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The Captain's Caper! (Dunamin judging)

"Hm! I think attack from afar we must" Girth sounds almost interested "and forget not the blood I requested."

[sblock=continuance]Yes please. this has been most entertaining so far.[/sblock]

[sblock=OOC] i have a slight problem having tripped this evening and buggered up my wrist - painful! - hence still being up at 4.30 am drinking scotch for the pain! i may have to go to the docs tomorrow which can take absolutely ages so i may be a little late posting (as today).[/sblock]
 

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"At last," growls Quagmire. "Somethin' I'm not bein' paid to leave alive." He draws his longsword and leaps into a lumbering charge toward the nearest scorpion, and striking a powerful blow with a grunt.

[sblock=actions]Move to I8, charge to H10 and attack S1: hits AC 24 for 8 damage[/sblock]

[sblock=Quagmire stat block]Quagmire Weaselcrust- Male Hobgoblin Warlord 1
Passive Perception: 10, Passive Insight: 10
AC:17, Fort:14, Reflex:13, Will:14 -- Speed:5
HP:26/26, Bloodied:13, Surge Value:6, Surges left:9/9
Initiative +6, and grants nearby allies +2 to initiative
Action Points: 1, Second Wind: not used
Powers: Wolf Pack Tactics, Viper's Strike, Hammer and Anvil, Inspiring Wordx2, Hobgoblin Resilience, Bastion of Defense, Sneak Attack
[/sblock]
 

Hrav follows Quagmire part of the way, then throws a shuriken at the same scorpion the hobgoblin attack.

[sblock=Mechanics]Move action - move to I8

Standard action - Basic Ranged Attack versus S1 with a shuriken, Combat Advantage and Sneak Attack granted by First Strike

1d20+7+2;1d8+4+2d6+4 → [14,7,2] = (23)
1d20+7+2;1d8+4+2d6+4 → [1,4,3,1,4] = (13)


Hits AC 23 for 13 damage.

Did not specify, but can we assume Hrav was walking with his rapier in one hand and a shuriken in the other? Makes sense in context. If not, he'll spend a minor action to draw that shuriken.[/sblock]

[sblock=Hrav's Info]Hrav Kortaga- Male Bugbear Rogue 1
Passive Perception: +17, Passive Insight: +16
AC:16, Fort:14, Reflex:16, Will:11 -- Speed:6
HP:26/26, Bloodied:13, Surge Value:6, Surges left:8/8
Action Points: 1, Second Wind: not used
Powers-
Deft Strike
Piercing Strike

Torturous Strike
Predatory Eye

Blinding Barrage

Full character sheet[/sblock]
 

Girth drifts quietly along to the right (N8) disappearing from view as he does so [sblock=Shadow Walk] Don't know how the new rules work but I'm assuming that the green spiky thing is a bush of some kind to allow me to 'disappear' until end of my next turn. If that don't work que sera sera![/sblock]

From his new position he calls down the wrath of his Lady on the nearest scorpion (S2) and then unleashes a flash of dark light from the heavens down upon the poor miscreant.
[sblock=Dire Radiance]16 vs Fort: Roll Lookup; If a hit 7 damage + 4 curse damage; Roll Lookup;
If hit and scorpion moves closer to me on his turn he takes another 9 damage: Roll Lookup[/sblock]

[sblock=OOC]A suspected broken bone in the wrist. A splint for 10 days, no driving, no guitar, but a few days off work. If there is a broken bone then a plaster cast for another 4-6 weeks. I''m off now to swear - can't do it here coz of Morrus's granny clause! But possibly some more scotch also![/sblock]
 

-Quagmire charges and draws first blood against the creatures.
-Hrav follows that up with a strike of his own to the same scorpion which Quagmire injured.
-Girth dissapears and then reappears next to a bush where he launches his own attack against another scorpion. The dark energy hurts the creature even further as it moves closer to the source of its pain.

-The scorpions move forward and mostly surround Quagmire. The one he injured grabs him in its claws and squeezes hard (5 dmg and grabbed by S1) while the one from furthest away stings him with its stinger (6 poison damage, immobilized and 5 ongoing poison damage)

-The other two scorpions attack Hrav, but can't catch ahold of the bugbear.
[sblock=combat details]Initiatives
24 - Quagmire: 11 dmg, grabbed, ongoing 5 poison damage and immobilized (save ends), will take 5 lightning damage if still grabbed at start of S1's next turn.
21 - Hrav
20 - Girth
15 - Stormclaw Scorpions
12 - Alexander
07 - Brudd

S1 - 21 damage
S2 - 20 damage
S3 - undamaged
S4 - undamaged
S5 - undamaged
S6 - undamaged

OOC: Quagmire can attempt escape from the scorpions claws with a move action(Athletics or Acrobatics check) but will still be immobilized until he makes a save against the poison. He can still attack, just not move from that spot by his own choice. He can also use his Hobgoblin power to make an immediate save against the poison and immobilization before his next turn starts.

Also, the green spikey things are trees and bushes which provide cover. The palm tree on the ground takes one extra square of movement to cross over.

S1, S3, S4, and S6 attacking Quagmire(2 claws, 2 stings) (1d20+8=26, 1d6+3=5, 1d20+8=10, 1d6+3=6, 1d20+6=11, 1d4+3=7, 1d20+6=15, 1d4+3=6)
S2 and S5 clawing at Hrav. (1d20+8=13, 1d6+3=5, 1d20+8=11, 1d6+3=5)[/sblock]
 

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Alexander, seeing Quagmire in dire need of help, moves aside the nearest scorpion and charges one of those threatening him.

[sblock=actions]monor:draw sword; move to O8; charge S3 ending in j11 (no opportunity attack); Basic attack 11 vs AC, 10 dmg, surely a miss, but S3 is marked[/sblock]

[sblock=mini-stats]Alexander Duran- Human Fighter 1
Initiative:+1 Passive perception:18 Passive Insight:12
AC:19 For:17 Ref:14 Will:13
HP:35/35 Bloodied:17 Surges value:8 Surges/day:11/11
Speed:5 Languages:Common, Imperial(=elven)
AP:1 Second Wind:1
Basic Attack: +8 vs AC, 1d8+4
Opportunity attack: +10 vs AC, 1d8+4
Powers: Cleave, Sure strike, Tide of iron
Covering Attack
Comeback strike[/sblock]
 

Brudd moves up and charges in to flank the scorpion (S2), as he does so he invokes the might of Hadeys calling upon his god to aide both his and Hrav's attacks and to aide Quagmire,

"Hadey's lend me yer might, that I might, hehe, squish these bugs! And lend yer might te me buddy Hrav to while yer at it, if ye would!" The Minotaurs roars bringing his bastard sword down upon the scorpion which hits with a satisfying spray of ichor, the Minotaur grins,

"While yer feelin' helpful boss, me mate Quagmire's lookin' a bit worse fer wear, heal!" and a shadowy light surrounds Quagmire soothing his wounds.

Letting out a bulllike bellow of glee Brudd again invokes the power of his god and shadow fire engulfs the scorpion which has Quagmire grabbed, and the Hobgoblin suddenly finds himself given the opporunity to fight off the poison.

"Nice one boss!"

[sblock=S2 Hit 27, 13 d, Hit 20 (vs Reflex) 5 d, Quagmire Heals 7 + Surge]
Charges and flanks S2, no aoo, finishes in K10. Uses Righteous Brand to hit S2 and grant Hrav + 4 to hit S2. Minor action uses Healing Word on Quagmire. Spends an action point to use Sacred Flame on the Scorpion grabbing Quagmire and gives Quagmire a saving throw vs the poison.

Attack, Healing Word (1d20+10=27, 1d12+5=13, 1d6+3=7) Sacred Flame, vs Reflex (1d20+3=20, 1d6+3=5) [/sblock]

[sblock=Brudd in Brief]Brudd Brassback- Male Minotaur Cleric 1
Passive Perception: 16, Passive Insight: 18
AC:16, Fort:14, Reflex:11, Will:13 -- Speed:5
HP:28/28, Bloodied:14, Surge Value:7, Surges left:10/10
Initiative: -1 Action Points: 0, Second Wind: not used
Powers-Righteous Brand, Sacred Flame
Cause Fear, Goring Charge, Divine Fortune, Turn Undead, Healing Word, Healing Word
Avenging Flame[/sblock]
 
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[sblock=Judge Sneak Attack]
*BAMF*

Game looking great guys, pardon the sneaky drop-in!
Charges and flanks S2, no aoo, finishes in K10. Uses Righteous Brand to hit S2 and grant Hrav + 4 to hit S2.
Sorry to be an adventure party pooper and I hope this is at all appropriate within my role (I’m new to the job), but I would just point out that Righteous Brand can’t be used as part of a charge. Again, my apologies, I do hope you guys overcome the perilous encounter!

*BAMF*[/sblock]
 

Quagmire shrugs off the poison and shoots a graceful glance at Brudd. "Thanks, mate!

ooc: 18 on the save granted by Brudd. If I count right, Quagmire is at full health and still grabbed by S1.
 

Into the Woods

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