[Adventure] Squash Those Bugs! (DM: Dekana, Judge: ?)

Lenyara raced forward- in a startling rush of motion she was actually past the front line of the kobolds, next to a very surprised skirmisher.
She lashed out with both of her weapons in a sinuous blur, and in the space of a heartbeat the kobold was on the ground, bleeding and twitching. With hardly a glance, Lenyara stepped forward towards another of the smaller kobolds....

[sblock= OOC]
>Move: walk to J8 (6 squares)
>Standard: charge to O7 (K8>L8>M8>N7>O7; no OAs due to Badge of the berserker); Net MBA at skirmisher 2; 1d20+15 vs. AC (includes charge, dancing serpent, CA from Cunning stalker)= 19 (hit for 13 +5 vanguard= 18 damage, skirmisher 2 is slowed); rolls http://invisiblecastle.com/roller/view/4048615/
>Free: Dual weapon attack at skirmisher 2 (using power strike on a hit, if not dead), 1d20+15 vs. AC (includes CA)= 18, hit for 9 damage (power strike not needed), skirmisher 2 is prone at 0 HP; rolls http://invisiblecastle.com/roller/view/4048619/
>Free: (boots of adept charging), shift to P7
>Free: (end of turn), shift to Q7
[/sblock]
 

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During Lenyara's charge, she notices her feet sink toward the ground just before the bridge. She cringes when she realizes that she just stepped on a pressure plate. While she is busy dispatching one of the kobold skirmishers, the stone kobold statues at each corner of the bridge begin to move. All four of them move in harmony, raising their heavy crossbows and opening their eyes to reveal bright red rubies.

GM: Lenyara triggers a pressure plate in J8, activating the statues. They'll act on the kobold's turn.

Also, skirmisher 2 is dead.

[sblock=Statues]Statue 1: 38/38
Statue 2: 38/38
Statue 3: 38/38
Statue 4: 38/38

Kobold Statue
AC 16, Fort 13, Reflex 13, Will 13
The statues cannot take opportunity attacks, so you don't have to worry about moving past them.[/sblock]
 
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GM: The statues are all currently facing west. You suspect that they can rotate. If they couldn't, then they would have uselessly small fields of fire.
 


Ashurn stares at the statues that are coming to life and know that they have to be disabled as soon as possible before they can cause more harm. He takes off in a running dash and with his full strength, tries to destroy the statue. The attack carves a huge gouge over the statue but apparently not deep enough to stop the mechanism from working.
OOC: Can I take a Thievery check later to see if I can disable them or turn them to work for us instead? And oh, after this fight, I'm so going to pry those rubies out of those statues. Should fetch a tidy sum of coins. :3

[sblock=Actions]Move Action=Unbalancing Trick. Shift 2 squares to D7.
Standard Action= Charge. E7, F7, G6, H6, I6 and ends in J6. Makes a melee basic attack against Statue 1. 32 vs. AC. Deals 16 damage on hit. Prones(?) on hit. (But it's a statue, so I do not know what will happen.)[/sblock]
[sblock=Ashurn's stats]Status: Ashurn D'Haran – Human Rogue (Thief)
Init:+5
Speed: 6
Passive Perception:+16
Passive Insight: +15
AC:17 Fort: 12 Ref: 18 Will: 13
HP: 22/22 Bloodied: 11
Surges: 2/6 Surge Value: 5
AP: 2/1
Languages: Allarian, Hzakan
Str:10 Dex:20 Wis:10 Con:10 Int:10 Cha:14
Melee Basic Attack:
[+12 vs. AC. Hit: (1d4)+7+(2d6*) *Sneak Attack 1/turn with CA.]
+9 vs. AC. Hit: (1d4)+6 without CA.
Ranged Basic Attack:
[+12 vs. AC. Hit: (1d4)+7+(2d6*) *Sneak Attack 1/turn with CA.]
+9 vs. AC. Hit: (1d4)+6 without CA.
Powers:
Escape Artist's Trick
Unbalancing Trick
Heroic Effort 1/1
Backstab 1/1[/sblock]
 
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Emsy sees two kobolds standing precariously close to the edge of the pit, she sends one of her magical arrows flying towards them, attempting to push him off the stone bridge.

The arrow lands directly in front of the skirmisher and explodes in his face!
[sblock=Actions]Move: Move to G10
Standard: Staggering Note @ Skirmisher 1 (HIT for 4 thunder damage and I push him to N6)[/sblock]

[sblock=Summary]
  • Emsy is now at G10
  • Skirmisher1 is hit for 4 thunder damage, Emsy tries to push him to N6 (I assume this won't be that easy)
[/sblock]

OOC: I was worried that no one would be within melee range of anything, so I tried to delay my turn. The statues were a speck of false hope, too, cause Ashurn wants to fiddle with it first...

Also, I realized that Staggering Note is an Arcane power, not a weapon power...so that means I've only used one arrow so far XD

EDIT: As usual, I can't edit the doc.
 

Ashurn slices into the statue's arm and tears apart several wires and sprockets. Sparks fly out of the statue's injury, but it continues operating regardless.
When Emsy's arrow explodes, the kobold skirmisher close by is blown literally off his feet and backward toward the bottomless pit.

"GYAAHHHH!!" he screams in terror as he flies through the air. Thankfully for him however, he manages to catch the edge of the bridge with one of his clawed hands. The skirmisher scrambles back onto the bridge, panting and shaking the whole time. As he regains his wits, he looks around and realizes that his allies are still standing around. "Don't just stare, idiots! Remember what Boss tolds us?!"

The rest of the kobolds snap out of their reverie and raise their weapons. The archers inside the pillbox-like structure fire at Lenyara, but the missiles are poorly aimed and sail harmlessly over her head. Just behind the arrows are two javelins, these ones targeted at Labraundos and Emsy. Despite the extreme range that they have to travel, both javelins hit their targets.

On the east side of the bridge, Lenyara finds herself in a now-familiar situation: swarmed by a horde of enemies with her allies far to her rear. She handles it well enough, dodging all but one of the kobolds' pathetically aimed javelins. The kobolds obviously haven't fought very often, if ever. One of them shouts repeatedly, "What do I do? What do I do??!! She moves too fast!"

Three of the kobolds cross the bridge and home in on Emsy. Only one of them manages to injure her, catching her off-balance as she tries to sidestep the other two kobolds.

Finally, the mechanized statues acquire their targets. One of them fires a bolt point-blank at Ashurn, who ducks aside when he sees the crossbow tracking him. Nicodemus also avoids a bolt that bangs loudly into the brazier that he is taking cover behind. However, Flervin is caught in the open and catches a bolt in the chest. His armor blunts the arrowhead, and he suffers only a painful bruise instead of a fatal wound.

The last statue pivots around on a pedestal and looses a bolt at Lenyara. Distracted by the five kobolds surrounding her, she gets hit in the back.

GM: Map. The PCs are up!

[sblock=Ashurn]Regarding the statues, you're familiar with this kind of contraption. The statues are a variant of the Magic Crossbow Turret often employed in mage's towers and the like. The turrets, or statues in this case, can be disabled from a control panel that must be nearby. Looking around, you see a set of suspicious levers inside the fortifications across the bridge. If you can get to the levers, you can disable the statues with a DC 22 Thievery check.

While it might be possible to reprogram the statues to get them to fight for you, you'd have to take them apart to do it. It's not something that can be done in the heat of battle.[/sblock][sblock=Terrain]The tunnel you're in continues further to the west in a relatively straight line.
On the west side of the bottomless pit, the chamber continues to the north and south for quite a distance. Beyond this chamber, it is pitch black and you are likely to be eaten by a grue.
Let me know if you'd like me to add more squares to the map for use in combat, either for the tunnel or the darkened areas on your side of the bridge.

Bottomless pit: Try not to fall in.

Objects: The statues and braziers are large enough to provide cover. The braziers are all lit. It's possible to knock them over or light things on fire with them if you wish.

Fortifications: If you are adjacent to a fortification, you gain superior cover from creatures on the opposite side of the fortification who are not also adjacent to it.[/sblock][sblock=Actions]Ashurn: The statue's feet are bolted to the ground on a swiveling pedestal. It can't be knocked prone (but it does take damage just fine).

Emsy: A bottomless pit is hazardous terrain, so skirmisher 1 gets a saving throw to catch himself at the edge of the bridge, which he succeeds on with a 12. Instead of falling to his death, he gets knocked prone.

Archer 1: Gluepot Arrow vs Lenyara misses AC 11.

Archer 2: Stinkpot Arrow vs Lenyara misses AC 17.

Minon 1: Move to V8. Javelin vs Labraundos hits AC 21, including a -2 range penalty, for 4 damage.

Minion 2: Javelin vs Emsy hits AC 19, including a -2 range penalty, for 4 damage.

Minion 3: Charge to P6! Javelin vs Lenyara misses AC 1.

Minion 4: Walk to R8. Javelin vs Lenyara hits AC 21 for 4 damage. Shifty to R7.

Minion 5: Walk to J8. Charge to H10! Javelin vs Emsy misses AC 1.

Minion 6: Walk to J8. Charge to H9! Javelin vs Emsy hits AC 24 for 4 damage.

Minion 7: Walk to R8. Javelin vs Lenyara misses AC 17. Shifty to Q8.

Minion 8: Walk to M8. Charge to H11! Javelin vs Emsy misses AC 13.

Skirmisher 1: Stand up. Charge to P7! Spear vs Lenyara misses AC 17.

Statue 1: Crossbow vs Ashurn misses AC 11.

Statue 2: Crossbow vs Flervin hits AC 26 for 11 damage.

Statue 3: Crossbow vs Lenyara hits AC 22 for 11 damage.

Statue 4: Crossbow vs Nicodemus misses AC 8.[/sblock][sblock=Combat notes]Ashurn: 22/22, 2/6 surges
Emsy: 16/24, 8/8 surges
Flervin: 19/30, 9/11 surges
Labraundos: 25/30, 7/13 surges
Lenyara: 18/41, 6/9 surges, bloodied
Nicodemus: 30/30, 10/10 surges

Kobold Archer 1: 24/24
Kobold Archer 2: 24/24
Kobold Minion 1: 1/1
Kobold Minion 2: 1/1
Kobold Minion 3: 1/1
Kobold Minion 4: 1/1
Kobold Minion 5: 1/1
Kobold Minion 6: 1/1
Kobold Minion 7: 1/1
Kobold Minion 8: 1/1
Kobold Skirmisher 1: 16/27, cursed by Nicodemus
Kobold Skirmisher 2: dead
Statue 1: 22/38
Statue 2: 38/38
Statue 3: 38/38
Statue 4: 38/38

Kobold Archer
AC 13, Fort 12, Reflex 14, Will 12
Behind fortifications (+5 defenses, not included above)

Kobold Minion
AC 15, Fort 11, Reflex 13, Will 11
Minion: A missed attack never damages a minion.

Kobold Skirmisher
AC 15, Fort 11, Reflex 14, Will 13
Mob Attack: The kobold dragonshield gains a +1 bonus to attack rolls per kobold ally adjacent to the target.
Combat Advantage: +1d6 extra damage on attacks against targets the skirmisher has combat advantage against.

Kobold Statue
AC 16, Fort 13, Reflex 13, Will 13
The statues cannot take opportunity attacks, so you don't have to worry about moving past them.[/sblock]
 
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OOC: Okay, we need a course of action. Do we beat down on everything outside (including the statues) before we go in for the archers? Or do we just kill the kobolds that are obstructing us and gun for the lever inside the fortified room?
 

OOC: Okay, we need a course of action. Do we beat down on everything outside (including the statues) before we go in for the archers? Or do we just kill the kobolds that are obstructing us and gun for the lever inside the fortified room?

OOC: Yeah. Emsy and Nico could probably deal with the minions near them, but Emsy probably needs to heal Lenyara. Flervin could help Ashurn tear down that statue or maybe go fowards to support Lenyara.

I could spend an AP (and run over to help Lenyara, but I think where I go is likely to depend on what she and Emsy do).

I could play with a statue myself on the way forwards, which is where I'd rather be, though not next to the pit. Goring Charge on the Skirmisher has enormous appeal, but smashing at a statue as Labraundos moves up saves his AP for the use in his inevitable Second Wind that allows him to keep swinging.

I'm pretty open, but faffing around with minions seems to be a bit of a waste. There's a chance I could nail a couple of the closest ones to Emsy, though. :)
 
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