[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)


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Someone

Adventurer
Prime whistles, releasing steam and strikes his shield with the hammer, causing a racket loud enough to wake up the dead and probably his companions too.
 

Luinnar

First Post
OOC: I know I'm getting ahead of myself, but will those sleeping have to stand up, draw their weapons and hop on their dragons as actions, or will there be time to do that before combat? :)
 

[sblock=Equipping :) DM, please DO NOT read]And don't forget time to don the armor and shields...after spending minor to retrieve it...
minor: grab the armor
move: stand up
minor: put it on ROUND 1
minor: grab the shield
standard: put it on
minor: put on boots ROUND 2
move: get into position
minor: draw weapon implement
standard: ATTACK, third round at the soonest :)
[/sblock]

Drew reacts quickly, interrupting his slow waking round and getting ready for combat.
 

Voda Vosa

First Post
Vermitrax is awaken by Prime's battering, and instinctively knows something's wrong. He'll leave the "I tell you so" show for later, now it was time for rending the soul of whatever was going to try to kill the necromancer of the Living Isle. From his position on the tree, he grabs his staff and his spellbook and remains on the branches.


[sblock=Vermitrax]
Human Wizard (Evil) Level 4 (XP 4635)
Initiative +2
Passive Insight 19 Passive Perception 19; Senses normal
HP 38 Bloodied 19 Surge Value 9; Surges Per-Day 9
AC 20 Fortitude 18 Reflex 20 Will 20
Resist 5 Cold 10 Force
Speed 6 Size Medium
Basic Attack +5 vs AC 1d8+1
Ranged Basic Attack Magic Missile power: Deals 8 dmg at 20 squares range
[sblock= At will powers]
Magic Missile (At Will Standard Range 20 ✦ Arcane, Implement, Force) Wizard 1
Target: One creature
Attack: Hits automatically
Hit: 8 force damage
Stone blood (At Will Standard Area burst 1 within 10 ✦ Arcane, Transmutation, Implement) Wizard 1
Target: Creatures in burst
Attack: +8 vs. fort
Hit: 1d6+6 damage, the target is slowed until the end of your next turn.
Beguiling Strands (At Will Standard Close blast 5 ✦ Arcane, Psychic, Implement, Charm, Enchantment) Wizard 1
Target: Each Enemy in blast
Attack: +8 vs. Ref
Hit: 7 psychic damage, push up to 3 squares
Hypnotism (At Will Standard Range 10 ✦ Arcane, Implement, Charm, Enchantment) Wizard 1
Target: One creature
Attack: +8 vs. Will
Hit: Choose one of the following effects:
• The target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll.
• You slide the target up to 3 squares.
Disrupt undead (At Will Minor Range 5 ✦ Arcane, Necromancy, Shadow) Wizard Cantrip
Target: One undead creature
Attack: Hits automatically
Hit: Target's necrotic resistance is reduced by 5[/sblock]
*: Prepared spells
[sblock=Encounter Powers]
*Suggestion (Encounter Free Personal ✦ Arcane) Wizard Cantrip
Target: Personal
Trigger: You make a diplomacy check
Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check
*Spook (Encounter Free Personal ✦ Arcane) Wizard Cantrip
Trigger: You make an initimidate check
Effect: You make an Arcana check instead, using that result to determine the outcome of the Intimidate check
Grasping Shadows (Encounter Standard Area burst 1 within 10 ✦ Arcane, Implement, Psychic, Illusion) Wizard 1
Target: Each creature in burst
Attack: +8 vs. Will
Hit: 1d8+6 force damage, target is slowed until the end of your next turn
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your intelligence modifier (+5) and is slowed until the end of its next turn
*Darkening Flame (Encounter Standard ✦ Necromancy , Arcane, Shadow, Fire, Implement) Wizard 1
Target: One creature
Attack: +8 vs Reflex
Hit: 2d8+7 Necrotic damage
Secondary Target: Each creature adjacent to the target takes fire damage equal to your Int modifier (+5)
*Ebony Razors (Encounter Standard Close blast 5 ✦ Arcane, Implement, Nethermancy, Psychic, Shadow) Wizard 3
Target: Each creature in blast
Attack: +8 vs. Will
Hit: 2d8+7 psychic damage
Effect: Until the end of your next turn, you have partial concealment, and when an adjacent enemy hits you with an attack, that enemy takes 5 psychic damage
*Shield (Encounter Immediate Interrupt ) Wizard Utility 2
Target: Personal
Effect: You gain a +4 power bonus to AC and reflex until the end of your next turn.
Cordon of Bones (Encounter Standard Area 1 at range 10 ✦ Arcane, Implement, Necromancy, Shadow) Wizard 3
Target: Eache creature in burst
Attack: +8 vs Will
Hit: 2d8+6 damage
Effect: The burst creates a zone that lasts until the end of your next turn. Creatures take a -2 penalty to attack rolls while in the zone, and any creature that enters the zone takes 5 damage. The damage increases by 2 for each creature reduced to 0 hit points by the attack.[/sblock]
[sblock=Daily Powers]
*Spirit Rend (Daily Standard Area burst at 10 ✦ Arcane, Implement, Necromancy, Necrotic, Shadow) Wizard 2
Target: Each enemy in burst
Attack: +8 vs. Will
Hit: 3d6+7 necrotic damage and the target is immobilized (save ends). If the target is undead, it takes no damage and
is not immobilized. Instead, the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save
ends).
Miss: Half damage.
Phantom Chasm (Daily Standard Area burst 1 within 20 ✦ Arcane, Implement, Psychic, _Illusion, Zone) Wizard 1
Target: Each Enemy in burst
Attack: +8 vs. Will
Hit: 2d6+7 psychic damage, and the target falls prone. The target is immobilized until the end of its next turn.
Miss: Half damage, and the target falls prone
Effect: The burst creates a zone that lasts until
the end of the encounter. Any enemy that enters
the zone falls prone.
[Already casted]Summon Shadow Serpent (Daily Minor Ranged 10 ✦ Arcane, Shadow, Summoning) Wizard 2
Effect: You summon a shadow serpent in an unoccupied square
within range. The creature is an ally to you and your allies. The serpent lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You don't need line of effect to the serpent to command it. When you command the serpent, the two of you share knowledge but not senses. When the serpent makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties. The serpent lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left). Otherwise, it lasts until
you dismiss it as a minor action or until the end of the encounter.
Special: Spellbook[/sblock][/sblock]
 


Luinnar

First Post
Wha, what happened? Sharpe says sleepily getting up. Did the Necromancer summon something and it got out of control? Maybe a Dracolich!? he says excitedly.

OOC: Init=13
 

Ozymandias79

First Post
Zharne awakes and reaches for his staff, which aids him in getttin to his feet quicker

OOC: Initiative: 25


[sblock=OOC: response to Equipping - DM, please DO NOT read]Oh , and when in sleeping outdoors, Zharne sleeps in his armor as it offer extra protection from the cold(IE he would otherwise be nude and he ain't that crazy) and has his staff under the pillow/backpack for extra elevation and easy to get.[/sblock]
 
Last edited:

dimsdale

First Post
ooc: Monster initiative roll:

OOC: I'll assume that everyone slept with weapons nearby as Vermitrax had warned that this
was a possible explanation for all of the bone fragments. Everyone standing. You'll have to equip your weapons.

Anyone with a higher intitiative roll can go first.
 
Last edited:

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