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[Adventure!] Daunton's Dead Rises Again DM: Dimsdale.

dimsdale

First Post


@dimsdale: Orsik doesn't have temp hp unless someone else gave them to him: I think he should be 32/35 hp and labraundos should have some of his damage removed. If he is NOT wounded at the time of the Orsiks turn let me know and I'll change my turn slightly (I'll give him +3 to damage instead of healing...and +1 to hit)[/OOC]


GM: Got it. Lab has the temp. He took no damage last round. Fixed
 
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Neil1889

First Post
Labraundos acknowledges the giant being's efforts, "Hmmm, my thanks."

He then swings his massive axe towards the zombie to hit it with a glancing blow to attract its attention, before slipping past it to threaten the new arrived other zombie with his divine aura.

[sblock=Actions]Standard Action: Attack Zombie Z1 - Total to Hit = 16, Potential Damage = 9

Ardent Strike (At-Will Standard Melee Weapon ✦ Divine, Weapon)
Attack: +8 vs. AC (Rending Execution Axe +1)
Hit: 1d12+5 damage and the target is subject to your Divine Sanction until the end of your next turn.
Special: When charging, you can use this power in the place of a Melee Basic Attack.


Divine Sanction
Some Paladin Powers and Feats subject a target to your Divine Sanction. Being subject to it means that the target is marked by you for a duration specified in the description of the Power or Feat. Unless otherwise noted, the mark ends before the specified duration if someone else marks the target.
Until the mark ends, the target takes 3 points of Radiant Damage the first time in each round that it makes an attack that doesn't include you as a target.
Divine Sanction is meant to complement Divine Challenge. You can use Divine Challenge to mark one creature and Divine Sanction to mark others. Divine Sanction has fewer restrictions than Divine Challenge so that you can easily use the two in concert.
[/U]

Move Action: Move as Shift from C5 using Diagonal Movement rules to D4.

Minor Action = Use Divine Challenge to mark Z2.

Divine Challenge (At-Will Minor Close Burst 5 ✦ Divine, Radiant)
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target or if you fail to engage the target (meaning either you attack the target or end your turn adjacent to the target; if none of these events occur by the end of your current turn, the marked condition ends and you can’t use Divine Challenge on your next turn). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, the target takes 3 radiant damage the first time each round that it makes an attack that doesn't include you as a target before the start of your next turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It is a magical compulsion that affects the creature’s behaviour, regardless of the creature’s nature. You can’t place a Divine Challenge on a creature that is already affected by you or another character’s Divine Challenge.

[/sblock]

[sblock=Mini-stats]
Labraundos

Male Minotaur Paladin, Level 2.
Initiative: +1, Passive Perception: 22, Passive Insight: 15. Senses: None.
AC: 20, Fort: 16, Reflex: 12, Will: 16.
HP: 36/36, Bloodied: 18, Surge Value: 9, Surges left: 12/13.
THP: 7
Speed: 5 squares. Size: Medium. Languages: Allarian, Hzakan.
Saving Throw Bonuses: Nothing to report.
Action Points: 0
Powers:
Goring Charge - Used
Second Wind
Vicious Backswing
Virtue’s Touch
Divine Challenge
Ardent Strike
Valiant Strike
Divine Strength
Divine Mettle
Divine Pursuit
Blood of the Mighty
Virtue - Used
Verve Armour +1 (Plate) - Daily Power
.
Feats:
Berserker's Fury - a daily damage bonus for the encounter
.
Conditions: None.[/sblock]
 
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Neurotic

I plan on living forever. Or die trying.
The witch follows the archer and also shoots two arrows. But her arrows are more devastating as the magic animating two skeletons unravels under her magical darts.

[sblock=Actions]
Move: guard goes M5-I9-H8; Sora N6-N7-I10
Standard: Unraveling Dart vs Fort (S6, S7); radiant damage (1d20+8 = 27; 1d20+8 = 24; 1d4+6 = 8) - hit both, kill
[/sblock]

[sblock=Sora Daar Stats]Sora Daar - Hammadryad Witch 4

Status: Normal

Passive Perception 19, Passive Insight 19

AC 16, Fort 13, Reflex 17, Will 17

HP 26/26 Bloodied 13, Surge Value 6, Surges 7/7

Speed 6, Initiative +1

Action Points: 1, []Second Wind

At-Will Powers: Unraveling dart,

Prestidigitation,

Breath of Night,

Encounter Powers: []Chameleon's Mask,

[]Hamadryad Aspects,

[]Glorious Presence,

[]Suggestion,

[]Charm of Protection,

Daily Powers: []Augury,

[]Summon Sidhe Ally,

[]Spirit Rend,

[/sblock]

[sblock=Lharast Stats]Leaf - Faerie Dragonling Familiar

AC 16, Fort 13, Reflex 17, Will 17

HP 1/1

Status: Passive [ ], Active [x]

Constant Benefits: Sora gains +2 to Bluff; Creatures take -1 penalty to first saving throw against arcane charm and illusion effects

Active: Dazzling Breath: Once per encounter as a minor action, you can have the dragonling breathe in a close blast 3. Enemies in that blast gain Vulnerable 5 radiant TENT

[/sblock]


[sblock=Guard Stats]Guard - Sidhe House Guard
AC 18, Fort 15, Reflex 19, Will 19
HP 6/6

OA: +9 vs AC; 1d8+5 damage
Status: Normal

[/sblock]
 
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dimsdale

First Post
The party is making short work of the undead skeletons and zombie. Only one zombie remains. The zombie takes a swipe at the Minotaur but misses badly. Although the darkness of the cloud has faded, the area containing one within lies with in shadows of the remnants of the cloud. The humanoid figure turns it's body towards the re, lifts both of its arms up over its head and hurls a huge ball of black necrotic filth at the ranger. The glob misses as well. Even though the vile humanoid creature miss, it is clear to everyone that this foe is much more powerful than the others.

[sblock= Lab's eyes only]
Even though you are not close to the foe you can smell it. You know that if you get too close that the awful stench protruding from the beast will effect your ability to hit it
[/sblock]

[Sblock=Enemy Attacks]
Z1 attack vs Paladin
Attack: Fist vs minotaur AC: Miss
+6 vs AC for 2d6+2 damage

Corruption Corpse attack vs Ranger:
Mote of Corruption (standard; at-will) ✦ Necrotic
The corruption corpse hurls a black glob of necrotic filth. Ranged
10; +7 vs. Reflex; 2d6 + 3 necrotic damage, and the target is
weakened (save ends). Miss
[/Sblock]

[sblock=Expended character powers]
Witch:
Rune Priest: Stones Endurance, flames of purity
Paladin: Virtue, Goring Charge, AP Spent, 1 HS spent
Ranger:
[/sblock]

[sblock=Character Damage on Foes for this round]
Witch:Kills S6 and S7
Rune Priest:Flames of Purity kills Z2, heals Lab
Paladin: Hits Z1 for 9 and subjects it to Divine Sanction
Ranger: Misses
[/sblock]

GM: DM note: 1) The foe still sits in the remnants of the dark cloud. Dim light penalty -2 on attacks from characters with normal vision. It's your turn
 
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Neurotic

I plan on living forever. Or die trying.
"Abomination of nature!" Sora calls out as her presence grows
"By the power of Wrathwood, I, Sora Daar, banish you and your darkness!" Her lithe frame seems bigger, more powerful and for the moment you can really see Sidhe lady she was before the corruption.

The creature quails under the glorious presence and retreats safe distance away, unfortunately for it, right next to party muscle.

The zombie simply burns to ashes as the power of Wrathwood washes over it.

The witch smiles, mirthless smile, her green eyes hard and full of sadness.

[sblock=Actions]
Move: Sora G6, Guard E5
Standard: Glorious Presence vs Will (CC; Z2) (1d20+8 = 24; d120+8 = 37); radiant damage (2d6+6 = 8) - Sora Daar and Sidhe guard and familiar gain 3 THP, CC is pushed to D3
Correction attack against Z2 (1d20+8 = 21) - hit, kill
[/sblock]

OOC:
[MENTION=100292]Neil1889[/MENTION], [MENTION=87106]MetaVoid[/MENTION], CC enemy is next to you (D3), zombie is dead. Feel free to flank it :)
 
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Neil1889

First Post
Labraundos gags as the rotten fetid corpse is shoved under his sensitive nostrils by some strange power of the fey lady.

He tries to take careful aim with his axe, but the terrific stench puts him off his stroke.

Thinking that it is a bad idea to stay flanked, Labraundos manoeuvres around the Zombie at his back, but then throws his divine challenge over the stinking undead, hoping to lure it towards him.

[sblock=Actions]Standard Action: Attack Corruption Corpse with Valiant Strike - Total to Hit = 19, Potential Damage = 12. Pretty sure that will miss this thing.

Valiant Strike (At-Will Standard Melee Weapon 1 ✦ Divine, Weapon)
Attack: +8 (with a +1 bonus per enemy adjacent to you) vs. AC (Rending Execution Axe +1)
Hit: 1d12+5 damage


Move Action: Move as Shift from D4 using Diagonal Movement rules to C5.

Minor Action = Use Divine Challenge to mark Corruption Corpse, as we have attacked it.

Divine Challenge (At-Will Minor Close Burst 5 ✦ Divine, Radiant)
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target or if you fail to engage the target (meaning either you attack the target or end your turn adjacent to the target; if none of these events occur by the end of your current turn, the marked condition ends and you can’t use Divine Challenge on your next turn). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, the target takes 3 radiant damage the first time each round that it makes an attack that doesn't include you as a target before the start of your next turn.
Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It is a magical compulsion that affects the creature’s behaviour, regardless of the creature’s nature. You can’t place a Divine Challenge on a creature that is already affected by you or another character’s Divine Challenge.

[/sblock]

[sblock=Mini-stats]
Labraundos

Male Minotaur Paladin, Level 2.
Initiative: +1, Passive Perception: 22, Passive Insight: 15. Senses: None.
AC: 20, Fort: 16, Reflex: 12, Will: 16.
HP: 36/36, Bloodied: 18, Surge Value: 9, Surges left: 12/13.
THP: 7
Speed: 5 squares. Size: Medium. Languages: Allarian, Hzakan.
Saving Throw Bonuses: Nothing to report.
Action Points: 0
Powers:
Goring Charge - Used
Second Wind
Vicious Backswing
Virtue’s Touch
Divine Challenge
Ardent Strike
Valiant Strike
Divine Strength
Divine Mettle
Divine Pursuit
Blood of the Mighty
Virtue - Used
Verve Armour +1 (Plate) - Daily Power
.
Feats:
Berserker's Fury - a daily damage bonus for the encounter
.
Conditions: None.[/sblock]
 


[MENTION=24380]Neurotic[/MENTION], [MENTION=79956]dimsdale[/MENTION], [MENTION=100292]Neil1889[/MENTION]; [MENTION=79440]H.M.Gimlord[/MENTION]
Everyone gets +1 to hit CC as long as it is adjacent to Orsik
CC has vulnerable 2 to all damage and vulnerable 5 against OAs.
Orsik has resist necrotic 5 due to armor and 5 temp hp from Z2 death last round.


OOC:
[MENTION=100292]Neil1889[/MENTION], [MENTION=79956]dimsdale[/MENTION], isn't Z1 dead (it is marked as difficult terrain, not as red active enemy. Also, by stats, you exactly hit with 19 (assuming -2 penalty). I killed Z2, [MENTION=24380]Neurotic[/MENTION] targeted wrong zombie it should be Z1 and dead :) But it is well you moved away and marked, I can attack now with DR and it will take damage if it attack me due to mark violation :)


Taking more aggressive stance, stone giant moves right next to the creature and slams its maul down into dessicated body. Runes from his maul flare to life again, this time baleful red. The mark keeps burning on the necromancers body, ready to flare again on any hit.

[sblock=Actions]
Move: shift to C3
Standard: Orsik the Small Word of diminishment vs CC AC; damage (1d20+8 = 22; 2d6+7 = 11) - hit for 11, CC is vulnerable 2 to all damage; 5 against OAs
[/sblock]
 
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H.M.Gimlord

Explorer
Flengri moves in from his relative distance and puts an arrow directly into the horrid abomination, piercing the blackness that would be its heart, but as is not there, the creature, somehow, survives."

Flengri smiles in spite of himself, "You won't live much longer my friend."[sblock=Actions]
Move: to D6
Minor: Hunter's Quarry vs. CC
Standard: Evasive Strike
Target: Corruption Corpse, Attack: 1d20+8=27 vs. AC for 2d12+5+2(vulnerability)=21 damage and Shift to H8

Hit and kill, I believe.
[/sblock]
[sblock=Flengri Li Aramad Stats]

Flengri Li Aramad- Male elf ranger (medium elf humanoid) Level 2
Languages: Elven, Allarian

Passive Perception: 21
Vision: Low Light
Passive Insight: 14
Acrobatics: +11
Athletics: +7
Nature: +11
Stealth: +13

AC: 18
Fort: 13
Ref: 17
Will: 14
Speed: 7

HP: 29/29
Surge Value: 7
Surges Left: 7/7

Action Points: 1
Second Wind: 1/1

Racial Features
Group Awareness: Grants +1 to Perception to non-elf allies within 5 squares
Wild Step: Ignore difficult terrain when shifting

:bmelee: +2, 1d4+1
:branged: +8, 1d12+5
:ranged: Fading Strike (SA) +8, 1d12+5 (Hit: Shift 2 squares to non-adjacent location)
:melee: Twin Strike (SA) +2, 1d4+1 (2 attacks)
:ranged: Twin Strike (SA) +8 1d12+0 (2 attacks)
Agile Recovery (MA) (Stand Up)

:melee: Evasive Strike (SA) +2, 2d4+1 (Can shift up to 4 before or after attack)
:ranged: Evasive Strike (SA) +8, 2d12+5 (Can shift up to 4 before or after attack)
:melee: Surprise Strike (NA) (Effect: BA or AW Dazes target hit with CA)
:ranged: Surprise Strike (NA) (Effect: BA or AW Dazes target hit with CA)
:ranged: Commanding Confrontation (SA) +8, 3d12+5 (Miss: Half dmg, Effect:+5 to dmg until target no longer quarry)
Elven Accuracy (MA) (Reroll attack roll)


Arrows: 11111 11111 11111 11111 11111 11111
Shadowshaft Arrows +1: 11 ( Zone AB2 centered on target becomes HO UEOE)
Leather Armor

[sblock=Gear]
[sblock=Adventurers Kit]Backpack, Bedroll, Flint, Steel, Beltpouch, 2 Sunrods, Rations 11111 11111, 50ft Hemp Rope, Waterskin[/sblock]
[sblock=Camouflaged Clothing]+2 Stealth while not moving[/sblock]
[sblock=Climbers Kit]Grappling hook, small hammer, Pitons 11111 11111, +2 bonus to Athletics for climbing.[/sblock]
[sblock=Crowbar]+2 bonus to Str checks to break open locked doors or containers[/sblock]
[sblock=Drill]Bits 11111 1, Bore hole through wood, stone, and some metals. After 6 hours, 1 bit can bore through 6 inches of stone or 2 inches of iron
[/sblock]
[sblock=Glass Cutter]Quickly and silently etches glass to create a round hole large enough to fit an arm through.[/sblock]
[sblock=Hacksaw]In 2 hours, a hacksaw blade can cut though 1 inch of iron[/sblock]
[sblock=Mirror]Disk of polished metal[/sblock]
[sblock=Thieves Tools]+2 bonus to open locked doors or disable traps[/sblock]
[sblock=Investigation gear]containers, brushes, dusts, tweezers, picks, probes, magnafying glass, ink, quills, parchment, small journal. +2 bonus to Perception checks to search for specific details.[/sblock]
[sblock=Raven's Feather]When used to prick blood from target, target's demise turns the feather red.[/sblock]
[sblock=Hurler Snatcher]Aquire item of 5lbs or less up to 5 squares away or transfer a similar item you have to a willing target up to 5 squares away.[/sblock]
[sblock=Caltrops]SA: Apply to 1 square adjacent to you. Running characters are slowed (save ends) upon entering square. At normal speed the entering character can choose difficult terrain or slowed (save ends).[/sblock]

Treasure on this adventure:
[/sblock][/sblock]
 
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dimsdale

First Post
GM: Here's what I got so far...
1 [MENTION=6705644]meta[/MENTION]viod: Z2 was killed but I took I marked the wrong one as being dead. To fix this lets just assume damage created by witch applies to z1, which makes both dead now and now act as DT. DM's error.
2. Anyone within the green radius is affected by CC Grave Stench aura 1; living enemies in the aura take a –5 penalty to attack rolls. Therefore, anyone within the aura needs a 22 to hit. Anyone outside the aura needs a 17.

1. Paladin misses with his attack, but marks
2. Witch attack against CC is 8+5 radiant vulnerable = 13?
3. Ranger: 21 damage (which includes the +2 vulnerable)
4. Rune Priest: 11 damage

total= 45 damage: CC is still upright

before CC attacks I have a question: Does a +5 radiant vulnerable and +2 attack vulnerable from Rune Priest stack?
 

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