[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)

Someone

Adventurer
Prime raises his shield, unsure of what the hobgoblin is going to do.

[sblock=actions]
If rolling 19 means going before the hobgoblin: Use Total defense (standard action) and shift 1 square to the right (+1 to AC and Ref saves). This way I'll go after Vermitrax, but before the hobgoblin acts again.

Else I'll see what the hobgoblin does before posting.[/sblock]


[sblock=mini-stats] Prime Warforged Fighter 5
[sblock=Things to remember]
  • Prime has damage reduction 1 against all damage
  • When an enemy marked by Prime makes an attack that doesn’t include him, he can make an Immediate Interrupt to make a Melee Basic Attack against him. If the attack connects, he can push the target up to 3 squares; since interrupts happen before the action that provoked them, pushing an enemy that attacks an ally beyond reach can potentially negate the attack altogether. Notice also that this attack isn’t an opportunity attack
  • Prime has a +2 bonus to hit with Opportunity attacks and if they hit they stop enemies if a move provoked the attack. They can resume moving using other actions.
Trigguers:
Shield Edge Block when the -4 to the enemy’s roll can negate the attack
Guardian’s Counter when an ally within 2 squares is attacked, especially if the swap would negate the attack (it hit the ally’s defense, but is not high enough to hit Prime’s)
[/sblock]
Status:
Initiative: +3, Passive perception: 21, Passive Insight: 16
Defenses: AC: 26/23, Fort: 21/19, Ref: 19/16, Will: 18/16
HP:58/58 THP: 0 Bloodied: 29, Surge value:14, Surges/day: 11/13 Speed: 5 squares
Languages: Common
AP: 1
Powers:
Tide of Iron, Shield Feint, Pass Forward
Hack and Hew, Shield Edge Block, Warforged Resolve, Guardian’s Counter, Boots of the fencing master, Second Wind
Villain’s Menace, Rain of Steel, Knockback Warhammer[/sblock]
 
Last edited:

log in or register to remove this ad



dimsdale

First Post
Fine, you don't come here. I come to you! The hobgoblin moves forward and then stops, tossing the flask in his hand at the feet of the wizard and fighter. The impact causes a blast of bright light. Vermitrax and the Prime find it hard to see. . The hobgoblin then equips his weapon and charges Vermitrax. The foe's blade sinks deep into the wizard's leg. Blood gushes from the wound.

ooc: VV: Feel free to redo you post, you may keep the same rolls if you wish or start over.

[sblock=Mechanics]
Heros

Drew:
Prime:
Vermitrax:
Sharpe:
Pet Dragon:
Gellan: Miss
Timber Wolf:
Zharne:

Total Damage to Enemy:
Guard 1: DEAD
Guard 2: DEAD
Ogre Savage: DEAD
Hobgoblin 1: DEAD
Hobgoblin 2:DEAD
Hobgoblin 3: DEAD
Goblin Mage 1: DEAD
Goblin Mage 2: DEAD
Goblin 1: DEAD
Goblin 2: DEAD
Goblin 3: DEAD
Goblin 4: DEAD
Goblin 5:

Baddies turn:
Movement: move to k34
action: throw bottle
minor: equip weapon

AP: Charge Vermitrax:
1d20+12+1(charge) for 1d8+6 = hit for 9 and 5 ongoing damage (save ends)

Total Damage to Allies:
Prime: Blinded (save ends)
Vermitrax: Hit for 9; Blinded (save ends), 5 ongoing damage (save ends)

[/sblock]

[sblock=map]

map

[/sblock]

[sblock=Stats]

Palyers

Prime:
Defenses: AC: 23, Fort: 19, Ref: 16, Will: 16 DAZED: (SAVE ENDS)
HP:31/58 THP 0: Bloodied: 29, Surge value:14, Surges left: 13/13

Gellan:
Defenses: AC: 20, Fort: 19, Ref: 17, Will: 14 DAZED (SAVE ENDS)
HP: 42/51,THP: Bloodied 25, Surge Value 12, Surges left 9/9

Sharpe:
AC 18, Fort: 15, Ref: 13, Will: 17
HP 40/40, THP: Bloodied 20 Surge Value 10; Surges left 11/11

Malifixindalaunt: Dragon Mount
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 60/60; Bloodied 30

Vermitrax:
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 Bloodied 19 Surge Value 9; Surges left 9/9
Resist 5 Cold 10 Force

Zharne:
AC 20 THP 5; Fort: 15, Ref: 18, Will 18
HP 47/51 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9 DAZED (SAVE ENDS)
Resist 5 Cold

Timber Wolf:
AC 20; Fort: 15, Ref: 18, Will 18
HP 51/51

Drew:
AC 21 Fortitude 15 Reflex 19 Will 15
HP 23/34 THP 0 Bloodied 17 Surge Value 8 Surges left 8/8

Enemies:
Guard 1: DEAD
Guard 2: DEAD
Ogre Savage: DEAD
Hobgoblin 1: 60/60
Hobgoblin 2: DEAD
Hobgoblin 3: DEAD
Goblin Mage 1: DEAD
Goblin Mage 2: DEAD
Goblin 1: DEAD
Goblin 2: DEAD
Goblin 3: DEAD
Goblin 4: DEAD
Goblin 5: 1/1
Hobgoblin Leader: 162/162
[/sblock]

[sblock=Enemies]
Hobgoblin Leader
HP 162; Bloodied 81
AC 22; Fortitude 19, Reflex 19, Will 19
Saving Throws +2
Speed 7
Action Points: USED
© Wounding Bastard Sword (standard; at-will) Weapon
+12 vs. AC (crit 19-20); 1d8+ 6 damage (crit 1d8+ 12) and
ongoing 5 damage (save ends).
+ Dance of the Leader (standard; at-will) Weapon Longsword
+12 vs. AC (crit 19-20); 1d6 + 6 damage (crit 1d6 + 12). Effect:
The leader shifts 2 squares after the attack and
makes one more attack against the same target or a different
one. The leader then shifts 2 squares.
Peerless Tumbler (move; recharge :X ji:])
The Leader shifts 4 squares, ignoring difficult
terrain.


[/sblock]

[sblock=Adventure Summary]
Motives
Find Lord Weinfurter dead or alive
Locate and retrieve an orb
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
[/sblock]
 
Last edited:


Voda Vosa

First Post
Vermitrax is surprised by the ferocity of the attack, but as Batman, he come sprepared for everything. He wears a strange, odd looking broch. Something your 85 years old aunt could have given you. But this piece of ugly craftsmanship contains apowerful enchantment. As the goblinoid delivers his lethal blow, the broch glows and creates a shield around the caster. The blade is not able to penetrate it.
However, the mage is blinded for the moment, so he decides to cast a defensive spell. The party doesn't seem to notice what happens, as the wizard smashes the his staff in the cave ground, but the hobgoblin's eyes widen as he sees how the ground breaks and rips open, revealing a precipice, which's bottom crawls with carrion crawlers. The creature drops to the ground, trying to grasp the imaginary edges of the chasm, as the mage retreats behind the lines.

OOC: Immediate interrupt to negate the charging attack, absorving 10 dmg. Then, dainly power: Phantom Chiasm, misses. Anyway, the hobgoblin is prone and takes 7 dmg. Move action is spent to move behind the lines. Vermitrax makes both saves.
 

Someone

Adventurer
Prime flais wildly with his hammer, and is actually surprised when one of the swings connects with something. He only hopes it's the enemy.

+++WARNING! WARNING! OPTIC SENSOR OVERLOAD!+++

[sblock=actions]
Standard action: Shield feint against the hobgoblin, with -5 penalty for total concealment and +2 for combat advantage from Prone, both counted on the roll. It hits AC 22 fot 17 damage, gains a +3 power bonus to his next roll attack roll against the same target and the hobgoblin is Marked. Since Prime hit with a power that requires a shield, he gains +1 to AC and Ref defenses.
Move action: Shift to current position, gaining another +1 to AC and Ref.
End turn:Fail saving throw. Well, I can't still make attacks of opportunity, but I can make combat challenge attacks.
[/sblock]


[sblock=mini-stats] Prime Warforged Fighter 5
[sblock=Things to remember]
  • Prime has damage reduction 1 against all damage
  • When an enemy marked by Prime makes an attack that doesn’t include him, he can make an Immediate Interrupt to make a Melee Basic Attack against him. If the attack connects, he can push the target up to 3 squares; since interrupts happen before the action that provoked them, pushing an enemy that attacks an ally beyond reach can potentially negate the attack altogether. Notice also that this attack isn’t an opportunity attack
  • Prime has a +2 bonus to hit with Opportunity attacks and if they hit they stop enemies if a move provoked the attack. They can resume moving using other actions.
Trigguers:
Shield Edge Block when the -4 to the enemy’s roll can negate the attack
Guardian’s Counter when an ally within 2 squares is attacked, especially if the swap would negate the attack (it hit the ally’s defense, but is not high enough to hit Prime’s)
[/sblock]
Status:
Initiative: +3, Passive perception: 21, Passive Insight: 16
Defenses: AC: 25/23, Fort: 19/19, Ref: 18/16, Will: 16/16
HP:58/58 THP: 14 Bloodied: 29, Surge value:14, Surges/day: 11/13 Speed: 5 squares
Languages: Common
AP: 1
Powers:
Tide of Iron, Shield Feint, Pass Forward
Hack and Hew, Shield Edge Block, Warforged Resolve, Guardian’s Counter, Boots of the fencing master, Second Wind
Villain’s Menace, Rain of Steel, Knockback Warhammer[/sblock]
 
Last edited:

Drew hears the commotion, but finishes his task first. It's only a single warlord after all. "The wizard can handle it for sure, pompous windbag." he things to himself wrily. He focuses whole of his attention into the sense of touch, running his hand over the wall, torch, torch sconce and every nook and crany on the wall, his eyes wondering quickly over the surface, trying to spot something out of place.

His focus is just over waist level as that would be where goblins natural reach would be, but he doesn't forget the floor and the area just over his head. Due to speed he doesn't check the area above his easy reach.

OOC: I'd say, easy reach would be between 7'-7'4'' at most.

[sblock=Actions]
Move: S26 -> V26 -> S23 - this assumes I can check while moving, if not, movement to U26 only to check 3 adjacent squares

Minor: Perception; Thievery (1d20+8=11, 1d20+11=30) - again, [MENTION=79956]dimsdale[/MENTION], you didn't specify which is to be used so here are both. If he didn't find anything, put Drew in M26 with his standard

Standard: Move to M22, conditional on not finding anything. If he does, I'll change this.
[/sblock]
 

RedBeardJim

First Post
Gellan rushes forward, leaping over the prone form of the hobgoblin and scoring with a low slash as he lands.

[sblock=Actions]Move: Walk to J-29.
Standard: Attack with Pressing Strike, shifting to K-31 before the attack. Hits AC 31 for 12 damage.[/sblock]
[sblock="Mini stat"]Gellan Bonesaw - Level 5 Halfling Barbarian
Passive Perception: 18, Passive Insight: 13, Initiative: +5 Senses: Normal
AC: 20, Fortitude: 19, Reflex: 17, Will: 14 -- Speed: 6, Size: Small
HP: 51/51, Bloodied 25, Surge Value 12, Surges left 8/9
Action Points: 1, Second Wind: not used
Powers -
Pressing Strike, Whirling Rend
Second Chance, Whirling Lunge, Hunter's Quarry
Combat Sprint, Whirling Frenzy, Whirling Step

Swift Panther Rage, Thunder Hooves Rage, Rage Strike[/sblock]
 

Luinnar

First Post
Watched and be amazed! You too, Sharpe says to Prime. In my hand I have a sword, nice and sharp, Sharpe says clanging it against the cave wall to demonstrate. With this deadly sword I have in my hand I shall plunge it into my chest like so, he says demonstrating. And bippity-boppity-boo, I am unharmed! he says pulling it out, not so much as a bit of blood or bard stains the blade.

Thank you, thank you! he says bowing.
[sblock=actions]
Minor: Knack for success, [MENTION=5656]Someone[/MENTION] Prime gets to make a saving throw.

Standard:Inspiring Fortitude burst 5, Sharpe loses his second wind and everyone but Sharpe and Drew (think he is out or range) gain 14THP.
[/sblock]

[sblock=Sharpe]
Sharpe Wellington- Male Half-Elf Bard 3
Init: +1, Passive Perception: 13, Passive Insight: 11
AC 18 Fortitude 15 Reflex 13 Will 17, Spd: 5
HP 40/40
Bloodied 20 Surge Value 10; Surges Per-Day 11/11
AP: 0, Milestones:0

Basic Attacks:
Basic Attack +3 vs AC, Longsword, 1d8 damage
Ranged Basic Attack N/A

Powers:
Staggering Note, Guiding Strike
Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion
Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence)

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:
[/sblock]
[sblock=Malifixindalaunt The White Dragon]
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 14+60/60; Bloodied 30 Surge 0/1
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
:bmelee: Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.

:bmelee: Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.

:close: 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.

:melee: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 —

[/sblock]
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top