vigean
Junior Member
Posts: 57
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Post by vigean on Oct 12, 2012 0:26:42 GMT 8
thread created for party members to coordinate roles, powers, builds, and tactics.
tips that are probably no brainers to figure out, but i'm placing them here just because.
-go for daily utility powers over encounters. unless the encounter power is that broken.. -"Until the end of the encounter" are the golden words to look out for. -if you cant find any weapon property worth taking, augmenting whetstone gives your weapon a +2 enhancement bonus for just 100gp. then use that item slot to buy something worthwhile. -boons boons boons. (pellor's sun blessing, erathis's beacon, plague of the dragon's altar to name a few)
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vigean
Junior Member
Posts: 57
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Post by vigean on Oct 13, 2012 11:39:21 GMT 8
level 8 Dragonborn, Ardent Ardent Mantle: Mantle of Elation Dragonborn Racial Power: Dragonfear
FINAL ABILITY SCORES Str 11, Con 20, Dex 13, Int 10, Wis 8, Cha 20.
STARTING ABILITY SCORES Str 11, Con 16, Dex 13, Int 10, Wis 8, Cha 16.
AC: 23 Fort: 22 Reflex: 17 Will: 22 HP: 67 Surges: 12 Surge Value: 21
BACKGROUND Noble Adept (Dark Sun Theme) Arcane Student Who Saw Too Much (Scales of War Adventure Path)
TRAINED SKILLS Endurance +13, Athletics +8, Insight +8, Heal +8
UNTRAINED SKILLS Acrobatics +5, Arcana +4, Bluff +9, Diplomacy +9, Dungeoneering +3, History +6, Intimidate +11, Nature +3, Perception +3, Religion +4, Stealth +4, Streetwise +9, Thievery +4
FEATS Level 1: Last Legion Officer (healing powers grant +2 AC/R or shift 1) Level 2: Whip Training (1 target gets -2 attack against target of my choice) Level 4: Master at Arms (feat tax) Level 6: Skill Power (inspiring fortitude) Level 8: Impending Victory (attack bonus against bloodied)
POWERS Racial: Dragon Fear Ardent at-will 1: Demoralizing Strike (reduce target defenses) Ardent at-will 1: Energizing Strike (9 thp dispenser or grant healing surge) Skill Power: Inspiring Fortitude (spend 2nd wind. allies within 5 gain 15 thp) Ardent daily 1: Foretaste of Death (debuff enemy) Ardent utility 2: Wellspring of Vigor (target REGENERATES 6 thp while not bloodied Ardent at-will 3: Unnerving Shove (push 5) Ardent daily 5: Invitation to Defeat (pull 5. adj enemies are weakened and take 5 more dmg from any attack) Ardent utility 6: Escalating Fury (allies within 5 gain 8 thp) Ardent at-will 7: Unnerving Shove (replaces Unnerving Shove)
ITEMS Shared Valor Finemail +2 (gain half as much thp as i grant) Sandstorm Whip +2 (create 5X5 encounter long zone. party friendly total concealment) (i would like to petition as many party members to get this for their weapon. lvl 7 any weapon) Sustaining Cloak +2 (sustain minor power) Acrobat Boots (heroic tier) (you know) Plague of the Dragon's Altar (heroic tier) (enemies ending adj to me take 5) Pelor's Sun Blessing (level 3) (healing power) Erathis's Beacon (level 3) (healing power) Potion of Resistance (heroic tier) (resist 5 chosen dmg type(fire) for encounter)
build notes: 4 healing powers burst 5 thp dispenser (9) burst 5
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Post by sylvannas on Oct 16, 2012 0:18:47 GMT 8
====== Created Using Wizards of the Coast D&D Character Builder ====== Alvyn, level 8 Revenant, Warlock Build: Scourge Warlock Eldritch Strike Option: Eldritch Strike Constitution Eldritch Pact Option: Sorcerer-King Pact Choose your Race in Life: Drow Proficiency: Implement Proficiency (Staff) Silent Hunter (Silent Hunter Benefit) Theme: Wizard's Apprentice FINAL ABILITY SCORES STR 8, CON 22, DEX 18, INT 10, WIS 10, CHA 11 STARTING ABILITY SCORES STR 8, CON 18, DEX 14, INT 10, WIS 10, CHA 11 AC: 24 Fort: 22 Ref: 23 Will: 17 HP: 69 Surges: 12 Surge Value: 17 TRAINED SKILLS Bluff +11, Perception +10, Stealth +16, Thievery +13 UNTRAINED SKILLS Acrobatics +8, Arcana +4, Athletics +3, Diplomacy +4, Dungeoneering +4, Endurance +12, Heal +4, History +4, Insight +4, Intimidate +8, Nature +4, Religion +4, Streetwise +4 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Wizard's Apprentice Attack: Color Orb Revenant Utility: Dark Reaping Warlock's Curse Power: Warlock's Curse Warlock Attack 1: Eldritch Strike Warlock Attack 1: Hand of Blight Warlock Attack 1: Cruel Bounty Warlock Attack 1: Vile Brand Warlock Utility 2: Eyes of the Spider Queen Warlock Attack 3: Fortune Binding Warlock Attack 5: Hunger of Hadar Warlock Utility 6: Spider Queen's Caress Warlock Attack 7: Acrid Decay FEATS Mindbite Scorn Level 2: White Lotus Dueling Expertise Level 4: Superior Implement Training (Accurate staff) Level 6: Weapon Proficiency (Spiked shield) Level 8: Killing Curse ITEMS Leather Armor of Dark Majesty +2 x1 Belt of Sonnlinor Righteousness (heroic tier) x1 Siberys Shard of the Mage (heroic tier) Elven Cloak +2 x1 Accurate staff of Ruin +2 x1 Rhythm Blade Spiked shield +1 x1 Gauntlets of Blood (heroic tier) x1 ====== End ====== build notes finally something that does psychic damage other than to the DM
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Post by Zyraen on Oct 18, 2012 10:06:24 GMT 8
GLORY AWARDS
GENERAL AWARDS Epic Win (20 glory) : Defeat both Encounters on Nightmare mode. Scurvy Dogs (20 glory) : Complete both Encounters without using Magic Items, Consumables, or Rituals. Tough as Nails (20 glory) : Complete both Encounters without spending a Healing Surge. Delicate Flower (10 glory) : Take no damage in one or both Encounters. - Rubern (1st run, 1st Encounter) That'll Leave a Mark (10 glory) : Score a critical hit. - Jeth (1st Run, 2nd Encounter) Player Bait (5 glory) : Do something that makes the DM consult the Rules Compendium or Players Handbook. - Andy (1st Run, 1st Encounter) TPK (5 glory) : Every Character in the party Dies.
ENCOUNTER 1 CHALLENGE AWARDS Eye on the Prize (10 glory) : Retrieve the Talon of Umberlee - Success! (1st Run) Big Booty (10 glory) : Retrieve 4,000 Gp in Treasure - Rubern / Jeth (1st Run) Savvy Scalawag (10 glory) : Kill a Sleeping Pirate - Merlvyn / Rubern (2nd run) You're Off the Map, Jack! (5 glory): Escape before Pirate Reinforcements arrive after Captain Bloodbath's Horn is blown.
ENCOUNTER 2 CHALLENGE AWARDS Shiver Me Timbers! (10 glory): Deliver the Talon of Umberlee to Neverwinter. - Success! (1st Run) Take a Dive (10 glory) : Die from falling or jumping in the water. Kraken Smackin' (10 glory) : Kill all four kraken tentacles. Baron Sparin' (5 glory) : Bloody the baron and let him go.
Group's Total Glory : 65 Glory
GROUP REWARD ON SATURDAY GAME
Successfully Completing the Lair Assault : upgrade a Lv 8 (or less) Item by 5 Levels to Lv 13 Item - Success!
Achieving 100 Glory : Choose from One of the Following a) upgrade another Lv 8 (or less) Item by 5 Levels to Lv 13 Item b) forgo Both Upgrades and get a Lv 15 (or less) Item. This can be a Custom Item.
Notes - If you use the Upgrade from Lv 8 to 13, you cannot go for the Lv 15 (or less) Item. - the Reward is a Group Reward - the LA Group can distribute as they see fit, including assigning it to Players who were not present for the Lair Assault run.
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Post by Zyraen on Oct 18, 2012 10:07:27 GMT 8
FIRST RUN 18-Oct-12
Characters, in Order of Demise
1) Dragonborn, Mantle of Elation Ardent (Shaun) - KILLED in 2nd Encounter
2) Revenant, Iron Soul Monk (Rubern) - KILLED in 2nd Encounter
3) Half-Elf, Paladin / Cleric (Andy) - KILLED in 2nd Encounter
4) Revenant, Sorcerer King Pact Warlock (Merlvyn) - ALMOST KILLED in 1st Encounter, SURVIVED
5) Half-Orc, Brutal Scoundrel Rogue (Jeth) - ALMOST KILLED in 2nd Encounter, SURVIVED
Defeated the Baron by 2 Hitpoints!
Overall Outcome : SUCCESS!
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vigean
Junior Member
Posts: 57
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Post by vigean on Oct 18, 2012 12:32:33 GMT 8
thread created for party members to coordinate roles, powers, builds, and tactics. statements presented here are personal opinions. input from party is welcome and recommended
Revelatory tactics:
[Encounter 1] -dock boats adjacent to entry points to allow normal*stealthed* movement onto the fortress (jumping = wakes minions) -drawbacks: only allows for 1 insurgent at a time due to distance between entry points. -possible use of wavestrider boots (allows movement on water) at the cost of 840gp. -mobs sleeping next to chests appear to be minions. auto dmg powers handy. -boats cannot move until boats are void of enemy units -push or slide powers recommended
[Encounter 2] -screw the crossbow turrets -position boats to create 4 squares of shelter from tentacles -lower deck provides temporary respite from tentacles -possible use of cargo loading doors to "pull" targets into the hold -dependent on DM ruling -Sahuagin Baron has to squeeze through stairs to access the hold. -CA choke point -Sahuagin Baron has 23 AC
Skills of note:
Stealth Thievery Athletics
Items of note:
Eratis's Beacon: target ally gains surge hp and +1 to next attack roll (680gp) Pelor's Sun Blessing: target ally gains surge hp and +1 item bonus to saving throws for encounter (680gp) Plague of the Dragon's Altar: enemies ending turn adjacent take 5 necrotic (680gp) Battle Standard of Healing: Spending a surge within burst 5 of the standard lets any party member within the burst gain 1 hp
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vigean
Junior Member
Posts: 57
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Post by vigean on Oct 18, 2012 12:50:10 GMT 8
level 8 Dragonborn, Ardent Ardent Mantle: Mantle of Elation Dragonborn Racial Power: Dragonfear Background: Cat Burglar (Cat Burglar Benefit)
FINAL ABILITY SCORES Str 11, Con 20, Dex 13, Int 10, Wis 8, Cha 20.
STARTING ABILITY SCORES Str 11, Con 16, Dex 13, Int 10, Wis 8, Cha 16.
AC: 24 Fort: 22 Reflex: 17 Will: 22 HP: 67 Surges: 12 Surge Value: 21
TRAINED SKILLS Endurance +13, Athletics +9, Insight +8, Thievery +10, Acrobatics +10
UNTRAINED SKILLS Arcana +4, Bluff +9, Diplomacy +9, Dungeoneering +3, Heal +3, History +6, Intimidate +11, Nature +3, Perception +3, Religion +4, Stealth +4, Streetwise +9
FEATS Level 1: Last Legion Officer Level 2: Weapon Proficiency (Singing Stick) Level 4: Bludgeon Expertise Level 6: Skill Power Level 8: Bardic Dilettante
POWERS Ardent at-will 1: Demoralizing Strike (debuff -2 add def)(debuff -6 all def (2pp)) Ardent at-will 1: Energizing Strike (grants 9 thp) (target spends surge (2pp)) Skill Power: Inspiring Fortitude (spend second wind, allies within 5 gain 15 thp) Ardent daily 1: Implanted Suggestion (attack made by enemy grants MBA from adj ally after attack is resolved) Ardent utility 2: Endure Pain (resist 10 EONT) Ardent at-will 3: Unnerving Shove (push 6) Ardent daily 5: Specter of Doubt (target takes dmg for each attack it makes) Ardent utility 6: Escalating Fury (burst 5 8thp) Ardent at-will 7: Unnerving Shove (replaces Unnerving Shove)
ITEMS Acrobat Boots (heroic tier) (minor stand up) Plague of the Dragon's Altar (heroic tier) (enemies ending adj take 5 necrotic) Pelor's Sun Blessing (level 3) (burst 5 ally spends surge) Erathis's Beacon (level 3) (burst 5 ally spends surge) Benefactor Finemail +2 (some extra healing) Psyweave Cloak +2 (resist 5/10 SONT) Bloodmaul Singing Stick +2 (+2d10 after bloodying enemy) Singing Stick (defensive weapon)
build notes: 7pp. healing augment potential: 3 2 X ardent surge (+2d6) 1 X majestic word (+1d6) 2 X boon healing 1X benefactor healing (+5)
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Post by Zyraen on Oct 18, 2012 15:40:24 GMT 8
As a clarification, I did some poking around on the Rules Compendium to get this Sorted Out. The Swimming Notes were more relevant for the previous challenge, and are less relevant if you all no longer intend to do all the jumping / swimming things.
- Swimming (RC) : Those who enter into water will have to roll Athletics to swim. Failing the Athletics check means your movement ends (as per normal rules). The same check applies if you start your Turn in water, and the applies throughout your entire Turn. Meaning that if you fail the Athletics at the start of your Turn, you simply remain immobile.
- Squares you enter while Swimming take 1 extra square. Hence this includes a Square that is NOT in Water. ie you can Shift into the Water, then climb onto the Boat, but the act of Climbing onto the Boat then costs 1 extra Square.
- Due to the height difference, those in water are treated as Prone, ie grant CA to Melee Attacks (as if prone) and have Ranged Attacks take -2 to Attack. This of course does not apply if you swim beneath the surface.
- Anyone who is subject to forced movement into water can take a Saving Throw as if falling.
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Since the Talon of Umberlee requires a pretty high Strength Check, it'll be ruled as if carrying a Heavy Load.
- Heavy Load : Carrying a Heavy Load requires 2 Free Hands. While carrying a Heavy Load, a Character is Slowed.
- Anyone who Aids Another for this action will likewise be carrying it along with the main person, and the same conditions apply.
- You cannot Swim while carrying the Talon of Umberlee. Anyone who enters Water while carrying the Talon Sinks by 1 square every Turn. Eventually the Talon will have to be dropped / left in the sea, which constitutes an automatic failure of the 1st Encounter.
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- For the First Encounter, you can Pre-buff those you start with in the same Row Boat. Alternatively, you can start with the 2 boats close together, and then Pre-buff.
- As per the original intent of the LA, no Actions to be taken between the 2 Encounters.
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- As per Standard Rules, note that while you do not need LOS to Heal a Party Member, you do need LOE.
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Post by Zyraen on Oct 18, 2012 16:24:44 GMT 8
Though it looks to me that they can be opened by PEOPLE lifting them up and putting them aside, here's a Proposed Alternative for opening the centre of top deck of the Caravel.
- There is a Huge Turning Wheel (occupying 3x3) at the front of the Caravel, although only the centre of the Turning Wheel cannot be entered / impassable terrain.
- Any Character that is in a square adjacent to the Turning Wheel can Turn It with a Standard Action. This opens or closes the Hatches in the middle (all 6 squares of the Hatches open together)
- The Hatches open / close slowly so there is no falling damage to those on the Hatch, nor do they fall prone.
- The Hatches can be held open by any Creature in the Lighted Squares of the bottom Deck, or in any square adjacent to the Lighted Squares, or in any square adjacent to the Hatches on the top deck. This is a holding action similar to holding a Door open.
- Any Large Creature in the Lighted Square only needs to occupy the Squares, the Hatches will not be able to close.
- If the Caravel gets damaged near the Hatches or in any of the 3x3 Squares at the Turning Wheel, the Hatches cannot function (ie cannot open nor close)
- You do not have LOE through the Hatches.
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Post by Zyraen on Oct 31, 2012 9:15:05 GMT 8
SECOND RUN 30-Oct-12
Summary
The Party tried to stealthily approach the Fortress not once but twice, both times waking up the Pirates as they failed to kill them. The first time they retreated (reset the Encounter), the second time they stayed to fight it out.
Just when it looked like they might have the fight under wraps, their healing was halved by the Unwholesome Aura of the Pirate Captain, who was promptly assaulted by the Heroes, and who then promptly blew the Horn.
That was when the Players, not yet having found the Talon, decided to call it a night.
Overall Outcome : INCOMPLETE
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Post by Zyraen on Oct 31, 2012 9:18:37 GMT 8
DCs made known to Players
- Athletics DC 10 to Swim - Stealth DC 12 for the first part of the Encounter
When the "Alarm" goes off, Pirates that have their Initiative higher than the Triggering Player are treated as having a fully round immediately after the triggering Event. Those that have lower Initiative take their action later.
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