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

covaithe

Explorer
ooc: Speaking of Divine Sanction, was the cobra subject to it when it attacked Quagmire? I can't remember, but it might have been.
 

log in or register to remove this ad

Darksteed

First Post
OOC: no the Cobra wasn't under my divine sanction then, sorry Quagmire.

First round I moved in took Oas and got off my daily divine sanctioning the Cobra when it started it's turn. Cobra attacked me with flank, hit. Then Beyrk pushed the Cobra over the edge and moved Kauldron behind him. Kauldron went full defense with nothing adjacent to him making it so that all his divine sanctions fell off at the end of his turn. Then Cobra moves up the stairs and fires at Quagmire. Though the Cobra would of needed two actions to get to the top of the stairs now thinking about it. Fell off the balcony prone, one action to stand and another to move up the stairs. Perhaps I missed something. Though that's the way I'm reading it with my divine sanctions. Hopefully that helps a bit.
 


Phoenix8008

First Post
OOC: Sorry for the wait. All my PC's were about to be NPC'd if I didn't respond today. I'll update this either late tonight or tomorrow morning at the latest.
 

Phoenix8008

First Post
OOC: apologies again. RL has impinged on my few hours of (so called) free time between sleeping and going to work over the last two days, preventing me from getting here to update this. I am hopeful that tomorrow in the AM will be different and I WILL update this before updating any other actions for any of my PC's, even if they need to be NPC'd because of it.

:blush::blush::blush::blush::blush:
 

Phoenix8008

First Post
Dang't tries an attack, but fails. After looking for a control panel and not finding it, he hides himself from the enemies sights. Quagmire charges forward and hits the remaining turret, but he gets bitten by the clay scout as he passes it. It's venom flows through his veins and tightens his muscles uncomfortably. (5 damage from bite, secondary atk vs Fort hit: Slowed, save ends)

Beyrk emboldens Kauldron to a better defense before moving forward to attack and miss the clay scout which just hurt Quagmire. Girth attacks the Iron Cobra, hitting it and hopefully rooting it to the spot. The clay scout beside him uses the distraction to attack the warlock though, sinking its fangs into him but it doesn't manage to inject its slowing poison into the half elf. (5 damage from bite OA, but secondary atk missed.)

Kauldron wades back in, smacking the injured flyer hard enough to make it leak fluids. His divine light marks him as the primary target for all the remaining enemies. Hrav takes a moment to steady himself and make ready for further battle.

The Cobra launches a mental volley at Kauldron, dazing the goblin and slowing him down. The nearby fliers take advantage of his dazed state as they disappear from Kauldron's sight before attacking him. None of them can pierce his thick armor though. The remaining turret fires its bolt at Kauldron, but it misses the goblin as well. Quagmire takes advantage of the turret making a ranged attack to chop at it some more.

Your turns...

attachment.php


[sblock=Die rolls]Bite OA at Quagmire AC20 (1d20+3+4=22, 1d6=5) Hit, 5 damage to Quagmrie

Bite secondary atk vs. Quagmire Fort16 (1d20+2+4=26) Hit, Quagmire slowed(save ends)

OA Bite atk at Girth AC16 (1d20+3=16, 1d6=5) Hit, 5 damage to Girth

Secondary atk vs. Girth's Fort17 (1d20+2=5) Missed

Redirect action from C2 vs. Kauldron Will 15+2 (1d20+4=15) Missed only due to Beyrk's added bonus to Kauldrons defenses.

IC Poison the Mind attack vs Kauldron Will 15+2 (1d20+8=25) Kauldron Dazed and slowed(save ends both)

C1 and C2 Bite attacks w/CA vs. Kauldron AC20+2 (1d20+3+2=14, 1d6=6, 1d20+3+2=12, 1d6=5)

C4 bite attack at Kauldron AC20+2 (1d20+3+2=11, 1d6=2)

Turret attack w/CA vs. Kauldron AC20 (1d20+8+2=11, 2d8+3=11)

Quagmire OA at Turret (1d20+9=22, 1d8+4=8) OA hits turrret for 8 damage.[/sblock][sblock=Status]Party current/total HP's (future/total hp's), [current/total HS's]; conditions
Hrav: 35/46, [3/8]; Bloodied, +2 to all defenses till start of next turn.
Quagmire: 30/41, [5/9];
Girth: 40/45, [8/10];
Dang't: 32/32, [3/8];
Beyrk: 35/35, [9/11];
Kauldron: 17/29, [2/12]; +2 on all defenses(till end of Beyrks next turn), Dazed and slowed(save ends both)

Milestones: 2.5 (2 AP's awarded today)

Enemy current(future)/total HP's/conditions:
Iron Cobra: 4/75; bloodied, 11 damage if it moves toward Girth, Kauldron: Divine Sanction
Iron Defender: 0/47; dying
Clay Scout 1: 31/31; Kauldron: Divine Sanction
Clay Scout 2: 12/31; Bloodied, Kauldron: Divine Sanction
Clay Scout 3:-8/31; destroyed
Clay Scout 4: 31/31; Kauldron: Divine Sanction
Turret 1: 19/38; Bloodied, Kauldron: Divine Sanction
Turret 2: -8/38; destroyed[/sblock][sblock=Enemy Stats]Iron Cobra
Medium natural animate (construct, homunculus)
HP 75; Bloodied 37
AC 20; Fortitude 20, Reflex 18, Will 17
Immune disease, poison
Speed 7; see also slithering shift
:bmelee: Bite(standard; at-will) ✦ Poison
+11 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage (save
ends).
:ranged: Poison the Mind (standard; recharge :3::4::5::6: ) ✦ Psychic
Ranged 10; aff ects only creatures taking ongoing poison damage;
+8 vs. Will; the target is dazed and slowed (save ends both); see
also guard area.

Guard Area
An iron cobra can use its poison the mind power against any
creature in its guarded area (see the “Guard” sidebar), even if
the power hasn’t recharged and even if the target isn’t taking
ongoing poison damage.
Slithering Shift (move; at-will)
The iron cobra shifts 3 squares as a move action.
Alignment Unaligned; Languages —
Skills: Stealth +10
Str 17 (+6) Dex 15 (+5) Wis 13 (+4)
Con 19 (+7) Int 5 (+0) Cha 12 (+4)


Iron Defender
Medium natural animate (construct, homunculus)
Initiative +5 Senses Perception +6; darkvision
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 13
Immune disease, poison
Speed 6
:bmelee: Bite (standard; at-will)
+8 vs. AC; 1d8 + 3 damage.
:melee: Guard Creature (immediate reaction, when an adjacent enemy
attacks the creature guarded by the iron defender; at-will)
The iron defender makes a bite attack against the enemy (see the
“Guard” sidebar).
Pursue and Attack
When the iron defender makes an opportunity attack, it shifts 1
square before or after the attack.
Alignment: Unaligned; Languages —
Str 16 (+4) Dex 15 (+3) Wis 11 (+1)
Con 15 (+3) Int 5 (–2) Cha 8 (+0)


Clay Scout
Small natural animate (construct, homunculus)
Initiative +7 Senses: Perception +6; darkvision
HP 31; Bloodied 15
AC 16; Fortitude 13, Reflex 14, Will 15
Immune disease, poison
Speed 6, fl y 3 (clumsy)
:bmelee: Bite (standard; at-will) ✦ Poison
+3 vs. AC; 1d6 damage, and the homunculus makes a secondary
attack against the same target. Secondary Attack: +2 vs. Fortitude;
the target is slowed (save ends). See also guard object.
:ranged: Mind Touch (standard; at-will) ✦ Psychic
Ranged 10; +5 vs. Refl ex; 1d6 + 3 psychic damage, and the target
is dazed (save ends); see also guard object.
Guard Object
The clay scout gains a +4 bonus to attack rolls against targets
adjacent to or carrying its guarded object (see the “Guard”
sidebar).
Limited Invisibility ✦ Illusion
The clay scout is invisible to dazed creatures.
Redirect (immediate interrupt, when targeted by a melee or a
ranged attack; at-will)
The clay scout makes an attack against the attacker: +4 vs. Will;
the triggering attack targets a creature adjacent to the clay scout
instead (as chosen by the clay scout).
Alignment Unaligned Languages —
Skills Stealth +8
Str 10 (+1) Dex 15 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 16 (+4)


Magic Crossbow Turrets
HP 38; Bloodied 19
AC16, Fort 13, Reflex 13, Will 13
:ranged: Attack: Each crossbow attacks one intruder. It magically distinguishes intruders from natives of the dungeon.
+8 vs. AC (2d8+3 damage)[/sblock]
 

Attachments

  • RR5 Redblades Quarters 5.JPG
    RR5 Redblades Quarters 5.JPG
    37.2 KB · Views: 220

stonegod

Spawn of Khyber/LEB Judge
Stepping around the corner, Dang't unleashes another bolt of lightning fury. The closest scout, however, just edges out of the way. Gulp/[sblock=OOC]Shift into doorway. CA Lightning Strike vs C4/ w/o Storm Soul Bonus (Ref 13 Misses)[/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: 3/8
Action Points: 1/2, Second Wind: Not Used
Powers -
Storm Walk
Lightning Strike

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

Stormbiter Warblade Dagger +1[/sblock]
 

garyh

First Post
Hrav destroys one of the clay scout, then moves a bit to try to help Mutt if the hobgoblin chooses to attack another of the clay scouts.

"Stupid clockwork bugs," Hrav mutters.

[sblock=Mechanics]Standard action - Clever Strike C2.

CS C2 (CA, SA) (1d20+11+2=21, 1d10+5=8, 2d8+4=12)

Hits AC 21 for 20 damage.

Move action - Shift to Y35.[/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: 35/46, Bloodied: 23, Surge Value: 12, Surges left: 2/8
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]
 

Erekose13

Explorer
Beyrk moves over a step, his back to the balcony edge. He takes a swipe at the scout in front of him and strikes it successfully.

[sblock=ooc]
Actions:
Start:
Move: shift to AA35
Standard: warsong strike vs. C4 AC (1d20+12=31, 1d8+6=10) = hit 10dmg tent any ally that hits c4 gets 4 temp hitpoints
Minor: sustain Canon of Avoidance on Kauldron.

ooc: tent any ally that hits c4 gets 4 temp hitpoints

[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: 0

Powers:
Misdirected Mark
Warsong Strike
Virtue of Valor

Hobgoblin Resilience
Majestic Word 2
Words of Friendship
Shout of Triumph

Slayer's Song
Canon of Avoidance
[/sblock][/sblock]
 
Last edited:


Remove ads

Top