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


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OOC: I know I am the new guy and all. You guys having been together for a long while before I came around, though I wish to Congradulate you and your wife on the birth of your new born. Yay! *Pulls out cigars and passes them around.* Take all the time you need. I believe we will all still be here when you return. I know the time and effort it takes the first couple of weeks, got a 9 year old of my own.

Well congratz again. See you when you return.
 


OOC1: Congratulations on your new family addition, Gary! Having kids is a whole different kind of adventure, but a fun one. I should know since I've got four, two of which I delivered myself! ;)

OOC2: I want to apologize big to everybody for my absence in the last few days. Family came in from out of town and we were over at a relative's place spending time with them all day every day since Tuesday or Wednesday. I've barely had time to make a few quick OOC posts on the boards in the few minutes I had at home each day. I'm working on updating the round tonight if possible, so bear with me just a bit longer and I'll be back up to full speed asap! :angel:
 
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Kauldron takes advantage of the berserker missing him and shifts to a better spot.

Hrav puts the goblins new position to good use as he runs the berserker through with his blade. This has the effect of driving the man stark raving mad it seems as he swings and knocks Kauldron into unconsciousness.

Dang't gets annoyed and blasts the berserker with his lightning, also catching the halfling that Quagmire is fighting a little.

Beyrk attacks one of the slingers, but can't do any harm. He also manages to bring Kauldron back around as the little armored goblin's eyes pop open. He's still flat on his back though. (Shifting him 1 away from the berserker would have to be to space G37 since Kauldron had moved to G36 on his turn.)

Girth shifts away from the remaining berserker (I moved you to I36 instead of G36 since that would have been right beside the berserker you said you were moving away from. And I'm assuming you wanted to target B2, not B1 who is already dead.) The half-elf unleases a massive blast of energy at the berserker, but it flies wide and impacts the cell door beside the man instead. Eldritch Blast vs. Berserker2 Ref14 (1d20+9=10, 1d10+5+1d6=15)

Quagmire misses the Halfling Prowler unfortunately.

The berserker roars at the sight of Kauldron reawakening, moving forward to swing his greataxe down at the goblin. His plate armor deflects the blow luckily, and the axe skids aside to thunk into the floor.

The prowler fighting Quagmire stabs again with its sword, but can't pierce the hobgoblin's defenses.

The halflings above send another volley of stones flying out, one hitting Quagmire hard while two miss him. The other volley flies at Hrav, but none of them connect.[sblock=Map]
attachment.php
[/sblock][sblock=Enemy Actions]Berserker 2
* Move- shift to G36
* Standard- B2 Greataxe vs. Kauldron AC20 (1d20+7-3=12, 1d12+4=8) Misses.
* Minor- none

Halfling Prowler
* Standard- Short Sword attack at Quagmire AC20 (1d20+10=14, 1d6+4=5)
* Minor- none
* Move- none

Check for recharge on HS1 and HS2 Stone Rain (1d6=4, 1d6=6) HS2 recharges Stone Rain.

Halfling Slinger1
* Standard- Sling attack at Quagmire AC20 w/ CA due to stealth. (1d20+6+2=25, 1d6+4+1d6=16 Hit Quagmire for 16 damage.
* Move- to E33
* Minor- HS1 Stealth check (1d20+9=17) Hidden to anyone not in possession of a passive perception 17 or higher.

Halfling Slinger2
* Standard- HS2 Stone Rain triple sling attack at Hrav AC19 w/CA (1d20+6+2=12, 1d6+4+1d6=7) Misses.
* Move- to K34
* Minor- HS2 Stealth check (1d20+9=12) Hidden to anyone not in possession of a passive perception 12 or higher.

[/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][sblock=Status]Party member current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 35/41, [6/8]
Quagmire: 19/41, [7/9], Bloodied
Girth: 45/45, [9/10] +4 on defenses TENT, +2 on next d20 roll
Dang't: 32/32, [7/8]
Beyrk: 35/35, [9/11]
Kauldron: 12/29 +5 temp HP's, [11/12] Bloodied, prone

Milestones: 1 today (1 AP awarded)

Enemy current HP's/conditions:
Halfling Prowler: 37/52 (F28)
Halfling Slinger 1: 22/22 (E33 or Hidden) Used Stone Rain, check for recharge on 5 or 6.
Halfling Slinger 2: 22/22 (K34 or Hidden)Used Stone Rain, check for recharge on 5 or 6.
Human Berserker 1: -21/66 (H33) dead
Human Berserker 2: 1/66 (G35) Bloodied, -3 to hit Kauldron, -5 to hit anyone else, divine challenge from Kauldron.
Human Rabble 1: 1/1 (G34) dead
Human Rabble 2: 0/1 (G33) dead
Human Rabble 3: 1/1 (G32) dead

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]
 

Attachments

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*Kauldrons eyes roll open, he shakes his head.*

Uhh gods...anyone get the name of that Steam Mammoth that just rolled on through here?

*Looking around he notices just in time to see the heavy axe coming back at him once again.*

Oh crude!

*He raises his shield just in time to knock the blow aside. Continuing with the momentum, he rolls with it and onto his knees. Then Quickly stands to his feet and back into a better fighting position.*

Oi Beyrk! Thanks for the wake up bud.

*He smirks under his helm to the near dead Berserker. Twirling his blade in his palm. With a quick slash he brings his blade across the humans low abdonimal. Striking with uncanny accuracy. The Human cries out in pain as he finds his guts starting to spill out and onto the floor, before collasping to the ground in a heap.*

Serves ya right, ya pink meat bag.

[sblock=Actions]Move: Stand from Prone in G37.
Standard: Enfeedling Strike on B2.

[FONT=&quot]
[sblock=Character Stats]Kauldron- Male Goblin Paladin 1
Passive Perception: 10, Passive Insight: 10
AC:20, Fort:14, Reflex:16, Will:15 -- Speed:5
HP:12/29, Temp HP: 5
Bloodied:14, Surge Value:7, Surges left:11/12
Powers-
Enfeebling Strike
Virtuous Strike
Goblin Tactics
Divine Challenge
Lay on Hands

Valorous Smite
Channel Divinity
Action Point
Second Wind

Majestic Halo[/sblock][/FONT]
 

Beyrk nods and laughs as Kauldron stands up and whacks the berserker. Turning back to his illusive target he shouts at him. This time distracting the halfling, "Got another one for ya Kauldron."

[sblock=ooc]
Actions:
Start: n/a
Minor:
Move:
Standard:misdirected mark vs. HS1 Ref (1d20+6=16, 1d8+5=8) = hit, 8 dmg, marked by Kauldron.
End:
[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: 1?

Powers:
Misdirected Mark
Warsong Strike

Hobgoblin Resilience
Majestic Word 2
Words of Friendship
Shout of Triumph

Slayer's Song
Canon of Avoidance
[/sblock][/sblock]
 

Dang't, seeing the slingstones fly about, knew there were more scags hiding somewhere. Squinting hard, he claps as he sees the one ducking behind a sack of potatoes and another behind a barrel. The gob twirls his hands a moment, building up a ball of white-and-blue and then hurling it at the nearest blighter. It EXPLODES with a brilliant flash, but at the last moment the wretch throws himself into the wall, limiting the effect---but he's still tossed to his feat by the force. Dang't claps once then disappears behind some cover as well.[sblock=Actions]Minor Perception: Sees both. Move (if needed) to duck from out of cover. Standard: Pining Bolt HS2: Crit!. I'll assume it'll use its Second Chance: Still hit (no crit) 17 lightning damage, knocked prone, and slowed TENT. Then hide (dropping prone in square if needed): Hidden from all enemies.[/sblock][sblock=Dang't (hidden)]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]
 

Hrav moves towards the halfling Dang't fried, slipping a bit as he tries to get up onto the crates. Giving it another go, he gets on top of the boxes and drives Black Death into the prone halfling.

"Nice work, Dang't!" Hrav calls. "That's one shorty who won't be getting up again."

[sblock=OOC]Thanks for the congrats, everyone! Glad I didn't miss anything yet with Hrav, so the slight slowdown doesn't bother me. :)

First Kauldron and Goblin Tactics, now Dang't and Pinning Bolt... I love goblins who set up Combat Advantage. :)[/sblock]

[sblock=Mechanics]Move action - Move to J34, using Athletics to get on the brown crate.

Athletics (1d20+11=13)

I can't believe I missed that. Ends move action in I33. Let's try again...

Standard action - Deft Strike against HS2, move to J34. Combat Advantage granted from HS2 being prone.

Athletics (1d20+11=18)

There!

Deft Strike HS2 (CA, SA) (1d20+10+2=27, 1d10+5=9, 2d8+4=10)

Hits AC 27 for 19 damage. Kills HS2.[/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: 35/41, 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]
 

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