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


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Quagmire shakes his head, clearing the ringing from the halfling's lucky hit. "Steady, old salt," he mutters to himself. He takes a quick look around, and, seeing his friends have things well in hand, continues to keep the prowler occupied with a sturdy blow to its legs.

[sblock=actions]
Minor: inspiring word on self, heal 1d6+4+10=19
Standard: basic melee attack on prowler: 1d20+9=23 hits for 1d8+4=9.
[/sblock]
 

With no target immediately available Girth decided to go adventuring!

"Here go I" he quipped to no one in particular "I find. You watch for opponent."

He darted forward drawing the shadows of the room around him like a cloak. His hands and lips were ready to blast any enemy who raised his head.

[sblock=OOC]Girth moves forward 6 squares to O30. Shadow Walk grants him concealment as he tries to search out the hidden slingers. IC down at the moment so can't roll Perception or attack rolls. Perception is +2: Eldritch Blast is +7 vs ref; 1d10+5 damage[/sblock]
 


Kauldron gets back up and then makes the nearly dead berserker wholly dead.

Beyrk calls out a target to Kauldron, and the halfling flinches at being spotted.
(Technically, you couldn't do this as the Halfling Slinger is hidden via Stealth. Since you are in combat, it would normally require a standard action perception check to spot one of them before you could attack. I'll let it slide this time, but in the future you could also ready an action to attack one of them when they break cover to attack the group.)

The goblin sorcerer blasts one of the halfling slingers with a barrage of lightning, leaving the foe bloody and on its back.
(Again, unless your passive perception beats their stealth check, you would need a standard action to do the perception check unless you ready an action for when they are visible during attacking. Again, I'll let it pass this time. Great job assuming that he used his Second Chance power and rerolling though! :cool:)

Hrav moves toward the fried halfling which Dang't's lightning knocked over. Stumbling on the crates the first time, he manages to get up and in reach of the fallen halfling on his second try. That is all it takes as the bugbear rams his sword through the halfling's chest and the crate it fell on. The rapidly forming pool of blood under it puddles and leaks between the boards of the crate.
(Hrav on the other hand has a high enough passive perception to see both the hidden halflings, so no problem here! ;))

Quagmire stabs at the halfling prowler again, hitting the small foe but not stopping it at all.

Girth moves into the room and waits for the remaining halfling slinger to show itself so he can blast at it.
(Okay, you said move to O30, but that would not be in this room. I'm going to assume it was a mistype and you meant I30 since you could reach there in 6 squares and 'I' is next to 'O' on the keyboard. Also, as noted above, using perception like this won't work. So I'm converting this to a readied action to blast at the halfling when it shows itself to attack. Hope you don't mind much. ;) Also, IC is down again and I'm just gonna manually roll for your preemptive attack on the slinger.)

The remaining slinger pops out of hiding. Not able to target Kauldron from where its at, the slinger aims for Beyrk instead but the distraction of worrying about Kauldron throws off its aim just enough to be blocked by the bards shield instead of hitting him.

Girth fires off a blast of eldritch power and hits the slinger just as it finishes its attack on Beyrk. The dark light rips into the halfling, leaving it bloody. (Rolled a 16 to hit and a 4+5 (9 total) for damage leaving HS1 bloodied.

The bloodied slinger moves back as it tries to hide again.
(Stealth check 18, so Hrav can see him, but anybody else can't with just passive perception)

The prowler facing Quagmire takes a look at the situation and decides he no longer likes the odds. Jumping down off the high boxes to the floor, the halfling tucks and rolls out of the landing and moves toward the double doors on the west side of the room. Reaching the doors, he looks back as he pulls them open.
[sblock=Map]
attachment.php
[/sblock][sblock=Enemy Actions]Halfling Prowler
* Standard- Jump 10 feet down to E27, then move to E26, F25, G25, H24.
* Move- to H23, H22, H21
* Minor- Open doors

Check for recharge on HS1 Stone Rain (1d6=1) HS1 does not recharge Stone Rain.

Halfling Slinger1
* Standard- Sling attack at Beyrk, missed
* Move- to D33
* Minor- Hidden to anyone not in possession of a passive perception 18 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: 38/41, [6/9]
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

Milestones: 1 today (1 AP awarded)

Enemy current HP's/conditions:
Halfling Prowler: 28/52 (F28)
Halfling Slinger 1: 5/22 (E33 or Hidden) BloodiedUsed Stone Rain, check for recharge on 5 or 6, marked by Kauldron
Halfling Slinger 2: -14/22 (K34) dead
Human Berserker 1: -21/66 (H33) dead
Human Berserker 2: -4/66 (G35) dead
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]
 

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Dang't peers over his cover and sees the halfling trying to escape. The gob hopped down from his cover and dashed forward, thrusting a ball of pure sound as he did so and stepping forward. The thunder crackles and pains the prowler. Seeing the halfling still standing, Dang't channeled the storm again, but was too exuberant and only knocked off some plaster. Carried by the storm behind the boxes, Dang't drops low to avoid being seen by the lurking stone-thrower.[sblock=Actions]Move to H31. Storm Walk with CA vs P and shift to H30: Fort 26 (miss-entered in dice field), 12 thunder. AP to do it again (w/o CA): Auto miss. Shift to HS29 from Storm Walk, drop for free behind boxes, and Stealth to hide behind the boxes from HS2: 19 Succeeds.[/sblock][sblock=Dang't (prone, hidden from HS2)]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: 1, 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]
 

OOC: Sorry I have to do this now, but I'd like to point somethings out that are wrong here as per the books.

Dang't at the end of your last turn you dropped prone. It takes a move action to Stand Up from prone, or you can crawl half your speed.

Since the crates are 10 feet tall it requires an acrobatics check to hop down off them and not fall prone and take a d10 of damage.

This is the biggest thing Stealth. To maintain stealth and gain combat advantage you must at least have Concealment or cover (and not cover from an ally), or the creature has no line of sight to you. Moving to H31 is in the middle of the room, that's no more stealth. Plus if you move more then 2 squares well stealthed you have to reroll stealth with the -5 for moving more then two squares. You may only roll stealth after a move action and you must have Superior Cover or Total Concealment. So you wouldn't be able to drop prone and roll stealth, sorry.

Last dropping prone is a minor action.

Sorry to harp on anyone at all. I know this is no way to make friends in the least. Though I enjoy playing the game as it was meant to be played. Stealth is a powerful tool, just don't wish it to be broken.

Sorry once again.

And yes rolling an active perception is a Minor Action

[sblock=Perception]Perception (Nov. 09, Errata)
Page 186: In the Perception section of the shaded
text, replace “standard action” with “minor action” in
the third sentence.
Perception: No action required—either you notice
something or you don’t. Your DM usually uses your
passive Perception check result. If you want to use
the skill actively, you need to take a minor action or
spend 1 minute listening or searching, depending on
the task.[/sblock]

[sblock=Prone]Prone (Nov. 09, Errata)
Page 277: Add “You can’t move from your space,
although you can teleport, crawl, or be forced to move
by a pull, a push, or a slide.”
PRONE
!! You grant combat advantage to enemies making
melee attacks against you.
!! You can’t move from your space, although you can
teleport, crawl, or be forced to move by a pull, a
push, or a slide.
!! You get a +2 bonus to all defenses against ranged
attacks from nonadjacent enemies.
!! You’re lying on the ground. (If you’re flying, you
safely descend a distance equal to your fly speed. If
you don’t reach the ground, you fall.)
!! You take a –2 penalty to attack rolls.
!! You can drop prone as a minor action.[/sblock]

[sblock=Stand Up]Stand Up (PHB pg. 292)
If you’ve been knocked prone, you need to take a move
action to get back on your feet.
STAND UP: MOVE ACTION
✦ Unoccupied Space: If your space is not occupied by
another creature, you stand up where you are.
✦ Occupied Space: If your space is occupied by
another creature, you can shift 1 square, as part of
this move action, to stand up in an adjacent unoccupied
space. If your space and all adjacent squares are
occupied by other creatures, you can’t stand up.[/sblock]

[sblock=Crawl]Crawl (PHB pg. 288)
When you are prone, you can crawl.
CRAWL: MOVE ACTION
✦ Prone: You must be prone to crawl.
✦ Movement: Move up to half your speed.
✦ Provoke Opportunity Attacks: If you leave a
square adjacent to an enemy, that enemy can make
an opportunity attack against you.[/sblock]

[sblock=Falling]Falling (PHB pg> 284)
Some kinds of terrain present a unique danger: a precipitous
drop. When you fall at least 10 feet, you take
damage.
FALLING
✦ Falling Damage: You take 1d10 damage for each
10 feet you fall.
Fast Alternative: If you fall more than 50 feet, take
25 damage per 50 feet, plus 1d10 per 10 extra feet.
✦ Prone: You fall prone when you land, unless you
take no damage from the fall.
✦ Jumping Down: If you are trained in Acrobatics, you
can make a check to reduce the amount of damage
you take from a fall. See page 181.
✦ Catching Yourself: If a power or a bull rush (page
287) forces you over a precipice or into a pit, you can
immediately make a saving throw to avoid going over
the edge. This saving throw works just like a normal
saving throw, except you make it as soon as you
reach the edge, not at the end of your turn.
Lower than 10: Failure. You fall over the edge.
10 or higher: Success. You fall prone at the edge,
in the last square you occupied before you would
have fallen. The forced movement ends.
✦ Large, Huge, and Gargantuan Creatures: If only
part of a creature’s space is over a pit or a precipice,
the creature doesn’t fall.[/sblock]

[sblock=Stealth]Stealth (Nov. 09, Errata)
Page 188: Replace the shaded text with the following
text.
Stealth: At the end of a move action.
! Opposed Check: Stealth vs. passive Perception. If
multiple enemies are present, your Stealth check
is opposed by each enemy’s passive Perception
check. If you move more than 2 squares during the
move action, you take a –5 penalty to the Stealth
check. If you run, the penalty is –10.
! Becoming Hidden: You can make a Stealth check
against an enemy only if you have superior cover
or total concealment against the enemy or if you’re
outside the enemy’s line of sight. Outside combat,
the DM can allow you to make a Stealth check
against a distracted enemy, even if you don’t have
superior cover or total concealment and aren’t outside
the enemy’s line of sight. The distracted enemy
might be focused on something in a different direction,
allowing you to sneak up.
! Success: You are hidden, which means you are
silent and invisible to the enemy (see “Concealment”
and “Targeting What You Can’t See,” page
281).
! Failure: You can try again at the end of another
move action.
! Remaining Hidden: You remain hidden as long as
you meet these requirements.
Keep Out of Sight: If you no longer have any cover
or concealment against an enemy, you don’t remain
hidden from that enemy. You don’t need superior
cover, total concealment, or to stay outside line of
sight, but you do need some degree of cover or concealment
to remain hidden. You can’t use another
creature as cover to remain hidden.
Keep Quiet: If you speak louder than a whisper
or otherwise draw attention to yourself, you don’t
remain hidden from any enemy that can hear you.
Keep Still: If you move more than 2 squares
during an action, you must make a new Stealth
check with a –5 penalty. If you run, the penalty is
–10. If any enemy’s passive Perception check beats
your check result, you don’t remain hidden from
that enemy.
Don’t Attack: If you attack, you don’t remain hidden.
! Not Remaining Hidden: If you take an action that
causes you not to remain hidden, you retain the
benefits of being hidden until you resolve the action.
You can’t become hidden again as part of that same
action.
! Enemy Activity: An enemy can try to find you on
its turn. If an enemy makes an active Perception
check and beats your Stealth check result (don’t
make a new check), you don’t remain hidden from
that enemy. Also, if an enemy tries to enter your
space, you don’t remain hidden from that enemy.
✦Combat Advantage: You have combat advantage
against a target that isn’t aware of you.
✦ Light Source: Observers automatically see you if
you’re carrying a light source.[/sblock]

[sblock=Cover]Cover (PHB pg. 280)
Enemies behind a low wall, around a corner, or behind
a tree enjoy some amount of cover; you can’t hit them
as easily as you normally could.
COVER
✦ Cover (–2 Penalty to Attack Rolls): The target
is around a corner or protected by terrain. For
example, the target might be in the same square
as a small tree, obscured by a small pillar or a large
piece of furniture, or behind a low wall.
✦ Superior Cover (–5 Penalty to Attack Rolls): The
target is protected by a significant terrain advantage,
such as when fighting from behind a window, a
portcullis, a grate, or an arrow slit.
✦ Area Attacks and Close Attacks: When you make
an area attack or a close attack, a target has cover
if there is an obstruction between the origin square
and the target, not between you and the target.
✦ Reach: If a creature that has reach attacks through
terrain that would grant cover if the target were in
it, the target has cover. For example, even if you’re
not in the same square as a small pillar, it gives you
cover from the attack of an ogre on the other side of
the pillar.
✦ Creatures and Cover: When you make a ranged
attack against an enemy and other enemies are
in the way, your target has cover. Your allies never
grant cover to your enemies, and neither allies nor
enemies give cover against melee, close, or area
attacks.
✦ Determining Cover: To determine if a target has
cover, choose a corner of a square you occupy (or
a corner of your attack’s origin square) and trace
imaginary lines from that corner to every corner
of any one square the target occupies. If one or
two of those lines are blocked by an obstacle or an
enemy, the target has cover. (A line isn’t blocked if it
runs along the edge of an obstacle’s or an enemy’s
square.) If three or four of those lines are blocked but
you have line of effect, the target has superior cover.[/sblock]

[sblock=Concealment]Concealment (PHB pg. 281)
If you can’t get a good look at your target, it has concealment
from you, which means your attack rolls take
a penalty against that target. You might be fighting in
an area of dim light (see “Vision and Light,” page 262),
in an area filled with smoke or mist, or among terrain
features that get in the way of your vision, such as
foliage.
OBSCURED SQUARES
✦ Lightly Obscured: Squares of dim light, foliage,
fog, smoke, heavy falling snow, or rain are lightly
obscured.
✦ Heavily Obscured: Squares of heavy fog, heavy
smoke, or heavy foliage are heavily obscured.
✦ Totally Obscured: Squares of darkness are totally
obscured.
Effects that cause concealment obscure vision without
preventing attacks.
CONCEALMENT
✦ Concealment (–2 Penalty to Attack Rolls): The
target is in a lightly obscured square or in a heavily
obscured square but adjacent to you.
✦ Total Concealment (–5 Penalty to Attack Rolls):
You can’t see the target. The target is invisible, in
a totally obscured square, or in a heavily obscured
square and not adjacent to you.
✦ Melee Attacks and Ranged Attacks Only: Attack
penalties from concealment apply only to the targets
of melee or ranged attacks.
Part of the challenge of attacking a target you can’t
see is knowing where to direct your attack. You have
to choose a square to attack, and the target might not
even be in that square (see “Targeting What You Can’t
See,” below).
A variety of powers and other effects can render you
invisible, effectively giving you total concealment.[/sblock]

[sblock=Climb]Climb (PHB pg. 182)
Make an Athletics check to climb up or down a surface.
Different circumstances and surfaces make
climbing easier or harder.
Climb: Part of a move action.
✦ DC: See the table. If you use a climber’s kit, you get
a +2 bonus to your Athletics check. If you can brace
yourself between two surfaces, you get a +5 bonus
to your check.
✦ Success: You climb at one-half your speed. When
you climb to reach the top of a surface, such as when
you climb out of a pit, the distance to reach the top
includes allowing you to arrive in the square adjacent
to the surface. The last square of movement
places you on that square.
✦ Fail by 4 or Less: You stay where you started and
lose the rest of your move action, but you don’t fall.
You can try again as part of a move action.
✦ Fail by 5 or More: You fall (see “Falling,” page 284)
and lose the rest of your move action.
✦ Grant Combat Advantage: While you are climbing,
all enemies have combat advantage against you.
✦ Uses Movement: Count the number of squares you
climb as part of your move.
✦ Taking Damage: If you take damage while climbing,
you must make a Climb check using the DC for the
surface you’re climbing. If that damage makes you
bloodied, increase the DC by 5. If you fail the check,
you fall from your current height. If you try to catch
hold when you fall, add the damage you take to the
DC to catch yourself.
✦ Catch Hold: If you fall while climbing, you can make
an Athletics check as a free action to catch hold of
something to stop your fall. The base DC to catch
hold of something is the DC of the surface you were
climbing plus 5, modified by circumstances. You can
make one check to catch hold. If you fail, you can’t
try again unless the DM rules otherwise.
✦ Climb Speed: While climbing, creatures that have
a climb speed (such as monstrous spiders) use that
speed, ignore difficult terrain, do not grant combat
advantage because of climbing, and do not make
Athletics checks to climb.[/sblock]
 

[sblock=OOC]Re moving and prone: This is why I stated "drop prone if I had to" at the end of my last turn. I assumed that I didn't need to as he was already in the crates like the halflings (PH didn't mention it as a response to my post or to the halflings that hit).

You're right on the acrobatics: 27 likely succeeds.

You know, I remember looking up that -5 for moving; I just forgot to add it. Dang't is thus just prone and not hidden.

Dropping is minor, is it? Son of a gun, you're right. Still had a minor, however, so that part didn't need to change.

Ah, but the Stealth check as only at the end of move action defeats that (which is a bit silly, but I understand why). Still, dropping prone still gives him cover.

So, main thing: If PH says Dang't was prone, then we use the AP to stand and don't make the other (missed attack). W/o cover, there is no reason to drop prone.

If Dang't wasn't prone, he still drops prone for cover from the ranged attack, but doesn't gain stealth (can't make the check and fails if he could).[/sblock]
 

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