[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)

OOC: Even at a run Ixenvalignat can only cover half the distance from their current position to the tower. Thus,if Finnean is spotted, Ixenvalignat will Doublemove 10 squares as close to the tower as possible, on his turn.

Initiative: 1d20+1=13
 

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OOC: I just did some rules lawyering and from my findings I gather that Jesse can effectively lock down one of the guards by casting Spectral Image on the window (or up to 5x5 feet) and create an illusion. It would last for 5 mins and Jesse can recast it after a short rest.

Would this actually be useful? Are there any "key" windows I could enchant and make an illusion so that the guard thinks everything is normal?

On top of that, the illusion would break if
-the guard touches the illusion, so I'll cast a spherical illusion just out of reach
-5 minutes pass
-an Insight check of 21 can determine it's an illu but will not break it

Unless of course jsb let's me do an arcana check and call it a day and I cast an illusion around the whole tower :D

Just my ramblings.
 

Round 1 - Island Tower

Finnean unlocks the large double doors, not detecting any traps of any kind, and in fact – the locks were definitely more rudimentary in nature. He could have disarmed them blindfolded. Pushing the doors in reveals that the hinges haven’t been oiled recently and squeal in protest. The halfling hears a high-pitched snipe coming from the less-than-brave goblin guarding the entry way of what was once an opulent entry room. The creature sees Finnean peering into the room, smirks, and then charges the halfling while he is still in the entry way. (HIT)

The other heroes see Finnean suddenly be attacked by something.
GM: [MENTION=84680]treex[/MENTION]: Go ahead and make an Arcana Check to attempt to make that illusion.

Initiatives:
Finnean: 1d20+5=25
Ixenvalignat: 1d20+1=13
Cyrus: 1d20+6=12
Jesse: 1d20+1=20
Ironheart: 1d20+1=10

Monsters: 1d20+6=13

So Finnean and Jesse can go before the monsters (Ixen tied with the monsters, but their init mod is higher).

[sblock=Map]
Map #1
Map #2


***NOTE: I had to adjust the maps. Please note that they aren't to scale and that the grid DOES NOT correspond to each other. (I didn't originally plan on the whole sneaking towards the tower, :p).

Illumination: Outside: Bright; mid-morning
Inside: Bright; torch-light
Tower Walls: covered in abalone shells; Climb (Athletics DC 21)
Double-Door: Metal, 10-feet tall; locked (AC4; 180hp); Thievery DC 15 to open
Interior Doors: Wooden; 8-feet tall; each door has a sliding iron panel at eye level for a Medium creature. The panels can be opened from either side
Arrow Slits: multiple per tower level; cannot squeeze through (only Tiny-sized creatures can fit)
Main Ramp: not considered difficult terrain.[/sblock]
[sblock=Enemy Actions]Goblin Blackblade: Standard: Charge against Finnean (AC 18): +8+1(charge) vs. AC; 1d6+3 damage: 1d20+8+1=26, 1d6+3=8 HIT for 8 damage[/sblock]
[sblock=Combatants] Goblin Blackblade: AC 18; Fort 15; Ref 15; Will 13; 38/38 hp; MBA (short sword):+8 vs. AC; 1d6+3 damage; Goblin Tactics: immediate reaction; at-will; when missed by a melee attack, the goblin blackblade can shift 1 square; Combat Advantage: the goblin blackblade deals an extra 1d6 damage against any creature it has combat advantage against; Sneaky: when shifting, a goblin blackblade can shift into a space occupied by an ally of equal level or lower and that ally can shift into the blackblade’s previous square as a free action.
Goblin Blackblade: 38/38 hp; Status:

Finnean: 26/34 hp; HS 7/7; AP 1 ; Second Chance; Ardent Surge [1]; Status:
Ixenvalignat: 42/42 hp; HS 8/8; AP 1; Inspiring Word [1], [2]; Status:
Cyrus: 36/36 hp; HS 9/9; AP 1; Status:
Jesse: 33/33 hp; HS 7/7; AP 1; Potion of Healing; Status:
Ironheart: 49/49 hp; HS 11/11; AP 1; Status:
[/sblock]
GM: Summary:
Finnean: Hit for 8 damage
Ixenvalignat: -
Cyrus: -
Jesse: -
 

Seeing that his friend is being attacked, Ixenvalignat does the only thing he can do from this distance, "Run to the battle brothers!"
OOC: Actions:
Move X2: Doublemove (Running) to R8.
Minor: *huff* *puff* *huff* *puff*

Ixenvalignat grants combat advantage.

Ixenvalignat is sure getting his exercise in this adventure :).
[sblock=Ministats] Ixenvalignat
Male Dragonborn Warlord Level 3 Initiative: +1
Speed 5
Passive Perceoption: 10; Passive Insight: 10; Senses: Normal Vision
Draconic Fury: +1 to attack rolls while bloodied
Languages: Draconic, Common
AC: 21; Fortitude; 19 Reflex: 15; Will: 18
HP: 42/42
Surge Value: 10; Surges Left: 8/8
Action Points: 1

At Will Powers:
:bmelee: Melee Basic Attack 1d20+10 vs. AC
Hit: 1d10+6 damage

:branged: Ranged Basic Attack 1d20+3 vs. AC
Hit: 1d4 damage

:melee: Brash Assault (Standard) 1d20+10 vs. AC
Hit: 1d10+6 damage

Effect: The target can make a melee basic attack against you as a free action asn has combat advantage for the attack. If the target makes the attack, an ally of your choice within 5 squares of the target can make a basic attack against the target as a free action and has combat advantage for the attack.

:melee: Intuitive Strike (Standard) 1d20+10 vs. Will
Hit: 1d10+6 damage. Until the start of Ixenvalignat's next turn, the next ally who attacks the target and has combat advantage against it gains a +2 power bonus to the attack roll.

Encounter Powers:
:close: (5) Dragon Breath (Minor) 1d20+9 vs. Reflex
Hit: 1d6 damage
Bostering Breath Feat: Targets enemies only

Hit: 1d6 Lightning damage

Battlefront Shift (No Action)

Effect: Target (either Ixenvalignat or an ally) shifts half speed on initiative roll

:close: (5) Inspiring Word (Minor) 1 2
Effect: Target within 5 squares spends healing surge for HS value+1d6 hitpoints

Special:
Can be used twice per encounter

:ranged: (5) Encouraging Boost (Minor)
Effect: The target can use its second wind and regain an additional +4 hit points.

Special:
Can be used twice per encounter
:melee: Tactician's Invitation (Standard) 1d20+10 vs. AC
Hit:
2d10+6 Damage. The next time an ally hits the target before the end of Ixenvalignat's next turn, that ally can slide the target two squares, shift 2 squares or deal 4 extra damage to the target.

:melee: Flattening Charge (Standard, Charge)1d20+10+1 vs. AC
Hit: 1d10+6 Damage, and Ixenvalignat knocks the target prone.

Bravura Presence:
If the attack hits, this power is not expended

Miss:
The target gains combat advantage against Ixenvalignat until the start of Ixenvalignat's next turn.

Daily Powers:

:melee: Bastion of Defense 1d20+10 vs. AC
Hit: 3d10+6=Damage. Each ally within 5 squares of Ixenvalignat gains a +1 power bonus to all defenses until the end of the encounter.

Effect: Each ally within 5 squares of Ixenvalignat gains 9 temporary hit poins.

:melee: Brave Warriors 1d20+10 vs. AC
Hit: 3d10+6=Damage.

Miss: Half damage

Effect: Until the end of the encounter, Ixenvalignat gets a +1 power bonus to attack rolls when he charges, and allies get a +1 power bonus to attack rolls when they charge within line of sight of Ixenvalignat.

Feats:


  • Armored Warlord: Ixenvalignat gains proficiency with scale armor, and he increases his number of healing surges by one.
  • Bolstering Breath: Your dragon breath power targets enemies in the area, instead of all creatures in the area. In addition, allies in the area of your dragon breath gain a +1 bonus to attack rolls until the end of your next turn.
  • Enlarged Dragon Breath: You may chose to make your dragon breath power close blast 5 instead of close blast 3.
[/sblock]
 

Jesse tries to cast an illusion over the field to hide his allies from the goblins. But he fumbles under the pressure, and the illusion wavers.

Even worse, as he tries to approach the tower, he trips over some mangled tree roots.

[sblock=Actions]Standard: Arcana Check of 14
Move: Move to AB8
Minor: Fall prone[/sblock]
 

Finnean decided that the best offense it this case was defense. With a flash of his rapier, he stabbed at the goblin, scoring a solid hit, while preparing to deflect a return attack.

[sblock=Actions]Standard: Opening Move (1d20+8=24, 2d8+4=18) (HIT)
Effect: Finnean gains a +6 bonus to AC and Reflex until the end of his next turn.[/sblock]

[sblock=Finnean Fairhand]Status:

Finnean Fairhand - Level 2 Rogue|Ardent
Init: +5 Speed: 6
Passive Perception: 13; Passive Insight: 13
AC: 24 (34 OA) Fort 12 (14 OA) Ref 22 (24 OA) Will 16 (18 OA)
HP: 26/34 Surges: 7/7 Surge Value: 6
Languages: Common, Elven
Str:8 Dex:18 Wis:14 Con:12 Int:10 Cha:18

AP: 1

PP: 1/2

Powers:
Intent Laid Bare
Sly Flourish

Second Chance[]
Ardent Surge[]
Opening Move[x]
Second Wind[]
Lurker's Cloak[]

Mental Turmoil[]
Thought-Eater Armor[x]
Baffling Cape[]
[/sblock]
 

Round 2 – Island Tower
[sblock=Previous Rounds]
Round 1[/sblock]
Jesse tries to cast an illusion over the field to hide his allies from the goblins. But he fumbles under the pressure, and the illusion wavers. Even worse, as he tries to approach the tower, he trips over some mangled tree roots. (Arcana Check for Illusion – miss)

Finnean decided that the best offense it this case was defense. With a flash of his rapier, he stabbed at the goblin, scoring a solid hit, while preparing to deflect a return attack. (HIT)

The air above the tower begins to spark and crackle, but its flaming trails fade to nothingness. Barely heard shouts of surprise can be heard from above. As if in response, from high atop the tower, three small missiles arc out, crossbow bolts fluttering weakly to land around the prone tiefling, missing him entirely. (MISS, MISS & MISS)
GM: Some goblin sharpshooters huh?! lol

The goblin takes the hit from the halfling. It grins as the door behind it opens and three goblins come rushing out. Knowing its comrades will be here soon, it attacks the ardent-rogue. Finnean also swears he can hear squealing and chittering, almost like a large amount of rats are nearby. (HIT)
GM: @H.M.Gimlord : Ixenvalignat’s and the monster’s Initiative rolls tied. Your modifier is lower than theirs (yours: +1; Theirs: +6) so they get to go first. There’s not much you can do to change your turn so I’ll post your actions here.

Seeing that his friend is being attacked, Ixenvalignat does the only thing he can do from this distance, "Run to the battle brothers!" (Double Move)

[sblock=Map]

Illumination: Outside: Bright; mid-morning
Inside: Bright; torch-light
Tower Walls: covered in abalone shells; Climb (Athletics DC 21)
Double-Door: Metal, 10-feet tall; locked (AC4; 180hp); Thievery DC 15 to open
Interior Doors: Wooden; 8-feet tall; each door has a sliding iron panel at eye level for a Medium creature. The panels can be opened from either side
Arrow Slits: multiple per tower level; cannot squeeze through (only Tiny-sized creatures can fit)
Main Ramp: not considered difficult terrain.[/sblock]
[sblock=Enemy Actions:] Goblin Blackblade (G6 – Map #2): Standard: MBA (Short Sword) against Finnean (AC 18+6(Opening Move)):+8 vs. AC; 1d6+3 damage: 1d20+8=26, 1d6+3=8 HIT for 8 damage; Move: Shift: H5>G6

Goblin Cutter 1 (F9 – Map #2): Move to F9
Goblin Cutter 2 (E8 – Map #2): Move to E8
Goblin Cutter 3 (D8 – Map #2): Move to D8

Goblin Sharpshooter 1 (on rooftop battlement): Standard: RBA (hand crossbow) against Jesse (AC 15): Ranged 10/20: +11-2(distance)-2(prone); 1d6+4 damage: 1d20+11-2-2=9, 1d6+4=10 miss; Free: reload

Goblin Sharpshooter 2 (on rooftop battlement): Standard: RBA (hand crossbow) against Jesse (AC 15): Ranged 10/20: +11-2(distance)-2(prone); 1d6+4 damage: 1d20+11-2-2=17, 1d6+4=5 miss; Free: reload

Goblin Sharpshooter 3 (on rooftop battlement): Standard: RBA (hand crossbow) against Jesse (AC 15): Ranged 10/20: +11-2(distance)-2(prone); 1d6+4 damage: 1d20+11-2-2=12, 1d6+4=8 miss; Free: reload
[/sblock]
[sblock=Combatants] Goblin Blackblade: AC 18; Fort 15; Ref 15; Will 13; 38/38 hp; MBA (short sword):+8 vs. AC; 1d6+3 damage; Goblin Tactics: immediate reaction; at-will; when missed by a melee attack, the goblin blackblade can shift 1 square; Combat Advantage: the goblin blackblade deals an extra 1d6 damage against any creature it has combat advantage against; Sneaky: when shifting, a goblin blackblade can shift into a space occupied by an ally of equal level or lower and that ally can shift into the blackblade’s previous square as a free action.
Goblin Blackblade 1 (G6 – Map #2): 20/38 hp; Status:
[sblock=Picture] [/sblock]

Goblin Sharpshooter: AC 16; Fort 14; Ref 16; Will 14; 44/44 hp; MBA (short sword): +10 vs. AC; 1d6+4 damage; RBA (hand crossbow): Ranged 10/20; +11 vs. AC; 1d6+4 damage; Sniper: When a goblin sharpshooter makes a ranged attack from hiding and misses, it is considered to be hiding; Goblin Tactics: immediate reaction; at-will; when missed by a melee attack, the goblin sharpshooter can shift 1 square; Combat Advantage: the goblin sharpshooter deals an extra 1d6 damage against any creature it has combat advantage against, it can gain combat advantage against flanked creatures.
Goblin Sharpshooter 1 (on rooftop battlement): 44/44 hp; Status: Total concealment
Goblin Sharpshooter 2 (on rooftop battlement): 44/44 hp; Status: Total concealment
Goblin Sharpshooter 3 (on rooftop battlement): 44/44 hp; Status: Total concealment
[sblock=Picture] [/sblock]

Goblin Cutter: AC 17; Fort 13; Ref 15; Will 12; 1 hp (a miss never damages a minion); MBA (short sword): +6 vs. AC; 4 damage (5 damage on a critical hit); RBA (crossbow): +6 vs. AC; 4 damage (5 damage on a critical hit); Goblin Tactics: immediate reaction; at-will; when missed by a melee attack, the goblin cutter can shift 1 square.
Goblin Cutter 1 (F9 - Map #2): 1/1 hp; Status:
Goblin Cutter 2 (E8 - Map #2): 1/1 hp; Status:
Goblin Cutter 3 (D8 - Map #2): 1/1 hp; Status:
[sblock=Picture] [/sblock]

Finnean (i4 – Map #2): 18/34 hp; HS 7/7; AP 1 ; Second Chance; Ardent Surge [1]; Status: +6 to AC TENT
Ixenvalignat (AF6 – Map #1): 42/42 hp; HS 8/8; AP 1; Inspiring Word [1], [2]; Status: Grants CA TSNT (Run)
Cyrus (AG6 – Map #1): 36/36 hp; HS 9/9; AP 1; Status:
Jesse (AB8 – Map #1): 33/33 hp; HS 7/7; AP 1; Potion of Healing; Status:
Ironheart (Ai6 – Map #1)): 49/49 hp; HS 11/11; AP 1; Status:
[/sblock]
GM: Summary:
Finnean: Hit for 8 damage
Ixenvalignat: -
Cyrus: -
Jesse: missed, missed, missed
Ironheart: -
 
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"Finnean, wait!" Ironheart bellows. His leaves tremble in horror as he realizes how far away the rogue has gotten, how exposed and vulnerable. "Not again..." he whispers as visions of trees crashing down around him flood his mind.

Hefting his axe, he charges towards the tower with a bestial roar. He seems to grow taller, his legs longer and his upper branches thicker as he stumps over the ground. His top crown of branches begin curl and sweep back, except for two which sweep forward in twisting files and thicken to form solid horns. Tilting forward as he runs, Ironheart screams across the battlefield like a ballista bolt.

And suddenly he is pounding up the ramp into the tower. He spots Finnean surrounded by foes, and doesn't hesitate - he bulls past him and barrels into the leading goblin. Goblins! It was these foul creatures that cut down his grove! Ironheart's axe swings around in a deadly arc and, aided by his deadly momentum, cuts through both of the goblin's legs in a single sweep. Blood sprays out behind it as it topples to the ground, felled like deadwood.

[sblock=Actions]
Minor: Form of the Fearsome Ram - until the end of the encounter, you gain a +2 power bonus to speed and a +2 bonus to charge attack rolls. In addition, when you hit the target with an at-will attack, you push the target 1 square. If the attack already pushes the target, the distance of the push increases by 1 square.
Move: run 10 squares (speed 6 + 2 from Fearsome Ram + 2 for running) to Y10
Standard: run 10 squares to O10

I'm terribly tempted to burn an action point to use my other daily to make a zone of concealment right here, to foil those sharpshooters. But that's a bit too much use of resources. Instead...

Action point: charge to H5 on map 2 (I think I can do this; if not, I won't spend the action point) and attack the blackblade with Warden's Lunge. Warden's Lunge (+1 for charging, +2 from Fearsome Ram) (1d20+9+1+2=26, 1d10+6+4=20) Hits the blackblade for 20 damage, and marks it until the end of my next turn. Although I believe that kills it, so it doesn't matter.

EDIT: forgot I had a -5 to attack from running, so that's -5 to hit. Still hits with a 21. Also I grant combat advantage.

EDIT again: I just took the 1 round distance record! Although the records page hasn't really been kept up, so somebody might have beat that and just not recorded it.
[/sblock]

[sblock=L4W Ironheart]
Init: +1 Speed: 6 Perception:13 Insight: 11
AC: 18 Fort: 17 Ref: 11 Will: 13
HP: 49/49 Surges: 13/13 Surge Value: 12 AP: 0
Str:20 Con:18 Dex:10 Int:10 Wis:10 Cha:8

Powers:
Warden's Fury
Warden's Grasp
Strength of Stone
Warden's Lunge
Second Wind
Warforged Resolve
Earth Spikes
Fearsome Ram Attack
Earthgrasp Strike
Form of the Fearsome Ram
Nature's Abundance
[/sblock]
 
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