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

Have you checked out the bloodied boon feat?
I have, it wasn't in existance when he was made and last level I had some retraining to do. Next level I need Venom Hand Master to do necrotic AND poison damage (via Spirit poison) with my power and ignore Poison resist/imune so I can damage everything (even undead) with my necrotic powers...so, I will take it as soon as 10th level :)
 

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The last of the waning sunlight that has been filtering through the trapdoor ends; the sun has finally set.

The rectory is suddenly filled with a low, guttural moaning. To your horror, the five corpses, no longer simply inert flesh, climb unsteadily to their feet. The gem around the neck of mummified cleric pulses brightly as the five undead horrors lurch to the attack.
[sblock=Initiative]Ghourra - 19
Brondin - 14
Bellegon - 12
Monsters - 12
Tana - 8
Deimos - 5

Rolls in order: Bellegon, Brondin, Deimos, Ghourra, Tana, Monsters; 1d20+6=12, 1d20+2=14, 1d20+3=5, 1d20+2=19, 1d20+3=8, 1d20+4=12[/sblock][sblock=Map]
encounter1surprisernd.png

The beds are difficult terrain that provides cover.
The tables and chairs are difficult terrain.[/sblock][sblock=Status]Bellegon (C13) - HP: 50/50, Surges: 7/7, AP: 1, Second Wind: avail
Brondin (E12) - HP: 48/48, Surges: 11/11, AP: 1, Second Wind: avail
Deimos (C14) - HP: 40/40, Surges: 8/8, AP: 1, Second Wind: avail
Ghourra (D14) - HP: 42/42, Surges: 10/10, AP: 1, Second Wind: avail
Tana (D13) - HP: 49/49, Surges: 11/11, AP: 1, Second Wind: avail

Undead Priest (C10) - HP: undamaged
Zombie Adventurers (J9, L10, K12, M11) - HP: undamaged[/sblock][sblock=Enemies]Undead Priest - AC: 22, F: 19, R: 20, W: 21
:melee: +13 vs. AC; 2d8+3
Zombie Adventurers - AC: 17, F: 17, R: 13, W: 14
:melee: +9 vs. AC; 2d6+2[/sblock]

Up next - Ghourra, Brondin, Bellegon.
 

Bellegon moves across the room, flickering shadows deepening the gloom around him. Part of the shadow dettaches and clings to the mummy. He glares at undead creature, embeding horrors from under the world in it's mind. Unfortunately, he chooses demons as his horrors and the undead almost smiles at the sillyness of it.

[sblock=Actions]
Minor: Curse the priest
Move: D8, going round about way
STandard: Spiteful Glamour vs Will (Priest); psychic damage; curse damage (1d20+9+1=11, 1d12+6=14, 1d6=4) - nat 1!
[/sblock]
 

”Cut the head from the snake, me pappy always said.”, Brondin says as he closes to melee with the zombie priest.

With a silent prayer to Onatar, Brondin swings his craghammer at the undead creature. As he does, red runes appear on his armor and weapon, glows brightly, then fade, empowering his swing. It damages the thing slightly, but it looks a little weakened by the attack.

[sblock=Actions]Summary:
· MOVE: to D10 (avoiding OA)
· STANDARD: (Rune of Destruction) Word of Diminishment against zombie priest (C10) (1d20+11=23, 1d10+9=14); Hit for 14 damage and the Zombie Priest gains vulnerable 2 to all damage (vulnerable 5 with Opportunity Attacks) until the end of Brondin’s next turn.
· MINOR: mark Undead Priest
· FREE: none

The zombie priest has Vulnerable 2 until EoNT, and while I am in Rune of Destruction state, allies gain +1 to hit enemies adjacent to Brondin. I say focus fire on Zombie priest[/sblock]

[sblock=Immediate Interrupt]Warden's Fury: If the Zombie Priest attacks and doesn't include Brondin as a target, He can make an attack (if Zombie Priest is adjacent) +11 vs. Fort; 1d10+9 damage and it grants CA Brondin and his allies until EoNT.

Warden's Grasp: If the Zombie Priest attacks and doesn't include Brondin as a target, Brondin can slide it 1 square and it is slowed until EoNT (close burst 5).

Brondin will use Word of the Blinding Shield against the first Zombie Adventurer that attacks Bellagon. Imm. Interrupt: Word of Blinding Shield against first zombie adventurer to attack Bellagon (D8) +11 vs. FORT; if hit, blinded until end of its turn (-5 to its attacks) Rune of Destruction State: 3 radiant damage (1d20+11=26)[/sblock]

[sblock=Stats] Status:

Rune State:
[ X ] 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.)


[FONT=&quot] 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: 48/48 Surges: 11/11 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
[/FONT][/sblock]
 
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Taking her cue from Brondin, Ghourra stands her ground to protect Deimos, she tosses the weapon in her hands. The runes in Dwarven along the haft flare to life as it sails impossibly through the air. The zombie priest barely deflects the blow in the nick of time as Ghourra's weapon flies back to her hand.

[sblock=actions]Standard: Paint the Bulls-Eye vs AC (Zombie Priest) (1d20+10+1=20, 2d6.minroll(2)+4=12) [/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: 10/10 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]
 

The undead Katashkan priest, showing a profane intelligence, peels back its face and lets loose a horrific howl before retreating towards the other undead. Bellegon and Brondin stumble backwards, retching at the disgusting features.

The zombies, moaning with an unending hunger, lurch forward toward the now exposed pair. A trio of the monsters club at the dwarf, connecting multiple times. The remaining zombie swings at the drow; Brondin, seeing his companion in trouble, causes a ward on his shield to flash with an obscene brightness, blinding the creature. Despite his efforts, the zombie still slams a clawed hand into Bellegon's shoulder.
[sblock=Enemy Actions]Undead Priest (I12)

Zombie Adventurer (H9)
Zombie Adventurer (H10)
  • Move - K10 > J10 > I10 > H10
  • Standard – Slam vs. Brondin (AC 20), 1d20+9=16; miss.
Zombie Adventurer (H11)
  • Move - L11 > K11 > J11 > I11 > H11
  • Standard – Slam vs. Brondin (AC 20), 1d20+9=21; 2d6+2=13
Zombie Adventurer (G11)
  • Move - J12 > I12 > H12 > G11
  • Standard – Slam vs Brondin (AC 20), 1d20+9=29; CRIT 14 damage.
[/sblock][sblock=Map]
encounter1rnd1.png

The beds are difficult terrain that provides cover.
The tables and chairs are difficult terrain.[/sblock][sblock=Icon Notes]The red tinge on an icon shows when a character/monster is bloodied.
The green cross is Brondin's mark.
The pink plus symbol is the vulnerable 2 effect from Brondin's Word of Dimishment.
The black flaming skull is Bellegon's curse.[/sblock][sblock=Status]Bellegon (G8) - HP: 35/50, Surges: 7/7, AP: 1, Second Wind: avail
Brondin (G10) - HP: 14/48, Surges: 11/11, AP: 1, Second Wind: avail; bloodied
Deimos (C14) - HP: 40/40, Surges: 8/8, AP: 1, Second Wind: avail
Ghourra (D14) - HP: 42/42, Surges: 10/10, AP: 1, Second Wind: avail
Tana (D13) - HP: 49/49, Surges: 11/11, AP: 1, Second Wind: avail

Undead Priest (I12) - HP: -14; marked by Brondin, cursed by Bellegon, vulnerable 2 all damage (vulnerable 5 OAs) until end of Brondin's next turn.
Zombie Adventurer (H9) - HP: -6
Zombie Adventurers (H10, H11, G11) - HP: undamaged[/sblock][sblock=Enemies]Undead Priest - AC: 22, F: 19, R: 20, W: 21
:melee: +13 vs. AC; 2d8+3
Zombie Adventurers - AC: 17, F: 17, R: 13, W: 14
:melee: +9 vs. AC; 2d6+2[/sblock]
 

Normally, Tana would close right at the greatest threat on the field, which seemed to be the priest. However, two things contra-indicated that. The first was that had just attacked her greatest weakness, and she new she was very lucky to have avoided taking damage from that. And the second was that Brondin was already doing everything he could to attract the creature's attention on him, and diverting it to her would make that effort useless. So instead, she decided to do what she could to the zombies. She moved to between her allies and channeled a burst of magic energy from her sword. It damaged both of them, although not all that much.

[sblock=actions]triggers: 1. if a bloodied ally is hit by someone not marked by her, use Channeling Shield
2. if someone marked by her Aegis attacks someone else, use Aegis of Shielding (option 1 has priority)

move: move to G9 without provoking OAs
minor: mark the zombie at H9 with her Aegis
standard: attack the zombies at H9 and H10 with sword burst
H9 vs REF; H10 vs REF; dmg (1d20+9=23, 1d20+9=21, 1d6+7=8) - because they were hit, if they attack Tana before her turn, they take 5 Force damage due to White Lotus Riposte
[/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: 49/49, 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]
 

Brondin staggers from the zombie’s blows. Green runes flare to life as he tries to shake off most of the damage. He then turns his attention to the zombies surrounding him, eyes lingering on the one that dealt the strongest blow. ”That snake sure is a’ slippery one, ain’t it? Out of my way!.”, Brondin yells.

Brondin strikes the ground at his feet with his craghammer. Instantly the ground begins to ripple and buckle limiting the zombies’ movements. Then he shifts to the right, focusing a might strike on the zombie that hurt him.

OOC: @Walking Dad : During the first round of an encounter, I usually don’t like to post before everyone has gone, but I wanted to set you up for a push (and then knock prone) round. I hope you don’t mind lol


[sblock=Actions]Summary: (ZA = Zombie Adventurer)
· MINOR: Dwarven Resilience (Second wind) +2 to all defenses until SoNT
· STANDARD: Roots of Stone: Close burst 1; enemies only; ZA (H9), ZA (H10), ZA (H11), ZA (G11) vs. AC: (1d20+11=24, 1d20+11=20, 1d20+11=12, 1d20+11=28, 1d10+9=10); HIT ZA (H9), ZA (H10), and ZA (G11) for 10 damage. MISS ZA (H11). If the target leaves the burst, it is knocked prone (lasts until end of encounter or all knocked prone)
· Brondin deals (2d6=5) extra damage against ZA G11 from Retribution Craghammer +2.
· FREE ACTION: Mark ZA (H10)
· MOVE: Shift to F11
· FREE: Use Dwarven Chainmail Daily power: regain 12 hit points
· -Action Point-
· STANDARD: (Rune of Destruction) Word of Diminishment on ZA G11: (1d20+11=30, 1d10+9=15) HIT for 15 damage and gains vulnerable 2 (vulnerable 5 to OA) until EoNT.


The ZA (G11) has Vulnerable 2 until EoNT, and while I am in Rune of Destruction state, allies gain +1 to hit enemies adjacent to Brondin. [/sblock]

[sblock=Immediate Reaction]Warden's Grasp: If the Zombie Adventurer (H10) attacks and doesn't include Brondin as a target (-2 penalty to its attack), Brondin can slide it 1 square and it is slowed until EoNT (close burst 5).[/sblock]

[sblock=Stats] Status:

Rune State:
[ X ] 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(22) Fort 18(20) Ref 16(18) Will 16(18) (until SoNT)
HP: 38/48 Surges: 10/11 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
[FONT=&quot]Dwarven Chainmail +1 (Daily Power)[/FONT][/sblock]
 
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GM: [MENTION=6672544]jsb420[/MENTION], I'm not sure if I missed it, but did you want to mark any of the monsters this round?

Also, the Zombie Adventurer in G11 is now bloodied. 30/60 HP.
 
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OOC: @horticulture : oops! forgot my mark was a free action. Thanks. Yes I'll mark ZA (H10) prior to shifting. I'll edit my post (including Warden's Grasp - Immediate Reaction)
 
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