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Barrow of the Ogre King (Loudwater: adventure 1)

Moderators: Ari, Michael Doss.

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Registered: Jun 2009
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OOC: Shouldn't red be at 012?
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
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Location: Scottsdale
OOC: O12 is where alys is? Excuse me you are right sort of. I meant to make him shift to O11. Then from the Hexer's reaction he can shift again 2 squares to M9. I believe this makes sense. I am going to edit the last post to reflect the change.
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Registered: Oct 2008
Posts: 7786
Ari wrote
OOC: O12 is where alys is? Excuse me you are right sort of. I meant to make him shift to O11. Then from the Hexer's reaction he can shift again 2 squares to M9. I believe this makes sense. I am going to edit the last post to reflect the change.


OOC: Yeah, the map's not quite the same as the text description. I think you mean he ends at M10 and not M9, which would be in the well. Also, it looks like Alysandra has managed to leave a projected image of herself behind. Must be a cool paladin class feature I wasn't aware of. ;)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Registered: Jul 2009
Posts: 14
Location: San Diego
Dra'kor's usual satisfaction from calling forth a blazing starfall upon his targets was quickly dissipated as he observed the damn hexer was still alive. He grunted to himself, as he realized this is his first opponent that could actually fight back. He stared the hexer down and followed its movements, awaiting for another opportunity to strike. "I must have him." he thought to himself. The dwarf was felled by a crossbow bolt, the swordmage and the female paladin were moving closer to the hexer every second, and Dra'Kor was losing his opportunity. Fury rose within him, as is usual when he is denied his vengeance. As his eyes continued to follow the hexer with a bloodlust obsession, he did not at all notice the approach of the nearest goblin until it was too late.

The goblin attacked with a bloodlust equal to his own, and there was nothing Dra'Kor could do to defend himself. The blow miraculously missed Dra'Kor, however, and before he could give it another thought he acted instinctively. The countless hours he trained with his master in which logs were thrown at him honed Dra'Kor's instinctive response. With his staff still raised, Dra'Kor quickly murmured the incantation and immediately dozens of spectral claws lashed out all around his body - almost tearing into the walls of the tavern beside him but, more importantly, tearing into the dumbfounded goblin standing before him.

OOC: Invisible Castle is still down for me, but here is my roll in text form. Ari, you may want to pick up some dice in case this Invisible Castle problem persists...

Tearing Claws on K6. (Attack Roll:1d20+4) (Damage Roll:1d10+8 due to CHA and STR mods)

OOC: the Tearing Claws attack is supposed to knock the goblin back one square, though 3 if bloodied. Does that mean that it already has to be bloodied when I attack to be knocked back 3 squares or if my attack bloodies him he is knocked back 3 squares?

  •   < Dra'Kor
    •  Male Dragonborn Cosmic Sorcerer: 1
    •  Passive Perception: 10, Passive Insight: 10
    •  AC:16, Fort:14, Reflex:11, Will:16 - Speed:6
    •  HP:14/24, Bloodied:12, Surge Value:7, Surges left:7/7
    •  Action Points: 1, Second Wind: not used
    •  
    •  Powers
    •  Blazing Starfall
    •  Burning Spray
    •  Dragon Breath
    •  Tearing Claws
    •  Cosmos Call
« Last edit by Big Red on Wed Aug 05, 2009 12:35 pm. »
Moderator
Registered: Jun 2009
Posts: 3164
OOC: Big Red, you might want to use Dragon Breath on the minion next to you so that if you kill him with that, you still have a standard action to attack something else.
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Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
OOC: Don't worry about the knock-back. It's a minion, so if you hit, it will die since it only has 1 hp. If you miss, no damage even if you would normally do damage on a miss. Also, do you maybe get +1 to hit for the 24h bonus? It might also help Ari if you specify against which defense the attack is (AC, reflex, fortitude, or will). Other than that, the suggestion to use your dragonborn breath attack as a minor and then still be able to exact vengeance on the hexer with a standard attack sounds good.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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OOC: LOL, the paladin has an evil twin... or I just forgot to fix the map...the world may never know. Also I changed the other post to say M10 instead M9 for red's postiion. Sorry for the mistakes, it's my first time flying to Endor :P
Member
Registered: Jul 2009
Posts: 14
Location: San Diego
Jonathan Berg wrote
OOC: Big Red, you might want to use Dragon Breath on the minion next to you so that if you kill him with that, you still have a standard action to attack something else.

OOC: Hi Jon, that's a good point, I forgot that there can be different types of attacks in a round. Let's solidify this attack, though, based on how plausible it is for role-playing purposes, and I'll research the types of attacks and such for future turns.
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Registered: Oct 2008
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OOC: That sounds like a good idea to keep the game flowing. Now Ari can roll for you (and the rest of us on our turns too) since invisible castle is still down.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
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Posts: 361
Location: Scottsdale
Drak'or redirects his attention toward his new priority. Having fixed his gaze upon the goblin in front of him, the soocerer conjures a thicket of spikes from himself. The spectral thorn-like spikes puncture the goblin like an arrow through an apple; a lovely display of mess splatters out from the deep and many wounds. The goblin falls like a doll when the spikes recede suddenly as fast as they appeared.


User posted image

Initiative: Status
==>Ander: 31/31
goblin warrior down 9, marked by Alys
Crag: 0/30, dying 1
goblin warrior dead
Zeth: 23/33
goblin hexer down 19, bloodied, cannot shift or make opportunity attacks (save ends).
Alys 18/31
Townsfolk (10 escaped)
Goblin 1: dead
Goblin 2: dead
Goblin 3: dead
Goblin 4: dead
Goblin 5: dead
Goblin 6: dead

Goblin 7: Unharmed
Goblin 8: dead
Goblin 9: dead
Goblin 10: dead
Goblin 11: dead
Goblin 12: dead

Drak'or: 14/24.
Administrator
Registered: Jun 2008
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Location: Santa Ana, CA
OOC: Is M13 difficult terrain? Can Ander move O10 to N11 to M12 to M13 in 4 moves, then to N14 with his 5th and 6th moves. then finally to N15 with Deft Strike (which allows me to move 2 before attacking)? That'd be my best shot at getting combat advantage on anyone.
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Hedoni Midartis - Eladrin Wizard, Scales of War
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Registered: Oct 2008
Posts: 7786
Michael Doss wrote
OOC: Is M13 difficult terrain? Can Ander move O10 to N11 to M12 to M13 in 4 moves, then to N14 with his 5th and 6th moves. then finally to N15 with Deft Strike (which allows me to move 2 before attacking)? That'd be my best shot at getting combat advantage on anyone.


OOC: The "features of the area" description doesn't specify the exact squares, so I guess it's Ari's call. However, if all the spaces are difficult terrain, you could still do your move by using an action point for a second move and then use your encounter or daily power instead of an at-will. The hexer can't make opp attacks right now anyway, since it's still under the swordmage's effects. Of course, if the deft strike moving thing works, then you could use your action point for another attack instead.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
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Seeing an opening, Ander rushes to take advantage of the hexer's situation, occupied with Zetheryin. In his haste, however, his blade misses its mark.

Move Action: Move to N15
Standard Action: Use Deft Strike (dagger) on Goblin Hexer.

Deft Strike: (1d20+8+1=13, 1d4+4=8, 2d6=7)

Deft Strike hits AC 15 for 15 damage against Goblin Hexer.

OOC: I'm assuming 15 (13 +2 for CA) against AC misses. I'm also assuming that my 6 regular movement plus 2 for Deft Strike is enough to get me to N15.

  •  Ander Riverwalk
    • Male Halfling Rogue 1
    • Passive Perception: 15, Passive Insight: 10
    • AC:16, Fort:11, Reflex:16, Will:14 - Speed:6
    • HP:24/24, Bloodied:12, Surge Value:6, Surges left: 7/7
    • Action Points: 1, Second Wind: Not Used.
    •  
    • Features and Powers

      • Race and Class features
      • Artful Dodger and Nimble Reaction (+4 and +2 respectively to AC against opp. attacks, +6 total)
      • Bold (+5 to saving throws against fear)
      • First Strike (Combat Advantage against creatures yet to act)
      • Sneak Attack (2d6 extra damage with Combat Advantage, once per round)

      • Powers
      • Deft Strike
      • Sly Flourish
      • Positioning Strike
      • Second Chance
      • Blinding Barrage
      • (Key: At-Will, Encounter, Daily, Utility, Special, Used/Not Available)

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Hedoni Midartis - Eladrin Wizard, Scales of War
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Posts: 361
Location: Scottsdale
OOC: So, all of the rubble is difficult terrain; the area of the rectangle of K13 to N14. If you want to use an action point to do your turn that would be fine, or you can take your again instead.
Administrator
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Location: Santa Ana, CA
OOC: I think, with Deft Strike, I can make it, since that lets me move two more squares before my attack. Getting from P9 to N12 costs 3, N13 takes me up to 5, N14 takes me up to 7, and N15 is 8.
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Hedoni Midartis - Eladrin Wizard, Scales of War
Moderator
Registered: Oct 2008
Posts: 7786
Michael Doss wrote
OOC: I think, with Deft Strike, I can make it, since that lets me move two more squares before my attack. Getting from P9 to N12 costs 3, N13 takes me up to 5, N14 takes me up to 7, and N15 is 8.


OOC: In the interest of gameflow, is this maybe a moot point? Does 15 vs AC (with the combat advantage and Ander being in flanking position) even hit? Ari can just decide if Ander is allowed to flank or not and Mike just can just decide if he wants to use Ander's action point or not (I say yes, use the action point).
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
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Posts: 361
Location: Scottsdale
OOC: Ander can move and attack as said.

I am posting from my phone so I will update the map later.
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Crag slips closer to death.

Death Save: Death Save (1d20=2)

Failure #1. Just getting this out of the way...


  •  Crag Stonehelm
    • Male Dwarf Shaman 1
    • Passive Perception: 19, Passive Insight: 19
    • AC: 16, Fort: 15, Reflex: 10, Will: 15 - Speed:5
    • HP: 0/30, Bloodied: 15, Surge Value: 7, Surges left: 10/10
    • Action Points: 1, Second Wind: not used
    • Powers
    • Call Spirit Companion
    • Haunting Spirits
    • Protecting Strike
    • Spirit's Shield
    • Healing Spirit x2
    • Speak with Spirits
    • Thunder Bear's Warding
    • Cleansing Wind of the North
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Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Ander Riverwalk carefully maneuvers around the hexer through the rubble. Having then successfully flanked his enemy and readied for the kill, the rogue just misses his target.

Now seeing a clear path, the red goblin makes his way past the well and around the eastern cart stopping at N6. Seeing a perfect line of sight, it heaves a javelin with deadly force toward the Paladin. From the grace of her god, or just dumb luck, the projectile passes so close to the Kalashtar that she feels it pass her ear.

Bleeding from his mouth and nose, the Shaman begins to welcome the bright light that seems to be calling him to the world beyond.

User posted image



Initiative: Status
Ander: 31/31
goblin warrior down 9, marked by Alys
Crag: 0/30, dying 2
goblin warrior dead
==>Zeth: 23/33
goblin hexer down 19, bloodied, cannot shift or make opportunity attacks (save ends).
Alys 18/31
Townsfolk (10 escaped)
Goblin 1: dead
Goblin 2: dead
Goblin 3: dead
Goblin 4: dead
Goblin 5: dead
Goblin 6: dead
Goblin 7: Unharmed
Goblin 8: dead
Goblin 9: dead
Goblin 10: dead
Goblin 11: dead
Goblin 12: dead
Drak'or: 14/24.
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
OOC: FYI, Ari, when making death saves, it's only an actual failure if the PC rolls under a 10. I've rolled over once and under once, so Crag is only at 1 failure (3 failures is dead).
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Jun 2009
Posts: 3164
Zetheryin flashes his sword in a burst around him, neatly cleaving the minion in two, but missing the hexer, even with great positioning with the halfling. He then focuses his shielding energy on the hexer.

Standard: Sword burst on hexer, 7 sword burst vs hexer, 7 (1d20+5+2+1=14, 1d20+5+1=25, 1d6+4=6) Hits REF 14 on hexer and REF 25 on 7 for 6 damage.

Minor: Aegis of Shielding on Hexer

  •   Zetheryin
    •  Male Githyanki Swordmage 1
    •  Passive Perception: 9, Passive Insight: 9
    •  AC:19, Fort:14, Reflex:14, Will:14 - Speed:6
    •  HP:23/33, Bloodied:16, Surge Value:8, Surges left:12/12
    •  Action Points: 0, Second Wind: not used
    •  
    •  Powers
    •  Aegis of Shielding
    •  Lightning Lure
    •  Sword Burst
    •  Lightning Clash
    •  Telekinetic Leap
    •  Dance of the Sword
_______________
Dungeon Master - The Dark Campaign
Sir Muurak - Mul Cavalier 14, Scales of War
Demuriath - Revenant Assassin 5, Points of Light
Kurvilis - Gnome Mage 4, Eberron
Moderator
Registered: Oct 2008
Posts: 7786
Feeling confident that the swordmage and halfling will be able to handle the hexer, Alysandra is more concerned about the last goblin warrior's intentions, finding it odd that he didn't engage the obvious spellcaster at the other end of the square. He should not be allowed to terrorize the citizens of Loudwater unchecked. She proceeds to circumvent the wagon to cut him off and then shouts "Thou shalt not go further!" in challenge. She considers charging, but remembers how shifty this goblin was with the hexer's aid. She then notices the rude Dragonborn sorceror from earlier with a deadly gleam in his eye. Perhaps engaging her opponent in a feint is all that is needed for the sorceror to strike successfully, she ponders and moves closer.

OOC: Posting now since I'll be fairly busy the rest of the day and maybe evening. Move to R7, divine challenge on red goblin, then move to o6.

  •  Alysandra Novakri
    • Female Kalashtar Paladin of Sune, Level 1
    • Passive Perception: 14, Passive Insight: 20
    • AC: 20, Fort: 11, Reflex: 13, Will: 16, Speed: 5, Initiative: -1
    • HP: 31, Bloodied: 15, Surge Value: 7, Surges: 10
    • saves vs. dazed/dominated at start of turn, telepathy 5 (two-way)
    • Enfeebling Strike hit causes -2 to targeted defense
    • can use Virtuous Strike as melee basic attack
    •    
    • Powers
    • Divine Challenge
    • Enfeebling Strike
    • Virtuous Strike
    • Bastion of Mental Clarity
    • Divine Mettle
    • Valorous Smite
    • Majestic Halo
    • Virtue's Touch 3/3
    • (Key: At-Will, Encounter, Daily, Magical Equipment, Consumable, Used)
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Mon Aug 10, 2009 4:01 pm. »
Moderator
Registered: Jun 2009
Posts: 361
Location: Scottsdale
Zetheryin finds himself in excellent position against the caster, but is himself flanked by another goblin. With a flurry from his swordburst attack, the swordmage misses the hexer and swiftly strikes the other foe dead.

The hexer is now feeling a heavy anxiety about the situation and its lack of options. Desperate to fight, it decides to strike the swordmage with his staff, dealing 4 damage, as the caster ends his attack, he finally feels free to shift and retaliate once again.

In nearly the same moment, the paladin summons the speed to closely pursue the red goblin in order to force its attention. her footsteps stay close behind the warrior's, giving it no choice but to deal with her. User posted image

InitiativevStatus:
Ander: 31/31
goblin warrior down 9, marked by Alys
Crag: 0/30, dying 2
goblin warrior dead
Zeth: 19/33
goblin hexer down 19, bloodied.
Alys 18/31
Townsfolk (10 escaped)
Goblin 1: dead
Goblin 2: dead
Goblin 3: dead
Goblin 4: dead
Goblin 5: dead
Goblin 6: dead
Goblin 7: dead
Goblin 8: dead
Goblin 9: dead
Goblin 10: dead
Goblin 11: dead
Goblin 12: dead
==>Drak'or: 14/24.
Member
Registered: Jul 2009
Posts: 14
Location: San Diego
Dra'Kor watched with immense satisfaction as the goblin minion before him was torn to pieces with his spectral claws. The swordmage, in another brilliant yet entrancing display of sword flurry, violently cut down the goblin behind him. The hexer now stood trapped between the swordmage and the halfling. Dra'Kor grunted to himself, acknowledging that the hexer was now well beyond his reach. Though the realization that it had no escape amused him, and Dra'Kor now turned his attention to the nearby proud yet stupid goblin warrior that chose to ignore him and instead throw a javelin at the paladin across the square. The paladin dodged the javelin and rushed toward the goblin warrior.

"Stay back, woman" Dra'Kor thought, and the paladin glanced at him and seemed to understand. She was just out of range and yet kept the warrior perfectly boxed in...Dra'Kor smiled. He murmured another incantation and, with staff held aloft, he swept his arm outward and threw a thick spray of liquid fire onto the goblin warrior. Not nearly patient enough to see if the goblin warrior had been burned, however, Dra'Kor followed his attack immediately by bellowing forth a deafening roar and breathed a bolt of lightning into the air before him, directly where the goblin warrior stood.

Burning Spray on L5 with the center of the burst on M5; followed by Dragon Breath attack on same grid cells

Burning Spray: Attack 1d20+4, Damage 1d8+8 (1d20+4=17, 1d8+8=14)
Dragon Breath: Attack 1d20+2 vs Reflex, Damage 1d6+1 (1d20+2=20, 1d6+1=3)

OOC: I love the Burning Spray attack because if the warrior tries to attack me with a melee attack before the end of my next turn it takes 4 damage. Sweet. I'd prefer to adjust the initial and center positions of my attack down one row if possible, I'm not sure if I can do that with a Close Burst 3 attack?

  •   < Dra'Kor
    •  Male Dragonborn Cosmic Sorcerer: 1
    •  Passive Perception: 10, Passive Insight: 10
    •  AC:16, Fort:14, Reflex:11, Will:16 - Speed:6
    •  HP:14/24, Bloodied:12, Surge Value:7, Surges left:7/7
    •  Action Points: 1, Second Wind: not used
    •  
    •  Powers
    •  Blazing Starfall
    •  Burning Spray
    •  Dragon Breath
    •  Tearing Claws
    •  Cosmos Call
Moderator
Registered: Oct 2008
Posts: 7786
Alysandra squints her eyes and almost closes them as fire and then lightning envelop the goblin before her. The sorceror seemingly understood her intended strategy and soon the townspeople will be safe again.

OOC: For blast 3 attacks (dragon breath) they either fan out evenly in the cardinal directions or you can angle them diagonally from your square. In this case though, angling diagonally to move the area down would also envelop Crag. Close burst attacks of any kind always radiate outward symmetrically. It's the ranged area burst attacks that allow better tactical placement of the blast area.
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Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
« Last edit by Viktor on Fri Aug 14, 2009 9:26 pm. »

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