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

Someone

Adventurer
OOC: Zharne up. New baddies are placed on the map. if Drew and Prime want to change their readied actions based on the locations of the enemies they may do so. I'll have new monster stats up later tonight.

OOC: I won't change Prime's actions. Even if I could charge in, and I doubt I can having in mind the movement rules, doing so would stretch the group too much
 

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Ozymandias79

First Post
Zharne moves besides Gellan and then the elf gazes further into the cave, raises his hand and hisses something unutterable and cold winds strikes a goblin mage and a hobgoblin guard

[sblock=Action Details]
Move Action:move to Q8
Standard Action:chill wind center on U16(hits fort 23 on GM1 & fort 28 on HG4. the damage is 7 and they are slid 1 square HG4 to S18 and GM1 to U15)
Minor Action:N/A
[/sblock]
 
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dimsdale

First Post
ooc: Sorry for the delay

As the ogre goes down some of the remaining goblin type guards prepare to charge. However, the spellcaster, shaking off the effects of Zharne's magic, yells out in frustration to them. The guards quickly retreat to the mage and turn to face the party.

[sblock=goblin]
Come back to me idiots! Can't you see that they just killed the protector! <sigh> If it wasn't for me you'd all be dead! Protect me as I blast them with thunder!
[/sblock]

As the guards step in to a protective stance, the mage behind them attacks with a blast of thunder that roars through Zharne, Gellan and Zharne, all three in addition to taking damage, feel somewhat shell shocked. The mage laughs at them as he begins preparations for his next attack, feeling totally confident that his guards will protect him.


[sblock=Mechanics]
[U]Heros [/U]

Drew: Readied Action
Prime: Granted attack: hit for 13; Readied action: Tide of Iron
Vermitrax: Hit ogre for 8
Sharpe: Hit for 5 thunder damage and grants Prime BMA
Pet Dragon:
Gellan: Kills ogre
Timber Wolf:
Zharne: Hit Mage for 7

Total Damage to Enemy:
Guard 1: DEAD
Guard 2: DEAD
Ogre Savage: DEAD
Hobgoblin 1: 60/60
Hobgoblin 2: 60/60
Hobgoblin 3: 60/60
Goblin Mage 1: 27/35
Goblin Mage 2: 35/35
Goblin 1:
Goblin 2:
Goblin 3:
Goblin 4:
Goblin 5:

Baddies turn:
Goblin Mage 1: Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10 (centered at Q9); +7 vs. Fortitude; 1d8 + 4 thunder
damage, and the target is dazed (save ends):

vs fort of Prime, Gellan and Zharne respectively: 1d20+7 for 1d8+4 = 23, 23, 25 for 9 thunder damage (hits all) and Prime, Gellan and Zharne are dazed (save ends)



Total Damage to Allies:
Zharne: -9 and dazed (save ends)
Gellan: -9 and dazed (save ends)
Prime: -9 and dazed (save ends)


[/sblock]

[sblock=map]

map

[/sblock]

[sblock=Stats]

Palyers

Prime:
Defenses: AC: 23, Fort: 19, Ref: 16, Will: 16 DAZED: (SAVE ENDS)
HP:35/58 THP 4: 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 42/51 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 25/34 Bloodied 17 Surge Value 8 Surges left 8/8

Enemies:
Guard 1: DEAD
Guard 2: DEAD
Ogre Savage: DEAD

[/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]
 
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Someone

Adventurer
Prime releases some steam, urging the others to stay back, and tries to move. It turns out that a piece of metal is blocking the movement of his legs. With some effort, he sets it straight and gets ready for the incoming goblins.

[sblock=actions]
Before turn: Prime's hit for 9 damage, reduced to 8 thanks to armor, which kills his 4 temporary health and deal 4 total damage. Now at 40/58 HP.
Standard action: Second wind to recover 14 HP and gain +2 to all defenses.
end of turn: Successfully save against Daze.
[/sblock]

OOC: Prime can't charge given the rules for movement while charging and moving around corners, and if I charged and failed the save I could not make attacks of opportunity. I think it's better if we stay back for a turn and force the fighters to get close; that'd allow Sharpe and Vermitrax the chance to move into position



[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: 25/23, Fort: 21/19, Ref: 18/16, Will: 18/16
HP:54/58 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]
 
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OOC: Prime can't charge given the rules for movement while charging and moving around corners, and if I charged and failed the save I could not make attacks of opportunity. I think it's better if we stay back for a turn and force the fighters to get close; that'd allow Sharpe and Vermitrax the chance to move into position

I disagree. They will simply pelt you with more dazing attacks. I can attack both mages and maybe even kill one or two while attacking two guards...Prime can come to the rescue. Gellan can charge for sure and I think Zharne has a line to HF1.

I will wait for 24 hours to see what others think. Please leave T14 free and everyone nicely gathered for Eternal Mountain ( 2d8+6 damage and target falls prone)
 


Voda Vosa

First Post
Vermitrax moves near the cave entrance. "Retreat, clowns; you are easy targets in that confined space, even for the pathetic excuse of magic that these inferior critters can mumble!" the "necromancer" urges.

OOC: Vermitrax double moves. I suggest you guys move out of the cave until the goblins peek out.
 

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