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@Luinnar
I made a mistake with Drew's XP in post 411. He should have gotten
the XP for a Level 3 character, not Level 5. I tried to correct the post
but couldn't for some reason.
So, Drew should have received 2908 XP instead of 3537 XP
judge
That is fine
I can't judge this adventure since I am in it, but I can always help unofficially when needed until we get one.
Have a great trip! Sharpe shouts, blasting a hobgoblin with a bolt of Arcane thunder and sending it stumbling down the waterfall.
See you next fall!
actions
Staggering note vs HG 7, 27 vs will 7 thunder damage and pushed 3 squaresNW off the waterfall (fall save failed). I assume it is dead?
Sharpe
Sharpe Wellington- Male Half-Elf Bard 5
Init: +2, Passive Perception: 14, Passive Insight: 12
AC 19 Fortitude 16 Reflex 14 Will 18, Spd: 5
HP 51/51
Bloodied 25 Surge Value 12; Surges Per-Day 11/11
AP: 1, Milestones:0
Powers: Staggering Note, Guiding Strike Majestic Word X1, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of EscapeNoxious Breath (Dragon) Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord
Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.
Conditions:
Nil
Note:
Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.
Priority:
Malifixindalaunt The White Dragon
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 60/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17
Speed 4, fly 8 (clumsy)
Immune noxious breath
Initiative +11
Perception +11
Blindsight 20
Traits:
Combat Advantage Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.
Standard Actions Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.
Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.
Noxious Breath (poison, zone) • Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.
Diving Wing Rake • Standard, At-Will
Effect: Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.
Skills Stealth +12
Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
Con 17 (+6) Int 2 (–1) Cha 4 (+0)
Alignment Evil Languages —
__________________ My PBP characters: http://tinyurl.com/yy9skz2
Drew slides closer to remaining enemies, his second step starting another of his wide sweep turns.
The turns ends in flurry of kicks and elbow strikes with severely wounded hobgoblin dropping down and other remaining shaky on it's last legs. The monk kicks one final time and rolls away using the momentum of the kick to prepare for charging the next one.
OOC: Luinnar/Sharpe is killjoy, I was ready to present my flight power to move 8 and strike at the fleeing goblin, but no such luck
Still, I conserved my encounter attack just in case
MBA: +12 vs AC 1d8+2 (unarmed strike)
RBA: +11 vs AC 1d4+5 (dagger)
FEATS
Superior Implement (Mountain Ki), Internalize Basic Kata, Unarmored Agility, Slashin Kama Style, Ki Expertise
POWERS
Fallen Needle
Five Storms
Crane's Wings
Centered Flurry of Blows
Drunken Monkey
Second Wind
Iron Wolf Charge
Masterful Spiral
Water Gives Way
Mountain Ki Rain of Hammers- On hit gain +1 AC and Ref; any forced movement (from this focus) is increased 1 square
If Drew drops an enemy, one enemy adjacent to Drew takes 3 damage
Property Daily Minor: Make one at-will attack vs enemy already hit this turn.
Isn't Five Storms' movement technique a Move action instead of Minor?
The still spinning Prime whacks the remaining hobgoblin so hard it flies at Zarne's feet, skull crushed and obviously dead. Continuing his unstoppable advance, one of his swings catch the surviving goblin hard dropping him also. Not seeing any more enemies remaining, Prime slowly stops to allow his mechanisms to cool down.
actions
Standard: Tide of Iron on HG8, hits for at least 8 damage, which was what the hobgoblin had so I dodn't bother to roll, shift to occupy his position.
Move: To current position.
At the start of his turn, the goblin at T9 will take 8 damage from Rain of Steel, enough to kill him. I saved everyone's time and directly marked him as dead in the map
A guide to Prime's immediate actions
With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, feel free to use one of these actions at the first chance it could be reasonably useful, in the following order of priority:
Combat Challenge (fighter feature, at will), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
Opportunity attack: Prime has a +2 to hit with OAs and a hit stops the target's movement (target can resume movement with new actions).
Guardian’s counter (Encounter power), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe
Shield Edge Block (Encounter power), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
Unbreakable (Encounter power), if hit by an attack that deals 10 or more damage (he’d negate 9 with the power -which isn’t described as damage reduction-, then 1 from armor property)
If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.
"Slay them all, leave non breathing." The wizard methodically advances now, through the battlefield, producing an orb of force he uses to terminate any still breathing goblin. Vermitrax shoots at point blank, the orb of force blowing up the heads of the unconscious victims, on a gory display. The wizard doesn't seem to enjoy the task, nor dislike it. He keeps his stoical expression throughout the whole process. He kneels to recover the staff of the fallen goblin shaman, take a better look at it, and then overkills the shaman.
__________________ Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!
OOC: Luckily you don't have actions to do what you say in-game
"Hey, mage! I didn't put down those goblins so you can slaughter them in cold blood! Kill another and I'll come after you treating you as one of them! I already told you, get your own kills if you have to, but leave mine to me!"
OOC: I thought combat was over. But, I do have a turn to kill the shaman and take his stuff, which I will do first.
"You want to get your hands bloody then? Very well, kill them yourself; I care not. But watch your tongue, unless you want it to wither and die" The mage says, dusting something he took from the corpse.
__________________ Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!
Last edited by Voda Vosa; 1st February 2012 at 06:17 PM..
Drew: Gains 5 Temp HP, Hits HG7 for 6 and HG8,HG9 for 10 and prone: Drew +1 AC and ref
Prime: Hits HG8 for 15, +2 to AC and Reflex, HG8 is marked, HG8, HG9 take 5 damage to start of their turn
Vermitrax: Hit HG9 for 8 with magic missile
Sharpe: Grants 5 Temp HP to Drew, Hits HG8 and HG7 for 8, Zharne gets Surge+5
Pet Dragon:
Gellan: Kills GS3 and Hits GS1 for 19. GS1 grants CA to Gellan
Timber Wolf:
Zharne: Hits HG7, HG8 and HG9 for 16. All grant CA to allies
Baddies turn:
Scar Clan:
HG7: Double Move run towards the strong hold
HG8: Takes 5 damage from rain of steel.
Attacks Zharne with CA 1d20+10 vs Prime AC: for 1d10+4 = miss
HG9: Attacks Drew with CA 1d20+10 vs Prime AC: for 1d10+4 = miss
GS2: runs aways
GS1: Attacks Drew 1d20+9 for 1d10+4 = hits for 7
Damage taking by allies and foes
Total Damage to Enemy:
HG1: Unconsccious
HG2: DEAD
HG3: DEAD
HG4: DEAD
HG5: DEAD
HG7: takes 30 damage
HG8: takes 49 damage and prone
HG9: takes 26 damage and prone
GS2: takes 14 damage
GS3: DEAD
Scar Clan:
HG1: -4/60 Unconsccious
HG2: DEAD
HG3: DEAD
HG4: DEAD
HG5: DEAD
HG7: 16/60
HG8: 22/60
HG9: 3/60
GS1: 5/31
GS3:DEAD
Enemies
Hobgoblin Guards:
HP 60:
AC 22; Fortitude 20, Refl ex 18, Will 18
Speed 6
m bastard sword (standard; at-will) ✦ Weapon
+10 vs. AC; 1d10 +4
Goblin Sniper:
HP 31; Bloodied 15
AC 16; Fortitude 12, Refl ex 14, Will 11
Speed 6; see also goblin tactics
m Short Sword (standard; at-will) ✦ Weapon
+6 vs. AC; 1d6 + 2 damage.
r Hand Crossbow (standard; at-will) ✦ Weapon
Ranged 10/20; +9 vs. AC; 1d10 + 4 damage.
Sniper
A hidden goblin sharpshooter that misses with a ranged
attack remains hidden.
Combat Advantage
The goblin sharpshooter deals an extra 1d6 damage against any
target it has combat advantage against.
Goblin Tactics (immediate reaction, when missed by a melee
attack; at-will)
The goblin shifts 1 square.
Adventure Summary
Quest Objectives
Find Lord Weinfurter dead or alive
Locate and retrieve an orb
Adventure Summary
Fought off an ambush by a shambling mound and a black dragon.
Kidnapped a sniper. Learned some info about a gang of goblins with a V scare
Sniper says help help party if they help him get home
Party attack goblin stronghold, killing ogre and many guards
Party sacks the V clan goblin's hideout.
Party kills leader and discovers a communication device. Sharpe and Vermitrax activate the device and communicate with a Vlastoes, a potential threat and leader of the V clan
Party learns that V clan recently launched a raid on the Scar clan goblins. Befriended sniper goblin tells the party the way to their hideout
Party arrives at the Scar Clan hideout as the two rival clans battle it out.
Scar clan goblin defeat the V clan and attack the new arrivals as the party killed on of their own.
ooc:
@Voda Vosa No need to kill the shaman. He's already dead
ooc: You're right RBJ! I thought the foe by the waterfall was still active until I reread the thread. Sharpe took care of him. Sooo.....
The sound of the waterfall roars in the background as the party scans the area after dropping the last goblin. Boddies from both clans litter the ground. A search of the bodies reveals nothing, except the shain shaman. Vermitrax lifts a an object made of bones.
Verimtrax
You find a Death Rattle
Further observation reveals trampled a worn pathway leading directly into the side of the waterfall, where Sharpe blasted the retreating hobgoblin, whose body disappeared into the falls.
As the party moves closer to the waterfall they hear shouts echo from within the falls. The water spray from the falls makes it impossible to see what is behind it.
Drew goes through the water, barely making a splash, disappearing into the passage.
EDIT: This thing hates me. I usually do my rolls in IC and occasionally when it's down I use ENW roller. It always disapoints. Except when it's low priority roll, then it throws out 20 so you cannot say it's not random At least Drew is as good as invisible
Prime remains close to the waterfall, but doesn't go throught it, instead waiting for Drew (and/or Sharpe). He urges the others to do the same.
+++We shoudl expect some trickery from the wizard. You don't invade unless your forces are clearly superior to the enemy's, and these hobgoblins didn't stand a chance+++
+++Of course, we dealt with part of them beforehand, but they knew and could have posponed the attack.+++
+++This means they were probably distraction or something. I think we should ait and know what's happening behind the waterfall and plan+++
"I agree. Vlastodes knows a great deal about our plans and objectives. If he has already secured the orb, I doubt it would be an easy task to take it from him." the mage nods in agreement. "We should have battle tactics already figured out. I'm frustrated by how unordered our last battle was. I hail from the Empire, militar tactics are our bread and butter; you have an analytical mind, you can clearly see the benefit of it. However Sharp and the monk seem not inclined to such intelligent assignments." perhaps not mentioning the barbarian was an accident, or perhaps Vermitrax didn't thought he would care about tactics.
__________________ Visit The Link Village of Voda Vosa in the RG for complete game links, and stuff!