Drowquest [4e] Raiding the Road (Hiatus)

EvolutionKB

First Post
Vorgrym nods at the plan proposed by the others. "We will succeed. We will make this a quick and decisive victory." Both blades drawn the drow moves into position.

[sblock=ooc]Move to 40, 110 and on turn charge B1.[/sblock]
 

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DEFCON 1

Legend
Supporter
Javilex and Saereth move up with the others into the treeline ready to attack. "Ready when you are, boss." (Javilex 15,125 & Saereth 10,125)
 

Evilhalfling

Adventurer
The stars are bright, and the insects loud as you creep through the forest, drawing closer to the lit campsite beside the wagons. The guards red eyes scan past you without seeing.
You move into position, and give the signal.
Any moment now the goblins will begin the attack.
Any moment now….
stupid goblins.

A squawk rings out from the midst of the wagons. ”Goblins massing to the east!”
Each guard draws a pair of daggers and peers in that direction.
two or three javelins are flung out of the forest in response, one wounding the guard.

[sblock]
OOC: the surprise round is lost, but go ahead and roll initiative and post actions if higher than 9. You will have CA vs. the guard. Vorgrym, your starting behind the cover at 40,125

Initiatives:
Merchants 9
Goblins 6

Status:
B2@-4hp
[/sblock]
 

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nerdytenor

First Post
OOC: Init 15

Raelyn quickly moves south, taking cover in the trees, in order to close the gap with the nearest guard and better provide protection for Nashquiri. (OOC: Move 2 squares south). Focusing on the guard (OOC: hunter's quarry on B1), Raelyn prepares his attack. As the foolish goblins already lost them the element of surprise, he has no qualms about shouting out.

"Fear the drow!", he says, raising his sword and pointing at the guard (OOC: Vicious mockery on B1 hits Will 17 for 7 total damage. On hit, B1 takes -2 penalty to attack rolls tsnt)

[sblock=Raelyn Stat Block]

Raelyn, Drow Bard 2
Init +2 Perception: 11 Insight: 11 DarkVision
AC 18 Fortitude 14 Reflex 14 Will 16
Hit Points: 33 / 33 Bloodied: 16
Healing Surge: 8 Surges per day: 10 / 10
Action Points: 1

Current Effects
Hunter's quarry on B2 tent

At Will
Melee basic +5 vs ac; 1d8+1 damage
War song strike +8 vs ac; 1d8+4, allies who hit gain 3 tmp hp tsnt
Vicious mockery ranged 10 +5 vs will; 1d6+4 and -2 to attacks tent

Encounter Resources
Cloud of Darkness OR Darkfire
USED Hunter's Quarry
Majestic Word One
Majestic Word Two
Shout of Triumph
Words of Friendship
Use second wind
Use action point

Daily Resources
Stirring shout
Song of Courage
[/sblock]
 

EvolutionKB

First Post
[sblock=Init: 16]
Roll Lookup
[/sblock]

Vorgrym strides forward. Stopping atop the road, he charges the guard, striking out with his acidic blade. He stumbles on the uneven dirt of the road and his blow is easily deflected by the guard.

[sblock=Actions]Move and charge, ending in 15, 105. Miss with a 12. Roll Lookup
[/sblock]

[sblock=Stats]
Initiative +4
Senses Darkvision; Passive Insight 12, Passive Perception 12
HP 38; Bloodied 19; Healing Surge 9 ; Surges Per Day 10
AC 19; Fort 16, Ref 15, Will 13
Speed 6
Action Points 1
:melee:Dual Strike(standard; at-will) ✦ Martial, Weapon
+9/+7 Main and Off-hand vs AC of two different targets. 1d6+3/1d4+2 damage.
:melee:Footwork Lure (standard; at-will) ✦ Martial, Weapon
+9 vs AC; 1d6+6 damage and Vorgrym can shift one square and slide the target into the space Vorgrym left.
Pass Forward (Move; at-will) ✦ Martial
Pick an adjacient enemy and move my speed. As long as I am adjacient, I don't provoke OA from that opponent.
:melee:Distracting Spate(standard; encounter) ✦ Martial, Weapon
+9 vs AC. Hit: 2d6+9 and the target grants combat advantage to Vorgrym until the end of his next turn.
:ranged:Acidic Short Sword +1(Standard; encounter) Acid, Weapon
+9 vs AC; 1d6+6 acid damage to a foe within 5 squares.
:melee:Lasting Threat (standard; daily) ✦ Reliable, Martial, Weapon)
+8vs AC; 3d6+6 and the target is marked until the end of the encounter or until Vorgrym is knocked unconscious. No mark can supercede this one.
Cloud of Darkness(minor; encounter)✦Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Vorgrym is immune to these effects.
Darkfire(minor; encounter) ✦Range 10; 1 creature
+6 vs Reflex; Until the end of Vorgrym's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility.
[/sblock]
 

Phaezen

First Post
Initiative = 24

Drisdhaun, sensing the goblins loosing initiativemoves closer to the guard (105,25) and throws his hammer (Hammer Formation 23 vs AC, 9 Damage)

[sblock=effect]Djaar, Nashquiri, Raelyn and the goblins next to them do 1W extra damage with the next w attack they till the start of my next turn[/sblock]

[sblock=stats]

Initiative +5
Senses Darkvision; Passive Insight 10, Passive Perception 10
HP 27; Bloodied 13; Healing Surge 6 ; Surges Per Day 7
AC 18; Fort 15, Ref 13, Will 15
Speed 5
Action Points 1
:melee:Opening Shove(standard; at-will) Martial, Weapon
:melee:Vipers Strike(standard; at-will) Martial, Weapon
:area:Inspiring Word (standard; encounter) Martial, Healing
:area:Inspiring Word (standard; encounter) Martial, Healing
:ranged:Hammer Formation (Standard; encounter) Martial, Weapon
:ranged:Shake it Off (Standard; encounter) Martial, Weapon
:melee:Bastion of Defence (standard; daily) Martial, Weapon)
:area:Cloud of Darkness(minor; encounter)[FONT=&quot]Close Burst 1[/FONT]
:ranged:Darkfire(minor; encounter)[FONT=&quot]Range 10; 1 creature[/FONT]
[/sblock][FONT=&quot]
[/FONT]
 

CaBaNa

First Post
Djaar see's his compatriots move against the guards, staying back he draws a weapon and slings a bolt of energy toward one of his beaked victims.

Magical power takes effect in his body and he shifts to hide his true position from the guard.[sblock=OOC]

I'll add in character stuff soon, just didn't want to slow the group down any longer...

15 init

Djaar resists 5 Radiant, and ignores 5 radiant resistance.

minor pull dagger

standard chaos bolt B1 11 to hit will for 12 psychic damage

move shift to 15, 110 (stealth 24)

[/sblock]
 
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Evilhalfling

Adventurer
The bird-headed guard is reeling from the bards taunts and well thrown hammer.
Javlix charges forward (5,105) slashing, aided by his hunters focus he bloodies the guard. The big spider trails along behind, not keeping up with his master’s charge.
The multicolor beam that lances out of Djaar’s dagger fails to find a mark.

The watcher wounded by goblins (B2) retreats (60,75) and takes cover beside the wagon.
The bird headed guard strikes at Voragrym and tries to flutter back into the camp. Vorgrym’s sword making him pay for his cowardice.
The sleepers begin to wake up slowly, and stand. The three near the road are all human, the two near the wagons have the bird heads and feathers of the watchmen.

A voice from the wagons speaks with a Drow accent: “The attack is blown, retreat!”
miraculously the goblins aren’t buying it.
Two goblins charge out of the trees and attack, one hitting with a pick axe. A half dozen others slide out of the trees, most trying to get a clear shot. They launch another hail of javelins and rocks which wounds the watcher further.

OOC: [sblock]
Nashquari is out of range with mage hand (5)
Javlix 17+6; (dmg 3+3+4) ; Vor OA 16+6 (dmg 6+6)
B1 AC13@vor ;
?? Bluff check 9.

Status:
B2@-11hp,
B1@-35hp bloodied, marked, quarry.(Javliex & Raelyn), mocked
[/sblock]

Initiatives: [sblock]
Nashquari 5
Drisdhaun 24
Vorgrym 16
Djaar, Raelyn 15
Javlix 11
Merchants 9
Goblins 6
[/sblock]
 

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Phaezen

First Post
Moving swiftly to 105,35 (same row as Vorgrym) Drisdhaun follows with a charge at the wounded Birdman (B1; charging to 90,35; basic attack 1 auto miss), misjudging the distance in the unfamiliar lighting and lunging well short of his target.

[sblock=ooc] I will be away from friday through monday without access to the net, Drisdhaun will shadow Vorgrym's movements using his at wills[/sblock]
[sblock=stats]
Initiative +5
Senses Darkvision; Passive Insight 10, Passive Perception 10
HP 27; Bloodied 13; Healing Surge 6 ; Surges Per Day 7
AC 18; Fort 15, Ref 13, Will 15
Speed 5
Action Points 1
:melee:Opening Shove(standard; at-will) Martial, Weapon
:melee:Vipers Strike(standard; at-will) Martial, Weapon
:area:Inspiring Word (standard; encounter) Martial, Healing
:area:Inspiring Word (standard; encounter) Martial, Healing
:ranged:Hammer Formation (Standard; encounter) Martial, Weapon
:ranged:Shake it Off (Standard; encounter) Martial, Weapon
:melee:Bastion of Defence (standard; daily) Martial, Weapon)
:area:Cloud of Darkness(minor; encounter)[FONT=&quot]Close Burst 1[/FONT]
:ranged:Darkfire(minor; encounter)[FONT=&quot]Range 10; 1 creature[/FONT]
[/sblock]
 

EvolutionKB

First Post
Vorgyrm hurries over the human, moving after Drisdhaun. Thrusting his blade, the drow pierces the human's leg and he stumbles forward.


[sblock=Actions]Move to 40, 95. Attack with footwork lure. Mark H2. Hit with 27 for 7 damage. I shift to 45 95 and the human is slid to 40 95. Roll Lookup
[/sblock]

[sblock=Stats]
Initiative +4
Senses Darkvision; Passive Insight 12, Passive Perception 12
HP 38; Bloodied 19; Healing Surge 9 ; Surges Per Day 10
AC 19; Fort 16, Ref 15, Will 13
Speed 6
Action Points 1
:melee:Dual Strike(standard; at-will) ✦ Martial, Weapon
+9/+7 Main and Off-hand vs AC of two different targets. 1d6+3/1d4+2 damage.
:melee:Footwork Lure (standard; at-will) ✦ Martial, Weapon
+9 vs AC; 1d6+6 damage and Vorgrym can shift one square and slide the target into the space Vorgrym left.
Pass Forward (Move; at-will) ✦ Martial
Pick an adjacient enemy and move my speed. As long as I am adjacient, I don't provoke OA from that opponent.
:melee:Distracting Spate(standard; encounter) ✦ Martial, Weapon
+9 vs AC. Hit: 2d6+9 and the target grants combat advantage to Vorgrym until the end of his next turn.
:ranged:Acidic Short Sword +1(Standard; encounter) Acid, Weapon
+9 vs AC; 1d6+6 acid damage to a foe within 5 squares.
:melee:Lasting Threat (standard; daily) ✦ Reliable, Martial, Weapon)
+8vs AC; 3d6+6 and the target is marked until the end of the encounter or until Vorgrym is knocked unconscious. No mark can supercede this one.
Cloud of Darkness(minor; encounter)✦Close Burst 1
Effect: The burst creates a cloud of darkness that remains in place until the end of Vorgrym's next turn. The cloud blocks line of sight, squares within are totally obscured and creatures within are blinded until they exit. Vorgrym is immune to these effects.
Darkfire(minor; encounter) ✦Range 10; 1 creature
+6 vs Reflex; Until the end of Vorgrym's next turn all attacks against the target have combat advantage and the target can't benefit from concealment or invisibility[/sblock]
 

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