[Adventure] The Mine-Militia Identity. (DM: horticulture; Judge: covaithe)

GM: Taking some assumptions here.


Using the key found on the dead, Felix opens the iron double doors to reveal a spiral staircase. Looking up, the passage is quickly choked off with rubble and debris. Looking down, however, the way has been cleared and the staircase descends into a dimly lit corridor.

As the group descends to the bottom, with Prime in the lead, the staircase ends at a short corridor, the walls made of rough hewn stone. Still drying blood stains the wall, the body of a human crumbled on the floor.

The corridor opens up into a room approximately 50 feet ahead, guttering torches on the walls at its entrance. Gasps and muffled shouts for help are coming from the room. Splashing sounds and harsh laughter are also heard.
 

log in or register to remove this ad

OOC: Assumption: Drew is always first at the midway to the edge of the light, gliding silently and invisibly (as possible)

"Let's get them! There is still hope for the prisoners!" whispers Drew and waiting for a moment to everyone takes their place kicks the door in.
 
Last edited:


Prime glances at the dead human. It's however not the time for a detailed search, as there are problems breweing behind the door. The construct (now looking like he's been chiseled out of stone) takes it's place at it, or behind the dragon if there's no room, ready to charge in.


[sblock=mini-stats] Prime Warforged Fighter 1
Status:
Initiative: +1, Passive perception: 17, Passive Insight: 12
Defenses: AC: 21, Fort: 16, Ref: 13, Will: 13
HP:33/33 Bloodied: 16, Surge value: 8, Surges/day: 8/13 Speed: 5 squares
Languages: Common
AP: 0

Powers:
Tide of Iron, Shield Feint
Passing Attack, Warforged Resolve, Second Wind
Villain’s Menace, Stoneborn armor (item)[/sblock]
 


The group bursts through the door with a resounding kick and a loud bang as the iron entryway slams against the wall. The iron doors open onto a rough-hewn chamber. Stone steps lead down to a rough floor. Three creatures, similar to dwarves but with spiky beards - duergar, you've learned - stand around a grate in the floor, splashing liquid into it. Between you and the dark dwarves are two giant man-sized ants.

The dwarves look up and right at the group, speaking in a baritone voice, "Finally, some action. I say we take one alive to put in the pit."

Gasps and muffled shouts are coming from the pit. Splashing sounds indicate that someone may be trying to swim but failing to keep their head above water. From the watery choking sounds coming from beneath the grate, they may have only moments to live before they drown!

[sblock=Passive Perception 12 or active check]Some liquid the dwarves are dumping into the pit splashes from one of the cups they're holding, and it sizzles when it hits the stone floor. It is undoubtedly acid.[/sblock][sblock=Initiative]Drew - 1d20+5=21
Sharpe - 1d20=19
Prime - 1d20+1=16
Monsters - 1d20+6=14
Mina - 1d20=9
Malifixindalaunt - 1d20=9
Felix - 1d20+5=6[/sblock][sblock=Map]
encounter3rnd1.png

The squares with upward pointing arrows are difficult terrain.[/sblock][sblock=Special Rules]
  • The barrel of acid (I7) is too small to provide cover or block movement. With a DC 10 Strength check as a standard action, the barrel can be spilled into an adjacent square as an attack: +6 vs. Reflex; 1d10+4 damage, and 5 ongoing acid damage (save ends). As a move action, the barrel can be lifted and carried with a DC 10 Strength check.
  • The grate over the pit is secured with a simple padlock. Opening it takes a Thievery check (DC 11, standard action). Lifting the grate off the pit takes a Strength check (DC 8, minor action). Doing any of these actions with an enemy adjacent to you will grant an opportunity attack against you.
[/sblock][sblock=Status]Duergar Guards - HP: ??/??
Giant Ants - HP: ??/??[/sblock][sblock=Enemies]Duergar Guards - AC: 21, F: 17, R: 15, W: 15
:melee: +11 vs. AC; 1d10+3
Giant Ants - AC: 16, F: 14, R: 15, W: 11
:melee: +7 vs. AC; 1d8+4. Deals 1d10 extra damage to any target that already has ongoing acid damage.[/sblock]

Drew, Sharpe, and Prime are first; then the monsters; then everyone.
GM: Please remember to keep an updated statblock with each of your combat posts.
 
Last edited:

"Let me open the way."
says Drew gliding low toward closer ant.
"You in the pit! Hold on! We'll be there shortly."

He turns and swings his leg in a sweeping motion, clubing the ant just behind it's mandibles and pushing it toward it's companion. Drew uses the momentum to move toward duergar.
[sblock=Draconic]
"The Dragons sweeps it's tail!"
[/sblock]
[sblock=Actions]
Move: F5
Standard: Fallen Needle vs Ant; hit for 14+4 damage and slid to E6; Ant is at -2 to hit Drew; Drew gains +1 AC & Ref
Minor: Movement Technique of Fallen Needle: Drew shifts to G5
[/sblock]

[sblock=Drew Stats]
TENT: +1 AC & Ref; Ant in E5 is at -2 to hit Drew

AC: 17 Fort: 14 Reflex: 17 Will: 14
HP: 24/24 Surges: 3/8 Surge Value: 6

MBA: +9 vs AC 1d8+2 (unarmed strike)
RBA: +9 vs AC 1d4+5 (dagger)

FEATS
Human: Superior Implement (Mountain Ki)
Level 1: Melee Training (Dex)

POWERS

Fallen Needle
Five Storms
Crane's Wings
Centered Flurry of Blows



Drunken Monkey
Second Wind


Masterful Spiral

Mountain Ki Rain of Hammers- On hit gain +1 AC and Ref; any forced movement (from this focus) is increased 1 square
If drew drops an enemy, one enemy adjacent to Drew takes 3 damage
Property Daily: Make one at-will attack vs enemy already hit this turn.

Skills: Acrobatics +10; Athletics +5; Perception +7; Stealth +10; Thievery +10
[/sblock]


OOC: Area attackers, enjoy!
 
Last edited:


OOC: Any reason to slide the ant to E5 and not to E6 or 7?

Flurry of blows that hits already targeted enemy must slide adjacent and I didn't want to move it behind me (though it would be flanked) so as not to block Prime from going in and pushing that dwarf away from the barrel (and Drew has STR 10 so low chance of hitting with the barrel).

Now if I go and attack one ant and use flurry on another, I could slide it wherever I want.


Also, if anyone gives Drew standard action in peace, he can auto-open that padlock...
 

[...]so as not to block Prime from going in and pushing that dwarf away from the barrel (and Drew has STR 10 so low chance of hitting with the barrel).

OOC: That's the point. G3 is solid wall, I can't go directly from F3 to G4, I must go through F4 and draw an AoO from the ant. That's why I was wondering if you could have moved it to E6. I was thinking of pushing the barrel myself; H7 is a good spot to block the dwarves' movement and I'll go there this round even if I draw from the ant.

Those dwarves are dangerous, BTW, they hit me with only a 10
 

Remove ads

Top