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Author Topic: The Rynwold Pantheon (D&D 4e)  (Read 95035 times)

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JDigital

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1900 on: March 21, 2013, 10:19:57 AM »

If it's anything like the previous rune trap, it's triggered by living creatures.

It's possible that the rune has been configured to ignore modrons.
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Doom

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1901 on: March 22, 2013, 05:03:42 AM »

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JDigital

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1902 on: March 27, 2013, 02:02:40 PM »

(Lets proceed. When Pitamaha shows up, it's just a few HP and a new daily power to level his character.)

Kalor begins to nod off in his chair. The monodrones busily pull levers and rotate cogs, while one of the the hovering tridrones keeps three eyes out for intruders. All this is fifty feet down, accessible by ladder with a death rune trap at the bottom.

Kalor has three powerful tridrones and a swarm of monodrones at his command, a skull-tipped staff and instant death magic. You have an orc and Cogs.

What will you do?
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R^2

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1903 on: March 27, 2013, 03:06:55 PM »

If Gus can get down to the bottom of the ladder undetected, he can probably disable the rune trap that will allow everyone else entrance to the ground floor.

So uh, any ideas on how to make that happen?
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Büge

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1904 on: March 27, 2013, 03:14:38 PM »

Anybody got any rope?
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Beat Bandit

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1905 on: March 27, 2013, 04:08:38 PM »

Hey guys we have like, a dwarven and druid army behind us right? Why go in to this fight alone?
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JDigital

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1906 on: March 27, 2013, 11:50:46 PM »

Mainly because the dwarven army is holding off the modron army.
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Bongo Bill

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1907 on: March 29, 2013, 11:09:39 AM »

Sorry. Ready.
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JDigital

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1908 on: March 29, 2013, 12:02:51 PM »

It's up to you how to proceed.
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JDigital

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1909 on: March 30, 2013, 07:19:36 AM »

Going to have to push you for actions, guys.
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Beat Bandit

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1910 on: March 30, 2013, 09:11:48 AM »

This is where everyone waits to do anything because no one wants to be the one to get people that are us killed.
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R^2

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1911 on: March 30, 2013, 10:02:58 AM »

Oookay. Gus has a total of +1 to Stealth. If we've got any skill buffs, use 'em. He's going to the floor to disable that rune one way or another; either cover him under the assumption he'll be seen or make it so he isn't.
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JDigital

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1912 on: March 30, 2013, 10:04:36 AM »

Cogs holds a finger up to his mouth.

"Shhh."

He nods sagely.
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R^2

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1913 on: March 30, 2013, 10:22:11 AM »

"Good call, kiddo."

Do bards even get skill buffs in this version, or is it the "Sing 'Sneak, sneak, sneak down the ladder!' loudly" kind of thing they had in 3e that would be utterly useless here?
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JDigital

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1914 on: March 30, 2013, 12:46:29 PM »

(If they do, Francisca doesn't have any of the relevant powers.)

Cogs waddles forward in the old robe Gus gave him.

"Wait. Cogs wants to repay your kindness. Cogs the Adventurer will create a distraction."

He climbs down the ladder and walks over the rune. It doesn't trigger, perhaps because he's a modron. He dashes toward the pile of scrap and starts rooting through it. The tridrone hovers over to him.

"Rogue unit, you are not permitted to take magic items from the upper chamber, wear magic items, or handle broken modron parts. You are not permitted to be in this chamber unless specifically requested by Superior #0."

Cogs runs off with a modron arm and the tridrone chases him out of view. Now's your chance.
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R^2

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1915 on: March 30, 2013, 01:35:36 PM »

Wow, what a trooper. Gus leaps over the edge, for expeditiousness' sake, casting Feather Fall as he drops to land unhurt. It's faster and quieter than taking the ladder, and means he doesn't have to step on the rune itself to touch the floor.

16 on Stealth to fall... uh, stealthily. 27 to disarm the rune trap.
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JDigital

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1916 on: March 30, 2013, 01:44:45 PM »

You successfully disable the rune trap.

The tridrone guard could be back any second. Kalor is nodding off, clutching his skull-tipped staff tightly.
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R^2

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1917 on: March 30, 2013, 02:06:20 PM »

Gus will duck under the nearest throne -- that's out of sight of everyone, right? -- and wait for everyone else to come down the ladder. Maybe he could take Kalor by himself! But probably not all these underlings.
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Büge

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1918 on: March 30, 2013, 03:47:08 PM »

"Good work, Gus," Briar whispers triumphantly as she sees him scuttle away. She takes a moment to tighten all her straps so that nothing will jingle or clank.

Quote
Briar's clumsy attempt at stealth
1d20 +3
17 + 3 = 20

She starts to climb down the ladder, her heart thudding as she makes her descent (she's only got a 5-square movement... how do we adjudicate that?).
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JDigital

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Re: The Rynwold Pantheon (D&D 4e)
« Reply #1919 on: March 30, 2013, 03:59:34 PM »

Multiple rounds to reach the bottom of the ladder. Only one Stealth check in total is required, until you do something where you might get noticed, like make a noise.

The situation is in your favour, as the machinery is making a lot of noise and the modrons are distracted by their work.
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