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

Brondin feels the healing energies from Ghourra. ”My thanks, lass!” he says and starts to advance on the undead intruders when he sees the statue he toppled previously, starting to slide backwards. Undead arms start reaching through. If they get through, the temple will be overrun!

Brondin changes directions without missing a step and heads towards the toppled statue and the zombie’s waiting grasp. His craghammer pulses again, a rune flaring above Brondin as he pushes the statue back into place. ”By the light of Onatar’s Forge, I command you…[erh]…to…[ugh]…be…[umph]…gone!”, Brondin shouts emphatically.

[sblock=Actions]Summary:
Healing: spend a surge+2 (Ghourra)
Minor: -
Move: J15>N8
Standard: Athletics Check +11: 1d20+11=18 – SUCCESS!
Free: -
[/sblock]



[sblock=Stats] Status: Wrathful Hammer: Brondin gains a +3 (Con mod) bonus to damage against any enemy that damaged him TENT

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: 32/48 Surges: 8/11 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
Dwarven Chainmail +1 (Daily Power), Potion of Healing, Vial of Holy Water[/sblock]
 

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Bellegon quickly curses the rotter that hit him, but maintains his focus on the zombie soldier. The strain on the damaged brain is too much and zombie collapses, leaving only vulnerable shambling rotter.

[sblock=Actions]
Minor: Curse zombie rotter
Move: Shift I 11
Standard: Spiteful Glamour vs Will (soldier); psychic damage; curse (1d20+9+2+1=16, 1d8+6+7=16, 1d6=1) - drops it, aura grows to 8

Free: Drop Bloodcurse rod
Fast Hands Free Action: Draw dagger in case OA is needed
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[sblock=Bellegon Stats]
STATUS: shadow walk concealment
CURSED: zombie rotter
AURA: 8
Initiative +5; Senses Passive Insight 12, Passive Perception 12, Darkvision
HP 45/50 Bloodied 25, Surge Value 12, Surges 5/7
AC 18; Fortitude 15, Reflex 18, Will 19
1 AP
Saving Throws:
Speed 6

Eldritch Strike
Spiteful Glamor
Fast Hands


Cloud of Darkness
Darkfire
Second Wind
Cursebite
Shadow Step
Shared Agony
Life Siphon


Your Glorious Sacrifice
Twilight of the Soul


Talon amulet - Daily: Minor: melee attacker suffers 1d6 damage 'till the end of the encounter
Knifethrower gloves: Daily : Free Action. When Bellegon hits with a thrown weapon attack he can add +5 power bonus to damage roll

Gloves of eldritch admixture: 4/5 charges


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The last zombie falls to join the rest of the undead scattered around the temple; the entrances to the large room seem secure.

The night, however, is long and far from over.

Moans of the undead, along with much more terrible sounds, can be heard outside the temple walls. The pounding and scratching of claws and fists is a constant reminder to the perilous predicament the group finds itself in. The undead horde seems determined to force their way into the abandoned building, their search for living flesh unending and their hunger for the necromantic shard unceasing.

GM: Combat is indeed over and the skill challenge has been completed.
 

Pausing for a moment to tend to Bellegon's wounds, Ghourra then sits down to recover her own strength.

Healing Word (1d6+4=6) to Bellegon

"Those things won't stop while this crystal still glows with it's unholy light. I'm willing to chance they go crazy for a little while so we can take care of it once and for all. Maybe they will just run themselves off a cliff."
 

"Aye, I'm agreein' with Ghourra. That thing is a callin' to them zombies. We needs ta destroy it and cleanse the temple, but as ta how, I'm not knowin'., Brondin says, still eyeing the doors and the freshly fortified holes in the ground where the undead entered.
 

Gnarled hands, nails broken, reach through the slated windows, clawing the air for something to grab hold of. Wounds on the arms of the undead ooze with partially congealed blood, insects and worms crawl forth from the slowly rotting flesh, and dark stained teeth dripping with ichor can be seen through the passing moments.

A heart wrenching roar rents the air and causes the walls to vibrate. The horrifying sound goes on for many moments, drowning out the incessant moaning of the other undead. What could cause such a terrible sound is unknown, but it must be huge.

Outside is a veritable sea of undead, packed shoulder to shoulder and fifteen deep. All manner of species are present - elves, humans, goblins, orcs; even trolls and larger creatures can be seen in the night. All of them united in a common purpose, racial divides forgotten for the never-ending search for the living.

The wait for dawn seems longer still with the knowledge of the monstrosities arrayed against the heroes.
 

"They will bring the temple down around us. We must risk the destruction of the vile thing even if we enrage them further. At least the call should stop and once santified, the temple should be undead proof, right?"
 

Deimos Vrago, Tiefling Wizard (Mage) 5

"You all speak madness! We have to wait and destroy it in the light of the sun! Why should destroying it stop the already animated horde? I studied such things and analyzed the shard. And why should they stop coming? They hunger for the life energy of the living and we are the only ones around in a days travel. Trust me. Destroying it now will NOT help!"
Deimos argues against what seems to him like a fateful superstitious action born of ignorance.

[sblock=OOC]

Trust me. The arcana/religion check was good and the answer from the DM clear.

Immediate Interruption: Shield (if it prevents a hit)
Immediate Reaction: Infernal Wrath (if hit by enemy in range)

[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:
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