Victim
First Post
The shambling mounds and stormrage shambler correspond to evidence found from attacks on the towns and villages in area.
After dispatching the plants and fey apparently guarding the area, the group uses its tracking skills, arcane knowledge, insight into fey powers, and clues from the enemies to deduce that the plants are most likely being directed from the ruined and abandoned city in the swamp. Hundreds of years ago, it was the heart of the region; a wealthy port city that traded with far off lands. Then the area started to flood, there was some sort of attempted coup or civil war, and the city was abandoned with many dying in flight. Some stories hold that wealth of trading houses remains in the city.
Getting there will mean crossing the flooded, marsh like area surrounding the city that used to be the belt of farms feeding it. (You can throw some rituals or something to help the water now).
After the group has traveled for about 2 hours, they see a dragon circling high in the air. The dragon also notices them; in response, the large deep blue beast doubles back and drops low. It's not long before it returns, popping back up briefly to improve its field of view every so often. Its approach to the group is slow, as if the dragon is trying not to outdistance slower allies. Lightning flashes while the monster skims the grasses. Soon, it will be upon you.
By victimen at 2008-09-29
[sblock=Map Key]
Green grass squares: tall grasses up to about a person's height. Light obscuring terrain: Concealment to things in/through it; and more than 5 squares of it blocks line of sight. Difficult terrain.
Brown squares: ground. No terrain effects.
Olive mud squares: about an inch of water and then mud. -1 Speed to creatures moving in it without some sort of water walking/swamp effect. This speed reduction for moving in affected squares is a difficult terrain effect. Shifting is unaffected, since it only affects your speed.
I wanted something less harsh than difficult terrain (especially with the anti shift stuff last time) that would still reward people for picking stuff that helps to deal with swampy terrain features.
Red squares: You start in here. I gave you almost a third of the map, and it's like 35x35. So don't start in the back and then try to shift off the board - I'm giving you plenty of room right now, I think, and I'm not drawing more stuff.[/sblock]
[sblock=Monster Knowledge]
Blue Dragon: Large magic natural beast artillery solo
[sblock=stats]
Adult Blue Dragon Level 13 Solo Artillery
Large natural magical beast (dragon) XP 4,000
Initiative +9 Senses Perception +13; darkvision
HP 655; Bloodied 327; see also bloodied breath
AC 30; Fortitude 31, Reflex 28, Will 27
Resist 20 lightning
Saving Throws +5
Speed 8, fl y 10 (hover), overland flight 15
Action Points 2
mGore (standard; at-will) ✦ Lightning
Reach 2; +18 vs. AC; 1d8 + 6 plus 1d6 lightning damage, and the
target is pushed 1 square and knocked prone.
m Claw (standard; at-will)
Reach 2; +16 vs. AC; 1d6 + 6 damage.
M Draconic Fury (standard; at-will)
The dragon makes a gore attack and two claw attacks.
R Breath Weapon (standard; recharge 5, 6) ✦ Lightning
The dragon targets up to three creatures with its lightning
breath; the first target must be within 10 squares of the dragon,
the second target within 10 squares of the first, and the third
target within 10 squares of the second; +18 vs. Reflex; 2d12 +
10 lightning damage. Miss: Half damage. This attack does not
provoke opportunity attacks.
R Bloodied Breath (free when first bloodied; encounter) ✦
Lightning
The dragon’s breath weapon recharges, and the dragon uses it
immediately.
C Frightful Presence (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +18 vs. Will; the target is
stunned until the end of the dragon’s next turn. Aftereffect: The
target takes a –2 penalty to attack rolls (save ends).
ALightning Burst (standard; at-will) ✦ Lightning
Area burst 3 within 20; +18 vs. Reflex; 2d6 + 4 lightning
damage. Miss: Half damage.
Alignment Evil Languages Common, Draconic
Skills Athletics +22, Insight +13, Nature +13
Str 23 (+12) Dex 16 (+9) Wis 14 (+8)
Con 19 (+10) Int 13 (+7) Cha 14 (+8)
[/sblock]
Shambling Mound:
This a lump of decomposing plant matter with a few vines stuck in that somehow moves. These mounds are somewhat bigger than the last one.[sblock]Shambling Mound Level 13 Brute
Large natural animate (plant) XP 800
Initiative +7 Senses Perception +6; darkvision
HP 160; Bloodied 80
Regeneration 5
AC 25; Fortitude 27, Reflex 22, Will 21
Immune lightning; see also lightning affinity
Speed 4 (swamp walk)
m Tendrils (standard; at-will)
Reach 2; +16 vs. AC; 1d8 + 8 damage.
M Enveloping Double Attack (standard; at-will) ✦ Healing
The shambling mound makes two basic attacks. If both attacks
hit the same Medium or smaller target, the shambling mound
makes a secondary attack against the target. Secondary Attack:
+16 vs. Fortitude; the target is pulled into the shambling mound’s
space and restrained (save ends). While the target is restrained,
no creature has line of sight or line of effect to it. At the start of
the shambling mound’s turn each round, the enveloped target
takes 10 damage and the shambling mound regains 10 hit
points. The shambling mound can envelop up to 2 creatures at a
time. When the target makes its save, it reappears in a square of
its choice adjacent to the shambling mound.
Lightning Affinity (immediate reaction, when hit by a lightning
attack; at-will) ✦ Healing
The shambling mound regains 10 hit points.
Skills Stealth +12
Str 22 (+12) Dex 12 (+7) Wis 10 (+6)
Con 20 (+11) Int 5 (+3) Cha 10 (+6)
[/sblock]
Stormrage Shambler:
Like an ordinary shambling mound, but visibly charged with lightning. This is the Shambling Mound with the Red border. These Stormrages are somewhat bigger than the last one.[sblock]Stormrage Shambler Level 13 Elite Controller
Large natural animate (plant) XP 1,600
Initiative +5 Senses Perception +7; darkvision
Lightning Aura (Lightning) aura 2; enemies that enter or start their
turns in the aura take 5 lightning damage.
HP 270; Bloodied 135
Regeneration 10 Saving Throws +2
AC 27; Fortitude 27, Reflex 20, Will 22
Immune lightning; see also lightning affinity
Speed 8 (swamp walk) Action Points 1
mTendrils (standard; at-will) ✦ Lightning
Reach 2; +16 vs. AC; 1d8 + 6 damage plus 1d8 lightning damage.
While bloodied, the stormrage shambler deals an extra 6
lightning damage.
M Double Attack (standard; at-will) ✦ Lightning
The stormrage shambler makes two basic attacks.
C Lightning Blast (standard; encounter) ✦ Lightning
Close blast 3; +16 vs. Reflex; 3d8 + 7 lightning damage. Miss: Half damage.
Lightning Affinity (immediate reaction, when hit by a lightning
attack; at-will) ✦ Healing
The stormrage shambler regains 10 hit points. The stormrage
shambler cannot attack itself to heal in this fashion.
Alignment Unaligned Languages —
Skills Stealth +9
Str 20 (+11) Dex 8 (+5) Wis 12 (+7)
Con 23 (+12) Int 5 (+3) Cha 7 (+4)
[/sblock]
[/sblock]
After dispatching the plants and fey apparently guarding the area, the group uses its tracking skills, arcane knowledge, insight into fey powers, and clues from the enemies to deduce that the plants are most likely being directed from the ruined and abandoned city in the swamp. Hundreds of years ago, it was the heart of the region; a wealthy port city that traded with far off lands. Then the area started to flood, there was some sort of attempted coup or civil war, and the city was abandoned with many dying in flight. Some stories hold that wealth of trading houses remains in the city.
Getting there will mean crossing the flooded, marsh like area surrounding the city that used to be the belt of farms feeding it. (You can throw some rituals or something to help the water now).
After the group has traveled for about 2 hours, they see a dragon circling high in the air. The dragon also notices them; in response, the large deep blue beast doubles back and drops low. It's not long before it returns, popping back up briefly to improve its field of view every so often. Its approach to the group is slow, as if the dragon is trying not to outdistance slower allies. Lightning flashes while the monster skims the grasses. Soon, it will be upon you.

By victimen at 2008-09-29
[sblock=Map Key]
Green grass squares: tall grasses up to about a person's height. Light obscuring terrain: Concealment to things in/through it; and more than 5 squares of it blocks line of sight. Difficult terrain.
Brown squares: ground. No terrain effects.
Olive mud squares: about an inch of water and then mud. -1 Speed to creatures moving in it without some sort of water walking/swamp effect. This speed reduction for moving in affected squares is a difficult terrain effect. Shifting is unaffected, since it only affects your speed.
I wanted something less harsh than difficult terrain (especially with the anti shift stuff last time) that would still reward people for picking stuff that helps to deal with swampy terrain features.
Red squares: You start in here. I gave you almost a third of the map, and it's like 35x35. So don't start in the back and then try to shift off the board - I'm giving you plenty of room right now, I think, and I'm not drawing more stuff.[/sblock]
[sblock=Monster Knowledge]
Blue Dragon: Large magic natural beast artillery solo
[sblock=stats]
Adult Blue Dragon Level 13 Solo Artillery
Large natural magical beast (dragon) XP 4,000
Initiative +9 Senses Perception +13; darkvision
HP 655; Bloodied 327; see also bloodied breath
AC 30; Fortitude 31, Reflex 28, Will 27
Resist 20 lightning
Saving Throws +5
Speed 8, fl y 10 (hover), overland flight 15
Action Points 2
mGore (standard; at-will) ✦ Lightning
Reach 2; +18 vs. AC; 1d8 + 6 plus 1d6 lightning damage, and the
target is pushed 1 square and knocked prone.
m Claw (standard; at-will)
Reach 2; +16 vs. AC; 1d6 + 6 damage.
M Draconic Fury (standard; at-will)
The dragon makes a gore attack and two claw attacks.
R Breath Weapon (standard; recharge 5, 6) ✦ Lightning
The dragon targets up to three creatures with its lightning
breath; the first target must be within 10 squares of the dragon,
the second target within 10 squares of the first, and the third
target within 10 squares of the second; +18 vs. Reflex; 2d12 +
10 lightning damage. Miss: Half damage. This attack does not
provoke opportunity attacks.
R Bloodied Breath (free when first bloodied; encounter) ✦
Lightning
The dragon’s breath weapon recharges, and the dragon uses it
immediately.
C Frightful Presence (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +18 vs. Will; the target is
stunned until the end of the dragon’s next turn. Aftereffect: The
target takes a –2 penalty to attack rolls (save ends).
ALightning Burst (standard; at-will) ✦ Lightning
Area burst 3 within 20; +18 vs. Reflex; 2d6 + 4 lightning
damage. Miss: Half damage.
Alignment Evil Languages Common, Draconic
Skills Athletics +22, Insight +13, Nature +13
Str 23 (+12) Dex 16 (+9) Wis 14 (+8)
Con 19 (+10) Int 13 (+7) Cha 14 (+8)
[/sblock]
Shambling Mound:
This a lump of decomposing plant matter with a few vines stuck in that somehow moves. These mounds are somewhat bigger than the last one.[sblock]Shambling Mound Level 13 Brute
Large natural animate (plant) XP 800
Initiative +7 Senses Perception +6; darkvision
HP 160; Bloodied 80
Regeneration 5
AC 25; Fortitude 27, Reflex 22, Will 21
Immune lightning; see also lightning affinity
Speed 4 (swamp walk)
m Tendrils (standard; at-will)
Reach 2; +16 vs. AC; 1d8 + 8 damage.
M Enveloping Double Attack (standard; at-will) ✦ Healing
The shambling mound makes two basic attacks. If both attacks
hit the same Medium or smaller target, the shambling mound
makes a secondary attack against the target. Secondary Attack:
+16 vs. Fortitude; the target is pulled into the shambling mound’s
space and restrained (save ends). While the target is restrained,
no creature has line of sight or line of effect to it. At the start of
the shambling mound’s turn each round, the enveloped target
takes 10 damage and the shambling mound regains 10 hit
points. The shambling mound can envelop up to 2 creatures at a
time. When the target makes its save, it reappears in a square of
its choice adjacent to the shambling mound.
Lightning Affinity (immediate reaction, when hit by a lightning
attack; at-will) ✦ Healing
The shambling mound regains 10 hit points.
Skills Stealth +12
Str 22 (+12) Dex 12 (+7) Wis 10 (+6)
Con 20 (+11) Int 5 (+3) Cha 10 (+6)
[/sblock]
Stormrage Shambler:
Like an ordinary shambling mound, but visibly charged with lightning. This is the Shambling Mound with the Red border. These Stormrages are somewhat bigger than the last one.[sblock]Stormrage Shambler Level 13 Elite Controller
Large natural animate (plant) XP 1,600
Initiative +5 Senses Perception +7; darkvision
Lightning Aura (Lightning) aura 2; enemies that enter or start their
turns in the aura take 5 lightning damage.
HP 270; Bloodied 135
Regeneration 10 Saving Throws +2
AC 27; Fortitude 27, Reflex 20, Will 22
Immune lightning; see also lightning affinity
Speed 8 (swamp walk) Action Points 1
mTendrils (standard; at-will) ✦ Lightning
Reach 2; +16 vs. AC; 1d8 + 6 damage plus 1d8 lightning damage.
While bloodied, the stormrage shambler deals an extra 6
lightning damage.
M Double Attack (standard; at-will) ✦ Lightning
The stormrage shambler makes two basic attacks.
C Lightning Blast (standard; encounter) ✦ Lightning
Close blast 3; +16 vs. Reflex; 3d8 + 7 lightning damage. Miss: Half damage.
Lightning Affinity (immediate reaction, when hit by a lightning
attack; at-will) ✦ Healing
The stormrage shambler regains 10 hit points. The stormrage
shambler cannot attack itself to heal in this fashion.
Alignment Unaligned Languages —
Skills Stealth +9
Str 20 (+11) Dex 8 (+5) Wis 12 (+7)
Con 23 (+12) Int 5 (+3) Cha 7 (+4)
[/sblock]
[/sblock]
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