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

RedBeardJim

First Post
Gellan dodges and weaves through the hobgoblin formation with his blades flashing, leaving two of them bleeding out on the ground as he stares down a third. "How many are you wishing to lose this day?"

[sblock=Actions]Standard: Attack HG5 with Whirling Rend. Misses with a 20, even with flanking.
Action Point, Standard: Attack HG5 *again* with Whirling Rend. Hits with a 25. HG5 takes 16 damage, and HG4 takes 11 damage and is killed.
Free: Killing HG4 triggers Whirling Lunge. Gellan shifts to T-14 and does 10 damage to HG5, killing it as well.
Move: Shift to S-14[/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: 57/57, 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]
 

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Drew catervaults over Zharne, slamming his fists from above in powerful hammer blows as he finishes the turn. As his leg touches the ground, other sweeps behind continuing with the momentum of the jump. The leg catches third guard, pulling him in place of the downed one between the monk and the ranger.


As always his attacks are accompanied with fierce exhalation in draconic
[sblock=Draconic]
"The dragon takes flight!"
[/sblock]

[sblock=Actions]
Move: Five storms movement: shift 2 to S16
Standard: Five Storms vs Ref (HG3; HG7; HG9); damage (1d20+8=19, 1d20+8=27, 1d20+8=12, 1d8+6=14) - hit HG3 for 14, dead, HG 9 takes 3 damage from Rain of Hammers and 6 from flurry of blows, slides to S15; hits HG 7 for 14 - Drew gets +1 AC & Ref TENT
[/sblock]
 



dimsdale

First Post
Drew and Gellan lead the way with vicious attacks which kill multiple foes. Vermetrax hits with a magic missile while the construct swaps places with Drew, thus negating the damage from the last attack against the monk. Prime manages to strike one of the foes with his hammer. Meanwhile, Zharne impales four foes with needle, three of which die from the two formentioned attacks from Drew and Gellan. The dragon makes life miserable for the archers.

The scar clan counter attacks are effective however. Two of the three archers impale the barbarian with arrows. The third archer can't see what he's doing, but fires an arrow anyway and prays for the best. His prayer is answered as the arrow finds its mark, embedding itself deep in Zharne's shoulder...a lucky shot indeed. Two of the guards flank Drew, one hitting while the other misses. Primes reflexs take over as the construct sees an chance to attack.

ooc: Free attack for Prime (go ahead and roll the attack)

One other guard misses badly as he tried in vain to hit Zharne. The goblins show no sign of giving up, feeling the rush of battle after the successful counter attack.

[sblock=Mechanics]
Heros

Drew: Hits HG3 for 14, killing him, hits HG9 for 9 and HG7 for 14, +1 AC and Ref
Prime: Hits HG7 for 16 and marks HG7 and HG9, +4 temp hp
Vermitrax: Hits HG8 for 8
Sharpe:
Pet Dragon: Hits GS2 and GS3 for 14. Anyone who enters or ends in zone takes 5 damage
Gellan: kills HG5 and HG4, AP spent
Timber Wolf:
Zharne: moves Hits HG1, HG3, HG4 and HG9 for 9 non lethal, all foes -5 to all defenses

Baddies turn:

Scar Clan:

HG7: Shifts to current position to flank Drew with HG 9
Attacks Drew with CA 1d20+10+2 vs Drew AC: for 1d10+4 = Hit for 13
HG8: Attacks Zharne with CA 1d20+10 vs Zharne AC: for 1d10+4 = miss
HG9: Attacks Drew with CA 1d20+10+2 vs Drew AC: for 1d10+4 = miss
GS1: Moves to current location:
Attacks Gellan 1d20+9 vs Gellan's AC for 1d10+4 = Hits for 10
GS2: Moves to current location on map
Attacks Zharne with -5 from black cloud 1d20+9-5 vs Zharne AC: for 1d10+4 =
Crit for 14
GS3: Moves to current location on map
Attacks Gellan 1d20+9 vs Gellan's AC for 1d10+4 =
Hits for 6

[/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 8 damage
HG9: takes 18 damage
GS2: takes 14 damage
GS3: takes 14 damage

Total Damage to Allies:
Drew takes 13 damage
Zharne takes 14 damage
Gellan takes 16 damage

[/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
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

Vermitrax:


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

Timber Wolf:


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

Enemies:

Scar Clan:
HG1: -4/60 Unconsccious
HG2: DEAD
HG3: DEAD
HG4: DEAD
HG5: DEAD
HG7: 30/60
HG8: 52/60
HG9: 42/60
GS1: 24/31
GS2: 10/31
GS3: 10/31

[/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]
 
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Luinnar

First Post
OOC: You list the dragon's stats the same as Sharpe, but it has a different set :)

HP 60/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17

Sharpeateers our moment has come! Sharpe shouts. Get into position for the smashing and the bashing and the biting! Sharpe shouts, spurring the party onward and causing the hobgoblins to flee in fear (or perhaps that is the arcane magic talking).
[sblock=actions]
Free last round: granting Drew 5 THP from virtue of Valor for killing a hobgoblin.

Standard:Shout of Triumph blast 3 South West.
rolls
HG7: 25 vs fort, 8 thunder damage
HG8 22 vs fort 8 thunder damage and pushed south
Drew, Zharne and Prime can shift 5 squares as a free action.

Minor:Majestic Word on Zharne for Surge + 5 + 5THP and can shift 1 square as a free action.

Move:Moment of Escapeon Gellan who shifts 4 squares as a free action.
[/sblock]
GM: Summery: Drew gains 5 THP as can shift 5 squares, Zharne heals surge+5 hp, gains 5 THP and can shift 6 squares, Prime can shift 5 squares. (all shifting as free actions)


[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]
 
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Someone

Adventurer
Using the distraction provided by the bard's antics, Prime expertly maneuvers between the hobgoblins. With some well placed blows and shield shoves, the construct places the survivors so they are now surrounded by the rest of the group.

[sblock=actions]
Immediate interrupt: Combat challenge attack on HG7 (this was the first action listed that triggered it), but the attack fails to hit. Which is a shame because it'd have saved Drew from some damage.
Before turn: Shift to U18 as a free action using Sharpe's shout of triumph.
Standard action: Tide of iron on HG8, hits for 15 damage and pushes him two squares to current position. Prime shifts 1 to occupy the hobgoblin's square. Since he's shifted and hit with a power that requires a shield, Shield Defense feat and boots of the fencing master' property kick in and he gains +2 to AC and Reflex TENT. Hobgoblin is Marked.
Move action: Shift to current position.

At the start of their turns, the hobgoblins take 5 damage fron Rain of Steel (not counted on map because they could be pushed before that)[/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]
 
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OOC: No shifting for Drew. I would shift all the way to the archers normally and it would probably prevent some damage, but since it would require retcon, I'll stay and bash warriors instead of archers. [MENTION=44459]Luinnar[/MENTION], maybe you should say that whoever triggers it first claims it so we can use it ourselves?

Drew jumps straight up and coming down hard, kicks with both legs. Third goblin gets pummeled by hands coming together on the side of it's head.

Both goblins in front of him are born down from the hit and young monks weight, while the third only staggers, but remains on its feet.

[sblock=Draconic]
"Dragon lands to his lair!"
[/sblock]

[sblock=Actions]
Standard: Eternal Mountain vs Fort (HG7; HG8; HG9); damage (1d20+8=15, 1d20+8+2=22, 1d20+8+2=25, 2d8+6=10) - HG 7 takes FoB 6 damage and is slid to S17; HG8 and HG 9 are hit and prone - Drew gains +1 AC & Ref

Move: Movement from Eternal Moutains: Drew shifts 2 squares to R14
[/sblock]
 

Luinnar

First Post
OOC: No shifting for Drew. I would shift all the way to the archers normally and it would probably prevent some damage, but since it would require retcon, I'll stay and bash warriors instead of archers. @Luinnar , maybe you should say that whoever triggers it first claims it so we can use it ourselves?
OOC: You can claim the Moment of Escape whenever you guys want (please remember it is ranged and Sharpe may draw OA). All the shifts this turn were from shout of triumph however (which works on everyone mentioned).
 

RedBeardJim

First Post
OOC: Gellan will take the Moment of Escape to shift to T-10. The guy who could take an OA on you is both prone and marked, so it hopefully won't be a big thing.
 
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