Playtest: Keep on the Shadowfell

Post/Author/DateTimePost
#1

whitebaron

Jun 04, 2008 14:09:52
This is a playtest fight-collection based on Keep on the Shadowfell by WOTC.
XP:







#2

whitebaron

Jun 04, 2008 14:10:17
[post=16059389]Full Fight 1[/post] - Prelude: 475 XP
[post=16073050]Full Fight 2[/post] - Kobold Ambush: 625 XP
[post=16109275]Full Fight 3[/post] - Burial Site: 600 XP + 1250 Quest Reward
[post=16146812]Full Fight 4[/post] - Kobold Lair, Outside: 575 XP
Total XP: 3525:5 = 705

Rules:
a) if you do something, you roll your rolls yourself, and link to them here. if something happens to you, i'll do that for you.
b) if you're short on time, designate a substitute or your character will either be played by me or anyone that wants to.
c) please reserve a post on the first page for your characters, and start discussing about what you want to play only afterwards.
d) this is a playtest - you'll get some idea of the story, but not all - we'll try to keep social interactions between the party and the npcs as small as possible, since they take up so much time.
#3

crazyartificer

Jun 04, 2008 14:17:53
Azuvir

Human Wizard
Unaligned
Hit Points....22......Bloodied...11
Healing Surge..5......Surges/day..7
Initiative....+4......Speed.......6

AC....Fort....Ref.....Will
16.....12......15......16

Attacks:
Melee basic attacks
Quarterstaff +1 (1d8-1)
Dagger +2 (1d4-1)

Ranged basic attacks
Dagger +3 (1d4), range 5/10
Magic Missile +4 (2d4+4), range 20

Cantrips
Ghost Sound
Standard action, target object or unoccupied square, Range 10, create sound.

Light
Minor action, target object or unoccupied square, Range 5, create light in 4 squares, 5 minutes.

Mage Hand
Minor action, Range 5, conjures hand, sustain minor.

Prestidigitation
Standard action, Range 2, several effects, can have 3 active at a time (bwahahaha)

At-Will Powers:
Magic Missile
Ranged basic attack, Standard Action, Ranged 20.... Fluffy bolt of force.
Int vs Ref
Hit: 2d4+4 force damage

Ray of Frost
Standard Action, Ranged 10....Guess what? A ray of frost..
Special: slows.
Int vs Fort
Hit: 1d6+4 cold damage.

Cloud of DaggersHuman
Standard Action, Area 1 within 10....Creates a small cloud of force daggers.
Special: Creatures passing by or starting in the area takes 3 damage. Lasts until the end of the next turn.
Int vs Ref
Hit: 1d6+4 force damage.

Encounter Powers:
Icy Terrain
Standard Action, Burst 1 within 10.
Special: Knocks prone, square is difficult terrain until the end of the next turn.
Int vs Ref
Hit: 1d6+4 cold damage

Daily Power:
SleepPrepared
Standard Action, Burst 2 within 20
Int vs Will.
Hit: All targets within burst are slowed (save ends). After the first saving throw failed they are unconscious (save ends)
Miss: Slowed (save ends)

Acid Arrow
Standard Action, Ranged 20
Int vs Ref.
Hit: 2d8+4 acid damage, ongoing 5 damage (save ends), make secondary attack.
---Secondary attack: Int vs Ref on adjacent creature. 1d8+4 acid damage, ongoing 5 acid damage (save ends)
Miss: Half damage, ongoing 2 damage (save ends), no secondary attack

Ability Scores
Str 8 (-1) [0 pnts]
Dex 10 (-) [0 pnts]
Con 12 (+1) [2 pnts]
Int 18 (+4) [9 pnts] [16, +2 racial]
Wis 16 (+3) [9 pnts]
Cha 12 (+1) [2 pnts]

Feats
Armor Proficiency (Leather) Lvl 1
Improved Initiative Human

Class Features
Orb of Imposition: Once per encounter as a free action give -2 penalty to saves to a single enemy or extend duration of one at will power of 1 full round.
Cantrips
Ritual Casting.
Spellbook.


Racial Features
Bonus at will power
Bonus feat
Bonus skill
Human defense bonus


Languages
Common, Draconic

Skills
Acrobatics......0
Arcana*...........+9
Athletics ....-1
Bluff............+1
Diplomacy........+1
Dungeoneering*....+8
Endurance ....+1
Heal .........+3
History* ......+9
Insight*..........+8
Intimidate.......+1
Nature*...........+9
Perception.......+3
Religion.........+3
Stealth.........0
Streetwise.......0
Thievery........0

*Trained Skill

Equipment
Leather Armor [15 lbs][25 gp]
Dagger [1 lb][1 gp]
Quarterstaff [4 lbs][5 gp]
Orb [2 lbs][15 gp]
Spellbook [3 lbs][50 gp]

4 gp.

25 lbs, normal load.

[u]Rituals[/u]
Comprehend Languages
Silence
Tenser's Floating Disk
#4

TelinArtho

Jun 04, 2008 14:23:49
Barandor Stronghammer

Barandor Stronghammer
Male Dwarf Cleric of Moradin
Level 1, Lawful Good

Str 12 (+1) [2 pts]
Dex 8 (-1)
Con 16 (+3) [5 pts] [14, +2 racial]
Int 11 (+0) [1 pts]
Wis 18 (+4) [9 pts] [16, +2 racial]
Cha 14 (+2) [5 pts]

Hit Points 28 [12 (base) + 16 (con)]; Bloodied 14
Healing Surge (hp healed/per day): 7hp / 10/day [7 (cleric) + 3 (con)]
Second Wind: 7hp + 2 to all defenses until next action [Use as a Minor Action]
Armor Class 16 [10 + 0 (level) + 6 (Armor) + [0 (Int/Dex) in light armor]]
Fortitude Defense 13 [10 + 0 (level) + 3 (Str/Con)]
Reflex Defense 10 [10 + 0 (level) + 0 (Dex/Int)]
Will Defense 16 [10 + 0 (level) + 4 (Wis/Cha) +2 (cleric)]

Initiative -1
Speed 5 squares

Basic Attacks
Warhammer +3 vs AC [+1 Str, +2 proficiency], 1d10+3 dmg, Versatile [+1 dmg when wielded 2-handed]
Throwing Hammer +3 vs AC [+1 Str, +2 proficiency], 1d6+3 dmg, Range 5/10, Heavy Thrown, Off-hand

Feats
Dwarven Weapon Training [1st]
Ritual Casting [Cleric bonus]

Skills
+6 Dungeoneering (+4 Wis, +2 racial)
+4 Endurance (+3 Con, +2 racial, -1 ACP)
+9 Heal (+4 Wis, +5 trained)
+5 History (+0 Int, +5 trained)
+9 Insight (+4 Wis, +5 trained) [Passive 19]
+4 Perception (+4 Wis) [Passive 14]
+5 Religion (+0 Int, +5 trained)

Race and Class Features
Dwarf
Vision: Low-light
Languages: Common, Dwarven
Cast-Iron Stomach: +5 to saving throws vs Poison
Dwarven Weapon Proficiency: Proficient with Throwing Hammer and Warhammer
Encumbered Speed: Move at normal speed even when it would normally be reduced by armor or heavy load.
Dwarven Resilience: Use Second Wind as a minor action
Stand your Ground: Move 1 square less when subject to a push, pull or slide; When knocked prone, make an immediate saving throw to stay standing

Cleric
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple Melee, Simple Ranged
Implement: Holy Symbol
Healing Lore: When healing with a cleric power with the healing key-word, add wisdom bonus to total healed

Prayers
At-will (2 base)
Sacred Flame (At will, Divine, Implement, Radiant, Standard, Ranged 5)
  • Target: One Creature
  • Attack: +4 [Wis] vs Reflex
  • Hit: 1d6+4 [Wis] radiant damage and one ally in sight gains either +2 temporary HP [Cha + 1/2 level] or to make a saving throw

Priest's Shield (At will, Divine, Weapon, Standard)
  • Target: One Creature
  • Attack: +3 [Str +2 prof] vs AC
  • Hit: 1[W] +3 [Str +2 feat] damage and you and one adjacent ally gains +1 power bonus to AC until the end of your next turn

Encounter (1 base +3 cleric)
Channel Divinity: Divine Fortune (Encounter, Divine, Free Action, Personal)
  • Special: Only one channel divinity power can be used once per encounter
  • Effect: +1 bonus to next attack roll or saving throw before your next turn

Channel Divinity: Turn Undead (Encounter, Divine, Implement, Radiant, Standard, Close Burst 2):
  • Special: Only one channel divinity power can be used once per encounter
  • Target: Each undead creature in burst
  • Attack: +4 [Wis] vs Will
  • Hit: 1d10+4 [Wis] radiant damage and you push the target 5 [3 + Cha] squares. The target is immobilized until your next turn
  • Miss: Half damage, target is not pushed and not immobilized

Healing Word (Encounter (special), Divine, Implement, Healing, Minor Action, Close Burst 5):
  • Special: can be used twice per encounter but only once per round.
  • Target: You or one ally
  • Effect: Target can spend a healing surge and regain an additional 1d6+4 [Wis] hit points

Cause Fear (Encounter, Divine, Fear, Implement, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +4 [Wis] vs Will
  • Hit: Target moves its speed +2 [Cha] squares away from you. Target can avoid dangerous/hindered squares, but still provokes opportunity attacks

Daily (1 base)
Cascade of Light (Daily, Divine, Implement, Radiant, Standard, Ranged 10)
  • Target: One Creature
  • Attack: +4 [Wis] vs Will
  • Hit: 3d8+4 [Wis] radiant damage and the target gains vulnerability 5 to all your attacks (save ends)
  • Miss: Half damage and no vulnerability.


Ritual Book: Gentle Repose, Silence

Equipment
Chainmail [40lbs] [40gp]
Warhammer [5lbs] [15gp]
2 Throwing Hammers [4lbs] [10gp]
Holy Symbol [1lbs] [10gp]
Standard Adventurer's Kit [33lbs] [15gp]
Ritual Book [3lbs] [0gp]
10gp left

[86lbs] [90gp]
#42

whitebaron

Jun 06, 2008 10:54:03
Okay - we're on my first question now.

If Barandor uses Healing Word - does the use of the healing surge use an action for Brag? All the entry says is "Target may use a healing surge and gain 1d6 more hp" essentially - but it is unclear to me if the target using the surge needs to use an action for it.

since you could even do this when he is unconscious, i'd say no. It's your power, your action. and one of the basic rules of dnd is also: if i's not written down, it does not exist. since you have no "normal" way to spend healing surges except in a short rest, there's no action defined for it => no consequences whatsoever except for you having to use your power.


if mwb does no post till i get home (3-4h from now) i'll just assume he continues along the way lw proposed so we can continue this one...

@telin: maybe get into flanking position as well.
@ca: wizards are controllers, not fire into the mist of all of them people. ;)
#43

crazyartificer

Jun 06, 2008 11:08:49
@wb: lol, I know. However knocking that guy prone means a few allies will get easier attacks for a round. Plus, if Brag manages to shift away the DS won't be able to shift as well, and that makes the DS Mob attack bonus crumble.

All in all it did seem like a good "control" spell.
#44

TelinArtho

Jun 06, 2008 11:11:38
I was planning on it - patience my son

Barandor whispers a short prayer to the health of Brag and then moves around to the nearest Dragonshield's back - his axe in hand and ready to strike.

Barandor - round 2

Standard: Use healing word on Brag - 1d6=5 + Healing surge if he chooses
Move: move down around the nearest D to (I,h)
Minor: none.
#82

crazyartificer

Jun 08, 2008 6:04:24
Yes, use a healing surge for me

Dumb, little things. Why did they attack us?
Are you sure there's nothing valuable or which could provide some infos on them?
#83

lonewolf

Jun 08, 2008 6:19:07
Brag looks amused at the human.
"They´re kobolds! Since when do those lowlifes need a reason to attack anyone?"
#84

crazyartificer

Jun 08, 2008 6:34:34
Well, they're usually cautious beings and it seems strange that they would accept an almost equal fight in respect to numbers.. maybe they just had a desperate need for money

Azuvir puts away the orb and gets ready to walk to Wintherhaven

Btw, how do we level up?
#85

whitebaron

Jun 08, 2008 7:38:35
About the fight
it was pretty fast in rounds, though this team certainly could use some more fine-tuning. Also, you ended with quite some of the encounter powers unused - though it was an easy fight, this is not really necessary short rests can be found anywhere
for the next fights, try to give an alternative target for your roll or alternative kind of action should that target be on a different place or most likely, dead.
i'll try to keep adjusting your actions according to the original intentions, but your own contingencies i'd like better

ah, and:
Iggy
d20: 5 rolls, 4 2 average

yeah, i forgot: it's 475 XP/5 = 95 for each - pretty far away from leveling, crazy
if anyone wants something from the kobolds weapons (note: small weapons) you can take it and write it on your sheet, else leave them...
#86

crazyartificer

Jun 08, 2008 7:58:49
Nicer map, really

Azuvir quickly shout a blasphemy which we feel we cannot report, then asks for healing.
Very angry moves to O,e and then he casts Sleep centered on K,e. (should I make a roll for each enemy? I want to effect the squares from K,e to L,f. Feel free to roll yourself). Then he draws his orb
#87

whitebaron

Jun 08, 2008 8:01:15
Nicer map, really

Azuvir quickly shout a blasphemy which we feel we cannot report, then asks for healing.
Very angry moves to O,e and then he casts Sleep centered on K,e. (should I make a roll for each enemy? I want to effect the squares from K,e to L,f. Feel free to roll yourself). Then he draws his orb

yes, area attacks are one roll for each enemy. roll them yourself please - so far i have always missed for you players
#88

crazyartificer

Jun 08, 2008 8:07:42
Ok.. one is 18 vs Will (DS#2, slowed (ends)) the other 6 vs Will. Despite this, DS#3 is slowed (save ends) as well
#89

Erithmu

Jun 08, 2008 8:16:41
Having already drawn the angst of the new group, Ignatius struck strongly with his sword but missed, it did afford him enough time to ignite the three warriors in fire.

Tech
Std: Piercing Strike vs DS K,e (ie the marking one): 10 (miss)
-- (rolled a 2, and what is sad I only needed a 5 to hit but that would be above my average)
Minor: BW: 23,21,19 dmg: 3,3,4 fire (min, heck that might not even do damage)
Action Point: Second Wind +9 hp +2 to all defenses
Move -> minor: Mark K,e
#90

whitebaron

Jun 08, 2008 8:20:02
@ca: sleep targets a 3x3 area

burst 1 =
222
212
222

@rith: damage is rolled for each target individually, so you might get a better result on others (all three hit)


--
edit: and maybe you should use lay on hands on yourself as well... but maybe this can wait... your call.
#91

Erithmu

Jun 08, 2008 8:23:33
@rith: damage is rolled for each target individually, so you might get a better result on others (all three hit)

--
edit: and maybe you should use lay on hands on yourself as well... but maybe this can wait... your call.

Nope, 3,4 for the other two.

I did healing surge btw ... so I'm at 24, I second winded to get the +2 to all my defenses.
#92

crazyartificer

Jun 08, 2008 8:23:45
DS#1 slowed as well (8 vs Will).

So.. blast:
22
22

burst
222
222
222

Correct?
#93

whitebaron

Jun 08, 2008 8:26:24
DS#1 slowed as well (8 vs Will).

So.. blast:
22
22

burst
222
222
222

Correct?

yep, correct
@rith: ah ok, answered before your edit.
anyone care to post mwbs actions? seems to me like he's gone all weekend...
#94

crazyartificer

Jun 08, 2008 8:37:29
I'd say Geki could use inspiring word on Azuvir and then attack DS #3. Can you use 2 powers in the same round? If the others agree go for it, otherwise I'm open to opinions.

Edit: actually I think it's better if he simply attacks DS #3 using Leaf on the Wind, switching place with the DS #3.
#95

whitebaron

Jun 08, 2008 8:42:53
I'd say Geki could use inspiring word on Azuvir and then attack DS #3. Can you use 2 powers in the same round? If the others agree go for it, otherwise I'm open to opinions.

Edit: actually I think it's better if he simply attacks DS #3 using Leaf on the Wind, switching place with the DS #3.

you can use as many powers as you have actions for. so if you are lucky enough, you could use

1 std
1 move (-> minor)
1 minor
1 std (from AP) in the same round.

yes, i believe taking some of the advantage from the dragonshields would be nice - they get a hell lot of bonuses for standing next to each other.
#96

TelinArtho

Jun 08, 2008 9:31:59
Just have a quick moment to post - Cause Fear versus one of the dragonshields. 19 vs Will
#122

TelinArtho

Jun 10, 2008 9:18:26
That is disturbing to hear... we should not have good days ahead of us if we tangle with the followers of the dead one...
#162

TelinArtho

Jun 13, 2008 14:49:42
Barandor throws flames at the slinger as he moves towards the halfling.

Move to j,F and use sacred flame. 11 vs Reflex
#202

whitebaron

Jun 18, 2008 2:39:10
starting map
#.a b c d e f g h i j k l m n o p q r s t u v w x y z 1 2 3|<br /> -----------------------------------------------------------|<br /> A|. . . o o o o o o o o . . . .| |<br /> B|. . . . o o o o o o . . . . .| |<br /> C|. A . . . . . . . . .o.o. . .| |<br /> D|. I G B . . . . . .o.o.o. . .| |<br /> E|. . . . . . . .o.o.o.o.o.o.o.| |<br /> F|. . . . . Ro.o.o.o.o. . . . .| |<br /> G|. . . . .o.o.o.o.o. . . . S .| |<br /> H|. . .o.o.o.o. . . . . . . . .| |<br /> I|. . .o.o.o. . . . . M . . M w| |<br /> J|. . .o.o. .m.m. . . . . . . w| |<br /> K|. . .o.o. .mDm. M . . . . . w| |<br /> L|. . .o.o. .m.m. . . . . . . w| |<br /> M|. . .o.o.o. . . . . . . M . w| |<br /> N|. .o.o.o.x.x. . .o.o. . . . .| |<br /> O|.o.o.o.o.x.x. M .o.o. . M . .| |<br /> P|.o.o.o. .xMx.o.o.o.o.o.o.o.o.| |<br /> Q|.o.o. . . .o.o. . . . . . . .| |<br /> R|.o. . Mx.x.o.o. . . . . . . .| |<br /> S|. .x.x.xM . M . . .o.o.o. . o| |<br /> T|. .x.x. . . . . . .o.o.o. . o| |<br /> U|. . . .o.o.o.o. . . . . . . o| |<br /> ------------------------------------------------------------<br /> A..Azuvir<br /> B..Barandor<br /> R..Brag<br /> I..Ignatius<br /> G..Geki<br /> K..Kobold Skirmisher<br /> S..Kobold Slinger<br /> M..Kobold Minion<br /> D..Kobold Dragonshield<br /> x..Boulders in the shallow River (difficult terrain)<br /> o..Trees (provide cover)<br /> w..Waterfall (entrance, difficult terrain)<br /> ..Water (fluff, removed for map readability)<br /> m..Magic Circle (effects unknown)
#203

TelinArtho

Jun 18, 2008 9:04:23
Finally got around to editing the character sheet with the changes I had mentioned earlier.
#242

crazyartificer

Jun 24, 2008 8:01:06
Right. Guess G,p/F,q is the best then.
#243

Erithmu

Jun 24, 2008 8:37:19
Well ... by the time you get around to sleeping, depending on if Barandor kills the minion, Iggy might be in Irontooth's face. I think at this point you might help Brag more with a sleep over the dragonshield and Wyrmpriest.
What I'm hoping for
Barandor does a simple attack to kill the minion, action points to Cascade on Irontooth, Iggy moves up Enfeebling strikes Irontooth, marks him, and then action points for Judgment offering Brag a HS
#244

whitebaron

Jun 24, 2008 10:12:56
i dislike rith's plan - and i'm the dm. which means you should probably go by it - this of course only works if geki uses his action point.


also, note that azuvir has an AP left as well - this would be the time to use it.
also, the orb should be used... though i'm not exactly sure on the sleep issue,

all in all, get your combined "moves" for this round together, and i'll update after you've decided.
(i'll be gone all evening anyway)
#245

TelinArtho

Jun 24, 2008 10:48:50
Barandor still has his cause fear as well - I could do a cascade of light on Irontooth and use the action point to make one of the guys run away - hopefully giving us enough attacks to take him down.

Also - Wb - when I did Cause Fear earlier, I think you ran it incorrectly. It says that the target moves its speed +2 squares away. Note that this isn't a push, pull or slide - so I think it has to wait until its action to make the movement. I could be wrong - but that's what I can garner from the reading I have done (albeit my reading has been limited).
#282

TelinArtho

Jun 25, 2008 14:20:10
Well if I am not charging, then I'd like to move directly next to him (so he cannot take a shift and move out of threaten range).