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[Adventure]: The Mark of Trogdor (DM: Dimsdale, Judge ??)

dimsdale

First Post
As the hafling goes down, it's life essence transfers to the human and the now awakened dwarf. The human stands up after being knocked prone by Earth. In doing so the shadow takes additional damage from the warden. In response, the shadow thrusts its sword at Earth, but misses. However, JK is not so lucky, taking a massive blow. The dwarf pauses for a moment as his body as well as the space around him turn pitch black. The massive cloud of darkness moves towards Rocco and the dragonborn, engulfing them before the dwarf attacks with his greataxe. Within the darkness the dragonborn roars in pain as the dwarf's greataxe strikes with a sickening thud.


[sblock=RP'd Raijin attack]
RP'd Raijin: stormwalk +12 vs human shadow fort: miss
saves vs ongoing
[/sblock]

[sblock=Mechanics]

Heroes turn:
Quan: kills hafling, fails save
Nementah:
Primera: Hit 14: hafling shadow
Halleck: Hit 9: Human shadow: -2 to attack rolls TENT
Skalisss: Close burst 3 Sacred Circle and armor power
Raijin: Miss, save vs poison
Rocco: Hit 56: hafling shadow, saved vs poison
Vimak: Hit for 18: human shadow and OA by Vimak when shadow attacks.
Bell: Hit Human for 5; +2 AC TEOE, JK melee attack miss, Sustain zone of defense (see map)
Earth: Hit 13 and knock prone: human shadow: takes 1d10+7 +5 electrical damage when statue gets up for 14 more damage
Jarel-karn: miss human
Damen: Hit 29 on human shadow
Phoenix: Hit 19 on hafling shadow

Total Damage to Enemies:
Hafling Shadow: Dead
Human Shadow: -71 hp, prone, -2 to attacks
Dwarf Shadow: None

Baddies turn:
Human Shadow Statue:
Attacks: Earth and JK respectively: miss and hit for 24

Dwarf Shadow Statue:
Sweeping strike vs Rocco, Skalisss, and primera respectively AC: 1d20+16 for 1d12+8 = miss rocco, crit Skalisss for 20, hit Primera for 11



Total Damage to Allies:
Skalisss: -20
JK: -24
Primera: -11


[/sblock]

[sblock=Stats]

Party:

Nementah:
HP 67/67 THP 0, B 33, Surge 16, 11/11 AC 21; F 22, R 20, W 22 AP 1

Primera:
HP 11/11 AC 24; Fortitude 24, Reflex 22, Will 24

Vimak:
HP 38/65 THP 0, B 32, Surge 16, 11/11 AC 25 F 21 R 19 W 21 AP 1

Rocco:
HP 56/74 THP 0, B 37, Surge 18+1, 12/12 AC 24; F 22, R 20, W 21 AP 1

Skalisss:
HP: 58/80 THP 0, B 40 Surge 21 11/11; AC:27 within zone F 22 R 19 W 22 Resist 1 ALL AP 1

Halleck:
HP: 25/65 THP 0, B 32 Surge 16, 9/9; AC 26, F 21, R 18, W 21, AP 1

Raijin: -35

Quan:
HP: 19/60 THP, B 30, Surge 15, 7/7; AC: 22, F 19, R 23, W 22 AP 1: save vs poison

Bell:
HP: 60/60 THP 0, B 30; Surge 15, 8/8; AC 24, F 18, R 23, W 21 AP 1

Jarel-Karn:
HP 59/83 THP 0; B 41; Surge 21; 13/13 AC 27; F 22; R 21; W 19 AP 1

Damen:
HP: 59/59 THP 0, B 29, Surge 14; 7/7, AC 23, F 17, R 24 W 20 AP 1

Earth:
HP 86/86 THP 0, B 43 Surge 21; 14/14 AC 25, F 20, R 18, W 19, AP 1

Phoenix
HP:53/53 THP 0, B 26, Surge 13, 8/8 AC 21, F 19, R 23, W 20, Resist Fire 9 AP 1


Enemies:
Hafling Shadow Statue:
Defenses: AC 24, Fortitude 23 Reflex 21, Will 22
HP: 100/100 THP: Bloodied 50 AP: 1/1 DEAD

Human Shadow Statue:
Defenses: AC 24, Fortitude 23 Reflex 21, Will 22
HP: 81/150 THP 50: Bloodied 75 AP: 0/1

Dwar Shadow Statue:
Defenses: AC 24, Fortitude 23 Reflex 21, Will 22
HP 200/200 THP 50: Bloodied 75 AP: 1/1

[/sblock]

[sblock=Enemy Information]
Human Shadow Statue
HP 150; Bloodied 100
 AC 24; Fortitude 21, Reflex 23, Will 22
Saving Throws +2
 Speed 6
 Action Points 1
Longsword (standard, at-will)  Weapon
+16 vs AC; 1d8+8 damage + 1d8 fire damage

Shadow Flurry (standard, at-will)  Weapon
Melee or ranged; hafling makes two basic attacks. He can shift 1 square as a free action after each hit

Dull Minds (minor, recharge 4, 5 or 6)  Psychic
Close burst 5; +12 vs Will; the target takes a –2 penalty to attack rolls against shadow, or –4 if the attack occurs when it is not the target’s turn (save ends). If shadow hits a creature that is marking him with this attack, the mark ends and the target cannot mark shadow until the target saves.

Steel Slipstream (standard, recharges when first bloodied)  Weapon
Close blast 5; +16 vs AC; 2d8+8 + 1d8 fire damage and slide 1. After all attacks are complete, human shifts to any square in the blast.


Dwarf Shadow Statue
HP 200; Bloodied 100
 AC 24; Fortitude 21, Reflex 23, Will 22
Saving Throws +2
 Speed 5 Action Points 1
Minor: Cloud of Darkness: All foes in cloud are -2 to hit dwarf until beginning of next turn (Recharge: 4,5,6).
Greataxe (weapon)  At-Will
Attack: Melee (All foes in burst 1); +16 vs. AC
Hit: 1d12 + 8 damage.
Brute Strike (weapon)  Recharge 5 or 6
Attack: Melee (one creature); +16 vs. AC
Hit: 3d12 + 8 damage, and the dwarf pushes the target up to 2 squares and knocks it prone.
Miss: Half damage, and the target falls prone.
[/sblock]

[sblock=map]
Map
[/sblock]


[sblock=Adventure Summary]

Summary of Events
1. Prevented a flesh golem from killing the Weinfurter family. Body guard turned bad.
2. Dismantled the Crossed Sword and Skull Gang by killing Leader Hank the Tank
3. Prevented a possible encounter with a pack of wolves...for the moment
4. Alpha wolf presents orb of nature to Lerrick who gives it to Nementah.
5. Halleck finds orb of elements after party defeats band of ogres and a hill giant. He gives it to Raijin.
6. Defeated Bosch's dragonborn minions who tried to disrupt the ritual for removing the mark of Lerrick.
7. Mark is successfully removed from Lerrick by brother Buchta.
8. Encounter the great dragon Bosch for the first time. Dragon leaves but swears revenge.
9. Party returns Lerrick to mother in Daunton, but the father was not there as he was on an urgent task for brother Navio, something related to the shield.
10. Rocco tested for invoking a god. The party as well as other patrons at the tavern help defend Rocco from her wrath.
[/sblock]


OOC:

[MENTION=13739]Velmont[/MENTION]: I don't think JK's immediate reaction Dimensional Vortex was triggered in this round, but I could be wrong.

[MENTION=51271]Voda Vosa[/MENTION]: I rolled the additional damage when the human got up. If you have other attacks which do that feel free to roll the damage in the attack. I'll add it in.

Everyone: There were many who had immediate interrupts which would have been triggered based on the enemy attacks. Please mention them and what they did in your next attack. Also, please let me know if I made a mistake. I'll correct it quickly as to not disturb the flow of the encounter. Thanks for you patience :)

Round 2 begins now

 
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Walking Dad

First Post
Vimak Stonecarver, Goliath Runepriest 8

Battle Wrath
Vimak deals 4 extra damage to enemies who hit him in the previous round.


RUNESTATE: DESTRUCTION
- adjacent allies gain +1 to attacks vs enemies adjacent to Vimak (none)


Rune of Mending (destruction):
You and each ally in the burst gain a +2 power bonus to damage rolls until the end of your next turn.


WoD (Destruction)
Human Statue gains vulnerability all 2 (but 5 vs OAs) until next round


Vimak's next attack not only weakens the human statues resistance to further attacks, but also sharpens his allies (and his) weapon and mends some of Jarel-karn's wounds.

[sblock=ooc]

minor: Rune of Mending (destruction) on Jarel-karn; can spend a HS and heals 5 HP extra.
standard: Word of Diminishment (destruction) vs Human statue
hits for 18 damage


[sblock=Mini stat block]
Vimak Stonecarver
Perception: 16 Insight: 21 Normal Vision
AC 25 Fortitude 21 Reflex 19 Will 21
Initiative: +6
Hit Points: 65 / 65 Bloodied: 32
Temporary Hit Points: 0
Resist: -
Saving Throw:
Action Points: 1 Second Wind: 1
Healing Surge:16 Surges per day: 11 / 11
At-Will Powers: Word of Diminishment, Word of Binding
Encounter Powers: Rune of Mending 1/2, Stone’s Endurance, Walk it Off, Flames of Purity, Symbol of Wrath Reversed, Word of Befuddlement
Daily Powers: Rune of Endless Fire, Shield of Sacrifice, Cage of Light

Condition:

WoD (Destruction)
W3 gains vulnerability all 2 (but 5 vs OAs) until next round


Runestate (Protection)
adjacent allies have resist all 2


[sblock=Dread Weapon]
Critical: +1d6 damage per plus, and the target takes the weapon’s enhancement bonus as a penalty to defenses and checks until the end of your next turn.
Power (Daily ✦ Fear): Free Action. Use this power when you hit with this weapon. The target takes the weapon’s enhancement bonus as a penalty to defenses and checks until the end of your next turn.
[/sblock]

[/sblock][/sblock]
 
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"Primera get the dwarf busy! Skaliss, Rocco, agree which one will stay, it should be unable to hit you for few moments. You can move and help with the human.

Primera, move away so the dwarf cannot target you. Heal Quan!"


Nementah shouts quick stream of instructions and Primera lashes at the dwarf-like shadow. He hoof connects and small spirits of spiders crawl all over it, binding it with their net.

Primera gallops away, standing near wounded Quan and Halleck. As Nementah intones another call, flood of healing energies stream from the unicorn, easing their pains somewhat. Raijin feels lesser, but still clear, effect of safety close to the noble creature.


[sblock=Actions]
Standard: Certain Threat vs Ref (Dwarf); damage (1d20+11=23, 2d6+6=11) - dwarf is MARKED with -6 to attack anything except Primera (and [MENTION=79956]dimsdale[/MENTION], PRIMERA CANNOT BE TARGETED BY AREA ATTACKS (bursts/blasts) as you did with a dwarf, only with melee (or ranged) attacks :) )

Move: Primera to Q14, one square up (you can see little P above human statue)
Nementah to M9

Minor: Healing spirit on Quan for surge +13, Quan, Halleck and Raijin get 4 thp
Halleck recovers Halleck Extra Healing (2d6+3=9)
[/sblock]

[MENTION=45437]JRYoung[/MENTION], [MENTION=24380]Neurotic[/MENTION], don't override my mark. It may not be best punishment, but it will almost surely miss with -6 to attacks - if Quan didn't need healing, I would move Primera over human statue so dwarf cannot even attack her :)

@WalkingDad, you didn't update hit points of human shadow
[MENTION=79956]dimsdale[/MENTION], in your status human has 81 hp and on the map 93...which one is correct?

[sblock=Nementah]
Initiative +4; Senses Passive Insight 16, Passive Perception 22
HP 67/67, Bloodied 33, Surge Value 16, Surges 12/12
AC 21; Fortitude 22, Reflex 20, Will 22
Primera: AC 24; Fort 24; Ref 22; Will 24 (14hp)
1 AP
Speed 6

+1 to hit vs bloodied enemies

Spirits Shield
Protecting Strike
Call Spirit Companion
Spirit of the Tempest


Voyage of the Ancients
Wrath of the Destroyer
Pursuit of the Hunter
Healing spirit
Healing spirit
Speak with spirits
Certain threat


Cleansing Wind of the North
Protective Roots
Winds of Pain and Succor
Spirit of the Keeper



Repulsion Armor daily

[/sblock]

[sblock=Primera - please read]
Primera grants to those adjacent:
+1 NADs
+5 to surge value on second wind
+13 to surge value on healing spirit
4thp on healing spirit

Primera can make OA:
Trigger: Enemy leaves a square adjacent to SC without shifting
Attack: +10 vs. Reflex
Hit: 4 damage
Effect: One ally within 5 squares of SC regains 4hp

Primera CANNOT flank, grant CA, cover
Primera cannot be targeted or damaged by area attacks

If she takes 13hp in single melee or ranged attack she dissapears and Nementah takes 8damage (can be reduced by DR)

Ring of healing
1. +1 to Primera's AC
2. +3 to amount of healing done with any healing power (factored above)
+ +5 to all nature checks

[/sblock]
 
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Voda Vosa

First Post
Earth attempts to smash the prone only succeeding thnaks to the flanking position, the fact that the statue was on the ground, and that he was adjacent to another ally, which triggered some tactical algorithm inside his warforged nature.

OOC: Human statue can't stand up until Earth's next turn, which would be this one. Barely hit (19+2 flanking +2 prone +1 warforged tactics= 24 )for 9+2 vulnerability,+2 rune of destruction: 13 dmg and it's slowed.
 

FourMonos

First Post
OOC: @dimsdale the map won't let me edit... Quan should start this turn in V-12 Nevermind! all better.


Quan continues to back away from the fray. He gives an appreciative nod to Namentah. His arrow lands impressively in the wall behind the human, luckily not in Phoenix. The poison further weakens his condition.

[sblock=actions]
Before turn: Heal 13+15 (surge) plus 4 THP, thanks Namentah!
Start: Take 5 damage
Standard: clever shot vs. human (AC): 1d20+15+1+2, 1d12+10+3 → ([2, 15, 1, 2], [1, 10, 3]) Roll Lookup missed.
Movement: Move to T-6, avoiding squares adjacent to dwarf statue
Save: 1d20 → [7] = (7) Roll Lookup crud again.
[/sblock]

[sblock=mini-stats]"Quan" Thatcher- Male Human Hunter 8

Aspect of Pack Wolf [sblock=Pack Wolf]
1. Quan does not provoke opportunity attacks when leaving squares adjacent to his allies.
2. When he makes a basic attack against an enemy adjacent to two or more of his allies, he gains a +1 power bonus to the attack roll. He gains a power bonus to the damage roll against the enemy equal to the number of allies adjacent to the enemy. [/sblock]

Status: ongoing 5 poison damage
Initiative: +9, Passive perception: 22, Passive Insight: 17
AC: 22, For: 19, Ref: 23, Will: 22
HP: 46/60, Bloodied: 30, Surge value: 15, Surges/day: 6/7
Speed: 6 squares, Languages: Allarian, Goblin AP: 1, Second Wind: unused

Powers: Aimed Shot, Clever Shot, Rapid Shot
Disruptive Shot [1] [2] [3], Reactive Shift, Assassin's Shroud [1] [2]
Healing Lore, Entangling Roots[/sblock]
 
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ScorpiusRisk

First Post
Bell's face grows worried as the drow slides up to her in the name "Protection". As if I would fall for that. She strikes her sword against the ground in a very precise way, causing harmonics to continue to reverberate around her before rushing to the center of the room. Getting her bearing, she sees the chaos of battle taking its toll on the warriors. She sends out her words, littered with linguistic words of healing to one of the fighters.

[sblock=Imperia]"Blood and fey lines bind us, so double bind before the fall."[/sblock]

Seeing Quan struggling with his own afflictions she, spins and sends out a note of power, and echoing "Oooooooohh." Aimed at the dwarf. At the last moment she cut the note out of the air with her sword, splitting the sound into two octaves, hoping to damage the shadow monster and reflect it towards the half-elf and strengthen his resolve. Her skill was not enough though and the note dissipates harmlessly, being overwhelmed by the sound of battle.

[sblock=Actions]
Minor: Sustain Song of Defense. All Allies within 5 get +1 to AC.
Move to O8
Minor: Majestic Word on Halleck. He can spend a Healing surge and gain an extra 7 hit points.
Action Point!: Dissonant Strain vs Dwarf. 19 vs Will. Thats a Miss.
[/sblock]

[sblock=Triggers]Bardic Virtue(Virtue of Cunning) - Once per round, when an enemy attack misses an ally within 10 squares, you can slide that ally 1 square as a free action. (Bell will use this if she can move an ally into flanking, or a ranged ally out of melee)

Insightful Warning (Encounter Immediate Interrupt )
Trigger: A creature you can see makes an attack roll for an area or a close attack that includes Bell as a target.
Effect: Bell and each ally included as a target of the triggering attack gain a +2 power bonus to all defenses against it.[/sblock]

[Sblock=Block of Bell]Bell Jabson, Shardar-Kai Bard 8 ()
Init: +5; PI 17, PP 17; low-light vision
HP: 60/60, B 30; Surge 15 hp, 8/8
AC 24(26), F 18, R 23, W 21
Saves: +2 Racial bonus against the unconscious condition; +2 to all death saving throws
Speed 6; AP: 0

Skills: Acrobatics 10, Arcana 15, Athletics 7, Bluff 12, Diplomacy 13, Dungeoneering 8, Endurance 8, Heal 7, History 15, Insight 7, Intimidate 12, Nature 8, Perception 7, Religion 15, Stealth 10, Streetwise 13, Thievery 8(10)
Languages: Allarian, Imperia, Tsugo, Magari, Draconic, Hzakan, Old Allarian, Silentus, (Read Any)
Rituals: Arcane Mark (Arcana), Amanuensis (Arcana), Battlefield Elocution (Arcana or Religion), Brew Potion (Arcana or Religion), Comprehend Language (Arcana), Disenchant Magic Item (Arcana), Enchant Magic Item (Arcane or Nature), Endure Elements (Arcana or Nature), Eye of Alarm (Arcana), Glib Limerick (Arcana), Purify Water (Arcana, Nature or Religion), Raise Dead (Heal), Silence (Arcana), Tenser's Floating Disk (Arcana)

Powers
Guiding Strike, Staggering Note, Deep Pocket Cloak
Focussed Sound, Dissonant Strain, Hypnotism, Insightful Warning, Theft of Life, Shadow Jaunt, Majestic Word 1/2, Words of Friendship, Second Wind
Stirring Shout, Song of Defense, Satire of Bravery, Swordmage Warding, Harmonic Songblade +2, Philosopher's Crown (not equipped), Onyx Dog Summon

Trigger (An enemy adjacent to Shard attacks Bell)
Bite (Standard; At-Will); +7 vs AC; 1d6+3
[/sblock]
 
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Iron Sky

Procedurally Generated
Phoenix smiles as she summons a small burning phoenix by the dwarf. "I think I can handle myself Damen. Thanks for the concern."

OOC: Turn Summary: Phoenix is in N14. She has 2 interrupts readied.
*Dwarf takes 23 damage and 19 more at the start of its turn to 197/200hp.

Edit: Back from work, I'll hold onto the AP.


[sblock=Actions]Move: Shift to M14
Standard: Flaming Sphere in U9: 1d20+15(bloodied)=28 vs Dwarf's 23 Ref, hit, 2d6+15(bloodied)=23 fire damage.
Minor: -
Start of Dwarf's Turn: The dwarf takes 1d4+15=16 reroll 1 =19 fire damage.

[sblock=Interrupts]Infernal Wrath(Free): If hit by an attack by a non-minion enemy within 10 squares, Phoenix will trigger Infernal Wrath, dealing 1d6+9 fire damage to the target.
Shield(Interrupt): If hit by an attack that would miss if Phoenix' AC or Ref were 4 higher, she triggers Shield to gain +4 AC/Ref TenT.[/sblock]

Status Effects: +2(+4) AC, 10 Fire/Cold Resist, Enemy take 2d6+9 damage if make melee attack vs Phoenix

[sblock=Phoenix' statblock]Phoenix, Female Tiefling Mage/Swordmage 8
Passive Perception: 20, Passive Insight: 20
AC: 21(23), Fort:19, Reflex: 23, Will:20, Resist Fire 9(10), (Cold 10) -- Speed:6
HP:53/53, Bloodied:26, Surge Value:13, Surges left:8/8
Initiative +7, Action Points: 1
MBA: +8 AC, 1d4+1 damage. RBA: Range 20, 10 force damage.
Powers: Magic Missile, Scorching Burst, Hypnotism, Infernal Wrath, Burning Spray, Fire Shroud, Ardent Rain, Fire Burst, Shield, Second Wind, Flaming Sphere, Summon Magma Beast, Fire Shield, Swordmage Warding
Items: Spidersilk Mantle, Dagger of Speed, Healing Potion x 1, Flame Bracers
Notes: *Phoenix does not provoke OAs for Ranged or Area attacks. *Phoenix's attacks ignore fire resistance. *Phoenix gains +1 to hit and +2 damage against bloodied foes. *Phoenix does +1d6+2d8 damage on a crit.[/sblock][/sblock]
 
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JRYoung

First Post
"I'll move to the Human statue" Skalisss declares as he moves and attacks.


[SBLOCK=Actions]
Move Action: R10, Q11, P12, O12

Standard Action: Righteous Smite on the Human Statue.
CRIT! Damage is 16+12+2d6 rolled below (8) = 36; and Skalisss and all allies within 5 gain 7 temp hit points.

Minor Action: Divine Challenge on Human Statue.

[/SBLOCK]

[SBLOCK=Skalisss' Stat Block]
Skalisss- Male Dragonborn Paladin (Natural Humanoid) 8 CharacterSheet
Initiative: +8 Senses: Normal P-Perception: 16 P-Insight: 21
HP: 58+7 temp/80 SurgeValue: 21 Surges: 11/11
AC:26 Fort:22 Reflex:19 Will:22 Resist 1 ALL

Action Points: not used Second Wind: not used Resist: none Speed:5 Conditions: none BasicAttack: - "Inescapable Longsword", +16 to Hit vs AC, 1d8+12 damage BasicRangedAttack: - Javelin, +12 to Hit vs AC, 1d6+6 damage, range 10/20

[SBLOCK=Powers]
Valiant Strike
Bolstering Strike
Divine Challenge
Piercing Smite
Righteous Smite USED
Divine Reverence
Dragon Breath
Channel Divinity: Divine Mettle
Channel Divinity: Divine Strength
Lay on Hands x2
Healing Word
Paladin's Judgement
Sacred Circle USED
Healing Surge from Dwarven Plate Armor USED
Martyr's Retribution
Wrath of the Gods
Crown of Glory
[/SBLOCK]

http://l4w.wikia.com/wiki/PC:Skalisss_(jryoung)
[/SBLOCK]
 
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Tenchuu

First Post
OOC: [MENTION=87106]MetaVoid[/MENTION] [MENTION=79956]dimsdale[/MENTION]
Give the healing to Raijin instead. This will bring him back to life, and let me stay bloodied so I can use Heroic Effort.
 

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