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

OOC: I can't see where Tana can help much fortifying the place, save for picking a door to stand in front of; 10 Str, 3' 8" tall, +2 Dugneoneering, +3 Theivery. On the other hand, she may be of some help with the ritual (+7 Religion; +15 Arcana) or figure something else out (+12 history).

Also agree on that running isn't the best idea.
 

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OOC: I might be a cleric, but that doesn't mean I actually know anything about rituals or religion for that matter. (Hybrids don't automatically get either.)

Still, the question is what order do we do things?

We could defend the temple until morning when the power of the crystal is weakened, then try to destroy it.

Or we could try to destroy the crystal right away. Sure, it might cause a backlash, then again, if we're good enough, maybe it just destroys a bunch of the undead making the

Given an option, Ghourra would vote for the second approach. Destroy the evil plot device of doom right away and take our chances with a backlash.
 

Deimos needs to be reviewed

Deimos Vrago, Tiefling Wizard (Mage) 5

"...
And destroying artifacts can bring nasty side effects..."
"... yes!!! I understand the matrix. Destroying it in the current temporal condition... uh... night, will cause a negative ripple effect that will even empower the advancing undead. I suggest we fortify or pray. Best we do both.."
Deimos suggest after examining the crystal.

[sblock=OOC]

So it is clearly option 1 for me. I hope horticulture will allow creative use of Arcan and Religion for making 'Warding Circles' to count as fortifying the temple. The physical work isn't Deimos strong point.

Deimos is level 5, but not yet approved for this level.

[sblock=Mini stat block]
Deimos Vrago
Perception: 13 Insight: 20 Low-light Vision
AC 20 Fortitude 16 Reflex 18 Will 19
Initiative: +3
Hit Points: 40 / 40 Bloodied: 20
Temporary Hit Points: -
Resist: fire 6
Saving Throw: -
Action Points: 1 Second Wind: 1
Milestones: 0.5
Healing Surge:10 Surges per day: 7 / 8
At-Will Powers: Magic Missle, Scorching Burst, Beguiling Strands
Encounter Powers: Infernal Wrath, Charm of Misplaced Wrath, Fire Shroud, Shield
Daily Powers: Flaming Sphere, Summon Magma Beast

Condition:
[/sblock][/sblock]
 

Zombie Siege: The Siege Begins!

GM: In order to defensify the temple to prevent the group from being overrun by the horde of undead, a skill challenge is called for.

Everyone will get one skill check per "round." Once everyone does a skill check, I'll update the totals and we'll continue to the next round. Feel free to go in any order, but remember, actions are taken in the order posted, so if you want to aid another with Perception, you have to do your skill check before the character you're aiding. Do not worry about initiative right now, I'll roll for everyone when it's called for.

[sblock=Zombie-Proofing the Temple]Level: 7
Complexity: 3 (requires 8 successes before 3 failures).
Primary Skills: Athletics, Dungeoneering, Religion, Theivery.
  • Athletics (DC 16, standard action, 1 success, no maximum): The character realizes finesse is no trade for quick and effective physical labor. The character pounds nails, carries heavy objects, and uses brute strength shove invading zombies back through the doors.
  • Dungeoneering (DC 16, standard action, 1 success, no maximum): The character’s knowledge of stone and underground construction lets him or her see how the temple might best be fortified using the meager supplies available.
  • Religion (DC 16, standard action, 1 success, no maximum): The character offers a prayer to Onatar, asking him to lend his strength to the characters’ endeavor and slow the tide of undead seeking to further desecrate his temple.
  • Thievery (DC 16, standard action, 1 success, no maximum): The character has spent a lifetime getting into places he or she is not wanted. It’s not terribly difficult to turn that concept on its head and use those skills to craft sturdy barricades.
Secondary Skills: Perception.
  • Perception (DC 11, minor action, no successes): The character’s keen eyes help more skilled companions find the best materials to aid in fortifying the temple. A successful check grants a +2 bonus to one ally’s next Dungeoneering or Thievery check made as part of this skill challenge.
[/sblock]
 

OOC: Hmm... no named skills that Tana's trained in, and only one where she has a modifier better than +3. Sure she can't use Arcana to improvise a few wards?

Tana tries to put together some notes from all the temples of the Host she's been in before and old religious manuals she's helped recover, in order to help someone else build a defensive prayer. (Aid Another with Religion: Religion check (1d20+7=25) -- so when I go for a safe, low-risk option, the dice love me. Hmm.)
 

Brondin's craghammer starts to glow with a soft light, emanating from a new rune, a twin of the rune from his vision. Spurred into action, Brondin races through the defiled temple towards the main doors, arms and legs pumping, driving the dwarf to incredible speeds (for a dwarf). He reaches the doors and grunts with effort as he tries to shoulder them closed.

Brondin continues his effort to close and bar the front doors to the temple, it appears the door won't budge.

OOC: Looks like IC is dishing out nat 1's be careful. Athletics check (+11) to close front door. (1d20+11=12)

sorry guys!
 

GM: Well, that was quicker than I thought. Stand by for initiative rolls. I'll need to know where everyone is on the map.
[sblock=Map]
encounter2surprisernd.png
[/sblock]
 


OOC: Brondin is at i23, right where the action is.


[sblock=Stats] Status:

Rune State:
[ ] 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 Fort 18 Ref 16 Will 16
HP: 45/48 Surges: 9/11 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), Potion of Healing, Vial of Holy Water[/sblock][/FONT]
 


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