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

Luinnar

First Post
OOC: Forgot to mention that Sharpe spends a surge and the dragon succeeded his next damage save (took 5 more damage) and will spend his surge.

When you hear him screaming (either as a battle cry or in pain) that will be our signal to rush in. Sharpe whispers, eager for bloodshed.
[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 9/11
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)[/s]

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 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][/QUOTE]
 

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Voda Vosa

First Post
Vermitrax silently awaits for the monk to lure the goblins towards the group to unleash his arcane repertoire over them.

[sblock=Vermitrax]
Human Wizard (Evil) Level 4 (XP 4635)
Initiative +2 Passive Insight 19 Passive Perception 19; Senses normal

HP 38 Bloodied 19 Surge Value 9; Surges Per-Day 9 AC 20 Fortitude 18 Reflex 20 Will 20 Resist 5 Cold 10 Force Speed 6 Size Medium

Melee Basic Attack: +5 vs AC 1d8+1 Ranged Basic Attack: Magic Missile power: Deals 8 dmg at 20 squares range

[sblock= At will powers] Magic Missile (At Will Standard Range 20 ✦ Arcane, Implement, Force) Wizard 1 Target: One creature Attack: Hits automatically Hit: 8 force damage
Stone blood (At Will Standard Area burst 1 within 10 ✦ Arcane, Transmutation, Implement) Wizard 1 Target: Creatures in burst Attack: +8 vs. fort Hit: 1d6+6 damage, the target is slowed until the end of your next turn.
Beguiling Strands (At Will Standard Close blast 5 ✦ Arcane, Psychic, Implement, Charm, Enchantment) Wizard 1 Target: Each Enemy in blast Attack: +8 vs. Ref Hit: 7 psychic damage, push up to 3 squares
Hypnotism (At Will Standard Range 10 ✦ Arcane, Implement, Charm, Enchantment) Wizard 1 Target: One creature Attack: +8 vs. Will Hit: Choose one of the following effects: -The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll. -You slide the target up to 3 squares.
Disrupt undead (At Will Minor Range 5 ✦ Arcane, Necromancy, Shadow) Wizard Cantrip Target: One undead creature Attack: Hits automatically Hit: Target's necrotic resistance is reduced by 5[/sblock]

Prepared spells
[sblock=Encounter Powers] *Suggestion (Encounter Free Personal ✦ Arcane) Wizard Cantrip Target: Personal Trigger: You make a diplomacy check Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check
*Spook (Encounter Free Personal ✦ Arcane) Wizard Cantrip Trigger: You make an initimidate check Effect: You make an Arcana check instead, using that result to determine the outcome of the Intimidate check
Grasping Shadows (Encounter Standard Area burst 1 within 10 ✦ Arcane, Implement, Psychic, Illusion) Wizard 1 Target: Each creature in burst Attack: +8 vs. Will Hit: 1d8+6 force damage, target is slowed until the end of your next turn Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your intelligence modifier (+5) and is slowed until the end of its next turn
*Darkening Flame (Encounter Standard ✦ Necromancy , Arcane, Shadow, Fire, Implement) Wizard 1 Target: One creature Attack: +8 vs Reflex Hit: 2d8+7 Necrotic damage Secondary Target: Each creature adjacent to the target takes fire damage equal to your Int modifier (+5)
*Ebony Razors (Encounter Standard Close blast 5 ✦ Arcane, Implement, Nethermancy, Psychic, Shadow) Wizard 3 Target: Each creature in blast Attack: +8 vs. Will Hit: 2d8+7 psychic damage Effect: Until the end of your next turn, you have partial concealment, and when an adjacent enemy hits you with an attack, that enemy takes 5 psychic damage
*Shield (Encounter Immediate Interrupt ) Wizard Utility 2 Target: Personal Effect: You gain a +4 power bonus to AC and reflex until the end of your next turn.
Cordon of Bones (Encounter Standard Area 1 at range 10 ✦ Arcane, Implement, Necromancy, Shadow) Wizard 3 Target: Eache creature in burst Attack: +8 vs Will Hit: 2d8+6 damage Effect: The burst creates a zone that lasts until the end of your next turn. Creatures take a -2 penalty to attack rolls while in the zone, and any creature that enters the zone takes 5 damage. The damage increases by 2 for each creature reduced to 0 hit points by the attack.[/sblock] [sblock=Daily Powers]
*Spirit Rend (Daily Standard Area burst at 10 ✦ Arcane, Implement, Necromancy, Necrotic, Shadow) Wizard 2 Target: Each enemy in burst Attack: +8 vs. Will Hit: 3d6+7 necrotic damage and the target is immobilized (save ends). If the target is undead, it takes no damage and is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save ends). Miss: Half damage.
Phantom Chasm (Daily Standard Area burst 1 within 20 ✦ Arcane, Implement, Psychic, _Illusion, Zone) Wizard 1 Target: Each Enemy in burst Attack: +8 vs. Will Hit: 2d6+7 psychic damage, and the target falls prone. The target is immobilized until the end of its next turn. Miss: Half damage, and the target falls prone Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone falls prone.
[Already casted]Summon Shadow Serpent (Daily Minor Ranged 10 ✦ Arcane, Shadow, Summoning) Wizard 2 Effect: You summon a shadow serpent in an unoccupied square within range. The creature is an ally to you and your allies. The serpent lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You don't need line of effect to the serpent to command it. When you command the serpent, the two of you share knowledge but not senses. When the serpent makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties. The serpent lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.
Special: Spellbook[/sblock][/sblock]
 

dimsdale

First Post
Drew gets a good vantage point, hinding among the vegetation left by the shambling mound.

[sblock=Drew]
While burried in plant filth you are able to see that three larger goblin type, all with V's on their face are in the process of cutting off the heads off the dead bodies of another group of goblins. They are collecting them and smashing them onto a large spear imbedded into the ground. Most of the goblins are busy to the right of the mound trail, but you also spot a couple to the left as well as and a couple well hidden goblin snipers (but not well enough to hide from Drew).

map
[/sblock]
 

Drew returns and quickly describes what he has seen.

"I suggest you remain on the path while the ranger and I sneak behind the sniper. When you hear the commotion, advance on the trail and focus on the left dispatching those goblins there while the path serves as the obstacle to others. Except maybe for Vermitrax who could drop one of his clouds on the totem. Once we get the sniper, we'll join you."

OOC: If there is another sneak, I would like to take out GS3 before others get to act and then return through the forest (hopefuly unseen) before going to the left. The noise may alert the goblins, but we cannot get them all anyhow. Except maybe drop area blast 1 on the totem?
 

Someone

Adventurer
+++Do we have to fight?+++

+++Avenging fallen goblins does not fall into the mission parameters+++

+++We could just avoid them+++
 

"No, we couldn't. There may be an orb here. And besides, we don't need them to catch us from behind at some point. But if you want, you can talk to them and see if they are willing to give the orb if they have it.

Besides, don't you remember how we were treated in that mine by the likes of them?!"
 

Someone

Adventurer
"Besides, don't you remember how we were treated in that mine by the likes of them?!"

+++Well, those goblins are dead. The ones in front of us aren't them, I don't have any motive to wish them any harm.+++

+++I admit there's a possibility that the orb is here, but it's remote.+++

+++However, if we interrogate a goblin we could have a better idea of what's going on.+++

+++Looks like there are at least two goblin factions here. I don't wish to walk into a goblin civil war+++

+++Can you think on any way to isolate and overpower quickly one of these goblins without the rest noticing?+++
 

Voda Vosa

First Post
"Prime has a point. I could try to reason with them, perhaps the goblins that do have the orb are the other band. If they are not very reasonable, I'm sure we can dispatch them easily. What can they possibly do that the black dragon or the Shambling mound didn't?" Vermitrax says.

OOC: Vermitrax can get a +12 in diplomacy/intimidate, and I'm sure Shapre does as well.
 

"As I said, I can get to one of the snipers which is hidden in the forest. If someone else comes along and can get there unnoticed or attack from great range, we could probably get it before it gets the alarm out."
 

Luinnar

First Post
I'm ready to kill! Sharpe says excitedly. He liked killing, but intimidating was fun too! He had to get the sharp pointy instruments of pokieness out and sharpen them sometime.

OOC: Sharpe has +11 to intimidate and +14 to one diplomacy roll.

Also the Dragon's breath weapon blast 4 blocks line of sight for the rest of the encounter, so that can help to deter the sniper.
 

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