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Living 4th Edition
[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)
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<blockquote data-quote="Voda Vosa" data-source="post: 5671662" data-attributes="member: 51271"><p>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. </p><p></p><p></p><p>[sblock=Vermitrax] </p><p>Human Wizard (Evil) Level 4 (XP 4635)</p><p>Initiative +2</p><p>Passive Insight 19 Passive Perception 19; Senses normal</p><p>HP 38 Bloodied 19 Surge Value 9; Surges Per-Day 9</p><p>AC 20 Fortitude 18 Reflex 20 Will 20</p><p>Resist 5 Cold 10 Force</p><p>Speed 6 Size Medium</p><p> Basic Attack +5 vs AC 1d8+1</p><p> Ranged Basic Attack Magic Missile power: Deals 8 dmg at 20 squares range</p><p>[sblock= At will powers]</p><p><strong>Magic Missile</strong> (At Will Standard Range 20 ✦ Arcane, Implement, Force) Wizard 1</p><p>Target: One creature</p><p>Attack: Hits automatically</p><p>Hit: 8 force damage</p><p><strong>Stone blood </strong>(At Will Standard Area burst 1 within 10 ✦ Arcane, Transmutation, Implement) Wizard 1</p><p>Target: Creatures in burst</p><p>Attack: +8 vs. fort</p><p>Hit: 1d6+6 damage, the target is slowed until the end of your next turn.</p><p><strong>Beguiling Strands </strong>(At Will Standard Close blast 5 ✦ Arcane, Psychic, Implement, Charm, Enchantment) Wizard 1</p><p>Target: Each Enemy in blast</p><p>Attack: +8 vs. Ref</p><p>Hit: 7 psychic damage, push up to 3 squares</p><p><strong>Hypnotism </strong>(At Will Standard Range 10 ✦ Arcane, Implement, Charm, Enchantment) Wizard 1</p><p>Target: One creature</p><p>Attack: +8 vs. Will</p><p>Hit: Choose one of the following effects:</p><p>• 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.</p><p>• You slide the target up to 3 squares.</p><p><strong>Disrupt undead</strong> (At Will Minor Range 5 ✦ Arcane, Necromancy, Shadow) Wizard Cantrip</p><p>Target: One undead creature</p><p>Attack: Hits automatically</p><p>Hit: Target's necrotic resistance is reduced by 5[/sblock]</p><p>*: Prepared spells</p><p>[sblock=Encounter Powers]</p><p><strong>*Suggestion</strong> (Encounter Free Personal ✦ Arcane) Wizard Cantrip</p><p>Target: Personal</p><p>Trigger: You make a diplomacy check</p><p>Effect: You make an Arcana check instead, using that result to determine the outcome of the Diplomacy check</p><p><strong>*Spook</strong> (Encounter Free Personal ✦ Arcane) Wizard Cantrip</p><p>Trigger: You make an initimidate check</p><p>Effect: You make an Arcana check instead, using that result to determine the outcome of the Intimidate check</p><p><strong>Grasping Shadows</strong> (Encounter Standard Area burst 1 within 10 ✦ Arcane, Implement, Psychic, Illusion) Wizard 1</p><p>Target: Each creature in burst</p><p>Attack: +8 vs. Will</p><p>Hit: 1d8+6 force damage, target is slowed until the end of your next turn</p><p>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</p><p><strong>*Darkening Flame </strong>(Encounter Standard ✦ Necromancy , Arcane, Shadow, Fire, Implement) Wizard 1</p><p>Target: One creature</p><p>Attack: +8 vs Reflex</p><p>Hit: 2d8+7 Necrotic damage</p><p>Secondary Target: Each creature adjacent to the target takes fire damage equal to your Int modifier (+5)</p><p><strong>*Ebony Razors</strong> (Encounter Standard Close blast 5 ✦ Arcane, Implement, Nethermancy, Psychic, Shadow) Wizard 3</p><p>Target: Each creature in blast</p><p>Attack: +8 vs. Will</p><p>Hit: 2d8+7 psychic damage</p><p>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</p><p><strong>*Shield </strong>(Encounter Immediate Interrupt ) Wizard Utility 2</p><p>Target: Personal</p><p>Effect: You gain a +4 power bonus to AC and reflex until the end of your next turn.</p><p><strong>Cordon of Bones</strong> (Encounter Standard Area 1 at range 10 ✦ Arcane, Implement, Necromancy, Shadow) Wizard 3</p><p>Target: Eache creature in burst</p><p>Attack: +8 vs Will</p><p>Hit: 2d8+6 damage</p><p>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]</p><p>[sblock=Daily Powers]</p><p><strong>*Spirit Rend </strong>(Daily Standard Area burst at 10 ✦ Arcane, Implement, Necromancy, Necrotic, Shadow) Wizard 2</p><p>Target: Each enemy in burst</p><p>Attack: +8 vs. Will</p><p>Hit: 3d6+7 necrotic damage and the target is immobilized (save ends). If the target is undead, it takes no damage and</p><p>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</p><p>ends).</p><p>Miss: Half damage.</p><p><strong>Phantom Chasm</strong> (Daily Standard Area burst 1 within 20 ✦ Arcane, Implement, Psychic, _Illusion, Zone) Wizard 1</p><p>Target: Each Enemy in burst</p><p>Attack: +8 vs. Will</p><p>Hit: 2d6+7 psychic damage, and the target falls prone. The target is immobilized until the end of its next turn.</p><p>Miss: Half damage, and the target falls prone</p><p>Effect: The burst creates a zone that lasts until</p><p>the end of the encounter. Any enemy that enters</p><p>the zone falls prone.</p><p><strong><em>[Already casted]</em>Summon Shadow Serpent</strong> (Daily Minor Ranged 10 ✦ Arcane, Shadow, Summoning) Wizard 2</p><p>Effect: You summon a shadow serpent in an unoccupied square</p><p>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</p><p>you dismiss it as a minor action or until the end of the encounter.</p><p>Special: Spellbook[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5671662, member: 51271"] 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] [B]Magic Missile[/B] (At Will Standard Range 20 ✦ Arcane, Implement, Force) Wizard 1 Target: One creature Attack: Hits automatically Hit: 8 force damage [B]Stone blood [/B](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. [B]Beguiling Strands [/B](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 [B]Hypnotism [/B](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. [B]Disrupt undead[/B] (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] [B]*Suggestion[/B] (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 [B]*Spook[/B] (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 [B]Grasping Shadows[/B] (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 [B]*Darkening Flame [/B](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) [B]*Ebony Razors[/B] (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 [B]*Shield [/B](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. [B]Cordon of Bones[/B] (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] [B]*Spirit Rend [/B](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. [B]Phantom Chasm[/B] (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. [B][I][Already casted][/I]Summon Shadow Serpent[/B] (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] [/QUOTE]
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[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)
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