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You are here: Home --> Forum Home --> Recent posts by Hammer
Topic: Land of Xenophobia
Subject: Lightning Strikes in More Ways Than One! Turn 1 Combat Round 1 Wave 3


Roxas Isla
City of Nefaria
Dark Arena
Emancipation Sand Dance
Third Wave
Present Day



"Wights!" grumbled Ollie Gory as the Half-Orc Bard strode 15 feet along the catwalk towards his South Ender friends.

He raised his hickory stick as he advanced against his foes, concentrating upon the abilities of the Staff of Evocation that would best aid his comrades.

"Taste the Power of the Chain Lightning!"

Perhaps the Bard was distracted or merely unaccustomed to wielding such force from an untested weapon of choice, but whatever the case, Ollie Gory was only able to channel a minimal amount of damage against his selected target.

However, the bolts of lightning that impacted Wight S4 magically danced through the air and struck with half the force against the other three South End Wights, plus the first and second East End Wights that were advancing against the Halfling Monks!

"I Strike for Life and Freedom!" bellowed ThunnGarr the Mighty as he hurled his magically endowed Dwarven Thrower War Hammer at his nearest foe, connecting with enough force to help reduce the Undead energy of Wight S4 by a third of its former vitality!

Meanwhile, Bumble Brew had moved 15 feet to the top diagonal left of Cunning Fox to unleash a Lightning Bolt to aid the Gnome Clerics at the West End, striking the four Wights with maximum force as her ability to wield her Staff of Power had noticeably increased, nearly reducing the Undead energy of the West End Wights by nearly a third of their former vitality!

The Fuzzy Wolverine wasted no time in attacking Wight S1, clawing and biting with its magical abilities as it continued to protect Bumble Brew from the nearest foe!

Cunning Fox had uttered a prayer to his Thunderbird deity as he brandished his Staff of the Woodlands, pointing his magically endowed weapon at Wight S4 to help protect the Giant Dwarf as he moved 15 feet in a diagonal direction to his right, positioning himself between the Fuzzy Wolverine and Sir Yder to get closer for a more focused shot.

The Native American Human Cleric unleashed a Summons Magical Beasts spell from his Staff of the Woodlands.

His prayer to his deity was answered by an Arrowhawk that swooped from the air to attack his chosen target.

The large predatory Thunderbird dove towards Wight S4, its feet surrounded with a seething froth of electrical discharge that inflicted a third of its damage dealing ability against the harassed Wight with its Electric Ray!

Sir Yder stood his ground as he fired two Arrows against Wight S2, but his ordinary missiles launched by his ordinary weapon glanced off his foe without leaving any marks!

Ullrich also stood his ground, firing three ordinary Arrows at Wight S3 that was 55 feet directly in front of the Human Ranger, but the magical properties of his Oath Bow whispering "Swift defeat to my enemies!" transformed his missiles into lethal projectiles against his foe!

The impact of his Arrows nearly reducing the Undead energy of the Wight by nearly a third of its former vitality!

Amberlyn and Ariane fared no better than Sir Yder with their two ordinary Arrows fired from ordinary Bows respectively glancing off Wight S4 with nary a trace of damage!

Shandra realized that her ordinary Bow and Arrows were useless against the Wights; therefore, she pointed her Staff of the Woodlands towards Wight S4 and breathed a prayer to The Light as she unleashed a Summons Magical Beasts spell to assist ThunnGarr.

To her pleasant surprise a beautiful Unicorn with a long, spiraling horn rising from its brows galloped towards her targeted foe to aid the Giant Dwarf, charging with its lance-like horn to impale its foe!

Although the Unicorn only inflicted as much damage as the Arrowhawk had done, the beautiful creature was able to gallop well out of harms way to prepare for another charge!

West End
The Gnome Clerics realized that their only hope for survival was to banish these Extraordinary Undead creatures from their end of the Dark Arena, hoping that the South Enders would be able to prevail over these combined numbers of foes!

The Lightning Bolt attack by Bumble Brew served to confirm their decision!

Clerics 4, 6 and 8 maintained their positions while Cleric #7 moved ahead 15 feet to a new position 15 feet away from Wights W2 and W3, channeling his divine power in a successful effort as the four Wights slowly turned and walked in a straight line 30 feet towards the East End Monks!

East End
The Halfling Monks did not believe in the whispered tales of the danger of the Wights, thinking they were merely tall tales to scare little children and other faint hearted folks!

Monk #4 charged Wight E3 and his brother Monk #3 charged Wight E4, both summoning and focusing their Third Level ability to empower themselves with an unarmed Ki Strike, serving as a magical weapon able to inflict damage upon the Wights!

Monk #4 merely inflicted minimal damage; whereas, Monk #3 succeeded in dealing maximum damage!

Unfortunately, both Monks lost their lives in the process!

Fortunately for the remaining gladiators, the Monks being Halflings, the Wights were unable to create any Spawn!

The East End Halfling Monks are the first group of gladiators to be eliminated, thus succumbing to the Death Sentence imposed upon them by the Dark Arena Consortium!

North End
Pride and Arrogance proved to be the downfall of the North End Human Fighters as they charged the Wights, swinging their Two-Handed Axes with blood curdling howls!

The Dark Arena Consortium had planned their demise well, counting upon the fact that the Fighters refused to believe the whispered tales of the Wights, thus assuring themselves that the pronounced Death Sentence would be both unexpected and horrifying for the Fighters!

Brute force from the Two-Handed Axes left no marks upon the Wights!

Each Fighter suffered an immediate loss of their Third Level abilities as the Wights retaliated to their united charge with the damage wrought by their Undead claws!

Fighters #2 and #3 lost their lives in that charge!

More Horrifying and Terrifying was the Fact that the Fallen Fighters swiftly became Spawn as these former friends and brothers had now become Unnerving Undead Foes intent upon transforming their former comrades!


The Wights have gained the Initiative and neither the West End Gnome Clerics nor the South Enders are yet aware that the Monks have been Slain and that the North End Wights are turning the fallen Human Fighters into their Spawn!


Posted on 2009-01-23 at 11:22:27.
Edited on 2009-01-23 at 11:26:59 by Hammer

Topic: Bon Voyage Hammer
Subject: Bon Voyage Hammer


Hammer is now preparing to finish packing and fly to the Philippines later tonight, so this is my notice to all my DMs, GMs and Players that I probably will not be back online here at the Inn on a regular basis until sometime in February!

Please just NPC my characters or (gulp) just Kill them off if necessary!

I will be online as frequently as possible!

Hammer

Posted on 2009-01-12 at 15:38:52.
Edited on 2009-01-12 at 15:40:39 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Cirro


Wights are Extraordinary Undead almost like your favorite Vampires!



Posted on 2009-01-12 at 15:33:17.

Topic: Q & A Oaks Heart
Subject: Hingatuli


To Hit = 17

Save = 17

[This is either really good luck of the dice or really bad, since I am not sure if a high roll is good or bad?]

Hingatuli will attempt to Turn Undead

I have forgotten what weapon he has and what sided dice he needs to use it?

He will pull his weapon for some up close and personal confrontations after trying to Turn Undead.

ShadowDragon please NPC Hingatuli as I am packing my dice and the rest of my things pretty soon to get ready to fly to the Philippines later tonight.

Not sure when I will be able to post here as the Internet Cafe costs and may be too slow for my spending budget.

I can write up my posts on my laptop and when I go to the church where I am ministering I should be able to log in there with my laptop, but I have to find out when I get there!

[That is what I plan to do for Land of Xenophobia!]

Posted on 2009-01-12 at 05:57:54.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Magical Beasts and Staff of the Woodlands


ShadowDragon and Dragon Mistress

Summoning Magical Beasts with your Staff of the Woodlands will expend 3 Charges and they will appear and fight for 6 Combat Rounds before disappearing.

Then you can Summon them back for another 6 Combat Rounds after they either disappear or if they were Killed, but that is probably impossible with the Magical Beast summoned by Cunning Fox and extremely unlikely with the one summoned by Shandra!

Posted on 2009-01-12 at 05:46:17.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Ollie Gory, ThunnGarr and Bumble Brew etc T1CR1 actions


Ollie Gory is unleashing a Chain Lightning blast from his Staff of Evocation that will strike Wight#4 with Full Force and 1,2 and 3 with half the damage.

His action is to aid his friend ThunnGarr the Mighty.

It may even be able to strike one of the Wights at the East End, but I will have to double check when I configure.

ThunnGarr will then strike #4 with his Dwarven Thrower War Hammer because throwing the Hammer will inflict extra damage!

Bumble Brew will make her 15 foot move and unleash a Lightning Bolt against the 4 Wights that are facing the West End Clerics.

This action takes place a split second before the Clerics attempt to turn Undead, so they will suffer a margin of damage before fleeing!

Fuzzy Wolverine will attack Wight #1, so more damage is inflicted on that Wight, but it is in danger of a retaliation next round.

If the Gladiators gain the Inititative for Combat Round 2 then Ollie Gory, ThunnGarr and the Fuzzy Wolverine will repeat their actions.

Bumble Brew will be forced to take a different action as the West End Wights should be on the run from the Clerics!


From what I have read thus far, Ullrich will fire 3 Arrows at Wight #3 which is right in front of him 55 feet straight ahead.

My book is in a pile to be packed this morning, but the Magical Beast that Cunning Fox summons will probably attack Wight #4 and I am not sure if the type of attack it makes will transfer to other Wights?

Do not want to spoil the surprise of the Magical Beast summoned by Cunning Fox!

If Shandra also chooses to Summon a Magical Beast with her Staff of the Woodlands [which I would configure in an NPC fashion if there is no confirming post here before I write up the configurations in the Philippines!] then her Magical Beast would attack Wight #4 also!

Hopefully, by that time Wight #4 would be eliminate and if it were eliminated before her Magical Beast is unleashed, then it would attack #3.

That would leave Sir Yder, Amberlyn and Ariane who would naturally in character probably shoot Arrows at #2, #3 and [if not eliminated by now] #4 respectively.

Then they would realize that their Arrows are ineffective againsts the Wights, except for the Arrows of Ullrich that are enhanced by the magical properties of his Oath Bow!

If that is acceptable with everyone, then that is how I will write it up and configure the results.

I type the configurations in Word and then copy and paste to the Land of Xenophobia thread, editing when (usually) necessary

Okay with everyone?

Posted on 2009-01-12 at 05:39:50.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Still ...


..... find myself typing Ants during the HobGoblin sequence and even think of Ants when typing Wights

Anyway, there is still a lot of fighting to be done and I promise you that there will be plenty of roleplaying opportunities when you survive the Dark Arena.

Actually, I would think there is ample role play within the limitations of what we are facing, but live and learn.

I am flying out tonight and hopefully can get online at some point in the Philippines and post what is going on!

Posted on 2009-01-12 at 05:08:49.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Nomad


The Slayer Arrows for Kobolds will Kill a Kobold even with a minimum damage roll of the dice!

It is your Oath Bow that transforms your ordinary Arrows into damage dealers against Wights!

You would be wasting your Kobold Arrows on the Wights and no one else could use the Kobold Arrows to damage the Wights!

However, if you choose to share the Kobold Arrows when the Kobolds are unleashed then whoever uses them will Kill a Kobold with each Arrow!

Posted on 2009-01-10 at 19:59:25.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Final Clarification


It is NOT My Intent to Kill Your Characters!

But ... there is the real danger and possibility of that happening ... depending upon your choices of action ... and the results from each round of fighting!

Each Character has at least One Magic Weapon that will help them survive!


Ollie Gory will strike first with his Staff of Evocation [I am ruling it is a magical weapon that can fight Wights!] and he will unleash Chain Lightning before anyone of the other South Enders will attack the Wights!

Fuzzy Wolverine is able to attack the Wights because he is magical in nature, but the Wights can strike back since he has to get next to them!

Bumble Brew is able to attack the Wights with her Staff of Power, but because of the proximity of her teammates and to get the best shot against the most Wights, she will move 15 feet to the Top Left Diagonal of Cunning Fox and unleash a Lightning Bolt that will strike all 4 West End Wights!

She also has a Wand of Cure Critical Wounds that can be used to Inflict Critical Wounds on the Undead if she gets within 10 feet of the Wights!

Cunning Fox is unable to use his Arrows as his Arrows Will Not Harm the Wights! He has summoned a Magical Beast [to be revealed] with his Staff of the Woodlands (3 Charges) and that beast can fight for a very limited time.

He can also use his Ring of the Ram if he is within 50 feet of his intended victim! He has already used 3 Charges and it would be prudent for him to use 3 Charges every time he attacks the Wights!

Turning Undead in this situation would be counterproductive, especially after you see what happens when the Clerics decide to Turn Undead on their first attack against the Wights!

If the Wights get next to him, he can also hit them with his Staff of the Woodlands and inflict damage like a QuarterStaff would inflict damage!

You Guys Need to Stand and Fight and Eliminate the South End Wights!

Sir Yder is unable to use his Arrows either! His Arrows will Not Harm the Wights!

His situation is Quite Risky because he has to get next to a Wight to use his Dragon Slayer Long Sword to inflict any damage on the Wights!

Ullrich is the ONLY South Ender who can fire Arrows!

His Oath Bow has a magical property that allows him to fire his regular Arrows and deal damage to the Wights!

He also is carrying an extra quiver of Arrows so he has enough to fire 3 Arrows for probably 8 rounds!

His Sylvan Blade Long Sword can also deal damage if he gets next to a Wight, but why get next to a Wight when his Oath Bow has magical properties that allow him to fire Arrows and deal damage?

Also, his off-hand Short Sword is Useless against the Wights!

ThunnGarr has his Shield of Bashing that will inflict damage against the Wights if they get next to him!

Also, his Dwarven Thrower War Hammer also has the magical properties to inflict damage!

Better for him that he throws his Dwarven Thrower to inflict greater damage and to stay out of range!

Amberlyn is in the same predicament as Sir Yder!

Firing her Arrows will NOT damage the Wights!

She must be right next to a Wight to inflict damage with her Feathered Long Sword and that makes it entirely possible for the Wight to attack her!

Note from the Castle Keeper
In this particular scenario, Sir Yder and Amberlyn are key players in alerting their teammates to the dangers of the Wights relayed by Ollie Gory to their Magical Helms!

Abraxis and Brianna can decide if they want to get close to attack or just stay back, depending upon how you two decide how to role play your characters!

The important thing is that you post receiving the information and relaying that info to your teammates!

I will just assume everyone has the info as I proceed with the configurations, but Sir Yder and Amberlyn can gain some Extra Experience Points depending upon how you write up and post your info to your teammates!


Shandra is unable to use her Arrows to damage the Wights!

She is also NOT a High Enough Level Monk to punch the Wights and inflict damage like the Halfling Monks are able to do!

She could use her 10 Javelins of Lighning, but they are now in her pile of backup weapons 40 feet behind her, so that is NOT a Viable Option!

Besides, she will probably need to use them to fight against the Final Wave! [Hint Hint Nudge Nudge]

Therefore, her best option is to do like Cunning Fox and Summon Magical Beast with her Staff of the Woodlands!

I already have picked out what will appear for her should she choose to do so!

Also, if she gets next to a Wight she can damage the Wight with her Staff of the Woodlands as if it were a QuarterStaff inflicting damage!

But then she also runs the risk like Amberlyn, Sir Yder and Cunning Fox of getting a level drain if they attack her!

Ariane is also Unable to Fire Arrows at Wights and do damage!

Her only options for attacking and damaging Wights are getting next to one and striking it with her Holy Avenger Long Sword and being in danger of being attacked and suffering a Level Loss!

or

Getting 10 feet away from a Wight and unleashing a spell from her Wand of Cure Critical Wounds to Inflict Critical Wounds damage upon the Wights!

Note from the Castle Keeper
Although nearly the entire population of Nefaria and the Land of Xenophobia think that Wights are merely a myth or superstition, through some type of Wizardry the Dark Arena Consortium were able to locate and teleport this particular group of 16 Wights into a holding cell deep within the underbelly of the Dark Arena for such a time as this!


Posted on 2009-01-10 at 08:41:12.
Edited on 2009-01-10 at 15:00:12 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Further Clarifications


Wights in Land of Xenophobia are considered to be superstition or old wives tales to scare children.

Ollie Gory because he is Half-Orc and a 5th level Bard is privvy to some ancient info regarding the reality of the Wights in Land of Xenophobia.

Remember that the Fighters, Clerics and Monks were sent into this situation as a Death Sentence and the Hammer is about to fall on the Fighters!

The Fighters refused to do something for the Dark Arena Consortium and were thus sentenced to Death along with the Clerics and Monks who refused to divulge the secrets of the hidden treasures of their Dragon deities!

The Third Level Human Fighters DO NOT have any weapons to fight these things and they actually think these Undead are just like Zombies or animated Skeletons that they can hack and slash with their weapons!

The Third Level Gnome Clerics can Turn Undead, but yes they will go in some other direction and need to be eliminated, not just herded around the Dark Arena with a 10 minute time limit or one fall like in the WWE, plus if the Clerics get within 10 feet of the Undead after turning them then the turning spell is broken!

These Clerics can also Consecrate and may have another Spell to use, but they have No Magic Weapons and must rely on the South Enders to come to the rescue!

The Third Level Monks have the ability to Karate Chop as if they had the required Magical Weapon, so they are able to deal some damage, but must get next to the Wights to deliver the punches!

If they get drained a level then they no longer have any type of weapon to use against the Wights!

The Arrows and Cross Bow Bolts are USELESS against these type of Undead; however the Fighters, Monks and Clerics do not fully realize what they are up against here!

Ollie Gory and ThunnGarr are the only ones who truly know what is happening here!

Therefore the Bardic Chant and Thought Projection are being picked up only by Amberlyn and Sir Yder with their Magical Helms that were granted by the Unkown Merchant to save their lives!

Major Problem!

This does have a way of being resolved with the South Enders emerging with their lives and abilities!

However, it may be a bit tricky before it is over!

This is probably the most dangerous situation the South Enders are facing in the Dark Arena in regards to losing their lives and abilities permanently!

Posted on 2009-01-10 at 07:38:33.
Edited on 2009-01-10 at 08:52:33 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Clarifications on Wights ..


..... in Land of Xenophobia:

All of us except ThunnGarr are 1st Level presently and if our level gets drained then we become 0 level.

That would mean for example that our two Knights would lose their Mounts and Riding abilities [although their Mounts are waiting for them after they survive.

Another Example is that Cunning Fox would lose his Cleric ability to Turn Undead.

Rangers would lose all their 1st level Ranger abilities and a Fighter would lose his 1st level ability to specialize with a weapon!

So your present situation is indeed grim!

Yes you only get One Shot to Turn Undead

Posted on 2009-01-10 at 07:18:18.
Edited on 2009-01-10 at 08:45:07 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: So ...


..... were you thrown a curve by what has emerged as your Third Wave Opponents?

Posted on 2009-01-09 at 22:25:32.

Topic: Land of Xenophobia
Subject: Extraordinary Undead Unveiled Turn 1 Combat Round 1


Roxas Isla
City of Nefaria
Dark Arena
Emancipation Sand Dance
Third Wave
Present Day


The roar of the Dark Arena spectators surrounding the sands was almost deafening as the gladiators began to rejoice in their triumph over the Second Wave of Opponents!

Suddenly the Dark Arena Dome nearly extinguished any traces of bright light as the dimming effect coincided with the disappearances of the dead and dying corpses that littered the Dark Arena sands!

A hush began to fall upon the Dark Arena crowd and gladiators alike, as the familiar low hum of the elevator descending into the depths of the Dark Arena structure tunneled beneath the sands greeted their heightened senses!

Mere moments later the familiar low hum of the elevator ascending back to the sands with its cargo of Third Wave Opponents climaxed with the disgorging of the horrifying sight of .....


"Wights!" gasped Ollie Gory as the gravity of the danger now stalking the remaining gladiators on the Dark Arena sands began to strike untold fear in the hearts of the spectators as they reacted in horror at the unspeakable scenario unfolding before their very eyes!

"My Finger of Death Wand is of No Use!"

Whispered tales of such Humanoid Undead were regarded by most as the fantasy and fiction woven by WordSmiths or Wizards to frighten children or scare undesirables from their designs of looting graveyards or castles!

Yet, here they were in full view of all the spectators and gladiators who had convinced themselves long ago such dreadful things did not exist in the Land of Xenophobia!

Four groups of four Wights were slowly advancing towards the remaining gladiators at each end of the Dark Arena. There was no particular battle pattern or formation for each group, other than marching forward in a straight line with varied spacings between them from group to group.

Their ragged bodies surprisingly showed some semblance of eerie grooming, unlike the foul appearance of zombies or ghouls, but the unmistakable hatred for all things living exuded from every macabre fiber of their undead bodies!

In spite of the hideous appearance of the obvious hatred twisting and contorting their faces, the most unnerving feature of these undead creatures were their unnaturally long fingers that were capped by thick nails that served as claws!

They needed no other weapon!

"The Trap Is Sprung!" bellowed ThunnGarr the Mighty as he readied himself for the coming battle between the living and the undying!

Only the Giant Dwarf and the Half-Orc Bard truly realized what dangers the gladiators were up against from the 16 Undead that comprised the Third Wave of Opponents!

The two friends had spent countless hours over the years of their captivity discussing the legends and lore that the Bard was able to relate from his studies of ancient parchments and the whispered secrets shared by the few adventurous souls that Ollie Gory was privileged to meet during his private wanderings prior to his captivity.

The Half-Orc Bard was counting on Sir Yder to be able to read his thoughts regarding the danger of the approaching Wights with the magical properties of his Helm of Telepathy and that the Knight would relay the information to his nearby teammates as Ollie Gory began Chanting the following in an Orcish Bardic language that few living beings understood, in hopes that Amberlyn would translate and share the information with her nearby teammates by the magical properties of her Helm of Comprehend Languages and Read Magic:

Your Foes Were Once Human
They Be Now Undead
Now Cursed To Be Haunting
You Must Resist Your Dread

Yes They Are Pale
Like Death They Are So
Their Skin Is Stretched Thin
But You Can Defeat This Foe

They Despise All Things Living
To Maim Hurt And Cripple They Will
They Attack With Clawed Fingers
Trying To Kill

They Drain Energy Levels
Create Spawn They Do
Do Not Let Them Touch You
But I Have Good News For You

You Were Given Special Weapons
For A Time Such As This
You Must Use Them Wisely
Pray You Do Not Miss




Ollie Gory grabs his Staff of Evocation and prepares to aid his South End teammates!

One Lethal Touch from a Wight can Drain an Experience Level from its Victim and if it chooses to do so a Wight is also able to create a Spawn from its Slain Victim!

Now the Half-Orc Bard will do his best to help prevent either of those things from happening to his South End friends!


Third Wave">

Wights = 1,2,3,4 without boxes
Fuzzy Wolverine = W inside box at South End
Bumble Brew = 1 inside box at South End
Cunning Fox = 2 inside box at South End
Sir Yder = 3 inside box at South End
Ullrich = 4 inside box at South End
ThunnGarr = 5 inside box at South End
Amberlyn = 6 inside box at South End
Shandra = 7 inside box at South End
Ariane = 8 inside box at South End
Ollie Gory = 9 inside box on catwalk

Catwalk designated by light line surrounding the dark line representing the Dark Arena elevator

Surviving gladiators designated by corresponding number inside box at North End for Human Fighters, East End for Halfling Monks and West End for Gnome Clerics

Solid black boxes at North End, East End and West End represent the corresponding Slain Gladiators

Lightly shaded boxes represent the original starting positions of the corresponding gladiators who have moved from their original position during the Second Wave battle



Posted on 2009-01-09 at 22:06:24.
Edited on 2009-01-09 at 22:22:09 by Hammer

Topic: Q & A ~ Land of Xenophobia ~
Subject: Nomad


I purposely waited a couple of days before posting the Third Wave introduction to kind of leave you all salivating at what is entering the Dark Arena on the Third Wave!

Although I could go ahead and post the description and number of your Third Wave Opponents I just want to extend the cliffhanger element for a few more hours!



Posted on 2009-01-09 at 16:34:48.

Topic: Q & A ~ Land of Xenophobia ~
Subject: ShadowDragon


I spent part of this afternoon figuring out which magical beast you would be summoning [after reading your post in Land of Xenophobia] and I have an interesting one picked out, but you will not know what it is until I get the next post written and posted [hopefully while in the Philippines!]

Posted on 2009-01-09 at 16:31:32.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Good news and ...


..... better news later!

I am at the newspaper office visiting some folks and had the map scanned and posted in photobucket which is good news!

Better news is that the Third Wave introduction that I wrote is at home on my laptop, so I am unable to update right now, but later tonight I will post the info and the map together at the same time!

Better news!

Posted on 2009-01-09 at 16:28:35.

Topic: Buried Secrets Q&A
Subject: Okay ...


..... hopefully I can get a post written before I fly to the Philippines on Monday!

Posted on 2009-01-09 at 05:24:00.

Topic: Q & A Oaks Heart
Subject: Please ...


..... clarify what dice need to be rolled to further progress the adventure?

Posted on 2009-01-08 at 21:37:14.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Have finished typing in Word ...


..... the intro to the Third Wave earlier today!

Have also finished another crude map so you can see where everyone is positioned including the Third Wave Opponents!

Just have to get the map scanned and then post both before I fly to the Philippines!

I could go ahead and post the written material, but I did not include the positions where everyone is, which need to be shown on the map, so we will wait a couple of days!

Posted on 2009-01-08 at 20:04:37.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Another ...


..... 100 Experience Points have been awarded to the Second Wave survivors in our South End party!

Remember also that I will be assigning Experience Points at some point for your scribings in Land of Xenophobia!

Looks like Ullrich just got a bundle more for what Nomad wrote! [Undecided how many Experience Points I am awarding for the writing!]

Posted on 2009-01-07 at 17:48:49.

Topic: Q & A ~ Land of Xenophobia ~
Subject: WOW ...


..... what an Awesome post from Nomad that was a Great and Thought Provoking Reading Experience!

Answers to your questions:

1. No! "The Trap" has been sprung and there is no returning to your original positions for Wave Three!

2. Basically the Oath Bow responds to the oath spoken in slaying any enemy that you may encounter.

If you were in the forest and a band of HobGoblins attacked you [or Kobalds, or Ants, or Lizard Folk or whatever else] and you uttered the oath then you would have the extra fire power until either the enemy was dead [in which case you would have to wait 24 hours before you could use it against another enemy!

or

If some of the attackers escaped then your Oath Bow would have to wait one week before it could be used against any other type of opponents, unless you were able to track down the escaped attackers and eliminate them [like if it took 3 days to find them and you finally killed them all then you would have to wait 24 hours before you could swear another oath against another enemy!

But if you finally caught up to them, say 10 days later, the Oath Bow enhancement would have worn off before then.

Chances are quite likely that you will encounter HobGoblins in your future journey once you escape the Dark Arena!

However, there are No More HobGoblins to fight in the Dark Arena, but you may wish there were more compared to what is on the battle schedule between where you are now and the freedom you are seeking!



Posted on 2009-01-07 at 17:41:16.

Topic: Q & A ~ Land of Xenophobia ~
Subject: Okay Gang ...


..... now go ahead and read the updates in Land of Xenophobia!



Posted on 2009-01-07 at 16:00:58.

Topic: Land of Xenophobia
Subject: HobGoblins Hobbled Turn 2 Combat Round 1


Roxas Isla
City of Nefaria
Dark Arena
Emancipation Sand Dance
Second Wave
Present Day


The only remaining HobGoblins were fighting a losing battle at the North End against the Fighters, but their savagery fueled their continued attacks nonetheless!

Of the three remaining HobGoblins, only one of them was able to inflict any damage against Fighter #2 as Fighters 1 and 3 were able to avoid the slashing blades of their opponents!

Monks #3 and #4 fired Arrows with enough accuracy to first render HG10-T5 a hopelessly twitching Unconscious adversary with Grievous Wounds before the Killing impact ceased its struggles to survive!

Then Monk #4 launched his final Arrow at HG10-T4 that upon impact left the HobGoblin twitching upon the Dark Arena sands Unconscious with Grievous Wounds!

Fighter #1 was able to dispatch the twitching HobGoblin with a single Killing Blow, while his teammates #3 and #5 buried their blades into HG5-T3 with such force that the first strike left the HobGoblin a mere hair from unconsciousness and the second ended its life rather abruptly and unceremoniously!

The roar of the Dark Arena spectators surrounding the sands was almost deafening as the gladiators began to rejoice in their triumph over the Second Wave of Opponents!

Suddenly the Dark Arena Dome nearly extinguished any traces of bright light as the dimming effect coincided with the disappearances of the dead and dying corpses that littered the Dark Arena sands!

A hush began to fall upon the Dark Arena crowd and gladiators alike as the familiar low hum of the elevator descending into the depths of the Dark Arena structure tunneled beneath the sands greeted their heightened senses!

Mere moments later the familiar low hum of the elevator ascending back to the sands with its cargo of Third Wave Opponents climaxed with the disgorging of the horrifying sight of .....


Posted on 2009-01-07 at 15:26:30.

Topic: Land of Xenophobia
Subject: Hold Your Positions Turn 1 Combat Round 6


Roxas Isla
City of Nefaria
Dark Arena
Emancipation Sand Dance
Second Wave
Present Day


The East End HobGoblin missed Monk #4 and the West End HobGoblin had even less success against Cleric #4, but the HobGoblins at the North End had mixed success as Fighters 2, 6 and 8 were able to avoid their attackers; whereas, Fighter #1 took some damage and Fighter #3 dodged one attack, but fell victim to a well placed blow that almost sent him into an unconscious state!

North Enders
The Fighters continued to take their toll against the HobGoblins, inflicting damage with each attack as the Lieutenant from Troop 3 succumbed to Mortal Wounds! [Dies on T2-CR1]

Fighters #8 and #7 scored Kills as HG1-T2 and HG6-T3 crumpled Lifeless to the Dark Arena sands under the force of their respective blows!

East Enders
Monk #4 succeeded in rendering HG8-T4 helplessly twitching and Unconscious on the Dark Arena sands as Monk #3 delivered the Killing Blows to rid themselves of their last HobGoblin menace!

West Enders
The Gnome Clerics managed to Kill the Lieutenant from Troop 2 and inflict upon HG5-T2 Mortal Wounds! [Dies on T2-CR3]

Cleric #8 even had an extra Arrow to fire against HG5-T3 to assist the Fighters!

Ollie Gory also fired 2 Arrows against HG5-T3 to soften the HobGoblin up for the Fighters to eliminate!

South Enders
ThunnGarr the Mighty shouts to his teammates:

“Attention!”

“Every One!”

“Hold Your Positions!”

“Shandra!”

“Take Out That Last HobGoblin!”


Shandra fires a lone Arrow at HG9-T4 that sinks deep inflicting Mortal Wounds! [Dies on T2-CR1]

ThunnGarr responds:

“Good Shot Shandra!”

“Ariane!”

“Heal Shandra with the Wand of Cure Critical Wounds!”

“Now!”


Ariane responds to the battle command of the Giant Dwarf by pointing the Wand at Shandra who is 10 feet to her left side and upon her command dispenses a force that baths the injured Monk in a healing glow!

[The Wand of Cure Serious Wounds fully restores Shandra from the lost hit points with 1 charge! Wand of Cure Serious Wounds now has 49/50 charges remaining!]

ThunnGarr then bellows:

“Every One!”

“Hold Your Positions!”

“We Must Be Prepared For The Trap!”



HobGoblins survivors have the Initiative for Turn 2 Combat Round 1 over the Gladiators!

Note from the Castle Keeper
Turns out it was Not Necessary to get your generic orders for the Second Turn of Combat Rounds!

So I am proceeding without them!

Also, the Oath Bow that Ullrich has been using will be Unable to sing its Death Song that imparts the Extra Damage to a Sworn Foe for a period of 24 hours after the final HobGoblin dies in the Dark Arena!

Ullrich Chose Wisely on His Decision to Use that Ability of his Oath Bow versus a Sworn Enemy during the Second Wave of Opponents!

HobGoblins are bound to be encountered sometime in the future if you guys decide to continue to play in this Adventure after you finally survive the Dark Arena!


Posted on 2009-01-07 at 15:22:41.
Edited on 2009-01-10 at 15:02:03 by Hammer

Topic: Land of Xenophobia
Subject: South Enders to the Rescue Turn 1 Combat Round 5


Roxas Isla
City of Nefaria
Dark Arena
Emancipation Sand Dance
Second Wave
Present Day


South Enders
As Bumble Brew moves 15 feet to her diagonal right and unleashes a Lightning Bolt to aid the Gnome Clerics at the West End that strikes HG7-T2 with enough force to Grievously Wound the unsuspecting HobGoblin from behind, The Fuzzy Wolverine stays crouched in his protective position to aid the young Wizard when necessary!

Cunning Fox moves 15 feet to his diagonal left [10 feet to the left of Bumble Brew] and fires an Arrow at the stricken HG7-T2 that inflicts Mortal Wounds! [Dies on T2-CR1]

The Native American Human Cleric then fires his second and third Arrows at the previously unscathed HG5-T2 to further assist the Gnome Clerics!

Sir Yder moves 15 feet diagonally West [directly next to Bumble Brew] and fires his 2 Arrows at the previously unhurt Lieutenant from Troop 2 to lend his support to the Gnome Clerics!

Ullrich moves straight ahead 15 feet (with some extra Arrows in case he needs them) and fires at the Lieutenant from Troop 5 that is menacing the Monks, as the magical properties of the Oath Bow responds with another low shout of “Swift death to those who have wronged me!”

The Ranger smiles with grim satisfaction as his 3 Arrows pepper his foe!

The Lieutenant falls to the Dark Arena sands Unconscious and twitching with Grievous Wounds!

ThunnGarr the Mighty jogs 60 feet NorthEast to get into a better position to survey the battle, before giving any orders to his teammates that he deems necessary for their survival in the Dark Arena!

Amberlyn moves 15 feet North and fires an Arrow at the Lieutenant from Troop 5 that sinks deep enough to inflict Mortal Wounds! [Dies on T2-CR2]

The young Knight in training then fires her second shaft at the previously unharmed HG5-T5 that sinks deep into his left shoulder!

Shandra also has a good bead and follows suit against HG5-T5 with 3 more of her Arrows that leaves her targeted foe with little vitality!

Ariane decides that Monk #3 is obstructing her view from the HobGoblin targeted by Amberlyn and Shandra, so the young Paladin opts to fire at HG9-T4 because she has a decent view of her intended target, but her shots average slightly better than minimal damage!

However, this assistance from the South End Archers gives the Monks the opportunity to take advantage of the distracted HobGoblins as they try to locate where the Arrows came from!

Monk #4 is able to inflict Grievous Wounds upon HG9-T4 thanks to Ariane, while Monk #3 strikes HG5-T5 with enough force from his weapons to Mortally Wound the HobGoblin! [Dies on T1-CR6]

West End
Cleric #7 moves 15 feet diagonally out of the line of fire of the South Enders who have come to their assistance and then fires at HG4-T2 with his first Arrow that inflicts Mortal Wounds! [Dies on T1-CR6]

He then fires his second Arrow at the Lieutenant from Troop 2 as does Cleric #8 with his 2 Arrows after moving 15 feet diagonally out of the line of fire of the South Enders!

This enables Cleric #4 to finish the job started by Sir Yder as he strikes the HobGoblin with his Club with just enough force to knock the HobGoblin leader Unconscious with Grievous Wounds at the brink of elimination!

Cleric #6 attacks HG5-T2 with enough force behind his Club to remove half the vitality from the enraged HobGoblin!

North End
The 7 remaining Fighters maneuver themselves with renewed vengeance for their fallen comrade as they Kill two more HobGoblins!

They also inflict Grievous Wounds upon two others and Mortal Wounds on another! [Dies T1-CR6]

Ollie Gory manages to Kill HG2-T2



Now the HobGoblins have regained the Initiative for Combat Round 6 over the Gladiators!

Posted on 2009-01-07 at 15:19:38.
Edited on 2009-01-07 at 15:41:14 by Hammer

 


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