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

Voda Vosa

First Post
"Such selfish behaviour, worrying only for yourself. I should have known better than to expect something better from a bunch of mercenaries; although at the very least I hoped you would not be as foolish as to sleep on a death trap." Vermitrax declares. He moves to a nearby tree and climbs up, seeking refuge among it's branches. Once in the trees, he searches within his memories any story or hidden knowledge about some camping site traps such as these, used by some sort of monster.
 

log in or register to remove this ad

dimsdale

First Post
"Such selfish behaviour, worrying only for yourself. I should have known better than to expect something better from a bunch of mercenaries; although at the very least I hoped you would not be as foolish as to sleep on a death trap." Vermitrax declares. He moves to a nearby tree and climbs up, seeking refuge among it's branches. Once in the trees, he searches within his memories any story or hidden knowledge about some camping site traps such as these, used by some sort of monster.

[sblock=Vermitrax]
You are quite sure that no spell could have caused the condition of the bone fragments. However, you are quite certain that it was a beast of nature with some intelligence. What's more, you get the strange feeling that it is somewhere nearby.
[/sblock]

OOC: VV, Vermitrax's current location on the map is along on the trail, not up a tree. I moved him so that he is in a tree. If you don't like the present location of where I put him, please move him.


OOC:
Party watch based on posts:

Prime has first watch
Drew takes second watch
Sharpe takes the third watch

Correct me if I'm wrong or if others would like join in on guard duty. Please specific on what watch duty you want.
 

Someone

Adventurer
OOC: Technically, Prime does all watches. While warforged have to rest, the Unsleeping Watcher racial makes it a 4 hour period where "While in this state, he is fully aware of his surroundings and notice approaching enemies and other events as normal".

According to former posts, the other party members do make watches; Gellan, Zarne, Drew and Sharpe, in that order, so at all times Prime plus another party member are watching
 

dimsdale

First Post
OOC: Technically, Prime does all watches. While warforged have to rest, the Unsleeping Watcher racial makes it a 4 hour period where "While in this state, he is fully aware of his surroundings and notice approaching enemies and other events as normal".

According to former posts, the other party members do make watches; Gellan, Zarne, Drew and Sharpe, in that order, so at all times Prime plus another party member are watching

ooc: Ty Someone

OOC: Party watch order broken down into 4 two hour shifts.

First shift: Gellan and Prime
Second shift: Zharne and Prime
Third shift: Drew and Prime
Fourth shift: Sharpe and Prime



Gellan and Prime post watch on the first shift. A slight breeze blows through the campsite making the conditions perfect for the adventurers to fall into deep sleep. At one time during the watch Gallen hears the growl of a large animal. He listens closely for a period of time, only to hear the same beast growl again, but farther away. It is clear that the animal was heading away from the campsite. Before shifting his duties to Zharne, Gallen adds more wood to the fire. Zharnes shift is pretty much the same. The sounds of insects intensifies as the nighttime draws on. The fire still blazes strong before Zharne switches duties to Drew. Drew sits for awhile, adding a few more branches to the fire when he and Prime sense something strange. They notices that the campsite has become deafly quiet as the insects no longer make noises. Birds no longer chirp.

OOC: perception and nature checks from prime and Drew please
 

Voda Vosa

First Post
Vermitrax will alert Prime, who seems to be more logical, and at least stays on guard duty all the night. "You should keep an eye for large animals my friend. My vast knowledge devices that these persons were killed by a large natural beast. An intelligent one. If something strange happens, whatever it is, doubt not to wake everybody up." as usual for the mage, his speech is dark and arrogant, but the counsel is clear. After that, he retires to the tree he has chose at the edge of the camp site.

[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
During the night Sharpe dreams of glory. Glory and dragons. He has an army of Dracoliches summoned by the Necromancer (who is acting like a proper Necromancer by growing a hump and lisping). Flying on his white dragon, armed with a Dragon Lance (the dragon, not the bard) he burns down the countryside, and conquers the tri-island area. Warlord Prime reports in, the peasents are restless. Time to decrease the surplus population Sharp commands and then unleashes the Daunton horror upon the country side. Next scene he is swimming in gold, the next he is viewing his favorite play, The King in Yellow. Yes it is good to be the Lord of Everything and Dragons he dreams, turning over.
 


dimsdale

First Post
As Drew walks quitely around to the others to wake them up, Prime focuses on the northern boundary of the campsite.

[sblock=prime]
You hear the sharp sound of cracking branches and shuffling sound of shrubs being moved at of the way. A large mass appears just ten feet behind the tree line. It doesn't speak and it moves very slowly. As your mechanical eyes focus more on the mass you can see tangled vegetation and meandering vines feeling the ground before it, moving closer and closer to the campsite. As light hits it from the flickering flames of the campfire you now recognize that it is a shambling mound...although you find it strange that there is one in this area. Perhaps there is a swampy area nearby.

[/sblock]
 

dimsdale

First Post
OOC: Notes on Combat.

1. Once initiative has been established, anyone with a higher roll than the enemy goes, then the enemy, then all characters in any order after that. (Mal's Rules)

2. Monster stats will be placed in the "Ememies" tab.

3. When you hit an enemy, please deduct the damage dealt to the enemy from the hp shown in the enemy icon shown on the map

4. Please place your ministats in your combat posts

5. Finally, I know that this will be a pain for you, but please give a little detail of what your attack does, letting me know if there are any effects that I need to be aware of.

thank you



[sblock=DM Notes Please ignore for now]
[sblock=Mechanics]
Prime:
Vermitrax:
Sharpe:
Pet Dragon:
Gallen:
Zharne:

Total Damage to Enemies:

Baddies turn:
Shambling Mound:

Total Damage to Allies:

[/sblock]
[sblock=Stats]
Prime:
Vermitrax:
Sharpe:
Pet Dragon:
Gallen:
Zharne:
Party:


Enemies:
Shambling Mound Mound:150/150
[/sblock]

[sblock=Enemies]
Shambling Mound
(Unlocked Stats)
Initiative +5 Senses Perception +4; darkvision
HP 120; Bloodied 60
Regeneration 5
AC 21; Fortitude 23, Refl ex 18, Will 17
Speed 4 (swamp walk)
m Tendrils (standard; at-will)
Reach 2; +12 vs. AC; 1d8 + 6 damage.
Special Abilities: ????
[/sblock]

[sblock=Adventure Summary]
Motives
Find Lord Weinfurter dead or alive
Locate and retrieve an orb

Summary of Events

[/sblock]
[/sblock]
 
Last edited:

Remove ads

Top