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[Adventure] Desolation Island (DM: jsb420; JUDGE: covaithe)

OOC: It's impossible for Finnean to get a 25 initiative, so he'll go after the monsters. In fact Damien is the only one who even has a shot at beating a 25. The best Cyrus can do it tie it, and no one else can match it.
 

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OOC: I thought that you just had to tie the initiative and players take precedence over monsters to go first (that might just be a 3.5e rule though)

Either way I am off to take an exam on dinosaurs so I will respond tonight when I finish my classes
 

Round 1 – Beach Party

GM: @Son of Meepo : You are correct. I didn’t even look a everyone’s Init mods. No need to roll Initiatives.

Monsters go first (not that they can do anything effective with Move 4 lol)


The zombies seem to recover faster than the heroes. They stand and shamble towards the party, while the wight jumps down from its ship, and scrambles towards the group.

[sblock=Enemy Actions]Dead One 1: Move: Stand; Standard>Move: Q18 > M17
Dead One 2: Move: Stand; Standard>Move: U18 > Q17
Dead One 3: Move: Stand; Standard>Move: AA21 > X18
Dead One 4: Move: Stand; Standard>Move: Y21 > X17

Dead One Minion: Move: Stand; Standard>Move: V20 > S17

Deathlock Wight: Move: AK16 > AF15[/sblock]

[sblock=Map & Terrain]
R6sYP.jpg

Illumination: Pale green light provides dim light
Shore: littered with debris; difficult terrain
Water: From the shore out 3 squares, the water comes up to a medium-sized creature’s knees, any further and you must swim
Jungle: inside first 2 squares: provides cover and is difficult terrain; 3+ squares: blocking terrain
Shipwreck: difficult terrain; Climb: Athletics check DC 10; 10 feet high (2 squares)
Rocks (under shipwreck): difficult terrain; if knocked prone, extra 1d4 falling damage[/sblock]

[sblock=Participants]Zombie: 54/54 hp; AC 18, FORT 17, REF 14, WILL 14; +9 vs. AC; 2d6+2 damage, or 1d12+4 against a grabbed target. Immune disease, poison, Resist 10 necrotic, Vulnerable 5 radiant; Zombie Weakness (a crit kills it instantly)
[sblock=pic]
VdobB.jpg
[/sblock]
Dead One 1 (M17): 54/54 hp
Dead One 2 (Q17): 54/54 hp
Dead One 3 (X18): 54/54 hp
Dead One 4 (X17): 54/54 hp, in water, difficult terrain

Dead One Minion (remaining from skill challenge): 5/20 hp; AC 13, Fort 15, Ref 13, Will 11; +6 vs. AC; 1d8+2 damage and grabbed (until escape). Immune disease, poison, Resist 10 necrotic, Vulnerable 5 radiant; Zombie Weakness (a crit kills it instantly)
Dead One Minion (S17): 5/20 hp

Deathlock Wight: 63/63; AC 18; FORT 15; REF 16; WILL 17; +10 vs. AC; 1d6+1 necrotic damage, and lose 1 healing surge. Immune disease, poison, Resist 10 necrotic, Vulnerable 5 radiant
[sblock=pic]
UnHp3.jpg
[/sblock]
Deathlock Wight (AF15): 63/63 hp

Finnean (L20): 24/24; HS 3+2/7; AP 1; Ardent Surge [1]; Status: prone, in difficult terrain
Ixenvalignat (J21): 22/22; HS 1+2/8; AP 1; Inspiring Word [1] [2]; Status: prone
Cyrus (K19): 26/26; HS 5+2/9; AP 1; Status: prone, in difficult terrain
Damien (H21): 28/28; HS 5+2/9; AP 1+1; Status: Aspect of the Pouncing Lynx; prone, in difficult terrain
Jesse (G20): 23/23; HS 4+2/7; AP 1+1; Potion of Healing; Status: prone

[FONT=&quot]Ardens: 26/26; HS 7+2/9; AP 1; Status: currently MIA [/FONT][/sblock]
 

OOC: My posting might be spotty over the weekend. Probably won't be able to until Saturday night, but my priority will be with Land Ho. So if you need NPC Ixenvalignat for the first round, go ahead.
 

Finnean hearing a fresh wave of zombies coming at him, Finnean quickly gains his feet, he then draws his dagger with his off-hand and whips it at the zombie in the lead. The dagger embeds itself up to the hilt in the zombie's shoulder, causing it the flinch from impact of the blow.

[sblock=Actions]Move: Stand
Minor: Draw Dagger
Standard: Sly Flourish (M17) (1d20+7=23, 1d4+8=10)[/sblock]
 


[sblock=LV UP?]So...do we get the level up? Or do we have to do it after this wave of zombies? Tomorrow's my first day of college, so after some lectures I should have time to post, and level up.

EDIT: Nevermind, just saw the Extended Rest = Level Up bit. :P[/sblock]
 
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GM: [MENTION=84680]treex[/MENTION]: Sadly no leveling up yet. If your group managed a complete success at the skill challenge, you would have leveled up. You must defeat the zombies in order to take an extended rest then level up.
 

[sblock=OOC]Sorry just got married been a little busy this week. Plus I'm waiting to see what some of the others are doing. See if there's any Combat Advantage being dropped on any of the larger targets.[/sblock]
 

Jesse gets up on his feet, only to see a horde of zombies making a beeline to his group.

"I shall put you to rest, spawn of evil!" Jesse cried.

As he said this, a hellhound bursts out from the sand and bites down hard on one of the Dead Ones. The illusion continues to dog the zombie, distracting it with snarls, snaps and nips.

[sblock=Actions]Move: Stand from prone
Action: Phantasmal Assault @ Dead One 1:
1d20+5=14
1d8+5=13

Hits for 13 damage, the zombie grants combat advantage and can't make opportunity attacks rolls until the end of Jesse's next turn. In addition, the target takes a -2 penalty to attack rolls against Jesse until the end of his next turn.[/sblock]

OOC: Summary:
-Dead One 1 takes 13 damage; grants CA, can't make opportunity attacks, -2 to attack rolls against Jesse until the end of Jesse's next turn.

[sblock=Mini-stats]
Status:
Jesse Tey’un – Tiefling Wizard
Init: +0 Speed: 6
Passive Perception:11; Passive Insight: 16
AC: 15 Fort 12 Ref 16 Will 15
HP: 23/23 Surges: ?/7 Surge Value: 5 AP: 1
Languages: Common, Elven
Str:8 Dex:10 Wis:13 Con:13 Int:20 Cha:15

Powers:
Ghost Sound
Light
Magic Missile
Phantom Bolt
Phantasmal Assault
Suggestion
Infernal Wrath
Grasping Shadows
Second Wind
(Illusory Obstacles -Spellbook)
Phantom Chasm
Cloak of Resistance +1
(Horrid Whispers – Spellbook)
[/sblock]
 
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Into the Woods

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