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

You move between the tree and the fountain to the north-eastern door. It is shut and latched. Hrav checks the area (Perception check (1d20+9=25)) [sblock=and finds...]... a warm spot on the wall just above an area of dirt where the grass of the yard has been worn away from constant travel. He guesses that this is a normal lookout spot for a guard and that the guard was just here a moment a go for the wall he was leaning against to still be warmer than the surrounding stone.[/sblock]
 

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"I was right. There are tell-tale signs that a guard was just here. I say we chase him and try to stop him before he alerts anyone else."
 


Hrav opens the unlocked door to give chase to the guard. What he sees beyond the door is a warehouse full of crates and barrels, large and small. Directly ahead is a smaller room set off of the main warehouse with iron bars running from floor to ceiling and a barred door set in the middle. Inside this smaller room, shelves line the walls displaying treasures and wealth which shine and sparkle! Before reaching such rewards though, the guards in the main warehouse room seem intent on blocking the way as it becomes obvious that the alarm here has already been raised at least. Though you can't see anyone from around the crates at the doorway, you hear shouted orders from nearby around the corner.

[sblock=Map]
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[/sblock]
Initiatives for Quagmire(+6), Hrav(+8), Girth(+9), Dang't(+7), Beyrk(+5), Kauldron(+4) and Bad Guys(+3 averaged) with Quagmire's Combat Leader bonus already added in. (1d20+6=9, 1d20+8=28, 1d20+9=13, 1d20+7=14, 1d20+5=10, 1d20+4=14, 1d20+3=16)
So initiative order is like this:
28 - Hrav
16 - Bad guys
14 - Dang't
14 - Kauldron
13 - Girth
10 - Beyrk
09 - Quagmire

Per Malenkirk rules, Hrav will get to act first alone. Then I'll post the update and the bad guys actions. After I'm done with that, everybody will be able to post their actions in whatever order. After everyone has posted (or 2-3 days have passed with somebody not posting yet) I'll update, NPC if needed, and post bad guy actions again.

[sblock=Details]-The black crates with brown border are 10' tall. Getting on top of them requires either an Acrobatics or Athletics check DC15. Once on top, you can move across black crates as difficult terrain.
-The smaller brown crates and barrels with black border are harder to stay stable on but are only 5' tall in general. Climbing onto or over these requires a DC15 Athletics(Climb) or Acrobatics check. If you fail this check, you fall back down to the floor (no damage though as it is only 5 feet.)

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

Milestones: 1 today (1 AP awarded)

Enemy current HP's/conditions:
Halfling Prowler: 52/52 (F28)
Halfling Slinger 1: 22/22 (Hidden)
Halfling Slinger 2: 22/22 (Hidden)
Human Berserker 1: 66/66 (H33)
Human Berserker 2: 66/66 (I33)
Human Rabble 1: 1/1 (G34)
Human Rabble 2: 1/1 (G33)
Human Rabble 3: 1/1 (G32)

Enemy stats:

Halfling Prowler
Perception 18
HP 52; Bloodied 26
AC 18; Fortitude 14, Reflex 17, Will 15; see also crowd shield and nimble reaction
Saving Throws +5 vs fear effects
:bmelee: Short Sword (Standard, at-will) Poison, weapon
+10 vs AC; 1d6+4 damage and the halfling prowler makes a secondary attack.
Secondary Attack: +8 vs Fortitude; if hit the target takes ongoing 3 poison damage and is slowed (save ends both).
:ranged: Hand Crossbow (Standard, At-Will) Poison, Weapon
Ranged 10/20; +10 vs AC; 1d6+4 damage, and the halfling prowler makes a secondary attack.
Secondary Attack: +8 vs Fortitude; the target takes ongoing 3 poison damage and is slowed (save ends both).
Catfall: If the halfling prowler falls, reduce the distance it falls by 20 feet when determining how much damage it takes.
Crowd Shield: The halfling prowler gains a +2 bonus to its AC and Reflex defense if it has one creature adjacent to it, or a +4 bonus if two or more creatures are adjacent to it.
Nimble Reaction: Halflings gain a +2 racial bonus to AC against opportuninty attacks.
Second Chance: (immediate inturrupt, when the halfling would be hit by an attack; encounter) The halfling prowler forces the attacker to reroll the attack and take the new result.

Halfling Slinger
Perception 15
HP 22; Bloodied 11
AC 15; Fortitude 12, Reflex 15, Will 13; see also Nimble Reaction
Saving Throws +5 vs Fear Effects
:bmelee: Dagger (Standard, at-will) Weapon
+4 vs AC; 1d4+4 damage.
:branged:Sling (Standard, at-will) Weapon
Ranged 10/20; +6 vs AC; 1d6+4 damage
:ranged: Stone Rain (Standard, recharge :5::6:) Weapon
The halfling slinger makes three sling attacks, each with a -2 penalty to the attack roll.
Combat Advantage:The halfling slinger deals an extra 1d6 damage on ranged attacks against any target it has combat advantage against.
Nimble Reaction: Halflings gain a +2 racial bonus to AC against opportuninty attacks.
Second Chance: (immediate inturrupt, when the halfling would be hit by an attack; encounter) The halfling prowler forces the attacker to reroll the attack and take the new result.
Sniper: A hidden halfling slinger that misses with a ranged attack remains hidden.

Human Berserker
Perception 12
HP 66; Bloodied 33
AC 15; Fortitude 15, Reflex 14, Will 14
:ranged: Handaxe (standard, At-will) weapon
Ranged 5/10; +5 vs AC; 1d6+3 damage
:bmelee: Greataxe (Standard, At-will) weapon
+7 vs AC; 1d12+4 damage(crit 1d12+16)
:melee: Battle Fury (free, when first bloodied; Encounter)
+11 vs AC; 1d12+4+1d6 damage

Human Rabble
Perception 10
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13, Reflex 11, Will 11; see also mob rule
:bmelee: Club (Standard, at-will) Weapon
+6 vs Armor Class; 4 damage.
Mob Rule - The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it.
[sblock=Enemy Actions] none yet
[/sblock][/sblock][/sblock]
 

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Hrav peeks around the corner of the boxes, sizes up the opposition, points Black Death at the berserker in the middle, and surprises the lout with a blast of acid in the face from across the room. The acid even lingers on him, promising more pain to come.

"I'd almost feel sorry for the guy, if he wasn't between me an me loot," Hrav says. "That, and I got the same several times over myself from that lizard."

Calling over his shoulder, the bugbear tells the crew, "I do believe we've found Redblade's riches!"

[sblock=OOC]Hrav should be at 6/8 surges, as he used a couple during/after the last fight.[/sblock]

[sblock=Mechanics]Move action - Move to J36.

Minor action - Predatory Eye on B1.

Standard action - Basic Melee attack at range with Acidic Rapier. Combat Advantage granted from First Strike.

Ranged BMA with Black Death (CA and SAfrom First Strike, Predatory Eye) (1d20+10+2=20, 1d10+5=6, 2d8+4=19, 1d6=4)

Hits AC 20 for 29 acid damage.

Free action - Use Black Death's daily power to apply 5 ongoing acid damage to B1. This will bloody him at the start of his turn, when he'll have no target for his Battle Fury attack. :)[/sblock]

[sblock=Hrav's Info]Hrav Kortaga- Male Bugbear Rogue (Fighter) 4
Initiative: +6, Passive Perception: 19, Passive Insight: 18, Low-Light Vision
AC: 19, Fort: 17, Reflex: 19, Will: 14 - Speed: 6
HP: 41/41, Bloodied: 20, Surge Value: 11, Surges left: 6/8
Action Points: 1
Resists: 5 Necrotic, 5 Poison

Powers:
Deft 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

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


Full character sheet[/sblock]
 

Hrav's acidic attack burns the berserker badly. The enraged human swings his axe blindly while screaming in rage. One of the weaker humans beside him end up being in the way of the blow and is chopped nearly in twain. The enraged man moves forward to swing his greataxe at Hrav, but the bugbear manages to barely dodge the blow.

The other berserker moves as well, but throws his handaxe at Hrav. It flies true and the bugbear is injured, though only slightly.

The halfling high on the stack of crates in the center of the room points its hand crossbow at Hrav, but the bolt thunks into the crate beside the bugbear instead of hitting him.

[sblock=Hrav only!]You notice two other halflings trying to be stealthy as they get ready to attack with slingstones at you. They are at K35 and F33 respectively.[/sblock]Two slingstones shoot out of the air and crack around Hrav, but neither hits him.

The remaining human rabble hold their positions, apparently nervous about getting too close to the enraged berserker.

OOC: Now the party's turn. Actions count in whatever order you post in unless found to be illegal for some reason. We'll resolve any difficulties each round.

[sblock=Map]
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[/sblock][sblock=Enemy Actions]
Berserker 1 Battle Fury vs. Rabble 2 AC15 (1d20+11=16, 1d12+4+1d6=17) Kills Rabble 2 in his berserker fury!
B1 moves to I36
Berserker 1 Greataxe vs. Hrav AC19 (1d20+7=18, 1d12+4=8)
Berserker 1 save vs ongoing acid (1d20=11) Success.

Berserker 2 move to G35
Berserker 2 handaxe vs. Hrav AC19 (1d20+5=19, 1d6+3=6) Hit Hrav for 6 damage.

Halfling Prowler Hand Crossbow attack at Hrav AC 19 (with -2 for cover) (1d20+10-2=14, 1d6+4=7) Missed Hrav.

Halfling Slingers' stealth checks (1d20+9=15, 1d20+9=14) Hrav can see them both.
Halfling Slingers' Sling attacks at Hrav's AC19 (1d20+6=16, 1d6+4=9, 1d20+6=18, 1d6+4=10) Both attacks miss Hrav.

The human rabble stay back away from the crazed berserker for now and hold their positions.[/sblock][sblock=Details]-The black crates with brown border are 10' tall. Getting on top of them requires either an Acrobatics or Athletics check DC15. Once on top, you can move across black crates as difficult terrain.
-The smaller brown crates and barrels with black border are harder to stay stable on but are only 5' tall in general. Climbing onto or over these requires a DC15 Athletics(Climb) or Acrobatics check. If you fail this check, you fall back down to the floor (no damage though as it is only 5 feet.)

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

Milestones: 1 today (1 AP awarded)

Enemy current HP's/conditions:
Halfling Prowler: 52/52 (F28)
Halfling Slinger 1: 22/22 (Hidden)
Halfling Slinger 2: 22/22 (Hidden)
Human Berserker 1: 32/66 (H33) Used Battle Fury
Human Berserker 2: 66/66 (I33)
Human Rabble 1: 1/1 (G34)
Human Rabble 2: 0/1 (G33) dead
Human Rabble 3: 1/1 (G32)

Enemy stats:

Halfling Prowler
Perception 18
HP 52; Bloodied 26
AC 18; Fortitude 14, Reflex 17, Will 15; see also crowd shield and nimble reaction
Saving Throws +5 vs fear effects
:bmelee: Short Sword (Standard, at-will) Poison, weapon
+10 vs AC; 1d6+4 damage and the halfling prowler makes a secondary attack.
Secondary Attack: +8 vs Fortitude; if hit the target takes ongoing 3 poison damage and is slowed (save ends both).
:ranged: Hand Crossbow (Standard, At-Will) Poison, Weapon
Ranged 10/20; +10 vs AC; 1d6+4 damage, and the halfling prowler makes a secondary attack.
Secondary Attack: +8 vs Fortitude; the target takes ongoing 3 poison damage and is slowed (save ends both).
Catfall: If the halfling prowler falls, reduce the distance it falls by 20 feet when determining how much damage it takes.
Crowd Shield: The halfling prowler gains a +2 bonus to its AC and Reflex defense if it has one creature adjacent to it, or a +4 bonus if two or more creatures are adjacent to it.
Nimble Reaction: Halflings gain a +2 racial bonus to AC against opportuninty attacks.
Second Chance: (immediate inturrupt, when the halfling would be hit by an attack; encounter) The halfling prowler forces the attacker to reroll the attack and take the new result.

Halfling Slinger
Perception 15
HP 22; Bloodied 11
AC 15; Fortitude 12, Reflex 15, Will 13; see also Nimble Reaction
Saving Throws +5 vs Fear Effects
:bmelee: Dagger (Standard, at-will) Weapon
+4 vs AC; 1d4+4 damage.
:branged:Sling (Standard, at-will) Weapon
Ranged 10/20; +6 vs AC; 1d6+4 damage
:ranged: Stone Rain (Standard, recharge :5::6:) Weapon
The halfling slinger makes three sling attacks, each with a -2 penalty to the attack roll.
Combat Advantage:The halfling slinger deals an extra 1d6 damage on ranged attacks against any target it has combat advantage against.
Nimble Reaction: Halflings gain a +2 racial bonus to AC against opportuninty attacks.
Second Chance: (immediate inturrupt, when the halfling would be hit by an attack; encounter) The halfling prowler forces the attacker to reroll the attack and take the new result.
Sniper: A hidden halfling slinger that misses with a ranged attack remains hidden.

Human Berserker
Perception 12
HP 66; Bloodied 33
AC 15; Fortitude 15, Reflex 14, Will 14
:ranged: Handaxe (standard, At-will) weapon
Ranged 5/10; +5 vs AC; 1d6+3 damage
:bmelee: Greataxe (Standard, At-will) weapon
+7 vs AC; 1d12+4 damage(crit 1d12+16)
:melee: Battle Fury (free, when first bloodied; Encounter)
+11 vs AC; 1d12+4+1d6 damage

Human Rabble
Perception 10
HP 1; a missed attack never damages a minion
AC 15; Fortitude 13, Reflex 11, Will 11; see also mob rule
:bmelee: Club (Standard, at-will) Weapon
+6 vs Armor Class; 4 damage.
Mob Rule - The human rabble gains a +2 power bonus to all defenses while at least two other human rabble are within 5 squares of it.[/sblock][/sblock]
 

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"Careful, lads!" Hrav shouts. Gesturing (to K35 and F33), he adds "There are a couple halflings hiding in the boxes!"

[sblock=OOC]Waiting to actually act. If our ranged guys can take out the bloodied berserker, I can then enter the room and let the other melee types through.[/sblock]

[sblock=Hrav's Info]Hrav Kortaga- Male Bugbear Rogue (Fighter) 4
Initiative: +6, Passive Perception: 19, Passive Insight: 18, Low-Light Vision
AC: 19, Fort: 17, Reflex: 19, Will: 14 - Speed: 6
HP: 36/41, Bloodied: 20, Surge Value: 11, Surges left: 6/8
Action Points: 1
Resists: 5 Necrotic, 5 Poison

Powers:
Deft 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

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


Full character sheet[/sblock]
 

OOC: I'm assuming Dang't starts out with stealth (so has CA). If not, then no +2 or Sneak Attack.

The skulking goblin pops from behind a tree and hops up the boxes with some clever climbing. He takes a moment to look for those scummy little men Hrav talked about, but is distracted by a box labeled of 'Marous Rum', which is the Captain's favorite. Seeing his friend in trouble, Dang't calls forth a powerful bolt of lightning against the unsuspecting villain with a slash of his dagger, striking him hard in chest. The bolt arcs to one of the cowering men, knocking him down![sblock=Actions]Move to J37, Acrobatics to jump up succeeds.. Minor Perception vs. Stealth: Fail big time. Lightning Strike with CA and Sneak Attack vs B1: Hit, 16 lightning+ 7 sneak attack; arc attack vs. R1 drops it.

Immediate interrupt to use Storm Soul if hit by an attack (+4 to all defenses TENT[/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: 2, 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]
 

[sblock=OOC]Can anyone else do 9 more damage to Berserker 1? Then I can get in. Otherwise, I'm pretty much a seating duck this round, or until I get in at least.[/sblock]
 

Seeing Kauldron non-plussed by the situation Girth took decisive action.

"I sort this" he said. "Hrav, friend, you get ready for big attack then all come quickly..." He took a deep breath "...or Girth get mighty squished!"

He darted forward a few yards and, mysteriously, almost disappeared from sight as swirling shadows swept around him with an icy chill. It was thus that only the most perceptive saw him then completely disappear, only to appear, still wreathed in shadows, behind the seriously wounded Berserker.

"May the darkness take you" he spat at the berserker, bringing down the retribution of his lady upon Hrav's opponent.

He cast a nervous glance at the remaining enemies, hoping his concealment would give him at least some protection.

[sblock=OOC]Move action; walk to K36: Activate Shadow Walk and gain Concealment (+2 to defences) Move action; teleport to H36: Ethereal Stride gain +2 to all defences. Minor ACtion Warlock's Curse on B1. B1 now flanked for Hrav's attack or anyone elses Distant Advantage attack.[/sblock]
 

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