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

Voda Vosa

First Post
"... No, Prime's suggestion is the most racional. Let us sit back and enjoy the scene. If we see the tides changing in favour of Vlastodes minions we'll intervene and take the orb; then we'll decide who lives and who doesn't depending on how reasonable they are." replies the wizard
 

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dimsdale

First Post
ooc: Is the general agreement then to let it play out a few rounds then?

So far I have a yes from Prime and Vermitrax?
Anyone else?
 


dimsdale

First Post
ooc: the battle watching begins: Round 1

[sblock=DM Notes Pending]

The battle field is filled with dead bodies from both sides, and many of the living are hurt badly. The scar clan seems to have the upper hand as you see them drop two of the V clan. The archers focus their attention on the mage, but only one arrow hits. The V clan attacks again with the mage lashing out agains the snipers with a thunder attack.

[sblock=Mechanics]
Heros

No action taken

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

Total Damage to Enemy:



Baddies turn:

Scar Clan:
HG1: attack: Total Defense
HG2: attack: +10 +2 flank vs. AC HG7; 1d10 +4 = miss
HG3: attack: +10 +2 flank vs. AC HG7; 1d10 +4 = Hit for 6
HG4: attack: +10 vs. HG3 AC; 1d10 +4 = miss
HG5: attack: +10 vs. HG1 AC; 1d10 +4 = Hit for 9
HG6: attack: +10 vs. HG5 AC; 1d10 +4 = Miss
GS1: attack: Ranged 10/20; +9 vs. Mage AC; 1d10 + 2 damage = Hit for 5
GS2: attack: Ranged 10/20; +9 vs. Mage AC; 1d10 + 2 damage = miss
GS3: attack: Ranged 10/20; +9 vs. Mage AC; 1d10 + 2 damage = miss

V Clan:


HG2: attack: +10 +2 vs. HG6 AC; 1d10 +4 = Hit for 12
HG3: attack: +10 +2 vs. HG6 AC; 1d10 +4 = Hit for 7
HG4: attack: +10 vs. HG5 AC; 1d10 +4 = Hit for 6
HG5: attack: +10 vs. HG6 AC; 1d10 +4 = miss
HG6: attack: +10 vs. HG6 AC; 1d10 +4 vs
GM1: attack: +7 vs. Fortitude of of GS1, GS2, GS3 for 1d8 + 4 thunderdamage, and the target is dazed (save ends) = Hits all three for 7 and all targets are dazed.

Total Damage to Allies:


[/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: 23, Fort: 19, Ref: 16, Will: 16 Binded: (SAVE ENDS); 5 ongoing (SAVE ENDS)
HP: 58/58 THP 3: Bloodied: 29, Surge value:14, Surges left: 11/13

Gellan:
Defenses: AC: 20, Fort: 19, Ref: 17, Will: 14 DAZED (SAVE ENDS)
HP: 42/51,THP 14: Bloodied 25, Surge Value 12, Surges left 8/9

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

Malifixindalaunt: Dragon Mount
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 60/60 THP 14; Bloodied 30

Vermitrax:
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 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 THP 14 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
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 6/8

Enemies:

Scar Clan: (Fight damage that has already occurred)
HG1: 25/60
HG2: 25/60
HG3: 20/60
HG4: 15/60
HG5: 30/60
HG6: 20/60
GS1: 31/31
GS2: 31/31
GS3: 31/31

V Clan: (Fight damage that has already occurred)
HG1: 7/60: Hit for 9: DEAD
HG2: 25/60
HG3: 20/60
HG4: 14/60
HG5: 10/60
HG6: 23/60
HG7: 4/60 Hit for 6: DEAD
GM1: 23/42 Hit for 5: HP now 18

[/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 Mage:
HP 42; Bloodied 21
AC 17; Fortitude 13, Ref 14, Will 15
Speed 6
Quarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
Magic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against 3 diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).

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]
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]
[/sblock]
 
Last edited:

"Scars are already loosing and we're loosing a chance to get the sphere peacefully instead of having to search the whole village. Do you want to crawl around on all fours while we search their dens?!"
 

Voda Vosa

First Post
Vermitrax chuckles, "There's a lot of them remaining Dragon monk, even if the front line fighters fall, there's those snipers on the other side of the water. We have time, don't be a party spoiler and let me enjoy the fight."
 

Vermitrax chuckles, "There's a lot of them remaining Dragon monk, even if the front line fighters fall, there's those snipers on the other side of the water. We have time, don't be a party spoiler and let me enjoy the fight."

OOC: Oh, oh, he called me Dragon monk instead of some derogatory! I could cry :D
 



dimsdale

First Post
ooc: the battle watching begins: Round 1

The battle field is filled with dead bodies from both sides, and many of the living are hurt badly. The scar clan seems to have the upper hand as you see them drop two of the V clan. The archers focus their attention on the mage, but only one arrow hits. The V clan attacks again with the mage lashing out agains the snipers with a thunder attack, hitting all three for minor damage. They all look confused. Three of the V clan gang up on one of the scar clan. Their tactic pays off as two of them hit, with the second blow just enough to drop him. One other member of the V clan charges one of the Scar clan, scoring a hit as well.

[sblock=Mechanics]
Heros

No action taken yet

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

Total Damage to Enemy:



Baddies turn:

Scar Clan:
HG1: attack: Total Defense
HG2: attack: +10 +2 flank vs. AC HG7; 1d10 +4 = miss
HG3: attack: +10 +2 flank vs. AC HG7; 1d10 +4 = Hit for 6
HG4: attack: +10 vs. HG3 AC; 1d10 +4 = miss
HG5: attack: +10 vs. HG1 AC; 1d10 +4 = Hit for 9
HG6: attack: +10 vs. HG5 AC; 1d10 +4 = Miss
GS1: attack: Ranged 10/20; +9 vs. Mage AC; 1d10 + 2 damage = Hit for 5
GS2: attack: Ranged 10/20; +9 vs. Mage AC; 1d10 + 2 damage = miss
GS3: attack: Ranged 10/20; +9 vs. Mage AC; 1d10 + 2 damage = miss

V Clan:


HG2: attack: +10 +2 vs. HG6 AC; 1d10 +4 = Hit for 12
HG3: attack: +10 +2 vs. HG6 AC; 1d10 +4 = Hit for 7
HG4: attack: +10 vs. HG5 AC; 1d10 +4 = Hit for 6
HG5: attack: +10 vs. HG6 AC; 1d10 +4 = miss
GM1: attack: +7 vs. Fortitude of of GS1, GS2, GS3 for 1d8 + 4 thunderdamage, and the target is dazed (save ends) = Hits all three for 7 and all targets are dazed.

Total Damage to Allies:

None

[/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: 23, Fort: 19, Ref: 16, Will: 16 Binded: (SAVE ENDS); 5 ongoing (SAVE ENDS)
HP: 58/58 THP 3: Bloodied: 29, Surge value:14, Surges left: 11/13

Gellan:
Defenses: AC: 20, Fort: 19, Ref: 17, Will: 14 DAZED (SAVE ENDS)
HP: 42/51,THP 14: Bloodied 25, Surge Value 12, Surges left 8/9

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

Malifixindalaunt: Dragon Mount
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 60/60 THP 14; Bloodied 30

Vermitrax:
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 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 THP 14 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
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 6/8

Enemies:

Scar Clan: (Fight damage that has already occurred)
HG1: 25/60
HG2: 25/60
HG3: 20/60
HG4: 15/60
HG5: 30/60 Hit for 6: (HP now at 24)
HG6: 19/60 Hit for 19: DEAD
GS1: 31/31 Hit for 7 and DAZED
GS2: 31/31 Hit for 7 and DAZED
GS3: 31/31 Hit for 7 and DAZED

V Clan: (Fight damage that has already occurred)
HG1: 7/60: Hit for 9: DEAD
HG2: 25/60
HG3: 20/60
HG4: 14/60 Hit for 6 (Now has 8 hp left)
HG5: 10/60
HG6: 23/60
HG7: 4/60 Hit for 6: DEAD
GM1: 23/42 Hit for 5: HP now 18

[/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 Mage:
HP 42; Bloodied 21
AC 17; Fortitude 13, Ref 14, Will 15
Speed 6
Quarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
Magic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against 3 diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends).

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]
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]


ooc: What does the party wish to do at the beginning of round 2?
 
Last edited:

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