[Adventure] Dusk and Her Embrace (Judge: THB)

Son of Meepo

First Post
Ghourra quickly scans the area looking for another possible breach point. "There! Fortify that entrance or they'll swarm us!"

She then moves towards the remaining zombie, her weapon glowing with radiance. She lands a solid blow that boils away its cursed flesh.

[sblock=actions]Minor: Perception to aid skill challenge (auto-success)
Move: K15
Standard: Brand of the Sun (1d20+10=28, 2d6.minroll(2)+8=13) Hits for 13 radiant damage.[/sblock]

[sblock=Ghourra Gravedigger]Status:

Ghourra Gravedigger - Level 4 Cleric|Warlord
Init: +2 Speed: 5
Passive Perception: 23; Passive Insight: 18
AC: 21 Fort 18 Ref 13 Will 18
HP: 42/42 Surges: 7/10 Surge Value: 10 AP: 1
Languages: Common, Dwarven
Str:18 Con:15 Dex:10 Int:8 Wis:18 Cha:10

Powers:
Brand of the Sun
Paint the Bulls-Eye

Incredible Toughness[]
Inspiring Word[]
Healing Word[]
Healer's Mercy[]
Healing Strike[]
Deadly Distraction[]
Second Wind[]

Inspiring Shot[]
Resurgent Strength[]
Dwarven Armor[]
Dwarven Thrower Gouge[]
[/sblock]
 

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horticulture

Slightly entitled.
Brondin, struggling against the grasping arms and pressing zombie horde, manages to close the main doors of the temple, while Bellegon provides a convienent surprise for any other undead that sneak in.

The adventurers are quick to destroy most of the intruding undead and converge on the remaining zombie, who carries a dented and rust-pitted longsword. After receiving a huge gash from Ghourra's gouge, the zombie lazily swings it's barely useable weapon at her. The mul, however, is much too quick for such an inept attack and she easily deflects it.

GM: SoM, I moved Ghourra to K16, as Bellegon managed to get to K15 before her. If you would like her somewhere else, feel free to change it.
[sblock=Please Read]
GM: Here's how this will work: The skill challenge will still continue through the combat. If there isn't at least one primary skill check, or there is a failed primary skill check at any time, during the round, more zombies will enter the fight. So, the group will have to decide how much emphasis they want to put on fortifying the temple defenses and how much they want on quelling the zombie surge.

Each primary skill (Athletics, Dungeoneering, Religion, Thievery) requires a standard action; Perception requires a minor action.

See Skill Challenge Status sblock for current totals.
[/sblock][sblock=ADDENDUM]As with all skill challenges, if you have a skill not listed within the primary skill list, but can come up with a way that will allow it to be useful (as a couple of people have asked about Arcana) feel free to use it. The DC for the check will be the same as the other primary skill checks.

I apologize for not mentioning this earlier.[/sblock][sblock=Enemy Actions]Zombie Soldier (L15)
Standard -
  • Target - Ghourra
  • Attack - MBA vs. AC 21; 1d20+9=19, miss.
[/sblock][sblock=Map]
encounter2rnd2.png
[/sblock][sblock=Skill Challenge Status]
  • Current Successes: 3
  • Failures: 1

Ghourra is still providing a +2 to the next Thievery or Dungeoneering check.[/sblock][sblock=Zombie-Proofing the Temple]Level: 7
Complexity: 3 (requires 8 successes before 3 failures).
Primary Skills: Athletics, Dungeoneering, Religion, Thievery.
  • Athletics (DC 16, standard action, 1 success, no maximum): The character realizes finesse is no trade for quick and effective physical labor. The character pounds nails, carries heavy objects, and uses brute strength shove invading zombies back through the doors.
  • Dungeoneering (DC 16, standard action, 1 success, no maximum): The character’s knowledge of stone and underground construction lets him or her see how the temple might best be fortified using the meager supplies available.
  • Religion (DC 16, standard action, 1 success, no maximum): The character offers a prayer to Onatar, asking him to lend his strength to the characters’ endeavor and slow the tide of undead seeking to further desecrate his temple.
  • Thievery (DC 16, standard action, 1 success, no maximum): The character has spent a lifetime getting into places he or she is not wanted. It’s not terribly difficult to turn that concept on its head and use those skills to craft sturdy barricades.
Secondary Skills: Perception.
  • Perception (DC 11, minor action, no successes): The character’s keen eyes help more skilled companions find the best materials to aid in fortifying the temple. A successful check grants a +2 bonus to one ally’s next Dungeoneering or Thievery check made as part of this skill challenge.
[/sblock][sblock=Status]Bellegon (K15) - HP: 50/50, Surges: 5/7, AP: 1, Second Wind: avail; concealment, +2 all defenses
Brondin (M18) - HP: 45/48, Surges: 9/11, AP: 0, Second Wind: avail
Deimos (I5) - HP: 40/40, Surges: 7/8, AP: 1, Second Wind: avail
Ghourra (K16) - HP: 42/42, Surges: 7/10, AP: 1, Second Wind: avail
Tana (K13) - HP: 40/49, Surges: 11/11, AP: 1, Second Wind: avail

Zombie Soldier (L15) - HP: -23/??; cursed by Bellegon
[/sblock][sblock=Enemies]Zombie Soldier - AC: 20, F: 17, R: 17, W: 15
:melee: +9 vs. AC; 2d6+5 damage.
[/sblock]
 

drothgery

First Post
Having ended up on the wrong side of the bookcase, Tana slips around and attacks the last zombie, using her arcane powers to try and convince it to focus on her.[sblock=actions]move: move to L14
minor: Mark the zombie with Aegis of Shielding
standard: Booming Blade vs. zombie
atk;dmg (1d20+12=30, 1d8+7=13) hits for 13 damage. If the zombie is adjacent to Tana at the start of its next turn and moves away during that turn, it takes 1d6 + 3 thunder damage. If it attacks Tana before the start of Tana's next turn, it takes 5 thunder damage from White Lotus Riposte.[/sblock][sblock=immediate interrupt]if the Zombie attacks anyone other than Tana, she will use Aegis of Shielding to reduce the damage by 8[/sblock][sblock=Tana]Tana—Female Gnome Swordmage 4
Initiative: +3, Passive Perception: 12, Passive Insight: 12
AC: 24, Fort: 16, Reflex: 18, Will: 15; — Speed: 5
HP: 40/49, Bloodied: 24, Surge: 12, Surges left: 11/11;
Action Points: 1, Second Wind: Not Used
Powers -
Sword Burst
Booming Blade

Fade Away
Ghost Sound
Sword of Sigils
Dimensional Vortex
Channeling Shield

Dimensional Thunder
Farbond Spellblade Rapier +2
Runic Leather Armor +1
Amulet of Life +1

[/sblock]
 

jsb420

First Post
Brondin moves towards side doors nearest him, takes off his backpack and begins to rummage through it. Now, where did I put the durned nails? They were right here yesterday. Flint & Steel, no. Sunrod, no. Rations, no. Rope, no…ah… here they be, right next to me lucky gold piece. Grabbing a small hammer and nails, Brondin proceeds to drive the spikes into the door frame, sealing the door.

”I learned a little somethin’ from workin’ fer the Warder’s Guild. Nailin’ a door shut works just as good as some magical wards, better ‘an others, but hurts yer coin purse a lot less.” Brondin chuckles at his own brand on Warder’s humor. Even in the face of the current situation, the dwarf still has a sense of humor. He quickly finishes nailing the door shut.

[sblock=Actions]Summary:
Move: M18>N18
Minor: grab hammer & nails from backpack
Standard: Dungeoneering Check: 1d20+10=24
Free: n/a[/sblock]

[sblock=Stats] Status:

Rune State:
[ ] Destruction: (Allies gain +1 bonus to attack rolls against enemies adjacent to Brondin.)

[ ] Protection: (Allies gain Resist 2 to all damage while adjacent to Brondin.)

Brondin Hurndin
Level 4 Runepriest|Warden
Init: +2 Speed: 5
Passive Perception:13; Passive Insight: 13
AC: 20 Fort 18 Ref 16 Will 16
HP: 45/48 Surges: 9/11 Surge Value: 12 AP: 1
Languages: Common, Dwarven
Str:20 Dex:14 Wis:12 Con:16 Int:8 Cha:10

Powers:
Warden's Fury, Warden's Grasp, Weight of Earth, Rune of Diminishment
Dwarven Resilience, Rune of Mending, Roots of Stone, Word of the Blinding Shield
Rune of Undeniable Dawn, Shield of Sacrifice
Dwarven Chainmail +1 (Daily Power), Potion of Healing, Vial of Holy Water[/sblock]
 

Confident that zombie won't last long surrounded, Bellegon retreats from it and points first one rod at it, then the other one, undecided. Finally, he selects one and calls upon the power of mind from his homeland. Even dumb zombie is not immune to the horrors from the deep.

[sblock=Actions]
Move: shift J16
Standard: Spiteful Glamour vs Will; psychic damage; curse (1d20+9=21, 1d8+6=11, 1d6=2) - with Bloodcurse rod unless zombie was bloodied with Tena's attack. If it was, add 6 to damage as Bellegon would've attacked with Darkspiral rod.

If this attack bloodies the zombie, Bellegon's aura goes up to 6
[/sblock]
 

Son of Meepo

First Post
Ghourra continues to point out other likely spots in need of defense as she steps to the opposite side of Tana, and brings her radiant weapon down upon the remaining zombie.

Instinctively the zombie tries to bring the sword up to block the strike, but it's just a bit too slow. The heavier gouge forces down the blocking blade and the weapon bites into the undead creature's skull.

[sblock=Actions]Minor: Perceptions (auto-success)
Move: Sift to L16.
Standard: Brand of the Sun (1d20+10+2=20, 2d6.minroll(2)+8=20) hits for 20 radiant damage.[/sblock]

[sblock=Ghourra Gravedigger]Status:

Ghourra Gravedigger - Level 4 Cleric|Warlord
Init: +2 Speed: 5
Passive Perception: 23; Passive Insight: 18
AC: 21 Fort 18 Ref 13 Will 18
HP: 42/42 Surges: 7/10 Surge Value: 10 AP: 1
Languages: Common, Dwarven
Str:18 Con:15 Dex:10 Int:8 Wis:18 Cha:10

Powers:
Brand of the Sun
Paint the Bulls-Eye

Incredible Toughness[]
Inspiring Word[]
Healing Word[]
Healer's Mercy[]
Healing Strike[]
Deadly Distraction[]
Second Wind[]

Inspiring Shot[]
Resurgent Strength[]
Dwarven Armor[]
Dwarven Thrower Gouge[]
[/sblock]

OOC: Does it appear to be radiant vulnerable?
 

Walking Dad

First Post
Deimos needs to be reviewed

Deimos Vrago, Tiefling Wizard (Mage) 5

Deimos calls down white hot fire on the enemy in their mids.

[sblock=OOC]

If every failed check draws more enemies, we shouldn't try more checks after a success each round...
horticulture, are you sure that is intended? Or is even trying enough to prevent more enemies (still costing the group at least 1 standard action each turn)

move: shift to 6I (again?)
standard: scorching burst on 16M (vs reflex) will hit no ally, if I misjudge, ignore and do a magic missle instead.

Deimos is level 5, but not yet approved for this level.

[sblock=Mini stat block]
Deimos Vrago
Perception: 13 Insight: 20 Low-light Vision
AC 20 Fortitude 16 Reflex 18 Will 19
Initiative: +3
Hit Points: 40 / 40 Bloodied: 20
Temporary Hit Points: -
Resist: fire 6
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 0.5
Healing Surge:10 Surges per day: 7 / 8
At-Will Powers: Magic Missle, Scorching Burst, Beguiling Strands
Encounter Powers: Infernal Wrath, Charm of Misplaced Wrath, Fire Shroud, Shield
Daily Powers: Flaming Sphere, Summon Magma Beast

Condition:
[/sblock][/sblock]
 

Walking Dad

First Post
OOC: ooc: Oh no, Ghourra moved as I typed. Wasted a hit and damage roll :(
horticulture, could you do Deimos round before, this time? Next time I will post something quickly and edit, to avoid confusion :(
 

horticulture

Slightly entitled.
OOC: ooc: Oh no, Ghourra moved as I typed. Wasted a hit and damage roll :(
horticulture, could you do Deimos round before, this time? Next time I will post something quickly and edit, to avoid confusion :(

GM: That's no issue. Deimos' action took place before Ghourra's, to prevent friendly fire. Also, if I missed Deimos' previous move action (which looks like I did by your post) use the correct spot he was in by your posts.

And, yeh, the failed skill check consequence is intentional. If the group doesn't attempt a primary skill check (showing that they are making progress with the temple defenses), or fails a primary skill check, more zombies will force their way into the temple.

SoM, they do appear radiant vulnerable, and I have been adding the extra damage to all previous radiant attacks.
 

Walking Dad

First Post
[sblock=horticulture]Yes, but if every failed check will attract more zombies and we need to succeed only ones per round to avoid it, it would be foolish to make more checks after the first successful until the current zombies are finished of.

1st check, succeeds
other attack -> quick zombie death

1st check, succeeds
2nd check, fails
others attack -> 1 less attacks vs zombies and the zombies gain reinforcement.

You note that the rules make it better to stop rolling for the challenge in the same round after the first success than trying to reinforce the temple with more checks.
New enemies only arrive on failure or no one succeeds.[/sblock]
 

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