[Adventure]: Turning the Tide (DM: Dimsdale, Judge ??)

OOC:
That's what I was thinking, but it is of course as the DM rules it. I'm mainly waiting to hear so I can decide if I want to try to move in and help or throw daggers.
OOC: If I can manage to hit him with my booming blade, I'm planning to teleport to the bottom right corner (N10), then possibly shift another square down to N11 or something to see if he'll chase me since I have him marked. If he does, that gets Merri and Eva out of his aura (if you go before me and don't move into his aura, I'd move west a bit to be sure you aren't in it if he DOES move). If he doesn't move after me, then it means I don't take aura damage next turn and I can reduce damage done to whoever he DOES attack.
 

log in or register to remove this ad

OOC: Don't you take the aura damage at the start of your turn though? Since I killed CB2 before Ignus or Merri took their turns, the aura would have been gone at the start of their turns, therefore no damage

GM: Yes, you guys are right. DM error :). I'll make corrections. Carry on all. Rapida, I'll make the corrections now.
 

Ignus at least partially recovered from the beating the first chilling zombie gave him maneuvers around the battlefield to flank their last opponent. He manages to land a startling number of blows on the frozen creature as the sound of ice breaking rings throughout the room.
OOC:
I'm going to go ahead and take the damage from entering his aura in the hopes I can get a flurry of blows off before you move him (if you do).

[sblock=Actions]
Start of Turn:

Move Action: Steel Wind (Move +2) to move to L5 without provoking

Take 5 damage from entering the aura (at 10 HP now)

Minor Action: null

Standard Action: Steel Wind vs. CB1's Reflex (1d20+7=25, 1d8+5=11)

Free Action: Iron Flurry of Blows on CB1 (7 Damage and cannot shift until SoNT)

Total damage vs CB1: 18 Damage

End of Turn:
[/sblock]
[sblock=Stats]
Ignus – Male Kobold Monk 1
PC:Ignus Ironbrand (Rapida) - L4W Wiki

Initiative: +4, Speed: 6 Passive Perception: 11, Passive Insight: 11

AC: 17, Fort: 14, Reflex: 15, Will: 12

HP: 10/28, Bloodied: 14 , Surge Value: 7, Surges Left: 5/10

Action Points: 0

OA Basic Melee Attack: +5 Melee Basic Attack (Monk Unarmed Strike) 1d8+2 Damage

Powers At-Will Powers:Crane's Wings, Steel Wind, Shifty

Encounter Powers: Stinging Nettles, Shadow Step, Second Wind

Daily Powers: Lashing Rain
[/sblock]
 

Graven swings at the final remaining zombie, but is unable to connect. He takes a step back to gain a bit of breathing room.[sblock="actions"]SoT: 5 damage from aura
Standard: Booming Blade vs CB2 - miss
Move: Shift to L8[/sblock][sblock="Stats"]Graven Male Warforged Hybrid Swordmage/Wizard (Good)
Initiative: +1, Passive perception: 11, Passive Insight: 11, Senses: Normal

Defenses:
AC: 18, Fort: 15, Reflex: 15, Will: 14
+2 saves against ongoing damage

Vitality
HP: 10(+2)/40, Bloodied: 20, Surge Value: 10, Surges Left: 7/11
Action Points: 0/1, Second Wind: unused

Languages:
Allarian

Basic Attacks:
Melee Basic Attack: +7 vs AC - Aegis Blade Longsword: 1d8+3
Ranged Basic Attack: Magic Missile - 6 damage

Powers:
At-Will: Magic Missile, Booming Blade
Cantrips: Mage Hand, Light, Presdigitation, Ghost Sound
Encounter: Aegis of Shielding (Special), [-]Cold Strike[/-], [-]Color Orb[/-], [-]Dimensional Vortex[/-], Warforged Resolve
Daily: [-]Vanishing Blade[/-], [-]Guardian Blades[/-]

Weapons:
Aegis Blade Longsword - 1d8+1
Longsword - 1d8

Conditions:

Living Construct - No need to eat, drink, breathe, or sleep
Unsleeping Watcher - 4 hours of inactivity counts as an extended rest
Warforged Resolve - +2 bonus to saves against ongoing damage
Sword Bond - Can call sword to hand from 10 squares away as a minor action
Swordmage Aegis (Hybrid) - Regain use of swordmage aegis if target dies
Rose King's Shield - Once per turn when Graven hits an opponent with Booming Blade while using a longsword, he gains 5 temporary hitpoints. If he ended his turn at least 2 squares away from where he started, he instead gains 10 temporary hitpoints.[/sblock][sblock="Immediate Interrupt"]If an enemy marked by Graven's Aegis of Shielding makes an attack against an ally that does not include Graven as a target and the enemy is within 10 squares of Graven, Graven uses an Immediate Interrupt to reduce the damage dealt by that attack to one creature by 9.[/sblock]
 

OOC: Couple things! First, I didn't realize that the save effect was 5 ongoing damage (save ends). Merri should lose 5 more hp from this damage (down to 10 after her turn).

As discussed, she wasn't affected by the first CB's death, but took her 5 damage moving into the other CB's aura on her turn.

So, in summary! She should have 10 HP. She does have DR3 and Regeneration 4 while bloodied. Also VanderLegion, remember our defenses are +2 as long as we are within 5 squares of each other (TENT)
 

OOC: Couple things! First, I didn't realize that the save effect was 5 ongoing damage (save ends). Merri should lose 5 more hp from this damage (down to 10 after her turn).

As discussed, she wasn't affected by the first CB's death, but took her 5 damage moving into the other CB's aura on her turn.

So, in summary! She should have 10 HP. She does have DR3 and Regeneration 4 while bloodied. Also VanderLegion, remember our defenses are +2 as long as we are within 5 squares of each other (TENT)
OOC: I had already saved the ongoing damage on my turn, so you wouldnt actually have that
 

[sblock=DM Notes Please]
The zombie continues to pump out bitter cold. All allies are suffering in it's presence. That said, the continue to battle through, pummeling the zombie with spell and melee weapon, the most damage coming from the pesky monk. The zombie reals back from the monk's blow, but then counters with one of its on, missing barely due to Ignus's catlike reflexes. Still the cold persists, and if it is not killed soon, party members wil freeze to death.

[sblock=mechanics]
Heros Turn
Eva: 6 damge from aura and cold, 8 damage to CB1, fails SA, -5 (brings her down to 1)
Ignus: -5 damage from aura, hit zombie for 18
Merri: graven takes only 3 damage instead of 7, graven and merri +2 to all def, CB1 16 damage, eva gains 4 tmp, DR3 vs CB1 TENT, save vs effects
Graven: miss

Total Damage to Enemy:
CB1: -44

Baddies turn:

CB1
movement: none
attack: Slam attack: 1d20+11 vs ignus AC: for 1d6+4 = miss

Note 1: At the beginning of next turn all allies take 5 cold damage from aura


Total Damage to Allies:
see stats below

[/sblock]

[sblock=Stats]
Palyers
Eva: Bloodied: Immobilized (save ends)
AC:18, Fort:14, Reflex:17, Will:15 -- Speed:7
HP:8/32 THP: 4 Surges left: 5/8 AP: 0

Ignus Bloodied
AC: 17, Fort: 14, Reflex: 15, Will: 12
HP:10/28 THP 0 5/10 Action Points: 0

Merri: Bloodied
AC 18 For: 15 Ref: 16 Will: 18
HP: 10/34 Temp 1 Surges/day: 3 AP: 0

Graven: Bloodied
AC: 18, For: 15 Ref: 15 Will: 14
+2 saves against ongoing damage
HP: 10/40 THP: 3 Surges 7/11 AP: 0

Enemies:
Saxon DEAD
ZM2 DEAD
ZM3 DEAD
ZM4 DEAD
Z1 DEAD
Z2 DEAD
Z3 DEAD
Z4 DEAD
CB2 DEAD
CB1 23/71

[/sblock]

[sblock=Enemies]

Zombie Minion
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.


Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Chilborn Zombies
Chillborn Aura (Cold) aura 2; any creature that enters or begins its
turn in the aura takes 5 cold damage. Multiple chillborn auras
deal cumulative damage.
HP 71; Bloodied 35; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (standard; at-will) ✦ Cold
+11 vs. AC; 1d6 + 4 damage, and the target is immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends); see also ice reaper.
C Death Burst (when reduced to 0 hit points) ✦ Cold
The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude;
2d6 + 2 cold damage, and the target is slowed (save ends).
Ice Reaper ✦ Cold
The chillborn zombie deals an extra 5 cold damage to an
immobilized creature.

Saxon the Priest
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 AP 1
Saving Throws +5 against charm eff ects
Speed 6; see also fey step
mSpear (standard; at-will) ✦ Weapon

+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the
end of Saxon's next turn.

R Binding Force (standard; at-will)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is
immobilized until the end of Saxon's next turn.

R Necroitic Pulse (standard; at-will) ✦ Necrotic
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target slides
up to 3 squares.

C Dazzling Blast (standard; recharge ⚄ ⚅ ) ✦ Necrotic
Close blast 3; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target is blinded until the end of Saxon's next turn.

Teleport Step (move; encounter) ✦ Teleportation
Saxon can teleport 5 squares.
Alignment evil Languages Common, demonic
Skills Arcana +16, History +16, Nature +10
Equipment robes
[/sblock]

[sblock=map]
map
[/sblock]

GM: It's the party's turn

[/sblock]
 
Last edited:

The zombie continues to pump out bitter cold. All allies suffer in it's presence. That said, thehy continue to battle through, pummeling the zombie with spell and melee weapon, the most damage coming from a solid blow from Ignus. The zombie reals back from the monk's blow, but then counters with one of its on, slamming its ice hard fist into the monks head. The blow causes Ignus to collapse to the floor.


[sblock=mechanics]
Heros Turn
Eva: 6 damge from aura and cold, 8 damage to CB1, fails SA, -5 (brings her down to 1)
Ignus: -5 damage from aura, hit zombie for 18
Merri: graven takes only 3 damage instead of 7, graven and merri +2 to all def, CB1 16 damage, eva gains 4 tmp, DR3 vs CB1 TENT, save vs effects
Graven: miss

Total Damage to Enemy:
CB1: -44

Baddies turn:

CB1
movement: none
attack: Slam attack: 1d20+11 vs ignus AC: for 1d6+4 = (Hit 17) for 10
and 5 ongoing (save ends) if fail the 5 additional cold damage

Note 1: At the beginning of next turn all allies take 5 cold damage from aura

Note 2: Ignus is immob and 5 takes ongoing
cold damage (save ends): if Ignus fail at the end of your turn to save vs immobilized you take an additional 5 cold damage (see Ice Reaper Power)


Total Damage to Allies:
see stats below

[/sblock]

[sblock=Stats]
Palyers
Eva: Bloodied: Immobilized (save ends)
AC:18, Fort:14, Reflex:17, Will:15 -- Speed:7
HP:8/32 THP: 4 Surges left: 5/8 AP: 0

Ignus Unconscious: Immobilized (save ends) Bloodied
AC: 17, Fort: 14, Reflex: 15, Will: 12
HP:0/28 THP 0 5/10 Action Points: 0

Merri: Bloodied
AC 18 For: 15 Ref: 16 Will: 18
HP: 10/34 Temp 1 Surges/day: 3 AP: 0

Graven: Bloodied
AC: 18, For: 15 Ref: 15 Will: 14
+2 saves against ongoing damage
HP: 10/40 THP: 3 Surges 7/11 AP: 0

Enemies:
Saxon DEAD
ZM2 DEAD
ZM3 DEAD
ZM4 DEAD
Z1 DEAD
Z2 DEAD
Z3 DEAD
Z4 DEAD
CB2 DEAD
CB1 23/71

[/sblock]

[sblock=Enemies]

Zombie Minion
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison
Speed 4
m Slam (standard; at-will)
+6 vs. AC; 5 damage.


Zombie
HP 40; Bloodied 20; see also zombie weakness
AC 13; Fortitude 13, Refl ex 9, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 4
mSlam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.

Chilborn Zombies
Chillborn Aura (Cold) aura 2; any creature that enters or begins its
turn in the aura takes 5 cold damage. Multiple chillborn auras
deal cumulative damage.
HP 71; Bloodied 35; see also death burst
AC 22; Fortitude 20, Refl ex 16, Will 16
Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5
fi re, 5 radiant
Speed 4
mSlam (standard; at-will) ✦ Cold
+11 vs. AC; 1d6 + 4 damage, and the target is immobilized until
the end of the chillborn zombie’s next turn and takes ongoing 5
cold damage (save ends); see also ice reaper.
C Death Burst (when reduced to 0 hit points) ✦ Cold
The chillborn zombie explodes. Close burst 1; +9 vs. Fortitude;
2d6 + 2 cold damage, and the target is slowed (save ends).
Ice Reaper ✦ Cold
The chillborn zombie deals an extra 5 cold damage to an
immobilized creature.

Saxon the Priest
HP 82; Bloodied 41
AC 22; Fortitude 19, Reflex 21, Will 21 AP 1
Saving Throws +5 against charm eff ects
Speed 6; see also fey step
mSpear (standard; at-will) ✦ Weapon

+10 vs. AC; 1d8 + 1 damage, and the target is slowed until the
end of Saxon's next turn.

R Binding Force (standard; at-will)
Ranged 10; +12 vs. Reflex; 1d8 + 3 damage, and the target is
immobilized until the end of Saxon's next turn.

R Necroitic Pulse (standard; at-will) ✦ Necrotic
Ranged 10; +12 vs. Reflex; 1d8 + 2 damage, and the target slides
up to 3 squares.

C Dazzling Blast (standard; recharge ⚄ ⚅ ) ✦ Necrotic
Close blast 3; +9 vs. Will; 2d6 + 3 necrotic damage, and the
target is blinded until the end of Saxon's next turn.

Teleport Step (move; encounter) ✦ Teleportation
Saxon can teleport 5 squares.
Alignment evil Languages Common, demonic
Skills Arcana +16, History +16, Nature +10
Equipment robes
[/sblock]

[sblock=map]
map
[/sblock]

GM: It's the party's turn
 


OOC: I still have Aegis of Shielding on the zombie, so he gets a -2 to attack against Ignus, which would result in a miss.

GM: Got it. However, please mention it in your post, even if you said that in a previous post. it makes it much easier for me to keep track of things. I don't want to have to search for it.

...and that would have been my first unconscious victem as a DM...shoot :)

I'll make corrections
 
Last edited:

Remove ads

Top