The Captain's Caper! (Dunamin judging)

[sblock=ooc]So, no one else wants to weigh in on whether we rest or go in now?

The tactical part of me that wants to make sure we win the battle thinks we should rest. The story-telling part of me thinks we should seize the moment and push on for the advantage of surprise. Since my storytelling side is less natural for me, I suppose I should take this opportunity to let it have a victory, and recommend that we go in. And hope that our DM either is merciful, or has a good plan for handling a TPK... ;)
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[sblock=Keep going or rest?]I pretty much agree with you, cov, and my narrative side is edging out my optimizing side as well.[/sblock]
 

[sblock=OOC]I keep thinking of the film "The Longest Day". Eisenhower at a table with his generals discussing D-Day. They've just been told the weather will be way less than perfect.

(heavily paraphrased from a less than perfect memory)

"I don't like it at all. Not one bit. But the prospect of waiting is simply intolerable. I say we go!"[/sblock]
 

[sblock=rest or go?]Well, Cov and garyh said they are okay with going on and Ata already said he's fine and would leave it up to others, so I think thats 3 out of 4 that are okay with proceeding without resting. And Digger said in character that now was better than later, so I'll take that as 4 out of 4 ready to move on. I gotta go do Easter with the kids, but I'll be back tonight to post what comes next... you won't have to wait much longer.[/sblock]
 

You move down the path through the humid jungle, swatting insects away as you walk. You left the dragonborn tied up and watched over by Captain Azrael and the crew. Shortly thereafter, the storm that you sailed through during your fight with the goblins seems to break over the island. The rain falls out of the darkening sky and splashes in the rapidly forming puddles.

The path leads to a clearing in the jungle beside a large pond which ripples from the raindrops falling upon it. Suddenly, a large head emerges from the water to hiss and roar at you. Its curved white horns frame the bony black scales as her wings raise themselves above the waterline. She roars "I am Kartharath Heartstealer! Death to the fools who oppose me!"

You feel the presence of the dragon wash over you, locking your body in place as she rears her head back to spew a blast of acid at the whole party which only Hrav manages to dodge! (Party was stunned by Frightful presence and couldn't take any action the first round. 8 damage to Quagmire, Girth, and Alex along with ongoing 5 acid damage. To save time, I went ahead and rolled saves vs. the ongoing acid for everyone for round 1. Only Quagmire got a 10 or above.)

(Round 2) Kartharath then breaths out a cloud of darkness around herself which hides her exact location from your eyes. Her head snaps through the darkness as she bites Hrav (for 5 damage), leaving a film of acid burning on his skin as well (ongoing 5 acid). (On the bright side, her breath weapon didn't recharge in round 2.)

Quagmire, Girth, Alex, and Hrav can go...
[sblock=Round 2 - Init/Status]29- Kartharath
29- Quagmire / -13 hp
20- Girth / -13 hp, ongoing 5 acid damage
19- Alex / -13 hp, ongoing 5 acid damage
18- Hrav / -5 hp, ongoing 5 acid damage
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attachment.php

Inits for Black Dragon, Quagmire, Girth, Hrav, and Alex. (1d20+11=29, 1d20+9=29, 1d20+8=20, 1d20+7=18, 1d20+4=19)
Frightful Presence vs. Will (1d20+5=22, 1d20+5=18, 1d20+5=23, 1d20+5=23)
Breath weapon vs. Reflex (1d20+7=14, 1d20+7=21, 1d20+7=16, 1d20+7=14)
Breath Weapon damage (1d12+3=8)
Bite at Hrav vs. AC (1d20+10=21, 1d6+3=5)
Saves vs. ongoing acid at end of round 1. (1d20=13, 1d20=6, 1d20=9, 1d20=1)
Check for breath weapon recharge in round 2. (1d6=4)
 

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"My Lady's :):):):)!" exclaimed Girth, as the identity of their nemesis was made clear.

His first thought was to run. What loyalty did he owe to these with him? But that thought was quickly clamped down. Whilst perhaps not friends, these companions had proved remarkably efficient and loyal. Perhaps a little caution was in order, tinged with just a little offence?

Flame flashed from his fingers and sizzled over the damp pool and the even damper dragon.

[sblock=OOC]Scorching burst on M14= 16 vs Ref[/sblock][sblock=OOC]
http://invisiblecastle.com/roller/view/2021873/
Damage 6
http://invisiblecastle.com/roller/view/2021877/ [/sblock]

Girth then darted down the path, weaving the shadows around him as he did so, and fading into the shadows cast by the surrounding vegetation.

[sblock=OOC]Move to I17; Activate 'Shadow Walk' and gain concealment till end of my next turn.[/sblock]

As he moved he was relieved that the acid burning his skin seemed to be wearing off.

[sblock=OOC]Save vs ongoing: 12: Roll Lookup [/sblock]
 

"Vena's enveloping cleavage, hold me fast," Quagmire murmurs, staring up at the inky cloud where the beast used to be.

[sblock=ooc]Dang... she had to use an AP for that, right? I count four standard actions in three rounds: frightening presence, breath, cloud of darkness, bite.

Strategy thoughts:

1. Run away?

2. We're a melee-heavy team, but it's going to be nearly impossible to melee her with that cloud of darkness. Even if we bait her out of it using ranged attacks, she'll recharge it pretty quickly. And she can fly, though probably not well.

3. Thus, I think our best chance is a mostly ranged fight, with occasional melee rounds when opportunity presents itself. We spread out, shoot blindly into the squares she used to be in from well out of her breath range, and when she comes out of the darkness, if she's flying, just keep shooting, and if she lands, move to flank and blow as many melee powers as we can before she makes another cloud. Rinse, repeat.

4. But, honestly, I think our chances are not good. We just don't have the healing capacity to last long enough. Even if we split up, odds are good that someone goes unconscious next time her breath weapon recharges.

5. On the plus side, if we pull it off, I think we'll have the record for most challenging encounter.

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[sblock=ooc]Dang... she had to use an AP for that, right? I count four standard actions in three rounds: frightening presence, breath, cloud of darkness, bite.
...
...
5. On the plus side, if we pull it off, I think we'll have the record for most challenging encounter.

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[sblock=OOC]Actually both of her action points to do 4 actions in the first two rounds as per the MM tactics. And yes, if you can pull this off you will be legends at the Hanged Man! You had to know I was saving most of the treasure from this adventure for a good reason though, right?[/sblock]
[sblock=Digger]Could you please include a stat block for Girth in each of you posts during combat at least. This fight promises to be my toughest to run perhaps and it would help me out a lot. Thanks![/sblock]
 
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"Aw, crap," is all Hrav says.

[sblock=Tactics]I'm pretty much stumped. I don't see any likely way I'm going to be able to get my sneak attack in, and the only ranged powers I have are Deft Strike and Blinding Barrage.[/sblock]

[sblock=Hrav's Info]Hrav Kortaga- Male Bugbear Rogue 2
Passive Perception: 18, Passive Insight: 17
AC:18, Fort:15, Reflex:17, Will:12 -- Speed:6
HP:31/31, Bloodied:15, Surge Value:7, Surges left:1/8
Action Points: 1, Second Wind: not used
Resist 5 Necrotic, 5 Poison
Powers-
Deft Strike
Piercing Strike

Predatory Eye
Student of the Sword +1 and Mark
Torturous Strike
Tumble

Blinding Barrage
Deathcut Armor (Daily)

Full character sheet[/sblock]
 

Quagmire pulls out his sling and fires a bullet into the darkness, hoping to distract the beast more than actually damaging it. Yet somehow his bullet draws a cry of pain. "Everyone, back away and spread out! We've got to draw her out of that swamp! Girth, steady lad. We're gonna need your magic in this fight." He backs away at full speed.

[sblock=ooc]Standard: basic attack with sling. It only hits on a natural 20, so I'm not bothering to roll damage: natural 20. Wow! 8 damage. Worst crit ever? Is there a record for that?
Move: to I23. We should make sure that we're none of us within 7 squares of the big K on the map, so that she can't hit us with breath weapon from inside the darkness. Also none of us within 5 squares of each other would help, though that might backfire when it comes time for healing.
Minor: inspiring word on Girth: heals surge + 3
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[sblock=Quagmire stat block]Quagmire Weaselcrust- Male Hobgoblin Warlord 2
Passive Perception: 11, Passive Insight: 11
AC:18, Fort:15, Reflex:14, Will:15 -- Speed:5
HP:18/31, Bloodied:15, Surge Value:7, Surges left:2/9
Initiative +7, 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, Knight's Move, sneak attack
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