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

Ozymandias79

First Post
Zharne turns into his beastform again and engages the closest foe and vivisect the hobgoblin with his claws

[sblock=Action Details]
Minor Action:wildshape to beastform
Move Action:shift to T12
Standard Action:grasping claws@HF2(hits ref 21 for 22 damage and HF2 is slowed until next Zharne's next turn but that doesn't matter as Zharne kills him)
[/sblock]
 

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dimsdale

First Post
The attack of the heroes is proves lethal to the goblins trying to hold the line. The
remaining goblin guard witnesses in horror his two comrades killed, one torn apart by Zharne
and the other being eating by the dragon! He tries to strike the dragon rider, but does not
succeed. The guard, however, shows no sign of quitting, even when he's outnumbered by so
many heros.

Meanwhile, the remaining goblin whimpers in the corner, not daring to move
after observing what happen to those around him as a result of the destructive spell
cast by the necromancer.

[sblock=Mechanics]
Heros

Drew: hit HF2 for 13, HF2 -2 to hit drew, +1 to AC and Ref
Prime: miss, mark 1, miss, take 8 damage instead of drew, +1 AC and Ref
Vermitrax: kills 3 or 4 of the goblins
Sharpe:
Pet Dragon: Kills and eats HF3, +5 THP to dragon
Gellan: Miss
Timber Wolf:
Zharne: Kills HF2

Total Damage to Enemy:
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:

Baddies turn:
Hobgoblin 1:
attack: 1d20+10 for 1d8+4 vs Sharpe AC: miss

Total Damage to Allies:
Prime takes 8 damage



[/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

[/sblock]


[sblock=Enemies]
Hobgoblin Guard:
Initiative +8 Senses Perception +6; low-light vision
HP 100:
AC 22 (24 with phalanx soldier); Fortitude 20, Refl ex 18, Will 18
Speed 6
m bastard sword (standard; at-will) ✦ Weapon
+10 vs. AC; 1d10 +4
Hobgoblin Resilience (immediate reaction, when the hobgoblin
warrior suffers an effect that a save can end; encounter)
The hobgoblin warrior makes a saving throw against the
triggering eff ect.
Phalanx Soldier
The hobgoblin warrior gains a +2 bonus to AC while at least one
hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)

Ogre Savage
HP 111; Bloodied 55
AC 19; Fortitude 21, Refl ex 16, Will 16
Speed 8
m Greatclub (standard; at-will) ✦ Weapon
Reach 2; +11 vs. AC; 2d10 + 5 damage.
M Angry Smash (standard; recharge 6 ) ✦ Weapon
The ogre savage makes a greatclub attack, but gets two attack
rolls and takes the better result.
Alignment Chaotic evil Languages Giant
Str 21 (+9) Dex 11 (+4) Wis 11 (+4)
Con 21 (+9) Int 4 (+1) Cha 6 (+2)
Equipment hide armor, greatclub

Goblin Guards:
Initiative +8 Senses Perception +6; low-light vision
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:
Bandit Mage
XP 175 (x2) = 350
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).


[/sblock]

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

ooc: round 7 begins now.
 
Last edited:

Someone

Adventurer
As the hobgoblin truns to attack Sharpe, the vigilant Prime counterattacks with a sharp blow that is avoided at the last second. Now that he has the hobgoblin's full attention he tries to strike again, and once more the sieged goblin dodges the hammer.

[sblock=actions]
Before turn: combat clhellenge attack on hobgoblin as immediate interrupt when he attacked Sharpe, since Prime had it Marked. It fails to hit by 1, even with flanking bonus.
standard action: Shield feint attack on hobgoblin, fails to hit. Hobgoblin is Marked again
[/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: 23/23, Fort: 19/19, Ref: 16/16, Will: 16/16
HP:46/58 THP: 0 Bloodied: 29, Surge value:14, Surges/day: 12/13 Speed: 5 squares
Languages: Common
AP: 0
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:


Ozymandias79

First Post
Zharne uses the dragon as a springboard to launch himself into the air close to the death mage then flips in the air to land on his feet and facing in the direction of the remaining hobgoblin and with a snarl he charges the hobgoblin guard

[sblock=Action Details]
Move Action:move to V18
Standard Action:charging claws(charge to S15, gains CA HF1, hits ref 25 for 26 damage and HF1 is Slowed until Zharne's ENT)
Minor Action:N/A
[/sblock]
 

RedBeardJim

First Post
Gellan scores a shallow cut across the remaining guard's midsection, sending it reeling back. He presses his advantage, glaring at the goblin as he follows.

[sblock=Actions]Standard: Attack HF1 with Pressing Strike. Hits AC 30 for 14 damage, and HF1 is pushed to T-15.
Free: The attack bloodies HF1, so Gellan shifts to S-14 and HF1 grants CA to Gellan until end of Gellan's next turn.[/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: 42/51, Bloodied 25, Surge Value 12, Surges left 9/9
Action Points: 0, 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
Hey you're a druid, not a Dragoon! Sharpe complains as Zharne jumps off the Dragon.

Also people need to stop missing! Missing is bad, slash things like this! Sharpe says demonstrating by stabbing the hobgoblin. There, not hard is it?

[sblock=actions]
Free:Grant Gellan 5 THP from blooding the hobgoblin with Virtue of Valor.
Standard:Guiding strike vs HF1. 28 vs AC 12 damage, HF1 gets -2 to AC EONT.
[/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 X1, 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 5+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]
 

dimsdale

First Post
[sblock=DM notes: Please Ignore]

[sblock=Mechanics]
Heros

Drew: Miss
Prime: Combat Challenge Miss, attack miss, mark HF1
Vermitrax:
Sharpe: Hits for 12; HF1 -2 to AC EONT
Pet Dragon:
Gellan: Hits for 14, CA granted to Gellan TENT
Timber Wolf:
Zharne: Hit for 26 and HF1 is slowed

Total Damage to Enemy:
Hobgoblin 1: -52 so far


Baddies turn:
Hobgoblin 1:
attack: 1d20+10 for 1d8+4 vs Sharpe AC: miss

Total Damage to Allies:
Prime takes 8 damage



[/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: 8/60
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

[/sblock]


[sblock=Enemies]
Hobgoblin Guard:
Initiative +8 Senses Perception +6; low-light vision
HP 100:
AC 22 (24 with phalanx soldier); Fortitude 20, Refl ex 18, Will 18
Speed 6
m bastard sword (standard; at-will) ✦ Weapon
+10 vs. AC; 1d10 +4
Hobgoblin Resilience (immediate reaction, when the hobgoblin
warrior suffers an effect that a save can end; encounter)
The hobgoblin warrior makes a saving throw against the
triggering eff ect.
Phalanx Soldier
The hobgoblin warrior gains a +2 bonus to AC while at least one
hobgoblin ally is adjacent to it.
Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +6
Str 19 (+8) Dex 14 (+6) Wis 14 (+6)
Con 15 (+6) Int 11 (+4) Cha 10 (+4)

Ogre Savage
HP 111; Bloodied 55
AC 19; Fortitude 21, Refl ex 16, Will 16
Speed 8
m Greatclub (standard; at-will) ✦ Weapon
Reach 2; +11 vs. AC; 2d10 + 5 damage.
M Angry Smash (standard; recharge 6 ) ✦ Weapon
The ogre savage makes a greatclub attack, but gets two attack
rolls and takes the better result.
Alignment Chaotic evil Languages Giant
Str 21 (+9) Dex 11 (+4) Wis 11 (+4)
Con 21 (+9) Int 4 (+1) Cha 6 (+2)
Equipment hide armor, greatclub

Goblin Guards:
Initiative +8 Senses Perception +6; low-light vision
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:
Bandit Mage
XP 175 (x2) = 350
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).


[/sblock]

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

ooc: round 8 begins now.

[/sblock]

ooc: Vermitrax up:
 
Last edited:


dimsdale

First Post
Encounter over

As the last guard goes down the goblin in the corner screams in terror. nooOOOOO! The goblin runs to the left side of the cave then crawls into one of the many tunnels located along the wall.

As the party enters the room they see that the room contains plies of fighting equipment: helmets in one spot, pieces of leather armor in another pile, short swords, daggers and spears in yet another pile. All of the armor and weapons hold no value as they are poorly crafted. Along the walls are small burrowed holes. These holes, when taking a closer look, appear to be living quarters for a large battalion of goblins. They all appear empty, with the exception of the one goblin who entered one of them. The odor coming out of from the holes is unbearable.

Farther into the room to the left is a large pile of equipment, apparently the spoils of recent raids. Digging through this pile the monk finds some cloth armor that he can use. Nothing of value was found when the party checked the dead foes, except for a key found on one of the guards.

As you finish your search and come together as a group, the room and surrounding area is silent, except for the sound of the burning torches lighting the room and the occasional whimper of the lone goblin deep within on of the tunnels (marked on the map).

ooc: Milestone here.


[sblock=Drew]
Lvl 5 Bloodthread Cloth Armor
[/sblock]
 

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