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[Adventure] Marna is Missing (DM: pacdidj, Judge: renau1g)

Dekana

Explorer
Jezebel takes up the rear. Who knows; there could be a trapdoor in the hallway, and she wouldn't want the casters to be on the receiving end of a sneak attack.
 

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pacdidj

First Post
Following the lead of the Eladrin undead, the party carefully makes their way down the darkened corridor. Moving along the uphill grade, it soon becomes pitch black, and you have very little to guide your steps save the proximity of those in front of you, but taking it slow, you manage to keep your footing without slipping into the drink. Along the way, you brush past several statues, no doubt of the same type you saw guarding the royal burial chamber.

Suddenly you come to a halt as the skeletons stop abruptly, causing a pileup as you each run into the person marching immediately in front of you. A confusion of noises assaults your ears:

Something whistles through the air.

There is a twang of metal, as if something has ricocheted off the wall.

Paerlanthas' shade shouts, The servants of the Enemy are upon us!

And a familiar voice hisses in answer, "Indeed. So thoughtful of you to join us. And I see you've brought friends. I'm afraid Dhakanmirr is indisposed at the moment however. He communes now with Mistress Shezzerakh across the veil between worlds. The first seal will be broken, and the Unmaking begun!"

"Your lives are moot!," Hekthesh cackles, "I cannot allow you to disrupt the ritual. But take heart. You have the honor of being present as The Prior Darkness is released from its prison to purge these flawed realms of Creation!" As the Dark One finishes his diatribe, you hear a shrill forlorn whistling followed by a savage growl from close by.

In the distance you can faintly hear the voice of Dhakanmirr droning down another corridor, as his minions swarm around you.

GM: Initiatives Please! We'll use the Malenkirk initiative system for the fights from here on out.

Special Rules for this Combat:
On your turn, you can as a minor action command one of the undead you've enlisted to help you to take a move, minor, or standard action. Each undead NPC may only perform one of each action type in any given round, however. Available attacks for each NPC are listed under their respective stat lines.

Any character who falls or is pushed into the canal will be immediately pushed 2 squares downstream and take 1d6 damage from being slammed about by the rapidly-moving water. On your turn you may use a move action to attempt to escape the canal by making an Acrobatics or Athletics check vs. DC14 to pull yourself up out of the water. Any character ending their turn in the canal will be pushed 2 squares downstream and take 1d6 damage from being slammed about by the rapidly-moving water.

You are currently operating in total darkness, though your undead allies do have blindsight. You can still order them to attack, though you will not be able to direct their movement without some sort of lightsource.


[sblock=Enemy Actions]Hekthesh - :branged:Boomerang vs. ES 1 = miss; Minor - blow Shadowhound Whistle[/sblock]

[sblock=Combatant Stats and Tracking]Alnar - AA56
Cyr - AC56
Ferris - AB56
Jezebel - Z56
Sir Exsixten - AD56

Paerlanthas - AE56
54 Max HP, insubstatial; AC: 18; Fort 15, Ref 18, Will 17; Speed 6 fly (hover)
[sblock=Paerlanthas attacks]Touch of Madness = +8 vs. Will; 1d6+5 psychic dmg; target takes -2 to Will (save ends)
Touch of Chaos (Rchg 5 or 6) = +9 vs. Will; 2d6+4 psychic dmg and the target moves up to its speed and makes a basic attack against its nearest ally as a free action.[/sblock]

Skinwalker Skeleton - AG59
45 Max HP; AC: 16; Fort, 15, Ref 14, Will 13; Speed 5
MBA: Putrefying Pummel = +5 vs. AC; 1d8+7 dmg and the target contracts skinrot

Eladrin Skeleton 1 - AH56
Eladrin Skeleton 2 - AG56
Eladrin Skeleton 3 - AF56
Eladrin Skeleton 4 - AF59
Eladrin Skeleton 5 - AE59
Eladrin Skeleton 6 - AD59
Eladrin Skeleton: Minion; AC: 16; Fort 13, Ref 14, Will 13; Speed: 6.
MBA: Longsword = +6 vs. AC; 4 damage
RBA: Shortbow = +6 vs. AC; 3 damage; Range 15/30

Hekthesh - ?
? Max HP; AC: 20; Fort: 15, Ref: 19, Will: 17

Shadow Hound - ?
70 Max HP; AC: 19; Fort: 20, Ref: 18, Will: 17

?

?
[/sblock]
 

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Iron Sky

Procedurally Generated
THE DARKNESS, IT ATTACKS, Sir Exsixten shouts, swinging his axe about blindly. CITIZENS, DECAPITATE THE PUTRESCENT HEAD OF BLACKNESS, DRIVE AWAY THE SHROUDS THAT ATTACK OUR SENSES, ENLIST THE RADIANCE OF THE ELEMENTS TO HURL BACK THE NIGHT OF THE DEEP EARTH!

OOC: I.E. Anyone got light?
Initiative: 1d20+1=5
 


Init (1d20+8=10)

[sblock=Ignore]
Why would we walk around in darkness? Isn't it more logical we already have light as the enemies know we're here, we're not strong on stealth anyhow and the darkness gives them advantage? Also, I believe we already lighted one sunrod and it lasts for hours, ma<be we just muted it?

Minor + Minor: Cyr takes the sunrod out and lights it.
Standard: Depends on targets revealed...
[/sblock]
 
Last edited:



pacdidj

First Post
OOC: [MENTION=64280]samursus[/MENTION] - check out the ooc in this post for the Malenkirk initiative rules. We've been going with a simplified version of this thus far, it basically just gives whoever rolls higher than the baddies a chance to act first, then each round its all the baddies first, followed by the PCs in any order.

[MENTION=87106]MetaVoid[/MENTION] - I checked the thread and didn't see any mention of a lightsource being lit since you've entered the tomb. The other rooms have all had a built-in lightsource. I agree that stumbling around in the dark isn't the best idea, but I was waiting for someone to pony up and light a sunrod.

Baddies Initiative = 11; Alnar is up first before the baddies! (I'm going to go ahead and assume that he'll use a minor action to light a sunrod and attach a map that reflects this)


Alnar reacts quickest to the presence of enemies, pulling out a sunrod and casting a bright light that reveals part of a large room ahead of you, dominated by a large pool fed by the canal. The light does not fully dispel the darkness however, as you recognize the telltale aura of Hekthesh's shadow hound, which seems to swallow up the light of the sunrod, shrouding the nearby enemies in a darkened haze. Hekthesh stands at the edge of these unnatural shadows, upon a dias that juts out over the pool, through the clinging darkness you can only make out his bulging yellow eyes, and wickedy, jagged grin.

[sblock="Combatant Stats and Tracking"]Alnar - AA56
Cyr - AC56
Ferris - AB56
Jezebel - Z56
Sir Exsixten - AD56

Paerlanthas - AF58
54 Max HP, insubstatial; AC: 18; Fort 15, Ref 18, Will 17; Speed 6 fly (hover)
[sblock=Paerlanthas attacks]Touch of Madness = +8 vs. Will; 1d6+5 psychic dmg; target takes -2 to Will (save ends)
Touch of Chaos (Rchg 5 or 6) = +9 vs. Will; 2d6+4 psychic dmg and the target moves up to its speed and makes a basic attack against its nearest ally as a free action.[/sblock]

Skinwalker Skeleton - AG59
45 Max HP; AC: 16; Fort, 15, Ref 14, Will 13; Speed 5
MBA: Putrefying Pummel = +5 vs. AC; 1d8+7 dmg and the target contracts skinrot

Eladrin Skeleton 1 - AG56
Eladrin Skeleton 2 - AF56
Eladrin Skeleton 3 - AE56
Eladrin Skeleton 4 - AF59
Eladrin Skeleton 5 - AE59
Eladrin Skeleton 6 - AD59
Eladrin Skeleton: Minion; AC: 16; Fort 13, Ref 14, Will 13; Speed: 6.
MBA: Longsword = +6 vs. AC; 4 damage
RBA: Shortbow = +6 vs. AC; 3 damage; Range 15/30

Hekthesh - AR57
? Max HP; AC: 20; Fort: 15, Ref: 19, Will: 17

Shadow Hound - AP62
70 Max HP; AC: 19; Fort: 20, Ref: 18, Will: 17

Dark Servant Eyeless Thrall 1 - AS62
Dark Servant Eyeless Thrall 2 - W59
Dark Servant Eyeless Thrall 3 - V56
38 Max HP; AC: 17; Fort 14, Ref 16, Will 14

Rotshadow Tendril 1 - AL62
Rotshadow Tendril 1 - AL60
Rotshadow Tendril 1 - AN62
Minion; AC: 16; Fort 13, Ref 14, Will 13[/sblock]

GM: Special Rules for this Combat:
On your turn, you can as a minor action command one of the undead you've enlisted to help you to take a move, minor, or standard action. Each undead NPC may only perform one of each action type in any given round, however. Available attacks for each NPC are listed under their respective stat lines.

Any character who falls or is pushed into the canal will be immediately pushed 2 squares downstream and take 1d6 damage from being slammed about by the rapidly-moving water. On your turn you may use a move action to attempt to escape the canal by making an Acrobatics or Athletics check vs. DC14 to pull yourself up out of the water. Any character ending their turn in the canal will be pushed 2 squares downstream and take 1d6 damage from being slammed about by the rapidly-moving water.

All bright light within 5 squares of the Shadow Hound is reduced to dim light, and dim light is reduced to darkness by its Shroud of Night aura. Character's with normal vision will take the according penalties to attack rolls against enemies within the aura.
 

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Luinnar

First Post
Shoot to kill! Alnar shouts commanding two of the skeletons to fire of the shadowy tendrils.

OOC: Actions:
Commanding skeleton 1 to use shortbow on AL62 and Skeleton 2 to use shortbow on on AL60.
 

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