[Adventure]: Land Ho! FWBTHW (DM:H.M.Gimlord,Judge:Ozymandias79)

"We will fight this until one of us falls."

Gensai made a lot of noise with a flurry of attacks, but none penetrated the creature's stout defenses.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Minor: None -- FYI: (+3 to NAD for the rest of the encounter)
Move: Shift to B28 (+1 AC/Ref)
Standard: Booming Blade
Target: Solo
Attack: 1d20+16=20 Miss
Damage: 1d8+7=0 damage
Free: Echoes of Sword Magic
1d20+13=28 vs Fort Miss (Worth a shot--if only I had that 15 on my first roll)

[/sblock][sblock=Gensai Stat block]Ashikaga Gensai - Male Human Swordmage 11
Initiative: +5, Passive Perception: +15, Passive Insight: +20

Defenses:

AC: 29, Fort: 25, Reflex: 26, Will: 25 -- Speed: 6

Properties:
Superior Fortitude Feat: resist 6 to ongoing damage
Energizing Sigil: When you spend an action point, 1 ally within 5 squares can roll a saving throw against each effect on him/her that a save can end.
Bolstering Sigil: Any Ally adjacent to you gains +2 to all defenses.

Vitality:
HP: 81/94, THP: 0/5 Bloodied: 47, Surge Value: 23, Surges left: 10/12
Action Points: 1/1, Second Wind: not used

Languages:
Allarian (Common), Primordial

Basic Attacks
:
:bmelee: Basic Melee Attack: +16 vs AC - Fey Strike Katana 1d8+7
:ranged: Ranged Basic Attack: +16 vs AC - Fey Strike Katana 1d8+7 (1x Enc)

Powers:
At-Will:
Sword Burst, Booming Blade, Lightning Lure, Aegis of Shielding, White Lotus Riposte, Boots of the Fencing Master (Move Effect)
Encounter: Sword of Sigils, Aegis Sigil, Argent Rain, Dimensional Vortex, Echoes of Sword Magic, Channeling Shield, Fey Strike Ranged Attack, Armathor's Step, Warded Vambraces, Periapt of Cascading Health, Boots of the Fencing Master, Fireheart Tattoo AP, Githweave Armor Power
Daily: Frost Backlash, Swordmage Shielding Fire, Hellspike Assault, Impenetrable Warding, Fey Strike Teleport, Healing Infusion: Resistive Formula

Weapons:
1 Fey Strike Katana (Fey Strike Longsword +1 stats)

Note: Gensai's Iaido-like style is for color purposes only. He is wielding one weapon and his off-hand is free. But, I think my color description makes more sense for swordmage abilities. Here's what the Periapt of Cascading Health looks like.
[/sblock]
[/sblock]
 

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Rhagast, again succombs to the annoyance of Phoenix's burning minions, "Aye pr'thee a mite o' space if ye please!"

Swinging his axe to cut his way from his circle of foes, the minotaur manages to knock Gensai back and carve a channel to the edge of the island. The freedom, however, comes with a price as Riardon, Gensai, and Phoenix's Magma Beast all manage to strike the bovine sailor before he escapes.

Turning, he prepares for his charge back into the fray, "Ye'll be feelin' me blade hearties!"[sblock=Rhagast's Actions]Free: Takes 20 fire damage from Flaming Sphere

Free: Takes 5 Ongoing Fire Damage

Standard: Trample
B29
Riardon OA: 1d20+17=36 vs. AC for 1d8+11=17 damage
Magma Beast OA?: 1d20+15=34 vs. Reflex for 1d10+15=22 fire damage and 5 Ongoing Fire Damage (Replaces existing)
Target 1: Riardon
Attack 1: 1d20+19-2(AoS)=18 (Nat 1) vs. AC Miss
Gensai OA: 1d20+16=30 vs. AC for 1d8+7=15 damage (mistakenly subracted 14 from this roll instead of Rhagast's)
Target 2: Gensai
Attack 2: 1d20+19=36 vs. AC+3 for 2c8+7=19 damage and Gensai is pushed to A27

Free: Save vs. OG 5 Fire
1d20+5=12
[/sblock] [sblock=Status]Gensai: A27 62/94HP 10/12HS AP 0, +3 to defenses
Riardon: B29 62/75HP 8/9HS AP 0
Sheng: C23(Roof) 65/79HP 9/9HS AP 1
Phoenix: G21 32/57HP 7/8HS AP 1, slowed TENT
Max: I17 46/46 HP 6/7HS AP 0


Flaming Sphere: D27

Stang: H23


Rhagast: A33-A34 234/624 AP 0, Bloodied Cannot Shift TENT Phoenix, Marked by Gensai's AoS[/sblock][sblock=Map]
RhagastsReturnRound6.png
[/sblock][sblock=Stang's Stats]
StangShortBlock.png
[/sblock][sblock=Rhagast's Stats]
Rhagast-1.png
[/sblock][sblock=The grand History of Land Ho!...Unabridged]
[sblock=Story Outline]
If you want to do this quickly, just click on the links below and read ALL spoilers. New stuff is in yellow.








Original Party enters a bewitched cellar door that
  • Talon (Shifter Druid/Ranger) (Phoenix8008)
  • Rujah (Dragonborn Warden) (Theroc)
  • Riardon (Eladrin Warlord) (Walking Dad)
  • Jin (Human Swordmage) (Tenchuu)
  • Fenwick (Orc Barbarian) (BenBrown)
  1. Bewitched cellar where party finds a secret entrance to a thieves' den
  2. Back at The Hanged Man
    • Talon deciphers the dwarven docuements and discovers that a man named Hankel Mast Gimlord is heir to the throne of Rioc Parvel, a dwarven mine and stronghold.
    • He is overheard by a sailor dwarf named Fargo who recalls the legends of Rioc Parvel and offers you sea passage to Avenroc
    • The lightning weapons found by the group have a dwarven inscription that reads "When it's my turn, I'll show you my power."
    • Unscrewing the pommels of their weapons they discover a small blue crystal in each that appears to encapsulate a small storm.
  3. The ocean voyage
    • Fargo's ship is attacked by a flotilla of drowned ones
    • A storm portal opens and swallows the ship
    • Talon challenges a crewmember to a sparring match
    • Fargo drops the group off in the harbor of a city called Rioc Alair
  4. The Crystal Mug inn
    • The group meets Firebyrne an apprentice blacksmith to a dwarf named Hankel Mast who has been missing for some time
    • The group discovers that the bewitched cellar of their prior experience is the cellar of the Crystal Mug
    • The group is ambushed when they attempt to expose the thieves' ring
    • Mervin (Human Wizard) (evilbob) materializes in a barrel
    • The group reveals the thieves' den to authorities
    • Mervin discovers a dagger of lightning power
    • Riardon finds several rituals
    • Jin learns that Hankel has, in fact, been kidnapped by a man named Lars Hallmaster, whom Firebyrne had described as a "Friend". A wizard named Shear seems to be directing Lars' actions.
    • Jin opens up a cursed chest and is mortally wounded by flaming skulls
    • Jin's body is resurrected (using one of the rituals found by Riardon), but is possessed by an ancestor of Jin's named Gensai
  5. The city of Rioc Alair
    • The group meets a university professor named Amatalystan Shea Aramista who fills the group in on the history of Rioc Parvel
    • The group gears up at a black market shop in the cellar of a gear store
    • The group uses another ritual found by Riardon to generate a portal that leads to a remote, wooded location
  6. Iguyo Di Wer Grovisv
    • The group chooses to join sides with a green dragon to defeat a band of blue-dragonkin kobolds
    • The group learns of the existance of a blue dragon named Wer Vhisar who Iguyo Di Wer Grovisv blames for driving her mother aunt from their lair, and charges the group with destroying Wer Vhisar
  7. The entrance to Wer Vhisar's lair
    • The group navigates a pit trap
    • and disables a glyph of warding powered by an electric crystal
    • that guards a library containing some curious items
  8. The hall
    • The group is met by a kobold welcoming party that temporarily separates the group. Gensai and Fenwick fall into a prison cell. Rujah falls into the river below and is swept out to sea. Mervin stays behind to cover Riardon's retreat.
  9. The prison
    • The group meets Tikchik (Thri-Kreen Ranger) (renau1g) and Sheng (Human Mage) (Voda Vosa)
    • The group discovers a dwarven prisoner and a kobold prisoner
    • The group decides to look for Rujah and Mervin
  10. The hall part deaux
    • The group learns the fate of Rujah and Mervin
    • The group realizes that Iguyo De Wer Grovisv has lied to them
    • They find a hiding kobold who grants them an audience with Wer Vhisar
  11. Wer Vhisar's Lair
    • Wer Vhisar reveals to them his version of the feud story between himself and the three green dragons
    • Wer Vhisar offers the group an opportunity to seat Hankel Mast Gimlord on his rightful throne in return for three tasks
      • Transplant the diffusion of Wer Vhisar's father
      • Turn over a large gem called the Moonstone
      • Destroy Iguyo Di Wer Grovisv's mother and aunt
  12. The Library Again
    • The party finally meets Hankel Mast, but, though he's aware and eager for the quest, he doesn't seem to know that he is the heir to Rioc Parvel
    • Hankel provides several documents, in particular, a map shoing the location and nature of their first task.
    • TikChik returns Hankel's knife
    • Sheng finds a source of arcane magic.
    • The party is given a boat and provisions
  13. Rioc Stang
    • The party is set upon by undead guardians of the lighthouse
    • Their captain bestows upon Gensai the knowledge that they are a remnant from Rioc Parvel tasked with keeping safe a beacon encouraging other dwarves to return to their long-lost home
    • The captain gives Gensai Arkus Gimlord's famed weapon, Stang, charging him with returning it to Arkus' heir
    • Gensai informs the others of the guardians' origins, and reveal Hankel Mast Gimlord to be the true heir of Rioc Parvel
    • Gensai gives Stang to Hankel
    • The adventurers proceed to relight the beacon, and in doing so are rewarded with magic items given by the captain's ghost.
    • As the captain takes his leave for the etherial realms, A minotaur named Rhagast materializes in a well on the first floor. He has evidently been here before and wants no part in undead guardians. He quickly finds the party's boat, and before Hankel can stop him, proceeds to unmoor it and row it east toward the shore.
    • As he is rowing away, Phoenix (Tiefling Sorcerer) (Iron Sky) materializes at the bottom of the well, and climbs out too late to catch Rhagast, but just in time to meet the rest of the group.
    • As they are getting to know each other, three green dragons approach from the east. When they land, they destroy the beacon and grab Hankel.
    • One of the green dragons is Iguyo Di Wer Gorvisv, a dragon that Gensai, Riardon, and Fenwick bargained with a while ago. Under duress, they promised to destroy Walryn (Wer Vhisar) , but the party soon learned that Iguyo Di Wer Grovisv is the daughter of Sylvantrix, one of the other two green dragons, who lair at Rioc Parvel.
    • In either a laps of judgement or an act of fate, Gensai activates Phoenix's ring and disappears, replaced by Max, who arrives to menacing dragons and falling megaliths.
[/sblock][sblock=Important things to remember]
  • Rituals in Riardon's Pack:
    • Raise Dead Used to raise Jin from the dead (got Gensai instead)
    • Knock Used to open the chest that killed Jin
    • Linked Portal Used to get to the green dragon encounter
    • Object Reading
    • Vistani Passkey
    • Precise Forgery
    • Decipher Script
    • Wizard Sight
    • Arcane Lock
    • Diffusion Transplantation (illegible at the moment)
    [*]Those of you who found lightning weapons still have them.
    [*]Mervin still has the dagger (but he's still on the floor of Wer Vhisar's lair)

    [*]Quick Plot summary
    • Setting: An interior island on the continent of Avenroc
    • Old blue dragon destroys a dwarven mine and dwarven king dies
    • Dwarven heir exiles himself and dies leaving a son who is clueless as to his heritage
    • Old blue dragon is killed by two sister green dragons, who now have a daughter (that's three green dragons on the loose).
    • The old blue dragon's son wants to avenge his father's death, but doesn't want to take the risk, so he offers the job to the adventurers.
    • Hankel (the clueless dwarven heir) is being held in the prisons below the blue dragon's lair
    • Wer Vhisar has pressed you into his service to light the dwarven lighthouse, kill the green dragons, re-seat Hankel on the throne at Rioc Parel, and transplant Wer Vhisar's father's diffusion.
    • Hankel has been freed and the party meets him in the trashed library that apparently was used by Shear on his visits to Wer Vhisar.
    • Hankel has only recently discovered that he is heir to the throne of Rioc Parvel
    • While extracting herself from the well on Rioc Stang, Phoenix finds (and still has in her possession), a strange, gold, coin struck with dwarven runes and the emblem of a greataxe.
    • The lighthouse was lit for a small time, but was destroyed irreparably.
[/sblock][/sblock]
 

Phoenix continues to blaze as she mentally commands her blazing minions to attack her nemesis.

OOC: Turn Summary:
Rhagast takes 39 fire damage, 5 ongoing fire damage(save ends).
Phoenix is in G21 at 37/58hp, has resist 10 fire/cold, enemies take 2d6+9 damage if they make melee attacks against her, enemies hit by at-wills cannot shift TenT.
Flaming Sphere is in A33 above his head.
Magma Beast is in B32.


[sblock=Actions]Minor: Sustain Flaming Sphere.
Move: Move Flaming Sphere toA33 above his head.
Standard: Command Magma Beast to charge to B32, 1d20+15+1(Charge)+1(bloodied)=30 Reflex, hit, 1d10+15+2(bloodied)=21 fire damage and 5 ongoing fire damage(save ends).
Start of Rhagast's Turn: Flaming Sphere deals 1d4+15+2(bloodied)=18http://invisiblecastle.com/roller/view/3499392/ fire damage to Rhagast.

[sblock=Phoenix's Statblock] Phoenix, Female Tiefling Mage 9
Passive Perception: 20, Passive Insight: 20
AC: 21, Fort:19, Reflex: 23, Will:20, Resist Fire 9 -- Speed:6
HP:37/53, Bloodied:26, Surge Value:13, Surges left:7/8
Initiative +7, Action Points: 0
MBA: +8 AC, 1d4+1 damage. RBA: Range 20, 10 force damage.
Powers: Magic Missile, Scorching Burst, Hypnotism, Infernal Wrath, Burning Spray, Fire Shroud, Ardent Rain, Fire Burst, Shield, Second Wind, Flaming Sphere, Summon Magma Beast, Summon Hell Hound, Fire Shield
Items: Spidersilk Mantle, Dagger of Speed, Healing Potion x 1, Flame Bracers
Notes: *Phoenix does not provoke OAs for Ranged or Area attacks. Phoenix's attacks ignore fire resistance. *Phoenix gains +1 to hit and +2 damage against bloodied foes. *Phoenix does +1d6+2d8 damage on a crit.[/sblock][/sblock]
 

Sheng performs a series of moves and stances, raising both his hands above his head as the last part of the spell. A sphere of scintillating colors appears out of thin air, and crackles and buzzes with mystical energies. Focusing the orb on the cowman, Sheng shoots it unerringly, the orb turning into a blob of corroding acid at the last moment, the strong substance threatening to eat away the minotaur, as it hisses and sends foul green vapours around.

Miss Chromatico orb, still suffers 26 poison damage, and 5 ongoing damage.
 

"ah-ha! that must be what you call a tactical mistake!" says Max. "Hey bully! Too much fire? enjoy your bath!."

Max aims carefully before shooting a magic missile once more.

[sblock=actions]
Move: To H23
Standard: Since I don't want to spoil the flaming sphere's damage, I'll Ready an action with a trigger of "at the start of Rhaghast's turn", to cast Magic Missile, 9 automatic damage and push 3 squares directly to the right. If I'm reading the map correctly, that should push him over the cliff's edge.[/sblock]

[sblock=mini-stats] Max, human mage 7
Status:
Initiative: +7, Passive perception: 13, Passive Insight: 18
Defenses: AC: 20, For: 17, Ref: 21, Will: 21
HP: 46/46, Bloodied: 23, Surge value: 12, Surges/day: 6/7 Speed: 6 squares
Languages: Common, Elven
AP: 0
Powers:
Magic missile, Beguiling Strands, Hypnotism, Phantom Cage
Grasping Shadows, Maze of Mirrors, Phantom Foes, Shield, Noble Presence, Phylactery of Action
Phantom Chasm, Visions of Avarice, Wizard's Escape, Majestic Word, Repulsion armor[/sblock]
 

OOC: Not sure waiting is a good idea. If he falls down, the damage hardly matters and if he saves (likely, with his +5 bonus from being a solo) he will be prone, helping our melee attacks. BTW, if he resists, Riardon can give Sheng a RBA, which also pushes.
I would suggest Sheng attacks first, Riardon gives him a new try if needed and the Magic Missle last, as it autohits. Thoughts?
 

OOC: What about this:

- I ready an action to push Rhagast when his turn starts or takes damage from the sphere, which is the same. This likely drops him prone 3 squares away from the melee. This is IMHO better than a combat advantage since he'll have to resort to trample or a charge after he gets up.
- You ready an action to give Sheng another push the moment Raghast gets up from prone. If that attack connects this will waste his move action, as he’ll drop prone immediately if he makes the save, and probably he’ll have to use his standard action to get up again. Or maybe he just resorts to crawling which would be amusing in it's own way
 
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"Do you run because you fear me?"

Gensai moved up to meet him, lashing out with his blade, but it deflected again off the creature's armor.

[sblock=Action Block, Mini-Stats]

[sblock=Action Block]
Minor: None -- FYI: (+3 to NAD for the rest of the encounter)
Move: to -B32 (+1 AC/Ref)
Standard: Booming Blade
Target: Solo
Attack: 1d20+16=24 Miss
Damage: 1d8+7=0 damage


[/sblock][sblock=Gensai Stat block]Ashikaga Gensai - Male Human Swordmage 11
Initiative: +5, Passive Perception: +15, Passive Insight: +20

Defenses:

AC: 29, Fort: 25, Reflex: 26, Will: 25 -- Speed: 6

Properties:
Superior Fortitude Feat: resist 6 to ongoing damage
Energizing Sigil: When you spend an action point, 1 ally within 5 squares can roll a saving throw against each effect on him/her that a save can end.
Bolstering Sigil: Any Ally adjacent to you gains +2 to all defenses.

Vitality:
HP: 62/94, THP: 0/5 Bloodied: 47, Surge Value: 23, Surges left: 10/12
Action Points: 1/1, Second Wind: not used

Languages:
Allarian (Common), Primordial

Basic Attacks
:
:bmelee: Basic Melee Attack: +16 vs AC - Fey Strike Katana 1d8+7
:ranged: Ranged Basic Attack: +16 vs AC - Fey Strike Katana 1d8+7 (1x Enc)

Powers:
At-Will:
Sword Burst, Booming Blade, Lightning Lure, Aegis of Shielding, White Lotus Riposte, Boots of the Fencing Master (Move Effect)
Encounter: Sword of Sigils, Aegis Sigil, Argent Rain, Dimensional Vortex, Echoes of Sword Magic, Channeling Shield, Fey Strike Ranged Attack, Armathor's Step, Warded Vambraces, Periapt of Cascading Health, Boots of the Fencing Master, Fireheart Tattoo AP, Githweave Armor Power
Daily: Frost Backlash, Swordmage Shielding Fire, Hellspike Assault, Impenetrable Warding, Fey Strike Teleport, Healing Infusion: Resistive Formula

Weapons:
1 Fey Strike Katana (Fey Strike Longsword +1 stats)

Note: Gensai's Iaido-like style is for color purposes only. He is wielding one weapon and his off-hand is free. But, I think my color description makes more sense for swordmage abilities. Here's what the Periapt of Cascading Health looks like.
[/sblock]
[/sblock]
 


Riardon

Riardon quickly analyzes the minotaurs current position. Either they can throw him of the cliff or occuoied at the same spot. If they are able to hit and can get this ball of flame near enough, this could become an easy fight... "Sheng, stay ready... wizard, come closer!"

[sblock=OOC]

move: move to 28B
prepared action (if the minotair has succesful stand up)
standard: Direct the Strike for Sheng (Acid RBA) vs Rhagast

if Max moves in 5 sq radius of Riardon (the range of Direct the Strike), we can do two pushing auto-hits each round, taking all his actions or will finally be able to throw him of the cliff without the chance of a miss roll :devil:

-----

When you spend an AP, you get a +2 on attacks.

[sblock=Mini stat block]
Riardon d'Caelis
Perception: 21 Insight: 16 Low-light Vision
AC 29 Fortitude 25 Reflex 25 Will 22
Initiative: +5
Hit Points: 62 / 75 Bloodied: 37
Temporary Hit Points: 0
Resist: -
Saving Throw: +5 vs Charm
Action Points: 1 Second Wind: 1
Healing Surge:18 Surges per day: 8 / 9
At-Will Powers: Directing Strike, Intuitive Strike
Encounter Powers: Inspiring Word 2/3, Battlefront Shift, Blink Away, Chilling Cloud, Warlords Favor, Steel Monsoon, Lion's Roar, Feystep Assault, Feystep, Rousing Words, Amulet of Life
Daily Powers: Calculated Assault, Stand the Fallen, Warlord's Recovery, Strength of Conviction, Dwarven Armor, Sunblade Burst

Condition: SoC effect, gives Sheng +5 bonus on damage rolls vs Rhagast

[/sblock][/sblock]
 
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