[4e] The Great Test Quest of Sagaris

Post/Author/DateTimePost
#1

TelinArtho

Apr 10, 2009 12:12:48
This is a test quest for 4th edition CoCo. If you are not Erithmu or myself, please do not post here for the duration. If you have commentary to add, posting in the tavern is the appropriate place.

At this time, we are running this quest as if it counts for 1.5VPs per encounter of level +2, with no automatic healing between encounters (so he'll have to spend surges for this if needed), and with the plan to have the team active in the future. Like a regular 4FC, he will hit a milestone after the first two encounters.

Result: Failure
Questlog:

Week 1: Loddick and Torel surprise a bunch of Kobolds in their makeshift home. They take down a dragonshield, skirmisher and a few minions without too much trouble.
Week 2: In an odd sewer-like mine, Loddick and Torel fight back a goblin skullcleaver with the savage berserker template.
Week 3: After setting free some kobold slaves, Loddick and Torel must fight to keep their own lives when a small pod of scorpions assaults them.
Week 4: Loddick and Torel are ambushed by a trio of kobold slingers. Unfortunately, their luck does not hold up and they fall to the combined might of glue pots and sling bullets.

Resources used:
Loddick: Split the Tree used, 6 healing surges
Torel: 3 healing surges

Remnants of the Wild

Remnants of the Wild
VP: 0 (Record: 0/0)



Torel Silvanus
Torel Silvanus
Male Longtooth Shifter Cleric of Meloria
Hit Points....25......Bloodied....12
Healing Surge.06......Surges/day..08
Initiative....+1......Speed.......5

AC....Fort....Ref.....Will
17.....14......11......16

Attacks:
Basic Melee +6 vs AC 1d8+4

At-Will Powers:
Lance of Faith
Standard: Implement, Divine, Radiant
Range 5....+4 vs. Reflex // Hit: 1d8+4
Hit Effect: Ally gains +2 to hit target next attack

Sacred Flame
Standard: Implement, Divine, Radiant
Range 5....+4 vs. Rflx // Hit: 1d6+4 damage
Hit Effect: Ally gains 0 Temp HP, or can make a Saving Throw

Encounter Powers:
Healing Strike
Standard: Divine, Healing, Weapon, Radiant
Melee....+4 vs. AC + weapon
Hit: 2d8+4 damage and target is marked
Hit Effect: Ally or self in 5 squares can spend healing surge

Longtooth Shifting (Racial)
Minor
Effect: Until end of encounter, or unconscious +2 on Damage Rolls. If Bloodied Regen 2

Healing Word (2x Encounter)
Minor: Divine, Healing
Close Burst 5
Effect: Self or Target ally spends healing surge and gains value +1d6+4

Daily Powers:
Avenging Flame
Standard: Divine, Fire, Weapon
Melee....+4 vs. AC (Add Weapon)
Hit: 2d8+4 Damage and ongoing 5 Fire Damage (Save Ends)
Miss: Half Damage, no ongoing Fire
Special: If target attacks, it cannot make a save vs the Fire Damage

Item Powers:
N/A

Ability Scores
STR 18 (+4) [9 pts] [10 base, +2 racial]
CON 12 (+1) [2 pts] [10 base]
DEX 12 (+1) [2 pts] [10 base]
INT 08 (-1) [0 pts] [08 base]
WIS 18 (+4) [9 pts] [10 base, +2 racial]
CHA 10 (+0) [0 pts] [10 base]

Feats
Ritual Caster
Shield Prof (Light)

Class Features
Channel Divinity: Turn Undead, Divine Fortune
Healer's Lore
Healing Word
Ritual Caster

Racial Features
Longtooth Shifting - Encounter
+2 Str, +2 Wis
Low Light vision
+2 Athletics, Endurance

Skills -1 From Chain (included)
Acrobatics.......+0
Arcana...........-1
Athletics.......+5
Bluff............+0
*Diplomacy........+5
Dungeoneering....+4
Endurance........+2
*Heal.............+9
History..........-1
*Insight..........+9
Intimidate.......+0
Nature...........+4
Perception.......+4
*Religion.........+4
Stealth..........+0
Streetwise.......+0
Thievery.........+0

Equipment:
Mace 5gp
Chain 40gp
Shield 5gp

Total: 50/100 gp, 52/180 lb

#42

Erithmu

Apr 20, 2009 15:15:00
Loddick and Torel understand yet still maintain focus on the other entrances to the room. Looking around for a set of keys or something to free the kobolds they are well aware that although the taskmaster might be dead there still could be other guards around.

Loddick makes the universal Silence sound by holding one finger up to his mouth. Loddick points back to the hallway and Torel goes to search the body for keys.
#43

TelinArtho

Apr 20, 2009 15:25:21
As Torel leaves the area with their light, Loddick can see clearly that the kobolds are starting to get more and more antsy, though they are doing well to stay quiet.

Once Torel returns with the keys though, the kobolds are quick to free themselves and flee the area, mumbling some form of thanks in a garbled language.

However, the reprieve is short-lived, as the sounds of kobolds screaming behind them alerts them to a new danger.

#82

Erithmu

Apr 28, 2009 16:07:23
Torel moves 2W and uses Sacred Flame, on a hit allow Loddick to make a save.
#83

TelinArtho

Apr 29, 2009 14:40:52
Torel moves forward, taking a sling bullet to the face and then attacks the nearest kobold, but the sacred flames are off target.

The duo hear movement nearby.

IMAGE(http://www.identicalsoftware.com/coco/coco.php;v=1;map=Forest;a=Name,M,53,64;b=Name,M,54,64,52,64;c=Name,S,51,62;d=Name,S,46,58;e=Name,S,53,54,57,56,55,62;los=46,58,52,64,2)

Torel is bloodied.