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

OOC: The dog was cursed also (see post #342) ignore, that was the other dog. But Bellegon's aura is really frightening right now :)


Pointing his red capped rod at the zombie soldier, but changes his mind remembering the dogs proning his group. Bellegon moves closer, going over the rubble. Just before he attacks Ghourra kills the dog so he returns to his original target and flicks small shadow onto the creature. Invoking The Darkness from Below he glares at the zombie soldier, ravaging it's mind by the unseen power.

The aura is now painfully strong, faces of fallen enemies appearing almost clear while they whirl around, trying to escape.

[sblock=Actions]
Move: D11, activates shadow walk
Minor: Curse dog 2
Standard: Spiteful Glamour vs Will (Dog 2); psychic damage (1d20+9=26, 1d8+6=8)
Curse damage (1d6=2) - zombie bloodied, aura goes up by 1
[/sblock]


[sblock=Bellegon Stats]
STATUS: +2 power bonus all defenses, concealment from shadow walk
CURSED: zombie rotter 1, zombie soldier 1
AURA: 11
Initiative +5; Senses Passive Insight 12, Passive Perception 12, Darkvision
HP 35/50 Bloodied 25, Surge Value 12, Surges 5/7
AC 18; Fortitude 15, Reflex 18, Will 19
0/1 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


[/sblock]
 
Last edited:

log in or register to remove this ad


Sorry, missed that,

change everything to zombie soldier 1, attack bloodies the zombie, aura goes up by one (using bloodcurse rod - that's why the damage is small). I will specify this next time in the roll.
 

OOC: Save vs. knocked prone: 1d20=13 not prone


DESTRUCTION: all allies gain +1 to hit vs enemies adjacent to Brondin
All allies within zone (D10:J16) gain +2 bonus to AC TENT (sustain minor)
Brondin gains +3 to damage against any creature that damages him (Wrathful Hammer)


”Me thanks lass!” Brondin shouts over the melee. Ghourra’s healing light washes over him and cleans away the necrotic filth clinging to Brondin. He hits his craghammer against his shield, runes flaring along the weapon’s grip, and takes another swing at the zombie soldier. He then calls upon his dwarven heritage and makes himself sturdier than the rocks themselves.

[sblock=Actions]Summary:
Free: Nature’s Wrath: Zombie Soldier 1 (F12)
Minor: sustain: Rune of Undeniable Dawn zone (D10:J16): Brondin and all allies within zone gain a +2 power bonus to all defenses TENT (Sustain: Minor)
Standard: Rune of Diminishment against Zombie Soldier 1 (F12): +11 vs. AC; 1d10+9. If hit, it gains vulnerable 2 to all damage (vuln 5 vs. opportunity attacks) TENT: 1d20+11=27, 1d10+9=17 Hit for 17 damage
Move>Minor: Dwarven Resilience (spends 1 surge and gains +2 to all defenses TSNT)
[/sblock]

[sblock=Immediate Interrupt] Warden's Fury: If the Zombie Soldier (F12) attacks and doesn't include Brondin as a target, Brondin can make an attack (if Brondin is adjacent to his mark) +11 vs. Fort; 1d10+9 damage and it grants CA Brondin and his allies until EoNT.[/sblock]

[sblock=Immediate Reaction]Warden's Grasp: If the Zombie Soldier (F12) attacks and doesn't include Brondin as a target (-2 to its attack roll), Brondin can slide it 1 square and it is slowed until EoNT (close burst 5). [/sblock]

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

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(24) Fort 18(22) Ref 16(20) Will 16(20)
HP: 26/48 Surges: 6/11 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]

OOC: Deimos, it's up to you to make the skill check this turn.
 

OOC: Although Tana's a gnome, she's not invisible right now. Still, I've already fudged using Arcana once, and she's not trained in any of the listed skills.
Also, if my math is right, Zombie Soldier 1 is now destroyed.

Tana circles around to flank the remaining zombie soldier (zombie soldier 2) with Brondin, then binds her Aegis to him before flashing her blade and making a scratch on its undead body.[sblock=actions]move: move to E15; I believe Tana can get there without drawing an OA, now that the undead dog and zombie soldier 1 have been destroyed.
minor: Mark Zombie Soldier 2 with Aegis of Shielding
standard: attack Zombie Soldier 2 with Booming Blade (Tana has combat advantage, Rune of Destruction grants another +1 to hit) atk (w/CA, Rune of Destruction), dmg (1d20+15=20, 1d8+7=8); just barely hits for minimum damage; White Lotus Riposte applies[/sblock]
OOC: Tana hits Zombie Soldier 2 for 8 damage; marks it with Aegis of Shielding; White Lotus Riposte applies, so it takes 5 thunder damage if it attacks Tana

[sblock=immediate interrupt]If Zombie Soldier 2 hits any of Tana's allies, she will use her Aegis to reduce its damage by 8 points.
If Zombie Soldier 2 does not hit any of Tana's allies, and another enemy does, she will use Channeling Shield to reduce the damage on that attack by 8 points.
[/sblock]
 

[MENTION=360]drothgery[/MENTION]
This is last zombie status: 36/54
Ghourra missed, Bellegon did 10, Brondin 17--- therefore, zombie should be at 9 unless I missed something...
 




Deimos Vrago, Tiefling Wizard (Mage) 5

"Onatar, protect us from these undead abominations who try to defile your place!" Deimos intones as he steps back. Meanwhile, the Magma Beast hits one of the stronger zombies, setting it on fire!

[sblock=OOC]
Magma Beast was summoned to 12E, not 12G

Move: Shift to 11J
Standard: Religion check check (success)

Magma Beast
Intrinsic attack vs 12F
12 fire damage, also 5 ongoing and slowed until save.

Immediate Interruption: Shield (if it prevents a hit by a non-minion)
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: slowed

[/sblock][/sblock]
 
Last edited:

Remove ads

Top