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IC The Thirteenth Moon: Night of the Blood Moon
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<blockquote data-quote="airwalkrr" data-source="post: 6029749" data-attributes="member: 12460"><p>[sblock=DM notes, not for PCs]Cultists</p><p>hp C1: 7/7, C2 8/8, C3 6/6, C4 8/8</p><p>S 13, D 11, C 12, I 8, W 10, C9</p><p>Init +0</p><p>AC 12, T 10, F 12</p><p>F 14, R 11, W 11</p><p>Mel 14 (1d6+1)</p><p>Rng 12 (1d4+1)</p><p>Feats: WF (club)</p><p>In +3</p><p>club, leather armor, throwing darts</p><p></p><p>Shorty</p><p>hp 29/29</p><p>S 14, D 17, C 12, I 12, W 10, C 8</p><p>Init +3</p><p>AC 17, T 13, F 14, uncanny dodge</p><p>F 14, R 19, W 13, evasion, +2 vs. enchantment/telepathy</p><p>Mel +5/+5 or +7 (1d8+2/19-20) (1d6+1/19-20)</p><p>Rng +7 (1d4+2/19-20)</p><p>SnAt +3d6, trapfinding, trap sense +2</p><p>Feats: Least DM Death (inflict light, 3/day), Lesser DM Death (inflict serious, 2/day), TWF</p><p>Ba +12, Cl +11, Hi/MS +12, Ju +11, Li/Sp +11, Tu +12, UM +8</p><p>mithril shirt, mw longsword, mw short sword, throwing darts, wand of glitterdust, grapple with rope[/sblock][ooc]Cultists Initiative: 20</p><p>Party Initiative 11</p><p>All party members are surprised and do not act in the surprise round.</p><p>Begin Round 1 of normal initiative[/ooc]The cultists of Vol, clad in their crimson red robes leap out of the shadows, hurling wicked darts at you. Meanwhile their leader, a very short fellow with pointed ears and a strange tattoo upon his face waves a wand from the far corner of the room. When he has completed the incantation a brilliant flash erupts around Vigil and Brad, engulfing them with a flood of shimmering particles which cover them from head to toe. Then he makes a move towards the window, crying out, <span style="color: Yellow">"Kill them, blessed Seekers! Their blood will make a noble sacrifice to Vol!"</span></p><p></p><p>The cultists then begin to close in with barbed clubs in hand to engage in melee. They swing with fervor, seeking to end your lives as a sacrifice to Vol. Their leader moves for the window, pulling out a grapple which is attached to a rope.<span style="color: Yellow"> "As long as the Blood Moon sits in the sky, the House of Vol shall thrive,"</span> he seethes through his teeth as he hooks the grapple on the edge of the window and he leaps over the side.[sblock=Combat Notes]Brad, Berrent, Vigil, and Alise need to make flat-footed defense checks against DC 12 for the throwing darts. Damage is 1d4+1 if you are hit (if you are hit, roll the damage yourself and apply it to your current hit points, remember the <a href="http://www.d20srd.org/srd/variant/adventuring/playersRollAllTheDice.htm" target="_blank">players roll all the dice</a> variant and simplified combat rules on the <a href="http://www.enworld.org/forum/showwiki.php?title=Campaigns:Rules+of+the+Campaign" target="_blank">wiki</a> are in play). Brad and Vigil must make DC 13 Will saves versus the glitterdust or be <a href="http://www.d20srd.org/srd/conditionSummary.htm#blinded" target="_blank">blinded</a> for three rounds (as a house rule, you may take a full-round action to try to shake off the blinded condition and make another Will save, much like <a href="http://www.d20srd.org/srd/spells/holdPerson.htm" target="_blank">hold person</a>, if you choose). Finally, Brad (C1), Berrent (C2), Vigil (C3), and Dorius (C4) now have a cultist adjacent to them and must make DC 14 defense checks or take 1d6+1 damage if they are hit (C# indicates which cultist is adjacent to you). Because of his readied action, Vigil may make his attack pre-emptively to the melee attack of the cultist and if his attack fells the cultist, he need not make a defense roll against the melee attack, however that is the only action he may take this round. After the surprise actions and normal actions of the cultists have been resolved, the rest of the PCs may act. The leader, a short elf, has total cover as he has now leapt over the side of the window, but he is within close range.</p><p></p><p><em>Special Note: You <u>may</u> use action points on defense rolls and magic attack rolls. I am giving you all the DCs and I do not mind if you use that information to your advantage when deciding whether or not to use an action point.</em></p><p></p><p><strong>Cultist defenses</strong></p><p>HP C1: 7/7, C2 8/8, C3 6/6, C4 8/8</p><p>AC 12, T 10, F 12</p><p>F 14, R 11, W 11</p><p><strong>Leader</strong></p><p>HP 28/28</p><p>AC 17, T 13, F 14, uncanny dodge</p><p>F 14, R 19, W 13, evasion, +2 vs. enchantment/telepathy[/sblock]</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6029749, member: 12460"] [sblock=DM notes, not for PCs]Cultists hp C1: 7/7, C2 8/8, C3 6/6, C4 8/8 S 13, D 11, C 12, I 8, W 10, C9 Init +0 AC 12, T 10, F 12 F 14, R 11, W 11 Mel 14 (1d6+1) Rng 12 (1d4+1) Feats: WF (club) In +3 club, leather armor, throwing darts Shorty hp 29/29 S 14, D 17, C 12, I 12, W 10, C 8 Init +3 AC 17, T 13, F 14, uncanny dodge F 14, R 19, W 13, evasion, +2 vs. enchantment/telepathy Mel +5/+5 or +7 (1d8+2/19-20) (1d6+1/19-20) Rng +7 (1d4+2/19-20) SnAt +3d6, trapfinding, trap sense +2 Feats: Least DM Death (inflict light, 3/day), Lesser DM Death (inflict serious, 2/day), TWF Ba +12, Cl +11, Hi/MS +12, Ju +11, Li/Sp +11, Tu +12, UM +8 mithril shirt, mw longsword, mw short sword, throwing darts, wand of glitterdust, grapple with rope[/sblock][ooc]Cultists Initiative: 20 Party Initiative 11 All party members are surprised and do not act in the surprise round. Begin Round 1 of normal initiative[/ooc]The cultists of Vol, clad in their crimson red robes leap out of the shadows, hurling wicked darts at you. Meanwhile their leader, a very short fellow with pointed ears and a strange tattoo upon his face waves a wand from the far corner of the room. When he has completed the incantation a brilliant flash erupts around Vigil and Brad, engulfing them with a flood of shimmering particles which cover them from head to toe. Then he makes a move towards the window, crying out, [COLOR="Yellow"]"Kill them, blessed Seekers! Their blood will make a noble sacrifice to Vol!"[/COLOR] The cultists then begin to close in with barbed clubs in hand to engage in melee. They swing with fervor, seeking to end your lives as a sacrifice to Vol. Their leader moves for the window, pulling out a grapple which is attached to a rope.[COLOR="Yellow"] "As long as the Blood Moon sits in the sky, the House of Vol shall thrive,"[/COLOR] he seethes through his teeth as he hooks the grapple on the edge of the window and he leaps over the side.[sblock=Combat Notes]Brad, Berrent, Vigil, and Alise need to make flat-footed defense checks against DC 12 for the throwing darts. Damage is 1d4+1 if you are hit (if you are hit, roll the damage yourself and apply it to your current hit points, remember the [URL="http://www.d20srd.org/srd/variant/adventuring/playersRollAllTheDice.htm"]players roll all the dice[/URL] variant and simplified combat rules on the [URL="http://www.enworld.org/forum/showwiki.php?title=Campaigns:Rules+of+the+Campaign"]wiki[/URL] are in play). Brad and Vigil must make DC 13 Will saves versus the glitterdust or be [URL="http://www.d20srd.org/srd/conditionSummary.htm#blinded"]blinded[/URL] for three rounds (as a house rule, you may take a full-round action to try to shake off the blinded condition and make another Will save, much like [URL="http://www.d20srd.org/srd/spells/holdPerson.htm"]hold person[/URL], if you choose). Finally, Brad (C1), Berrent (C2), Vigil (C3), and Dorius (C4) now have a cultist adjacent to them and must make DC 14 defense checks or take 1d6+1 damage if they are hit (C# indicates which cultist is adjacent to you). Because of his readied action, Vigil may make his attack pre-emptively to the melee attack of the cultist and if his attack fells the cultist, he need not make a defense roll against the melee attack, however that is the only action he may take this round. After the surprise actions and normal actions of the cultists have been resolved, the rest of the PCs may act. The leader, a short elf, has total cover as he has now leapt over the side of the window, but he is within close range. [I]Special Note: You [U]may[/U] use action points on defense rolls and magic attack rolls. I am giving you all the DCs and I do not mind if you use that information to your advantage when deciding whether or not to use an action point.[/I] [B]Cultist defenses[/B] HP C1: 7/7, C2 8/8, C3 6/6, C4 8/8 AC 12, T 10, F 12 F 14, R 11, W 11 [B]Leader[/B] HP 28/28 AC 17, T 13, F 14, uncanny dodge F 14, R 19, W 13, evasion, +2 vs. enchantment/telepathy[/sblock] [/QUOTE]
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