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Adventure: Redblade's Riches!! (Ozymandias79 judging!)


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Phoenix8008

First Post
[sblock=Map]
attachment.php
[/sblock]
The group explodes into action, nearly killing the rider on the wolf before he has a chance to act and bloodying two other dwarves. The storm swirls to an end, finishing off the dwarven rider and dropping him dead to the ground.

The wolf bites Kauldron for 9 damage, knocking the goblin off its feet with the force of the blow.

The dwarven hammerer next to Kauldron swings its warhammer down and slams the goblin's chest for 7 damage. Kauldron tastes blood in his mouth as he groans in pain.

The other Hammerer shifts to put Hrav between it an the wolf before slamming its warhammer into Hrav's back for 12 damage.

Each of the dwarf bolters shift to get away from the melee. One launches a bolt at Girth, but misses. The other one shoots at Hrav, but it misses as well.

Your turn...[sblock=Status]Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 28/46, [6/8]
Quagmire: 41/41, [7/9]
Girth: 45/45, [9/10]
Dang't: 32/32, [7/8]
Beyrk: 35/35, [9/11]
Kauldron: 8/29, [10/12], prone, bloodied

Milestones: 1.5 today (1 AP awarded)

Enemy current(future)/total HP's \ conditions:
Dwarf Hammerer 1: -2/64 \ dead
Dwarf Hammerer 2: 28/64 \ bloodied, marked by Kauldron, deafened(save ends)
Dwarf Hammerer 3: 64/64
Dwarf Bolter 1: 22/46 \ bloodied, deafened(save ends)
Dwarf Bolter 2: 46/46
Dire Wolf: 44/67 \ Marked by Kauldron, Till end of Girth's next turn: grants CA and has -2 to its AC (stacking with the +2 to hit it due to CA)
[/sblock][sblock=Enemy Stats]Dwarf Hammerer Level 5 Soldier
Medium natural humanoid XP 200
Initiative +4 Senses Perception +4; low-light vision
HP 64; Bloodied 32
AC 23; Fortitude 18, Reflex 15, Will 17
Saving Throws +5 against poison effects
Speed 5
:bmelee: Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
:melee: Shield Bash (minor; recharge :5::6: )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square (dwarf hammerer’s choice).
:ranged: Throwing Hammer (standard; at-will) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.
Stubborn (immediate interrupt, when an enemy tries to push the
dwarf hammerer or knock it prone; at-will)
The hammerer makes a melee basic attack against the enemy.
Stand Your Ground
When an effect forces a dwarf to move—through a pull, a push, or
a slide—the dwarf moves 1 square less than the effect specifies.
When an attack would knock the dwarf prone, the dwarf can roll
a saving throw to avoid falling prone.
Alignment Any Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer, 3 throwing
hammers


Dwarf Bolter Level 4 Artillery
Medium natural humanoid XP 175
Initiative +5 Senses Perception +8; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison eff ects
Speed 5
:bmelee: Warhammer (standard; at-will) ✦ Weapon
+8 vs. AC; 1d10 + 2 damage.
:ranged: Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.
Aimed Shot
The dwarf bolter gains a +2 bonus to attack rolls and deals an
extra 1d6 damage with ranged attacks against creatures that
don’t have cover.
Stand Your Ground
When an eff ect forces a dwarf to move—through a pull, a
push, or a slide—the dwarf moves 1 square less than the eff ect
specifi es. When an attack would knock the dwarf prone, the
dwarf can roll a saving throw to avoid falling prone.
Alignment Unaligned Languages Common, Dwarven
Skills Dungeoneering +10, Endurance +7
Str 14 (+4) Dex 16 (+5) Wis 12 (+3)
Con 16 (+5) Int 11 (+2) Cha 10 (+2)
Equipment chainmail, warhammer, crossbow with 20 bolts


Dire Wolf Level 5 Skirmisher
Large natural beast (mount) XP 200
Initiative +7 Senses Perception +9; low-light vision
HP 67; Bloodied 33
AC 19; Fortitude 18, Reflex 17, Will 16
Speed 8
:bmelee: Bite (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone
target.
Combat Advantage
The dire wolf gains combat advantage against a target that has
one or more of the dire wolf’s allies adjacent to it. If the dire
wolf has combat advantage against the target, the target is also
knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or
higher; at-will) ✦ Mount
The dire wolf’s rider gains combat advantage against an enemy if
it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned Languages
Str 19 (+6) Dex 16 (+5) Wis 14 (+4)
Con 19 (+6) Int 5 (–1) Cha 11 (+2)[/sblock]
 

Attachments

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garyh

First Post
Hrav viciously stabs the dire wolf with Black Death, then vaults away before the dwarf can even attempt to swing his hammer. The wolf is very, very close to joining its rider in Hadeys' company.

"Someone nick this little puppy and put it out of its misery!" Hrav jokes.

[sblock=Mechanics]Move action - Shift to J17.

Standard action - Handspring Assault against Dire Wolf.

Handspring Assault vs Dire Wolf (CA, SA) (1d20+11+2=25, 3d10+5=23, 2d8+4=18)

Hits AC 25 for 41 damage (it only has 3 HP remaining). Hrav then shifts to H16.[/sblock]

[sblock=Hrav's Info]Hrav Kortaga - Male Bugbear Rogue (Fighter) 5
Initiative: +6, Passive Perception: 19, Passive Insight: 18, Low-Light Vision
AC: 19, Fort: 17, Reflex: 19, Will: 14 - Speed: 6
HP: 28/46, Bloodied: 23, Surge Value: 12, Surges left: 6/8
Action Points: 1
Resists: 5 Necrotic, 5 Poison

Powers:
Clever Strike
Piercing Strike

Nasty Backswing
Predatory Eye
Second Wind (Item: may use two surges when bloodied)
Student of the Sword +1 and Mark
Torturous Strike
Tumble

Downward Spiral
Handspring Assault

Acidic Rapier Ranged Attack (Encounter)
Acidic Rapier Ongoing Damage (Daily)
Deathcut Leather Armor (Daily)
Potion of Healing x1


Full character sheet[/sblock]
 

stonegod

Spawn of Khyber/LEB Judge
Dang't pokes out his head and giggles when he sees the Big Guy go to work on the wolf. No worries, Boss! Dang't's magic mean it dead! Grinning wildly, he raises the hand with Storm Talon and pushes the storm back, surrounding the bolter once again. Seeing the goblin knight down, Dang't coils and arc of lightning around his blade before shooting it over the wolf's shoulder at Kauldron's attacker. His aim is perfect, knocking the hammerer back, and bringing him to the brink of death before arcing to its companion while the winds life Dang't once again and placing him behind Girth. He chuckles again. Dang't make that one dead too![sblock=Actions]Wolf's dead (4 thunder damage at start of its turn as its in the storm will kill it).

Minor: Sustain Howling Tempest (4 thunder damage to all who start turn within it). Move: Move the origin 2 squares to G16 to get W, B1, & D2. Standard Lightning Strike vs D2 (Superior Cover): Crit again!, 21 lightning and thunder damage, pushed to H16 (still in the zone, so it dies at the start of its turn too). Arc to B1 for 4 lightning. Due to crit, Dang't flies to H21.[/sblock][sblock=Dang't]Dang't—Male Goblin Storm Sorcerer 2
Initiative: +5, Low-Light, Passive Perception: 11, Passive Insight: 11
AC: 15, Fort: 13, Reflex: 16, Will: 17 — Speed: 6
Resist: lightning 5, thunder 5
HP: 32/32, Bloodied: 16, Surge: 8, Surges left: 7/8
Action Points: 0, Second Wind: Not Used
Powers -
Storm Walk
Lightning Strike

Pinning Bolt[
Howling Tempest
Goblin Tactics
Storm Soul
Sneak Attack
Sorcerous Sirocco


Full character sheet[/sblock]
 

Erekose13

Explorer
Beyrk continues to follow as fast as his large frame will carry him. He spots the little Kauldron standing fast but starting to show wear. "Keep the kettle boiling little guy!" he shouts in encouragement. Then laughs at one of the bolters, "Looks like you've run into a little goblin trouble."

[sblock=ooc]
Actions:
Start: n/a
Move: move to I21
Minor: Majestic Word on Kauldron. Use HS +5 hit points and +5 temp hit points and slide to F17
Standard: misdirected mark vs. B1 Refl (16) (1d20+6=25, 1d8+5=8) = hit for 8 and marked by Kauldron
End: misdirected mark on D2 expires, but then so will D2.
[sblock=stat block]Beyrk Verkunder - Male Hobgoblin Bard 2
Initiative: +3, Passive Perception: 11, Passive Insight: 12, Low-Light Vision
AC: 18, Fort: 15, Reflex: 13, Will: 17 - Speed: 5
HP: 35/35, Bloodied: 17, Surge Value: 8; Surges left: 9/11
Action Points: 1

Powers:
Misdirected Mark
Warsong Strike

Hobgoblin Resilience
Majestic Word 2
Words of Friendship
Shout of Triumph

Slayer's Song
Canon of Avoidance
[/sblock][/sblock]
 

Darksteed

First Post
*Kauldron coughs as his world spins and the winds of a thundering boom passes over him. Blinking a moment in time, He rolls to his front and lifts his mask slighty to spew out a spray of crimson blood into a small pool. He wipes his move then slides his mask back into place.*

Oi, damn. Two fights and both times I be on me back for them. What the hell be wrong with me day. Urghh!!

*He groans and looks up just in time to hear the words of encouragement from Beyrk.*

Yeah, yeah. Do not worry dis punching bag be getting back up.

*He then rolls off to his other side and somersaults back to his knees, before standing back up. He smirks looking to Bolter. Twirling his blade in his hand. Then lunges forwards at her, with a quick strike to the abdomen the bolter keels over in pain. Both Kauldron and the Dwarf seem to be talking though the area is blanketed in a booming noise.*

[sblock=Actions]Move: Stand from Prone (In F17)
Minor: Divine Strength

  • Effect: +3 damage on next attack.
Standard: Enfeebling Strike on B1


  • Damage: 1d6+7 → [1,7] = (8)
  • Effect: B1 takes a -3 penalty to attack. This is on top of the -2 penalty to attack from Kauldron marking her. So, -3 to attack Kauldron, -5 to attack anyone else.
End of Turn Status: Deafened so long as Kauldron stays within the Howling Tempest. [/sblock]

[sblock=Kauldron]Kauldron- Male Goblin Paladin 1
Passive Perception: 10, Passive Insight: 10
AC:20, Fort:14, Reflex:16, Will:15 -- Speed:5
HP:20/29, Temp HP: 5
Bloodied:14, Surge Value:7, Surges left:9/12
Powers-
Divine Challenge
Enfeebling Strike
Goblin Tactics

Virtuous Strike
Action Point [X]
Channel Divinity [X]
Javelin [ ] [ ]
Second Wind [ ]
Valorous Smite [X]
Lay on Hands [ ]
Majestic Halo [ ] [/sblock]

[FONT=&quot][sblock=OOC]B1 should be at 2hp now. So when she activates she should be done. Just leaves B2, and D3 now I believe.[/sblock][/FONT]
 
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The Digger

First Post
YEE HAAA!” Girth screamed with joy as the wolf and another dwarf fell to the ground with multiple wounds. “For you my Lady.” His voice rose almost to fever pitch.

Then, turning his attention to the remaining dwarves, he caressed his magical rod. “Now, my Lady” he whispered “I offer to you all these others as a tribute to thy magnificence.”

As he spoke, a kind of shimmer flashed through the air grazing each of the remaining dwarves, and casting Girth’s curse upon each of them.

His eyes gleamed as he thrust forth his hand causing a ferocious ball of flame to erupt next to the two southern dwarves. Unfortunately, although the hammerer was well caught in the flames the bolter managed to avoid the explosion.

[sblock=OOC] http://invisiblecastle.com/roller/view/2359428/
vs Hammerer 23 vs ref: vs Bolter 8 vs Ref. Damage 5
http://invisiblecastle.com/roller/view/2359432/
Curse: 4 damage - a total of 9 damage on the hammerer.[/sblock]

Just as he was about to vault away from the newly enraged hammerer Girth hesitated and looked skyward, his eyes blank. “As you command, my Lady.”

Then, with a rushed gesture, he attempted yet another attack on the hammerer. Unfortunately his attack was a little too rushedand it swept well wide.

Oh sh…!” exclaimed Girth who immediately usede his powers to blink out of existence, appearing a second later close behind Beryk, covered with shadow and almost indistinguishable.

[sblock=OOC]Ethereal Stride: teleport to I23; gain concealment and +2 to all defences[/sblock]
 

covaithe

Explorer
Quagmire scans the dying enemies with an amused grin. He turns and locks eyes with the last hammerer. "Guess that means you're next," he rumbles. He carefully backs away from the wolf, giving its massive jaws a wide berth, then charges the dwarf with a wild yell. His blade cuts deeply, and the dwarf reels. Suddenly, while its defenses are down, Quagmire strikes again, blade neatly cutting one of its armor straps on its way through to delivering another blood-fountaining wound.

[sblock=actions]Shift to G20
Charge to J19 and attack D3, hits AC 26 for 13 damage.
AP: Warlord's strike, CRIT for 20+2=22, and until the end of my next turn, allies gain a +5 bonus to damage rolls against D3.
[/sblock]
 

Phoenix8008

First Post
[sblock=OOC]Stonegod, Dang't did 21 damage to D2, but it had 28 hps, leaving it with 7. Which means the 4 damage from the storm at the start of its turn wouldn't kill it. Unless I'm missing something here? Which is entirely possible of course. Also, since Kauldron got shifted into the tempest, he takes 4 damage at the start of his turn as well. Unless Dang't posts first and ends or moves the zone so that his turn ends before Kauldron starts his I suppose. I also question whether Kauldron would be deafened by entering the howling tempest when it is just being sustained. The deafness is only listed in the 'Hit' section which wouldn't apply to Kauldron because he wasn't targeted when it was cast. There is no deafness listed in the 'Effect' section where the persisting zone effects are spelled out.[/sblock]
[sblock=Map]
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[/sblock]
The party continues their hyper-destructive rampage as the dire wolf and the northern bolter fall to the power of Dang'ts storm after being weakened by the attacks of the group. The northern hammerer barely hangs on to its life, though it is bleeding severely. The hammerer next to Quagmire is bleeding also, though the bolter behind him is untouched so far.

The remaining hammerer dwarves look at each other with a grim sense of finality in their eyes. The dwarf near Hrav and Quagmire looks back at the female dwarf behind him and says a gruff "Go!" to her with a choked up voice. He shifts to the right and smashes his shield at Quagmire, but misses. The other hammerer tries the same tactic against Kauldron and hits the goblin for 13 damage, knocking him prone again. The famale dwarf moves to the doors east of her and opens them up before sprinting down the hallway as fast as her short legs can carry her. (Move to L20, Minor to open doors, Standard to use another move action to run 7 squares to L27. (D2 made save to end deafness.)

Your turn...[sblock=Status]Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 28/46, [6/8]
Quagmire: 41/41, [7/9]
Girth: 45/45, [9/10]
Dang't: 32/32, [7/8]
Beyrk: 35/35, [9/11]
Kauldron: 12/29, [9/12] bloodied, prone, deafened?

Milestones: 1.5 today (1 AP awarded)

Enemy current(future)/total HP's \ conditions:
Dwarf Hammerer 1: -2/64 \ dead
Dwarf Hammerer 2: 3/64 \ bloodied
Dwarf Hammerer 3: 20/64 \ bloodied, grants +5 to damage on any attacks next turn
Dwarf Bolter 1: -2/46 \ dead
Dwarf Bolter 2: 46/46
Dire Wolf: -1/67 \ dead
[/sblock][sblock=Enemy Stats]Dwarf Hammerer Level 5 Soldier
Medium natural humanoid XP 200
Initiative +4 Senses Perception +4; low-light vision
HP 64; Bloodied 32
AC 23; Fortitude 18, Reflex 15, Will 17
Saving Throws +5 against poison effects
Speed 5
:bmelee: Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
:melee: Shield Bash (minor; recharge :5::6: )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square (dwarf hammerer’s choice).
:ranged: Throwing Hammer (standard; at-will) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.
Stubborn (immediate interrupt, when an enemy tries to push the
dwarf hammerer or knock it prone; at-will)
The hammerer makes a melee basic attack against the enemy.
Stand Your Ground
When an effect forces a dwarf to move—through a pull, a push, or
a slide—the dwarf moves 1 square less than the effect specifies.
When an attack would knock the dwarf prone, the dwarf can roll
a saving throw to avoid falling prone.
Alignment Any Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer, 3 throwing
hammers


Dwarf Bolter Level 4 Artillery
Medium natural humanoid XP 175
Initiative +5 Senses Perception +8; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison eff ects
Speed 5
:bmelee: Warhammer (standard; at-will) ✦ Weapon
+8 vs. AC; 1d10 + 2 damage.
:ranged: Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.
Aimed Shot
The dwarf bolter gains a +2 bonus to attack rolls and deals an
extra 1d6 damage with ranged attacks against creatures that
don’t have cover.
Stand Your Ground
When an eff ect forces a dwarf to move—through a pull, a
push, or a slide—the dwarf moves 1 square less than the eff ect
specifi es. When an attack would knock the dwarf prone, the
dwarf can roll a saving throw to avoid falling prone.
Alignment Unaligned Languages Common, Dwarven
Skills Dungeoneering +10, Endurance +7
Str 14 (+4) Dex 16 (+5) Wis 12 (+3)
Con 16 (+5) Int 11 (+2) Cha 10 (+2)
Equipment chainmail, warhammer, crossbow with 20 bolts


Dire Wolf Level 5 Skirmisher
Large natural beast (mount) XP 200
Initiative +7 Senses Perception +9; low-light vision
HP 67; Bloodied 33
AC 19; Fortitude 18, Reflex 17, Will 16
Speed 8
:bmelee: Bite (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone
target.
Combat Advantage
The dire wolf gains combat advantage against a target that has
one or more of the dire wolf’s allies adjacent to it. If the dire
wolf has combat advantage against the target, the target is also
knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or
higher; at-will) ✦ Mount
The dire wolf’s rider gains combat advantage against an enemy if
it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned Languages
Str 19 (+6) Dex 16 (+5) Wis 14 (+4)
Con 19 (+6) Int 5 (–1) Cha 11 (+2)[/sblock]
 

Attachments

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garyh

First Post
Hrav moves over to the wounded hammerer and brutally finishes the bearded fool off with a thrust of Black Death striaght into his ale-soaked liver.

"Run, Quag!" Hrav tells his longtime ally. "Catch that coward stunty!"

[sblock=Mechanics]Move action - Move to L19.

Standard action - Piercing Strike against D3.

Piercing Strike vs D3 (CA, SA, +5 damage) (1d20+11+2+1=22, 1d10+5+5=20, 2d8+4=15)

Hits Reflex 21 (not sure why I added the +1 to hit in there) for 35 damage. D3 is dead.[/sblock]

[sblock=Hrav's Info]Hrav Kortaga - Male Bugbear Rogue (Fighter) 5
Initiative: +6, Passive Perception: 19, Passive Insight: 18, Low-Light Vision
AC: 19, Fort: 17, Reflex: 19, Will: 14 - Speed: 6
HP: 28/46, Bloodied: 23, Surge Value: 12, Surges left: 6/8
Action Points: 1
Resists: 5 Necrotic, 5 Poison

Powers:
Clever Strike
Piercing Strike

Nasty Backswing
Predatory Eye
Second Wind (Item: may use two surges when bloodied)
Student of the Sword +1 and Mark
Torturous Strike
Tumble

Downward Spiral
Handspring Assault

Acidic Rapier Ranged Attack (Encounter)
Acidic Rapier Ongoing Damage (Daily)
Deathcut Leather Armor (Daily)
Potion of Healing x1


Full character sheet[/sblock]
 
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