules, you are indeed right.


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PostPosted: Thu Nov 27, 2014 10:26 am 
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Just used a d20 in place of a d10 for Leskyn's damage roll... :bang:

Fixing...

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PostPosted: Thu Nov 27, 2014 2:39 pm 
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This encounter was awesome. I didn't plan it to be this awesome, I swear, but it was just awesome. I hope everyone had the same fun I had DMing it.

Also I noticed for some time that I used the Goblin Backblades power wrong at first encounter, making it more harder than it was supposed to be. So everyone will win 100 XP from your DM as my apology. Also after this encounter players will be between 900 XP and 1000 XP. I will make an official count later to be sure.


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PostPosted: Thu Nov 27, 2014 3:24 pm 
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Ok, by my count, every player must have 718 XP before this encounter. Please update sheet.


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PostPosted: Thu Nov 27, 2014 6:27 pm 
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Alright, sheet updated. Plus enjoying this game quite a bit as well! So far there is a craziness to the things going on. Timeline distortion, mistaken for demons, zombie portals, and this is just the beginning. What will come next?

Note: Rstnme did say in the game he's running he likely won't be on until Monday. Just figure let you know what's going on with him.

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PostPosted: Fri Nov 28, 2014 12:46 pm 
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Cool, managed to post on the oldest Dell laptop still working today.

Marek had 805 XP prior to this, so he should be at 905 after the XP bump and will probably level after this encounter--woohoo!

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PostPosted: Fri Nov 28, 2014 6:04 pm 
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rstnme wrote:
Cool, managed to post on the oldest Dell laptop still working today.

Marek had 805 XP prior to this, so he should be at 905 after the XP bump and will probably level after this encounter--woohoo!


I did a manual count and I am sure the exact value is 718 XP before this encounter. Don't worry the progression will speed up from now on, with more difficult encounters and quests, every six encounters as an average will mean a new level.


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PostPosted: Tue Dec 02, 2014 8:16 am 
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@rstnme

MC2 was already destroyed, so you can change one of your targets.


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PostPosted: Thu Dec 04, 2014 9:34 am 
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I am not able to access Issyl's stats to make an attack, so more delay.


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PostPosted: Thu Dec 04, 2014 10:39 am 
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Sorry man. I was trimming my sig and completely forgot. Here's the character sheet and I'll put it back in my sig for your connivance.

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PostPosted: Thu Dec 04, 2014 4:03 pm 
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Not your fault, Mythweavers was off-line.


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PostPosted: Wed Dec 10, 2014 12:28 pm 
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I don't think I will continue this game, so I will just end it here. But at least I will give an explanation about the rest of the story, up to the point I created and some highlights.

Going north from the underworld entrance, after one encounter, PCs would find a pillar hall (also called The Hall of Bones). Here they would find a huge pile of bones, all creatures eaten by the aberrations, including the miners. Also they would find the proof required by the mayor and a means to return to the surface. Most of the battles inside the underworld would be against these aberrations, seven variations of it, on purpose they were unnamed, so the players could name them whatever they wanted.

Returning to the city would solve the first minor quest, making the mayor give the major quest, which was to remove the threat to the town. This was a level 5 quest, in other words a huge XP bonus and he would offer more than the double in money. When leaving the town, after the first minor quest completed, would trigger another quest to be given by the town mage. He would ask the players the retrieve his stolen amulet from his missing apprentice.

After the pillar hall, players would find the biggest map of the game, a labyrinth with shifting walls and many traps. Two maps were created for this scenario, one for the DM and one for the players. After the labyrinth, the path would again split in two, one leading to the temple where the apprentice was hiding with his army of newly created warforged, or another path that split many times leading to many small encounters, but one where Oscar Schmidt was.

Two encounters were timed in this part, reaching the temple too soon, would encounter live opponents against the traps, making a chaotic battle from the opposing party and PCs versus the traps. Otherwise PCs would find them dead. The second timed encounter was the encounter containing Oscar Schmidt, a fight with the PCs and two different opposing parties while trying to save him, if the players arrived before he was killed. Otherwise he would be dead already and the quest lost.

Each path would have a way for the PCs to find the hideout of the aberrations, which was concealed at the pillar hall, the apprentice carried the real amulet and Oscar Schmidt carried a fake version, both would open the way. But the real amulet if not returned to Pors Destip could be used for the PCs advantage at the second part of the game, the White Tower.

The fight against the apprentice (level 7 mage) would be a fight with a skill challenge at the same time to convince him that the PCs were not sent by Pors Destip (level 14 elite mage) to murder him, which could be solved peacefully (only one of the 2 encounters which could be solved this way). At this encounter a one-way teleporter to near the town.

Inside the hideout there would be three encounters against the aberrations, culminating against the boss, which obviously would not be the real villain of this adventure. But killing him would solve the major quest given by the mayor.

Before returning to the town PCs would be warned by a ghost against a bigger threat, the exarch of the god spoken by Xilvan. The exarch was disguised as one of the NPCs. The PCS would be received as heroes, but at the day after their arrival at the party to their victory. The exarch would appear and kill everyone, including the PCs if they did not follow the ghost advice. The ghost by the way would be encountered later at the White Tower, and his body was encountered before at encounter 5. He was an ancient hero who saved the world from this same exarch at an old battle and died trying to escape the cave.

At this exact time, the captain would return finding everyone killed, but the PCs, initiating the climax of the first part of the game. When the whole town would go for the players head, in an epic escape sequence of three fights while fleeing, with a skill challenge to flee, followed by a mob of enraged villagers, culminating in a fight against the captain himself, his elite soldier and some guards. The only way to escape the town alive would be to enter the White Tower, a dimensional place with one entrance concealed at the mage tower. Players would know this before at the cave at the fight against the cave boss.

At the White Tower, they would find pretty soon a huge talking statue that would demand for them to tell jokes for its amusement, another modified skill challenge. At the room of the statue, an ancient object that would bestow a boon for one PC, changing him forever. If he was a magic user, he would gain warrior abilities and the contrary for a warrior, substituting some encounter powers, giving a good pump at his stats, and some other changes. At the tower, they would have a fixed amount of time to defeat it before the exarch was able to release his god on the world, ending the way it was forever. At the tower, was the place where the food problem would be really evident.

And that is what I had created, the rest was to be fulfilled later.


Last edited by True_Believer on Thu Dec 11, 2014 6:24 pm, edited 1 time in total.

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