• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

[Adventure] Squash Those Bugs! (DM: Dekana, Judge: ?)


log in or register to remove this ad

FlervaFlerv

First Post
Flervin sees the statues hit, and hit hard. He takes a bolt from the crossbow to the shoulder, and promptly breaks the body of the arrow off, leaving the head in place to be dealt with later. Ahead of him, he can see Lenyara surrounded without any additional support, and rushes to aid.

[sblock=Actions]
Double Move Action (Movement and Standard Action) to P9
Minor Action: Second Wind to use 1 healing surge, bringing HP up to 26 (19+7). Thanks to Dwarven Resilience 2nd Wind is a Minor Action :)
[/sblock]

[sblock=Flervin's Stats]
Flervin- Male Dwarf Druid , Lvl 1
Initiative: +2, Passive Perception: 13, Passive Insight: 18.
AC: 15, Fort: 14, Ref: 13, Will: 14, Speed: 5.
HP: 26/30, Bloodied: 15, Surge Value: 7, Surges/Day: 11​(8 remaining).
AP: 0/2, Second Wind: Not Used , Milestones: 0.

Powers:
Wild Shape
Storm Strike (Dwarf Form)
Grasping Claws (Beast Form)
Pounce (Beast Form)
Darting Bite (Beast Form)
Savage Frenzy (Beast Form)

Current Form: Dwarf

Character Sheet
[/sblock]
 

pathfinderq1

First Post
"Help Emsy!," Lenyara shouted to the group at the other end of the bridge. Then she turned to the dangerous business at hand. The poor kobold who had been shouting so pathetically never stood a chance as she feinted quickly, then spun her long knife into a wicked backhand- very nearly decapitating the creature. She danced nimbly away as it fell, then dashed around the corner into one of the narrow hallways, out of sight of most of the ranged threats.

[sblock= OOC]
>Standard: Fading strike with shortsword at minion 4 (vs. AC); 1d20+13= 22, hit for 7 damage, minion killed and Lenyara can shift 2, to R5; rolls http://invisiblecastle.com/roller/view/4050083/
>Minor: switch aspect to Soaring Hawk
>Move: walk to X3

-Maybe we will get a sorceror if Lenyara doesn't stop being so reckless.
[/sblock]
 

treex

First Post
OOC: Best case scenario is that Lenyara clears out of there, then Nico can lay down an AoE on them. Emsy should then shift back and throw her own AoE at the three minions in front of her. Or we could do it the other way around and let Nico blast the minions nearby and let Emsy use her encounter on the group near Lenyara cause Emsy's has a zone while Nico's only pushes.

I'll wait and see what Nico/Lenyara do, if Lenyara and Emsy can get within 5 sq, Emsy can heal her.

EDIT: Guess not.
 
Last edited:

PierceSG

First Post
Ashurn slips past the statue that was shooting at him and ran to Flervin's aid, taking a swipe at the kobold as he pass by it.
[sblock=Actions]Move Action=Escape Artist's Trick. Shift 2 squares to L7.
Standard Action=Charge to O7. Melee Basic Attack vs. Skirmisher 1 AC(15). 19 vs. AC15. Damage 10.
Free Action=Escape Artist's Trick. Shift 2 squares to Q9.[/sblock]

[sblock=Ashurn's stats]Status: Ashurn D'Haran – Human Rogue (Thief)
Init:+5
Speed: 6
Passive Perception:+16
Passive Insight: +15
AC:17 Fort: 12 Ref: 18 Will: 13
HP: 22/22 Bloodied: 11
Surges: 2/6 Surge Value: 5
AP: 2/1
Languages: Allarian, Hzakan
Str:10 Dex:20 Wis:10 Con:10 Int:10 Cha:14
Melee Basic Attack:
[+12 vs. AC. Hit: (1d4)+7+(2d6*) *Sneak Attack 1/turn with CA.]
+9 vs. AC. Hit: (1d4)+6 without CA.
Ranged Basic Attack:
[+12 vs. AC. Hit: (1d4)+7+(2d6*) *Sneak Attack 1/turn with CA.]
+9 vs. AC. Hit: (1d4)+6 without CA.
Powers:
Escape Artist's Trick
Unbalancing Trick
Heroic Effort 1/1
Backstab 1/1[/sblock]
 
Last edited:

Neil1889

First Post
Labraundos, caught napping, charges the nearest statue on his way forwards.

"Joven! Raaaargh, lend me your Strength!"

Joven clearly hears Labraundos' prayer as the Minotaur's crashing blow renders it into smaller pieces.

[sblock=actions]Move Action: moves from C8 to F7.

Minor Action: Use Divine Strength.

Divine Strength (Encounter Minor Personal Divine)
Effect: Apply Strength modifier of +4 as extra damage on your next attack this turn. Channel Divinity: You can only use one Channel Divinity power per encounter.

Standard Action: Labraundos charges from F7 to J6 and attacks Statue 1 with Ardent Strike - Total to Hit = A natural 20, by Joven. Damage is going to be 20 (which was rolled anyway!) plus Labraundos uses a Greataxe which is a High Crit Weapon, so extra damage of 7 equals 27 damage!

STATUE 1 is DESTROYED! Labraundos wants a Rending Weapon now.

Ardent Strike (At-Will Standard Melee Weapon Divine, Weapon)
Attack: +6 vs. AC (Greataxe)
Hit: 1d12+4 damage and the target is subject to your Divine Sanction until the end of your next turn.
Special: When charging, you can use this power in the place of a Melee Basic Attack.

Divine Sanction

Some Paladin Powers and Feats subject a target to your Divine Sanction. Being subject to it means that the target ismarked by you for a duration specified in the description of the Power or Feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target.
Until the mark ends, the target takes 3 points of Radiant Damage the first time in each round that it makes anattack that doesn't include you as a target.
Divine Sanction is meant to complement Divine Challenge. You can use Divine Challenge to mark one creature and Divine Sanction to mark others. Divine Sanction has fewer restrictions than Divine Challenge so that you can easily use the two in concert.

[/sblock]

[sblock=Mini-stats]Labraundos

Male Minotaur Paladin, Level 1.
Initiative: +0, Passive Perception: 21, Passive Insight: 14. Senses: None.
AC: 19, Fort: 15, Reflex: 11, Will: 15.
HP:
25/30, Bloodied: 15, Surge Value: 7, Surges left: 7/13
Speed: 5 squares. Size: Medium. Languages: Allarian, Hzakan.
Saving Throw Bonuses: Nothing to report.
Action Points:
1
Powers:
Goring Charge
Second Wind
Vicious Backswing
Virtue’s Touch [Used 1 out of 4 uses]
Divine Challenge
Ardent Strike
Valiant Strike
Divine Strength [Used]
Divine Mettle [Used]
Divine Pursuit

Blood of the Mighty
Verve Armour+1 (Plate) - Daily Power

Conditions: None.
[/sblock]
 

PierceSG

First Post
OOC: I think the next move I would make would probably be going after the lever inside the room with the archers, which is where Lenyara is heading to. I suppose I could do a incombat thievery skill check to see if could disable the statues or not. In the mean time, I think best take cover behind the braziers or the destroyed statue. And Labraundos can take on statue 2 or get rid of those minions on Emsy?
 

Vertexx69

First Post
The Pit Round 2
Nicodemus, Human
Warlock 1 (Invisible, Partial Concealment UENT)
30/30 HP (4THP)

Nicodemus leaves the protective cover of the brazier and moves up around the minions, right to the base of the 2nd statue. "Mother night, wrap your dark arms about me and save me from my traitorous enemies!" For ten feet all around the warlock, writhing black tentacles shoot up from the ground reaching a full ten feet into the air. When they subside, the lower two Minions have been torn to pieces, the statue has taken a serious pounding, and the shadowy tall boy is nowhere to be found.
[sblock=Combat Actions]Free: Speak
Minor: Vanish
Move: to J9
Standard: Arms of Hadar vs Statue2/M6/M5/M8 Hit Ref 24/8/25/1n8 for 10 dmg each.
Action Point: -[/sblock][sblock=Nicodemus]Nicodemus—Male Human Warlock 1
Initiative: +0, Passive Perception: 9, Passive Insight: 9
AC: 16, Fort: 15, Reflex: 17, Will: 13 — Speed: 6
HP: 30/30 (4THP), Bloodied: 15, Surge: 6, Surges left: 10/10;
AP: 1/1, Second Wind: Not Used, Milestones 1
Powers -
Eldrich Blast
Dire Radiance
Hellish Rebuke
Warlock's Curse
Dark One's Blessing

Arms of Hadar
Vanish

Flames of Phlegethos

[/sblock][sblock=ooc]Shadow Walk is always active. Nicodemus still needs 1 approval.

Damage Summary: (Total damage if all attacks hit)
Statue 2, 10 dmg
Minion 5, 10 dmg

Minion 8, 10 dmg
[/sblock]
 

treex

First Post
Emsy backs away from the last kobold, and calls down a barrage of fire upon the group of enemies huddle across the stone bridge. Most of the flames get swallowed up by the pit, flickering and dancing down before dying out. She did manage to sear one of the kobolds and kill one outright though.

[sblock=Actions]Move: Shift to H11
Standard: Argent Rain @ P7 (targeting S3, M3, Sk1 and M7) MISS MISS HIT HIT for 7 Fire damage.[/sblock]

[sblock=Summary]
  • Emsy is now at H11
  • Skirmisher1 and Minion7 take 7 Fire Damage. Minion7 is dead.
  • A zone is created from O6 to Q8.
  • The zone lasts until the SONT. Any creature that enters the zone or ends it turn there takes 5 fire damage. A creature can take this damage only once per turn.[/sblock]

    [sblock=Stat Block]Emsy - Bard
    Passive Perception: 13, Passive Insight: 13
    AC: 16, Fort: 11, Ref: 12, Will: 15
    Initiative: +1; Speed: 5
    HP: 16/25, Temp HP:
    Bloodied: 12, Surge Value: 6, Surges left: 8/8
    Powers:
    Staggering Note
    Jinx Shot

    Memory of a Thousand Lifetimes [ ]
    Virtue of Prescience class feature [ ]
    Majestic Words [ ][ ]
    Words of Friendship [ ]
    Prophesied Strike [ ]
    Argent Rain [x]
    Second Wind [ ]
    Action Point [ ]

    Arrow of Warning [ ]
    Ardent Surge [ ]

    Power Gem [ ]
    [/sblock]
 
Last edited:

Dekana

Explorer
Labraundos succeeds in smashing one of the statue's firing mechanism to pieces. Most of the kobolds outside of the fortifications are killed, including the last skirmisher who just doesn't have it in him to withstand Emsy's magic. However, the archers inside the bunker continue firing unmolested. One of them takes aim at Ashurn, but the missile bounces off the arrow loop hole and veers off course. The second archer fires at Emsy and finally scores a hit. The arrow bears a vial of a yellow substance underneath the shaft; when it hits Emsy's leg, the vial smashes and releases its contents. Within seconds, the bard's feet are literally glued to the ground, the yellow liquid acting as an adhesive.

One minion on each side of the bridge survives the adventurer's onslaught. On the west side, one minion is too stupid to know when to run; he circles around Emsy and jabs at her with his javelin, striking while she is still reeling from the arrow. On the east side, the other kobold stabs at Ashurn and hits nothing but air. He then disengages and retreats to the southern corridor to the east.

Inside the bunker, two of the kobold minions argue with each other briefly. After a few moments, they burst out of the bunker's door and charge at Lenyara! One of them gets a lucky shot in with his javelin and tears a shallow wound in her flesh.

The three functioning statues continue spitting out bolts. Two of them hone in on Emsy: one bolt is aimed too far to the left and nearly hits the nearby kobold; the second bolt whizzes past Emsy's head close enough that she can feel the breeze. The last statue, still aiming to the east, loses track of Lenyara and re-orientates itself toward Flervin. The bolt smacks into Flervin's side, his dwarven resilience not strong enough to withstand the pain.

GM: Map. The PCs are up!

[sblock=Terrain]The tunnel you're in continues further to the west in a relatively straight line.
On the west side of the bottomless pit, the chamber continues to the north and south for quite a distance. Beyond this chamber, it is pitch black and you are likely to be eaten by a grue.
Let me know if you'd like me to add more squares to the map for use in combat, either for the tunnel or the darkened areas on your side of the bridge.

Bottomless pit: Try not to fall in.

Objects: The statues and braziers are large enough to provide cover. The braziers are all lit. It's possible to knock them over or light things on fire with them if you wish.

Fortifications: If you are adjacent to a fortification, you gain superior cover from creatures on the opposite side of the fortification who are not also adjacent to it.[/sblock][sblock=Actions]Archer 1: Gluepot Arrow vs Ashurn misses AC 7.

Archer 2: Gluepot Arrow vs Emsy hits AC 16 for 4 damage and immobilized (save ends).

Minon 1: Walk to Y4. Shifty to Y3. Javelin vs Lenyara hits AC 21 for 4 damage.

Minion 2: Walk to Y4. Javelin vs Lenyara misses AC 18.

Minion 6: Walk to F12. Javelin vs Emsy hits AC 21 for 4 damage.

Minion 7: Javelin vs Flervin misses AC 10. Shifty to R7. Walk to U12.

Statue 2: Crossbow vs Emsy misses AC 15.

Statue 3: Crossbow vs Flervin hits AC 22 for 5 damage.

Statue 4: Crossbow vs Emsy misses AC 11.[/sblock][sblock=Combat notes]Ashurn: 22/22, 2/6 surges
Emsy: 8/24, 8/8 surges, bloodied, immobilized (save ends)
Flervin: 21/30, 8/11 surges, +2 defenses USNT Flervin
Labraundos: 25/30, 7/13 surges
Lenyara: 14/41, 6/9 surges, bloodied
Nicodemus: 30/30, 10/10 surges, invisible USNT Nicodemus

Kobold Archer 1: 24/24
Kobold Archer 2: 24/24
Kobold Minion 1: 1/1
Kobold Minion 2: 1/1
Kobold Minion 3: dead
Kobold Minion 4: dead
Kobold Minion 5: dead
Kobold Minion 6: 1/1
Kobold Minion 7: 1/1
Kobold Minion 8: dead
Kobold Skirmisher 1: dead
Kobold Skirmisher 2: dead
Statue 1: destroyed
Statue 2: 28/38
Statue 3: 38/38
Statue 4: 38/38

Kobold Archer
AC 13, Fort 12, Reflex 14, Will 12
Behind fortifications (+5 defenses, not included above)

Kobold Minion
AC 15, Fort 11, Reflex 13, Will 11
Minion: A missed attack never damages a minion.

Kobold Statue
AC 16, Fort 13, Reflex 13, Will 13
The statues cannot take opportunity attacks, so you don't have to worry about moving past them.[/sblock]
 

Remove ads

Top