Adventure: Hey! That's Not Wayne's Basement! (DM: H.M.Gimlord, Judge: Ozymandias79)

Riardon
(before the talk with the man) After healing Talon, Riardon decides to bring some trouble to his enemies, conjuring a cold cloud among them.

[sblock=OOC]
Sorry, was occupied by caring for my ill children. High fever,but they are better now.

Save vs OD (1d20=6)

Chilling Cloud (1d20+4=18, 1d20+4=6, 1d20+4=21, 1d20+4=20, 1d20+4=16)
centered on G24. Don't know how much enemies. Rolled 5 times use them as you see fit.

This tales place with Riardon's other action, before the man spoke.
-----
Is approved :lol:
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Everyone in 20 sq around Riardon gets a +2 to initiative.
When you spend an AP, you get a +3 on attacks.

[sblock=Mini stat block]
Riardon
Perception: 17 Insight: 12 Low-light Vision
AC 19 Fortitude 16 Reflex 15 Will 14
Hit Points: 22 / 34 Bloodied: 17
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:6 Surges per day: 8 / 8
At-Will Powers: Commander's Strike, Opening Shove
Encounter Powers: Inspiring Word 0/2, Aid the Injured, Chilling Cloud, Warlords Favor, Feystep
Daily Powers: Calculated Assault, Sunblade Burst

Condition: -
[/sblock][/sblock]
 
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Rujah remains mostly silent, growling to himself as he moves slightly, preparing to change the flow of combat, should it erupt once more. Once it did, he'd charge in with a furious bellow, his hammer crashing at the antagonists.

[sblock=Actions]
Move to I17
Ready action to charge to G19 the moment any enemy moves into G18. If the Wyvern moves in first, use Thorn Strike on the Bandit to draw him adjacent to Rujah. If the bandit moves to G18 first, use Weight of Earth on the Wyvern.

I'd do the rolls, but since I don't know who I am attack or whether or not it will trigger, just let me know if you need me to roll.[/sblock]
 

[sblock=BB,Tenchuu,P8]Waiting on your responses to the 'gentleman''s questions/requests. This'll only last about 1 or two rounds, but it's important in deciding exactly how things go.[/sblock]
 

"I think you've found the problem. This place seems to be in flux, moving, like an unstable portal, whether you know it or not," Jin said, trying to explain. "We're here for the necklace, and to find the cause of this flux. It would be better if you helped us do this. We do not want to harm you, but I am confident we can defend ourselves successfully if you attack again."
 

Fenwick smiles broadly at the man. While not dropping his guard, he shifts his axe so that he can gesture while speaking.

"Fenwick explain things. This very simple, but also very unusual. We in Daunton City, sitting in public house, when beer-man Varquat come in and say his basement changed. He very distressed, and say he hire us to find out why his basement changed. Also looking for wife's necklace he drop in basement when he look and see it not his basement. He say fat man obtain necklace from ground and pocket it. Necklace very valuable to Varquat, although since he brewmeister, beer in basement also valuable to him, and much tastier than necklace.

"We go look at basement, which look like basement. Then we go in, and when we look up, door closed, but we leave door wide open. Rujah, that the dragon guy, he open door back up, and see that street different from street we enter from. This very eldritch and mystifying. But still, basement is basement, right? If this brewer's cellar, should be beer in big barrels. But is it beer? No! It secret passage!

"Aha, we say. This could be clue to mystery! Maybe we find out where basement actually is. So we go through barrel, and Rujah fall in hole and we get assaulted by rodents. Then flying dragon things come in. Then we meet you. We strong combatants. Victorious over rats. Victorious over flying dragon thing. Happy to feel the rush of battle. But we not here to contend with arms. We look for answers. So, we request you tell us where is us, and maybe more things. If you engage us with blade or claw, we counterassault. You help us and not attack, we go our merry way, and everybody happy and still alive!"


Fenwick grins cheerfully again.

[sblock=ooc]
Diplomacy Check (1d20+8=28)
[/sblock]
 

The smartly dressed man at the bottom of the stairs scratches his chin as if trying to follow Fenwick’s long and confusing discourse, every now and then attempting to speak, only then realizing that the orc is not finished. The boss-man’s head nods up, and his mouth bobs open several times like this, in a striking resemblance to a cod fish, until, finally, Fenwick concludes his story. Thinking this to be simply a pause in the narrative, the man begins his reply quick on the heels of the last word.

“So, let me see if I understand. You say you’re from a town called Daunton, and your friend dropped a necklace into his cellar, but it ended up in this one. Now that’s curious. Hmm….” He pauses, continuing to scratch his chin, “Well the idea of you being from out of town certainly fits the bill. We don’t exactly see people of your type around here, no offense, but the demographics here are pretty narrow. Wherever Daunton is, you’re not there any more. This town is called Rioc Alair.” Again he pauses as if contemplating what to do next. Then he reaches into his vest and pulls out a pendant hanging on a chain around his neck. Even as you peer intently through the growing pile of rubble in the hallway which threatens to obscure the man’s figure, the torch and lamplight of the floor below appears to make the stone in the pendant pulsate in a brilliant green.[sblock=Talon]A woman’s soft voice speaks to you, “Would you like to find out what’s next? What would you risk for me?” The green light from the pendant is pulsing in time with the words as they are being spoken in your mind.[/sblock]“Is this what you’re loo-“ The man suddenly shivers, and looks around him as three of his henchmen fall to the floor dead. You feel a cold blast of foul-smelling air waft up the stairs toward you, and the expression of the bourgeois man falls a little. His features are suddenly gaunt. He looks back up to you, his face straining to appear polite – a thin veneer hiding deep anger. “Well. This changes things a little, now doesn’t it.”
The drake lifts off and glides back behind the makeshift barricade, quickly followed by the handler who picks his way through the last hole in the furniture.

Someone else shoves a large, upended, rough-sawn oak table into place, blocking the hole, after which you hear the ‘gentleman’s voice calling out, “I had hoped that we could have reached some arrangement. You seemed like a right bunch of good chaps, but I’m afraid that’s the problem. As you can see, we are men of ill repute, and we can’t exactly lift our skirts and let you see our wares.”
There is the sound of breaking glass, and a whiff of igniting fuel. The barricade begins to burn and smoke brilliantly. The air from the room below, heated by the fire, rises up the stairs, threatening to ignite the staircase and the litter of the floor above. The necklace is on the other side of the fire.[sblock=Status]
Rujah (9): J17 30/34 HS 12/12 AP 1
Jin (9): I16 27/27 HS 6/6 AP 1
Riardon (6): K17 25/34 HS 8/8 AP 1
Fenwick (13): K18 19/31 HS 10/11 AP 0
Talon (11): G17 21/26 Bloodied HS 6/8 AP 1
Dayna (10): H18 18/22 HS 1/2 AP Uses Talon's



Spiretop Drake 1 (15): G16 -13/29
Spiretop Drake 2 (15): Out of Sight 20/29
Human Banddit (15): Out of Sight 18/37 Bloodied
Human Noble (15): Was at G23, but likely isn't there any more 60/60 [/sblock][sblock=Map]
OpenCaskRound5Fire.jpg
[/sblock][sblock=Enemies]Raging Fire Lvl 2 Hazard
Description: G22 is a 1 square area that has a fire. The barricade takes a DC20 strength check (Minor action) to break through. Alternatively, the barricade can be destroyed by attacking it: AC: 13, HP: 40. Neither breaking through nor destroying the barricade will destroy the fire. It will continue to burn.

PerceptionDC 16: The character notices the fire is spreading.

Trigger: When a creature enters a space adjacent to the raging fire or starts its turn in a space adjacent to or inside the raging fire, the raging fire attacks.
Attack Free Action Melee 1: +6 vs. Reflex

Special: The raging fire gains a +5 bonus to its attack roll if the target stands inside the fire.

Hit: 2d6 fire damage and ongoing 5 fire damage (save ends).

Miss: Half damage, and no ongoing damage.

Effect: The fire also provides concealment to all creatures inside it and within 2 squares of it.

Special: Each time the fire attacks, it spreads into its target’s space whether it hits or misses.

Countermeasures:

  • A character can move into a square of raging fire or a square adjacent to the raging fire without triggering the attack with a DC 20 Acrobatics check.
  • Two gallons of water destroys 1 square of raging fire.
  • Targeting 1 or more squares with a water attack automatically destroys the fire in those squares.
Spiretop Drake (Lvl 1)
Size: Small
Perception: +3
HP: 29; Bloodied: 14
AC: 16; Fort: 11; Ref: 14; Will: 13
Speed: 4; fly: 8 (hover)

:bmelee: Bite (Standard, at-will): +6 vs Armor Class; 1d6+4 damage.

:bmelee: Snatch (Standard, at-will): +4 vs Reflex; 1 damage, and the spiretop drake steals a small object from the target, such as a vial, scroll, or coin.

Flyby Attack (Standard, at-will): The spiretop drake flies up to 8 squares and makes one melee basic attack at any point during that movement. The drake doesn’t provoke opportunity attacks when moving away from the target of the attack.

Human Bandit (Lvl 2)
Size: Medium
Perception: +1
HP: 37; Bloodied: 18
AC: 16; Fort: 12; Ref: 14; Will: 12
Speed: 6

:bmelee: Mace (Standard, at-will) Weapon:+4 vs Armor Class; 1d8+1 damage, and the human bandit shifts 1 square.

:branged: Dagger (Standard, at-will) Weapon: Ranged 5/10; +6 vs Armor Class; 1d4+3 damage.

Dazing Strike (Standard, encounter) Weapon: Requires mace; +4 vs Armor Class; 1d8+1 damage, the target is dazed until the end of the human bandit’s next turn, and the human bandit shifts 1 square.

Combat Advantage: The human bandit deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.

Human Noble (Lvl 5)
[sblock=Token][/sblock]Perception: +3
HP: 60; Bloodied: 30
AC: 19; Fort: 17, Ref: 17, Will: 18
Speed: 5
:bmelee: Longsword (Standard, at-will) Weapon: +10 vs Armor Class; 1d8+3 damage.

Appoint Champion (Standard, at-will): Close burst 10; targets one ally; the target makes a basic attack as a free action and shifts 1 square before or after the attack.

Inspirational Authority (Standard, encounter): Close burst 10; targets one ally; the target uses an at-will, encounter, or recharge attack power as a free action.

Urge hesitation (Standard, encounter) Charm: Close burst 5; targets enemies; +9 vs Will; the target cannot use a standard action during its next turn.

Protected: A human noble gains a +2 bonus to all defenses while an ally is adjacent to it.[/sblock]
 

"I don't suppose any of you are a master of water?" Jin asked, unsure of what to do next. "Any ideas?"

[sblock=OOC]Player and Character clueless on this one.[/sblock]
 

"We have to get to her!" Talon yells. "Quick, give me waterskins and I put out fire!" Talon yells again, taking out his own waterskin and holding out his hands for more while readying himself to run towards the fire and dump all the water on it..

[sblock=OOC]Little crazy of an idea here, but I think its feasible. Or maybe I'm pushing it some again like with that jump before. DM's call I guess. But everyone should be able to use a minor to retrieve a stowed waterskin, a move if needed to get beside Talon and then hand over their waterskin with a standard action if needed. Just hoping we can put this out now while its only 1 square. Being a few feet up on the stairs (at G20) should help with being able to squirt the water across 5 feet of space to hit the fire I think.[/sblock][sblock=Actions/Stat block]Start= n/a

Minor= Retrieve stowed waterskin.

Standard= Readied action: When he has 4 or 5 waterskins given to him, Talon will dump them on the fire from square G20. (This keeps him out of the square next to it so that it doesn't automatically spread onto him and at least 4 waterskins should equal the 2 gallons of water needed to put it out. Fingers crossed. HMG, if this just plain won't work for some reason, I can change my actions if needed.)

Move= Move to square G20. Do this before readied action if needed.

End=

[sblock=Talon Stat block]Talon- Male Longtooth Shifter Beastmaster Ranger 1
Conditions: Bloody, Regeneration 2 while bloody, +2 damage for rest of encounter
Passive Perception: +13, Passive Insight: +18, Initiative: +3
AC: 16, Fort: 14, Reflex: 14, Will: 13 -- Speed: 6
HP: 21/26, Bloodied: 13, Surge Value: 6, Surges left: 6/8
Action Points: 0, Second Wind: not used
:bmelee: Basic Attack: +5 vs AC - Longspear 1d10+3
:bmelee: Basic Attack: +3 vs Reflex - Savage Rend 1d8+3 and slide target 1 square
:ranged: Ranged Basic Attack: +5 vs AC - Longbow 1d10+3
Powers-
At-Will:
Circling Strike, Predator Strike, Wild Shape
Encounter: Longtooth Shifting, Enclose the Prey, Savage Rend
Daily: Partnered Savaging[/sblock][sblock=Dayna stat block] Dayna - Wolf Companion 1 - Conditions= none
Passive Perception: +17, Passive Insight: +12
AC: 15, Fort: 13, Reflex: 13, Will: 14 -- Speed: 7
HP: 18/22, Bloodied: 11, Surge Value: 5, Surges left: 1/2
:bmelee: Basic Attack: Bite, +5 vs. AC; 1d8+2 (Dex)
Racial Abilities: Combat Advantage- When a wolf has CA, it gets +2(Wis mod) to damage rolls.[/sblock][/sblock]
 
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[sblock=P8]I'll allow you to try ;), but you have to specify exactly how many skin's you're going to throw on the fire. Is it 4 or 5?[/sblock]
Let's say 5 for good measure. Assuming we have that many between us. Hopefully everyone has a standard adventurers kit which comes with one.
 

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