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

Luinnar

First Post
Hey shorty! You should help out as well! Sharpe shouts to Gellan.

OOC: Previous post updated with move action. Gellan shifts 4 squares as a free action.
 

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RedBeardJim

First Post
Gellan whirls as the goblin archers focus their attention on him. Dashing forward, he makes a spinning leap at the nearest two and brings his weapons around in a complete circle, dropping one goblin entirely and leaving the other bleeding heavily.

[sblock=Actions]Free: Moment of Escape to shift to T-10.
Standard: Attack GS1 and GS3 with Whirling Frenzy. Hits both goblins vs. Reflex (20 and 24) for 19 damage. GS3 is killed, GS1 has 5 HP and is bloodied.
Free: Shift to S-9 by Whirling Slayer class feature, GS1 grants combat advantage to Gellan until EONT.[/sblock]
[sblock="Mini stat"]Gellan Bonesaw - Level 6 Halfling Barbarian
Passive Perception: 19, Passive Insight: 14, Initiative: +6 Senses: Normal
AC: 21, Fortitude: 20, Reflex: 18, Will: 15 -- Speed: 6, Size: Small
HP: 41/57, Bloodied 28, Surge Value 14, Surges left 7/9
Action Points: 0, Second Wind: not used
Powers -
Pressing Strike, Whirling Rend
Second Chance, Whirling Lunge, Hunter's Quarry
Combat Sprint, Tumbling Dodge, Whirling Frenzy, Whirling Step

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

Ozymandias79

First Post
Zharne moves with Sharpe's shout like a leaf is blown in the wind, he happens to end up next to Drew again then he wildshapes and unleashes a torrent of insects on the hobgoblins

[sblock=Action Details]
Free Action:Shift to Q14
Minor Action:wildshape to beastform
Standard Action:swarming locusts @R15 to R17;T15 to T17(hits all hobgoblins for 16 damage and creates a zone of swarming locusts that lasts until the end of Zharne's next turn. While within the zone, enemies grant combat advantage.)
Move Action:
[/sblock]
 

dimsdale

First Post
[sblock=dm notes: please ignore]

The allies turn the tide in the battle, killing more guards and archers. One of the guards, not engaged in melee runs towards the falls, making sure that he was not in range of attack by any nearby heroes. Another archer jumps into the raging water and is quickly swept away by the current. The others fight on. The two guards get up and attack Prime, both missing. The remaining sniper fires an arrow at Drew at point blank range, hitting the monk.
[sblock=Mechanics]
Heros

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


[/sblock]

[sblock=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


Total Damage to Allies:
Drew hit for 7

[/sblock]

[sblock=map]

map

[/sblock]

[sblock=Stats]

Palyers

Note: I'm assuming that everyone leveled. I'll change stats below when I see you rnew statblocks

Prime:
Defenses: AC: 24/24, Fort: 20/20, Ref: 17/17, Will: 17/17
HP:64/64 THP: 4 Bloodied: 32, Surge value:16, Surges/day: 11/13 AP 1

Gellan:
AC: 21, Fortitude: 20, Reflex: 18, Will: 15 -- Speed: 6, Size: Small
HP: 41/57, Bloodied 28, Surge Value 14, Surges left 7/9 AP 1

Sharpe:
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

Malifixindalaunt: Dragon Mount
HP 60/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17

Vermitrax:


Zharne: BLOODIED
AC:21, Fort:16, Reflex:19, Will:19, Resist 5 Cold, Speed:8
HP:47/56 Bloodied:28, Surge Value:14(16 in Beastform), Surges left:8/9

Timber Wolf:



Drew:
AC: 23 Fort: 16 Reflex: 20 Will: 16
HP: 26/39 TMP 0 Surges 8/8 Surge Value: 9

Enemies:

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

[/sblock]

[sblock=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.
[/sblock]

[sblock=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.

[/sblock]

[/sblock]
 
Last edited:

dimsdale

First Post
The allies turn the tide in the battle, killing more guards and archers. One of the guards, not engaged in melee runs towards the falls, making sure that he was not in range of attack by any nearby heroes. Another archer jumps into the raging water and is quickly swept away by the current. The others fight on. The two guards get up and attack Prime, both missing. The remaining sniper fires an arrow at Drew at point blank range, hitting the monk.
[sblock=Mechanics]
Heros

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


[/sblock]

[sblock=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


Total Damage to Allies:
Drew hit for 7

[/sblock]

[sblock=map]

map

[/sblock]

[sblock=Stats]

Palyers


Prime:
Defenses: AC: 24/24, Fort: 20/20, Ref: 17/17, Will: 17/17
HP:64/64 THP: 4 Bloodied: 32, Surge value:16, Surges/day: 11/13 AP 1

Gellan:
AC: 21, Fortitude: 20, Reflex: 18, Will: 15 -- Speed: 6, Size: Small
HP: 41/57, Bloodied 28, Surge Value 14, Surges left 7/9 AP 1

Sharpe:
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

Malifixindalaunt: Dragon Mount
HP 60/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17

Vermitrax:


Zharne:
AC:21, Fort:16, Reflex:19, Will:19, Resist 5 Cold, Speed:8
HP:47/56 Bloodied:28, Surge Value:14(16 in Beastform), Surges left:8/9

Timber Wolf:



Drew:
AC: 23 Fort: 16 Reflex: 20 Will: 16
HP: 26/39 TMP 0 Surges 8/8 Surge Value: 9

Enemies:

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

[/sblock]

[sblock=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.
[/sblock]

[sblock=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.

[/sblock]

ooc: It's the party's turn:

[sblock=Judge]
[MENTION=44459]Luinnar[/MENTION]
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

[/sblock]
 
Last edited:

Luinnar

First Post
[sblock=Judge]
@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

[/sblock]
[sblock=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.
[/sblock]
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!

[sblock=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?
[/sblock]

[sblock=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

Basic Attacks:
Basic Attack +5 vs AC, Longsword, 1d8 damage
Ranged Basic Attack N/A

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 Escape Noxious 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:
[/sblock]
[sblock=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
: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]
 

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 :)


[sblock=Actions]
Move: Move tech from Five Storms: Slide 2 to S16
Standard: Five Storms vs Ref (HG9; HG 8); damage (1d20+11=14, 1d20+9=28, 1d8+6=11) - HG 8 hit for 11
FoB against HG 9 for 6 non-lethal which drops it and prompts another 3 damage to HG 8 from Rain of Hammers - Drew gains +2 AC & Ref TENT
[/sblock]

[sblock=Drew Stats]
AC: 22 Fort: 16 Reflex: 19 Will: 17
HP: 31/44 Surges: 8/8 Surge Value: 11

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.

Skills: Acrobatics +13; Athletics +9; Perception +12; Stealth +13; Thievery +12[/sblock]
 
Last edited:

Someone

Adventurer
OOC: 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.

[sblock=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[/sblock]


[sblock=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.

[/sblock]
[sblock=mini-stats] Prime Warforged Fighter 6

Status:
Initiative: +4, Passive perception: 22, Passive Insight: 17
Defenses: AC: 26/24, Fort: 20/20, Ref: 19/17, Will: 17/17
HP:64/64 THP: 4 Bloodied: 32, Surge value:16, Surges/day: 11/13 Speed: 5 squares
Languages: Common
AP: 1
Powers:
Tide of Iron, Resolute Shield, Pass Forward
Hack and Hew, Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
Villain’s Menace, Rain of Steel, Knockback Warhammer[/sblock]
 
Last edited:

Voda Vosa

First Post
"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.
 

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!"
 

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