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

RedBeardJim

First Post
Gellan continues to slash away at his zombie, although it does not go down yet.
[sblock=Actions]Standard: Attack Z2 with Pressing Strike: hits for 11 damage.
Move: Shift to D-10[/sblock]
[sblock="Mini stat"]Gellan Bonesaw - Level 6 Halfling Barbarian
Passive Perception: 19, Passive Insight: 14, Initiative: +6 Senses: Normal
AC: 21, Fortitude: 20, Reflex: 18, Will: 15 -- Speed: 6, Size: Small
HP: 41/57, Bloodied 28, Surge Value 14, Surges left 6/9
Action Points: 0, Second Wind: not used
Powers -
Pressing Strike, Whirling Rend
Second Chance, Whirling Lunge, Hunter's Quarry
Combat Sprint, Tumbling Dodge, Whirling Frenzy, Whirling Step

Swift Panther Rage, Thunder Hooves Rage, Rage Strike[/sblock]
 

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Voda Vosa

First Post
Vermitrax, seeing the enemies around him destroyed, sprints forward. He sticks his staff in front of him when near the hulking corpse and the other undead and begins chanting. "...osteum de polterguis, est mortis oculus!" As he calls names in dead languages, ethereal bones from around him and shatter in pale razors. At his call, a cloud of razor sharp fragments shoots forwards, shredding the flesh of the zombies in front of him.

[sblock=Actions]
Move: to J 12
Standard: Ebony Razors: Attack vs Zombie Hulk, Zombie, C.Corpse: 22, 12, 20; hit all for 11 damage; Until the end of Vermitrax's next turn, he has partial concealment, and when an adjacent enemy hits him with an attack, that enemy takes 5 psychic damage; Enemies attacking him also take a -2 penalty on attacks vs him. [/sblock]
 

dimsdale

First Post
ooc: Holy cow!...that was fast :) The battle continues...

ooc: [MENTION=87106]MetaVoid[/MENTION] my mistake with the hp damage. I'll correct

[sblock=WIP]

[sblock=Mechanics]
Heros

No action taken yet

Drew: Z1 takes 22 and prone, Chilborn takes 6
Prime: miss
Vermitrax: Hits ZH, Z4 and CC for 11, -5 damage to any foe that hits V
Sharpe: Hits Z3 for 12 and -2 to ac eont
Pet Dragon:
Gellan: Hits Z2 for 11
Zharne: Kills Z1 and CZ hit for 33, dazed and prone

Total Damage to Enemy:
Z1 -DEAD
Z2 -11
Z3 -12
Z4 -11
CC -11
CB -39
ZH -11


Baddies turn:
Z2 Attacks Gellan: 1d20+6 vs Gellan AC: Hit for 5

Z3 Attacks Dragon: 1d20 vs Dragon AC: miss

Z4 Moves to current location and attacks Prime 1d20+6 vs Prime AC: miss

CH Attacks Zharne: 1d20+11 vs Zharne AC: Hit for 6 and immobilized TBNT and 5 ongoing damage (save ends)

CC Attacks Drew: 1d20+7 vs Reflex: Another miss :(

ZH Attacks Prime: Get up: Zombie smash: 1d20+12 vs Prime AC: Hit for 11-1 = 10

recharge: Nope


Total Damage to Allies:
Gellan hit for 5
Zharne hit for 6 and immobilized TENT and takes ongoing 5 (save ends), also (takes 5 damage from aura)
Prime hit for 10

[/sblock]

[sblock=map]

map

[/sblock]

[sblock=Stats]

Palyers

Prime:
Defenses: AC: 23, Fort: 19, Ref: 16, Will: 16 AP 0
HP: 54/64 THP: Bloodied: 29, Surge value:14, Surges left: 11/13

Gellan:
Defenses: AC: 20, Fort: 19, Ref: 17, Will: 14
HP: 36/51,THP : Bloodied 25, Surge Value 12, Surges left 6/9

Sharpe:
AC 18, Fort: 15, Ref: 13, Will: 17
HP 51/51, THP: Bloodied 20 Surge Value 10; Surges left 7/11

Malifixindalaunt: Dragon Mount
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 51/60 THP 14; Bloodied 30

Vermitrax:
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
Resist 5 Cold 10 Force

Zharne:
AC 20 THP 5; Fort: 15, Ref: 18, Will 18 AP 0
HP 31/51 THP Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
Resist 5 Cold

Timber Wolf:
AC 20; Fort: 15, Ref: 18, Will 18
HP 51/51

Drew:
AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
HP 34/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

Enemies:
ZM1 1/1 DEAD
ZM2 1/1 DEAD
ZM3 1/1 DEAD
ZM4 1/1 DEAD
Z1 40/40 DEAD
Z2 5/40
Z3 28/40
Z4 29/40
CH 7/46
CC 45/71
ZH 52/88

[/sblock]

[sblock=Monster Stats]

Zombie Rotter
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.

Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Corruption Corpse
Grave Stench aura 1; living enemies in the aura take a –5 penalty to
attack rolls.
HP 46; Bloodied 23; see also death burst
Regeneration 5 (if the corruption corpse takes radiant damage,
regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Refl ex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
m Slam (standard; at-will)
+8 vs. AC; 1d6 + 3 damage.
R Mote of Corruption (standard; at-will) ✦ Necrotic
The corruption corpse hurls a black glob of necrotic fi lth. Ranged
10; +7 vs. Refl ex; 2d6 + 3 necrotic damage, and the target is
weakened (save ends).
C Death Burst (when reduced to 0 hit points) ✦ Necrotic
The corruption corpse explodes. Close burst 1; +7 vs. Fortitude;
2d6 + 3 necrotic damage.

Chillborn Zombie
Chillborn Aura (Cold) aura 2; any creature that enters or begins its
turn in the aura takes 5 cold damage. Multiple chillborn auras
deal cumulative damage.
HP 71; Bloodied 35; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (standard; at-will) ✦ Cold
+11 vs. AC; 1d6 + 4 damage, and the target is immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends); see also ice reaper.
C Death Burst (when reduced to 0 hit points) ✦ Cold
The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude;
2d6 + 2 cold damage, and the target is slowed (save ends).
Ice Reaper ✦ Cold
The chillborn zombie deals an extra 5 cold damage to an
immobilized creature.

Zombie Hulk
HP 88; Bloodied 44; see also rise again
AC 20; Fortitude 23, Refl ex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard; at-will)
Reach 2; +12 vs. AC; 2d8 + 5 damage.
M Zombie Smash (standard; recharge ⚅ )
Reach 2; targets Medium size or smaller creature; +12 vs. AC;
4d8 + 5 damage, and the target is knocked prone.
Rise Again (the first time the zombie hulk drops to 0 hit points)
Make a new initiative check for the zombie hulk. On its next turn,
the zombie hulk rises (as a move action) with 44 hit points.

[/sblock]

[sblock=Adventure Summary]
Quest
Find Lord Weinfurter dead or alive
Locate and retrieve an orb
Summary
Fought off an ambush by a shambling mound and a black dragon.
Kidnapped a sniper. Learned some info about a gang of goblins with a V scare
Sniper says help help party if they help him get home
Party attack goblin stronghold, killing ogre and many guards
Party invades V clan
Party slay leader and discovers a communication device and communicates with someone named Vlastoes
Party discovers the location of the scar clan and that the V clan had just sent out a raid on the scar clan
Party arrives at the location of the hideout and discovers the two rival clans battling to the death
The V clan crushes the attack, but makes it easy for the party to crush them.
The party enters the hideout and disables traps and a guardian statue
The party meets Vlastoes for the first time

[/sblock]
[/sblock]
 
Last edited:

dimsdale

First Post
[sblock=Mechanics]
Heros

No action taken yet

Drew: Z1 takes 22 and prone, Chilborn takes 6
Prime: miss
Vermitrax: Hits ZH, Z4 and CC for 11, -5 damage to any foe that hits V
Sharpe: Hits Z3 for 12 and -2 to ac eont
Pet Dragon:
Gellan: Hits Z2 for 11
Zharne: Kills Z1 and CZ hit for 33, dazed and prone

Total Damage to Enemy:
Z1 -DEAD
Z2 -11
Z3 -12
Z4 -11
CC -11
CB -39
ZH -11


Baddies turn:
Z2 Attacks Gellan: 1d20+6 vs Gellan AC: Hit for 5

Z3 Attacks Dragon: 1d20 vs Dragon AC: miss

Z4 Moves to current location and attacks Prime 1d20+6 vs Prime AC: miss

CH Attacks Zharne: 1d20+11 vs Zharne AC: Hit for 6 and immobilized TBNT and 5 ongoing damage (save ends)

CC Attacks Drew: 1d20+7 vs Reflex: Another miss :(

ZH Attacks Prime: Get up: Zombie smash: 1d20+12 vs Prime AC: Hit for 11-1 = 10

recharge: Nope


Total Damage to Allies:
Gellan hit for 5
Zharne hit for 6 and immobilized TENT and takes ongoing 5 (save ends), also (takes 5 damage from aura)
Prime hit for 10

[/sblock]

[sblock=map]

map

[/sblock]

[sblock=Stats]

Palyers

Prime:
Defenses: AC: 23, Fort: 19, Ref: 16, Will: 16 AP 0
HP: 54/64 THP: Bloodied: 29, Surge value:14, Surges left: 11/13

Gellan:
Defenses: AC: 20, Fort: 19, Ref: 17, Will: 14
HP: 36/51,THP : Bloodied 25, Surge Value 12, Surges left 6/9

Sharpe:
AC 18, Fort: 15, Ref: 13, Will: 17
HP 51/51, THP: Bloodied 20 Surge Value 10; Surges left 7/11

Malifixindalaunt: Dragon Mount
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 51/60 THP 14; Bloodied 30

Vermitrax:
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
Resist 5 Cold 10 Force

Zharne:
AC 20 THP 5; Fort: 15, Ref: 18, Will 18 AP 0
HP 31/51 THP Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
Resist 5 Cold

Timber Wolf:
AC 20; Fort: 15, Ref: 18, Will 18
HP 51/51

Drew:
AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
HP 34/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

Enemies:
ZM1 1/1 DEAD
ZM2 1/1 DEAD
ZM3 1/1 DEAD
ZM4 1/1 DEAD
Z1 40/40 DEAD
Z2 5/40
Z3 28/40
Z4 29/40
CH 7/46
CC 45/71
ZH 52/88

[/sblock]

[sblock=Monster Stats]

Zombie Rotter
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.

Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
M Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Corruption Corpse
Grave Stench aura 1; living enemies in the aura take a –5 penalty to
attack rolls.
HP 46; Bloodied 23; see also death burst
Regeneration 5 (if the corruption corpse takes radiant damage,
regeneration doesn’t function on its next turn)
AC 17; Fortitude 16, Refl ex 14, Will 14
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
m Slam (standard; at-will)
+8 vs. AC; 1d6 + 3 damage.
R Mote of Corruption (standard; at-will) ✦ Necrotic
The corruption corpse hurls a black glob of necrotic fi lth. Ranged
10; +7 vs. Refl ex; 2d6 + 3 necrotic damage, and the target is
weakened (save ends).
C Death Burst (when reduced to 0 hit points) ✦ Necrotic
The corruption corpse explodes. Close burst 1; +7 vs. Fortitude;
2d6 + 3 necrotic damage.

Chillborn Zombie
Chillborn Aura (Cold) aura 2; any creature that enters or begins its
turn in the aura takes 5 cold damage. Multiple chillborn auras
deal cumulative damage.
HP 71; Bloodied 35; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (standard; at-will) ✦ Cold
+11 vs. AC; 1d6 + 4 damage, and the target is immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends); see also ice reaper.
C Death Burst (when reduced to 0 hit points) ✦ Cold
The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude;
2d6 + 2 cold damage, and the target is slowed (save ends).
Ice Reaper ✦ Cold
The chillborn zombie deals an extra 5 cold damage to an
immobilized creature.

Zombie Hulk
HP 88; Bloodied 44; see also rise again
AC 20; Fortitude 23, Refl ex 17, Will 18
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 4
m Slam (standard; at-will)
Reach 2; +12 vs. AC; 2d8 + 5 damage.
M Zombie Smash (standard; recharge ⚅ )
Reach 2; targets Medium size or smaller creature; +12 vs. AC;
4d8 + 5 damage, and the target is knocked prone.
Rise Again (the first time the zombie hulk drops to 0 hit points)
Make a new initiative check for the zombie hulk. On its next turn,
the zombie hulk rises (as a move action) with 44 hit points.

[/sblock]

[sblock=Adventure Summary]
Quest
Find Lord Weinfurter dead or alive
Locate and retrieve an orb
Summary
Fought off an ambush by a shambling mound and a black dragon.
Kidnapped a sniper. Learned some info about a gang of goblins with a V scare
Sniper says help help party if they help him get home
Party attack goblin stronghold, killing ogre and many guards
Party invades V clan
Party slay leader and discovers a communication device and communicates with someone named Vlastoes
Party discovers the location of the scar clan and that the V clan had just sent out a raid on the scar clan
Party arrives at the location of the hideout and discovers the two rival clans battling to the death
The V clan crushes the attack, but makes it easy for the party to crush them.
The party enters the hideout and disables traps and a guardian statue
The party meets Vlastoes for the first time

[/sblock]
 

Someone

Adventurer
Prime bats aside the hulk's savage blows with his shield, before striking the undead assaulting him with a wide blow of his hammer.

[sblock=actions]
Immediate interrupt: In zombie hulk's turn in response to his attack, Shield edge blow. The attack fails, but the Effect line imposes a -4 penalty to his attack, making it fail. Prime is undamaged.
Standard action: Hack and Hew against hulk and Z4. Both attack hit, dealing 14 damage to the regular zombie and 21 to the Hulk (those include bonuses from Villain's Menace). Since it's an Invigorating power and Prime is trained in Endurance, he gets 4 temporary hit points. Both enemies are Marked.
Move action: Shift to current position.
[/sblock]


[sblock=A guide to Prime's immediate actions]
With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, feel free to use one of these actions at the first chance it could be reasonably useful, in the following order of priority:

  • Combat Challenge (fighter feature, at will), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
  • Guardian’s counter (Encounter power), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe
  • Shield Edge Block (Encounter power), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
  • Unbreakable (Encounter power), if hit by an attack that deals 10 or more damage (he’d negate 9 with the power -which isn’t described as damage reduction-, then 1 from armor property)
If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.

[/sblock]
[sblock=mini-stats] Prime Warforged Fighter 6

Status:
Initiative: +4, Passive perception: 22, Passive Insight: 17
Defenses: AC: 25/24, Fort: 20/20, Ref: 18/17, Will: 17/17
HP:64/64 THP: 4 Bloodied: 32, Surge value:16, Surges/day: 10/13 Speed: 5 squares
Languages: Common
AP: 0
Powers:
Tide of Iron, Resolute Shield, Pass Forward
Hack and Hew, Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
Villain’s Menace, Rain of Steel, Knockback Warhammer[/sblock]
 
Last edited:

dimsdale

First Post
ooc: I've had internet connection problems today. During that time I had posted an elaborate post describing the what happened in the last round, but lost it. I was able to post the mechanics of the second round of the battle though. In my original post I had messages to someone and ozy about their character's attacks.

[MENTION=5656]Someone[/MENTION]: part of the post was a message to you that I was aware that you had some triggered attacks based on being hit. From here on out, just post which attack or effect you want to use (like you did on your last post with the attack that negated the damage from the zombie hunk. I'll just edit the attack.).

[MENTION=4075]Ozymandiaz[/MENTION]mandiaz I have taken into account the resist 5 for Zharne and the attack made by the chilborn triggered Zharne's attack that leaves the zombie prone.

ooc: I'm not going to rewrite my original post, so lets keep going with the battle.
 

Luinnar

First Post
A small fly buzzes around Sharpe momentarily distracting him. In the meantime the dragon takes a bite out of the nearby zombie, seeing what it tastes like.
[sblock=actions]
Standard: Dragon:Bite Z3 27 vs AC 14 damage.
[/sblock]
[sblock=Moment of Escape]
Moment of Escape. (Encounter Move Ranged 10 ✦ Arcane)
Target:
One ally
Effect: Sharpe slides the target 4 squares.[/sblock]
[sblock=Sharpe]
Sharpe Wellington- Male Half-Elf Bard 5
Init: +2, Passive Perception: 14, Passive Insight: 12
AC 19 Fortitude 16 Reflex 14 Will 18, Spd: 5
HP 51/51
Bloodied 25 Surge Value 12; Surges Per-Day 7/11
AP: 1, Milestones:0

Basic Attacks:
Basic Attack +5 vs AC, Longsword, 1d8 damage
Ranged Basic Attack N/A

Powers:
Staggering Note, Guiding Strike
Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of Escape, Noxious Breath (Dragon)
Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord

Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Conditions:
Nil

Note:

Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Priority:
[/sblock]
[sblock=Malifixindalaunt The White Dragon]
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 60/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17
Speed 4, fly 8 (clumsy)
Immune noxious breath
Initiative +11
Perception +11
Blindsight 20

Traits:
Combat Advantage
Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.

Standard Actions
:bmelee: Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.

:bmelee: Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.

:close: Noxious Breath (poison, zone) • Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the
Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

:melee:Diving Wing Rake • Standard, At-Will
Effect:
Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.

Skills Stealth +12
Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
Con 17 (+6) Int 2 (–1) Cha 4 (+0)
Alignment Evil Languages —

[/sblock]
 

Drew charges into big hulk, landing a flying kick with both legs high in the abdomen. Turning in the air, he lets out dragon roar that echoes in the cavern. While corruption zombie ignores the roar, being behind Drew, undead hulk swings it's head toward young monk, as shaken as undead monstrosity can be.

[sblock=Actions]
Standard: Charge vs Zombie Hulk ending in J10; damage (1d20+12+1=27, 1d8+6=8)
Iron Wolf Charge burst vs Will (Zombie Hulk; Corruption Corpse); extra damage to Zombie Hulk (1d20+9=22, 1d20+9=11, 1d6=5)

Zombie Hulk takes total of 8+5+6 = 19 damage and has -2 to all attacks (cumulative with marks)
[/sblock]
 

RedBeardJim

First Post
A quick slash from Gellan bisects his foe at the waist, leaving him free to move in behind the zombie that is vexing Sharpe.

[sblock=Actions]Standard: Attack Z1 with melee basic attack, critting for a really unnecessarily large amount of damage. Z1 is toast.
Move: Walk to F-14[/sblock]
 


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