• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[Adventure] Murder Most Foul! (Judge: EvolutionKB)


log in or register to remove this ad


As Boruuk is walking along, the floor beneath him compresses slightly with a sharp cracking sound.

A trap!

Two portcullises fall out the ceiling. One of them just glances off of Artemus, the other glances off of Knoepf.

At the same time, four sliding doors fall into the rock floor. Behind the closest two doorways in two separate alcoves are two unusual zombies. The cold of the grave emanates from them, chilling everyone to the bone immediately.

It's obvious that someone spent considerable time and resources creating this fiendish trap. Someone is quite intent on not letting anyone travel this way. And with the quick deadliness of it, it's also obvious that the creator of this trap wants any travelers dead and dead quickly.

[sblock=OOC]
Any PC within 2 squares of Zombie 1 or Zombie 2 takes 5 cold damage at the start of their turn. I won't add it to your PC's total until after your turn, so please add it to your stat block when your turn is over.


Portcullis 1 misses Artemus for 10 damage.
Portcullis 2 misses Knoepf for 9 damage.

Artemus 34/44
Hasifar 44/46
Knoepf 31/45
Zombie 1
Zombie 2
Boruuk 61/62
Tirial 50/50

It's Artemus' turn.

The two portcullises are made of strong metal and are located between E7 and E8, and between E9 and E10. Any attacks through them result in a +2 cover bonus for the target. Nobody can move through the portcullises. An attack through both portcullises results in a +5 total cover bonus for the target. An attack through a portcullis at a target inside of an alcove results in a +5 total cover bonus.

Players can attempt to come up with ways to bypass the portcullises. Describe what you are attempting to do and I will let you know what type of roll is required.

The little blue and white squares on the map are side effects of Maptools that I could not remove. Please ignore them.
[/sblock]
 

Attachments

  • Encounter6b.jpg
    Encounter6b.jpg
    62.2 KB · Views: 119

"Ah!" yells Hasifar "Why me?!" With a quick stab Hasifar punctuates the body of the rotting corpse and channels a blast of fire. "Artemus! Take us out of here! use your roguishness! Do somethin'!" Apparently, Hasifar doesn't enjoy the private party with the zombies and wants out.

Acrcing fire: 26 vs ref for 12 fire dmg (17 if vulnerable)
 



Knoepf feels right away the chilling effect from both undead in such close proximity. However, this doesn't affect Knoepfs concentration as he quickly tends to Artemus, being the one in greatest need, by giving him a much needed dose of healing. Knoepf then turns to the zombie which took damage from Hasifar's blade. "We need to take this one out quickly, or we're are not going to last long! Everyone concentrate attacks on him!" Knoepf then concentrates on healing some of his own wounds
[sblock=actions]
-10 from auras of both zombies

hp now at 21

minor: healing word on Artemus: 2d6+11=17 (although I think the healing word was nerfed...is that true)

minor: second wind for 11 hp: bringing total to 32
[/sblock]
 
Last edited:

[sblock=actions]
-10 from auras of both zombies

hp now at 21

minor: healing word on Artemus: 2d6+11=17 (although I think the healing word was nerfed...is that true)

movement: none
action: sacred flame on zombie Hasifar hit: 1d20+9 vs reflex: 24 for 1d6+7=10 damage and Hasifar gets 5 temp hitpoints.

[/sblock]

[sblock=OOC]
Are you sure you want to do this dimsdale?

Both Zombies will get an Opportunity Attack on Knoepf if he makes a ranged attack and combined with the 10 cold damage next round, Knoepf might not get another turn.
[/sblock]
 

[sblock=OOC]
Are you sure you want to do this dimsdale?

Both Zombies will get an Opportunity Attack on Knoepf if he makes a ranged attack and combined with the 10 cold damage next round, Knoepf might not get another turn.
[/sblock]


[sblock=ooc]
definitely not. I'll changes to the previous attack. Thanks...slow learning curve again :)
[/sblock]
 

"First, let's get rid of them. Boruuk, the one farther down must not close on us. Keep him away from here." Artemus then tries to attack the zombie but the porticulis seems to be in the way.


"Ah!" yells Hasifar "Why me?!" With a quick stab Hasifar punctuates the body of the rotting corpse and channels a blast of fire. "Artemus! Take us out of here! use your roguishness! Do somethin'!" Apparently, Hasifar doesn't enjoy the private party with the zombies and wants out.


Knoepf feels right away the chilling effect from both undead in such close proximity. However, this doesn't affect Knoepfs concentration as he quickly tends to Artemus, being the one in greatest need, by giving him a much needed dose of healing. Knoepf then turns to the zombie which took damage from Hasifar's blade. "We need to take this one out quickly, or we're are not going to last long! Everyone concentrate attacks on him!"


The first zombie slams Hasifar while the second smashes Knoepf. It's looking grim for those between the two portcullises.

[sblock=OOC]
Any PC within 2 squares of Zombie 1 or Zombie 2 takes 5 cold damage at the start of their turn. I won't add it to your PC's total until after your turn unless it will knock you unconscious, so please add it to your stat block when your turn is over.

Note: Unlike most auras, these auras do stack. So, a PC within 2 of both of these zombies takes an automatic 10 damage at the start of their turn.

Zombie 1 hits Knoepf for 7 damage and Knoepf is immobilized.
Zombie 2 hits Hasifar for 7 damage and Hasifar is immobilized.

Artemus 41/44
Hasifar 27/46, immobilizied (save ends)
Knoepf 25/45, immobilizied (save ends)
Zombie 1
Zombie 2, 17
Boruuk 61/62
Tirial 50/50
More Monsters

It's Boruuk's turn.

The two portcullises are made of strong metal and are located between E7 and E8, and between E9 and E10. Any attacks through them result in a +2 cover bonus for the target. Nobody can move through the portcullises. An attack through both portcullises results in a +5 total cover bonus for the target. An attack through a portcullis at a target inside of an alcove results in a +5 total cover bonus.

Players can attempt to come up with ways to bypass the portcullises. Describe what you are attempting to do and I will let you know what type of roll is required.

The locations of creatures on the map has not changed, so I didn't bother with another map.


The little blue and white squares on the map are side effects of Maptools that I could not remove. Please ignore them.
[/sblock]
 

Into the Woods

Remove ads

Top