• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

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

covaithe

Explorer
Quagmire, lumbering and puffing after the bolter as fast as his callused feet will carry him, lunges toward the immobilized dwarf with a grunt, slashing hard at her back. "Give it up, lass. I know you dwarves ain't too bright, but ye gotta see there's no reason to die today. Drop yer weapons and we'll spare ye, my word on it," he gasps.

[sblock=ooc]After all that thinking, I think I can just charge this round. Next round, if she's still up and hasn't surrendered, I can move around her.

charge: 26 vs. AC for 15 damage.
[/sblock]
 

log in or register to remove this ad

Phoenix8008

First Post
OOC: My apologies for not posting yet folks. Had training yesterday for a new job I'm starting the first day of today. I'll try to post this evening after work. If not, at least I'm off tomorrow and will do so that morning at the latest. I'm just happy to have a job again for the first time since May. Wish me luck!
 

Phoenix8008

First Post
[sblock=Map]
attachment.php
[/sblock]
Hrav dispatches the hammerer between him and Quagmire. Kauldron tries to finish off the other hammerer, but its armor protects it. Dang't blasts the dwarf in front of Kauldron with lightning, dropping it dead to the ground. Beyrk helps Kauldron with some well timed words before charging at the fleeing bolter but missing the strike at her back. Girth's dark energy causes the first harm to the bolter, and her legs lock in place as if frozen by the cold light. Quagmire runs into the hallway and charges up to the dwarf woman before hitting her in the back.

Her downcast eyes glisten with tears as she drops her weapons and drops to her knees. Blood trickles down her back from the wounds she has sustained. The loudest sound you hear is her quiet sobbing.

Your turn...what do you do?

Battle is essentially over. 2nd milestone today, and 2nd AP awarded to each party member.[sblock=Status]Party current/total HP's, [current/total HS's], conditions (* if already acted)
Hrav: 28/46, [6/8] +5 temp hps, +2 to next damage roll before Beyrk's next turn
Quagmire: 41/41, [7/9]
Girth: 45/45, [9/10]
Dang't: 32/32, [7/8]
Beyrk: 35/35, [9/11]
Kauldron: 20/29, [8/12] +5 temp hps

Milestones: 2 today (2nd AP awarded)

Enemy current(future)/total HP's \ conditions:
Dwarf Hammerer 1: -2/64 \ dead
Dwarf Hammerer 2: -15/64 \ dead
Dwarf Hammerer 3: -15/64 \ dead
Dwarf Bolter 1: -2/46 \ dead
Dwarf Bolter 2: 20/46 \ immobilized, bloodied
Dire Wolf: -1/67 \ dead
[/sblock][sblock=Enemy Stats]Dwarf Hammerer Level 5 Soldier
Medium natural humanoid XP 200
Initiative +4 Senses Perception +4; low-light vision
HP 64; Bloodied 32
AC 23; Fortitude 18, Reflex 15, Will 17
Saving Throws +5 against poison effects
Speed 5
:bmelee: Warhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
:melee: Shield Bash (minor; recharge :5::6: )
+9 vs. Fortitude; 2d6 + 3 damage, and the target is knocked
prone or pushed 1 square (dwarf hammerer’s choice).
:ranged: Throwing Hammer (standard; at-will) ✦ Weapon
Ranged 5/10; +10 vs. AC; 1d6 + 3 damage.
Stubborn (immediate interrupt, when an enemy tries to push the
dwarf hammerer or knock it prone; at-will)
The hammerer makes a melee basic attack against the enemy.
Stand Your Ground
When an effect forces a dwarf to move—through a pull, a push, or
a slide—the dwarf moves 1 square less than the effect specifies.
When an attack would knock the dwarf prone, the dwarf can roll
a saving throw to avoid falling prone.
Alignment Any Languages Common, Dwarven
Skills Dungeoneering +11, Endurance +5
Str 17 (+5) Dex 10 (+2) Wis 14 (+4)
Con 16 (+5) Int 11 (+2) Cha 12 (+3)
Equipment plate armor, heavy shield, warhammer, 3 throwing
hammers


Dwarf Bolter Level 4 Artillery
Medium natural humanoid XP 175
Initiative +5 Senses Perception +8; low-light vision
HP 46; Bloodied 23
AC 17; Fortitude 16, Reflex 16, Will 14
Saving Throws +5 against poison eff ects
Speed 5
:bmelee: Warhammer (standard; at-will) ✦ Weapon
+8 vs. AC; 1d10 + 2 damage.
:ranged: Crossbow (standard; at-will) ✦ Weapon
Ranged 15/30; +10 vs. AC; 1d8 + 3 damage.
Aimed Shot
The dwarf bolter gains a +2 bonus to attack rolls and deals an
extra 1d6 damage with ranged attacks against creatures that
don’t have cover.
Stand Your Ground
When an eff ect forces a dwarf to move—through a pull, a
push, or a slide—the dwarf moves 1 square less than the eff ect
specifi es. When an attack would knock the dwarf prone, the
dwarf can roll a saving throw to avoid falling prone.
Alignment Unaligned Languages Common, Dwarven
Skills Dungeoneering +10, Endurance +7
Str 14 (+4) Dex 16 (+5) Wis 12 (+3)
Con 16 (+5) Int 11 (+2) Cha 10 (+2)
Equipment chainmail, warhammer, crossbow with 20 bolts


Dire Wolf Level 5 Skirmisher
Large natural beast (mount) XP 200
Initiative +7 Senses Perception +9; low-light vision
HP 67; Bloodied 33
AC 19; Fortitude 18, Reflex 17, Will 16
Speed 8
:bmelee: Bite (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone
target.
Combat Advantage
The dire wolf gains combat advantage against a target that has
one or more of the dire wolf’s allies adjacent to it. If the dire
wolf has combat advantage against the target, the target is also
knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or
higher; at-will) ✦ Mount
The dire wolf’s rider gains combat advantage against an enemy if
it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned Languages
Str 19 (+6) Dex 16 (+5) Wis 14 (+4)
Con 19 (+6) Int 5 (–1) Cha 11 (+2)[/sblock]
 

Attachments

  • Forge fight 4.JPG
    Forge fight 4.JPG
    94.9 KB · Views: 153

covaithe

Explorer
Quagmire looks aside, slightly embarrassed. "Dwarves. Useless," he mutters to himself. He pushes away the dwarf's dropped weapons, though, and begins binding her hands and feet with rope, firmly but not cruelly. "Anybody hurt?" he calls.

[sblock=actions]Quagmire has both inspiring words left. [/sblock]
 

The Digger

First Post
"Wounds I have none, friend Quagmire. But for the concern, thanks."

Girth started to move back to investigate the dead dwarves and the rest of the room.

"The prisoner bring. Perhaps keys she will have or information she will yield."
 

Darksteed

First Post
*Kauldron comes wandering around the corner. Smirking as he sees the Dwarf being tied up. He sighs heavily then with a heavy clank of his armor, he sits down upon the cold floor. Tired, and rather beaten.*

Damn, I needs a smoke.

*Tossing the last of his smoked cigar to the side. He reaches down to his le and pulls out another cigar from a box that is latched to his leg. He grins under his helm as he snaps his fingers and a spark of flame comes to life off his index finger. He lights and puffs upon his cigar.*

Ahhh! So much better.

*Looking over to Quagmire as he asks the question.*

I am. Though nothing a little smoke break won't fix right up. *He pauses a moment.* I say we ask her about where they pick there goods, and just whom she thought she was running to go get, and how many there are over that way.
 

garyh

First Post
"I did get a bit banged up," Hrav tells Quag.

[sblock=Mechanics]Use one healing surge with Quag's Inspiring Word and Mutt's Song of Rest to heal to 46/46 (no rolling needed), 5/8 surges remaining.[/sblock]

[sblock=Hrav's Info]Hrav Kortaga - Male Bugbear Rogue (Fighter) 5
Initiative: +6, Passive Perception: 19, Passive Insight: 18, Low-Light Vision
AC: 19, Fort: 17, Reflex: 19, Will: 14 - Speed: 6
HP: 46/46, Bloodied: 23, Surge Value: 12, Surges left: 5/8
Action Points: 1
Resists: 5 Necrotic, 5 Poison

Powers:
Clever 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

Downward Spiral
Handspring Assault

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


Full character sheet[/sblock]
 

stonegod

Spawn of Khyber/LEB Judge
Dang't dances excitedly at the end of the battle, wind and lightning swirling around him. Dang't call big winds and storms. BOOM and zap. Best fun Dang't have in ages. He looks up when Quag asks his question. Dang't peachy.

Dang't keeps an eye out while the others ask the dwarf questions.
 

Phoenix8008

First Post
As Quagmire helps patch up Hrav, Girth goes to search the dead dwarves and the forge they came from. The wolf-riding dwarf wore an amulet under his shirt and had a belt pouch containing an iron key, 30 gold coins, and a potion of healing that he never had the chance to use. Within the forge itself, Girth discovers even more treasure. Gems, apparently for future use in decorating weapons or something, along with two blades resting on a workbench that seem to be finished and complete. One is a silver-plated longsword, mostly ornamental from the looks of it. The other is a supremely crafted blade with an beautifully intricate basket hilt. Waving the longsword back and forth produces a humming note which rises in tone and volume along with the ferocity of the swing. Engraved on the inside of the basket hilt is a single word: Banshee.

[sblock=treasure details]On dwarf:
+1 Amulet of Protection (lvl 1, PHB, for Beyrk)
30 gp
1 potion of healing
1 iron key

Inside forge room:
Two 100gp gems
Two 25 gp gems
silver-plated longsword (value 250 gp)
+1 Harsh Songblade longsword (lvl 3, PHB2, for Beyrk)

Note: not giving out XP yet since it wouldn't level anyone up yet anyway. Probably going to avoid giving out time XP again till the end of the adventure. I am tracking everyone's current XP and what has been earned though and will award any XP due when it will enable anyone to level up.[/sblock]
Meanwhile, the dwarf prisoner has stopped fighting, stopped running, and now has stopped crying, but she hasn't started talking. More direct methods will need to be employed it seems.

[sblock=Skill challenge]Interrogation

The dwarf has clammed up and you need to get her talking to get any information from her. This is not an all or nothing skill challenge. The number of successes you get will determine the amount and quality of info you get from her. 6 successes before 3 failures gets you the max. If you reach 3 failures, then I'll gauge the amount of info you receive based on how many successes you got by then.

Primary skills: Bluff, Diplomacy, Intimidate. DC 15
Secondary skills: You can try anything you want as long as you can give a good reason why using that skill would have some chance of making her talk. DC20 for any secondary skills.

Everybody has to participate. Go in whatever order you post in till all 6 have gone before anybody goes a second time. Any questions? Let me know.[/sblock]
 
Last edited:

garyh

First Post
"Okay, talk, or we bust ya up good!" Hrav says, not entirely convincingly.

Intimidate (1d20+9=13) - Gah, a roll of 4... dang... Can someone retroactively aid me?

[sblock=Hrav's Info]Hrav Kortaga - Male Bugbear Rogue (Fighter) 5
Initiative: +6, Passive Perception: 19, Passive Insight: 18, Low-Light Vision
AC: 19, Fort: 17, Reflex: 19, Will: 14 - Speed: 6
HP: 46/46, Bloodied: 23, Surge Value: 12, Surges left: 5/8
Action Points: 1
Resists: 5 Necrotic, 5 Poison

Powers:
Clever 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

Downward Spiral
Handspring Assault

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


Full character sheet[/sblock]
 

Remove ads

Top